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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.
781

Ubiquitous Projection: New Interfaces using Mobile Projectors

Willis, Karl D. D. 19 March 2013 (has links)
The miniaturization of projection technology has enabled a new class of lightweight mobile devices with embedded projectors. Projection engines as small as a postage stamp are currently being embedded in thousands of mobile devices. Mobile projector-based devices differ in very fundamental ways from the display-based devices we commonly use. Mobile projectors can be carried with the user and project imagery into almost any space, projected content is visible to multiple users and supports social interaction, physical objects and surfaces can be augmented with projected content, and embedded projectors can enable new form-factors for mobile displays. This research investigates the potential of mobile projectors as a new platform for human-computer interaction. I aim to demonstrate that the unique affordances created by the miniaturization of projection technology can inspire new and compelling interaction with single-users, multi-users, the environment, and projector-embedded objects. This research presents a comprehensive survey of mobile projector-based interaction – documenting interaction with historic projection devices; introducing novel interaction techniques, metaphors, and principles for mobile projector-based systems; providing implementation details of functional prototype devices using mobile projectors; presenting technical innovations, such as the development of specialized projectors and custom marker tracking algorithms; and detailing results from preliminary user testing with the prototype systems created. This research forms a systematic investigation of the past, the present, and a possible future for interaction using mobile projectors.
782

擴增實境與人機介面應用之研究-以醫療衛教為例 / A study of augmented reality and human-machine interface applications: A case study of health education

鄭邦堅 Unknown Date (has links)
一個進步的文明城市,公共區域建築物內皆設有無障礙空間設施以照顧社會弱勢的族群,使這些族群享有同等使用社會資源的權利。同樣的,在電腦科技日新月異的當下,某些人在享受科技帶來的資訊及便利,某些人則因使用介面的障礙而無法同等享受其便利,因而形成人機介面所造成的數位障礙。 電腦虛擬世界和現實世界本是涇渭分明,由於電腦科技的進步及人們的需要在現實世界中擴增虛擬訊息成為可能。憑藉擴增實境的應用及使用者互動方面的研究,來改善人機介面造成的數位障礙,讓更多不同族群的人享有資訊科技帶來的好處。 上述的數位障礙中,最普遍的族群是幼年與年長者,其通常亦是最需要醫療照護的族群;因此本研究以一個醫療衛教為主題實例,著重預防重於治療的前提,研究醫護人員如何讓一般民眾了解特定疾病或傷害的基本知識;用於在平時或治療前、治療後的醫病溝通,欲有助於減少特定疾病引發一連串成本較高的治療程序,進而減少醫療資源的使用,使全民健保預算有效運用。 人機介面是為溝通真實世界與電腦虛擬世界,因此在本研究中以實例運用目前主流的圖形使用者介面(Graphic Uesr Interface, GUI)的操作模式下,提供以有形使用者介面(Tangible User Interface, TUI),以一個腦部虛擬實境的衛教應用,加上擴增實境技術,將教材內容具象化、內容可視化、可操作化,建立一個數位弱勢族群(如老人、小孩)易於使用的互動介面環境。
783

The God-like Interaction Framework: tools and techniques for communicating in mixed-space collaboration

Stafford, Aaron January 2008 (has links)
This dissertation presents the god-like interaction framework, consisting of tools and techniques for remote communication of situational and navigational information. The framework aims to facilitated intuitive and effective communication between a group of experts and remote field workers in the context of military, fire-fighting, and search and rescue.
784

Design and use of 3D typography for indoor Augmented Reality mobile applications / Skapande och användande av 3D-typografi i mobila Augmented Reality-applikationer för inomhusbruk

Palm, Kajsa January 2018 (has links)
Augmented Reality (AR), a concept where the real word is being enhanced with computer generated objects and text, has evolved and become a popular tool to communicate information through. Research on how the technique can be optimized regarding the technical aspects has been made, but not regarding how typography in three dimensions should be designed and used in AR applications. Therefore this master’s thesis investigates three different design attributes of typography in three dimensions. The three attributes are: typeface style, color, and weight including depth, and how they affect the visibility of the text in an indoor AR environment. A user study was conducted, both with regular users but also with users that were considered experts in the field of typography and design, to investigate differences of the visibility regarding the typography’s design attributes. The result shows noteworthy differences between two pairs of AR simulations containing different typography among the regular users. This along with a slight favoritism of bright colored text against dark colored text, even though no notable different could be seen regarding color alone. Discussions regarding the design attributes of the typography affect the legibility of the text, and what could have been done differently to achieve an even more conclusive result. To summarize this thesis, the objective resulted in design guidelines regarding typography for indoor mobile AR applications.
785

Connecting Semantic 3D Models to the LOD Cloud for Mobile Applications : discovering the Surroundings with ARCAMA- 3D / Lier des modèles 3D sémantiques au Web des données pour la découverte des environs au moyen d'applications mobiles : l'architecture ARCAMA-3D

Aydin, Betül 25 September 2015 (has links)
Découvrir les environs tout en marchant à l'aide d'un appareil mobile est désormais possible en associant les nouvelles technologies telles que la réalité augmentée (RA) et les services basés sur la localisation. De nombreuses applications mobiles ont été conçues à cet effet récemment. Les environs d'un utilisateur en mouvement sont présentés sur l'écran de son appareil mobile en utilisant les données de géo-localisation et elle peut interagir avec son environnement grâce à une couche d'information numérique superposée sur la scène capturée. Toutefois, la quantité d'informations géo-référencées produites et accessibles augmentant chaque jour, il y a un besoin croissant d'une approche générique qui vise à présenter l'information de manière structurée et adaptée aux différents domaines d'application et à la diversité des profils des utilisateurs.Notre travail se concentre sur la définition d'un modèle de données pour les objets 3D destiné à être intégré dans des applications de RA mobiles. Le modèle de données que nous proposons donne accès à l'information spatio-temporelle et thématique disponible sur les objets du monde réel. Alors que la réalité augmentée semble être bien adaptée pour la recherche d'informations à partir de la localisation, la plupart des approches basées sur la RA se concentre sur des scénarios spécifiques à un domaine d'application. D'autre part, le nuage des données ouvertes et liées (LOD Cloud en anglais) est un ensemble en constante extension de données structurées et publiées sur le Web. Il contient donc de grandes quantités d'informations à références spatio-temporelles qui peuvent être exploitées par les applications mobiles et présentées en utilisant la RA pour favoriser l'interaction. Dans notre recherche, ce nuage du Web des Données sert de source principale d'information au cours de l'expérience de découverte des environs à l'aide de la RA proposée à l'utilisateur.À cette fin, nous publions sur le Web les objets 3D correspondant aux objets du monde réel en utilisant notre modèle de données, ce qui permet de les lier avec le nuage du Web des Données. De fait, un objet du monde réel peut être représenté selon trois dimensions d'information : thématique (qui décrit les rôles ou fonctions de l'objet), spatiale (à travers sa géométrie 3D), et temporelle (par la période qui correspond à son existence). De plus, chaque changement dans la vie d'un objet du monde réel est représenté dans le modèle par des informations sémantiques. En conséquence, sur son appareil mobile, l'utilisateur visualise une vue de RA construite avec des modèles 3D légers et transparents. Il peut interagir avec ces objets de RA afin d'accéder aux informations relatives aux objets du monde réel correspondants qui se trouvent aux alentours et vers lesquels il pointe son téléphone mobile. Ces objets de RA permettent à l'utilisateur de construire mentalement la relation référentielle entre les objets virtuels et réels, tandis que le développeur de l'application mobile peut créer des expériences basées sur des thématiques différentes disponibles à travers sur le nuage du Web des Données (architecture, histoire, gastronomie, loisirs, etc.).En nous appuyant sur cette base de connaissances conceptualisée, nous proposons une architecture appelée ARCAMA-3D (Réalité Augmentée et 3D pour les applications mobiles sensibles au contexte), dont les modules permettent aux concepteurs et développeurs de créer leurs propres applications de RA pour différents domaines en étant en mesure d'étendre le modèle de données, de lier les modèles 3D avec d'autres ensembles de données ouvertes et liées disponibles dans le nuage, et d'alimenter ces applications de découverte à partir de sources de données spécifiques. Notre proposition est illustrée sur le cas d'étude que constitue le Monastère Royal de Brou, en France, à travers un scénario de cas d'utilisation pour un utilisateur visitant ce monument historique. / Discovering the surroundings while walking using a mobile device is now possible by coupling new technologies such as Augmented Reality (AR) and location-based services. Many mobile applications have been designed for that purpose recently. The surroundings of the user are presented on the screen of her mobile device using the location data and she can interact with her environment through a digital information layer superimposed on the captured scene. However, since the amount of geo-referenced information increases every day, there is a growing need for a generic approach that aims at presenting information in a structured manner and adapted to different application domains and users profiles.Our work focuses on the definition of a data model for 3D objects to be used in mobile AR applications. The data model we propose prioritizes access to available spatiotemporal and thematic information about real-world objects. While Augmented Reality appears to be well-suited for searching location-based information, most of the AR approaches focus on domain specific scenarios and we observe that there is no generic data model dedicated to information search and discovery that could be re-used in various AR applications. On the other hand, Linked Open Data (LOD) cloud is an ever-growing set of structured and interlinked datasets published on the Web. It contains vast amounts of spatiotemporal information that can be exploited by location-based mobile applications and presented using AR for fostering interaction. In our research, the LOD cloud serves as a basis for information retrieval during the AR experience of the user.For this purpose, we first publish 3D objects that correspond to real-world objects (buildings, monuments, etc.) on the Web by using our data model and interlink them with data sources on the LOD cloud. Then, using our data model, any real-world object can be represented by three informational dimensions: themes (describing the roles or functions of this object), space (through its 3D geometry), and time (the period linked to its existence). Each change in the life of a real-world object is represented in the model by semantic information following the LOD publishing principles. This allows a binding between the content of our data model and the LOD cloud. As a consequence, on her mobile device, the user visualizes an AR view built with light and transparent 3D models. She can interact with these AR objects in order to access to information related to the corresponding real-world objects of her surroundings she is pointing at. These AR objects allow the user to mentally construct the referential relationships between virtual and real-world objects, while the mobile application developer can create experiences based on different concepts found on the cloud (thematic and temporal concepts, etc.). This way, the LOD cloud, as a growing and updated structured source of semantic data, becomes the main source of information and facilitates knowledge discovery in AR applications.Using this conceptualized knowledge base, we propose our architecture, called ARCAMA-3D (Augmented Reality for Context Aware Mobile Applications with 3D), whose modules allow application designers and developers to create their own AR applications for different domains by being able to extend the data model, bind 3D models with other data sources on the LOD cloud, cover a selected part of LOD and feed their application only with these specific data sources. We develop our ideas working on the case study of the Royal Monastery of Brou, in France, and implement a use case scenario for a user visiting the monastery.
786

Augmented Reality Framework for Supporting and Monitoring Operators during Maintenance Operations in Industrial Environments

Amenabar, Leire, Carreras, Leire January 2018 (has links)
In an ever-changing and demanding world where short assembly and innovation times are indispensable, it is of paramount importance to ensure that the machinery used throughout the whole process of a product are in their best possible condition. This guarantees that the performance of each machine will be optimal, and hence, the process times will be the shortest possible, while the best quality products are obtained. Moreover, having a machine in an impeccable status permits making the necessary changes to it, in order to fulfil the requirements that a more advanced or complex product may have. Maintenance operations and their corresponding trainings have historically been time-consuming, and a vast amount of information has been transmitted from an expert to a newer operator. This means that there has been the need of working with experienced operators to secure that a good service is provided. However, different technologies like augmented reality (AR) have been shown to have a positive impact in the support and monitoring of operators in industrial maintenance operations.The present project gathers information in regard to the framework of AR, with the aim of supporting and monitoring operators in industrial environments. The proposed method consists on the development of an artefact, which would lead to a possible improvement of the already existing solutions. It is believed that the development of an AR application could grant the necessary aid to any operator in maintenance operations. The result of this suggestion is an AR application which superimposes visual information on the physical equipment.
787

Remote activity guidance for the elderly utilizing light projection

Asghar, M. Z. (Muhammad Zeeshan) 23 October 2018 (has links)
Abstract Natural ageing brings with it many physical and cognitive impairments in the elderly, which challenges them in independently performing their daily activities. Many assistive technologies such as alarms, mobile phones, and video conferencing are available to support the elderly and their caregivers. However, these technologies require constant interaction and attention. Augmented Reality (AR) can be used to remotely guide the elderly in their daily tasks. From all known techniques, projection-based AR is suitable for the elderly because the digital information can be displayed on any real surface or any object without interaction or holding the devices. This doctoral thesis focuses on developing solutions to remotely guide the elderly in their daily activities through a caregiver. We adopted the design science methodology to iteratively design, implement and evaluate these solutions. Two constructs were developed for navigation activities utilizing laser projection and four constructs were built for cooking activities using fixed projection. We evaluated each construct in terms of feasibility and usability with actual elderly people, some of them have some form of memory problem. The results demonstrate how remote collaboration systems can be developed to guide the elderly in daily activities through a caregiver. The existing devices can be equipped with projection-based AR technology and elderly are willing to use it. The findings also suggest that augmented reality could help design systems for other daily activities such as shopping, or cleaning dishes, in order to improve the autonomy, quality of life, safety and well-being of the elderly. / Tiivistelmä Vanhusten ikääntyminen tuo mukanaan fyysistä ja kognitiivistä kunnon heikkenemistä, mikä haastaa heidän kykyään suoriutua päivittäisistä askareistaan. Apuvälineet, kuten erilaiset varolaitteet, puhelimet ja videoneuvotteluyhteydet, ovat vanhusten ja heidän avustajien käytettävissä. Nämä apuvälineet vaativat yhteydenpitoa ja huomiota. Lisättyä todellisuutta (AR-tekniikkaa) voidaan käyttää etäopastamaan vanhuksia päivittäisissä askareissa. Näistä tekniikoista erityisesti projektiopohjainen lisätty todellisuus soveltuu vanhuksille, koska opastustieto voidaan näyttää millä tahansa pinnalla tai esineellä vaatimatta vanhukselta toimenpiteitä ja käyttämättä laitteita. Tämä väitöskirja kohdentuu kehittämään ratkaisuja vanhusten päivittäisten tehtävien ohjaukseen etäällä olevan avustajan toimesta. Menetelmällisesti tämä tutkimus soveltaa suunnittelutiedettä, jossa ratkaisuja suunnitellaan, toteutetaan ja arvioidaan toistuvina iteraatiokierroksina. Työssä kehitettiin kaksi ratkaisua ulkotiloissa tapahtuvaan jalan liikkumisen opastukseen laser-valolla ja neljä ratkaisua sisätiloissa tapahtuvaan ruuanlaittoon kiinteästi keittiöön sijoitetuilla projektoreilla. Näiden ratkaisujen käyttökelpoisuus ja käytettävyys arviotiin käyttäjäryhmällä, joka koostui vanhuksista, joista osa kärsi muistin vajaatoiminnasta. Tulokset demonstroivat joidenkin kohteeksi valittujen toimintojen osalta, miten voidaan kehittää vanhusten päivittäisen toiminnan opastusjärjestelmiä, joissa on etäavustaja. Olemassa oleviin vanhusten käyttämiin käyttöesineisiin, laitteisiin ja tiloihin voidaan lisätä lisätyn todellisuuden valaistusvarustus. Tutkimustulokset antavat myös viitteitä lisätyn todellisuuden laajemmasta soveltuvuudesta muihinkin päivittäisiin toimintoihin, kuten ostoksilla käyntiin ja astioiden tiskaukseen, ja siten parantaa vanhusten itsenäistä selviytymistä, elämänlaatua, turvallisuutta ja hyvinvointia.
788

Aprendizado bilíngue de crianças surdas mediada por um software de realidade aumentada.

Santos, Luiz Claudio Machado dos 09 December 2015 (has links)
Submitted by Luiz Machado (luizmachad@gmail.com) on 2016-07-15T00:24:24Z No. of bitstreams: 1 Aprendizado bilíngue de crianças surdas_Tese_3_07_16.pdf: 4426337 bytes, checksum: 23d44c0375b6d038771e6a2be7de22e4 (MD5) / Rejected by Maria Auxiliadora da Silva Lopes (silopes@ufba.br), reason: Prezado Luiz Claudio, Os campos referentes ao autor, orientador e aos participantes da banca devem ser preenchidos com os nomes completos. Atenciosamente, Auxiliadora on 2016-07-19T18:57:57Z (GMT) / Submitted by Luiz Machado (luizmachad@gmail.com) on 2016-07-19T19:09:17Z No. of bitstreams: 1 Aprendizado bilíngue de crianças surdas_Tese_3_07_16.pdf: 4426337 bytes, checksum: 23d44c0375b6d038771e6a2be7de22e4 (MD5) / Approved for entry into archive by Maria Auxiliadora da Silva Lopes (silopes@ufba.br) on 2016-07-20T12:26:43Z (GMT) No. of bitstreams: 1 Aprendizado bilíngue de crianças surdas_Tese_3_07_16.pdf: 4426337 bytes, checksum: 23d44c0375b6d038771e6a2be7de22e4 (MD5) / Made available in DSpace on 2016-07-20T12:26:43Z (GMT). No. of bitstreams: 1 Aprendizado bilíngue de crianças surdas_Tese_3_07_16.pdf: 4426337 bytes, checksum: 23d44c0375b6d038771e6a2be7de22e4 (MD5) / A utilização da tecnologia e de programas educativos pode proporcionar diversas atividades dentro e fora da sala de aula, além de ter um papel importante para desenvolvimento cognitivo de uma criança. Muitos desses programas têm um papel lúdico, facilitando o ensino e a assimilação de novas aprendizagens. A utilização de software nem sempre é fácil e intuitiva para os alunos, muito menos para aqueles com algum tipo de deficiência (física, auditiva, visual, multi-intelectual) que requerem capacidades específicas para interagir com o mundo em formas distintas de desenvolver habilidades que formam a base do seu processo de aprendizado. Nesta pesquisa desenvolveu-se um software para mediar o ensino aprendizado dos alunos surdos usuários da Libras e Português, com o emprego do recurso da Realidade Aumentada (RA). Após o desenvolvimento, foi aplicado com os alunos e profissionais da área da surdez, possibilitando analisar se o software pode ser utilizado para apoiar o ensino e aprendizado dos alunos. Busca-se com a aplicação deste software uma autonomia, em que os usuários possam desenvolver seus próprios temas, contribuindo para o aprendizado de Libras. Dessa forma, este trabalho tem com um de seus objetivos, contribuir com o aprendizado do aluno surdo através da tecnologia da RA para o aprendizado bilíngue. Profissionais da área de educação, Libras, intérpretes e professores surdos participaram do desenvolvimento do Software, além dos alunos surdos de duas instituições de ensino. A metodologia utilizada nesta tese foi a pesquisa-ação. Como projeto piloto, foi aplicado um questionário quantitativo com alguns profissionais de uma instituição de ensino. Em seguida, foi realizada uma entrevista semiestruturada com profissionais de uma escola especializada no ensino bilíngue para alunos surdos e para finalizar foi realizada a observação do sujeito surdo durante a interação com o software, finalizando com a aplicação de um questionário simples com sete alunos da segunda instituição. Os resultados obtidos apontam para a dificuldade de alguns participantes durante a utilização do software educacional em decorrência de diversos fatores que são destacados durante os capítulos desta tese. Durante a aplicação e utilização do software, percebeu-se que alguns participantes dominavam os sinais apresentados pelo software enquanto outros apresentavam dificuldades para identificá-los. Durante toda a análise de dados, ficou clara a importância do apoio das escolas especializadas durante o processo de aprendizado dessas crianças e foi possível detectar a importância do software aqui proposto e sua devida aplicação não se limita apenas ao ensino de palavras em Libras e Português, mas, além de ser um software livre e disponível para qualquer pessoa, nele é possível planejar e pensar em estratégias e atividades no âmbito da educação especial e inclusiva / ABSTRACT The use of technology and educational softwares can engage the students in several activities inside and outside the classroom. Moreover, the use of such tools plays an important role in the development of the child's cognition. Many of these educational softwares are playful, enhancing the teaching-learning process for teachers and students. The use of a software is not always easy and intuitive for students. For students with some disability (physical, auditive, visual, multi-intellectual), this process is even more difficult because the disability requires specific capacities of interaction between the student and the world in distinct ways to develop the habilities that form the base to their learning. In this research, we have developed an Augmented Reality (AR) software to support the teaching-learning process of deaf students, users of Libras and Portuguese. After the development of the software, it was used by students and professionals from the field of deafness, allowing the evaluation of the use of the software to enhance the teaching and learning of the students. With this software, we want to provide autonomy to the users, such that they can develop their own themes, enhancing the learning of Libras. Therefore, this work focuses on the learning of the deaf students through the use AR technology in the field of bilingual learning Several professionals from the fields of education, Libras, deaf teachers and interpreters participated in the software development, together with the deaf students from two educational institutions. In this thesis, we have adopted the action research as a methodology. First, we have applied a quantitative survey with some professionals of an educational institution. Then, we have conducted a semistructured interview with professionals of a school specialized in the bilingual education of deaf students. Finally, we have observed the deaf student during his/her use of the educational software, applying a simple questionnaire with seven students of the second institution. The results obtained point out that the difficulty of some participants of the experiment was related to several factors which will be highlighted in the chapters of this thesis. We have observed that some participants dominated the signs shown by the software, while the others presented difficulties to identify them. During all the data analysis, it was clear the importance of the support of the specialized schools during the learning process of these children. Furthermore, it was possible to detect the importance of the proposed software in this context. Its importance is not solely related to the teaching of new words in Libras or Portuguese, but also because it is free, available for everyone which may elaborate strategies or plan activities in the field of special and inclusive education.
789

Using Augmented Reality to Measure Vertical Surfaces

Bergquist, Robin, Stenbeck, Nicholas January 2018 (has links)
Augmented Reality is commonly used for entertainment purposes on today’s smartphones. We intend to aid the evolution of Augmented Reality as a tool as opposed to a toy. With the use of Apple’s ARKit 1.5 release, which features vertical surface recognition, we implement and evaluate a solution to a target problem which aims to contribute to the knowledge of Augmented Reality’s strength and weaknesses. The implementation allows an iPhone user to measure surface areas by placing anchors to mark an area to be measured. We find that our Augmented Reality tool does not provide the same precision as manual measurements but is still reasonably within boundaries if an estimation is acceptable.
790

Distribuerad förstärkt verklighet för att stödja kommunikation mellan arkitekt och beställare

Hussamadin, Raafat January 2018 (has links)
Collaborative design inträffar när flera aktörer samarbetar för ett gemensamt mål eller intresse som inte kan åstadkommas ensamt. Collaborative design sker antingen i ett co-located möte ”ansikte mot ansikte” eller distribuerat möte ”distansmöte”. Distribuerade möten, oftast via ett nätverkssystem, sker då olika aktörer av ett projekt inte befinner sig i närheten av varandra. Målet med distribuerad kommunikation är att kunna återskapa det fysiska mötet i ett virtuellt möte.  Syftet med denna studie är utveckling av en kommunikationsmetod som med hjälp av förstärkt verklighet kan visualisera och överföra information mellan arkitekt och beställaren i ett distribuerat möte. Metoden baseras på mjukvaruutveckling i spelmotorer vilka har kapacitet för skapande av realtidsvisualiseringar i kombination med flera skript som kan utföra många komplexa funktioner, inklusive synkron dataöverföring. Då examensarbetet fokuserar på distribuerad kommunikation har mjukvaruutvecklingen begränsats till endast smarta mobiltelefoner, detta på grund av stora tillgängligheten till enheten i allmänheten. Ett ytterligare syfte är undersökning om hur överföring av BIM kan simplifieras och automatiseras till spelmotorn Unity.  Utvecklingen av demonstratorn visar att BIM-överföring kan ske via scheman skapade i BIMmjukvaror såsom Autodesk Revit som inläses av skript i Unity. Överföringsmetoden visualiserar BIM i realtid och även skapandet av funktioner som integrerar BIM, inklusive våningsplanväljare och lagervisningsväxlare. Systemet för nätverkssynkronisering möjliggör synkron kommunikation mellan alla aktörer genom användande av funktioner och flera skript som möjliggör positionssynkning, skärmdelning och objektdelning. Resultatet från studien gällande förstärkt verklighet har kombinationen av fördelar och nackdelar varierade beroende på aktörernas erfarenhet. Den utvecklade mjukvaran med tillhörande metod visar på potential för användning gällande distribuerad kommunikation. / Collaborative design occurs when individuals work together to achieve a common goal or interest that cannot be accomplished alone. Collaborative design take place either in a co-located meeting “face to face” or a distributed meeting “distance meeting”. Distributed meetings, often via a networking system, occur when individuals of a project don’t have the opportunity for a colocated meeting. The goal of distributed communication is to be able to recreate the physical confrontation in a virtual meeting.  The purpose of this study is to develop a communication software that, with addition of augmented reality, can visualize and share information between architects and clients in a distributed meeting. For software development game engine Unity is used, which has the capacity to create a real-time visualization in combination with scripts that can add features such as synchronous data transfer. As the thesis focuses on distributed communication a limitation has been put on used devices to only consider smartphones, this is due to the high level of availability of the device in general. An additional purpose of the thesis is to simplify and automate BIM transfer to Unity game engine. The development of a demonstrator shows that BIM transfer can be done via usage of schedules that can be created in BIM software such as Autodesk Revit, which is later read by scripts in Unity. The software visualizes BIM in real time and supports creation of functions that can integrate with BIM, including plan selector “våningsplanväljare” and layer manager “lagervisningsväxlare”. The network synchronization system enables synchronous communication between all users, using functions such as position sync, screen sharing and object sharing. There has been a combination of advantages and disadvantages for augmented reality that varied depending on individual experience. The developed software with methods has potential for usage in use of distributed communication.

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