151 research outputs found

    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

    Mental vision:a computer graphics platform for virtual reality, science and education

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    Despite the wide amount of computer graphics frameworks and solutions available for virtual reality, it is still difficult to find a perfect one fitting at the same time the many constraints of research and educational contexts. Advanced functionalities and user-friendliness, rendering speed and portability, or scalability and image quality are opposite characteristics rarely found into a same approach. Furthermore, fruition of virtual reality specific devices like CAVEs or wearable systems is limited by their costs and accessibility, being most of these innovations reserved to institutions and specialists able to afford and manage them through strong background knowledge in programming. Finally, computer graphics and virtual reality are a complex and difficult matter to learn, due to the heterogeneity of notions a developer needs to practice with before attempting to implement a full virtual environment. In this thesis we describe our contributions to these topics, assembled in what we called the Mental Vision platform. Mental Vision is a framework composed of three main entities. First, a teaching/research oriented graphics engine, simplifying access to 2D/3D real-time rendering on mobile devices, personal computers and CAVE systems. Second, a series of pedagogical modules to introduce and practice computer graphics and virtual reality techniques. Third, two advanced VR systems: a wearable, lightweight and handsfree mixed reality setup, and a four sides CAVE designed through off the shelf hardware. In this dissertation we explain our conceptual, architectural and technical approach, pointing out how we managed to create a robust and coherent solution reducing complexity related to cross-platform and multi-device 3D rendering, and answering simultaneously to contradictory common needs of computer graphics and virtual reality for researchers and students. A series of case studies evaluates how Mental Vision concretely satisfies these needs and achieves its goals on in vitro benchmarks and in vivo scientific and educational projects

    Camera Marker Networks for Pose Estimation and Scene Understanding in Construction Automation and Robotics.

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    The construction industry faces challenges that include high workplace injuries and fatalities, stagnant productivity, and skill shortage. Automation and Robotics in Construction (ARC) has been proposed in the literature as a potential solution that makes machinery easier to collaborate with, facilitates better decision-making, or enables autonomous behavior. However, there are two primary technical challenges in ARC: 1) unstructured and featureless environments; and 2) differences between the as-designed and the as-built. It is therefore impossible to directly replicate conventional automation methods adopted in industries such as manufacturing on construction sites. In particular, two fundamental problems, pose estimation and scene understanding, must be addressed to realize the full potential of ARC. This dissertation proposes a pose estimation and scene understanding framework that addresses the identified research gaps by exploiting cameras, markers, and planar structures to mitigate the identified technical challenges. A fast plane extraction algorithm is developed for efficient modeling and understanding of built environments. A marker registration algorithm is designed for robust, accurate, cost-efficient, and rapidly reconfigurable pose estimation in unstructured and featureless environments. Camera marker networks are then established for unified and systematic design, estimation, and uncertainty analysis in larger scale applications. The proposed algorithms' efficiency has been validated through comprehensive experiments. Specifically, the speed, accuracy and robustness of the fast plane extraction and the marker registration have been demonstrated to be superior to existing state-of-the-art algorithms. These algorithms have also been implemented in two groups of ARC applications to demonstrate the proposed framework's effectiveness, wherein the applications themselves have significant social and economic value. The first group is related to in-situ robotic machinery, including an autonomous manipulator for assembling digital architecture designs on construction sites to help improve productivity and quality; and an intelligent guidance and monitoring system for articulated machinery such as excavators to help improve safety. The second group emphasizes human-machine interaction to make ARC more effective, including a mobile Building Information Modeling and way-finding platform with discrete location recognition to increase indoor facility management efficiency; and a 3D scanning and modeling solution for rapid and cost-efficient dimension checking and concise as-built modeling.PHDCivil EngineeringUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttp://deepblue.lib.umich.edu/bitstream/2027.42/113481/1/cforrest_1.pd

    Augmented Reality as a Potential Tool for Filmmaking

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    Augmented Reality (AR) has been used for a wide variety of industries. The purpose of this study was to determine the suitability of this technology for use in filmmaking. One of the problems on a film set is the time taken to block a scene. Blocking involves the placement of subjects and props within a scene. Different ideas have been used for blocking including previzualisation and Virtual Reality (VR). This study proposesed the use of AR as a tool to solve this problem. Marker-based and Markerless AR were assessed in turn to determine their suitability for addressing the problem. The use of AR markers and QR codes were examined in comparison with the use of Simultaneous Localization and Mapping (SLAM) imple mentations. The marker-based AR requires a physical object to scan and markerless is done via the mapping of GPS coordinates. Experiments were conducted on the accu racy and code required for each type of AR. These involved calculating the distances from the marker and the code required to create the virtual content. Surveys and expert interviews were conducted with filmakers and people working in the AR industry to determine the usability and feasibility of the proposed application. This provided a qualitative approach to the technology as the acceptance of any new system is of equal importance to how it functions

    Augmented Reality Advertisement on Android as A New Marketing Strategy (ReADroid)

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    Augmented Reality Advertisement on Android as A New Marketing Stategy is a project to study the effectiveness of using augmented reality technology in marketing strategy based on the prototype being developed called Augmented Reality Advertisement on Android (ReADroid). ReADroid is an Android application for chocolate based advertisement which animate when ttre smartphone camera is pointed to the chocolate wrapper by using augmented reality (AR) approach. In the conventional physical advertising method which mostly dull and static, viewer has high tendency to ignore without gving any bodily responses towards the advertisement. This problem leads to viewer difficulties to remember the advertisement well. By creating and developing an interactive and engaging AR advertising application, ReADroid ensure that half of the advertisement viewers remember about the advertisement. As a little number of researches has been done to investigate the effectiveness of AR advertisement, this project is contributing to the evaluation on the usability and receptivity of users towards the AR advertisement. Men and women between 15 to 35 years old are the main target goup that will b€ using ReADroid on their Android smartphone to see the AR chocolate based advertisement on the chocolate wrapper. [n order to facilitate the requirement changes, ReADroid development is based on the modified version of Waterfdl Methodology Model called Sashimi Methodology Model. Based on the data gathering and analysis, by using Qualcomm Augmented Reality (QCAR) as the AR framework, together with unity 3D Pro, Blender and Android softrrare Development Kit (SDK), ReADroid satisfy more than 50 respondents' needs by allowing us€r to criticize or praise the advertised products directly at the advertisement, play the garnes provided, view the promotion or visiting the advertiser website. As conclusion, this interactive application will solve the ineffestiveness in conventional physical advertisement, thus creating bigger plaform for business to acquire more profit

    Desarrollo de una aplicación móvil mediante la integración de realidad aumentada y comunicación oral

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    This Bachelor project aims to create an augmented reality application which uses computer vision algorithms and technologies to provide assistance to the visually impaired in their daily tasks. The specific purpose of the application is to recognize scenes and objects after capturing them using the device’s native camera. Colour recognition is also present to aid in identifying objects and their properties such as their size and distance from the capturing device, such functionality may also help individuals which suffer from colour blindness. The application also interacts with the user by speech, effectively establishing a Speech Dialogue System (SDS). The general planning of this project was done considering the gained knowledge from project development courses done within the University of Carlos III, Madrid. In such, the required research and development was divided in a set number of stages, each with an independent number of tasks. This methodology has allowed us to define three major stages: Planning, Execution and Closing. A Work Breakdown Structure (WBS) has been used to make the structuring of the project’s planning easier. For the development of the application, JAVA programming language was used within the Android Studio development environment. OpenCV libraries were imported and used to implement the functionalities of the developed system. The final version of the application has thus used computer vision as a tool to provide additional information over real world scenes both with on screen representation and audible messages. As future work it would be interesting to reduce the computational load of computer vision algorithms. It would perhaps be convenient to further improve the OpenCV library and its recent API on Android.Ingeniería de Sistemas Audiovisuale

    Towards high-accuracy augmented reality GIS for architecture and geo-engineering

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    L’architecture et la géo-ingénierie sont des domaines où les professionnels doivent prendre des décisions critiques. Ceux-ci requièrent des outils de haute précision pour les assister dans leurs tâches quotidiennes. La Réalité Augmentée (RA) présente un excellent potentiel pour ces professionnels en leur permettant de faciliter l’association des plans 2D/3D représentatifs des ouvrages sur lesquels ils doivent intervenir, avec leur perception de ces ouvrages dans la réalité. Les outils de visualisation s’appuyant sur la RA permettent d’effectuer ce recalage entre modélisation spatiale et réalité dans le champ de vue de l’usager. Cependant, ces systèmes de RA nécessitent des solutions de positionnement en temps réel de très haute précision. Ce n’est pas chose facile, spécialement dans les environnements urbains ou sur les sites de construction. Ce projet propose donc d’investiguer les principaux défis que présente un système de RA haute précision basé sur les panoramas omnidirectionels.Architecture and geo-engineering are application domains where professionals need to take critical decisions. These professionals require high-precision tools to assist them in their daily decision taking process. Augmented Reality (AR) shows great potential to allow easier association between the abstract 2D drawings and 3D models representing infrastructure under reviewing and the actual perception of these objects in the reality. The different visualization tools based on AR allow to overlay the virtual models and the reality in the field of view of the user. However, the architecture and geo-engineering context requires high-accuracy and real-time positioning from these AR systems. This is not a trivial task, especially in urban environments or on construction sites where the surroundings may be crowded and highly dynamic. This project investigates the accuracy requirements of mobile AR GIS as well as the main challenges to address when tackling high-accuracy AR based on omnidirectional panoramas

    Design and development of a Unity based framework for augmented worlds

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    The way we've always envisioned computer programs is slowly changing. Thanks to the recent development of wearable technologies we're experiencing the birth of new applications that are no more limited to a fixed screen, but are instead sparse in our surroundings by means of fully fledged computational objects. In this paper we discuss proper techniques and technologies to be used for the creation of "Augmented Worlds", through the design and development of a novel framework that can help us understand how to build these new programs

    Human factors in instructional augmented reality for intravehicular spaceflight activities and How gravity influences the setup of interfaces operated by direct object selection

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    In human spaceflight, advanced user interfaces are becoming an interesting mean to facilitate human-machine interaction, enhancing and guaranteeing the sequences of intravehicular space operations. The efforts made to ease such operations have shown strong interests in novel human-computer interaction like Augmented Reality (AR). The work presented in this thesis is directed towards a user-driven design for AR-assisted space operations, iteratively solving issues arisen from the problem space, which also includes the consideration of the effect of altered gravity on handling such interfaces.Auch in der bemannten Raumfahrt steigt das Interesse an neuartigen Benutzerschnittstellen, um nicht nur die Mensch-Maschine-Interaktion effektiver zu gestalten, sondern auch um einen korrekten Arbeitsablauf sicherzustellen. In der Vergangenheit wurden wiederholt Anstrengungen unternommen, Innenbordarbeiten mit Hilfe von Augmented Reality (AR) zu erleichtern. Diese Arbeit konzentriert sich auf einen nutzerorientierten AR-Ansatz, welcher zum Ziel hat, die Probleme schrittweise in einem iterativen Designprozess zu lösen. Dies erfordert auch die Berücksichtigung veränderter Schwerkraftbedingungen
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