2,603 research outputs found

    Augmented reality and GIS: On the possibilities and limits of markerless AR

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    Ponencias, comunicaciones y pósters presentados en el 17th AGILE Conference on Geographic Information Science "Connecting a Digital Europe through Location and Place", celebrado en la Universitat Jaume I del 3 al 6 de junio de 2014.The application of Augmented Reality (AR) in the geo-spatial domain offers huge potentials: AR can visualize invisible properties of spatial entities, can display historic data for them, or can help in finding places. Whatever the application is, AR in the geo-spatial domain will often be purely sensor based, thus without the help of visual or sensory markers. In this paper we analyse the achievable accuracy of AR projections under everyday conditions with consumer hardware. We can show that AR can be applied in applications in smaller geographic scale, but is not sufficient if it comes to the preciseness required when inspecting infrastructural data of small scale

    Parametric Surfaces for Augmented Architecture representation

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    Augmented Reality (AR) represents a growing communication channel, responding to the need to expand reality with additional information, offering easy and engaging access to digital data. AR for architectural representation allows a simple interaction with 3D models, facilitating spatial understanding of complex volumes and topological relationships between parts, overcoming some limitations related to Virtual Reality. In the last decade different developments in the pipeline process have seen a significant advancement in technological and algorithmic aspects, paying less attention to 3D modeling generation. For this, the article explores the construction of basic geometries for 3D model’s generation, highlighting the relationship between geometry and topology, basic for a consistent normal distribution. Moreover, a critical evaluation about corrective paths of existing 3D models is presented, analysing a complex architectural case study, the virtual model of Villa del Verginese, an emblematic example for topological emerged problems. The final aim of the paper is to refocus attention on 3D model construction, suggesting some "good practices" useful for preventing, minimizing or correcting topological problems, extending the accessibility of AR to people engaged in architectural representation

    Considerations on Designing a Geo-targeted AR Application

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    AbstractWhen designing an AR application for mobile devices there are some factors to take into account such as gyroscope drift and device orientation, compass noise and six axis or accelerometer and GPS sensors accuracy. This work focuses on Geo- targeted Augmented Reality applications. We expose the procedure followed to design an AR framework almost from scratch from the software design point of view. We have also detailed the technical difficulties encountered during the development of the application and how they were addressed. Finally we propose some guidelines and recommendations for future work and improvements which can also serve as a common pattern design for Geo-tagging AR applications

    Securing Interactive Sessions Using Mobile Device through Visual Channel and Visual Inspection

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    Communication channel established from a display to a device's camera is known as visual channel, and it is helpful in securing key exchange protocol. In this paper, we study how visual channel can be exploited by a network terminal and mobile device to jointly verify information in an interactive session, and how such information can be jointly presented in a user-friendly manner, taking into account that the mobile device can only capture and display a small region, and the user may only want to authenticate selective regions-of-interests. Motivated by applications in Kiosk computing and multi-factor authentication, we consider three security models: (1) the mobile device is trusted, (2) at most one of the terminal or the mobile device is dishonest, and (3) both the terminal and device are dishonest but they do not collude or communicate. We give two protocols and investigate them under the abovementioned models. We point out a form of replay attack that renders some other straightforward implementations cumbersome to use. To enhance user-friendliness, we propose a solution using visual cues embedded into the 2D barcodes and incorporate the framework of "augmented reality" for easy verifications through visual inspection. We give a proof-of-concept implementation to show that our scheme is feasible in practice.Comment: 16 pages, 10 figure

    Mixed Reality on Mobile Devices

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    MRSL: AUTONOMOUS NEURAL NETWORK-BASED SELF-STABILIZING SYSTEM

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    Stabilizing and localizing the positioning systems autonomously in the areas without GPS accessibility is a difficult task. In this thesis we describe a methodology called Most Reliable Straight Line (MRSL) for stabilizing and positioning camera-based objects in 3-D space. The camera-captured images are used to identify easy-to-track points “interesting points� and track them on two consecutive images. The distance between each of interesting points on the two consecutive images are compared and one with the maximum length is assigned to MRSL, which is used to indicate the deviation from the original position. To correct this our trained algorithm is deployed to reduce the deviation by issuing relevant commands, this action is repeated until MRSL converges to zero. To test the accuracy and robustness, the algorithm was deployed to control positioning of a Quadcopter. It was demonstrated that the Quadcopter (a) was highly robust to any external forces, (b) can fly even if the Quadcopter experiences loss of engine, (c) can fly smoothly and positions itself on a desired location

    高速ビジョンを用いたリアルタイムビデオモザイキングと安定化に関する研究

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    広島大学(Hiroshima University)博士(工学)Doctor of Engineeringdoctora

    Handheld Augmented Reality: Effect of registration jitter on cursor-based pointing techniques

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    International audienceHandheld Augmented Reality relies on the registration of digital content on physical objects. Yet, the accuracy of this registration depends on environmental conditions. It is therefore important to study the impact of registration jitter on interaction and in particular on pointing at augmented objects where precision may be required. We present an experiment that compares the effect of registration jitter on the following two pointing techniques: (1) screen-centered crosshair pointing; and (2) relative pointing with a cursor bound to the physical object's frame of reference and controlled by indirect relative touch strokes on the screen. The experiment considered both tablet and smartphone form factors. Results indicate that relative pointing in the frame of the physical object is less error prone and is less subject to registration jitter than screencentered crosshair pointing
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