248,818 research outputs found

    Augmented Reality and its Integration into our Lives

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    Augmented reality is a technology that allows for virtual objects to be placed in the real world in real-time, enhancing our information about the world around us. Augmented reality glasses are worn in the same way as virtual reality glasses so that they enable the wearer to interact with these images as part of the overall experience

    Augmented Reality Computer-Aided Drawing (AR-CAD)

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    While Virtual Reality (VR) replaces the entire real world with virtual images, Augmented Reality (AR) superimposes virtual images on the real world. Augmented Reality (a most useful form of Mixed Reality (MR)) is a popular concept for using computers to overlay virtual information onto a view of the real world. In 2000, Phillip Dunston then at the University of Washington in Seattle and his research team presented the initial concept of AR CAD developed for supporting design and construction. The AR CAD concept is the addition of an AR assistant viewer to standard CAD to provide a more intuitive interaction with design models

    Measuring the Discernability of Virtual Objects in Conventional and Stylized Augmented Reality

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    In augmented reality, virtual graphical objects are overlaid over the real environment of the observer. Conventional augmented reality systems normally use standard real-time rendering methods for generating the graphical representations of virtual objects. These renderings contain the typical artifacts of computer generated graphics, e.g., aliasing caused by the rasterization process and unrealistic, manually configured illumination models. Due to these artifacts, virtual objects look artifical and can easily be distinguished from the real environment. A different approach to generating augmented reality images is the basis of stylized augmented reality [FBS05c]. Here, similar types of artistic or illustrative stylization are applied to the virtual objects and the camera image of the real enviroment. Therefore, real and virtual image elements look significantly more similar and are less distinguishable from each other. In this paper, we present the results of a psychophysical study on the effectiveness of stylized augmented reality. In this study, a number of participants were asked to decide whether objects shown in images of augmented reality scenes are virtual or real. Conventionally rendered as well as stylized augmented reality images and short video clips were presented to the participants. The correctness of the participants' responses and their reaction times were recorded. The results of our study show that an equalized level of realism is achieved by using stylized augmented reality, i.e., that it is significantly more difficult to distinguish virtual objects from real objects

    A pointillism style for the non-photorealistic display of augmented reality scenes

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    The ultimate goal of augmented reality is to provide the user with a view of the surroundings enriched by virtual objects. Practically all augmented reality systems rely on standard real-time rendering methods for generating the images of virtual scene elements. Although such conventional computer graphics algorithms are fast, they often fail to produce sufficiently realistic renderings. The use of simple lighting and shading methods, as well as the lack of knowledge about actual lighting conditions in the real surroundings, cause virtual objects to appear artificial. We have recently proposed a novel approach for generating augmented reality images. Our method is based on the idea of applying stylization techniques for reducing the visual realism of both the camera image and the virtual graphical objects. Special non-photorealistic image filters are applied to the camera video stream. The virtual scene elements are rendered using non-photorealistic rendering methods. Since both the camera image and the virtual objects are stylized in a corresponding way, they appear very similar. As a result, graphical objects can become indistinguishable from the real surroundings. Here, we present a new method for the stylization of augmented reality images. This approach generates a painterly "brush stroke" rendering. The resulting stylized augmented reality video frames look similar to paintings created in the "pointillism" style. We describe the implementation of the camera image filter and the non-photorealistic renderer for virtual objects. These components have been newly designed or adapted for this purpose. They are fast enough for generating augmented reality images in real-time and are customizable. The results obtained using our approach are very promising and show that it improves immersion in augmented reality

    NextMed, Augmented and Virtual Reality platform for 3D medical imaging visualization

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    The visualization of the radiological results with more advanced techniques than the current ones, such as Augmented Reality and Virtual Reality technologies, represent a great advance for medical professionals, by eliminating their imagination capacity as an indispensable requirement for the understanding of medical images. The problem is that for its application it is necessary to segment the anatomical areas of interest, and this currently involves the intervention of the human being. The Nextmed project is presented as a complete solution that includes DICOM images import, automatic segmentation of certain anatomical structures, 3D mesh generation of the segmented area, visualization engine with Augmented Reality and Virtual Reality, all thanks to different software platforms that have been implemented and detailed, including results obtained from real patients. We will focus on the visualization platform using both Augmented and Virtual Reality technologies to allow medical professionals to work with 3d model representation of medical images in a different way taking advantage of new technologies

    VOICE-ACTIVATED SELFIE

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    The subject disclosure provides for an extended reality (XR) wearable device that may capture a mixed reality self-portrait and share the self-portrait to a social media platform. The disclosure concerns the problem of conveniently capturing and sharing digital self-portraits. The disclosed solution addresses the problem by configuring a set of XR smart glasses to, based on a voice command of a user, capture raw real, virtual, or mixed images; process the raw images into a self-portrait that includes real, virtual, or mixed elements; and share the self-portrait to a social media platform

    Quality assessment for virtual reality technology based on real scene

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    Virtual reality technology is a new display technology, which provides users with real viewing experience. As known, most of the virtual reality display through stereoscopic images. However, image quality will be influenced by the collection, storage and transmission process. If the stereoscopic image quality in the virtual reality technology is seriously damaged, the user will feel uncomfortable, and this can even cause healthy problems. In this paper, we establish a set of accurate and effective evaluations for the virtual reality. In the preprocessing, we segment the original reference and distorted image into binocular regions and monocular regions. Then, the Information-weighted SSIM (IW-SSIM) or Information-weighted PSNR (IW-PSNR) values over the monocular regions are applied to obtain the IW-score. At the same time, the Stereo-weighted-SSIM (SW-SSIM) or Stereo-weighted-PSNR (SW-PSNR) can be used to calculate the SW-score. Finally, we pool the stereoscopic images score by combing the IW-score and SW-score. Experiments show that our method is very consistent with human subjective judgment standard in the evaluation of virtual reality technology

    The Role of National Culture in the Strategic Use of and Investment in ICT: A Comparative Study of Japanese and Australian Organisations

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    The recent desire to apply virtual reality for e-commerce implies the need for a better understanding of this emerging medium as an approach for digitisation and marketing of product and brand. Though two-dimensional presentation media (e.g. text, images and videos) are frequently investigated in information systems research, few studies address how virtual reality can be utilised in presenting and selling products, as it only recently became affordable and accessible to consumers. Virtual reality is much more capable of enabling “presence”, the perceptual illusion of nonmediation or the feeling of being in the virtual environment instead of in the real world. This explorative study will investigate what characteristics of immersive virtual reality and its associated virtual space to digitally stimulate “presence”, and whether and how “presence” can affect online consumers’ impression of the e-retailer, interest generation and actual purchasing behaviour of products
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