22,278 research outputs found

    Flexible development of location-based mobile augmented reality applications with AREA

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    Mobile applications have garnered a lot of attention in the last years. The computational capabilities of mobile devices are the mainstay to develop completely new application types. The provision of augmented reality experiences on mobile devices paves one alley in this feld. For example, in the automotive domain, augmented reality applications are used to experience, inter alia, the interior of a car by moving a mobile device around. The device’s camera then detects interior parts and shows additional information to the customer within the camera view. Another application type that is increasingly utilized is related to the combination of serious games with mobile augmented reality functions. Although the latter combination is promising for many scenarios, technically, it is a complex endeavor. In the AREA (Augmented Reality Engine Application) project, a kernel was implemented that enables location-based mobile augmented reality applications. Importantly, this kernel provides a fexible architecture that fosters the development of individual location-based mobile augmented reality applications. The work at hand shows the fexibility of AREA based on a developed serious game. Furthermore, the algorithm framework and major features of it are presented. As the conclusion of this paper, it is shown that mobile augmented reality applications require high development eforts. Therefore, fexible frameworks like AREA are crucial to develop respective applications in a reasonable time

    CorpOperatio: Game-inspired App for Encouraging Outdoor Physical Activity for People with Intellectual Disabilities

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    This thesis presents a serious mobile exergame for people with intellectual disabilities, to help people with intellectual disability be more physically active. Exergames are games with the purpose of physically engaging the user in the gameplay, and intervenes with sedentariness and repetitive behavior. The game is based around the use of augmented reality, which is described as bringing 3D virtual objects into a 3D real environment in real time. As the field of physical activity in people with intellectual disabilities is a low-research field, the project aims to create a technical solution to them improve their physical health. There are few solutions tailored for people with intellectual disabilities to aid in physical exercise, something we wanted to change. A physical activity mobile game was created using the Unity game engine and augmented reality. Requirements and design choices came through literature review, reference meetings and meetings with professional psychologists. The game was tested by intellectually disabled users in a controlled, randomized trial over the course of four days, with interviews after testing to get results. While evaluation of the application rvealed areas of potential improvement, the application is already usable for people with intellectual disabilities. Augmented reality proved to be challenging to understand initially, but also fun, once the concept was understood. We have created an application for encouraging physical activity for people with intellectual disabilities. The application shows promise, but also improvement points for it to be deployed to the public market

    Applied Industrial Augmented Reality

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    The goal of our project was to create an application that demonstrates the usefulness of augmented reality within an industrial context. In order to align our project goals with those of our sponsor, Newport News Shipbuilding, we created an augmented reality application to supplement a chainsaw’s instruction manual. Using an instruction manual for a Stihl MS361 chainsaw, we adapted the material into a digital context. In the application, we included step-by-step instructions for starting the chainsaw and changing the chain. In addition, we included an augmented part identification mode, where the user can identify parts of the chainsaw by touching them on the screen. Through the use of a mobile device’s camera and fiducial markers, the user is able to see the functionality of the instruction manual superimposed directly over the chainsaw. We created the application using Unity, a cross-platform game engine. We used a set of Unity plugins from Vuforia, an Augmented Reality Software Development Kit (SDK) for mobile devices. Vuforia provided us the tools for image target identification and tracking, allowing us to easily show augmented content on a digital device. Our application aims to maximize safe and proper chainsaw use, demonstrates the potential of augmented reality for future industrial applications and exemplifies a paperless and eco-friendly guide.https://scholarscompass.vcu.edu/capstone/1180/thumbnail.jp

    REALIDAD AUMENTADA CON MARCADORES CUADRADOS Y NATURALES PARA NAVEGACIÓN QUIRÚRGICA

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    ResumenEste artículo muestra el resultado de pruebas preliminares con librerías y entornos de desarrollo comerciales encaminados a la construcción de una aplicación para navegación quirúrgica en el área de laparoscopia, usando marcadores cuadrados y marcadores naturales extensibles a despliegues en dispositivos móviles y gafas de realidad virtual. Para la renderización de los objetos 3D se usó el Game Engine Unity junto a librerías especializadas para la visión por computador y realidad aumentada como OpenCV, Vuforia y Kudan. Las pruebas preliminares muestran resultados satisfactorios en el seguimiento de marcadores y en la construcción de la información aumentada útil para el cirujano.Palabras Claves: Aplicaciones móviles, cirugía laparoscópica, realidad aumentada. AUGMENTED REALITY WITH SQUARE AND NATURAL MARKERS FOR SURGICAL NAVIGATIONAbstractThis article shows preliminary tests with libraries and integrated development environments (IDE) aimed at building an application for laparoscopic surgical navigation using square markers and natural feature markers extensible to displays, mobile devices and virtual reality goggles. For the rendering of 3D objects, the Game Engine Unity was used together with specialized libraries for computer vision and augmented reality such as OpenCV, Vuforia and Kudan. Preliminary tests show satisfactory results in the tracking of markers and in the construction of augmented information useful to the surgeon.Keywords: Augmented reality, laparoscopic surgery, mobile applications

    Developing serious games for cultural heritage: a state-of-the-art review

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Serious Games in Cultural Heritage

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
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