18,917 research outputs found

    Android Battle Game Based on Augmented Reality with 2D Object Marker

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    This research develops the game by applying the Augmented Reality (AR) system in making games. Similar games that have been observed have a weakness where the Augmented Reality characters that appear do not match the marker, there is no calculation of the distance between the marker card as a battle trigger, and no character has raised the urband legend. For this reason, it is necessary to make a similar game by applying the Based Tracking Marker technique by calculating the distance of action between two markers by raising the theme of urband legend Indonesia and foreign legend legend. This research succeeded in making Multimedia battle fighting game products using the Multimedia Development Life Cycle (MDLC) method approach - Luther. Based on the tests that have been carried out, the alpha test results are functionally appropriate and from the beta testing the results of the User Acceptence Test (UAT) functionalities obtained a value of 71% declared feasible to use with the interpretation of "Good" which means this game is feasible and can be developed

    Augmented reality application assessment for disseminating rock art

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    [EN] Currently, marker-based tracking is the most used method to develop augmented reality (AR) applications (apps). However, this method cannot be applied in some complex and outdoor settings such as prehistoric rock art sites owing to the fact that the usage of markers is restricted on site. Thus, natural feature tracking methods have to be used. There is a wide range of libraries to develop AR apps based on natural feature tracking. In this paper, a comparative study of Vuforia and ARToolKit libraries is carried out, analysing factors such as distance, occlusion and lighting conditions that affect user experience in both indoor and outdoor environments, and eventually the app developer. Our analysis confirms that Vuforia¿s user experience indoor is better, faster and flicker-free whether the images are properly enhanced, but it does not work properly on site. Therefore, the development of AR apps for complex outdoor environments such as rock art sites should be performed with ARToolKit.The authors gratefully acknowledge the support from the Spanish Ministerio de Economia y Competitividad to the project HAR2014-59873-R. Similarly, the authors want to express their gratitude to the General Directorate of Culture and Heritage, Conselleria d'Educacio, Investigacio, Cultura i Esport, Generalitat Valenciana for letting us access and carry out research at the archaeological site.Blanco-Pons, S.; Carrión-Ruiz, B.; Lerma, JL. (2018). Augmented reality application assessment for disseminating rock art. Multimedia Tools and Applications. 78(8):10265-10286. https://doi.org/10.1007/s11042-018-6609-xS1026510286788Alahi A., Ortiz R., Vandergheynst P (2012) FREAK: fast retina keypoint. Comput Vis Pattern Recognit 510–517 . doi: https://doi.org/10.1109/CVPR.2012.6247715Amin D, Govilkar S (2015) Comparative study of augmented reality Sdk’S. 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    Computer vision methods applied to person tracking and identification

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    2013 - 2014Computer vision methods for tracking and identification of people in constrained and unconstrained environments have been widely explored in the last decades. De- spite of the active research on these topics, they are still open problems for which standards and/or common guidelines have not been defined yet. Application fields of computer vision-based tracking systems are almost infinite. Nowadays, the Aug- mented Reality is a very active field of the research that can benefit from vision-based user’s tracking to work. Being defined as the fusion of real with virtual worlds, the success of an augmented reality application is completely dependant on the efficiency of the exploited tracking method. This work of thesis covers the issues related to tracking systems in augmented reality applications proposing a comprehensive and adaptable framework for marker-based tracking and a deep formal analysis. The provided analysis makes possible to objectively assess and quantify the advantages of using augmented reality principles in heterogeneous operative contexts. Two case studies have been considered, that are the support to maintenance in an industrial environment and to electrocardiography in a typical telemedicine scenario. Advan- tages and drawback are provided as well as future directions of the proposed study. The second topic covered in this thesis relates to the vision-based tracking solution for unconstrained outdoor environments. In video surveillance domain, a tracker is asked to handle variations in illumination, cope with appearance changes of the tracked objects and, possibly, predict motion to better anticipate future positions. ... [edited by Author]XIII n.s

    APLIKASI PENGENALAN OBJEK WISATA KOTA BATAM MENGGUNAKAN MARKER AUGMENTED REALITY

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    Batam City is an island in the north of Indonesia because it is at the crossroads between countries such as Singapore, Malaysia, Vietnam, Cambodia, and Thailand, so Batam City is a business and tourist destination. To increase domestic and international tourist visits, the Batam City Government has carried out promotions in various ways such as promotions through the Batam City Culture and Tourism Office website, social media. But there is no application to promote tourist attractions in Batam City, it is necessary to build an application for recognizing tourist objects in Batam City which includes visualization of tourist objects in 3D and information about tourist objects to make it easier for tourists to choose tourist objects according to their wishes. This research developed an application to recognize tourism objects in Batam City using augmented reality markers with the application of the SDLC (System Development Life Cycle) Waterfall model method. The augmented reality (AR) technology tracking method used in this study is marker-based tracking. Based on the results of functional testing, shows that the application functions properly. The results of the user satisfaction test gave a good value so the results found that the application was very well received by users

    Analisis Metode Occlusion Based pada Augmented Reality Studi Kasus : Interaksi dengan Objek Virtual Secara Real Time Menggunakan Gerakan Marker <br> Analysis Occlusion Based Method On Augmented Reality Case Study : Real Time Interaction with Virtual Objec

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    ABSTRAKSI: Augmented Reality adalah sebuah teknologi yang memiliki lingkup utama di “visual augmentation”, penambahan objek digital dalam visualisasi. Beberapa penelitian di AR untuk menciptakan interaksi menggunakan tangan seperti deteksi gerakan[9], deteksi gaya (Gesture Based)[14], ataupun tracking marker, baik simbol[3] maupun marker warna[8]. Metode tersebut, memiliki kelebihan dan kekurangan masing-masing, namun yang menjadi masalah secara umum adalah tingginya nilai komputasi yang dibutuhkan. Salah satu metode interaksi yang menarik di AR adalah metode Occlusion Based[6]. Secara komputasi, metode ini memiliki nilai yang rendah. Namun metode ini hanya mendukung interaksi dua dimensi dan membutuhkan jumlah marker yang cukup banyak. Pada tugas akhir diterapkan metode Occlusion Based bukan pada marker namun pada objek di sistem AR, untuk membangun sistem dengan nilai komputasi yang relatif rendah. Akan digunakan beberapa marker untuk mengacu pada banyak objek agar bisa diterapkan interaksi fisik dengan skenario pengguna dapat memilih dan menggerakkan objek virtual secara Real Time. Metode Occlusion Based ini dapat digunakan untuk mendefinisikan interaksi untuk permainan catur di sistem AR walaupun hanya digunakan acuan dua dimensi, dengan performansi yang cukup baik dalam akurasi pendefinisian interaksi dan nilai frame per second-nya cukup baik yaitu diatas 25 fps.Kata Kunci : Augmented Reality, AR, Interaksi, Occlusion, Occlusion Based, MultiABSTRACT: Augmented Reality is a technology that support for visual augmentation, augmenting digital object in visualization. Some of AR research creating interaction using hands such as motion detection[9]. Gesture based[14], or tracking marker, not only using symbol[3] but also using colour[8]. That methods, having their strength and weakness, but overall the problem is the requirement of computation level. Occlusion Based method is one of interesting method in AR. In computation level, this method have a low level. But, its only support for two dimension level interaction, and need much marker for implement.This final project instead of implementing Occlusion Based method in marker, it implemented on digital object in AR system for establishing low level computation. Using some marker that related to some digital object in purpose physical interaction for choosing and moving digital object can be implemented in realtime system.Occlusion Based method be able for define interaction in chess game in AR system. Eventhough only support two dimension, it has good performance in accuration for defining the interaction and good frame per second value which value is 25 fps.Keyword: Augmented Reality, AR, Interaction, Occlusion, Occlusion Based

    Rancang Bangun Aplikasi Augmented Reality Card Traspostasi Berbasis Android

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    Selama ini pengenalan trasportasi masih melalui metode konvensional dengan menggunakan media buku, majalah atau internet. Hal ini dirasakan masih kurang maksimal, karena visualisasinya masih berupa gambar 2 Dimensi dan juga jika dilihat secara langsung munkin akan terdapat beberapa batasan karena alat transportasi tersebut berada di area terbatas. Penelitian memiliki tujuan untuk mengembangkan aplikasi augmented reality berbasis android yang digunakan sebagai media pengenalan alat trasportasi yang dapat menpilkan objek dalam bentuk 3 dimensi dan beseta informasi alat transportasi tersebut. Metode deteksi yang digunakan pada aplikasi ini adalah marker-based tracking. Untuk mengoprasikan aplikasi ini pengguna memiliki marker card yang berfungsi sebagai deteksi. Pengujian aplikasi di perangkat android dilakukan dengan blackbox testing untuk mengetahui kebutuhan dan spesifikasi software. Hasil temuan menunjukan teknologi AR pada AR card trasportasi dapat rancang menjadi lebih interaktif. &nbsp; Abstract:&nbsp;So far, the introduction of transportation is still through conventional methods using books, magazines or the internet. It is felt that this is still not optimal, because the visualization is still in the form of a 2-dimensional image and also when viewed directly there will be some limitations because the means of transportation are in a limited area. The aim of this research is to develop an android-based augmented reality application that is used as a medium for introducing transportation tools that can display objects in 3-dimensional form and along with information on this transportation equipment at PAUD Pratama Widya Pasraman Surya Dhyana Kresna. The detection method used in this application is marker-based tracking. To operate this application the user has a marker card that functions as a detection. Testing applications on android devices is done by blackbox testing to find out software requirements and specifications. The findings show that AR technology on AR card transportation can be designed to be more interactive

    Augmented reality using Natural Feature Tracking (NFT) method for learning media of makharijul huruf

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    Makharijul huruf is the place of the letter hijaiyah (Arabic letters) from alif to ya. If someone mistakes in reciting a letter on al-Qur'an then the meaning of the word or sentence may be different from the meaning of the original word. Few learning media that provides information about makharijul huruf such as school academic books, books of tajwid al- Qur'an, etc. However, to make terms of visual and audio clearer we can use augmented reality technology as a learning media. Augmented reality for makharijul huruf requires a marker of hijaiyah in printing form. Tracking marker in this research using Natural Feature Tracking (NFT) method. In the application of learning this makharijul huruf will produce a 3D object visualization of the oral organs and audio sounds hijaiyah letters and explanations about makharijul huruf. The results of black box testing and beta testing states that this application can be accepted by users by obtaining a percentage of 91%. It can be concluded that applications built functionally have produced results as expected

    Augmented Reality Markerless Multi-Image Outdoor Tracking System for the Historical Buildings on Parliament Hill

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    [EN] Augmented Reality (AR) applications have experienced extraordinary growth recently, evolving into a well-established method for the dissemination and communication of content related to cultural heritage¿including education. AR applications have been used in museums and gallery exhibitions and virtual reconstructions of historic interiors. However, the circumstances of an outdoor environment can be problematic. This paper presents a methodology to develop immersive AR applications based on the recognition of outdoor buildings. To demonstrate this methodology, a case study focused on the Parliament Buildings National Historic Site in Ottawa, Canada has been conducted. The site is currently undergoing a multiyear rehabilitation program that will make access to parts of this national monument inaccessible to the public. AR experiences, including simulated photo merging of historic and present content, are proposed as one tool that can enrich the Parliament Hill visit during the rehabilitation. Outdoor AR experiences are limited by factors, such as variable lighting (and shadows) conditions, caused by changes in the environment (objects height and orientation, obstructions, occlusions), the weather, and the time of day. This paper proposes a workflow to solve some of these issues from a multi-image tracking approach.This work has been developed under the framework of the New Paradigms/New Tools for Heritage Conservation in Canada, a project funded through the Social Sciences and Humanities Research Council of Canada (SSHRC).Blanco-Pons, S.; Carrión-Ruiz, B.; Duong, M.; Chartrand, J.; Fai, S.; Lerma, JL. (2019). Augmented Reality Markerless Multi-Image Outdoor Tracking System for the Historical Buildings on Parliament Hill. 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