6 research outputs found

    DEVELOPMENT OF ARTS LEARNING MEDIA USING AUGMENTED REALITY WITH MARKERLESS BASED TRACKING METHOD AT SMKN 47

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    During the transitional time between Covid-19 and endemic, all Indonesian schools, and SMKN 47 in particular, had restricted educational opportunities. Due to challenges encountered by the instructor and 36 students majoring in accounting in grade 12, they were unable to carry out teaching and learning activities at school; art lesson formats with three-dimensional learning modules must be visualized in 3D. However, with hybrid teaching and learning utilizing presentations, displaying the learned 3D forms is less successful. In order to visualize three dimensions in fine arts classes using augmented reality technology, we require a new learning medium. The application of the Markerless Based Tracking approach in this work enables the presentation of a tracked 3D model in the surrounding environment in real-time by merging the actual and virtual worlds as if their boundaries did not exist. The augmented reality system scans flat surfaces utilizing points, as opposed to markers or other auxiliary media. Points used as pedestals or containers to elevate three-dimensional items. There are three sculptures and three traditional dwellings on show. Online examination outcomes average resulted a 78.2% that  the AR Fine Arts application by instructors and students are therefore consistent and well accepted

    Visual vs auditory augmented reality for indoor guidance

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    Indoor navigation systems are not widely used due to the lack of effective indoor tracking technology. Augmented Reality (AR) is a natural medium for presenting information in indoor navigation tools. However, augmenting the environment with visual stimuli may not always be the most appropriate method to guide users, e.g., when they are performing some other visual task or they suffer from visual impairments. This paper presents an AR app to support visual and auditory stimuli that we have developed for indoor guidance. A study (N=20) confirms that the participants reached the target when using two types of stimuli, visual and auditory. The AR visual stimuli outperformed the auditory stimuli in terms of time and overall distance travelled. However, the auditory stimuli forced the participants to pay more attention, and this resulted in better memorization of the route. These performance outcomes were independent of gender and age. Therefore, in addition to being easy to use, auditory stimuli promote route retention and show potential in situations in which vision cannot be used as the primary sensory channel or when spatial memory retention is important. We also found that perceived physical and mental efforts affect the subjective perception about the AR guidance app

    Augmented Reality Based on SLAM to Assess Spatial Short-Term Memory

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    Spatial short-term memory is defined as the limited ability of people to retain and remember the location of elements for short periods of time. In this paper, we present the first AR app based on SLAM (Simultaneous Localization and Mapping) to assess spatial short-term memory. A total of 55 participants were involved in a study for remembering the real place where four virtual objects were located in the real environment. The participants were divided into two groups: the ARGroup (the participants learned the location of the virtual objects in the real environment in an adaptation phase using AR) and the NoARGroup (the participants learned the location of the objects by looking at photographs). The results indicated that the performance outcomes in remembering objects and their location for the participants in the ARGroup were statistically significantly greater than those obtained by the participants in the NoARGroup. From this result and our observations, we can conclude that touring the augmented environment helped the participants to better remember the location of virtual objects added to the real scene compared to looking at photographs of the environment. Furthermore, statistically significant differences were not found in relation to gender or age. Finally, our app has several advantages: 1) Our app works in any environment and does not require adding real elements to the environment; 2) the evaluators can select any real environment and place the virtual elements where they want and even change them between sessions; and 3) our app could work similar to the way spatial memory does in everyday life

    Adaptive Monocular Visual–Inertial SLAM for Real-Time Augmented Reality Applications in Mobile Devices

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    Simultaneous localization and mapping (SLAM) is emerging as a prominent issue in computer vision and next-generation core technology for robots, autonomous navigation and augmented reality. In augmented reality applications, fast camera pose estimation and true scale are important. In this paper, we present an adaptive monocular visual–inertial SLAM method for real-time augmented reality applications in mobile devices. First, the SLAM system is implemented based on the visual–inertial odometry method that combines data from a mobile device camera and inertial measurement unit sensor. Second, we present an optical-flow-based fast visual odometry method for real-time camera pose estimation. Finally, an adaptive monocular visual–inertial SLAM is implemented by presenting an adaptive execution module that dynamically selects visual–inertial odometry or optical-flow-based fast visual odometry. Experimental results show that the average translation root-mean-square error of keyframe trajectory is approximately 0.0617 m with the EuRoC dataset. The average tracking time is reduced by 7.8%, 12.9%, and 18.8% when different level-set adaptive policies are applied. Moreover, we conducted experiments with real mobile device sensors, and the results demonstrate the effectiveness of performance improvement using the proposed method

    Location-based augmented reality visualization of 3D models using a mobile application – izanagiXR

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    Introduction: The increasing use of AR in practical applications such as education, design, manufacturing, and construction shows enormous promise for upgrading existing technology and improving quality of life. Meanwhile, the construction industry is well known for falling behind in the implementation of IT even though the digitalization is already transforming the industry across the entire lifecycle. A peculiarity in Switzerland is that in most cantons, projects still must be marked with physical metal poles called construction spans. Methodology: The aim of this research is to investigate an effective method for visualizing 3D models using location-based Augmented Reality. This paper seeks to identify the necessary steps for developing an application to accurately visualize 3D buildings using location-based AR for replacing construction spans and to find out what the benefits and challenges are. For this purpose, an AR artifact is being developed and five interviews with industry experts are being conducted to gain a better understanding of the current practice. Findings: The costs of erecting and maintaining such construction spans can amount to 0.1% or more of each construction project depending on its height and the complexity of the terrain. AR represents an enabling technology for customer engagement. It can be reasoned that by externalizing the visualization of construction projects, AR can reduce the mental effort customers need to participate in a productive discourse. AR technology has been improving dramatically and together with hybrid localization methods it is able to display information accurately and reliably in the physical world. Recommendations: In light of the findings of this research, developers, and public bodies such as municipalities alike should evaluate the use of AR applications for replacing construction spans and digitize the construction span industry to save significant investment amounts and opportunity losses. This paper recommends the above-mentioned stakeholders to explore the potential of AR applications additionally to using construction spans to gain important experience and to get an idea how their industry could look like once construction spans are not legally required anymore and AR hardware has overcome current limitations
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