129,754 research outputs found
Enabling Self-aware Smart Buildings by Augmented Reality
Conventional HVAC control systems are usually incognizant of the physical
structures and materials of buildings. These systems merely follow pre-set HVAC
control logic based on abstract building thermal response models, which are
rough approximations to true physical models, ignoring dynamic spatial
variations in built environments. To enable more accurate and responsive HVAC
control, this paper introduces the notion of "self-aware" smart buildings, such
that buildings are able to explicitly construct physical models of themselves
(e.g., incorporating building structures and materials, and thermal flow
dynamics). The question is how to enable self-aware buildings that
automatically acquire dynamic knowledge of themselves. This paper presents a
novel approach using "augmented reality". The extensive user-environment
interactions in augmented reality not only can provide intuitive user
interfaces for building systems, but also can capture the physical structures
and possibly materials of buildings accurately to enable real-time building
simulation and control. This paper presents a building system prototype
incorporating augmented reality, and discusses its applications.Comment: This paper appears in ACM International Conference on Future Energy
Systems (e-Energy), 201
Brosur Interaktif Berbasis Augmented Reality
Augmented Reality is an attempt to combine the real world and virtual world created by the computer so the boundary between real and virtual world became very thin. Head-Mounted Display (HMD) is an example of the results of research on Augmented Reality, this is the one of basic equipments in the latest technologies. Over time, Augmented Reality is growing very rapidly thus allowing the development of these applications in various sectors such as education. There are many literatures that indicate possibility of Augmented Reality in the education sector. Augmented Reality can be applied in geometry, spatial relationships between the planets and the molecular structure. The objective of this final project is create an application using brochure as media including marker on sides that identified by the camera(webcam) to display 3D object through the monitor screen using OpenGL. Trials using marker size 20 cm x 20 cm and the distance between the marker to the camera (webcam) 1 m, 1.5 m, 2 m and 2.5 m. Percentage error was found at a distance of 1 m if the tolerance of error 100mm is X error = 9%, Y error = 6%, and for the farthest distance 2.5 m is X error = 18%, Y error = 12%. Keywords : Augmented Reality, brochure, marker, OpenGL
Spatial Programming for Industrial Robots through Task Demonstration
We present an intuitive system for the programming of industrial robots using markerless gesture recognition and mobile augmented reality in terms of programming by demonstration. The approach covers gesture-based task definition and adaption by human demonstration, as well as task evaluation through augmented reality. A 3D motion tracking system and a handheld device establish the basis for the presented spatial programming system. In this publication, we present a prototype toward the programming of an assembly sequence consisting of several pick-and-place tasks. A scene reconstruction provides pose estimation of known objects with the help of the 2D camera of the handheld. Therefore, the programmer is able to define the program through natural bare-hand manipulation of these objects with the help of direct visual feedback in the augmented reality application. The program can be adapted by gestures and transmitted subsequently to an arbitrary industrial robot controller using a unified interface. Finally, we discuss an application of the presented spatial programming approach toward robot-based welding tasks
Parametric Surfaces for Augmented Architecture representation
Augmented Reality (AR) represents a growing communication channel, responding to the need to expand reality with additional information, offering easy and engaging access to digital data. AR for architectural representation allows a simple interaction with 3D models, facilitating spatial understanding of complex volumes and topological relationships between parts, overcoming some limitations related to Virtual Reality. In the last decade different developments in the pipeline process have seen a significant advancement in technological and algorithmic aspects, paying less attention to 3D modeling generation. For this, the article explores the construction of basic geometries for 3D model’s generation, highlighting the relationship between geometry and topology, basic for a consistent normal distribution. Moreover, a critical evaluation about corrective paths of existing 3D models is presented, analysing a complex architectural case study, the virtual model of Villa del Verginese, an emblematic example for topological emerged problems. The final aim of the paper is to refocus attention on 3D model construction, suggesting some "good practices" useful for preventing, minimizing or correcting topological problems, extending the accessibility of AR to people engaged in architectural representation
Projector-Based Augmentation
Projector-based augmentation approaches hold the potential of combining the advantages of well-establishes spatial virtual reality and spatial augmented reality. Immersive, semi-immersive and augmented visualizations can be realized in everyday environments – without the need for special projection screens and dedicated display configurations. Limitations of mobile devices, such as low resolution and small field of view, focus constrains, and ergonomic issues can be overcome in many cases by the utilization of projection technology. Thus, applications that do not require mobility can benefit from efficient spatial augmentations. Examples range from edutainment in museums (such as storytelling projections onto natural stone walls in historical buildings) to architectural visualizations (such as augmentations of complex illumination simulations or modified surface materials in real building structures). This chapter describes projector-camera methods and multi-projector techniques that aim at correcting geometric aberrations, compensating local and global radiometric effects, and improving focus properties of images projected onto everyday surfaces
Moving object detection strategy for augmented-reality applications in a GPGPU by using CUDA
A spatial-color-based non-parametric background-foreground modeling strategy in a GPGPU by using CUDA is proposed. This strategy is suitable for augmented-reality applications, providing real-time high-quality results in a great variety of scenarios
A tangible user interface using spatial augmented reality
In this paper, we describe the novel implementation of a tangible user interface framework, namely the MagicPad, inspired by the concept of Spatial Augmented Reality. By using an Infrared pen with any flat surface, such as a paper pad that receives projected images from a projector, a user is able to perform a variety of interactive visualization and manipulation in the 3D space. Two implementations using the MagicPad framework are presented, which include the magic lenses like interface inside a CAVE-like system and a virtual book in an art installation. ©2010 IEEE.published_or_final_versionThe 2010 IEEE Symposium on 3D User Interfaces (3DUI 2010), Waltham, MA., 20-21 March 2010. In Proceedings of 3DUI, 2010, p. 137-13
Augmented reality based real-time subcutaneous vein imaging system
A novel 3D reconstruction and fast imaging system for subcutaneous veins by augmented reality is presented. The study was performed to reduce the failure rate and time required in intravenous injection by providing augmented vein structures that back-project superimposed veins on the skin surface of the hand. Images of the subcutaneous vein are captured by two industrial cameras with extra reflective near-infrared lights. The veins are then segmented by a multiple-feature clustering method. Vein structures captured by the two cameras are matched and reconstructed based on the epipolar constraint and homographic property. The skin surface is reconstructed by active structured light with spatial encoding values and fusion displayed with the reconstructed vein. The vein and skin surface are both reconstructed in the 3D space. Results show that the structures can be precisely back-projected to the back of the hand for further augmented display and visualization. The overall system performance is evaluated in terms of vein segmentation, accuracy of vein matching, feature points distance error, duration times, accuracy of skin reconstruction, and augmented display. All experiments are validated with sets of real vein data. The imaging and augmented system produces good imaging and augmented reality results with high speed
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