1,888 research outputs found

    Engfi Gate: An Indoor Guidance System using Marker-based Cyber-Physical Augmented-Reality

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    A guidance system is needed when freshmen explore their new building environment. With the advancements of mobile technologies, a guidance system using mobile computing devices such as mobile phones or tablets could aid freshmen in locating the desired destination with ease. The proposed system consists of three main subsystems: the marker-based cyber-physical interaction (CPI) system, the indoor positioning (IP) system, and the augmented-reality (AR) system. With the help of visible markers and invisible markers, the CPI system allows the users to do interactions between the physical and cyber environments; the IP system produces accurate user position information; the AR system provides the users with good user experiences. An Android application, named Engfi Gate, is developed to realize the system design in the test environment. This paper also shows the comparisons of the proposed system with other related systems. Furthermore, the design architecture of Engfi Gate system can be used in other location-based applications

    Mobile Indoor Augmented Reality. Exploring applications in hospitality environments.

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    Augmented reality (AR) is been increasingly used in mobile devices. Most of the available applications are set to work outdoors, mainly due to the availability of a reliable positioning system. Nevertheless, indoor (smart) spaces offer a lot of opportunities of creating new service concepts. In particular, in this paper we explore the applicability of mobile AR to hospitality environments (hotels and similar establishments). From the state-of-the-art of technologies and applications, a portfolio of services has been identified and a prototype using off-the-shelf technologies has been designed. Our objective is to identify the next technological challenges to overcome in order to have suitable underlying infrastructures and innovative services which enhance the traveller?s experience

    The Percepción Smart Campus system

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    Ponènica presentada a IberSPEECH 2014, VIII Jornadas en Tecnología del Habla and IV Iberian SLTech Workshop, celebrat a Las Palmas de Gran Canaria els dies 19-21 de novembre de 2014This paper presents the capabilities of the Smart Campus system developed during the Percepcion project. The Smart Campus system is able to locate the user of the application in a limited environment, including indoor location. The system is able to show routes and data (using virtual reality) on the different elements of the environment. Speech queries could be used to locate places and get routes and information on that places

    Architecture for museums location-based content delivery using augmented reality and beacons

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    The digital transformation applied to museum's context is somehow usual nowadays, presenting many benefits to the visitors. However, most of the applications provide static and basic information that is not appealing nor promotes the involvement of the visitor in the tour. This paper proposes an architecture of a location-based content delivery inside a museum, based on a dynamic approach that promotes the visitor to immerse in the tour's story. The solution was created as a response to a real case study for the Foz C?a museum in Portugal. The proposed solution uses beacons, for the indoor location of visitors, and augmented reality for providing contents based on what the user is seeing, following a narrative that captures his attention at all times and providing artifact's details that the naked eye can not see. A comparative study was made to determine the properties and compare two augmented reality tools: Immersal AR and EasyAR. The precision of beacons detection, under different conditions and configurations, was also presented as preliminary results of this work.5311-8814-F0ED | Sara Maria da Cruz Maia de Oliveira PaivaN/

    Indoor Localization Solutions for a Marine Industry Augmented Reality Tool

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    In this report are described means for indoor localization in special, challenging circum-stances in marine industry. The work has been carried out in MARIN project, where a tool based on mobile augmented reality technologies for marine industry is developed. The tool can be used for various inspection and documentation tasks and it is aimed for improving the efficiency in design and construction work by offering the possibility to visualize the newest 3D-CAD model in real environment. Indoor localization is needed to support the system in initialization of the accurate camera pose calculation and auto-matically finding the right location in the 3D-CAD model. The suitability of each indoor localization method to the specific environment and circumstances is evaluated.Siirretty Doriast

    Prioritizing Content of Interest in Multimedia Data Compression

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    Image and video compression techniques make data transmission and storage in digital multimedia systems more efficient and feasible for the system's limited storage and bandwidth. Many generic image and video compression techniques such as JPEG and H.264/AVC have been standardized and are now widely adopted. Despite their great success, we observe that these standard compression techniques are not the best solution for data compression in special types of multimedia systems such as microscopy videos and low-power wireless broadcast systems. In these application-specific systems where the content of interest in the multimedia data is known and well-defined, we should re-think the design of a data compression pipeline. We hypothesize that by identifying and prioritizing multimedia data's content of interest, new compression methods can be invented that are far more effective than standard techniques. In this dissertation, a set of new data compression methods based on the idea of prioritizing the content of interest has been proposed for three different kinds of multimedia systems. I will show that the key to designing efficient compression techniques in these three cases is to prioritize the content of interest in the data. The definition of the content of interest of multimedia data depends on the application. First, I show that for microscopy videos, the content of interest is defined as the spatial regions in the video frame with pixels that don't only contain noise. Keeping data in those regions with high quality and throwing out other information yields to a novel microscopy video compression technique. Second, I show that for a Bluetooth low energy beacon based system, practical multimedia data storage and transmission is possible by prioritizing content of interest. I designed custom image compression techniques that preserve edges in a binary image, or foreground regions of a color image of indoor or outdoor objects. Last, I present a new indoor Bluetooth low energy beacon based augmented reality system that integrates a 3D moving object compression method that prioritizes the content of interest.Doctor of Philosoph

    AUGMENTED REALITY BASED INDOOR POSITIONING NAVIGATION TOOL.

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    Nowadays, indoor navigation gained people’s attention. Lots of techniques and technologies have been used in order to develop the indoor navigation. Indoor navigation is far away behind the outdoor navigation. For outdoor navigation, we have GPS to guide and give direction to the desired place. Unfortunately, it is restricted for the outdoor purpose only. Thus, the main objective of this project is to develop an interactive indoor navigation system and augmented reality is being use to superimposed the directional signage. In this project small computer which is Raspberry Pi has been used as a computing device. Probably in the future, all smartphones will have augmented reality based indoor navigation tools because it already equipped with many sensors such as an accelerometer, gyro, and compass which will improve the accuracy of positioning. Basically, the project has been tested at Universiti Teknologi PETRONAS’s Information Resource Centre (IRC), and it has shown its flexibility in working as an indoor positioning tool to navigate to 5 different locations with multiple levels

    Enhancing the museum experience with a sustainable solution based on contextual information obtained from an on-line analysis of users’ behaviour

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    Human computer interaction has evolved in the last years in order to enhance users’ experiences and provide more intuitive and usable systems. A major leap through in this scenario is obtained by embedding, in the physical environment, sensors capable of detecting and processing users’ context (position, pose, gaze, ...). Feeded by the so collected information flows, user interface paradigms may shift from stereotyped gestures on physical devices, to more direct and intuitive ones that reduce the semantic gap between the action and the corresponding system reaction or even anticipate the user’s needs, thus limiting the overall learning effort and increasing user satisfaction. In order to make this process effective, the context of the user (i.e. where s/he is, what is s/he doing, who s/he is, what are her/his preferences and also actual perception and needs) must be properly understood. While collecting data on some aspects can be easy, interpreting them all in a meaningful way in order to improve the overall user experience is much harder. This is more evident when we consider informal learning environments like museums, i.e. places that are designed to elicit visitor response towards the artifacts on display and the cultural themes proposed. In such a situation, in fact, the system should adapt to the attention paid by the user choosing the appropriate content for the user’s purposes, presenting an intuitive interface to navigate it. My research goal is focused on collecting, in a simple,unobtrusive, and sustainable way, contextual information about the visitors with the purpose of creating more engaging and personalized experiences
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