49 research outputs found

    LivePhantom: Retrieving Virtual World Light Data to Real Environments.

    Get PDF
    To achieve realistic Augmented Reality (AR), shadows play an important role in creating a 3D impression of a scene. Casting virtual shadows on real and virtual objects is one of the topics of research being conducted in this area. In this paper, we propose a new method for creating complex AR indoor scenes using real time depth detection to exert virtual shadows on virtual and real environments. A Kinect camera was used to produce a depth map for the physical scene mixing into a single real-time transparent tacit surface. Once this is created, the camera's position can be tracked from the reconstructed 3D scene. Real objects are represented by virtual object phantoms in the AR scene enabling users holding a webcam and a standard Kinect camera to capture and reconstruct environments simultaneously. The tracking capability of the algorithm is shown and the findings are assessed drawing upon qualitative and quantitative methods making comparisons with previous AR phantom generation applications. The results demonstrate the robustness of the technique for realistic indoor rendering in AR systems

    Enhanced Shadow Retargeting with Light-Source Estimation Using Flat Fresnel Lenses

    Get PDF
    Shadow-retargeting maps depict the appearance of real shadows to virtual shadows given corresponding deformation of scene geometry, such that appearance is seamlessly maintained. By performing virtual shadow reconstruction from unoccluded real-shadow samples observed in the camera frame, this method efficiently recovers deformed shadow appearance. In this manuscript, we introduce a light-estimation approach that enables light-source detection using flat Fresnel lenses that allow this method to work without a set of pre-established conditions. We extend the adeptness of this approach by handling scenarios with multiple receiver surfaces and a non-grounded occluder with high accuracy. Results are presented on a range of objects, deformations, and illumination conditions in real-time Augmented Reality (AR) on a mobile device. We demonstrate the practical application of the method in generating otherwise laborious in-betweening frames for 3D printed stop-motion animatio

    The Geometry and Usage of the Supplementary Fisheye Lenses in Smartphones

    Get PDF
    Nowadays, mobile phones are more than a device that can only satisfy the communication need between people. Since fisheye lenses integrated with mobile phones are lightweight and easy to use, they are advantageous. In addition to this advantage, it is experimented whether fisheye lens and mobile phone combination can be used in a photogrammetric way, and if so, what will be the result. Fisheye lens equipment used with mobile phones was tested in this study. For this, standard calibration of ‘Olloclip 3 in one’ fisheye lens used with iPhone 4S mobile phone and ‘Nikon FC‐E9’ fisheye lens used with Nikon Coolpix8700 are compared based on equidistant model. This experimental study shows that Olloclip 3 in one fisheye lens developed for mobile phones has at least the similar characteristics with classic fisheye lenses. The dimensions of fisheye lenses used with smart phones are getting smaller and the prices are reducing. Moreover, as verified in this study, the accuracy of fisheye lenses used in smartphones is better than conventional fisheye lenses. The use of smartphones with fisheye lenses will give the possibility of practical applications to ordinary users in the near future

    Novel Mixed Reality Use Cases for Pilot Training

    Get PDF
    This study explored novel mixed reality (MR) use cases for pilot training using a mix of methods rooted in the general innovation theory of dynamic capabilities. The aim was to identify areas of improvement for various aspects of the flight training based on MR, in a socially and economically sustainable manner. Multiple surveys and workshops have been conducted with flight instructors, administrative staff, pilots and student pilots. The main result of this study is a systematic identification of the three most promising MR use cases: interactive theory training, cockpit procedure, and outside check training. These results are important because they inform the development of technical didactic tools for pilot training. The applicability of MR technologies to accommodate diverse user needs and preferences is addressed, while also considering aspects of economical sustainability

    ORB-SLAM: A Versatile and Accurate Monocular SLAM System

    Get PDF
    This paper presents ORB-SLAM, a feature-based monocular simultaneous localization and mapping (SLAM) system that operates in real time, in small and large indoor and outdoor environments. The system is robust to severe motion clutter, allows wide baseline loop closing and relocalization, and includes full automatic initialization. Building on excellent algorithms of recent years, we designed from scratch a novel system that uses the same features for all SLAM tasks: tracking, mapping, relocalization, and loop closing. A survival of the fittest strategy that selects the points and keyframes of the reconstruction leads to excellent robustness and generates a compact and trackable map that only grows if the scene content changes, allowing lifelong operation. We present an exhaustive evaluation in 27 sequences from the most popular datasets. ORB-SLAM achieves unprecedented performance with respect to other state-of-the-art monocular SLAM approaches. For the benefit of the community, we make the source code public

    Wearable sensors for learning enhancement in higher education

    Get PDF
    Wearable sensors have traditionally been used to measure and monitor vital human signs for well-being and healthcare applications. However, there is a growing interest in using and deploying these technologies to facilitate teaching and learning, particularly in a higher education environment. The aim of this paper is therefore to systematically review the range of wearable devices that have been used for enhancing the teaching and delivery of engineering curricula in higher education. Moreover, we compare the advantages and disadvantages of these devices according to the location in which they are worn on the human body. According to our survey, wearable devices for enhanced learning have mainly been worn on the head (e.g., eyeglasses), wrist (e.g., watches) and chest (e.g., electrocardiogram patch). In fact, among those locations, head-worn devices enable better student engagement with the learning materials, improved student attention as well as higher spatial and visual awareness. We identify the research questions and discuss the research inclusion and exclusion criteria to present the challenges faced by researchers in implementing learning technologies for enhanced engineering education. Furthermore, we provide recommendations on using wearable devices to improve the teaching and learning of engineering courses in higher education

    Collaborative behavior, performance and engagement with visual analytics tasks using mobile devices

    Get PDF
    Interactive visualizations are external tools that can support users’ exploratory activities. Collaboration can bring benefits to the exploration of visual representations or visu‐ alizations. This research investigates the use of co‐located collaborative visualizations in mobile devices, how users working with two different modes of interaction and view (Shared or Non‐Shared) and how being placed at various position arrangements (Corner‐to‐Corner, Face‐to‐Face, and Side‐by‐Side) affect their knowledge acquisition, engagement level, and learning efficiency. A user study is conducted with 60 partici‐ pants divided into 6 groups (2 modes×3 positions) using a tool that we developed to support the exploration of 3D visual structures in a collaborative manner. Our results show that the shared control and view version in the Side‐by‐Side position is the most favorable and can improve task efficiency. In this paper, we present the results and a set of recommendations that are derived from them
    corecore