9,285 research outputs found

    Development of an Augmented Reality environment for the assembly of precast wood-frame wall from the BIM model

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    This article presents the development of an Augmented Reality (AR) application to assist the assembly of a precast wood-frame wall from the BIM model of the wall execution sequence. The research was outlined according to the Design Science Research approach and aims the development of an AR application named “montAR” (version 2.0). This application offers a tutorial that combines a wall model visualized in AR in actual scale, followed by an audio with step-by-step instructions of the assembly process. Its applicability was simulated in a laboratory with the participation of volunteers (architecture and engineering students). Two visualization gadgets were used and compared: smartphone and smart glasses. The potentialities and difficulties of the use of the AR system were verified through a questionnaire answered by the participants and through direct observation and result analysis by the researchers. The results demonstrated the potential of the use of AR for precast wall assembly. From a technological innovation perspective, this study emphasizes the potential use of AR as a technology suitable for training and for construction quality control

    VANET Applications: Hot Use Cases

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    Current challenges of car manufacturers are to make roads safe, to achieve free flowing traffic with few congestions, and to reduce pollution by an effective fuel use. To reach these goals, many improvements are performed in-car, but more and more approaches rely on connected cars with communication capabilities between cars, with an infrastructure, or with IoT devices. Monitoring and coordinating vehicles allow then to compute intelligent ways of transportation. Connected cars have introduced a new way of thinking cars - not only as a mean for a driver to go from A to B, but as smart cars - a user extension like the smartphone today. In this report, we introduce concepts and specific vocabulary in order to classify current innovations or ideas on the emerging topic of smart car. We present a graphical categorization showing this evolution in function of the societal evolution. Different perspectives are adopted: a vehicle-centric view, a vehicle-network view, and a user-centric view; described by simple and complex use-cases and illustrated by a list of emerging and current projects from the academic and industrial worlds. We identified an empty space in innovation between the user and his car: paradoxically even if they are both in interaction, they are separated through different application uses. Future challenge is to interlace social concerns of the user within an intelligent and efficient driving

    New approach to design and assess metaverse environments for improving learning processes in higher education: the case of architectural construction and rehabilitation

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    This research paper has defined and applied a new approach to develop and optimize augmented reality-based metaverse environments for learning construction and rehabilitation in architectural studies. This research paper is part of a broader project that aims to improve the learning process of architectural students by approaching construction and rehabilitation realities to the classroom in a feasible and pedagogical way. The approach has been applied successfully to develop a new environment with augmented reality that allows teachers to carry out activities using com puters, tablets, cellphones and smartphone headsets in classrooms. Students’ satisfaction regarding the new environment is high, though there is room for improvement. The assessment of this new environment has involved both questionnaires and a multicriteria decision-making method which have holistically evaluated the new proposal by achieving complementary results. The main advantages of this new environment are in terms of application and inclusion, while its weaknesses will be solved in future steps that will introduce both mixed reality, to enlarge students’ perception and comprehension, as well as neuroeducation, to diminish students’ potential annoyances and dissatisfaction.Postprint (published version

    Promising Beginning? Evaluating Museum Mobile Phone Apps

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    Since 2009 museums have started introducing mobile apps in their range of interpretative media and visitor services. As mobile technology continues to develop and permeate all aspects of our life, and the capabilities of smart phones increase while they become more accessible and popular, new possibilities arise for cultural institutions to exploit these tools for communicating in new ways and promoting their exhibitions and programmes. The use of mobile apps opens up new channels of communication between the cultural institution and the user, which extent to his or her personal space and go beyond the boundaries of the museum’s walls. The paper presents a survey carried out of mobile apps designed by art or cultural historical museums and analyses the wider issues which are raised by the findings. It discusses, among others, the kind of use these apps were designed to fulfil (e.g. the majority are guided tours to the permanent collections or to temporary exhibitions), the layering of content,and the type of user interaction and involvement they support

    Neo: Virtual Object Modeling using Commodity Hardware

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    Recent developments in augmented reality technology have paved way for newapplications in a wide range of areas. These include the commercial markets,medicine applications, military applications and education. The technology pro-vides immersive images to enhance our perception of the world. Augmentedreality addresses challenges related to problem-solving by seamlessly integrat-ing digital images into real-world images.In the context of construction and maintenance industry, project inspections canbe time-consuming and tedious. These inspections involve usages of expensiveand specialized hardware. Some inspections even use physical blueprints anddrawings along with standardized measurement tools. This approach can posepractical challenges and be prone to errors.In this thesis we present Neo, a surface reconstruction system on commodityhardware. It utilizes augmented reality technology by scanning physical sur-roundings and reconstructs them as virtual objects. They are displayed on topof the camera’s live preview of the real world. By using a pipeline architecturewe model the physical surroundings in terms of their shapes and visual appear-ances. Cyber-physical information about the reconstructed virtual models areannotated in real-time. Evaluations of the system show us potentials to createrealistic copies of physical object

    Innovative strategies for 3D visualisation using photogrammetry and 3D scanning for mobile phones

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    3D model generation through Photogrammetry is a modern overlay of digital information representing real world objects in a virtual world. The immediate scope of this study aims at generating 3D models using imagery and overcoming the challenge of acquiring accurate 3D meshes. This research aims to achieve optimised ways to document raw 3D representations of real life objects and then converting them into retopologised, textured usable data through mobile phones. Augmented Reality (AR) is a projected combination of real and virtual objects. A lot of work is done to create market dependant AR applications so customers can view products before purchasing them. The need is to develop a product independent photogrammetry to AR pipeline which is freely available to create independent 3D Augmented models. Although for the particulars of this research paper, the aim would be to compare and analyse different open source SDK’s and libraries for developing optimised 3D Mesh using Photogrammetry/3D Scanning which will contribute as a main skeleton to the 3D-AR pipeline. Natural disasters, global political crisis, terrorist attacks and other catastrophes have led researchers worldwide to capture monuments using photogrammetry and laser scans. Some of these objects of “global importance” are processed by companies including CyArk (Cyber Archives) and UNESCO’s World Heritage Centre, who work against time to preserve these historical monuments, before they are damaged or in some cases completely destroyed. The need is to question the significance of preserving objects and monuments which might be of value locally to a city or town. What is done to preserve those objects? This research would develop pipelines for collecting and processing 3D data so the local communities could contribute towards restoring endangered sites and objects using their smartphones and making these objects available to be viewed in location based AR. There exist some companies which charge relatively large amounts of money for local scanning projects. This research would contribute as a non-profitable project which could be later used in school curriculums, visitor attractions and historical preservation organisations all over the globe at no cost. The scope isn’t limited to furniture, museums or marketing, but could be used for personal digital archiving as well. This research will capture and process virtual objects using Mobile Phones comparing methodologies used in Computer Vision design from data conversion on Mobile phones to 3D generation, texturing and retopologising. The outcomes of this research will be used as input for generating AR which is application independent of any industry or product

    Three applications of augmented reality technologies in structural engineering education

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    In technology terms, a real environment or personal space that is altered with digital media, such as images, is termed Augmented Reality (A.R.). From 2020 onwards, the next big thing in the technology sector will be A.R. The purpose of the current paper was to get ahead of the technology curve and develop applications of A.R. which could be used within structural engineering education both now and in the future. Three applications are presented. The first was a walking map/tour of Manchester and its buildings and bridges, whereby, at each stop, the tour is augmented with explanatory videos showing, amongst other things, structural load paths superimposed onto the actual structure. The second application was a structural engineering laboratory exercise that was augmented with videos explaining how to set up and use the apparatus from start to finish. The intention was to replace Lecturer/Technician assistance and make the exercise self-supporting. The final application used 360° video footage of a real construction site that was augmented with H&S/C.D.M. information. A unique 360° media suite at the University of Salford was used to display the video footage, which aided group work and also had a gaming element to the exercise whereby an X-box style controller was used to ‘point and shoot’ at perceived hazards and, if correct, pop ups would be revealed which would give mitigation measures and C.D.M. information. Quantative and qualitative means were used to measure the effectiveness of each application, with the general conclusion that further and continual refinement of the A.R. content would enhance effectiveness. There were no qualitative comments on the effectiveness of the technology, which implies that participants had few concerns about using the technology. There is promising potential of applying A.R. in structural engineering education in the future

    Smartphones

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    Many of the research approaches to smartphones actually regard them as more or less transparent points of access to other kinds of communication experiences. That is, rather than considering the smartphone as something in itself, the researchers look at how individuals use the smartphone for their communicative purposes, whether these be talking, surfing the web, using on-line data access for off-site data sources, downloading or uploading materials, or any kind of interaction with social media. They focus not so much on the smartphone itself but on the activities that people engage in with their smartphones
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