1,112 research outputs found

    Indoor Mapping and Reconstruction with Mobile Augmented Reality Sensor Systems

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    Augmented Reality (AR) ermöglicht es, virtuelle, dreidimensionale Inhalte direkt innerhalb der realen Umgebung darzustellen. Anstatt jedoch beliebige virtuelle Objekte an einem willkĂŒrlichen Ort anzuzeigen, kann AR Technologie auch genutzt werden, um Geodaten in situ an jenem Ort darzustellen, auf den sich die Daten beziehen. Damit eröffnet AR die Möglichkeit, die reale Welt durch virtuelle, ortbezogene Informationen anzureichern. Im Rahmen der vorliegenen Arbeit wird diese Spielart von AR als "Fused Reality" definiert und eingehend diskutiert. Der praktische Mehrwert, den dieses Konzept der Fused Reality bietet, lĂ€sst sich gut am Beispiel seiner Anwendung im Zusammenhang mit digitalen GebĂ€udemodellen demonstrieren, wo sich gebĂ€udespezifische Informationen - beispielsweise der Verlauf von Leitungen und Kabeln innerhalb der WĂ€nde - lagegerecht am realen Objekt darstellen lassen. Um das skizzierte Konzept einer Indoor Fused Reality Anwendung realisieren zu können, mĂŒssen einige grundlegende Bedingungen erfĂŒllt sein. So kann ein bestimmtes GebĂ€ude nur dann mit ortsbezogenen Informationen augmentiert werden, wenn von diesem GebĂ€ude ein digitales Modell verfĂŒgbar ist. Zwar werden grĂ¶ĂŸere Bauprojekt heutzutage oft unter Zuhilfename von Building Information Modelling (BIM) geplant und durchgefĂŒhrt, sodass ein digitales Modell direkt zusammen mit dem realen GebĂ€ude ensteht, jedoch sind im Falle Ă€lterer BestandsgebĂ€ude digitale Modelle meist nicht verfĂŒgbar. Ein digitales Modell eines bestehenden GebĂ€udes manuell zu erstellen, ist zwar möglich, jedoch mit großem Aufwand verbunden. Ist ein passendes GebĂ€udemodell vorhanden, muss ein AR GerĂ€t außerdem in der Lage sein, die eigene Position und Orientierung im GebĂ€ude relativ zu diesem Modell bestimmen zu können, um Augmentierungen lagegerecht anzeigen zu können. Im Rahmen dieser Arbeit werden diverse Aspekte der angesprochenen Problematik untersucht und diskutiert. Dabei werden zunĂ€chst verschiedene Möglichkeiten diskutiert, Indoor-GebĂ€udegeometrie mittels Sensorsystemen zu erfassen. Anschließend wird eine Untersuchung prĂ€sentiert, inwiefern moderne AR GerĂ€te, die in der Regel ebenfalls ĂŒber eine Vielzahl an Sensoren verfĂŒgen, ebenfalls geeignet sind, als Indoor-Mapping-Systeme eingesetzt zu werden. Die resultierenden Indoor Mapping DatensĂ€tze können daraufhin genutzt werden, um automatisiert GebĂ€udemodelle zu rekonstruieren. Zu diesem Zweck wird ein automatisiertes, voxel-basiertes Indoor-Rekonstruktionsverfahren vorgestellt. Dieses wird außerdem auf der Grundlage vierer zu diesem Zweck erfasster DatensĂ€tze mit zugehörigen Referenzdaten quantitativ evaluiert. Desweiteren werden verschiedene Möglichkeiten diskutiert, mobile AR GerĂ€te innerhalb eines GebĂ€udes und des zugehörigen GebĂ€udemodells zu lokalisieren. In diesem Kontext wird außerdem auch die Evaluierung einer Marker-basierten Indoor-Lokalisierungsmethode prĂ€sentiert. Abschließend wird zudem ein neuer Ansatz, Indoor-Mapping DatensĂ€tze an den Achsen des Koordinatensystems auszurichten, vorgestellt

    Framework for indoor video-based augumented reality applications

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    Augmented Reality (AR) has been proven to be useful in many fields such as medical surgery, military training, engineering design, tourist guiding, manufacturing and maintenance. Several AR systems and tracking tools have been reviewed and examined. Taking into consideration the different shortcomings of the available AR systems, a framework for indoor video-based AR applications is proposed to integrate four main components of AR applications, which are large scale virtual environment, mobile devices, interaction methods and video-tracking, in one system. The proposed framework benefits from the rapidly evolving technology in virtual modeling by combing GIS maps and 3D virtual models of cities and building interiors in one single platform. Interaction methods for AR applications are introduced, such as the automatic 3D picking which allows for a location-based data access. In addition, a practical method is proposed for the configuration and the deployment of video tracking. This method makes use of the XML mark-up language to allow for future extensions and simplified interchangeability. An implementation of the proposed approach is developed to demonstrate the feasibility of the framework. Different case studies are carried out to validate the applicability of the system and identify its benefits and limitations

    Augmented reality device for first response scenarios

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    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

    Training of Crisis Mappers and Map Production from Multi-sensor Data: Vernazza Case Study (Cinque Terre National Park, Italy)

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    This aim of paper is to presents the development of a multidisciplinary project carried out by the cooperation between Politecnico di Torino and ITHACA (Information Technology for Humanitarian Assistance, Cooperation and Action). The goal of the project was the training in geospatial data acquiring and processing for students attending Architecture and Engineering Courses, in order to start up a team of "volunteer mappers". Indeed, the project is aimed to document the environmental and built heritage subject to disaster; the purpose is to improve the capabilities of the actors involved in the activities connected in geospatial data collection, integration and sharing. The proposed area for testing the training activities is the Cinque Terre National Park, registered in the World Heritage List since 1997. The area was affected by flood on the 25th of October 2011. According to other international experiences, the group is expected to be active after emergencies in order to upgrade maps, using data acquired by typical geomatic methods and techniques such as terrestrial and aerial Lidar, close-range and aerial photogrammetry, topographic and GNSS instruments etc.; or by non conventional systems and instruments such us UAV, mobile mapping etc. The ultimate goal is to implement a WebGIS platform to share all the data collected with local authorities and the Civil Protectio

    Augmented Reality in Smart Cities: A Multimedia Approach

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    Intro: This paper presents an advance overview of utilizing Augmented Reality (AR) in smart cities. Although, Smart cities contain six major aspects (mobility, economy, government, environment, living, and people), this paper focuses on three of them that have more potentiality in using virtual assistant (mobility, environment, and living). Methodology: Presenting a state-of-the-art review studies undertake between 2013 and 2017, which is driven from highlighted libraries is the aim of this research. After exact examine, 15 emphasized studies are chosen to divide the main aspects while 120 selective articles are supporting them. These categorizes have been critically compared with an aim, method and chronological perspectives. Results: First of All, Environmental issues (Museums industry) attract the most attention of researchers while the living issues (maintenance) have lower significant compare t latter and mobility (indoor-outdoor navigation) attract the least. Moreover, a close connection between academic and industry fields is going to be created. Conclusions: it has been concluded that, because of economic advantages, utilizing AR technology has improved in the tourism and maintenance. Moreover, until now, most of studies try to prove their concept rather than illustrate well stablished analytic approach. Because of hardware and software improvement, it is essential for the future studies to evaluate their hypothesis in a real urban context

    GIS and Augmented Reality : State of the Art and Issues

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    978-1-4614-0063-9In this chapter we propose a joint exploration of Geographic Information System (GIS) and Augmented Reality (AR). Thanks to some factors, we will detail hereafter, these two domains have greatly converged in recent years further to certain factors which we shall detail hereafter. We then outline applications combining GIS and a display technique using AR in order to identify the scientific issues, as well as the functional and technical issues. Starting from this extensive state of the art of existing work, we propose a new functional classification, before concluding with different perspectives

    EG-ICE 2021 Workshop on Intelligent Computing in Engineering

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    The 28th EG-ICE International Workshop 2021 brings together international experts working at the interface between advanced computing and modern engineering challenges. Many engineering tasks require open-world resolutions to support multi-actor collaboration, coping with approximate models, providing effective engineer-computer interaction, search in multi-dimensional solution spaces, accommodating uncertainty, including specialist domain knowledge, performing sensor-data interpretation and dealing with incomplete knowledge. While results from computer science provide much initial support for resolution, adaptation is unavoidable and most importantly, feedback from addressing engineering challenges drives fundamental computer-science research. Competence and knowledge transfer goes both ways
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