709 research outputs found

    Scalable and Extensible Augmented Reality with Applications in Civil Infrastructure Systems.

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    In Civil Infrastructure System (CIS) applications, the requirement of blending synthetic and physical objects distinguishes Augmented Reality (AR) from other visualization technologies in three aspects: 1) it reinforces the connections between people and objects, and promotes engineers’ appreciation about their working context; 2) It allows engineers to perform field tasks with the awareness of both the physical and synthetic environment; 3) It offsets the significant cost of 3D Model Engineering by including the real world background. The research has successfully overcome several long-standing technical obstacles in AR and investigated technical approaches to address fundamental challenges that prevent the technology from being usefully deployed in CIS applications, such as the alignment of virtual objects with the real environment continuously across time and space; blending of virtual entities with their real background faithfully to create a sustained illusion of co- existence; integrating these methods to a scalable and extensible computing AR framework that is openly accessible to the teaching and research community, and can be readily reused and extended by other researchers and engineers. The research findings have been evaluated in several challenging CIS applications where the potential of having a significant economic and social impact is high. Examples of validation test beds implemented include an AR visual excavator-utility collision avoidance system that enables spotters to ”see” buried utilities hidden under the ground surface, thus helping prevent accidental utility strikes; an AR post-disaster reconnaissance framework that enables building inspectors to rapidly evaluate and quantify structural damage sustained by buildings in seismic events such as earthquakes or blasts; and a tabletop collaborative AR visualization framework that allows multiple users to observe and interact with visual simulations of engineering processes.PHDCivil EngineeringUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttp://deepblue.lib.umich.edu/bitstream/2027.42/96145/1/dsuyang_1.pd

    Mobile graphics: SIGGRAPH Asia 2017 course

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    Peer ReviewedPostprint (published version

    An interest point based illumination condition matching approach to photometric registration within augmented reality worlds

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    With recent and continued increases in computing power, and advances in the field of computer graphics, realistic augmented reality environments can now offer inexpensive and powerful solutions in a whole range of training, simulation and leisure applications. One key challenge to maintaining convincing augmentation, and therefore user immersion, is ensuring consistent illumination conditions between virtual and real environments, so that objects appear to be lit by the same light sources. This research demonstrates how real world lighting conditions can be determined from the two-dimensional view of the user. Virtual objects can then be illuminated and virtual shadows cast using these conditions. This new technique uses pairs of interest points from real objects and the shadows that they cast, viewed from a binocular perspective, to determine the position of the illuminant. This research has been initially focused on single point light sources in order to show the potential of the technique and has investigated the relationships between the many parameters of the vision system. Optimal conditions have been discovered by mapping the results of experimentally varying parameters such as FoV, camera angle and pose, image resolution, aspect ratio and illuminant distance. The technique is able to provide increased robustness where greater resolution imagery is used. Under optimal conditions it is possible to derive the position of a real world light source with low average error. An investigation of available literature has revealed that other techniques can be inflexible, slow, or disrupt scene realism. This technique is able to locate and track a moving illuminant within an unconstrained, dynamic world without the use of artificial calibration objects that would disrupt scene realism. The technique operates in real-time as the new algorithms are of low computational complexity. This allows high framerates to be maintained within augmented reality applications. Illuminant updates occur several times a second on an average to high end desktop computer. Future work will investigate the automatic identification and selection of pairs of interest points and the exploration of global illuminant conditions. The latter will include an analysis of more complex scenes and the consideration of multiple and varied light sources.EThOS - Electronic Theses Online ServiceGBUnited Kingdo

    An Interactive Visualization of the Past using a Situated Simulation Approach

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    Visualization Based on Geographic Information in Augmented Reality

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    Fachzeitschrift fĂŒr Hydrographie und Geoinformation

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    Second International Issu

    La ricostruzione virtuale del paesaggio di Torre Guaceto (Brindisi, Italia)

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    This paper describes the design and development of mobile applications that use Augmented Reality technology (AR) and virtual reality (VR) to improve the dissemination of the archaeological evidence found at the State Nature Reserve and Protected Marine Area of Torre Guaceto (Brindisi); the finds are part of the Bronze Age fortified settlement of Scogli di Apani. In more general terms, they also help in understanding the natural and anthropic character of its coastal territory during the second millennium B.C.La pubblicazione descrive la progettazione e lo sviluppo di applicazioni per dispositivi mobili che sfruttano le tecnologie della RealtĂ  Aumentata (AR) e della RealtĂ  Virtuale( VR) finalizzate a migliorare la divulgazione e la comprensione delle evidenze archeologiche presenti presso la Riserva Naturale dello Stato e Area Marina Protetta di Torre Guaceto (Brindisi), facenti parte dell’insediamento fortificato dell’etĂ  del Bronzo di Scogli di Apani e, piĂč in generale, indirizzate alla conoscenza dei caratteri naturali e antropici del suo territorio costiero nel corso del II millennio a.C

    Three-dimensional interactive maps: theory and practice

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    Requirement analysis and sensor specifications – First version

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    In this first version of the deliverable, we make the following contributions: to design the WEKIT capturing platform and the associated experience capturing API, we use a methodology for system engineering that is relevant for different domains such as: aviation, space, and medical and different professions such as: technicians, astronauts, and medical staff. Furthermore, in the methodology, we explore the system engineering process and how it can be used in the project to support the different work packages and more importantly the different deliverables that will follow the current. Next, we provide a mapping of high level functions or tasks (associated with experience transfer from expert to trainee) to low level functions such as: gaze, voice, video, body posture, hand gestures, bio-signals, fatigue levels, and location of the user in the environment. In addition, we link the low level functions to their associated sensors. Moreover, we provide a brief overview of the state-of-the-art sensors in terms of their technical specifications, possible limitations, standards, and platforms. We outline a set of recommendations pertaining to the sensors that are most relevant for the WEKIT project taking into consideration the environmental, technical and human factors described in other deliverables. We recommend Microsoft Hololens (for Augmented reality glasses), MyndBand and Neurosky chipset (for EEG), Microsoft Kinect and Lumo Lift (for body posture tracking), and Leapmotion, Intel RealSense and Myo armband (for hand gesture tracking). For eye tracking, an existing eye-tracking system can be customised to complement the augmented reality glasses, and built-in microphone of the augmented reality glasses can capture the expert’s voice. We propose a modular approach for the design of the WEKIT experience capturing system, and recommend that the capturing system should have sufficient storage or transmission capabilities. Finally, we highlight common issues associated with the use of different sensors. We consider that the set of recommendations can be useful for the design and integration of the WEKIT capturing platform and the WEKIT experience capturing API to expedite the time required to select the combination of sensors which will be used in the first prototype.WEKI
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