56,915 research outputs found

    Enabling Self-aware Smart Buildings by Augmented Reality

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    Conventional HVAC control systems are usually incognizant of the physical structures and materials of buildings. These systems merely follow pre-set HVAC control logic based on abstract building thermal response models, which are rough approximations to true physical models, ignoring dynamic spatial variations in built environments. To enable more accurate and responsive HVAC control, this paper introduces the notion of "self-aware" smart buildings, such that buildings are able to explicitly construct physical models of themselves (e.g., incorporating building structures and materials, and thermal flow dynamics). The question is how to enable self-aware buildings that automatically acquire dynamic knowledge of themselves. This paper presents a novel approach using "augmented reality". The extensive user-environment interactions in augmented reality not only can provide intuitive user interfaces for building systems, but also can capture the physical structures and possibly materials of buildings accurately to enable real-time building simulation and control. This paper presents a building system prototype incorporating augmented reality, and discusses its applications.Comment: This paper appears in ACM International Conference on Future Energy Systems (e-Energy), 201

    Usability and design for augmented reality learning interfaces

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    [Resumen]: El objetivo de esta investigación es la de determinar los elementos, componentes y factores que resultan clave a la hora de diseñar interfaces interactivas para entornos de realidad aumentada, centrándose de forma particular en el desarrollo de ambientes virtuales para aplicaciones educativas. El artículo es el resultado del estudio de usabilidad con eyetracking de dos interfaces de aplicaciones de realidad aumentada realizadas para entornos naturales no táctiles, de contenido educativo, y diseñados para estudiantes de entre 12 y 15 años. La finalidad es detectar los elementos interactivos y de menús a los que el usuario accede sin dificultad y sus patrones de navegación, así como aquellos botones e iconos que tienen una mejor visualización frente a otros que plantean problemas en su uso. De los resultados de la investigación se deduce que las aplicaciones desarrolladas para entornos no táctiles resultan, en general, agotadoras para el usuario, dado el tiempo que han de permanecer con las manos en alto. Se ven limitadas también por el espacio físico en el que el estudiante interactúa con ellas y, sobre todo, han de diseñarse como tareas educativas, en lugar de como simples espacios de ocio para el alumno, ya que una navegación totalmente abierta afecta de forma negativa al tiempo de navegación sobre la misma.[Abstract]: The aim of the paper is to determine the elements, components and key facts to design interactive interfaces for augmented reality environments, focusing on the design and development of virtual worlds for educational applications.The article focuses on the usability study of three augmented reality applications interfaces developed for non touchable natural environments. The aim is to determine the menu and interactive items the user accesses without difficulty and also their navigation patterns. The most viewed elements and the ones that can´t be seen by the user, generating problems of navigation and usability, are analyzed too. The research results indicate that applications developed for non-touch environments can be stressful for the user, especially because of the time they spend with their hands up. The space around the student is also important for the learning process, and all the applications must be designed with some educational, rather than leisure tasks, or a fully open navigation

    An Evaluation of Virtual Lenses for Object Selection in Augmented Reality

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    This paper reports the results of an experiment to compare three different selection techniques in a tabletop tangible augmented reality interface. Object selection is an important task in all direct manipulation interfaces because it precedes most other manipulation and navigation actions. Previous work on tangible virtual lenses for visualisation has prompted the exploration of how selection techniques can be incorporated into these tools. In this paper a selection technique based on virtual lenses is compared with the traditional approaches of virtual hand and virtual pointer methods. The Lens technique is found to be faster, require less physical effort to use, and is preferred by participants over the other techniques. These results can be useful in guiding the development of future augmented reality interfaces

    Importance of Augmented Reality in Today�s World

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    This work describes the more basic aspects present in Augmented Reality(AR). It also describes the fields in which it is mainly used, the important factors of the AR devices and the basic characteristics of Augmented Reality. By the implementation of augmented reality a revolution in computer interfaces has also been evolved and has completely changed the way we think of the computers. Instead of using the keyboard for typing and watching the television monitor augmented reality makes it more flexible and accessible to people in an easy way. The AR also provides a link to many computer networks it can also be used by doctors by simply viewing the superimposed Medical image. It can even be used by the construction engineers by making use of ordinary paper engineering drawings to communicate with their colleagues who are at different places. The goal of the augmented reality is to augment the objects in the physical world by enhancing it with a digital Information and communication capabilities rather than immersing them in to an artificially created virtual world

    SYSTEM FOR GENERATING ACCESSIBILITY FOR AUGMENTED REALITY INTERFACES

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    The disclosed technology addresses technical challenges associated with augmented reality (AR) techniques. The disclosed technology can provide for determining an augmented reality (AR) effect applied to a content item. An audio description associated with the AR effect can be generated based on signals associated with the AR effect and the content item. The audio description associated with the AR effect can be provided. By providing audio descriptions associated with AR effects, the disclosed technology allows a broad range of users, including users with vision impairments, to enjoy content items created with AR effects

    Projection Device for Generating Augmented Reality User Interfaces

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    Aspects of the present disclosure are directed to a projection device that projects images onto surfaces and detects interactions with the images on the surfaces. For example, the projection device can include a projector that can project images onto a surface, a camera that can capture imagery of user interactions with the images on the surface, and a processing system (e.g., that includes one or more machine-learned models) that can process the imagery to understand the user interactions, thereby receiving user input. The images projected onto the surface can include still images, moving images, or a user interface that includes elements with which a user can interact. For example, the projection device can receive data descriptive of the user interface of a mobile device (e.g., smartphone) and can project the mobile device’s interface onto the surface of a table, thereby allowing a user to interact with the mobile device interface on the surface of the table

    Mobile Augmented Reality: User Interfaces, Frameworks, and Intelligence

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    Mobile Augmented Reality (MAR) integrates computer-generated virtual objects with physical environments for mobile devices. MAR systems enable users to interact with MAR devices, such as smartphones and head-worn wearables, and perform seamless transitions from the physical world to a mixed world with digital entities. These MAR systems support user experiences using MAR devices to provide universal access to digital content. Over the past 20 years, several MAR systems have been developed, however, the studies and design of MAR frameworks have not yet been systematically reviewed from the perspective of user-centric design. This article presents the first effort of surveying existing MAR frameworks (count: 37) and further discuss the latest studies on MAR through a top-down approach: (1) MAR applications; (2) MAR visualisation techniques adaptive to user mobility and contexts; (3) systematic evaluation of MAR frameworks, including supported platforms and corresponding features such as tracking, feature extraction, and sensing capabilities; and (4) underlying machine learning approaches supporting intelligent operations within MAR systems. Finally, we summarise the development of emerging research fields and the current state-of-the-art, and discuss the important open challenges and possible theoretical and technical directions. This survey aims to benefit both researchers and MAR system developers alike.Peer reviewe
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