40 research outputs found

    Development of a location-based service for a Brno City District

    Get PDF
    There are many different types of places in any city. These places include playgrounds, dog runs, cultural heritage sites and many more. A city usually wants to provide information about location and equipment of these places. The common way is via a city website. However, nowadays a much more common source of information are mobile applications. This article deals with a development of a mobile application for the Brno-North district of Brno city. The application is designed to inform the citizens of the city district about interesting places in their vicinity. The central element of the application is a map which shows where all the interesting places are located. The application is focused primarily on families; however, it can be useful for any citizen of the district.O

    Recreating Sheffield's Medieval Castle in situ using Outdoor Augmented Reality

    Get PDF
    Augmented Reality (AR) experiences generally function well indoors, inside buildings, where, typically, lighting conditions are stable, the scale of the environment is small and fixed, and markers can be easily placed. This is not the case for outdoor AR experiences. In this paper, we present practical solutions for an AR application that virtually restores Sheffield’s medieval castle to the Castlegate area in Sheffield city centre where it once stood. A simplified 3D model of the area, together with sensor fusion, is used to support a user alignment process and subsequent orientation tracking. Rendering realism is improved by using directional lighting matching that of the sun, a virtual ground plane and depth masking based on the same model used in the alignment stage. The depth masking ensures the castle sits correctly in front of or behind real buildings, as necessary, thus addressing the occlusion problem. The Unity game engine is used for development and the resulting app runs in real-time on recent high-spec Android mobile phones

    Towards Outdoor Collaborative Mixed Reality: Lessons Learnt from a Prototype System

    Get PDF
    Most research on collaborative mixed reality (CMR) has focused on indoor spaces. In this paper, we present our ongoing work aimed at investigating the potential of CMR in outdoor spaces. These spaces present unique challenges due to their larger and more complex nature, particularly in terms of reconstruction, tracking, and interaction. Our prototype system utilises a photorealistic model to facilitate collaboration between remote virtual reality (VR) users and a local augmented reality (AR) user. We discuss our design considerations, lessons learnt, and areas for future work

    Accurate wide-area tracking for architectural, engineering and surveying applications.

    Get PDF
    Augmented Reality (AR) is a powerful tool for the visualisation of, and interaction with, digital information, and has been successfully deployed in a number of consumer applications. Despite this, AR has had limited success in industrial applications as the combined precision, accuracy, scalability and robustness of the systems are not up to industry standards. With these characteristics in mind, we present a concept Industrial AR (IAR) framework for use in outdoor environments. Within this concept IAR framework, we focus on the improving the precision and accuracy of consumer level devices by focusing on the issue of localisation, utilising LiDAR based point clouds generated as part of normal surveying and engineering workflow. We evaluate key design points to optimise the localisation solution, including the impact of increased field of view on feature matching performance, the filtering of feature matches between real imagery and an observed point cloud, and how pose can be estimated from 2D to 3D point correspondences. The overall accuracy of this localisation algorithm with respect to ground-truth observations is determined, with unfiltered results indicating an on par horizontal accuracy and significantly improved vertical accuracy with best-case consumer GNSS solutions. When additional filtering is applied, results of localisation show a higher accuracy than best-case consumer GNSS

    Augmented Reality Sebagai Media Pembelajaran Inovatif Di Era Revolusi Industri 4.0

    Full text link
    The main purpose of this paper is to uncover the results of a survey study regarding teacher opinions on the use of Augmented Reality (AR) in learning. For this purpose, marker-based cellular augmented reality applications have been developed and computer hardware is used as training material. In addition, teachers are given training for four days to get to know the basics of augmented reality technology, the software used, the environment to create marker-based AR objects. The data was collected through surveys and open-ended questions on teachers who are members of the English MGMP Kab. 50 cities. The tools and technology needed to develop AR and development experience are also shared. According to the survey results teachers are very enthusiastic about using augmented reality in their learning. The result of this article is the perception of the use of Augmented Reality technology for the development of instructional media by English teachers in the positive category

    Augmented reality system based on face detection

    Get PDF
    In this thesis we present software framework for real-time augmented realty applications. The framework is based on face recognition and capable of tracking multiple faces at once. It detects facial features and estimates position of the face relative to camera. We implemented a practical example that uses framework in an application used for marketing. Application requires a screen and a camera, so that the users can see themselves on the screen. Application draws some predefined object on the user's face, for example glasses or mustache, and also a comicbook-like cloud near the face with chosen text

    Pokemon GO in Melbourne CBD: A case study of the cyber-physical symbiotic social networks

    Full text link
    [EN] The recent popular game, Pokemon GO, created two symbiotic social networks by location-based mobile augmented reality (LMAR) technique. One is in the physical world among players, and another one is in the cyber world among players' avatars. To date, there is no study that has explored the formation of each social network and their symbiosis. In this paper, we carried out a data-driven research on the Pokemon GO game to solve this problem. We accordingly organised the collection of two real datasets. For the first dataset, we designed a questionnaire to collect players' individual behaviours in Pokemon GO, and used maps of Melbourne (Australia) to track and record their usual playing areas. Based on the data that we collected, we modelled the formation of the symbiotic social networks in both physical world (i.e. for players) and cyber world (i.e. for avatars) as well as interactions between players and Pokemon GO elements (i.e. 'bridges' of the two worlds). By investigating the mechanism of network formation, we revealed the relatively weak correlation between the formation processes of the two networks. We further incorporated the real-world pedestrian dataset collected by sensors across Melbourne CBD into the study of their symbiosis. Based on the second dataset, we examined the changes of people's social behaviours in terms of most visited places. The results suggested that the existence of the cyber social network has reciprocally changed the structure of the symbiotic physical social network. (C) 2017 Elsevier B.V. All rights reserved.This research is partially supported by the Australian Research Council projects DP150103732, DP140103649, and LP140100816. The authors extend their appreciation to the International Scientific Partnership Program (ISPP) at King Saud University, Riyadh, Saudi Arabia for funding this work through the project No. ISPP#0069.Wang, D.; Wu, T.; Wen, S.; Liu, D.; Xiang, Y.; Zhou, W.; Hassan Mohamed, H.... (2018). Pokemon GO in Melbourne CBD: A case study of the cyber-physical symbiotic social networks. Journal of Computational Science. 26:456-467. https://doi.org/10.1016/j.jocs.2017.06.009S4564672
    corecore