3,609 research outputs found

    Recent Developments and Future Challenges in Medical Mixed Reality

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    As AR technology matures, we have seen many applicationsemerge in entertainment, education and training. However, the useof AR is not yet common in medical practice, despite the great po-tential of this technology to help not only learning and training inmedicine, but also in assisting diagnosis and surgical guidance. Inthis paper, we present recent trends in the use of AR across all med-ical specialties and identify challenges that must be overcome tonarrow the gap between academic research and practical use of ARin medicine. A database of 1403 relevant research papers publishedover the last two decades has been reviewed by using a novel re-search trend analysis method based on text mining algorithm. Wesemantically identified 10 topics including varies of technologiesand applications based on the non-biased and in-personal cluster-ing results from the Latent Dirichlet Allocatio (LDA) model andanalysed the trend of each topic from 1995 to 2015. The statisticresults reveal a taxonomy that can best describes the developmentof the medical AR research during the two decades. And the trendanalysis provide a higher level of view of how the taxonomy haschanged and where the focus will goes. Finally, based on the valu-able results, we provide a insightful discussion to the current limi-tations, challenges and future directions in the field. Our objectiveis to aid researchers to focus on the application areas in medicalAR that are most needed, as well as providing medical practitioners with latest technology advancements

    Learning Logic Gates Using Augmented Reality

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    This research is important to enhance students understanding and learning performance in Computer Organization and Architecture subject especially in logic gate circuit topic as student also can improve their knowledge and usage in new technology like AR. The appropriate methodology chosen in development of this research is ADDIE model which is consists of five phases. The application were evaluated by the student who take Computer Organization and Architecture subject in Sultan Idris Education University. By using ADDIE model as its methodology, the planning of this mobile application was successfully proceeding smoothly starting from the analysis phase until evaluation phase. The details gained from the phase of evaluation will be explained through the next chapter of this research. Overall from this research, the AR-LoGates Apps has shown that it is a necessary product by receiving a good reception from students. The results proved that AR-LoGates application can help students in learning especially in easy to understanding the logic gate topic and make the learning become interesting way

    Vision Based Target Tracking Using An Unmanned Aerial Vehicle

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    International audience— We present in this paper a backstepping controller for vision based target tracking with an Unmanned Aerial Vehicle. A down facing camera is used with a pose estimation algorithm to extract the position of the target (an Unmanned Ground Vehicle). The output is then fed into the developed controller to generate the necessary movements (pitch and roll) of the Unmanned Aerial Vehicle in order to keep the target in the coverage view of the camera (following it constantly). The developed scheme is used to help the Unmanned Ground Vehicle to navigate among obstacles, and the overall system is designed in order to help human operator to supervise the Aerial and Ground vehicles for area inspection or object transportation in industrial areas (when using multiple Unmanned Ground Vehicles)

    Indoor Mapping and Reconstruction with Mobile Augmented Reality Sensor Systems

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    Augmented Reality (AR) ermöglicht es, virtuelle, dreidimensionale Inhalte direkt innerhalb der realen Umgebung darzustellen. Anstatt jedoch beliebige virtuelle Objekte an einem willkürlichen Ort anzuzeigen, kann AR Technologie auch genutzt werden, um Geodaten in situ an jenem Ort darzustellen, auf den sich die Daten beziehen. Damit eröffnet AR die Möglichkeit, die reale Welt durch virtuelle, ortbezogene Informationen anzureichern. Im Rahmen der vorliegenen Arbeit wird diese Spielart von AR als "Fused Reality" definiert und eingehend diskutiert. Der praktische Mehrwert, den dieses Konzept der Fused Reality bietet, lässt sich gut am Beispiel seiner Anwendung im Zusammenhang mit digitalen Gebäudemodellen demonstrieren, wo sich gebäudespezifische Informationen - beispielsweise der Verlauf von Leitungen und Kabeln innerhalb der Wände - lagegerecht am realen Objekt darstellen lassen. Um das skizzierte Konzept einer Indoor Fused Reality Anwendung realisieren zu können, müssen einige grundlegende Bedingungen erfüllt sein. So kann ein bestimmtes Gebäude nur dann mit ortsbezogenen Informationen augmentiert werden, wenn von diesem Gebäude ein digitales Modell verfügbar ist. Zwar werden größere Bauprojekt heutzutage oft unter Zuhilfename von Building Information Modelling (BIM) geplant und durchgeführt, sodass ein digitales Modell direkt zusammen mit dem realen Gebäude ensteht, jedoch sind im Falle älterer Bestandsgebäude digitale Modelle meist nicht verfügbar. Ein digitales Modell eines bestehenden Gebäudes manuell zu erstellen, ist zwar möglich, jedoch mit großem Aufwand verbunden. Ist ein passendes Gebäudemodell vorhanden, muss ein AR Gerät außerdem in der Lage sein, die eigene Position und Orientierung im Gebäude relativ zu diesem Modell bestimmen zu können, um Augmentierungen lagegerecht anzeigen zu können. Im Rahmen dieser Arbeit werden diverse Aspekte der angesprochenen Problematik untersucht und diskutiert. Dabei werden zunächst verschiedene Möglichkeiten diskutiert, Indoor-Gebäudegeometrie mittels Sensorsystemen zu erfassen. Anschließend wird eine Untersuchung präsentiert, inwiefern moderne AR Geräte, die in der Regel ebenfalls über eine Vielzahl an Sensoren verfügen, ebenfalls geeignet sind, als Indoor-Mapping-Systeme eingesetzt zu werden. Die resultierenden Indoor Mapping Datensätze können daraufhin genutzt werden, um automatisiert Gebäudemodelle zu rekonstruieren. Zu diesem Zweck wird ein automatisiertes, voxel-basiertes Indoor-Rekonstruktionsverfahren vorgestellt. Dieses wird außerdem auf der Grundlage vierer zu diesem Zweck erfasster Datensätze mit zugehörigen Referenzdaten quantitativ evaluiert. Desweiteren werden verschiedene Möglichkeiten diskutiert, mobile AR Geräte innerhalb eines Gebäudes und des zugehörigen Gebäudemodells zu lokalisieren. In diesem Kontext wird außerdem auch die Evaluierung einer Marker-basierten Indoor-Lokalisierungsmethode präsentiert. Abschließend wird zudem ein neuer Ansatz, Indoor-Mapping Datensätze an den Achsen des Koordinatensystems auszurichten, vorgestellt

    Augmented reality and its aspects: a case study for heating systems

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    Mestrado de dupla diplomação com a UTFPR - Universidade Tecnológica Federal do ParanáThanks to the advances of technology in various domains, and the mixing between real and virtual worlds. Allowed this master’s thesis to explore concepts related to virtual reality (VR), augmented reality (AR), mixed reality (MR), and extended reality (XR). The development and comparison of Android applications and Microsoft HoloLens aimed to solve a deadlock in the recognition of instructions by the users. We used an interactive manual of assembly and disassembly for taps of residential heaters. Therefore, this work deals with three main parts. Firstly, the exploration of the concepts of VR, AR, MR, and XR. Secondly, 3D modeling and animations techniques. Finally, the development of applications using Vuforia, Wikitude, and MRTK. The users tried our application “HeaterGuideAR” to verify the effectiveness of the instruction passed by the interactive manual. Only a few users had some difficulties at the beginning of the trials. Thus, it was necessary to provide aid tools. However, other users were able to disassemble the faucet without any external help. We suggest continuing this work with more explorations, models, and situations.Graças aos últimos avanços tecnológicos em diversas áreas deram a possibilidade de fazer a mistura do mundo real com o virtual. É com este intuito que esta tese de mestrado veio expor os conceitos relacionados à realidade virtual (RV), realidade aumentada (RA), realidade mista (RM) e realidade estendida (RE). O desenvolvimento e comparação de aplicativos Android e Microsoft HoloLens teve como objetivo resolver um impasse no entendimento de instruções por parte dos usuários. Utilizamos um manual interativo para montagem e desmontagem de torneiras de aquecedores residenciais. Este trabalho, portanto, lida com três partes principais. Na primeira, a exploração dos conceitos de RV, RA, RM e RE. Na segunda, modelagem 3D e técnicas de animações. E por fim, o desenvolvimento de aplicações usando Vuforia, Wikitude e MRTK. A aplicação “HeaterGuideAR” foi testada pelos usuários afim de verificar a eficácia da instrução passada pelo manual interativo. Apenas alguns usuários tiveram algumas dificuldades no início dos testes. Sendo que, foi necessário fornecer algumas ferramentas de auxílio. Mesmo assim, outros usuários conseguiram desmontar a torneira sem ajuda externa. Sugerimos continuar este trabalho com mais explorações, modelos e situações.Mestrado de dupla diplomação com a UTFPR - Universidade Tecnológica Federal do Paran

    Contribuciones al uso de marcadores para Navegación Autónoma y Realidad Aumentada

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    Square planar markers are a widely used tools for localization and tracking due to their low cost and high performance. Many applications in Robotics, Unmanned Vehicles and Augmented Reality employ these markers for camera pose estimation with high accuracy. Nevertheless, marker-based systems are affected by several factors that limit their performance. First, the marker detection process is a time-consuming task, which is intensified as the image size increases. As a consequence, the current high-resolution cameras has weakened the processing efficiency of traditional marker systems. Second, marker detection is affected by the presence of noise, blurring and occlusion. The movement of the camera produces image blurriness, generated even by small movements. Furthermore, the marker may be partially or completely occluded in the image, so that it is no longer detected. This thesis deals with the above limitations, proposing novel methodologies and strategies for successful marker detection improving both the efficiency and robustness of these systems. First, a novel multi-scale approach has been developed to speed up the marker detection process. The method takes advantage of the different resolutions at which the image is represented to predict at runtime the optimal scale for detection and identification, as well as following a corner upsampling strategy necessary for an accurate pose estimation. Second, we introduce a new marker design, Fractal Marker, which using a novel keypoint-based method achieves detection even under severe occlusion, while allowing detection over a wider range of distance than traditional markers. Finally, we propose a new marker detection strategy based on Discriminative Correlation Filters (DCF), where the marker and its corners represented in the frequency domain perform more robust and faster detections than state-ofthe- art methods, even under extreme blur conditions.Los marcadores planos cuadrados son una de las herramientas ampliamente utilizadas para la localización y el tracking debido a su bajo coste y su alto rendimiento. Muchas aplicaciones en Robótica, Vehículos no Tripulados y Realidad Aumentada emplean estos marcadores para estimar con alta precisión la posición de la cámara. Sin embargo, los sistemas basados en marcadores se ven afectados por varios factores que limitan su rendimiento. En primer lugar, el proceso de detección de marcadores es una tarea que requiere mucho tiempo y este incrementa a medida que aumenta el tamaño de la imagen. En consecuencia, las actuales cámaras de alta resolución han debilitado la eficacia del procesamiento de los sistemas de marcadores tradicionales. Por otra parte, la detección de marcadores se ve afectada por la presencia de ruido, desenfoque y oclusión. El movimiento de la cámara produce desenfoque de la imagen, generado incluso por pequeños movimientos. Además, el marcador puede aparecer en la imagen parcial o completamente ocluido, dejando de ser detectado. Esta tesis aborda las limitaciones anteriores, proponiendo metodologías y estrategias novedosas para la correcta detección de marcadores, mejorando así tanto la eficiencia como la robustez de estos sistemas. En primer lugar, se ha desarrollado un novedoso enfoque multiescala para acelerar el proceso de detección de marcadores. El método aprovecha las diferentes resoluciones en las que la imagen está representada para predecir en tiempo de ejecución la escala óptima para la detección e identificación, a la vez que sigue una estrategia de upsampling de las esquinas necesaria para estimar la pose con precisión. En segundo lugar, introducimos un nuevo diseño de marcador, Fractal Marker, que, mediante un método basado en keypoints, logra detecciones incluso en casos de oclusión extrema, al tiempo que permite la detección en un rango de distancias más amplio que los marcadores tradicionales. Por último, proponemos una nueva estrategia de detección de marcadores basada en Discriminate Correlation Filters (DCF), donde el marcador y sus esquinas representadas en el dominio de la frecuencia realizan detecciones más robustas y rápidas que los métodos de referencia, incluso bajo condiciones extremas de emborronamiento

    The Reality of the Situation: A Survey of Situated Analytics

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    Autonomous Drone Landings on an Unmanned Marine Vehicle using Deep Reinforcement Learning

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    This thesis describes with the integration of an Unmanned Surface Vehicle (USV) and an Unmanned Aerial Vehicle (UAV, also commonly known as drone) in a single Multi-Agent System (MAS). In marine robotics, the advantage offered by a MAS consists of exploiting the key features of a single robot to compensate for the shortcomings in the other. In this way, a USV can serve as the landing platform to alleviate the need for a UAV to be airborne for long periods time, whilst the latter can increase the overall environmental awareness thanks to the possibility to cover large portions of the prevailing environment with a camera (or more than one) mounted on it. There are numerous potential applications in which this system can be used, such as deployment in search and rescue missions, water and coastal monitoring, and reconnaissance and force protection, to name but a few. The theory developed is of a general nature. The landing manoeuvre has been accomplished mainly identifying, through artificial vision techniques, a fiducial marker placed on a flat surface serving as a landing platform. The raison d'etre for the thesis was to propose a new solution for autonomous landing that relies solely on onboard sensors and with minimum or no communications between the vehicles. To this end, initial work solved the problem while using only data from the cameras mounted on the in-flight drone. In the situation in which the tracking of the marker is interrupted, the current position of the USV is estimated and integrated into the control commands. The limitations of classic control theory used in this approached suggested the need for a new solution that empowered the flexibility of intelligent methods, such as fuzzy logic or artificial neural networks. The recent achievements obtained by deep reinforcement learning (DRL) techniques in end-to-end control in playing the Atari video-games suite represented a fascinating while challenging new way to see and address the landing problem. Therefore, novel architectures were designed for approximating the action-value function of a Q-learning algorithm and used to map raw input observation to high-level navigation actions. In this way, the UAV learnt how to land from high latitude without any human supervision, using only low-resolution grey-scale images and with a level of accuracy and robustness. Both the approaches have been implemented on a simulated test-bed based on Gazebo simulator and the model of the Parrot AR-Drone. The solution based on DRL was further verified experimentally using the Parrot Bebop 2 in a series of trials. The outcomes demonstrate that both these innovative methods are both feasible and practicable, not only in an outdoor marine scenario but also in indoor ones as well

    Mobile Augmented Reality: User Interfaces, Frameworks, and Intelligence

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    Mobile Augmented Reality (MAR) integrates computer-generated virtual objects with physical environments for mobile devices. MAR systems enable users to interact with MAR devices, such as smartphones and head-worn wearables, and perform seamless transitions from the physical world to a mixed world with digital entities. These MAR systems support user experiences using MAR devices to provide universal access to digital content. Over the past 20 years, several MAR systems have been developed, however, the studies and design of MAR frameworks have not yet been systematically reviewed from the perspective of user-centric design. This article presents the first effort of surveying existing MAR frameworks (count: 37) and further discuss the latest studies on MAR through a top-down approach: (1) MAR applications; (2) MAR visualisation techniques adaptive to user mobility and contexts; (3) systematic evaluation of MAR frameworks, including supported platforms and corresponding features such as tracking, feature extraction, and sensing capabilities; and (4) underlying machine learning approaches supporting intelligent operations within MAR systems. Finally, we summarise the development of emerging research fields and the current state-of-the-art, and discuss the important open challenges and possible theoretical and technical directions. This survey aims to benefit both researchers and MAR system developers alike.Peer reviewe
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