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Vylepšování markerů pro rozšířenou realitu / Improving Markers for Augmented RealityPáldy, Alexander January 2013 (has links)
Tato práce stručně popisuje moderní metody v rozšířené realitě a dále se zabývá generováním a detekcí Uniform Marker Fields. Hlavním cílem je zlepšovat markery známé jako Unifrom Checker-Board Marker Fields. Toho je dosaženo několika vylepšeními návrhu těchto markerů. Mezi hlavní patří využití širší barevné palety, zaměření na podobnost s vybraným obrázkem a změna tvaru modulů. Výsledný algoritmus byl navržen ke generování právě takových markerů. Výstupem jsou esteticky vypadající markery, které umožňují spolehlivou detekci i v případě výrazného překrytí nebo za špatných světelných podmínek.
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Rozšířená realita pro platformu Android / Augmented Reality for Android PlatformNohejl, Petr January 2011 (has links)
This thesis describes design and implementation of augmented reality system for Android platform using location sensors. The application serves as a navigation and displays geographical points of interest. Thesis deals with augmented reality on mobile devices, describes design of own framework and mentions the details about implementation of selected problems. Finally, the results are evaluated.
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Deskové hry na interaktivním stole / Board Games on Interactive TableSvoboda, Petr January 2016 (has links)
This thesis focuses on the application of the tangible user interface and spatial augmented reality principals for playing board games. For this purpose, a system called interactive table was developed. It is both hardware and software solution. The hardware part solves the installation of a depth camera and a projector located above the table. The software solution deals with calibration of the depth camera and projector system using known procedures for camera calibration on the one hand, on the other hand it solves tasks from the field of computer vision. This perceptional part is the core of the whole thesis and for the purposes of playing board games it provides information about the location of the physical game object, physical game board and the calculations of mask for masking distracting objects. An educational application was developed for the purposes of demonstration of the system options. The interactive table offers new possibilities for playing board games in a real-world environment by the combination of the augmented reality elements with real-world objects and the related new user experience.
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Investigating the Implementation of Augmented Reality in LogisticsThomas, Telbin, Alex, Jestin January 2020 (has links)
The rise of the new industrial era has brought about the need for adopting new technologies, digitization, automation, and improving the industrial internet of things. With the introduction of Industry 4.0, there have been a lot of changes that transformed the way of understanding how technologies have evolved and helped to improve productivity in various sectors. Through this thesis, we try to discuss how Augmented Reality (AR), which is one the main pillar of Industry 4.0 plays a vital role in industrial innovation and development. It is important to simplify the execution of logistics operations and make them more reliable where human resources are involved to decrease the error rate and decision-making time. The report provides information about the technologies that are currently used in the logistic industries such as barcode and RFID. A brief description of AR components, barriers, and its applications are discussed in the theoretical background. It follows a case study to understand common problem areas in the production system and find out how AR can improve these conditions by comparing them with data gathered from literature and interviews conducted. The thesis was performed in collaboration with one of the main logistic firms particularly focusing on the topic “Investigating the Implementation of Augmented Reality in Logistics”. This report will help to find out the critical problems that are present in the current processes and how augmented reality can help the industries to improve their system.
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Prerequisites for Automatically Creating Work Instructions in Augmented Reality for Assembly of Gripen E : a case study at Saab AeronauticsKamran, Skander, Mäkelä, Alexander January 2020 (has links)
This thesis work has been carried out at the company Saab AB Aeronautics, which manufactures the military aircraft Gripen E. Today, the company uses 3D work instructions for assembly of Gripen E, which is displayed on a computer screen for the shop floor workers. The company has an interest in investigating whether today's work instructions can be visualized in an Augmented Reality interface by reusing available data. This work has been limited to studying wire harness assembly, which is a main part of the final assembly. The methodology case study in combination with the method Requirements Engineering has been used to analyze the company's possibilities. Data collection has been conducted with internal interviews, studying internal materials and internal courses. The result chapter contains two parts, where the first part presents a situation analysis of how today's work instructions are created in the software DELMIA and what data that is needed. The second part presents a requirements specification for an Augmented Reality Work Instruction for assembly of Gripen E. In the discussion, the situation analysis is compared with the requirements to answer which data that could be reused for creating Augmented Reality Work Instructions and what challenges that may arise. This study shows that the company has prerequisites for creating work instructions in Augmented Reality, as there is available data containing 3D models structured according to an assembly sequence with associated descriptive information.
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Contribution to the study of the use of brain-computer interfaces in virtual and augmented reality / Contribution à l'étude de l'utilisation des interfaces cerveau-ordinateur en réalité virtuelle ou augmentéeMercier, Jonathan 12 October 2015 (has links)
L’objectif de cette thèse est d’étudier l’utilisation d’Interfaces Cerveau-Ordinateur (ICOs) au sein de la Réalité Virtuelle (RV) et de la Réalité Augmentée (RA). Notre but est d’évaluer la compatibilité entre les systèmes basés sur une ICO et la RV/RA, de concevoir de nouveaux outils pour la visualisation de l’activité cérébrale basée sur la RV/RA, et finalement de proposer de nouveaux usages pour les ICOs, plus particulièrement en combinaison avec des vêtements intelligents. Afin de réaliser ces objectifs, nous avons tout d’abord réalisé une étude de faisabilité concernant l’association entre une ICO et la RV. Notre objectif était d’étudier l’influence de l’activité motrice sur une ICO. Nous avons conçu un système similaire à un jeu vidéo, servant comme support à une étude utilisateur montrant que l’ICO peut être utilisée avec succès, même lorsque les participants exécutent une activité musculaire exigeante. Dans un second temps, nous avons également proposé des outils de visualisation de l’activité cérébrale basés sur la RV/RA. Notre premier système nommé «Mind-Mirror» superpose un cerveau virtuel représentant l’activité cérébrale d’un utilisateur à l’image de celui-ci dans un miroir. Une étude utilisateur a montré qu’aucune perte significative de performance de l’ICO n’a été constatée, même avec une complexité additionnelle due à l’affichage basé sur la RA. Notre seconde contribution se nomme «Mind-Window» et étend les possibilités du Mind-Mirror en permettant plusieurs points de vue sur un même enregistrement d’activité cérébrale en utilisant des tablettes. Notre dernière contribution se nomme «Mind-Inside» et permet aux utilisateurs de visualiser en RV leur activité cérébrale en temps réel tout en étant immergés dans un cerveau virtuel. Enfin, nous avons étudié comment les ICOs et la RV/RA peuvent être appliquées au domaine des vêtements intelligents. Nous avons mis en place une plateforme d’expérimentation consistant en une cabine d’essayage virtuelle intégrant une ICO et permettant aux utilisateurs de porter des vêtements intelligents virtuels en RA. Poursuivant ces travaux, nous avons également conçu une «cape d’invisibilité» inspirée par l’univers de Harry Potter. Cette cape virtuelle permet aux utilisateurs de se camoufler en RA en utilisant leur état mental. Une étude utilisateur sur le contrôle de l’effet a mis en avant l’amélioration de l’expérience utilisateur et «l’impression d’avoir un superpouvoir». / The objective of this PhD thesis is to study the use of Brain- Computer Interfaces (BCIs) within Virtual Reality (VR) and Augmented Reality (AR). Our goal is to evaluate the compatibility between systems based on a BCI and VR/AR, to design new tools for the visualization of the brain activity based on VR/AR, and finally to propose new uses for the BCIs, and especially in combination with smart clothes. In order to fulfil these objectives, we have first designed and performed a feasibility study concerning the combination of a BCI and VR. Our objective was to study the influence of motor activity on a BCI. We have designed a system similar to a video game, serving as a base for a user study showing that this BCI can be successfully used, even when participants are performing a demanding muscular activity. We have also proposed three visualization tools for the brain activity based on VR/AR. Our first system called the «Mind- Mirror» which enables the visualization of our own brain activity «inside our own head» by superimposition. A user study has shown that no significant drop in BCI performance occurred, even with the additional complexity due to our AR-based display. Our second contribution is called «Mind- Window» and extends the Mind-Mirror’s possibilities by enabling one or multiple users to visualize the brain activity of another person as if her skull was transparent. Our last contribution is called «Mind-Inside» and allows users to visualize their brain activity in real-time while being immersed in a virtual brain. Finally, we have studied how BCIs and the VR/AR can be applied to smart clothes. We have designed an experimental platform comprising a dressing room integrating a BCI. Following this work, we proposed an «invisibility cloak» inspired by the Harry Potter universe. This virtual cloak allows users to camouflage themselves in AR using their mental state. Results from a preliminary study based on a simple videogame inspired by the Harry Potter universe could notably show that, compared to a standard control made with a keyboard, controlling the optical camouflage directly with the BCI could enhance the user experience and the feeling of «having a super-power».
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Electronic market research and the impact of consumerizationAlt, Rainer 21 October 2019 (has links)
No description available.
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Image Retrieval within Augmented RealityManja, Philip 24 May 2017 (has links)
Die vorliegende Arbeit untersucht das Potenzial von Augmented Reality zur Verbesserung von Image Retrieval Prozessen. Herausforderungen in Design und Gebrauchstauglichkeit wurden für beide Forschungsbereiche dargelegt und genutzt, um Designziele für Konzepte zu entwerfen. Eine Taxonomie für Image Retrieval in Augmented Reality wurde basierend auf der Forschungsarbeit entworfen und eingesetzt, um verwandte Arbeiten und generelle Ideen für Interaktionsmöglichkeiten zu strukturieren. Basierend auf der Taxonomie wurden Anwendungsszenarien als weitere Anforderungen für Konzepte formuliert. Mit Hilfe der generellen Ideen und Anforderungen wurden zwei umfassende Konzepte für Image Retrieval in Augmented Reality ausgearbeitet. Eins der Konzepte wurde auf einer Microsoft HoloLens umgesetzt und in einer Nutzerstudie evaluiert. Die Studie zeigt, dass das Konzept grundsätzlich positiv aufgenommen wurde und bietet Erkenntnisse über unterschiedliches Verhalten im Raum und verschiedene Suchstrategien bei der Durchführung von Image Retrieval in der erweiterten Realität.:1 Introduction
1.1 Motivation and Problem Statement
1.1.1 Augmented Reality and Head-Mounted Displays
1.1.2 Image Retrieval
1.1.3 Image Retrieval within Augmented Reality
1.2 Thesis Structure
2 Foundations of Image Retrieval and Augmented Reality
2.1 Foundations of Image Retrieval
2.1.1 Definition of Image Retrieval
2.1.2 Classification of Image Retrieval Systems
2.1.3 Design and Usability in Image Retrieval
2.2 Foundations of Augmented Reality
2.2.1 Definition of Augmented Reality
2.2.2 Augmented Reality Design and Usability
2.3 Taxonomy for Image Retrieval within Augmented Reality
2.3.1 Session Parameters
2.3.2 Interaction Process
2.3.3 Summary of the Taxonomy
3 Concepts for Image Retrieval within Augmented Reality
3.1 Related Work
3.1.1 Natural Query Specification
3.1.2 Situated Result Visualization
3.1.3 3D Result Interaction
3.1.4 Summary of Related Work
3.2 Basic Interaction Concepts for Image Retrieval in Augmented Reality
3.2.1 Natural Query Specification
3.2.2 Situated Result Visualization
3.2.3 3D Result Interaction
3.3 Requirements for Comprehensive Concepts
3.3.1 Design Goals
3.3.2 Application Scenarios
3.4 Comprehensive Concepts
3.4.1 Tangible Query Workbench
3.4.2 Situated Photograph Queries
3.4.3 Conformance of Concept Requirements
4 Prototypic Implementation of Situated Photograph Queries
4.1 Implementation Design
4.1.1 Implementation Process
4.1.2 Structure of the Implementation
4.2 Developer and User Manual
4.2.1 Setup of the Prototype
4.2.2 Usage of the Prototype
4.3 Discussion of the Prototype
5 Evaluation of Prototype and Concept by User Study
5.1 Design of the User Study
5.1.1 Usability Testing
5.1.2 Questionnaire
5.2 Results
5.2.1 Logging of User Behavior
5.2.2 Rating through Likert Scales
5.2.3 Free Text Answers and Remarks during the Study
5.2.4 Observations during the Study
5.2.5 Discussion of Results
6 Conclusion
6.1 Summary of the Present Work
6.2 Outlook on Further Work / The present work investigates the potential of augmented reality for improving the image retrieval process. Design and usability challenges were identified for both fields of research in order to formulate design goals for the development of concepts. A taxonomy for image retrieval within augmented reality was elaborated based on research work and used to structure related work and basic ideas for interaction. Based on the taxonomy, application scenarios were formulated as further requirements for concepts. Using the basic interaction ideas and the requirements, two comprehensive concepts for image retrieval within augmented reality were elaborated. One of the concepts was implemented using a Microsoft HoloLens and evaluated in a user study. The study showed that the concept was rated generally positive by the users and provided insight in different spatial behavior and search strategies when practicing image retrieval in augmented reality.:1 Introduction
1.1 Motivation and Problem Statement
1.1.1 Augmented Reality and Head-Mounted Displays
1.1.2 Image Retrieval
1.1.3 Image Retrieval within Augmented Reality
1.2 Thesis Structure
2 Foundations of Image Retrieval and Augmented Reality
2.1 Foundations of Image Retrieval
2.1.1 Definition of Image Retrieval
2.1.2 Classification of Image Retrieval Systems
2.1.3 Design and Usability in Image Retrieval
2.2 Foundations of Augmented Reality
2.2.1 Definition of Augmented Reality
2.2.2 Augmented Reality Design and Usability
2.3 Taxonomy for Image Retrieval within Augmented Reality
2.3.1 Session Parameters
2.3.2 Interaction Process
2.3.3 Summary of the Taxonomy
3 Concepts for Image Retrieval within Augmented Reality
3.1 Related Work
3.1.1 Natural Query Specification
3.1.2 Situated Result Visualization
3.1.3 3D Result Interaction
3.1.4 Summary of Related Work
3.2 Basic Interaction Concepts for Image Retrieval in Augmented Reality
3.2.1 Natural Query Specification
3.2.2 Situated Result Visualization
3.2.3 3D Result Interaction
3.3 Requirements for Comprehensive Concepts
3.3.1 Design Goals
3.3.2 Application Scenarios
3.4 Comprehensive Concepts
3.4.1 Tangible Query Workbench
3.4.2 Situated Photograph Queries
3.4.3 Conformance of Concept Requirements
4 Prototypic Implementation of Situated Photograph Queries
4.1 Implementation Design
4.1.1 Implementation Process
4.1.2 Structure of the Implementation
4.2 Developer and User Manual
4.2.1 Setup of the Prototype
4.2.2 Usage of the Prototype
4.3 Discussion of the Prototype
5 Evaluation of Prototype and Concept by User Study
5.1 Design of the User Study
5.1.1 Usability Testing
5.1.2 Questionnaire
5.2 Results
5.2.1 Logging of User Behavior
5.2.2 Rating through Likert Scales
5.2.3 Free Text Answers and Remarks during the Study
5.2.4 Observations during the Study
5.2.5 Discussion of Results
6 Conclusion
6.1 Summary of the Present Work
6.2 Outlook on Further Work
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Občanské právo v digitální realitě / Civil law in digital realitySamek, Martin January 2020 (has links)
Civil law in digital reality Abstract This thesis deals with the issue of some selected institutes of civil law, such as legal proceedings, ownership or the concept of things, in the context of the technologies of the so-called augmented and virtual reality, ie collectively the so-called digital reality. The thesis analyzes in individual institutes and evaluates and predicts their possible application for augmented and virtual reality technologies. It examines how these two worlds, the legal world and the digital world, interact with each other, how they can interact with each other, and finally whether these worlds are compatible with each other. In the seven chapters of the second part of this thesis, the author analyzes selected institutes of civil and copyright law. Specifically, those institutes that are interesting in the context of these technologies, not all new technologies in general. The first chapter is devoted to legal acts in the context of virtual worlds. In the following three chapters, the author discusses things and rights in rem in the context of virtual ownership and an alternative in the form of intellectual property. Attention is paid here to determining what virtual objects are legally: how the law sees them and what protection applies or does not apply to them. In the fifth chapter,...
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Design of an Augmented Reality Health Activity Platform for Older Adults Living in Long-Term CareLefebvre, Patrick 02 March 2021 (has links)
As the Canadian population continues to age efforts have been focussed on finding innovative strategies to promote active aging throughout the aging process and well into long-term care (LTC). The increased use of innovative technologies has been identified as a leading strategy to promote participation in health activities among older adults in LTC. However, technology use by older adults remains a challenge and participatory design (PD) frameworks must be used to design user-centered technologies with favourable acceptance and uptake. Hence, this thesis aimed to identify design requirements for an augmented reality health activity gaming platform for use in LTC. A participatory design framework was used with the objectives of (1) exploring the current attitudes, usage, benefits and challenges regarding the use of technology, (2) gathering preliminary data on the attitudes of older adults and staff in LTC regarding the inclusion of an augmented reality health activity platform and (3) reflecting on the process of employing a PD approach with older adults and other stakeholders in the context of LTC. Focus group data was used to perform qualitative inductive thematic analysis on older adult and staff discussions. The findings of the research included a current understanding of technological needs and uses within LTC, facilitators and barriers to technology uptake as well as the integration process of technology in LTC. In addition, findings included pragmatic design requirements for the augmented reality health activity platform at the selected LTC facility. This thesis research addresses the need to engage in PD activities to create a platform anchored in person-driven design rather than technology-driven design. This research ultimately builds the foundation for which future technology design teams should involve relevant stakeholders in the ideation, prototyping and evaluation of novel technologies for LTC.
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