164 research outputs found

    Analysis and Development of Augmented Reality Applications for the Dissemination of Cultural Heritage

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    Tesis por compendio[ES] La RA consiste en la superposición de elementos virtuales sobre el entorno real, de manera que el usuario percibe estos elementos como si formaran parte de la realidad que está visualizando. Las aplicaciones de RA en dispositivos móviles permiten visualizar el contenido virtual a través de la cámara del dispositivo. La RA es una herramienta de divulgación muy potente ya que permite añadir a la realidad cualquier tipo de información, desde un simple texto informativo a un modelo 3D interactivo. Tiene infinitas utilidades, puede servir de guía en un museo, puede mostrar la recreación de un monumento destruido, o como en el caso de estudio aquí presentado, ayudar a la interpretación de pinturas rupestres. Esta tesis parte de la idea de que la RA puede mejorar mucho la interpretación del arte rupestre sin alterar ni dañar las pinturas. Puede servir para atraer a un público mayor, dar a conocer la historia de las pinturas rupestres y que al mismo tiempo el visitante tenga una experiencia mucho más enriquecedora. A lo largo de la tesis se ha estudiado en profundidad la técnica de visualización de RA mediante dispositivos móviles. Se han analizado las diferentes librerías de programación mediante casos de estudio en entornos reales y examinado los factores que pueden afectar al reconocimiento de las pinturas. Se ha desarrollado una aplicación de RA aplicada a un caso real de pinturas rupestres y posteriormente ha sido evaluada por un grupo de personas. Finalmente, se ha estudiado el efecto de la luz solar y sus cambios a lo largo del día sobre el reconocimiento de imágenes en entornos al aire libre. Este trabajo proporciona un punto de partida para el desarrollo de aplicaciones de RA aplicadas a la difusión del patrimonio cultural, especialmente centrado en el arte rupestre, un entorno que sufre de unas dificultades añadidas debido a su localización, dificultad de reconocimiento de puntos característicos en las pinturas y los cambios en la luz solar, problemas que se han tratado de resolver a lo largo del estudio. Las principales conclusiones han sido muy favorables, partiendo de librerías de programación disponibles y gratuitas. Se han podido desarrollar un conjunto de aplicaciones de RA en diferentes lugares. Las valoraciones han sido muy positivas, los usuarios que han probado las aplicaciones afirman que la interpretación de las pinturas les resulta más fácil y consiguen entender mejor el propósito de las mismas. El principal inconveniente encontrado es la falta de conocimiento sobre esta técnica y la pérdida de realismo en algunos casos debido a la oclusión, es decir, que los objetos virtuales no se posicionen por detrás de los objetos reales. La buena noticia es que esta tecnología evoluciona muy rápido y durante el desarrollo de la tesis ha habido avances muy grandes, entre ellos, el desarrollo de nuevas librerías de programación desarrolladas por Google y Apple, que proporcionan las herramientas necesarias para crear aplicaciones muy potentes e immersivas, donde el usuario se sentirá parte de los entornos creados.[CA] La RA consisteix en la superposició d'elements virtuals sobre l'entorn real, de manera que l'usuari percep aquests elements com si formaren part de la realitat que està visualitzant. Les aplicacions de RA en dispositius mòbils permeten visualitzar el contingut virtual a través de la cambra del dispositiu. La RA és una eina de divulgació molt potent ja que permet afegir a la realitat qualsevol tipus d'informació, des d'un simple text informatiu a un model 3D interactiu. Té infinites utilitats, pot servir de guia en un museu, pot mostrar la recreació d'un monument destruït, o com en el cas d'estudi ací presentat, ajudar a la interpretació de pintures rupestres. Aquesta tesi parteix de la idea que la RA pot millorar molt la interpretació de l'art rupestre sense alterar ni danyar les pintures. Pot servir per a atraure a un públic major, donar a conéixer la història de les pintures rupestres i que al mateix temps el visitant tinga una experiència molt més enriquidora. Al llarg de la tesi s'ha estudiat en profunditat la tècnica de visualització de RA mitjançant dispositius mòbils. S'han analitzat les diferents llibreries de programació mitjançant casos d'estudi en entorns reals i analitzat els factors que poden afectar el reconeixement de les pintures. S'ha desenvolupat una aplicació de RA aplicada a un cas real de pintures rupestres i posteriorment ha sigut avaluada per un grup de persones. Finalment, s'ha estudiat l'efecte de la llum solar i els seus canvis al llarg del dia sobre el reconeixement d'imatges en entorns a l'aire lliure. Aquest treball proporciona un punt de partida per al desenvolupament d'aplicacions de RA aplicades a la difusió del patrimoni cultural, especialment centrat en l'art rupestre, un entorn que pateix d'unes dificultats afegides a causa de la seua localització, dificultat de reconeixement de punts característics en les pintures i els canvis en la llum solar, problemes que s'han tractat de resoldre al llarg de l'estudi. Les principals conclusions han sigut molt favorables, partint de llibreries de programació disponibles i gratuïtes. S'han pogut desenvolupar un conjunt d'aplicacions de RA en diferents llocs. Les valoracions han sigut molt positives, els usuaris que han provat les aplicacions afirmen que la interpretació de les pintures els resulta més fàcil i aconsegueixen entendre millor el propòsit d'aquestes. El principal inconvenient trobat és la falta de coneixement sobre aquesta tècnica i la perduda de realisme en alguns casos a causa de l'oclusió, és a dir, que els objectes virtuals no es posicionen per darrere dels objectes reals. La bona notícia és que aquesta tecnologia evoluciona molt ràpid i durant el desenvolupament de la tesi hi ha hagut avanços molt grans, entre ells, el desenvolupament de noves llibreries de programació per Google i Apple, que proporcionen les eines necessàries per a crear aplicacions molt potents i immersives, on l'usuari se sentirà part dels entorns creats.[EN] AR consists of superimposing virtual elements on the real environment, so that the user perceives these elements as if they were part of the reality they are looking at. AR applications on smartphones allow virtual content to be visualised through the device's camera. AR is a very powerful tool for dissemination as it allows any type of information to be added to reality, from a simple informative text to an interactive 3D model. It can be used as a guide in a museum, it can show the recreation of a destroyed monument, or, as in the case study presented here, it can help in the interpretation of cave paintings. This thesis is based on the idea that AR can greatly enhance the interpretation of rock art without affecting or damaging the paintings. It can be used to attract a wider audience, to introduce the history of the rock art paintings and at the same time provide the visitor with a much more enriching experience. Throughout the thesis, the technique of AR visualisation using mobile devices has been studied in-depth. The different programming libraries have been analysed by means of case studies in real environments as well as the factors that can affect the paintings recognition. An AR application applied to a real case of rock art paintings has been developed and subsequently evaluated by a group of people. Finally, the effect of sunlight and its changes throughout the day on image recognition in outdoor environments has been studied. This work provides a starting point for the AR applications development applied to the dissemination of cultural heritage, especially focused on rock art, an environment that suffers from additional difficulties due to its location, the difficulty of characteristic points recognition and changes in sunlight, problems that have been tried to solve throughout the study. The main outcomes have been very favourable, using freely available programming libraries, and it has been possible to develop a set of AR applications in different places. The evaluations have been very positive, with users who have tested the applications confirming that the interpretation of the paintings is easier for them and they can better understand the purpose of the paintings. The major drawback is the lack of knowledge about this technique and the loss of realism in some cases due to occlusion, i.e. the virtual objects are not positioned behind the real objects. The good news is that this technology is evolving very fast and during the development of the thesis there have been great advances, among them, the development of new programming libraries developed by Google and Apple, which provide the necessary tools to create very powerful and immersive applications, where the user will feel part of the virtual environments created.Blanco Pons, S. (2021). Analysis and Development of Augmented Reality Applications for the Dissemination of Cultural Heritage [Tesis doctoral]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/178895TESISCompendi

    A Meta-Review of Indoor Positioning Systems

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    An accurate and reliable Indoor Positioning System (IPS) applicable to most indoor scenarios has been sought for many years. The number of technologies, techniques, and approaches in general used in IPS proposals is remarkable. Such diversity, coupled with the lack of strict and verifiable evaluations, leads to difficulties for appreciating the true value of most proposals. This paper provides a meta-review that performed a comprehensive compilation of 62 survey papers in the area of indoor positioning. The paper provides the reader with an introduction to IPS and the different technologies, techniques, and some methods commonly employed. The introduction is supported by consensus found in the selected surveys and referenced using them. Thus, the meta-review allows the reader to inspect the IPS current state at a glance and serve as a guide for the reader to easily find further details on each technology used in IPS. The analyses of the meta-review contributed with insights on the abundance and academic significance of published IPS proposals using the criterion of the number of citations. Moreover, 75 works are identified as relevant works in the research topic from a selection of about 4000 works cited in the analyzed surveys

    An Inertial Device-based User Interaction with Occlusion-free Object Handling in a Handheld Augmented Reality

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    Augmented Reality (AR) is a technology used to merge virtual objects with real environments in real-time. In AR, the interaction which occurs between the end-user and the AR system has always been the frequently discussed topic. In addition, handheld AR is a new approach in which it delivers enriched 3D virtual objects when a user looks through the device’s video camera. One of the most accepted handheld devices nowadays is the smartphones which are equipped with powerful processors and cameras for capturing still images and video with a range of sensors capable of tracking location, orientation and motion of the user. These modern smartphones offer a sophisticated platform for implementing handheld AR applications. However, handheld display provides interface with the interaction metaphors which are developed with head-mounted display attached along and it might restrict with hardware which is inappropriate for handheld. Therefore, this paper will discuss a proposed real-time inertial device-based interaction technique for 3D object manipulation. It also explains the methods used such for selection, holding, translation and rotation. It aims to improve the limitation in 3D object manipulation when a user can hold the device with both hands without requiring the need to stretch out one hand to manipulate the 3D object. This paper will also recap of previous works in the field of AR and handheld AR. Finally, the paper provides the experimental results to offer new metaphors to manipulate the 3D objects using handheld devices

    Virtual Heritage: new technologies for edutainment

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    Cultural heritage represents an enormous amount of information and knowledge. Accessing this treasure chest allows not only to discover the legacy of physical and intangible attributes of the past but also to provide a better understanding of the present. Museums and cultural institutions have to face the problem of providing access to and communicating these cultural contents to a wide and assorted audience, meeting the expectations and interests of the reference end-users and relying on the most appropriate tools available. Given the large amount of existing tangible and intangible heritage, artistic, historical and cultural contents, what can be done to preserve and properly disseminate their heritage significance? How can these items be disseminated in the proper way to the public, taking into account their enormous heterogeneity? Answering this question requires to deal as well with another aspect of the problem: the evolution of culture, literacy and society during the last decades of 20th century. To reflect such transformations, this period witnessed a shift in the museum’s focus from the aesthetic value of museum artifacts to the historical and artistic information they encompass, and a change into the museums’ role from a mere "container" of cultural objects to a "narrative space" able to explain, describe, and revive the historical material in order to attract and entertain visitors. These developments require creating novel exhibits, able to tell stories about the objects and enabling visitors to construct semantic meanings around them. The objective that museums presently pursue is reflected by the concept of Edutainment, Education + Entertainment. Nowadays, visitors are not satisfied with ‘learning something’, but would rather engage in an ‘experience of learning’, or ‘learning for fun’, being active actors and players in their own cultural experience. As a result, institutions are faced with several new problems, like the need to communicate with people from different age groups and different cultural backgrounds, the change in people attitude due to the massive and unexpected diffusion of technology into everyday life, the need to design the visit by a personal point of view, leading to a high level of customization that allows visitors to shape their path according to their characteristics and interests. In order to cope with these issues, I investigated several approaches. In particular, I focused on Virtual Learning Environments (VLE): real-time interactive virtual environments where visitors can experience a journey through time and space, being immersed into the original historical, cultural and artistic context of the work of arts on display. VLE can strongly help archivists and exhibit designers, allowing to create new interesting and captivating ways to present cultural materials. In this dissertation I will tackle many of the different dimensions related to the creation of a cultural virtual experience. During my research project, the entire pipeline involved into the development and deployment of VLE has been investigated. The approach followed was to analyze in details the main sub-problems to face, in order to better focus on specific issues. Therefore, I first analyzed different approaches to an effective recreation of the historical and cultural context of heritage contents, which is ultimately aimed at an effective transfer of knowledge to the end-users. In particular, I identified the enhancement of the users’ sense of presence in VLE as one of the main tools to reach this objective. Presence is generally expressed as the perception of 'being there', i.e. the subjective belief of users that they are in a certain place, even if they know that the experience is mediated by the computer. Presence is related to the number of senses involved by the VLE and to the quality of the sensorial stimuli. But in a cultural scenario, this is not sufficient as the cultural presence plays a relevant role. Cultural presence is not just a feeling of 'being there' but of being - not only physically, but also socially, culturally - 'there and then'. In other words, the VLE must be able to transfer not only the appearance, but also all the significance and characteristics of the context that makes it a place and both the environment and the context become tools capable of transferring the cultural significance of a historic place. The attention that users pay to the mediated environment is another aspect that contributes to presence. Attention is related to users’ focalization and concentration and to their interests. Thus, in order to improve the involvement and capture the attention of users, I investigated in my work the adoption of narratives and storytelling experiences, which can help people making sense of history and culture, and of gamification approaches, which explore the use of game thinking and game mechanics in cultural contexts, thus engaging users while disseminating cultural contents and, why not?, letting them have fun during this process. Another dimension related to the effectiveness of any VLE is also the quality of the user experience (UX). User interaction, with both the virtual environment and its digital contents, is one of the main elements affecting UX. With respect to this I focused on one of the most recent and promising approaches: the natural interaction, which is based on the idea that persons need to interact with technology in the same way they are used to interact with the real world in everyday life. Then, I focused on the problem of presenting, displaying and communicating contents. VLE represent an ideal presentation layer, being multiplatform hypermedia applications where users are free to interact with the virtual reconstructions by choosing their own visiting path. Cultural items, embedded into the environment, can be accessed by users according to their own curiosity and interests, with the support of narrative structures, which can guide them through the exploration of the virtual spaces, and conceptual maps, which help building meaningful connections between cultural items. Thus, VLE environments can even be seen as visual interfaces to DBs of cultural contents. Users can navigate the VE as if they were browsing the DB contents, exploiting both text-based queries and visual-based queries, provided by the re-contextualization of the objects into their original spaces, whose virtual exploration can provide new insights on specific elements and improve the awareness of relationships between objects in the database. Finally, I have explored the mobile dimension, which became absolutely relevant in the last period. Nowadays, off-the-shelf consumer devices as smartphones and tablets guarantees amazing computing capabilities, support for rich multimedia contents, geo-localization and high network bandwidth. Thus, mobile devices can support users in mobility and detect the user context, thus allowing to develop a plethora of location-based services, from way-finding to the contextualized communication of cultural contents, aimed at providing a meaningful exploration of exhibits and cultural or tourist sites according to visitors’ personal interest and curiosity

    Analysis of uncertainty in a middle-cost device for 3D measurements in BIM perspective

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    Medium-cost devices equipped with sensors are being developed to get 3D measurements. Some allow for generating geometric models and point clouds. Nevertheless, the accuracy of these measurements should be evaluated, taking into account the requirements of the Building Information Model (BIM). This paper analyzes the uncertainty in outdoor/indoor three-dimensional coordinate measures and point clouds (using Spherical Accuracy Standard (SAS) methods) for Eyes Map, a medium-cost tablet manufactured by e-Capture Research & Development Company, Mérida, Spain. To achieve it, in outdoor tests, by means of this device, the coordinates of targets were measured from 1 to 6 m and cloud points were obtained. Subsequently, these were compared to the coordinates of the same targets measured by a Total Station. The Euclidean average distance error was 0.005–0.027 m for measurements by Photogrammetry and 0.013–0.021 m for the point clouds. All of them satisfy the tolerance for point cloud acquisition (0.051 m) according to the BIM Guide for 3D Imaging (General Services Administration); similar results are obtained in the indoor tests, with values of 0.022 m. In this paper, we establish the optimal distances for the observations in both, Photogrammetry and 3D Photomodeling modes (outdoor) and point out some working conditions to avoid in indoor environments. Finally, the authors discuss some recommendations for improving the performance and working methods of the device.peerReviewe

    Impact of Imaging and Distance Perception in VR Immersive Visual Experience

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    Virtual reality (VR) headsets have evolved to include unprecedented viewing quality. Meanwhile, they have become lightweight, wireless, and low-cost, which has opened to new applications and a much wider audience. VR headsets can now provide users with greater understanding of events and accuracy of observation, making decision-making faster and more effective. However, the spread of immersive technologies has shown a slow take-up, with the adoption of virtual reality limited to a few applications, typically related to entertainment. This reluctance appears to be due to the often-necessary change of operating paradigm and some scepticism towards the "VR advantage". The need therefore arises to evaluate the contribution that a VR system can make to user performance, for example to monitoring and decision-making. This will help system designers understand when immersive technologies can be proposed to replace or complement standard display systems such as a desktop monitor. In parallel to the VR headsets evolution there has been that of 360 cameras, which are now capable to instantly acquire photographs and videos in stereoscopic 3D (S3D) modality, with very high resolutions. 360° images are innately suited to VR headsets, where the captured view can be observed and explored through the natural rotation of the head. Acquired views can even be experienced and navigated from the inside as they are captured. The combination of omnidirectional images and VR headsets has opened to a new way of creating immersive visual representations. We call it: photo-based VR. This represents a new methodology that combines traditional model-based rendering with high-quality omnidirectional texture-mapping. Photo-based VR is particularly suitable for applications related to remote visits and realistic scene reconstruction, useful for monitoring and surveillance systems, control panels and operator training. The presented PhD study investigates the potential of photo-based VR representations. It starts by evaluating the role of immersion and user’s performance in today's graphical visual experience, to then use it as a reference to develop and evaluate new photo-based VR solutions. With the current literature on photo-based VR experience and associated user performance being very limited, this study builds new knowledge from the proposed assessments. We conduct five user studies on a few representative applications examining how visual representations can be affected by system factors (camera and display related) and how it can influence human factors (such as realism, presence, and emotions). Particular attention is paid to realistic depth perception, to support which we develop target solutions for photo-based VR. They are intended to provide users with a correct perception of space dimension and objects size. We call it: true-dimensional visualization. The presented work contributes to unexplored fields including photo-based VR and true-dimensional visualization, offering immersive system designers a thorough comprehension of the benefits, potential, and type of applications in which these new methods can make the difference. This thesis manuscript and its findings have been partly presented in scientific publications. In particular, five conference papers on Springer and the IEEE symposia, [1], [2], [3], [4], [5], and one journal article in an IEEE periodical [6], have been published

    A Pipeline of 3D Scene Reconstruction from Point Clouds

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    3D technologies are becoming increasingly popular as their applications in industrial, consumer, entertainment, healthcare, education, and governmental increase in number. According to market predictions, the total 3D modeling and mapping market is expected to grow from 1.1billionin2013to1.1 billion in 2013 to 7.7 billion by 2018. Thus, 3D modeling techniques for different data sources are urgently needed. This thesis addresses techniques for automated point cloud classification and the reconstruction of 3D scenes (including terrain models, 3D buildings and 3D road networks). First, georeferenced binary image processing techniques were developed for various point cloud classifications. Second, robust methods for the pipeline from the original point cloud to 3D model construction were proposed. Third, the reconstruction for the levels of detail (LoDs) of 1-3 (CityGML website) of 3D models was demonstrated. Fourth, different data sources for 3D model reconstruction were studied. The strengths and weaknesses of using the different data sources were addressed. Mobile laser scanning (MLS), unmanned aerial vehicle (UAV) images, airborne laser scanning (ALS), and the Finnish National Land Survey’s open geospatial data sources e.g. a topographic database, were employed as test data. Among these data sources, MLS data from three different systems were explored, and three different densities of ALS point clouds (0.8, 8 and 50 points/m2) were studied. The results were compared with reference data such as an orthophoto with a ground sample distance of 20cm or measured reference points from existing software to evaluate their quality. The results showed that 74.6% of building roofs were reconstructed with the automated process. The resulting building models provided an average height deviation of 15 cm. A total of 6% of model points had a greater than one-pixel deviation from laser points. A total of 2.5% had a deviation of greater than two pixels. The pixel size was determined by the average distance of input laser points. The 3D roads were reconstructed with an average width deviation of 22 cm and an average height deviation of 14 cm. The results demonstrated that 93.4% of building roofs were correctly classified from sparse ALS and that 93.3% of power line points are detected from the six sets of dense ALS data located in forested areas. This study demonstrates the operability of 3D model construction for LoDs of 1-3 via the proposed methodologies and datasets. The study is beneficial to future applications, such as 3D-model-based navigation applications, the updating of 2D topographic databases into 3D maps and rapid, large-area 3D scene reconstruction. 3D-teknologiat ovat tulleet yhä suositummiksi niiden sovellusalojen lisääntyessä teollisuudessa, kuluttajatuotteissa, terveydenhuollossa, koulutuksessa ja hallinnossa. Ennusteiden mukaan 3D-mallinnus- ja -kartoitusmarkkinat kasvavat vuoden 2013 1,1 miljardista dollarista 7,7 miljardiin vuoteen 2018 mennessä. Erilaisia aineistoja käyttäviä 3D-mallinnustekniikoita tarvitaankin yhä enemmän. Tässä väitöskirjatutkimuksessa kehitettiin automaattisen pistepilviaineiston luokittelutekniikoita ja rekonstruoitiin 3D-ympäristöja (maanpintamalleja, rakennuksia ja tieverkkoja). Georeferoitujen binääristen kuvien prosessointitekniikoita kehitettiin useiden pilvipisteaineistojen luokitteluun. Työssä esitetään robusteja menetelmiä alkuperäisestä pistepilvestä 3D-malliin eri CityGML-standardin tarkkuustasoilla. Myös eri aineistolähteitä 3D-mallien rekonstruointiin tutkittiin. Eri aineistolähteiden käytön heikkoudet ja vahvuudet analysoitiin. Testiaineistona käytettiin liikkuvalla keilauksella (mobile laser scanning, MLS) ja ilmakeilauksella (airborne laser scanning, ALS) saatua laserkeilausaineistoja, miehittämättömillä lennokeilla (unmanned aerial vehicle, UAV) otettuja kuvia sekä Maanmittauslaitoksen avoimia aineistoja, kuten maastotietokantaa. Liikkuvalla laserkeilauksella kerätyn aineiston osalta tutkimuksessa käytettiin kolmella eri järjestelmällä saatua dataa, ja kolmen eri tarkkuustason (0,8, 8 ja 50 pistettä/m2) ilmalaserkeilausaineistoa. Tutkimuksessa saatuja tulosten laatua arvioitiin vertaamalla niitä referenssiaineistoon, jona käytettiin ortokuvia (GSD 20cm) ja nykyisissä ohjelmistoissa olevia mitattuja referenssipisteitä. 74,6 % rakennusten katoista saatiin rekonstruoitua automaattisella prosessilla. Rakennusmallien korkeuksien keskipoikkeama oli 15 cm. 6 %:lla mallin pisteistä oli yli yhden pikselin poikkeama laseraineiston pisteisiin verrattuna. 2,5 %:lla oli yli kahden pikselin poikkeama. Pikselikoko määriteltiin kahden laserpisteen välimatkan keskiarvona. Rekonstruoitujen teiden leveyden keskipoikkeama oli 22 cm ja korkeuden keskipoikkeama oli 14 cm. Tulokset osoittavat että 93,4 % rakennuksista saatiin luokiteltua oikein harvasta ilmalaserkeilausaineistosta ja 93,3 % sähköjohdoista saatiin havaittua kuudesta tiheästä metsäalueen ilmalaserkeilausaineistosta. Tutkimus demonstroi 3D-mallin konstruktion toimivuutta tarkkuustasoilla (LoD) 1-3 esitetyillä menetelmillä ja aineistoilla. Tulokset ovat hyödyllisiä kehitettäessä tulevaisuuden sovelluksia, kuten 3D-malleihin perustuvia navigointisovelluksia, topografisten 2D-karttojen ajantasaistamista 3D-kartoiksi, ja nopeaa suurten alueiden 3D-ympäristöjen rekonstruktiota

    An augmented reality study for public participation in urban planning

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    Ongoing urbanisation processes invoke immense construction activities, for which citizens often participate in planning. Yet, imagining planned buildings based on visual representations is a highly demanding task. While traditional methods, such as construction spans, 2D, or 3D visualisation often fail to offer a complete picture, we propose Augmented Reality (AR) as a more adequate tool. We first present an evaluation of the suitability of AR compared to construction spans for a future building and assess which degree of abstraction of AR is most effective, as well as difficulty of interpreting them correctly. In a between-subjects field study we compare construction spans and a prototype AR application including three levels of detail (LOD) of the same building project. Participants solve two estimation tasks using the construction spans and six estimation tasks using the AR application, before answering a questionnaire on the different visualisation methods. We find participants are confident about the potential of AR, but no significant differences between the different LOD groups in subjective assessment. Results suggest that previous knowledge (e.g. in GIS) may have a positive impact on dimension estimation performance. Also, details, such as façade elements or windows, could facilitate estimation tasks because they allow inferences about a building’s size

    Ambient Intelligence for Next-Generation AR

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    Next-generation augmented reality (AR) promises a high degree of context-awareness - a detailed knowledge of the environmental, user, social and system conditions in which an AR experience takes place. This will facilitate both the closer integration of the real and virtual worlds, and the provision of context-specific content or adaptations. However, environmental awareness in particular is challenging to achieve using AR devices alone; not only are these mobile devices' view of an environment spatially and temporally limited, but the data obtained by onboard sensors is frequently inaccurate and incomplete. This, combined with the fact that many aspects of core AR functionality and user experiences are impacted by properties of the real environment, motivates the use of ambient IoT devices, wireless sensors and actuators placed in the surrounding environment, for the measurement and optimization of environment properties. In this book chapter we categorize and examine the wide variety of ways in which these IoT sensors and actuators can support or enhance AR experiences, including quantitative insights and proof-of-concept systems that will inform the development of future solutions. We outline the challenges and opportunities associated with several important research directions which must be addressed to realize the full potential of next-generation AR.Comment: This is a preprint of a book chapter which will appear in the Springer Handbook of the Metavers
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