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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.

Accurate wide-area tracking for architectural, engineering and surveying applications.

Head-Mears, James Bradley January 2013 (has links)
Augmented Reality (AR) is a powerful tool for the visualisation of, and interaction with, digital information, and has been successfully deployed in a number of consumer applications. Despite this, AR has had limited success in industrial applications as the combined precision, accuracy, scalability and robustness of the systems are not up to industry standards. With these characteristics in mind, we present a concept Industrial AR (IAR) framework for use in outdoor environments. Within this concept IAR framework, we focus on the improving the precision and accuracy of consumer level devices by focusing on the issue of localisation, utilising LiDAR based point clouds generated as part of normal surveying and engineering workflow. We evaluate key design points to optimise the localisation solution, including the impact of increased field of view on feature matching performance, the filtering of feature matches between real imagery and an observed point cloud, and how pose can be estimated from 2D to 3D point correspondences. The overall accuracy of this localisation algorithm with respect to ground-truth observations is determined, with unfiltered results indicating an on par horizontal accuracy and significantly improved vertical accuracy with best-case consumer GNSS solutions. When additional filtering is applied, results of localisation show a higher accuracy than best-case consumer GNSS.

Dynamic Occlusion of Virtual Objects in an 'Augmented Reality' Environment

Sandström, David January 2018 (has links)
This thesis explores a way of increasing the perception of reality within an ''Augmented Reality'' application by making real objects able to obstruct the view of virtual objects. This mimics how real opaque objects occlude each other and thus making virtual objects behave the same way will improve the user experience of Augmented Reality users. The solution uses Unity as the engine with plugins for ARKit and OpenCV. ARKit provides the Augmented Reality experience and can detect real world flat surfaces on which virtual objects can be placed. OpenCV is used for image processing to detect real world objects which can then be translated into virtual silhouettes within Unity that can interact with, and occlude, the virtual objects. The end result is a system that can handle the occlusion in real time, while allowing both the real and virtual objects to translate and rotate within the scene while still maintaining the occlusion. The big drawback of the solution is that it requires a well defined environment without visual clutter and with even lighting to work as intended. This makes it unsuitable for outdoor usage.

A Program to Display Big Data

Chantaworakunakorn, Piyarat, Munoz, Michael 10 1900 (has links)
ITC/USA 2015 Conference Proceedings / The Fifty-First Annual International Telemetering Conference and Technical Exhibition / October 26-29, 2015 / Bally's Hotel & Convention Center, Las Vegas, NV / This paper describes a new way to look at telemetry data. Northern Arizona University (NAU) students are researching a new approach to apply virtual reality (VR) to evaluate data from a collection of stored signals. Each signal will have limits attached which we will use to view the parts of the waveform which contain abnormalities. A program to illustrate the technique is being developed by NAU students. Initially, we were working with Vizard 5, using the Python language. However, there is another program, Unity, which will perhaps be more useful for the application we wish to achieve. Additionally, we are examining a technique to accurately access the telemetry data collected. The amount of telemetry data collected has increased over the years resulting in difficulties in identifying the relevant information. We are searching for a better approach to store and access big data and will demonstrate this approach by utilizing Oculus Rift and Microsoft Kinect.

Augmented reality interfaces for symbolic play in early childhood

Bai, Zhen January 2015 (has links)
No description available.

Guidelines for user interactions in mobile augmented reality

Ortman, Erik, Swedlund, Kenneth January 2012 (has links)
Over the last couple of years the field of Augmented Reality has transformed from something mainly seen in academic researchinto several examples of big commercially successful products, and the widespread use of highly capable mobile devices has greatly helped accelerate this trend. The powerful sensors in modern handsets enable designers to bring Augmented Reality implementations to the hands ofthe users.This thesis examines how Augmented Reality can be implemented onmobile platforms, mainly the iPhone 4, and surveys existing implementationsand solutions for developers. It presents a number of design guidelinesfor user interactions in AR on mobile devices that can be used fordesigners as a reference when designing user-centered mobile AR applications.

Road stakeout in wearable outdoor augmented reality : a thesis submitted in partial fulfilment of the requirements for the degree of Doctor of Philosophy in the University of Canterbury /

Buchmann, Volkert. January 2008 (has links)
Thesis (Ph. D.)--University of Canterbury, 2008. / Typescript (photocopy). Includes bibliographical references (p. 169-183). Also available via the World Wide Web.

Adaptive AR-system : Adapting manufacturing instructions to worker needs

Danielsson, Oscar January 2015 (has links)
This thesis looks at Augmented Reality (AR) and Expert Systems (ES) and how concepts from these techniques can be used to make instructions simpler for workers in the manufacturing industry. The experiment performed is based on a case study of “Block 9-11” at Volvo GTO in Skövde. A comparative study between the developed AR-system and the currently used instruction format has been made. For practical reasons the tasks and instructions were modified from the original. The results showed a similar time usage for the two systems but with a large amount of steps missed in the control group as well as a lower subjective usability-score from the testers, showing an advantage for the AR-system. In future work the plan is to further develop the adaptability-aspect, an aspect that didn’t give clear results in this study. / YOU2

Prototyping of a mobile, Augmented Reality assisted maintenance tool

Boodé, Henrik January 2014 (has links)
The purpose of this thesis work is to create a prototype for an augmented reality application that isaimed to support service technician when performing service and maintenance of machines andengines. The prototype will be used for investigating what technical limitations there is and toestablish basic usability for the user interface. The method that is used is user studies and analysis toevaluate use cases and user stories. An iterative work process is then applied for design and theprototype is continuously user tested.The resulting prototype uses a Samsung Galaxy Tab 2 running on Android operating system. Theframework used for augmented reality is NyARToolkit which handles marker recognition andconnections to Android. NyARToolkit uses OpenGL to visualize 3D models. The 3D models used isin the metasequoia fileformat. The application that implements the framework gets reasonableperformance on Galaxy Tab 2 and the visualization of 3D model is accomplished. A stabile markerrecognition is not attained.The usability has not been studied thoroughly, but it is designed based on the unofficial standard fordesign on mobile devices and for 3D manipulation on mobile devices. The graphical design is aimingfor an open workspace with as few interrupting objects as possible. Clear descriptions of objects are apart that has resulted from usertesting.Judging by the functionality that the prototype indicates it could be assumed that an application of thistype is possible in the given field, which is worked performed by a service technician. The testingequipment that has been used is not of the latest generation of mobile devices which can mean thatnewer models perform better than the ones used for testing. What seems to be limiting the use of themarker recognition is the quality of the video input. The device’s processing power affects howadvanced the 3D environment can be, which in turn can reduce performance when more complex 3Dmodels are used. Since there are several frameworks for the Android platform there is also severalsolutions to making a prototype with the sane functionality. Since I have only explored oneframework there is a possibility that another framework could have produced a more stabile prototypeThe user testing that has been performed points out that a distinct design is needed. Clearly describingtexts for different objects should be used to make the user less confused. An unofficial user designthat is generally used has to be implemented so that the users fell at home when handling theapplication on mobile devices.

Interaction Techniques using Head Mounted Displays and Handheld Devices for Outdoor Augmented Reality

Budhiraja, Rahul January 2013 (has links)
Depending upon their nature, Outdoor AR applications can be deployed on head mounted displays (HMD) like Google glass or handheld Displays (HHD) like smartphones. This master’s thesis investigates novel gesture-based interaction techniques and applications for a HMD-HHD hybrid system that account for advantages presented by each platform. Prior research in HMD-HHD hybrid systems and gestures used in VR and surface computing were taken into account while designing the applications and interaction techniques. A prototype system combining a HMD and HHD was developed and four applications were created for the system. For evaluating the gestures, an application that compared four of the proposed gestures for selection tasks was developed. The results showed a significant difference between the different gestures and that the choice of gesture for selection tasks using a hybrid system depended upon application requirements like speed and accuracy.

Augmented Reality (AR) : En undersökning av hur ett verk i AR upplevs

Larsson, Kristian January 2014 (has links)
No description available.

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