594 research outputs found

    Augmented reality device for first response scenarios

    Get PDF
    A prototype of a wearable computer system is proposed and implemented using commercial off-shelf components. The system is designed to allow the user to access location-specific information about an environment, and to provide capability for user tracking. Areas of applicability include primarily first response scenarios, with possible applications in maintenance or construction of buildings and other structures. Necessary preparation of the target environment prior to system\u27s deployment is limited to noninvasive labeling using optical fiducial markers. The system relies on computational vision methods for registration of labels and user position. With the system the user has access to on-demand information relevant to a particular real-world location. Team collaboration is assisted by user tracking and real-time visualizations of team member positions within the environment. The user interface and display methods are inspired by Augmented Reality1 (AR) techniques, incorporating a video-see-through Head Mounted Display (HMD) and fingerbending sensor glove.*. 1Augmented reality (AR) is a field of computer research which deals with the combination of real world and computer generated data. At present, most AR research is concerned with the use of live video imagery which is digitally processed and augmented by the addition of computer generated graphics. Advanced research includes the use of motion tracking data, fiducial marker recognition using machine vision, and the construction of controlled environments containing any number of sensors and actuators. (Source: Wikipedia) *This dissertation is a compound document (contains both a paper copy and a CD as part of the dissertation). The CD requires the following system requirements: Adobe Acrobat; Microsoft Office; Windows MediaPlayer or RealPlayer

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

    Get PDF
    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

    Multimodal Content Delivery for Geo-services

    Get PDF
    This thesis describes a body of work carried out over several research projects in the area of multimodal interaction for location-based services. Research in this area has progressed from using simulated mobile environments to demonstrate the visual modality, to the ubiquitous delivery of rich media using multimodal interfaces (geo- services). To effectively deliver these services, research focused on innovative solutions to real-world problems in a number of disciplines including geo-location, mobile spatial interaction, location-based services, rich media interfaces and auditory user interfaces. My original contributions to knowledge are made in the areas of multimodal interaction underpinned by advances in geo-location technology and supported by the proliferation of mobile device technology into modern life. Accurate positioning is a known problem for location-based services, contributions in the area of mobile positioning demonstrate a hybrid positioning technology for mobile devices that uses terrestrial beacons to trilaterate position. Information overload is an active concern for location-based applications that struggle to manage large amounts of data, contributions in the area of egocentric visibility that filter data based on field-of-view demonstrate novel forms of multimodal input. One of the more pertinent characteristics of these applications is the delivery or output modality employed (auditory, visual or tactile). Further contributions in the area of multimodal content delivery are made, where multiple modalities are used to deliver information using graphical user interfaces, tactile interfaces and more notably auditory user interfaces. It is demonstrated how a combination of these interfaces can be used to synergistically deliver context sensitive rich media to users - in a responsive way - based on usage scenarios that consider the affordance of the device, the geographical position and bearing of the device and also the location of the device

    Using Sound to Enhance Users’ Experiences of Mobile Applications

    Get PDF
    The latest smartphones with GPS, electronic compass, directional audio, touch screens etc. hold potentials for location based services that are easier to use compared to traditional tools. Rather than interpreting maps, users may focus on their activities and the environment around them. Interfaces may be designed that let users search for information by simply pointing in a direction. Database queries can be created from GPS location and compass direction data. Users can get guidance to locations through pointing gestures, spatial sound and simple graphics. This article describes two studies testing prototypic applications with multimodal user interfaces built on spatial audio, graphics and text. Tests show that users appreciated the applications for their ease of use, for being fun and effective to use and for allowing users to interact directly with the environment rather than with abstractions of the same. The multimodal user interfaces contributed significantly to the overall user experience

    An Orientation & Mobility Aid for People with Visual Impairments

    Get PDF
    Orientierung&Mobilität (O&M) umfasst eine Reihe von Techniken für Menschen mit Sehschädigungen, die ihnen helfen, sich im Alltag zurechtzufinden. Dennoch benötigen sie einen umfangreichen und sehr aufwendigen Einzelunterricht mit O&M Lehrern, um diese Techniken in ihre täglichen Abläufe zu integrieren. Während einige dieser Techniken assistive Technologien benutzen, wie zum Beispiel den Blinden-Langstock, Points of Interest Datenbanken oder ein Kompass gestütztes Orientierungssystem, existiert eine unscheinbare Kommunikationslücke zwischen verfügbaren Hilfsmitteln und Navigationssystemen. In den letzten Jahren sind mobile Rechensysteme, insbesondere Smartphones, allgegenwärtig geworden. Dies eröffnet modernen Techniken des maschinellen Sehens die Möglichkeit, den menschlichen Sehsinn bei Problemen im Alltag zu unterstützen, die durch ein nicht barrierefreies Design entstanden sind. Dennoch muss mit besonderer Sorgfalt vorgegangen werden, um dabei nicht mit den speziellen persönlichen Kompetenzen und antrainierten Verhaltensweisen zu kollidieren, oder schlimmstenfalls O&M Techniken sogar zu widersprechen. In dieser Dissertation identifizieren wir eine räumliche und systembedingte Lücke zwischen Orientierungshilfen und Navigationssystemen für Menschen mit Sehschädigung. Die räumliche Lücke existiert hauptsächlich, da assistive Orientierungshilfen, wie zum Beispiel der Blinden-Langstock, nur dabei helfen können, die Umgebung in einem limitierten Bereich wahrzunehmen, während Navigationsinformationen nur sehr weitläufig gehalten sind. Zusätzlich entsteht diese Lücke auch systembedingt zwischen diesen beiden Komponenten — der Blinden-Langstock kennt die Route nicht, während ein Navigationssystem nahegelegene Hindernisse oder O&M Techniken nicht weiter betrachtet. Daher schlagen wir verschiedene Ansätze zum Schließen dieser Lücke vor, um die Verbindung und Kommunikation zwischen Orientierungshilfen und Navigationsinformationen zu verbessern und betrachten das Problem dabei aus beiden Richtungen. Um nützliche relevante Informationen bereitzustellen, identifizieren wir zuerst die bedeutendsten Anforderungen an assistive Systeme und erstellen einige Schlüsselkonzepte, die wir bei unseren Algorithmen und Prototypen beachten. Existierende assistive Systeme zur Orientierung basieren hauptsächlich auf globalen Navigationssatellitensystemen. Wir versuchen, diese zu verbessern, indem wir einen auf Leitlinien basierenden Routing Algorithmus erstellen, der auf individuelle Bedürfnisse anpassbar ist und diese berücksichtigt. Generierte Routen sind zwar unmerklich länger, aber auch viel sicherer, gemäß den in Zusammenarbeit mit O&M Lehrern erstellten objektiven Kriterien. Außerdem verbessern wir die Verfügbarkeit von relevanten georeferenzierten Datenbanken, die für ein derartiges bedarfsgerechtes Routing benötigt werden. Zu diesem Zweck erstellen wir einen maschinellen Lernansatz, mit dem wir Zebrastreifen in Luftbildern erkennen, was auch über Ländergrenzen hinweg funktioniert, und verbessern dabei den Stand der Technik. Um den Nutzen von Mobilitätsassistenz durch maschinelles Sehen zu optimieren, erstellen wir O&M Techniken nachempfundene Ansätze, um die räumliche Wahrnehmung der unmittelbaren Umgebung zu erhöhen. Zuerst betrachten wir dazu die verfügbare Freifläche und informieren auch über mögliche Hindernisse. Weiterhin erstellen wir einen neuartigen Ansatz, um die verfügbaren Leitlinien zu erkennen und genau zu lokalisieren, und erzeugen virtuelle Leitlinien, welche Unterbrechungen überbrücken und bereits frühzeitig Informationen über die nächste Leitlinie bereitstellen. Abschließend verbessern wir die Zugänglichkeit von Fußgängerübergängen, insbesondere Zebrastreifen und Fußgängerampeln, mit einem Deep Learning Ansatz. Um zu analysieren, ob unsere erstellten Ansätze und Algorithmen einen tatsächlichen Mehrwert für Menschen mit Sehschädigung erzeugen, vollziehen wir ein kleines Wizard-of-Oz-Experiment zu unserem bedarfsgerechten Routing — mit einem sehr ermutigendem Ergebnis. Weiterhin führen wir eine umfangreichere Studie mit verschiedenen Komponenten und dem Fokus auf Fußgängerübergänge durch. Obwohl unsere statistischen Auswertungen nur eine geringfügige Verbesserung aufzeigen, beeinflußt durch technische Probleme mit dem ersten Prototypen und einer zu geringen Eingewöhnungszeit der Probanden an das System, bekommen wir viel versprechende Kommentare von fast allen Studienteilnehmern. Dies zeigt, daß wir bereits einen wichtigen ersten Schritt zum Schließen der identifizierten Lücke geleistet haben und Orientierung&Mobilität für Menschen mit Sehschädigung damit verbessern konnten

    PROCEEDINGS OF THE IEEE SPECIAL ISSUE ON APPLICATIONS OF AUGMENTED REALITY ENVIRONMENTS 1 Augmented Reality for Construction Site Monitoring and Documentation

    Get PDF
    Abstract—Augmented Reality allows for an on-site presentation of information that is registered to the physical environment. Applications from civil engineering, which require users to process complex information, are among those which can benefit particularly highly from such a presentation. In this paper, we will describe how to use Augmented Reality (AR) to support monitoring and documentation of construction site progress. For these tasks, the staff responsible usually requires fast and comprehensible access to progress information to enable comparison to the as-built status as well as to as-planned data. Instead of tediously searching and mapping related information to the actual construction site environment, our AR system allows for the access of information right where it is needed. This is achieved by superimposing progress as well as as-planned information onto the user’s view of the physical environment. For this purpose, we present an approach that uses aerial 3D reconstruction to automatically capture progress information and a mobile AR client for on-site visualization. Within this paper, we will describe in greater detail how to capture 3D, how to register the AR system within the physical outdoor environment, how to visualize progress information in a comprehensible way in an AR overlay and how to interact with this kind of information. By implementing such an AR system, we are able to provide an overview about the possibilities and future applications of AR in the construction industry

    Proceedings of the 1st joint workshop on Smart Connected and Wearable Things 2016

    Get PDF
    These are the Proceedings of the 1st joint workshop on Smart Connected and Wearable Things (SCWT'2016, Co-located with IUI 2016). The SCWT workshop integrates the SmartObjects and IoWT workshops. It focusses on the advanced interactions with smart objects in the context of the Internet-of-Things (IoT), and on the increasing popularity of wearables as advanced means to facilitate such interactions

    An augmented reality interface for visualising and interacting with virtual content

    Get PDF
    In this paper, a novel AR interface is proposed that provides generic solutions to the tasks involved in augmenting simultaneously different types of virtual information and processing of tracking data for natural interaction. Participants within the system can experience a real-time mixture of 3D objects, static video, images, textual information and 3D sound with the real environment. The userfriendly AR interface can achieve maximum interaction using simple but effective forms of collaboration based on the combinations of humancomputer interaction techniques. To prove the feasibility of the interface, the use of indoor AR techniques are employed to construct innovative applications and demonstrate examples from heritage to learning systems. Finally, an initial evaluation of the AR interface including some initial results is presented
    • …
    corecore