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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.
221

Augmented reality i en industriell tillverkningsprocess / Augmented Reality in an Industrial Manufacturing Process

Wass, Anton, Löwenborg Forsberg, Eddie January 2017 (has links)
Med den digitalisering som sker just nu i den industriella världen väcks stor nyfikenhet på hur framtidens tekniker såsom “Augmented Reality” kan appliceras i industriella tillverkningsprocesser. Målet med examensarbetet var att undersöka om och hur AR-teknik kan utnyttjas i industrin för att förbättra nuvarande arbetsprocesser. Två prototyper utvecklades för AR-glasögonen Microsoft HoloLens och utvärderades genom att jämföra tidigare arbetssätt med nya. Testerna av prototyperna visade att effektiviteten, produktionskvalitén och rörligheten ökade för användaren till en bekostnad av sämre ergonomi. / With the digitization that is happening right now in the industrial world, there is a lot of curiosity about how future technologies like Augmented Reality can be applied in industrial manufacturing processes. The aim of the thesis was to investigate whether and how augmented reality technology can be utilized in industries to improve current work processes. Two prototypes were developed for the augmented reality glasses Microsoft HoloLens and evaluated by comparing previous working methods with new ones. Tests of the prototypes showed that efficiency, production quality and mobility increased for the user at the expense of worse ergonomics.
222

Visualisering av vägdata i en AR-app

Nyqvist, Ida January 2020 (has links)
I och med smarttelefonens intåg i våra liv har Augmented Reality (AR) kommit att bli en teknik i ropet. Många företag och utvecklare är intresserade av att undersöka dess potentiella användningsområden för just deras nisch. Men det är inte bara fantasin som sätter gränser - även hårdvaran.2018 lanserades ARCore, en uppsättning utvecklingsverktyg för att bygga AR-appar för Android-smartmobiler. ARCore i sig har inte stöd för att bygga positionsbaserade appar, men i och med att smartmobiler och surfplattor är utrustade med GPS och kompass för att kunna avgöra sin position och orientering, syftar detta arbete till att utreda hur en platsbaserad AR-app för Android kan utvecklas, med målet att visa vägdata som AR-objekt.Projektet inleddes med en litteraturstudie för att undersöka teorierna bakom AR, positionsteknik och redan existerande platsbaserade AR-appar. Vidare genomfördes en fallstudie av att utveckla en AR-app för att visa utvald vägdata i stadsmiljö. Appen testades i stadsmiljö, där det upptäcktes att enhetens platsnoggrannhet var för dålig för att kunna placera och visa AR-objekt någorlunda verklighetstroget. Därefter gjordes en uppföljande litteraturstudie på området positionsteknik och platsnoggrannhet hos dagens mobila enheter för att undersöka vilka faktorer som påverkar enheters förmåga att bestämma sin position. Den uppföljande litteraturstudien visade att platsnoggrannheten framförallt påverkas av höga byggnader i närmiljön. / The introduction of the smartphone as we know it today, has made Augmented Reality (AR) a hot technology. Many companies and developers want to explore its potential uses within their area of interest. But not only does the imagination set the limits – the hardware does too.In 2018, ARCore was launched, a software development kit (SDK) for building AR apps for Android smartphones. ARCore itself does not provide support for building location-based apps, but since smartphones and tablets are equipped with a GPS and compass to determine their position, this project aims to explore how to develop a location-based AR app for Android, with the goal of visualizing road data as AR objects.The project started with a literature study to explore the theories behind AR, location technology and pre-existing location-based AR apps. This was followed by a case study of building an AR app to display selected road data in an urban environment. Tests with the app in an urban environment revealed that the location accuracy of the device was too poor to display AR objects in their correct position. To explore the major factors affecting a device’s capability to determine its position, a second literature study was conducted in the area of location technology in practice and accuracy of mobile devices. The second literature study showed that the location accuracy is mainly affected by tall buildings in the nearby area of usage.
223

<b>USE OF AUGMENTED REALITY TO PRESERVE THE INDIGENOUS CULINARY HERITAGE OF KATHMANDU VALLEY</b>

Utsav Dev Manandhar (18424779) 23 April 2024 (has links)
<p dir="ltr">Over the past few decades, Nepal, and especially its capital, has experienced rapid social, economic, and political transformations, which have had a severe toll on the valley’s indigenous cultural heritage, resulting in its worsening state and loss of heritage values (Maharjan, 2012). The problem addressed in this study is the loss of indigenous culinary recipes and limited preservation and awareness of culinary heritage in Kathmandu Valley, Nepal. Games today play an important role in disseminating cultures around the world, and they are considered to be one of the most effective tools for passing on intangible cultural heritage (Cui et al., 2021). The project hence aims to address the problem by measuring the effectiveness of gamified Augmented Reality applications in preserving and disseminating knowledge of the indigenous culinary heritage of Kathmandu Valley.</p><p dir="ltr">The research methodology consisted of two key phases: The initial phase of the study involved interviews with experts actively involved in preserving the cultural and culinary heritage of the Kathmandu Valley. The valuable insights and recommendations provided by these experts served as the basis for building an AR game that effectively highlights the dishes and culinary traditions of the Newa civilization. The second phase involved a sample size of around 30 participants consisting of students from Purdue University. The prototype of the AR game was given to participants for testing, after which they were invited to complete a user evaluation questionnaire. The results of the post-test questionnaire showed that the AR application was an effective means of interacting with Newa culinary traditions, and had good potential to contribute to the cultural preservation and dissemination of the culinary heritage of Kathmandu Valley.</p>
224

Operation D.A.R.T. (Designing Augmented Reality for Transfer) Improving Preparedness for Basic Combat Training Candidates

Webb, Christopher 01 January 2024 (has links) (PDF)
This paper examines the theory and design considerations of effective learning applications built with Augmented Reality (AR) to better prepare Basic Combat training candidates for the tasks and stressors associated with training. The research questions focused on the evaluation of learning outcomes, emotional experiences, and transfer results compared between traditional multimedia material and a multimodal AR application designed and developed for this study. A primary interest is to discover if informal learning can prime basic training candidates for the rigors of basic training and increase their successful completion. A mixed-methods, between-subject research design was executed as a pilot study (n = 10). Two groups were compared. The control group (n = 5) represented the standard educational practices that use-multimedia slides and the experimental group (n = 5) introduced a novel-AR App. A variety of instruments were used to measure declarative knowledge, conceptual knowledge, procedural task knowledge, and emotional states, followed by a time delayed transfer test on the same outcomes. Results that were evaluated using non-parametric statistics show there are no statistical differences in actual learning or transfer between the two groups but that there are strong trends in perceived learning, perceived stress, homesickness, rankings regarding the utility of AR, and subjective evaluation (immersion, engagement, and perceived learning). Interesting correlations were found to be different between the AR and the control conditions that may inform the use of technology in training applications and design. Qualitative data was gathered using interviews, think-aloud protocols, and field notes. This quantitative data combined iv with qualitative evidence supports further study with an increased sample size to better evaluate immersive learning application design.
225

Digital visualisering som stöd vid presentation av ny vindkraft

Holst, Gustav, Esperi, Viktor January 2024 (has links)
Studien undersöker vad effekterna blir om digital visualisering som augmented reality och en digital 3D karta används som verktyg för att stödja presentationer för ny vindkraft. För att undersöka detta har två prototyper tagits fram för att testa den digitala visualiseringen: en augmented reality-prototyp och en interaktiv 3D karta. Det har även skapats en fiktiv vindkraftspark med tillhörande traditionellt material som efterliknar hur dagens presentationer ser ut. För att uppnå studiens syfte har en fallstudie utförts där deltagarna blir presenterade med det traditionella materialet och sedan de digitala visualiseringarna. För att komma in på djupet hos deltagarna genomfördes semistrukturerade intervjuer med fem hushåll i närheten av den fiktiva vindkraftsparken. Materialet från intervjuerna har analyserats utifrån tidigare forskning och studiens frågeställning. Slutsatserna i denna studie är att det finns flera fördelar med använda AR och 3D karta vid presentation av ny vindkraft. AR och 3D medförde att människor fick en ökad förståelse, högre engagemang och ökad tillit till presentationen. / The study examines what the effects will be if digital visualization such as augmented reality and a digital 3D map are used as tools to support presentations of new wind power. To investigate this, two prototypes have been produced to test the digital visualization: an augmented reality prototype and an interactive 3D map. A fictitious wind farm has also been created with associated traditional material that imitates what today's presentations look like. To achieve the purpose of the study, a case study has been carried out where the participants are presented with the traditional material and then the digital visualizations. In order to get a deep understanding of the participants, semi-structured interviews were conducted with five households in the proximity of the fictitious wind farm. The material from the interviews has been analyzed based on previous research and the study's question. The conclusions of this study are that there are several advantages of using AR and a 3D map when presenting new wind power. AR and 3D meant that people gained increased understanding, higher engagement and increased trust in the presentation.
226

The Europe’s Lost Frontiers Augmented Reality sandbox: Explaining a 2.5 million Euro project using play sand

Murgatroyd, Philip, Butler, Micheál, Gaffney, Vincent L. 07 April 2022 (has links)
Yes / The subject area of the Europe's Lost Frontiers project, the submerged landscape of Doggerland, is inaccessible and the data by which we can understand it is complex and hard for the non-specialist to understand. In order to be able to present the project at public events, an Augmented Reality sandbox was constructed, which records the shape of sand in a box, interprets it as a landscape inhabited by humans, animals and plants, and projects this simulated land back on to the sand. Different software packages can be used to highlight the effects of climate change or provide examples of the different types of evidence available to archaeologists researching submerged landscapes. The end result is an interactive, accessible display which attracts all ages and can be used as a starting point to conversation regarding the project's archaeological, scientific and technological aspects.
227

Survey of Virtual and Augmented Reality lmplementations for Development of Prototype for Practical Technician Training

Lindvall, Tobias, Mirtchev, Özgun January 2017 (has links)
Virtuell träning är ett viktigt sätt att utbilda tekniker för att förbereda dem för underhållsarbete i verkligheten. Tekniker som utbildas för att utföra underhållsarbete på JAS 39 Gripen, genomför delar av utbildningen genom programmet Virtual Maintenance Trainer (VMT), som kan återge en detaljerad simulering av flygplanet under drift. Teknikerna kan delta i lektioner med specifika uppgifter som inkluderar att felsöka interna datorer och delar av flygplanet samt utföra underhållsarbete för att åtgärda fel. Programmet är dock skrivbordsbaserat och för att göra utbildningen mer effektiv, finns det en önskan om att utforska möjligheterna i virtual och augmented reality. Denna rapport undersöker alternativen för utbildningsverktyg i virtual reality och augmentedreality genom en teoretisk undersökning. I undersökningen vägs fördelar och nackdelar för nuvarande implementeringar för att tillhandahålla ett optimalt system som kan fungera för att ge tekniker praktisk erfarenhet i en realitisk träningssimulering. Baserat på resultaten från undersökningen och genom att använda spelmotorn Unity, har enprototypsapplikation skapats som kan simulera teknikerutbildning på en modell av JAS 39 Gripen. HTC Vive och Leap Motion användes för att låta användaren kliva in i simuleringsvärlden och för att möjliggöra realistisk interaktion. En tekniker kan lära sig att utföra underhållsåtgärder genom att genomföra olika träningsförfaranden i simuleringen genom att gå runt och interagera med ett fullskaligt Gripen-flygplan. / Virtual training is a vital way of educating technicians to make them prepared for real maintenance work. Technicians that are educated to perform maintenance work on JAS 39 Gripen, complete parts of their training through the application Virtual Maintenance Trainer (VMT), which can provide a detailed simulation of the aircraft during operation. The technicians are able to complete courses and lessons with specific procedures such as debugging internal computers and parts of the aircraft and performing maintenance work to fix errors. However, the application is desktop-based and to make the education even more effective, there is a desire to explore the possibilities in virtual and augmented reality. This report explores the alternatives of education tools in virtual reality and augmented reality through a survey. In the survey, the advantages and disadvantages of current implementations are examined to provide an optimal system which could work to give technicians a realistic practical training simulation experience. Based on the results of the survey and by using the game engine Unity, a prototype application is built which can simulate technician training procedures on a model of JAS 39 Gripen. HTC Vive and Leap Motion were used to immerse the user into the simulation world and to enable realistic interaction. A technician may be able to learn through completing different training procedures in the simulation by walking around and interacting with a full-scaled Gripen aircraft.
228

Video See-Through Augmented Reality Application on a Mobile Computing Platform Using Position Based Visual POSE Estimation

Fischer, Daniel 22 August 2013 (has links)
A technique for real time object tracking in a mobile computing environment and its application to video see-through Augmented Reality (AR) has been designed, verified through simulation, and implemented and validated on a mobile computing device. Using position based visual position and orientation (POSE) methods and the Extended Kalman Filter (EKF), it is shown how this technique lends itself to be flexible to tracking multiple objects and multiple object models using a single monocular camera on different mobile computing devices. Using the monocular camera of the mobile computing device, feature points of the object(s) are located through image processing on the display. The relative position and orientation between the device and the object(s) is determined recursively by an EKF process. Once the relative position and orientation is determined for each object, three dimensional AR image(s) are rendered onto the display as if the device is looking at the virtual object(s) in the real world. This application and the framework presented could be used in the future to overlay additional informational onto displays in mobile computing devices. Example applications include robotic aided surgery where animations could be overlaid to assist the surgeon, in training applications that could aid in operation of equipment or in search and rescue operations where critical information such as floor plans and directions could be virtually placed onto the display. Current approaches in the field of real time object tracking are discussed along with the methods used for video see-through AR applications on mobile computing devices. The mathematical framework for the real time object tracking and video see-through AR rendering is discussed in detail along with some consideration to extension to the handling of multiple AR objects. A physical implementation for a mobile computing device is proposed detailing the algorithmic approach along with design decisions. The real time object tracking and video see-through AR system proposed is verified through simulation and details around the accuracy, robustness, constraints, and an extension to multiple object tracking are presented. The system is then validated using a ground truth measurement system and the accuracy, robustness, and its limitations are reviewed. A detailed validation analysis is also presented showing the feasibility of extending this approach to multiple objects. Finally conclusions from this research are presented based on the findings of this work and further areas of study are proposed.
229

Video See-Through Augmented Reality Application on a Mobile Computing Platform Using Position Based Visual POSE Estimation

Fischer, Daniel 22 August 2013 (has links)
A technique for real time object tracking in a mobile computing environment and its application to video see-through Augmented Reality (AR) has been designed, verified through simulation, and implemented and validated on a mobile computing device. Using position based visual position and orientation (POSE) methods and the Extended Kalman Filter (EKF), it is shown how this technique lends itself to be flexible to tracking multiple objects and multiple object models using a single monocular camera on different mobile computing devices. Using the monocular camera of the mobile computing device, feature points of the object(s) are located through image processing on the display. The relative position and orientation between the device and the object(s) is determined recursively by an EKF process. Once the relative position and orientation is determined for each object, three dimensional AR image(s) are rendered onto the display as if the device is looking at the virtual object(s) in the real world. This application and the framework presented could be used in the future to overlay additional informational onto displays in mobile computing devices. Example applications include robotic aided surgery where animations could be overlaid to assist the surgeon, in training applications that could aid in operation of equipment or in search and rescue operations where critical information such as floor plans and directions could be virtually placed onto the display. Current approaches in the field of real time object tracking are discussed along with the methods used for video see-through AR applications on mobile computing devices. The mathematical framework for the real time object tracking and video see-through AR rendering is discussed in detail along with some consideration to extension to the handling of multiple AR objects. A physical implementation for a mobile computing device is proposed detailing the algorithmic approach along with design decisions. The real time object tracking and video see-through AR system proposed is verified through simulation and details around the accuracy, robustness, constraints, and an extension to multiple object tracking are presented. The system is then validated using a ground truth measurement system and the accuracy, robustness, and its limitations are reviewed. A detailed validation analysis is also presented showing the feasibility of extending this approach to multiple objects. Finally conclusions from this research are presented based on the findings of this work and further areas of study are proposed.
230

Analyse von 3D-Visualisierungen durch die Kombination von interaktiven Oberflächen mit Augmented Reality Head-Mounted Displays / Analysis of 3D-Visualizations by combining interactive surfaces with Augmented Reality Head-Mounted Displays

Gräf, Maximilian 06 June 2018 (has links) (PDF)
Dreidimensionale Informationsvisualisierungen fördern durch den geringen Grad an Abstraktion die Bildung eines präzisen mentalen Modells und können daher multidimensionale räumliche Beziehungen greifbar kommunizieren. Gleichzeitig eröffnet die aktuelle Generation von Augmented Reality Head-Mounted Displays (AR-HMDs) neuartige Möglichkeiten zur Exploration von 3D-InfoVis und ist befähigt virtuelle Objekte glaubwürdig und immersiv in die physische Umgebung eines Nutzers zu integrieren. Dennoch unterliegt die Interaktion in AR-Umgebungen einer Vielzahl von Herausforderungen, da die signifikante Mehrheit der Applikationen lediglich Blick-, Freihandgesten- oder Sprachsteuerung als Eingabemodalität in Betracht ziehen. Durch Kombination von interaktiven Oberflächen wie Tabletops mit AR-HMDs können diese Nachteile effizient adressiert werden, indem direkte und natürliche Manipulation in Form von Multi-Touch, Tangible- oder Stift-Eingabe ermöglicht wird. Im Rahmen dieser Thesis wird untersucht, wie die Analyse von 3D-InfoVis bei Kombination interaktiver Oberflächen mit AR-HMDs unterstützt werden kann. Hierfür wird der aktuelle Stand der Forschung in themennahen Domänen erfasst und folgend Konzepte zur Unterstützung analytischer Prozesse in zuvor erläuterter Systemkonstellation entwickelt. Die resultierenden Konzepte adressieren dabei Limitationen, die bei Darstellung und Interaktion von und mit 3D-InfoVis in konventionellen Systemen bestehen und im Rahmen der Kombination interaktiver Oberflächen mit AR-HMDs gelöst oder wesentlich angereichert werden können. Ausgewählte Features wurden in einer prototypischen Implementierung realisiert und getestet. / Three-dimensional information visualizations aid precise mental models and are able to communicate multidimensional-spatial relations due too their low level of abstraction. Simultaneously the current generation of Augmented Reality head-mounted displays (AR-HMDs) are offering novel chances for the exploration of 3D-InfoVis and are capable of immersively integrating virtual object into the physical environment of a user. Nevertheless, interaction in AR-environments is still posing a major challenge due to most applications only considering gaze, freehand gesture or speech as input modalities. By combining AR-HMDs with interactive surfaces these limitations can be addressed and direct and natural interaction in the form of multi-touch-, tangible- or pen-input can be enabled. In the scope of this thesis it will be examined how the analysis of 3D-InfoVis can be supported in the context of combining interactive surfaces with AR-HMDs. Therefor the current state of research in associated domains is being summarized and based on that concepts for supporting analytical processes in aforementioned system constellation are being developed. The resulting concepts help addressing limitations, that exist in the representation and interaction of and with 3D-InfoVis in conventional systems in the scope of combining interactive surfaces with AR-HMDs in order to overcome them or reduce their effects. Selected features were implemented and tested in a prototype.

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