78 research outputs found

    Augmented Reality and Gamification in Heritage Museums

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    3D Cadastre visualization and dissemination: Most recent progresses and future directions

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    The 3D Cadastre has been investigated from many viewpoints (including legal, organizational and technical). However, to date little research has focused specifically on visualizationrelated aspects despite the value-added of the third dimension. The paper first proposes an overview of progress made in the last five years in 3D cadastral visualization. The authors then summarize discussions at the 2014 3D Cadastre workshop regarding future research and development on the topic. This synthesis is complemented by a broad review of the most recent advances in 3D visualization beyond the 3D cadastral domain, with the goal of providing a number of important directions for further work, allowing researchers, developers and users to consolidate their respective activities, and encouraging collaboration

    Enhanced device-based 3D object manipulation technique for handheld mobile augmented reality

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    3D object manipulation is one of the most important tasks for handheld mobile Augmented Reality (AR) towards its practical potential, especially for realworld assembly support. In this context, techniques used to manipulate 3D object is an important research area. Therefore, this study developed an improved device based interaction technique within handheld mobile AR interfaces to solve the large range 3D object rotation problem as well as issues related to 3D object position and orientation deviations in manipulating 3D object. The research firstly enhanced the existing device-based 3D object rotation technique with an innovative control structure that utilizes the handheld mobile device tilting and skewing amplitudes to determine the rotation axes and directions of the 3D object. Whenever the device is tilted or skewed exceeding the threshold values of the amplitudes, the 3D object rotation will start continuously with a pre-defined angular speed per second to prevent over-rotation of the handheld mobile device. This over-rotation is a common occurrence when using the existing technique to perform large-range 3D object rotations. The problem of over-rotation of the handheld mobile device needs to be solved since it causes a 3D object registration error and a 3D object display issue where the 3D object does not appear consistent within the user’s range of view. Secondly, restructuring the existing device-based 3D object manipulation technique was done by separating the degrees of freedom (DOF) of the 3D object translation and rotation to prevent the 3D object position and orientation deviations caused by the DOF integration that utilizes the same control structure for both tasks. Next, an improved device-based interaction technique, with better performance on task completion time for 3D object rotation unilaterally and 3D object manipulation comprehensively within handheld mobile AR interfaces was developed. A pilot test was carried out before other main tests to determine several pre-defined values designed in the control structure of the proposed 3D object rotation technique. A series of 3D object rotation and manipulation tasks was designed and developed as separate experimental tasks to benchmark both the proposed 3D object rotation and manipulation techniques with existing ones on task completion time (s). Two different groups of participants aged 19-24 years old were selected for both experiments, with each group consisting sixteen participants. Each participant had to complete twelve trials, which came to a total 192 trials per experiment for all the participants. Repeated measure analysis was used to analyze the data. The results obtained have statistically proven that the developed 3D object rotation technique markedly outpaced existing technique with significant shorter task completion times of 2.04s shorter on easy tasks and 3.09s shorter on hard tasks after comparing the mean times upon all successful trials. On the other hand, for the failed trials, the 3D object rotation technique was 4.99% more accurate on easy tasks and 1.78% more accurate on hard tasks in comparison to the existing technique. Similar results were also extended to 3D object manipulation tasks with an overall 9.529s significant shorter task completion time of the proposed manipulation technique as compared to the existing technique. Based on the findings, an improved device-based interaction technique has been successfully developed to address the insufficient functionalities of the current technique

    Future directions for the development of Virtual Reality within an automotive manufacturer

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    Virtual Reality (VR) can reduce time and costs, and lead to increases in quality, in the development of a product. Given the pressure on car companies to reduce time-to-market and to continually improve quality, the automotive industry has championed the use of VR across a number of applications, including design, manufacturing, and training. This paper describes interviews with 11 engineers and employees of allied disciplines from an automotive manufacturer about their current physical and virtual properties and processes. The results guided a review of research findings and scientific advances from the academic literature, which formed the basis of recommendations for future developments of VR technologies and applications. These include: develop a greater range of virtual contexts; use multi-sensory simulation; address perceived differences between virtual and real cars; improve motion capture capabilities; implement networked 3D technology; and use VR for market research

    Ready Worker One? High-Res VR for the Home Office

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    This work is licensed under a Creative Commons Attribution International 4.0 License. https://creativecommons.org/licenses/by/4.0/Many employees prefer to work from home, yet struggle to squeeze their office into an already fully-utilized space. Virtual Reality (VR) seemingly offered a solution with its ability to transform even modest physical spaces into spacious, productive virtual offices, but hardware challenges—such as low resolution—have prevented this from becoming a reality. Now that hardware issues are being overcome, we are able to investigate the suitability of VR for daily work. To do so, we (1) studied the physical space that users typically dedicate to home offices and (2) conducted an exploratory study of users working in VR for one week. For (1) we used digital ethnography to study 430 self-published images of software developer workstations in the home, confirming that developers faced myriad space challenges. We used speculative design to re-envision these as VR workstations, eliminating many challenges. For (2) we asked 10 developers to work in their own home using VR for about two hours each day for four workdays, and then interviewed them. We found that working in VR improved focus and made mundane tasks more enjoyable. While some subjects reported issues—annoyances with the fit, weight, and umbilical cord of the headset—the vast majority of these issues seem to be addressable. Together, these studies show VR technology has the potential to address many key problems with home workstations, and, with continued improvements, may become an integral part of creating an effective workstation in the home.NSERC, Discovery Grant 2016-04422

    Augmented reality experience: from high-resolution acquisition to real time augmented contents

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    This paper presents results of a research project "dUcale" that experiments ICT solutions for the museum of Palazzo Ducale (Urbino). In this project, the famed painting the "Città Ideale" becomes a case to exemplify a specific approach to the digital mediation of cultural heritage. An augmented reality (AR) mobile application, able to enhance the museum visit experience, is presented. The computing technologies involved in the project (websites, desktop and social applications, mobile software, and AR) constitute a persuasive environment for the artwork knowledge. The overall goal of our research is to provide to cultural institutions best practices efficiently on low budgets. Therefore, we present a low cost method for high-resolution acquisition of paintings; the image is used as a base in AR approach. The proposed methodology consists of an improved SIFT extractor for real time image. The other novelty of this work is the multipoint probabilistic layer. Experimental results demonstrated the robustness of the proposed approach with extensive use of the AR application in front of the "Città Ideale" painting. To prove the usability of the application and to ensure a good user experience, we also carried out several users tests in the real scenario

    The MIT Museum Glassware Prototype: Visitor Experience Exploration for Designing Smart Glasses

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    With the growth of enthusiasm for the adoption of wearable technology in everyday life, the museum world has also become interested in understanding whether and how to employ smart glasses to engage visitors with new interpretative experiences. The growing interest in wearable technology encourages experimentation with smart glasses, as this trend is going to influence digital media interpretation for museums in the near future. To explore the use of smart glasses in the museum, a Glassware prototype was designed and tested through a field experiment that took place at the Robotics Gallery at the MIT Museum. During the experiment, I observed and then interviewed participants. Finally, I analysed the data following a qualitative research approach. The findings of this study have to be seen as an initial contribution to the design of latest generation of smart glass apps, providing reflections for further studies and projects

    Interactive Remote Collaboration Using Augmented Reality

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    With the widespread deployment of fast data connections and availability of a variety of sensors for different modalities, the potential of remote collaboration has greatly increased. While the now ubiquitous video conferencing applications take advantage of some of these capabilities, the use of video between remote users is limited to passively watching disjoint video feeds and provides no means for interaction with the remote environment. However, collaboration often involves sharing, exploring, referencing, or even manipulating the physical world, and thus tools should provide support for these interactions.We suggest that augmented reality is an intuitive and user-friendly paradigm to communicate information about the physical environment, and that integration of computer vision and augmented reality facilitates more immersive and more direct interaction with the remote environment than what is possible with today's tools.In this dissertation, we present contributions to realizing this vision on several levels. First, we describe a conceptual framework for unobtrusive mobile video-mediated communication in which the remote user can explore the live scene independent of the local user's current camera movement, and can communicate information by creating spatial annotations that are immediately visible to the local user in augmented reality. Second, we describe the design and implementation of several, increasingly more flexible and immersive user interfaces and system prototypes that implement this concept. Our systems do not require any preparation or instrumentation of the environment; instead, the physical scene is tracked and modeled incrementally using monocular computer vision. The emerging model then supports anchoring of annotations, virtual navigation, and synthesis of novel views of the scene. Third, we describe the design, execution and analysis of three user studies comparing our prototype implementations with more conventional interfaces and/or evaluating specific design elements. Study participants overwhelmingly preferred our technology, and their task performance was significantly better compared with a video-only interface, though no task performance difference was observed compared with a ``static marker'' interface. Last, we address a particular technical limitation of current monocular tracking and mapping systems which was found to be impeding and present a conceptual solution; namely, we describe a concept and proof-of-concept implementation for automatic model selection which allows tracking and modeling to cope with both parallax-inducing and rotation-only camera movements.We suggest that our results demonstrate the maturity and usability of our systems, and, more importantly, the potential of our approach to improve video-mediated communication and broaden its applicability

    The Geometry and Usage of the Supplementary Fisheye Lenses in Smartphones

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    Nowadays, mobile phones are more than a device that can only satisfy the communication need between people. Since fisheye lenses integrated with mobile phones are lightweight and easy to use, they are advantageous. In addition to this advantage, it is experimented whether fisheye lens and mobile phone combination can be used in a photogrammetric way, and if so, what will be the result. Fisheye lens equipment used with mobile phones was tested in this study. For this, standard calibration of ‘Olloclip 3 in one’ fisheye lens used with iPhone 4S mobile phone and ‘Nikon FC‐E9’ fisheye lens used with Nikon Coolpix8700 are compared based on equidistant model. This experimental study shows that Olloclip 3 in one fisheye lens developed for mobile phones has at least the similar characteristics with classic fisheye lenses. The dimensions of fisheye lenses used with smart phones are getting smaller and the prices are reducing. Moreover, as verified in this study, the accuracy of fisheye lenses used in smartphones is better than conventional fisheye lenses. The use of smartphones with fisheye lenses will give the possibility of practical applications to ordinary users in the near future
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