11 research outputs found

    The development of mobile augmented reality for laptop maintenance (MAR4LM)

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    Currently, laptops have become a necessity to most of the people as laptop provides mobility and helps in doing the task that a normal desktop PC can do.However, the malfunction of the laptop hardware will distract the user work and decrease the productivity.By utilizing Augmented Reality (AR) that combine real world and virtual world, a laptop maintenance application can be made in reality.The objective of this paper is to discuss on how to develop Mobile Augmented Reality for Laptop Maintenance (MAR4LM) applications.This AR application specifically develop for smart phones based on the android platform.Therefore, this study presents a way to understand and discuss the process of using this new technology on the android platforms.This application has been proven in increasing the understanding of the users about their laptop and doing maintenance on their own self.In addition, laptop maintenance tasks will become straightforward, easy to use, interactive, and easily available anywhere and anytime

    Uso de Realidade Aumentada aplicada ao Património: o século XX na Sé do Porto

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    A massificação do uso de dispositivos móveis é um fator que marca a sociedade atual (Bellini et al., 2016). A par da crescente utilização dos referidos dispositivos eletrónicos foi e é possível observar um crescimento exponencial do turismo em Portugal (Turismo de Portugal, 2017), nomeadamente na cidade do Porto. No projeto aqui revelado, desenvolveu-se e implementou-se uma aplicação móvel com recurso a RA para visualizar as alterações ocorridas na Sé do Porto (monumento selecionado para a implementação do projeto) durante a primeira metade do século XX. A Sé do Porto está inserida no Centro Histórico do Porto, que é Património Mundial da UNESCO desde 1996 (UNESCO, 1996), fazendo parte da Rota das Catedrais (Rota das Catedrais, 2009) e sendo classificada como Monumento Nacional desde 1910. Trata-se, portanto, de um dos monumentos com maior volume turístico na cidade. Numa primeira visita ao local, foi iniciado um estudo do potencial do uso da Realidade Aumentada (RA), sendo estudadas algumas partes do monumento onde esta poderia ser aplicada. Para o presente estudo, definiu-se um roteiro de visita dentro da Sé e criaram-se modelos de apoio em 3D, de acordo com as recomendações da carta de Londres e Princípios de Sevilha – documentos que regulamentam a virtualização do património arquitetónico. A aplicação foi desenvolvida recorrendo ao Unity 3D e C# utilizando o SDK Vuforia como motor de RA. Os modelos 3D foram implementados com o Blender 3D. O protótipo foi testado e avaliado no local, tendo sido proporcionada aos participantes do estudo a descarga da aplicação ou a cedência de um dispositivo móvel com a aplicação préinstalada. A todos os participantes foi distribuído um guião de visita. No final, foi realizada uma recolha de dados da aplicação, com base na experiência dos participantes. As respostas obtidas oram analisadas e retiraram-se conclusões que são apresentadas no final do documento. A aplicação desenvolvida revela uma grande mais-valia na área da pedagogia, permitindo um fácil e atrativo acesso ao conhecimento, através da visualização de reconstituições e da reconstrução digital de edifícios que já não existem atualmente – neste projeto foi possível ter uma melhor perceção das alterações arquitetónicas ocorridas da na Sé do Porto na primeira metade do século XX. É, também, de salientar a potencial utilização no âmbito do turismo interativo (suportado, na sua maioria, por RA).The massification of the use of mobile devices is a factor that marks the current society (Bellini et al., 2016). Along with the increasing use of these electronic devices, it was possible to observe n exponential growth of tourism in Portugal (Turismo de Portugal, 2017), namely in the city of Oporto. In the project unveiled here, a mobile application was developed and implemented with the use of AR to visualize the changes that occurred in the Oporto Cathedral (monument selected for the implementation of the project) during the first half of the 20th century. The Oporto Cathedral is part of the Historic Center of Oporto, which is a UNESCO World Heritage Site since 1996 (UNESCO, 1996). It’s part of the Cathedrals Route (Route of the athedrals, 2009) and has been classified as a National Monument since 1910 thus becoming one of the most touristic monuments in the city. In a first visit to the site, a study of the potential of the use of Augmented Reality (AR) was started, and some parts of the monument where it could be applied were studied. For the present study, a tour itinerary was defined within the cathedral and support models were created in 3D, according to the recommendations of the London Charter and the Seville Principles - documents that regulate the virtualization of the architectural heritage. The application was developed using Unity 3D and C # using the Vuforia SDK as the AR engine. 3D models were implemented with Blender 3D. The prototype was tested and evaluated on-site, and study participants were provided with either the application download or the provision of a mobile device with the pre-installed pplication. All participants were given a tour guide. In the end, data were gathered based on participants experience. The responses were analyzed, and conclusions drawn at the end of this document. The application reveals great value in pedagogy, allowing an easy and attractive access to knowledge, through the visualization of reconstitutions and the digital reconstruction of buildings that no longer exist today - in this project was possible to have a better perception of the architectural changes that took place in the Oporto Cathedral in the first half of the 20th century. It is also worth highlighting the potential use in interactive tourism (supported, for the most part, by AR)

    Realidade Aumentada para Design em Arquitetura

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    Na área de arquitetura, as maquetes, quer para estudo e análise inicial do projeto, quer para exposição, onde um modelo mais definitivo é usado para apresentar as caraterísticas do projeto final, desempenham um papel fundamental como instrumento no processo criativo do arquiteto e para planeamento, conceção e comunicação dos projetos. No entanto, existem sempre algumas dificuldades associadas à utilização das mesmas, como por exemplo o tempo gasto e os custos envolvidos na sua produção e alteração sempre que é necessário prever o resultado de modificações no projeto, ou a visualização de pormenores do interior da maquete, a qual pode ser inviável.Com o objetivo de auxiliar os arquitetos a ultrapassar as dificuldades encontradas no processo atual de conceção em arquitetura, o Microsoft Language Development Center, em colaboração com o Departamento de Arquitetura e Urbanismo do Instituto Universitário de Lisboa (ISCTE-IUL), lançaram uma hipótese para resolução do problema, consistindo no uso da tecnologia da visualização e interação em realidade aumentada com o modelo virtual 3D do projeto de arquitetura, na mesma escala da maquete de estudo, através de um dispositivo do tipo tablet.A verificação da hipótese passou pela criação de um protótipo que permita a visualização de informação virtual, ou seja, de modelos virtuais 3D de edifícios e sua envolvente exterior, usando realidade aumentada. Este sistema permite que esses modelos sejam visualizados através de um tablet utilizando técnicas de visão baseadas em texture tracking, que necessita de uma marca visual planar (uma imagem) de referência, a qual funciona como plano para registo e posicionamento do modelo. O sistema permite ainda diversas funcionalidades que facilitarão, quer a modificação do modelo 3D quer a interação com este, como por exemplo a oclusão de objetos e o suporte de planos de corte interativos para pormenores interiores, muito utilizados em arquitetura.Para o enriquecimento da experiência de visualização e interação com a o modelo 3D, o sistema utilizará uma plataforma computacional móvel com ecrã tátil, permitindo uma interação baseada em toque.In architecture, physical models, either for study and initial analysis of the project either for exhibition, where a more definitive model is used to present the characteristics of the final project, play a key role as a tool in the creative process of the architect and the planning and design of projects. However there are always some difficulties associated with it such as the time spent and the costs involved in their production and modification whenever it is necessary to predict the outcome of changes in the project or viewing details of the interior of the model, which may not be feasible.Aiming to assist architects to overcome the difficulties encountered in the current process of design in architecture, Microsoft Language Development Center in collaboration with the Department of Architecture and Urban Planning of Instituto Universitário de Lisboa (ISCTE-IUL) launched a hypothesis for solving the problem consisting in the use of visualization and interaction technology in augmented reality with 3D virtual model of the architecture project, on same scale of the study model, through a tablet-type device.The hypothesis verification went by creating a prototype allowing the display of virtual information, like 3D virtual models of buildings and their environment using augmented reality. This system allows these models to be viewed through a tablet using vision techniques based on texture tracking, which needs a visual brand planar (an image) reference, that works as a plan for registration and positioning of the model. The system also allows several features that facilitate either the modifying of the 3D model either the interaction with it, such as occlusion of objects and the support of interactive cutting planes for interior detail, widely used in architecture. To enrich the viewing experience and interact with the 3D model, the system will use a mobile computing platform with touch screen, allowing for touch-based interaction

    Video See-Through Augmented Reality Application on a Mobile Computing Platform Using Position Based Visual POSE Estimation

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    A technique for real time object tracking in a mobile computing environment and its application to video see-through Augmented Reality (AR) has been designed, verified through simulation, and implemented and validated on a mobile computing device. Using position based visual position and orientation (POSE) methods and the Extended Kalman Filter (EKF), it is shown how this technique lends itself to be flexible to tracking multiple objects and multiple object models using a single monocular camera on different mobile computing devices. Using the monocular camera of the mobile computing device, feature points of the object(s) are located through image processing on the display. The relative position and orientation between the device and the object(s) is determined recursively by an EKF process. Once the relative position and orientation is determined for each object, three dimensional AR image(s) are rendered onto the display as if the device is looking at the virtual object(s) in the real world. This application and the framework presented could be used in the future to overlay additional informational onto displays in mobile computing devices. Example applications include robotic aided surgery where animations could be overlaid to assist the surgeon, in training applications that could aid in operation of equipment or in search and rescue operations where critical information such as floor plans and directions could be virtually placed onto the display. Current approaches in the field of real time object tracking are discussed along with the methods used for video see-through AR applications on mobile computing devices. The mathematical framework for the real time object tracking and video see-through AR rendering is discussed in detail along with some consideration to extension to the handling of multiple AR objects. A physical implementation for a mobile computing device is proposed detailing the algorithmic approach along with design decisions. The real time object tracking and video see-through AR system proposed is verified through simulation and details around the accuracy, robustness, constraints, and an extension to multiple object tracking are presented. The system is then validated using a ground truth measurement system and the accuracy, robustness, and its limitations are reviewed. A detailed validation analysis is also presented showing the feasibility of extending this approach to multiple objects. Finally conclusions from this research are presented based on the findings of this work and further areas of study are proposed

    Visual based finger interactions for mobile phones

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    Vision based technology such as motion detection has long been limited to the domain of powerful processor intensive systems such as desktop PCs and specialist hardware solutions. With the advent of much faster mobile phone processors and memory, a plethora of feature rich software and hardware is being deployed onto the mobile platform, most notably onto high powered devices called smart phones. Interaction interfaces such as touchscreens allow for improved usability but obscure the phone’s screen. Since the majority of smart phones are equipped with cameras, it has become feasible to combine their powerful processors, large memory capacity and the camera to support new ways of interacting with the phone which do not obscure the screen. However, it is not clear whether or not these processor intensive visual interactions can in fact be run at an acceptable speed on current mobile handsets or whether they will offer the user a better experience than the current number pad and direction keys present on the majority of mobile phones. A vision based finger interaction technique is proposed which uses the back of device camera to track the user’s finger. This allows the user to interact with the mobile phone with mouse based movements, gestures and steering based interactions. A simple colour thresholding algorithm was implemented in Java, Python and C++. Various benchmarks and tests conducted on a Nokia N95 smart phone revealed that on current hardware and with current programming environments only native C++ yields results plausible for real time interactions (a key requirement for vision based interactions). It is also shown that different lighting levels and background environments affects the accuracy of the system with background and finger contrast playing a large role. Finally a user study was conducted to ascertain the overall user’s satisfaction between keypad interactions and the finger interaction techniques concluding that the new finger interaction technique is well suited to steering based interactions and in time, mouse style movements. Simple navigation is better suited to the directional keypad

    A Survey of Augmented Reality

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    © 2015 M. Billinghurst, A. Clark, and G. Lee. This survey summarizes almost 50 years of research and development in the field of Augmented Reality (AR). From early research in the 1960's until widespread availability by the 2010's there has been steady progress towards the goal of being able to seamlessly combine real and virtual worlds. We provide an overview of the common definitions of AR, and show how AR fits into taxonomies of other related technologies. A history of important milestones in Augmented Reality is followed by sections on the key enabling technologies of tracking, display and input devices. We also review design guidelines and provide some examples of successful AR applications. Finally, we conclude with a summary of directions for future work and a review of some of the areas that are currently being researched

    Διερεύνηση της εφαρμογής συστημάτων επαυξημένης πραγματικότητας στο θέατρο

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    Το θέατρο, από τη γέννησή του μέχρι και σήμερα, αξιοποιεί την τεχνολογία, άλλοτε απλώς ως μέρος τη σκηνογραφίας και άλλοτε ως κύριο συστατικό μίας πολυμεσικής θεατρικής εμπειρίας. Ένα νέο είδος πειραματικού θεάτρου που εμφανίστηκε την τελευταία δεκαετία είναι αυτό που αναφέρεται ως θέατρο μεικτής πραγματικότητας και στο οποίο γίνεται χρήση των πρόσφατων τεχνολογιών εικονικής και επαυξημένης πραγματικότητας προκειμένου να δημιουργηθούν θεατρικές εμπειρίες που θολώνουν τα όρια μεταξύ πραγματικού και φανταστικού κόσμου. Παρόλο που οι εν λόγω τεχνολογίες υπάρχουν εδώ και δεκαετίες, δεν ήταν έτοιμες μέχρι πρόσφατα να αξιοποιηθούν στο χώρο του θέατρου. Συγκεκριμένα, η τεχνολογία της επαυξημένης πραγματικότητας, αναμένεται να φτάσει σε ένα ιδανικό σημείο εμπορευσιμότητας και αξιοποίησης σε οποιοδήποτε πεδίο, στα επόμενα χρόνια, πράγμα που την κάνει ιδανική για πειραματισμό και ανάπτυξη νέων τρόπων αξιοποίησής της για το άμεσο μέλλον. Σε αυτή́ την εργασία μελετάται η ιστορία της αξιοποίησης νέων τεχνολογιών στις παραστατικές τέχνες, αξιολογείται η εφαρμοσιμότητα των συστημάτων επαυξημένης πραγματικότητας στο χώρο του θεάτρου, και τέλος, προτείνεται η σχεδίαση ενός συστήματος υποστήριξης για την παραγωγή και την εκτέλεση παραστάσεων που αξιοποιούν τεχνολογίες επαυξημένης πραγματικότητας.Theatre, since its appearance, has made extensive use of technology, some times as means of the overall scenography and others as a main feature on a mixed media theatrical experience. Lately, we witness virtual and augmented reality technologies finding their way into new experimental artistic performances blurring the boundaries between the real and the virtual. Although these technologies have been around for decades, they were not ready to be used in a theatre setting, until recently. The augmented reality technology, specifically, is expected to reach an ideal point of marketability and exploitation in any field in the years to come, which makes it ideal for experimentation and development of new ways to use it for the foreseeable future. This work explores the history of technology usage in performative arts, investigates the applicability of current augmented reality systems in theatre and finally, proposes the design of a system that will support the production of theatrical plays that utilise augmented reality technologies

    Towards exploring future landscapes using augmented reality

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    With increasing pressure to better manage the environment many government and private organisations are studying the relationships between social, economic and environmental factors to determine how they can best be optimised for increased sustainability. The analysis of such relationships are undertaken using computer-based Integrated Catchment Models (ICM). These models are capable of generating multiple scenarios depicting alternative land use alternatives at a variety of temporal and spatial scales, which present (potentially) better Triple-Bottom Line (TBL) outcomes than the prevailing situation. Dissemination of this data is (for the most part) reliant on traditional, static map products however, the ability of such products to display the complexity and temporal aspects is limited and ultimately undervalues both the knowledge incorporated in the models and the capacity of stakeholders to disseminate the complexities through other means. Geovisualization provides tools and methods for disseminating large volumes of spatial (and associated non-spatial) data. Virtual Environments (VE) have been utilised for various aspects of landscape planning for more than a decade. While such systems are capable of visualizing large volumes of data at ever-increasing levels of realism, they restrict the users ability to accurately perceive the (virtual) space. Augmented Reality (AR) is a visualization technique which allows users freedom to explore a physical space and have that space augmented with additional, spatially referenced information. A review of existing mobile AR systems forms the basis of this research. A theoretical mobile outdoor AR system using Common-Of-The-Shelf (COTS) hardware and open-source software is developed. The specific requirements for visualizing land use scenarios in a mobile AR system were derived using a usability engineering approach known as Scenario-Based Design (SBD). This determined the elements required in the user interfaces resulting in the development of a low-fidelity, computer-based prototype. The prototype user interfaces were evaluated using participants from two targeted stakeholder groups undertaking hypothetical use scenarios. Feedback from participants was collected using the cognitive walk-through technique and supplemented by evaluator observations of participants physical actions. Results from this research suggest that the prototype user interfaces did provide the necessary functionality for interacting with land use scenarios. While there were some concerns about the potential implementation of "yet another" system, participants were able to envisage the benefits of visualizing land use scenario data in the physical environment

    Aportaciones al proceso de creación de contenidos de realidad aumentada, orientados a formación, industria y construcción

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    La Realidad Aumentada (AR) consiste en aumentar la percepción que el usuario tiene del mundo real con información virtual que lo complementa. Esta característica de aumentar los sentidos, es deseable en muchos campos de aplicación, por lo que aunque es un campo de investigación relativamente joven, ha experimentado un gran auge en los últimos años. La evolución de cada uno de los procesos que componen un sistema AR, ha permitido que está tecnología traspase las puertas de los laboratorios, y pueda ser utilizada por cualquier usuario que disponga, por ejemplo, de un Smartphone. Sin embargo, todavía existe una gran limitación y es la creación de contenidos (authoring). En la actualidad existen un pequeño número de herramientas de authoring que permiten crear contenidos AR, y en la mayoría de casos son herramientas propietarias que se limitan al uso de su propia tecnología. En este trabajo se presentan las aportaciones al proceso de authoring de contenidos AR orientados a formación, industria y construcción. Estas aportaciones se engloban en dos campos principales: la creación de contenidos para ayudas visuales, y la creación de información durante la revisión del proceso constructivo por medio de AR (denominada información As-Built). Para la creación de ayudas visuales AR se define un nuevo modelo de authoring, a partir del modelo de presentaciones de diapositivas digitales, en el que se incluyen los mecanismos necesarios para crear los contenidos aumentados. Para la creación de la información As-Built, se han desarrollado, tanto una metodología, como el sistema que permite llevarla a cabo. Todas las aportaciones presentadas en este trabajo tienen la finalidad de permitir a usuarios no expertos crear contenidos AR, abstrayéndoles del funcionamiento a bajo nivel de los sistemas AR. En los resultados presentados a lo largo de este trabajo se muestra cómo los sistemas desarrollados logran dicho objetivo, permitiendo a los usuarios no expertos, crear contenidos AR tanto en ayudas visuales, como para documentar el proceso constructivo.Augmented Reality (AR) consists in augmenting the user’s perception of the real world adding virtual information that complements it. This capability of augment the senses, it is desirable in many applications, so although it is a relatively young field of research, has experienced a boom in recent years. The evolution of each of the processes involved in AR systems (computer vision, 3d rendering, etc.), it is making possible that this technology goes out from laboratories, to be used by anyone who own, for example, a Smartphone. However, there is still a major constraint, the AR content creation (denominated authoring). Nowadays, there are a small number of authoring tools for creating AR content, and in most cases are proprietary systems that are limited to using its own technology. In this thesis, the contributions to the process of authoring of AR content oriented to training, construction and industry are presented. These contributions are focused on two main areas: creating AR content for visual aids, and the creation of information during the review of the construction process through AR (As-Built information). To create AR visual aids, a new authoring model is defined extending the digital slide presentations, which include the necessary mechanisms to create the augmented content. To create the As-Built information, during the revision of the construction process, a methodology and the system that allows carrying it out are proposed. All contributions presented in this paper are intended to allow non-expert users to create AR content, by abstracting them from the low level technical details of AR applications. The results presented will show how the proposed systems achieved this objective; allowing non-expert users to create AR content both AR visual aids and As-Built information to document the construction process
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