5,522 research outputs found

    A Method to Quantitatively Evaluate Geo Augmented Reality Applications

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    International audienceWe propose a method for quantitatively assessing the quality of Geo AR browsers. Our method aims at measuring the impact of attitude and position estimations on the rendering precision of virtual features. We report on lessons learned by applying our method on various AR use cases with real data. Our measurement technique allows to shedding light on the limits of what can be achieved in Geo AR with current technologies. This also helps in identifying interesting perspectives for the further development of high-quality Geo AR applications

    Fine-To-Coarse Global Registration of RGB-D Scans

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    RGB-D scanning of indoor environments is important for many applications, including real estate, interior design, and virtual reality. However, it is still challenging to register RGB-D images from a hand-held camera over a long video sequence into a globally consistent 3D model. Current methods often can lose tracking or drift and thus fail to reconstruct salient structures in large environments (e.g., parallel walls in different rooms). To address this problem, we propose a "fine-to-coarse" global registration algorithm that leverages robust registrations at finer scales to seed detection and enforcement of new correspondence and structural constraints at coarser scales. To test global registration algorithms, we provide a benchmark with 10,401 manually-clicked point correspondences in 25 scenes from the SUN3D dataset. During experiments with this benchmark, we find that our fine-to-coarse algorithm registers long RGB-D sequences better than previous methods

    Convolutional neural network for pixel-wise skyline detection

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    Outdoor augmented reality applications are an emerging class of software systems that demand the fast identification of natural objects, such as plant species or mountain peaks, in low power mobile devices. Convolutional Neural Networks (CNN) have exhibited superior performance in a variety of computer vision tasks, but their training is a labor intensive task and their execution requires non negligible memory and CPU resources. This paper presents the results of training a CNN for the fast extraction of mountain skylines, which exhibits a good balance between accuracy (94,45% in best conditions and 86,87% in worst conditions), memory consumption (9,36 MB on average) and runtime execution overhead (273 ms on a Nexus 6 mobile phone), and thus has been exploited for implementing a real-world augmented reality applications for mountain peak recognition running on low to mid-end mobile phones

    Architectural and Urban Spatial Digital Simulations

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    This study concerns digital tools and simulation methods necessary for the description, conception, perception, and analysis of spatial architectural and urban design. The purpose of the study is to categorize, analyse, and describe the influence of digital simulation tools and methods in architectural and urban design. The study analyses techniques, applications, and research in the field of digital simulations of architectural/urban ensembles while also referring to the benefits of their use both at the level of scientific and spatial perception of architectural/urban design

    Quantitative evaluation of overlaying discrepancies in mobile augmented reality applications for AEC/FM

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    Augmented Reality (AR) is a trending technology that provides a live view of the real and physical environment augmented by virtual elements, enhancing the information of the scene with digital information (sound, video, graphics, text or geo-location). Its application to architecture, engineering and construction, and facility management (AEC/FM) is straightforward and can be very useful to improve the on-site work at different stages of the projects. However, one of the most important limitations of Mobile Augmented Reality (MAR) is the lack of accuracy when the screen overlays the virtual models on the real images captured by the camera. The main reasons are errors related to tracking (positioning and orientation of the mobile device) and image capture and processing (projection and distortion issues). This paper shows a new methodology to mathematically perform a quantitative evaluation, in world coordinates, of those overlaying discrepancies on the screen, obtaining the real-scale distances from any real point to the sightlines of its virtual projections for any AR application. Additionally, a new utility for filtering built-in sensor signals in mobile devices is presented: the Drift-Vibration-Threshold function (DVT), a straightforward tool to filter the drift suffered by most sensor-based tracking systems

    Evolution of the Museum Experience: Mobile Augmented Reality’s Impact on the Visitor Experience at an Outdoor Living Museum

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    This paper reports the findings of a study to determine if using Mobile AR (augmented reality) to render an exhibit’s supplemental information increased the level of learning and enjoyment of visitors to a living museum, specifically the Pocock Trail located within the Bergen Swamp, which is classified as a “Living Museum”. A museum is identified as “Living” when it “is a natural, wild area that is relatively undisturbed by man. It is an area where the native plant and animal life are maintaining themselves in a natural, biological manner” (BSPS, 2016). When an area is undisturbed by man it is not possible to add traditional text-based exhibit descriptions on plaques or posters. AR adds digital content to the real world that visitors can interact with in the same manner that they interact with the physical world. It is used to evoke emotion, to tell a story, or to document an event (Craig, 2013). AR was used to augment the real world of the Bergen Swamp to add supplemental information that was viewed on a mobile device. The goal of this study was to determine whether the use of AR technology would enhance a visitor experience to this living museum compared to a traditional guided tour by a docent. Visitors were first provided a docent to guide them through the Pocock trail, and then the same visitors were provided an app to download which used an AR browser to guide them through the same trail
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