651 research outputs found

    A 360 VR and Wi-Fi Tracking Based Autonomous Telepresence Robot for Virtual Tour

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    This study proposes a novel mobile robot teleoperation interface that demonstrates the applicability of a robot-aided remote telepresence system with a virtual reality (VR) device to a virtual tour scenario. To improve realism and provide an intuitive replica of the remote environment for the user interface, the implemented system automatically moves a mobile robot (viewpoint) while displaying a 360-degree live video streamed from the robot to a VR device (Oculus Rift). Upon the user choosing a destination location from a given set of options, the robot generates a route based on a shortest path graph and travels along that the route using a wireless signal tracking method that depends on measuring the direction of arrival (DOA) of radio signals. This paper presents an overview of the system and architecture, and discusses its implementation aspects. Experimental results show that the proposed system is able to move to the destination stably using the signal tracking method, and that at the same time, the user can remotely control the robot through the VR interface

    Application of augmented reality and robotic technology in broadcasting: A survey

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    As an innovation technique, Augmented Reality (AR) has been gradually deployed in the broadcast, videography and cinematography industries. Virtual graphics generated by AR are dynamic and overlap on the surface of the environment so that the original appearance can be greatly enhanced in comparison with traditional broadcasting. In addition, AR enables broadcasters to interact with augmented virtual 3D models on a broadcasting scene in order to enhance the performance of broadcasting. Recently, advanced robotic technologies have been deployed in a camera shooting system to create a robotic cameraman so that the performance of AR broadcasting could be further improved, which is highlighted in the paper

    Development and usability analysis of a mixed reality GPS navigator application for the microsoft hololens

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    The present work aims to perform a comparative usability analysis between two Human- Computer Interaction systems (HCI) for global geolocation (GPS) navigators. The intent is to compare the conventional use of a navigation application on a mobile device, such as a smartphone attached to the dashboard of a vehicle, to an implementation in Mixed Reality (MR) powered by the Head Mounted Display (HMD) Microsoft HoloLens. By connecting the MR device to a local network routed by an ordinary cellular phone, which is connected to a mobile data network, it is possible to ubiquitously acquire the phoneā€™s geolocation data, its magnetometer deviation and a route graph of a navigation Application Programming Interface (API) from its current location to a destination entered by the user. Thus, a series of three-dimensional holograms are created at runtime, geolocated and placed around the user, guiding him through a path indicated on the floor, pertinent to the streets around him that lead to the desired destination. Apart from that, arrows are projected on the way at each crucial point of the path, where some maneuver must be performed, e.g., turning right or taking an exit at a roundabout. In a user experiment, performance and usability were assessed. Results show that users deemed the MR solution to offer a higher visibility both to the oncoming traffic and the suggested route, when compared to the conventional interface, being less attention demanding. EEG readings for most participants also exposed a significantly more demanding focus level for the handheld device. Additionally, an easiness to learn and use was indicated for our system, being almost on par with the already known and highly used application tested.O presente trabalho visa realizar uma anĆ”lise comparativa de usabilidade entre dois sistemas de interaĆ§Ć£o humano-computador para navegadores de geolocalizaĆ§Ć£o global (GPS). Foi almejado comparar o uso convencional do sistema, atravĆ©s de um dispositivo mĆ³vel tal qual um smartphone afixado ao painel de um veĆ­culo, com uma nova implementaĆ§Ć£o em Realidade Mista potencializada pelo HMD Microsoft HoloLens. Conectando o dispositivo de realidade mista (MR) a uma rede local roteada por um aparelho celular convencional, este conectado a uma rede de dados mĆ³vel, foi possĆ­vel receber ubiquamente os dados de sua geolocalizaĆ§Ć£o, de seu magnetĆ“metro e um grafo de rota de uma API de navegaĆ§Ć£o de alta disponibilidade partindo do presente local atĆ© um destino inserido pelo usuĆ”rio. Com isso, Ć© criada em tempo de execuĆ§Ć£o uma sĆ©rie de hologramas tridimensionais geolocalizados ao redor do usuĆ”rio, guiando-o atravĆ©s de um caminho indicado em seu chĆ£o, pertinente Ć s ruas a sua volta que o levarĆ£o ao destino desejado. TambĆ©m sĆ£o projetadas flechas em seu caminho em cada ponto crucial de seu trajeto, onde deve-se realizar alguma manobra, e.g., dobrar Ć  direita ou tomar uma saĆ­da de uma rotatĆ³ria. Em um experimento realizado com usuĆ”rios reais, seu desempenho e usabilidade foram aferidos. Resultados mostram que os usuĆ”rios estimaram que a soluĆ§Ć£o em MR oferecia uma visibilidade maior tanto ao trĆ”fego passante quanto Ć  rota sugerida, em comparaĆ§Ć£o Ć  interface convencional, requerindo menos atenĆ§Ć£o. Leituras de eletroencefalografia (EEG) na maioria dos participantes indicaram uma demanda significativamente maior de atenĆ§Ć£o focada no uso do dispositivo mĆ³vel. Uma grande facilidade de aprendizado e de uso tambĆ©m foi apontada para nosso sistema, estando quase a par da aplicaĆ§Ć£o mĆ³vel altamente conhecida e usada

    IntegraĆ§Ć£o de localizaĆ§Ć£o baseada em movimento na aplicaĆ§Ć£o mĆ³vel EduPARK

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    More and more, mobile applications require precise localization solutions in a variety of environments. Although GPS is widely used as localization solution, it may present some accuracy problems in special conditions such as unfavorable weather or spaces with multiple obstructions such as public parks. For these scenarios, alternative solutions to GPS are of extreme relevance and are widely studied recently. This dissertation studies the case of EduPARK application, which is an augmented reality application that is implemented in the Infante D. Pedro park in Aveiro. Due to the poor accuracy of GPS in this park, the implementation of positioning and marker-less augmented reality functionalities presents difficulties. Existing relevant systems are analyzed, and an architecture based on pedestrian dead reckoning is proposed. The corresponding implementation is presented, which consists of a positioning solution using the sensors available in the smartphones, a step detection algorithm, a distance traveled estimator, an orientation estimator and a position estimator. For the validation of this solution, functionalities were implemented in the EduPARK application for testing purposes and usability tests performed. The results obtained show that the proposed solution can be an alternative to provide accurate positioning within the Infante D. Pedro park, thus enabling the implementation of functionalities of geocaching and marker-less augmented reality.Cada vez mais, as aplicaƧƵes mĆ³veis requerem soluƧƵes de localizaĆ§Ć£o precisa nos mais variados ambientes. Apesar de o GPS ser amplamente usado como soluĆ§Ć£o para localizaĆ§Ć£o, pode apresentar alguns problemas de precisĆ£o em condiƧƵes especiais, como mau tempo, ou espaƧos com vĆ”rias obstruƧƵes, como parques pĆŗblicos. Para estes casos, soluƧƵes alternativas ao GPS sĆ£o de extrema relevĆ¢ncia e veem sendo desenvolvidas. A presente dissertaĆ§Ć£o estuda o caso do projeto EduPARK, que Ć© uma aplicaĆ§Ć£o mĆ³vel de realidade aumentada para o parque Infante D. Pedro em Aveiro. Devido Ć  fraca precisĆ£o do GPS nesse parque, a implementaĆ§Ć£o de funcionalidades baseadas no posionamento e de realidade aumentada sem marcadores apresenta dificuldades. SĆ£o analisados sistemas relevantes existentes e Ć© proposta uma arquitetura baseada em localizaĆ§Ć£o de pedestres. Em seguida Ć© apresentada a correspondente implementaĆ§Ć£o, que consiste numa soluĆ§Ć£o de posicionamento usando os sensores disponiveis nos smartphones, um algoritmo de deteĆ§Ć£o de passos, um estimador de distĆ¢ncia percorrida, um estimador de orientaĆ§Ć£o e um estimador de posicionamento. Para a validaĆ§Ć£o desta soluĆ§Ć£o, foram implementadas funcionalidades na aplicaĆ§Ć£o EduPARK para fins de teste, e realizados testes com utilizadores e testes de usabilidade. Os resultados obtidos demostram que a soluĆ§Ć£o proposta pode ser uma alternativa para a localizaĆ§Ć£o no interior do parque Infante D. Pedro, viabilizando desta forma a implementaĆ§Ć£o de funcionalidades baseadas no posicionamento e de realidade aumenta sem marcadores.EduPARK Ć© um projeto financiado por Fundos FEDER atravĆ©s do Programa Operacional Competitividade e InternacionalizaĆ§Ć£o - COMPETE 2020 e por Fundos Nacionais atravĆ©s da FCT - FundaĆ§Ć£o para a CiĆŖncia e a Tecnologia no Ć¢mbito do projeto POCI-01-0145-FEDER-016542.Mestrado em Engenharia InformĆ”tic

    A virtual 3D mobile guide in the INTERMEDIA project

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    In this paper, we introduce a European research project, interactive media with personal networked devices (INTERMEDIA) in which we seek to progress beyond home and device-centric convergence toward truly user-centric convergence of multimedia. Our vision is to make the user the multimedia center: the user as the point at which multimedia services and the means for interacting with them converge. This paper proposes the main research goals in providing users with a personalized interface and content independent of physical networked devices, and space and time. As a case study, we describe an indoors, mobile mixed reality guide system: Chloe@University. With a see-through head-mounted display (HMD) connected to a small wearable computing device, Chloe@University provides users with an efficient way to guide someone in a building. A 3D virtual character in front of the user guides him/her to the required destinatio

    IMMERSIVE WAYFINDING: VIRTUAL RECONSTRUCTION AND EYE-TRACKING FOR ORIENTATION STUDIES INSIDE COMPLEX ARCHITECTURE

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    Abstract. The study presents a process of digital simulation that aims to investigate the legibility of multiple spaces in a complex architecture through architectural survey, virtual reconstruction and 3D visualization in immersive environment. The collaboration between two research institutions, one Italian and the other Chinese, developed a reconstruction of a building in the campus of the Tsinghua University of Beijing using digital tools, in order to understand the behaviours during the fruition of that space. Digital simulation in the visibility theme guarantees the possibility of testing multiple configurations and showing the impacts of the different environmental hypothesis.</p
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