792 research outputs found

    Overview of open source augmented reality toolkit

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    Augmented reality or also known as AR is not a new technology. The technology has existed for almost 40 years ago after Ivan Sutherland introduced the first virtual reality (VR) application. At that time, works and research were mainly concerned to establish the hardware aspects of the technology. The head-mounted display (HMD) or some might called head-worn display is the result of augmented reality research and also one of the fundamental equipment for accessing the technology. As time goes by, the augmented reality technology has begin to mature to a point where the hardware cost and capabilities have collided to deliver a more feasible AR thus enable the rapid development of AR applications in many fields including education. To create a non-commercial AR application specifically for education, the ARToolkit can be taken into consideration. ARToolkit is the product of AR community and it is registered under the GNU General Public License. The user is provided with basic source code that lets the user easily develop Augmented Reality applications. Despite the fact that AR is not a new technology, people may unaware or unfamiliar with its existence. Therefore this paper is intended to (1) give an overview of augmented reality; and provides (2) solution to the technical problems that one’s will face in setting up open-source augmented reality toolkit

    OSGAR: a scene graph with uncertain transformations

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    An important problem for augmented reality is registration error. No system can be perfectly tracked, calibrated or modeled. As a result, the overlaid graphics are not aligned perfectly with objects in the physical world. This can be distracting, annoying or confusing. In this paper, we propose a method for mitigating the effects of registration errors that enables application developers to build dynamically adaptive AR displays. Our solution is implemented in a programming toolkit called OSGAR. Built upon OpenSceneGraph (OSG), OSGAR statistically characterizes registration errors, monitors those errors and, when a set of criteria are met, dynamically adapts the display to mitigate the effects of the errors. Because the architecture is based on a scene graph, it provides a simple, familiar and intuitive environment for application developers. We describe the components of OSGAR, discuss how several proposed methods for error registration can be implemented, and illustrate its use through a set of examples

    A Mobile Authoring Tool for AR Content Generation Using Images as Annotations

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    Augmented Reality (AR) is a technology that allows the superimposition of virtual objects onto the real world environment. Various fields, such as education, medicine, and architecture, have started adapting AR technology. However, developing AR applications, along with their contents, requires a specific skillset, which limits the number of AR-based applications that can be developed. Various authoring tools are available for desktop systems to ease the development of AR applications and content, yet only few attempts have been made to develop these kinds of tools for mobile systems. This paper describes a mobile application that allows users to author content for AR viewing using 2D images. Furthermore, the tool allows users to produce and to edit AR content on the spot. After the application was developed, a usability test was conducted with eight teachers in order to assess the difficulty of using the application. The user testing showed that the application developed was generally easy to use, and that further addition of features can improve the application

    Augmented reality application assessment for disseminating rock art

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    [EN] Currently, marker-based tracking is the most used method to develop augmented reality (AR) applications (apps). However, this method cannot be applied in some complex and outdoor settings such as prehistoric rock art sites owing to the fact that the usage of markers is restricted on site. Thus, natural feature tracking methods have to be used. There is a wide range of libraries to develop AR apps based on natural feature tracking. In this paper, a comparative study of Vuforia and ARToolKit libraries is carried out, analysing factors such as distance, occlusion and lighting conditions that affect user experience in both indoor and outdoor environments, and eventually the app developer. Our analysis confirms that Vuforia¿s user experience indoor is better, faster and flicker-free whether the images are properly enhanced, but it does not work properly on site. Therefore, the development of AR apps for complex outdoor environments such as rock art sites should be performed with ARToolKit.The authors gratefully acknowledge the support from the Spanish Ministerio de Economia y Competitividad to the project HAR2014-59873-R. Similarly, the authors want to express their gratitude to the General Directorate of Culture and Heritage, Conselleria d'Educacio, Investigacio, Cultura i Esport, Generalitat Valenciana for letting us access and carry out research at the archaeological site.Blanco-Pons, S.; Carrión-Ruiz, B.; Lerma, JL. (2018). Augmented reality application assessment for disseminating rock art. Multimedia Tools and Applications. 78(8):10265-10286. https://doi.org/10.1007/s11042-018-6609-xS1026510286788Alahi A., Ortiz R., Vandergheynst P (2012) FREAK: fast retina keypoint. Comput Vis Pattern Recognit 510–517 . doi: https://doi.org/10.1109/CVPR.2012.6247715Amin D, Govilkar S (2015) Comparative study of augmented reality Sdk’S. 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    Essentials of Augmented Reality Software Development under Android Patform

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    Liitreaalsus on üha enam arenev tehnoloogia. Lisaks meelelahutuseleon liitreaalsus leidnud kasutust nii meditsiinis, sõjaväes, masinaehituses kui ka teistes suurtes ettevõtluse ning riigiga seotud valdkondades. Arendusmeeskondade eesmärk on saavutada võimalikult hea jõudlus ning visuaalsed tulemused nende poolt toodetavas tarkvaras sõltumata kasutuspiirkonnast. Liitreaalsuse tarkvara põhitehnoloogia sõltub vägapalju meeskonnale kättesaadavatest ressurssidest. See tähendab, et paremate võimalustega organisatsioonid saavad lubada endale tipptehnoloogiaid ning oma arendusmeeskondi, mille abil on neil võimalus implementeerida uusi liitreaalsuse tarkvaralahendusi. Samal ajal on aga tavalised firmad piiratud aja, meeskonna ja raha poolest, mis omakorda sunnib neid kasutama turul olemasolevaid lahendusi - tööriistakomplekte.Sellest lähtuvalt keskendub käesolev töö vajalikele teadmistele, mida läheb vaja erinevate liitreaalsuse tööriistakomplektide kasutamisel. Selleks, et luua edukalt valmis liitreaalsuse tarkvara, on välja valitud kindlad raamistikud, millest koostatakse ülevaade, mida testitakse ning võrreldakse. Lisaks sellele õpetatakse uurimise käigus selgeks ka mõned põhiteadmised liitreaalsuse arendamiseks Androidi platvormi näitel.Augmented Reality (AR) is an emerging technology. Besides entertainment, AR also is found to be used in medicine, military, engineering and other major fields of enterprise and government. Regardless of the application area, development teams usually target to achieve best performance and visual results in the AR software that they are providing. In addition, the core technology used behind a particular AR software depends a lot on resources available to the team. This means, that organizations with large resources can afford to implement AR software solutions using cutting-edge technologies build by their own engineering units, whereas ordinary companies are usually limited in time, staff and budget. Hence, forcing them to use existing market solutions - toolkits.From this perspective, this thesis work focuses on providing the basics of working with AR toolkits. In order to succeed in building an AR software, particular toolkits are selected to be reviewed, tested and compared. Moreover, during the investigation process some essentials of the AR development under Android platform are also studied

    Analysis and Development of Augmented Reality Applications for the Dissemination of Cultural Heritage

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    Tesis por compendio[ES] La RA consiste en la superposición de elementos virtuales sobre el entorno real, de manera que el usuario percibe estos elementos como si formaran parte de la realidad que está visualizando. Las aplicaciones de RA en dispositivos móviles permiten visualizar el contenido virtual a través de la cámara del dispositivo. La RA es una herramienta de divulgación muy potente ya que permite añadir a la realidad cualquier tipo de información, desde un simple texto informativo a un modelo 3D interactivo. Tiene infinitas utilidades, puede servir de guía en un museo, puede mostrar la recreación de un monumento destruido, o como en el caso de estudio aquí presentado, ayudar a la interpretación de pinturas rupestres. Esta tesis parte de la idea de que la RA puede mejorar mucho la interpretación del arte rupestre sin alterar ni dañar las pinturas. Puede servir para atraer a un público mayor, dar a conocer la historia de las pinturas rupestres y que al mismo tiempo el visitante tenga una experiencia mucho más enriquecedora. A lo largo de la tesis se ha estudiado en profundidad la técnica de visualización de RA mediante dispositivos móviles. Se han analizado las diferentes librerías de programación mediante casos de estudio en entornos reales y examinado los factores que pueden afectar al reconocimiento de las pinturas. Se ha desarrollado una aplicación de RA aplicada a un caso real de pinturas rupestres y posteriormente ha sido evaluada por un grupo de personas. Finalmente, se ha estudiado el efecto de la luz solar y sus cambios a lo largo del día sobre el reconocimiento de imágenes en entornos al aire libre. Este trabajo proporciona un punto de partida para el desarrollo de aplicaciones de RA aplicadas a la difusión del patrimonio cultural, especialmente centrado en el arte rupestre, un entorno que sufre de unas dificultades añadidas debido a su localización, dificultad de reconocimiento de puntos característicos en las pinturas y los cambios en la luz solar, problemas que se han tratado de resolver a lo largo del estudio. Las principales conclusiones han sido muy favorables, partiendo de librerías de programación disponibles y gratuitas. Se han podido desarrollar un conjunto de aplicaciones de RA en diferentes lugares. Las valoraciones han sido muy positivas, los usuarios que han probado las aplicaciones afirman que la interpretación de las pinturas les resulta más fácil y consiguen entender mejor el propósito de las mismas. El principal inconveniente encontrado es la falta de conocimiento sobre esta técnica y la pérdida de realismo en algunos casos debido a la oclusión, es decir, que los objetos virtuales no se posicionen por detrás de los objetos reales. La buena noticia es que esta tecnología evoluciona muy rápido y durante el desarrollo de la tesis ha habido avances muy grandes, entre ellos, el desarrollo de nuevas librerías de programación desarrolladas por Google y Apple, que proporcionan las herramientas necesarias para crear aplicaciones muy potentes e immersivas, donde el usuario se sentirá parte de los entornos creados.[CA] La RA consisteix en la superposició d'elements virtuals sobre l'entorn real, de manera que l'usuari percep aquests elements com si formaren part de la realitat que està visualitzant. Les aplicacions de RA en dispositius mòbils permeten visualitzar el contingut virtual a través de la cambra del dispositiu. La RA és una eina de divulgació molt potent ja que permet afegir a la realitat qualsevol tipus d'informació, des d'un simple text informatiu a un model 3D interactiu. Té infinites utilitats, pot servir de guia en un museu, pot mostrar la recreació d'un monument destruït, o com en el cas d'estudi ací presentat, ajudar a la interpretació de pintures rupestres. Aquesta tesi parteix de la idea que la RA pot millorar molt la interpretació de l'art rupestre sense alterar ni danyar les pintures. Pot servir per a atraure a un públic major, donar a conéixer la història de les pintures rupestres i que al mateix temps el visitant tinga una experiència molt més enriquidora. Al llarg de la tesi s'ha estudiat en profunditat la tècnica de visualització de RA mitjançant dispositius mòbils. S'han analitzat les diferents llibreries de programació mitjançant casos d'estudi en entorns reals i analitzat els factors que poden afectar el reconeixement de les pintures. S'ha desenvolupat una aplicació de RA aplicada a un cas real de pintures rupestres i posteriorment ha sigut avaluada per un grup de persones. Finalment, s'ha estudiat l'efecte de la llum solar i els seus canvis al llarg del dia sobre el reconeixement d'imatges en entorns a l'aire lliure. Aquest treball proporciona un punt de partida per al desenvolupament d'aplicacions de RA aplicades a la difusió del patrimoni cultural, especialment centrat en l'art rupestre, un entorn que pateix d'unes dificultats afegides a causa de la seua localització, dificultat de reconeixement de punts característics en les pintures i els canvis en la llum solar, problemes que s'han tractat de resoldre al llarg de l'estudi. Les principals conclusions han sigut molt favorables, partint de llibreries de programació disponibles i gratuïtes. S'han pogut desenvolupar un conjunt d'aplicacions de RA en diferents llocs. Les valoracions han sigut molt positives, els usuaris que han provat les aplicacions afirmen que la interpretació de les pintures els resulta més fàcil i aconsegueixen entendre millor el propòsit d'aquestes. El principal inconvenient trobat és la falta de coneixement sobre aquesta tècnica i la perduda de realisme en alguns casos a causa de l'oclusió, és a dir, que els objectes virtuals no es posicionen per darrere dels objectes reals. La bona notícia és que aquesta tecnologia evoluciona molt ràpid i durant el desenvolupament de la tesi hi ha hagut avanços molt grans, entre ells, el desenvolupament de noves llibreries de programació per Google i Apple, que proporcionen les eines necessàries per a crear aplicacions molt potents i immersives, on l'usuari se sentirà part dels entorns creats.[EN] AR consists of superimposing virtual elements on the real environment, so that the user perceives these elements as if they were part of the reality they are looking at. AR applications on smartphones allow virtual content to be visualised through the device's camera. AR is a very powerful tool for dissemination as it allows any type of information to be added to reality, from a simple informative text to an interactive 3D model. It can be used as a guide in a museum, it can show the recreation of a destroyed monument, or, as in the case study presented here, it can help in the interpretation of cave paintings. This thesis is based on the idea that AR can greatly enhance the interpretation of rock art without affecting or damaging the paintings. It can be used to attract a wider audience, to introduce the history of the rock art paintings and at the same time provide the visitor with a much more enriching experience. Throughout the thesis, the technique of AR visualisation using mobile devices has been studied in-depth. The different programming libraries have been analysed by means of case studies in real environments as well as the factors that can affect the paintings recognition. An AR application applied to a real case of rock art paintings has been developed and subsequently evaluated by a group of people. Finally, the effect of sunlight and its changes throughout the day on image recognition in outdoor environments has been studied. This work provides a starting point for the AR applications development applied to the dissemination of cultural heritage, especially focused on rock art, an environment that suffers from additional difficulties due to its location, the difficulty of characteristic points recognition and changes in sunlight, problems that have been tried to solve throughout the study. The main outcomes have been very favourable, using freely available programming libraries, and it has been possible to develop a set of AR applications in different places. The evaluations have been very positive, with users who have tested the applications confirming that the interpretation of the paintings is easier for them and they can better understand the purpose of the paintings. The major drawback is the lack of knowledge about this technique and the loss of realism in some cases due to occlusion, i.e. the virtual objects are not positioned behind the real objects. The good news is that this technology is evolving very fast and during the development of the thesis there have been great advances, among them, the development of new programming libraries developed by Google and Apple, which provide the necessary tools to create very powerful and immersive applications, where the user will feel part of the virtual environments created.Blanco Pons, S. (2021). Analysis and Development of Augmented Reality Applications for the Dissemination of Cultural Heritage [Tesis doctoral]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/178895TESISCompendi

    Exploring Dual-Camera-Based Augmented Reality for Cultural Heritage Sites

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    Context: Augmented Reality (AR) provides a novel approach for presenting cultural heritage content. Recent advances in AR research and the uptake of powerful mobile devices means AR is a viable option for heritage institutions, but there are challenges that must be overcome before high-quality AR is commonplace. Aims: This project details the development of an AR “magic camera” system featuring novel dual-camera marker-based tracking, allowing users to take AR photos at outdoor heritage sites using a tablet computer. The aims of the project were to assess the feasibility of the tracking method, evaluate the usability of the AR system, and explore implications for the heritage sector. Method: A prototype system was developed. A user study was designed, where participants had to recreate reference images as closely as possible using an iPad and the AR system around the University grounds. Data, such as completion time and error rates, were collected for analysis. The images produced were rated for quality by three experts. Results: Participants responded positively to the system, and the new tracking method was used successfully. The usability study uncovered a number of issues, most of which are solvable in future software versions. However, some issues, such as difficulty orientating objects, rely on improving hardware and software before they can be fixed, but these problems did not affect the quality of the images produced. Participants completed each task more quickly after initial slowness, and while the system was frustrating for some, most found the experience enjoyable. Conclusion: The study successfully uncovered usability problems. The dual-camera tracking element was successful, but the marker-based element encountered lighting problems and high false-positive rates. Orientating objects using inertial sensors was not intuitive; more research in this area would be beneficial. The heritage sector must consider development, maintenance and training costs, and site modification issues
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