2,720 research outputs found
3D visualization tools to explore ancient architectures in South America
[EN] Chan Chan is a wide archaeological site located in Peru. Its knowledge is limited to the visit of Palacio Tschudi, the only restored up to now, whilst the majority of the site remains unknown to the visitors. The reasons are manifold. The site is very large and difficult to visit. Some well-conserved architectures, such as Huaca Arco Iris, are very far from the core centre. Furthermore, there are heavy factors of decay, mainly caused by illegal excavations, by marine salt and by the devastating phenomenon of El Niño. For these reasons, the majority of the decorative elements are protected by new mud brick walls. Finally, the vastness of the buildings makes difficult to understand their real value, even through a direct visit of the site. In order to overcome the aforesaid problems, we designed, developed and realized the museum exhibition presented in this paper. We named Esquina Multimedia an installation where every corner is aimed to solve a specific problem, providing the tourists with interactive and enjoyable applications. The virtual tour allows reaching also the unreachable areas. An Augmented Reality (AR) application has been developed in order to show ancient artefacts covered by the earth. A web-browser has been specifically designed to show bas-reliefs, with HD visualization, anaglyph stereoscopic view and a 3D virtual model of both the structures and the bas-reliefs. At the same time, a wall-mounted panel representing a metric 3D reconstruction of the building helps the user to find the artefact position. Descriptions of the hardware components and of the software details are presented, with particular focus regarding the implementation of the application, arguing how the digital approach could represent the only answer towards a full exploitation of archaeological sites. The paper also deals with the implementation of a web tool, specifically designed to display and browse 3D-Models.Pierdicca, R.; Malinverni, ES.; Frontoni, E.; Colosi, F.; Orazi, R. (2016). 3D visualization tools to explore ancient architectures in South America. Virtual Archaeology Review. 7(15):44-53. doi:10.4995/var.2016.5904.SWORD445371
FYP AR Book: Let’s Recycle
Learning on how to recycle is to be considering as one of the basic
knowledge that children should have. Plus, with rapid evolve of technology
nowadays mobile applications and augmented reality are merged together that it
could be used as one of learning tools for children age of 7 to 9 years old to learn
recycling. This document outlines the introduction of the project, literature review
study of recycling and augmented reality, methodology and project activities, result
and discussion and conclusion of this project.
Various methods have been used to introduce the concept of recycling to
young children which includes advertisements on different types of media such as
television, billboard on highway, newspapers, seminar and talks. Despite these
efforts, level of awareness among them is still considerably low. Thus, the habit of
recycling, i.e. the transformation of awareness into action among them is almost
virtually none. Children still do not know the correct way (how) and the purpose they
need to recycle (why).
Moreover, interesting tools for the children to learn about recycling is very
much lacking. Learning through practical experience is an effective approach to
learning. Thus, the main objective of this project is to create awareness among
children on the importance of recycling. Furthermore, it is also to evaluate the
learning of recycling using an augmented reality and traditional storybook and to
introduce the augmented reality to the children.
Additionally, this project aims to create recycling awareness through the
development of an Augmented Reality (AR) book on Recycling. A mobile AR
application and an AR book on recycling were developed using combination of a few
different software and open source websites for the project. When both of the mobile
application and AR book are used simultaneously, together they creates a fun and
interactive environment for learning the concept of recycling which includes
“practical experience” through games
MeshPipe: a Python-based tool for easy automation and demonstration of geometry processing pipelines
The popularization of inexpensive 3D scanning, 3D printing, 3D publishing and AR/VR display technologies have renewed the interest in open-source tools providing the geometry processing algorithms required to clean, repair, enrich, optimize and modify point-based and polygonal-based models. Nowadays, there is a large variety of such open-source tools whose user community includes 3D experts but also 3D enthusiasts and professionals from other disciplines. In this paper we present a Python-based tool that addresses two major caveats of current solutions: the lack of easy-to-use methods for the creation of custom geometry processing pipelines (automation), and the lack of a suitable visual interface for quickly testing, comparing and sharing different pipelines, supporting rapid iterations and providing dynamic feedback to the user (demonstration). From the user's point of view, the tool is a 3D viewer with an integrated Python console from which internal or external Python code can be executed. We provide an easy-to-use but powerful API for element selection and geometry processing. Key algorithms are provided by a high-level C library exposed to the viewer via Python-C bindings. Unlike competing open-source alternatives, our tool has a minimal learning curve and typical pipelines can be written in a few lines of Python code.Peer ReviewedPostprint (published version
Beyond visualization : designing interfaces to contextualize geospatial data
Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2013.Cataloged from PDF version of thesis.Includes bibliographical references (p. 71-74).The growing sensor data collections about our environment have the potential to drastically change our perception of the fragile world we live in. To make sense of such data, we commonly use visualization techniques, enabling public discourse and analysis. This thesis describes the design and implementation of a series of interactive systems that integrate geospatial sensor data visualization and terrain models with various user interface modalities in an educational context to support data analysis and knowledge building using part-digital, part-physical rendering. The main contribution of this thesis is a concrete application scenario and initial prototype of a "Designed Environment" where we can explore the relationship between the surface of Japan's islands, the tension that originates in the fault lines along the seafloor beneath its east coast, and the resulting natural disasters. The system is able to import geospatial data from a multitude of sources on the "Spatial Web", bringing us one step closer to a tangible "dashboard of the Earth."Samuel Luescher.S.M
Vuforia v1.5 SDK: Analysis and evaluation of capabilities
This thesis goes into the augmented reality world and, being more specific in
Vuforia uses, searching as an achievement the analysis of its characteristics.
The first objective of this thesis is make a short explanation of what is
understood by augmented reality and the actual different varieties of AR
applications, and then the SDK’s features and its architecture and elements. In
other hand, to understand the basis of the detection process realized by the
Vuforia’s library is important to explain the approach to the considerations of
image recognition, because it is the way in which Vuforia recognizes the
different patterns.
Another objective has been the exposition of the possible fields of applications
using this library and a brief of the main steps to create an implementation
always using Unity3D, due to Vuforia is only a SDK not an IDE. The reason to
choose this way is due to the facilities that are provided by Unity3D when
creating the application itself, because it already has implemented all
necessary to access the hardware of the smartphone, as well as those that
control the Vuforia’s elements.
In other way, the Vuforia’s version used during the thesis has been the 1.5, but
two months ago Qualcomm was launched the new 2.0 version, that it is not
intended to form part of this study, although some of the most significant new
capabilities are explained.
Finally, the last and perhaps the most important objective have been the test
and the results, where they have used three different smartphones to compare
the values. Following this methodology has been possible to conclude which
part of the results are due to the features and capabilities of the different
smartphones and which part depends only of the Vuforia’s library.Català: Aquest projecte s’endinsa al món de la realitat augmentada, més
concretament a l’anàlisi de les característiques y funcionalitats del SDK
Vuforia.
En primer objectiu serà posar en perspectiva el que s’entén per realitat
augmentada i de les variants existents avui dia d’aplicacions que fan ús de la
RA. A continuació es mencionen les característiques d’aquest SDK, la seva
arquitectura i els seus elements. En aquesta part també s’han tingut en
compte les consideracions de reconeixement d’imatge, ja que es la manera
en la qual Vuforia realitza el reconeixement dels diferents patrons.
El següent pas es tractar d’exposar els possibles camps d’aplicació d’aquesta
llibreria, i una breu explicació dels principals passos per crear una aplicació
sota Unity3D, tenint en compte sempre que Vuforia es només un SDK i no un
IDE. La raó per escollir aquest entorn es degut a les ventatges que ofereix
Unity3D a l’hora de crear l’aplicació, degut a que ja disposa de tot el
necessari per accedir tant al hardware del propi dispositiu mòbil com a els
propis elements que integren Vuforia.
D’altra banda, la versió de Vuforia utilitzada durant el projecte ha sigut la 1.5,
encara que fa poc més de dos mesos Qualcomm va alliberar la nova versió
2.0, la qual no forma part dels objectius d’aquest projecte, encara que una
part de les noves funcionalitats més significatives s’exposen breument.
Finalment, es conclourà amb els tests i resultats obtinguts. Per realitzar totes
aquestes proves s’han utilitzat tres terminals diferents per poder comparar
valors. A més, utilitzant aquest mètode, ha sigut possible concloure quina part
dels resultats obtinguts es deuen a les característiques i capacitats dels
diferents terminals i quina part depèn exclusivament de la pròpia llibreria
Vuforia
Comparison of two approaches for web-based 3D visualization of smart building sensor data
Abstract. This thesis presents a comparative study on two different approaches for visualizing sensor data collected from smart buildings on the web using 3D virtual environments. The sensor data is provided by sensors that are deployed in real buildings to measure several environmental parameters including temperature, humidity, air quality and air pressure. The first approach uses the three.js WebGL framework to create the 3D model of a smart apartment where sensor data is illustrated with point and wall visualizations. Point visualizations show sensor values at the real locations of the sensors using text, icons or a mixture of the two. Wall visualizations display sensor values inside panels placed on the interior walls of the apartment. The second approach uses the Unity game engine to create the 3D model of a 4-floored hospice where sensor data is illustrated with aforementioned point visualizations and floor visualizations, where the sensor values are shown on the floor around the location of the sensors in form of color or other effects. The two approaches are compared with respect to their technical performance in terms of rendering speed, model size and request size, and with respect to the relative advantages and disadvantages of the two development environments as experienced in this thesis
Gallery of interactive applications with 3D components
This thesis has the intention of exploring the potential of cutting-edge web
technologies for creating immersive 3D experiences in the browser. This
exploration will review diff erent available technologies, and end up taking
the form of a gallery of interactive applications, evaluated for user
experience and optimized for performance. The results demonstrate the
potential of these technologies for web-based 3D graphics and interactive
applications
DEVELOPING AUGMENTED REALITY PLACES OF INTEREST APPLICATION OF UNIVERSITI TEKNOLOGI PETRONAS (UTP)
This report is a preliminary step onto developing Augmented Reality places of
interest application of Universiti Teknologi PETRONAS (UTP). As of 2007, UTP
holds the recognition with the prestigious Aga Khan Award for Architecture in
Malaysia. Having said that, domestic as well as international visitors annually visit
UTP to apprehend the unique and award winning design of its campus. But the
current problem which persists for visitors is the need for a guide and lack of a
general source of information regarding the university's campus during their visits.
With such problem in place, it is therefore extremely pivotal to have an Augmented
Reality mobile application that will help them find significant places within the
campus itself. This allows them to explore the entire university through their mobile
phones and have useful information at the touch of their fingertips. The project will
involve several phases; firstly the construction of the Augmented Reality application
itself, followed by the analysis and design of the rules for the Augmented Reality
application, the development of the Augmented Reality application, further testing
and finally the implementation of the Augmented Reality application. These
implementations, using the Rapid Application Development methodology with the
Prototyping approach was further refmed through the research and studies as well as
feedback obtained from colleagues until it appropriately meets the objectives
Augmented reality system with application in physical rehabilitation
The aging phenomenon causes increased physiotherapy services requirements, with increased costs associated with long rehabilitation periods. Traditional rehabilitation methods rely on the subjective assessment of physiotherapists without supported training data. To overcome the shortcoming of traditional rehabilitation method and improve the efficiency of rehabilitation, AR (Augmented Reality) which represents a promissory technology that provides an immersive interaction with real and virtual objects is used. The AR devices may assure the capture body posture and scan the real environment that conducted to a growing number of AR applications focused on physical rehabilitation. In this MSc thesis, an AR platform used to materialize a physical rehabilitation plan for stroke patients is presented. Gait training is a significant part of physical rehabilitation for stroke patients. AR represents a promissory solution for training assessment providing information to the patients and physiotherapists about exercises to be done and the reached results. As part of MSc work an iOS application was developed in unity 3D platform. This application immersing patients in a mixed environment that combine real-world and virtual objects. The human computer interface is materialized by an iPhone as head-mounted 3D display and a set of wireless sensors for physiological and motion parameters measurement. The position and velocity of the patient are recorded by a smart carpet that includes capacitive sensors connected to a computation unit characterized by Wi-Fi communication capabilities. AR training scenario and the corresponding experimental results are part of the thesis.O envelhecimento causa um aumento das necessidades dos serviços de fisioterapia, com aumento dos custos associados a longos períodos de reabilitação. Os métodos tradicionais de reabilitação dependem da avaliação subjetiva de fisioterapeutas sem registo automatizado de dados de treino. Com o principal objetivo de superar os problemas do método tradicional e melhorar a eficiência da reabilitação, é utilizada a RA (Realidade Aumentada), que representa uma tecnologia promissora, que fornece uma interação imersiva com objetos reais e virtuais. Os dispositivos de RA são capazes de garantir uma postura correta do corpo de capturar e verificar o ambiente real, o que levou a um número crescente de aplicações de RA focados na reabilitação física. Neste projeto, é apresentada uma plataforma de RA, utilizada para materializar um plano de reabilitação física para pacientes que sofreram AVC.
O treino de marcha é uma parte significativa da reabilitação física para pacientes com AVC. A RA apresenta-se como uma solução promissora para a avaliação do treino, fornecendo informações aos pacientes e aos profissionais de fisioterapia sobre os exercícios a serem realizados e os resultados alcançados. Como parte deste projeto, uma aplicação iOS foi desenvolvida na plataforma Unity 3D. Esta aplicação fornece aos pacientes um ambiente imersivo que combina objetos reais e virtuais. A interface de RA é materializada por um iPhone montado num suporte de cabeça do utilizador, assim como um conjunto de sensores sem fios para medição de parâmetros fisiológicos e de movimento. A posição e a velocidade do paciente são registadas por um tapete inteligente que inclui sensores capacitivos conectados a uma unidade de computação, caracterizada por comunicação via Wi-Fi. O cenário de treino em RA e os resultados experimentais correspondentes fazem parte desta dissertação
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