12 research outputs found

    Desenvolvimento de uma Plataforma de Criação de Realidade Aumentada Online

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    TCC(graduação) - Universidade Federal de Santa Catarina. Centro Tecnológico. Engenharia de Controle e Automação.A evolução da computação e tecnologia permitiu o avanço em diversas áreas e a criação de diversas aplicações que faciltam e auxiliam a vida das pessoas. Entretanto algumas tecnologias recentes ainda não chegaram ao público em geral devido a falta de soluções simples para o usuário. A Realidade Aumentada, uma tecnologia que permite criar uma nova maneira de interação com objetos virtuais, ainda está neste etapa, necessitando uma maneira mais prática e simples para poder se difundir entre a população. Este trabalho visa apresentar o processo de criação de uma plataforma de Realidade Aumentada online, com o objetivo de tornar tal tecnologia mais acessível e fácil de utilizar, tanto para os criadores de conteúdo quanto para os usuários finais. Neste projeto utilizou-se diferentes tecnologias, arquiteturas e linguagens de programação. Para o backend, utilizou-se um servidor Apache Tomcat (JAVA) e Apache HTTP Server (PHP). Como frontend, utilizou-se HTML/CSS/Javascript e Flash (ActionScript 3). Também foi desenvolvido um sistema de importação de diferentes formatos de arquivos 3D e um visualizador de objetos 3D utilizando a biblioteca Papervision 3D do Flash, permitindo a visualização dos mesmos dentro de um web browser. Por fim, além do sistema web, foi necessário o desenvolvimento e utilização de algoritmos de processamento de imagem, para reconhecimento de padrões, identificação e obtenção de matrizes de transformação dos objetos 3D no mundo real.The evolution of computing and technology allowed the creation of several applications that improved people's lives. However some recent technologies have not yet reached the general public due to lack of simple solutions for the user. Augmented Reality, a technology that allows you to create a new way of interacting with virtual objects is still in that phase, requiring a more practical and simple way to be able to spread among the public. This project presents the process of creating an Augmented Reality Online Platform, in order to make this technology more accessible and easy to use for both content producers and users. In this project it was used different technologies, architectures and programming languages. For the backend, it was used an Apache Tomcat server (JAVA) and Apache HTTP Server (PHP). As frontend it was used HTML / CSS / Javascript and Flash (ActionScript 3). Also it was created a system to import various 3D file formats and a 3D Object viewer using the Papervision (a 3D library of Flash), allowing the visualization of 3D Objects within a web browser. Finally, it was necessary the development of different image processing algorithms for pattern recognition and calculation of transformation matrices of 3D objects in the real world

    e-DTS 2.0: A Next-Generation of a Distributed Tracking System

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    Indiana University-Purdue University Indianapolis (IUPUI)A key component in tracking is identifying relevant data and combining the data in an effort to provide an accurate estimate of both the location and the orientation of an object marker as it moves through an environment. This thesis proposes an enhancement to an existing tracking system, the enhanced distributed tracking system (e-DTS), in the form of the e-DTS 2.0 and provides an empirical analysis of these enhancements. The thesis also provides suggestions on future enhancements and improvements. When a Camera identifies an object within its frame of view, it communicates with a JINI-based service in an effort to expose this information to any client who wishes to consume it. This aforementioned communication utilizes the JINI Multicast Lookup Protocol to provide the means for a dynamic discovery of any sensors as they are added or removed from the environment during the tracking process. The client can then retrieve this information from the service and perform a fusion technique in an effort to provide an estimation of the marker's current location with respect to a given coordinate system. The coordinate system handoff and transformation is a key component of the e-DTS 2.0 tracking process as it improves the agility of the system

    Realidade aumentada móvel aplicada na navegação indoor para cadeirantes

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    Physical deficiency is an obstacle to the afflicted individual, as they are deprived from realizing routine activities, without the help of others. For many, the use of wheelchairs is fundamental to providing mobility and social inclusion. However, these individuals still come up against a series of challenges in order to improve their life quality. Among the many difficulties, one in particular is highlighted: navigation in indoor environments buildings, such as localizing the shortest and best route for arriving at a desired destination. In the context of the Information Society, the use of pervasive computation and intelligent environments have application potential in supporting navigation assisted by mobile devices. In this scenario, it is noted that there exist a sparse quantity of applications capable of attending to the special needs of wheelchair users. Therefore, this study considers the hypothesis that other technologies, such as Mobile Augmented Reality (AR), possess the potential to facilitate the navigation of wheelchair users in indoor environments. In light of the above, the main motive behind this research study is to investigate computational techniques that support the use of indoor navigation based on Mobile AR, especially those which possess total control over their upper limbs. In order to achieve such, this work study proposes an architecture to support the development of these applications. Experiments were performed with wheelchair user volunteers. These interacted with an application via touch or voice commands in order to navigate within a test environment. This environment proposes the use of navigation arrows through use of AR. The features implemented onto the proposed architecture were capable of providing significant benefits for indoor navigation. Especially, when compared to traditional techniques.Tese (Doutorado)A deficiência física é um obstáculo aos portadores, uma vez que os mesmos são privados de realizar atividades rotineiras, sem auxílio de outros. Para muitos, o uso de cadeiras de rodas é fundamental para proporcionar mobilidade e inclusão social. No entanto, cadeirantes ainda enfrentam uma série de desafios para melhorar sua qualidade de vida. Entre as muitas dificuldades, uma em especial se destaca: a navegação em ambientes internos (indoor) de edificações, tais como a localização do menor e melhor caminho para chegar ao seu destino final. No contexto da Sociedade da Informação, o uso de computação pervasiva e de ambientes inteligentes tem potencial de aplicação no apoio à navegação suportada por dispositivos móveis. Neste cenário, observa-se parca quantidade de aplicações capazes de atender as necessidades especiais de cadeirantes. Portanto, este trabalho considera a hipótese de que outras tecnologias como a Realidade Aumentada (RA) Móvel, possui potencial para facilitar a navegação de cadeirantes em ambientes fechados. Diante disso, a motivação principal desta pesquisa é investigar técnicas computacionais que suportem o uso da navegação indoor de cadeirantes, baseada na RA Móvel, especialmente os que possuem total controle dos membros superiores. Para tanto, este trabalho propõe uma arquitetura para suportar o desenvolvimento destas aplicações. Experimentos foram realizados com voluntários cadeirantes. Estes interagiram com a aplicação por meio de comandos de toque ou de voz, para navegar dentro de um ambiente de teste. Este ambiente propõe o uso de setas de navegação com o uso de RA. As características implementadas na arquitetura proposta foram capazes de proporcionar benefícios significativos para navegação indoor de cadeirantes. Principalmente, quando comparado com técnicas tradicionais. Palavras-chave: realidade aumentada móvel, navegação indoor, cadeirantes

    Augmented user interface

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    [ES] Interfaces que simulan el acceso a datos personales mediante el reconocimiento de rostro, su edición y visualización sobre la imagen del usuario a modo de realidad aumentada. A partir de estas aplicaciones se introducen otras líneas de investigación de carácter reflexivo artístico acerca de la conciencia de la identidad individual o el acceso a la misma a través del rostro y algunos trastornos que afectan a éste o a su percepción.[EN] Interfaces that simulate the access to personal data through face recognition, their edition and display upon user's image like an Augmented Reality experience. From these applications, new research lines will be introduced as an artistic approach about the awareness of individual identity, the access to it through faces and some disorders affecting to this last one or to its perceptionMayáns Martorell, J. (2012). Augmented user interface. http://hdl.handle.net/10251/27578Archivo delegad

    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

    Augmented Reality Assistance for Surgical Interventions using Optical See-Through Head-Mounted Displays

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    Augmented Reality (AR) offers an interactive user experience via enhancing the real world environment with computer-generated visual cues and other perceptual information. It has been applied to different applications, e.g. manufacturing, entertainment and healthcare, through different AR media. An Optical See-Through Head-Mounted Display (OST-HMD) is a specialized hardware for AR, where the computer-generated graphics can be overlaid directly onto the user's normal vision via optical combiners. Using OST-HMD for surgical intervention has many potential perceptual advantages. As a novel concept, many technical and clinical challenges exist for OST-HMD-based AR to be clinically useful, which motivates the work presented in this thesis. From the technical aspects, we first investigate the display calibration of OST-HMD, which is an indispensable procedure to create accurate AR overlay. We propose various methods to reduce the user-related error, improve robustness of the calibration, and remodel the calibration as a 3D-3D registration problem. Secondly, we devise methods and develop hardware prototype to increase the user's visual acuity of both real and virtual content through OST-HMD, to aid them in tasks that require high visual acuity, e.g. dental procedures. Thirdly, we investigate the occlusion caused by the OST-HMD hardware, which limits the user's peripheral vision. We propose to use alternative indicators to remind the user of unattended environment motion. From the clinical perspective, we identified many clinical use cases where OST-HMD-based AR is potentially helpful, developed applications integrated with current clinical systems, and conducted proof-of-concept evaluations. We first present a "virtual monitor'' for image-guided surgery. It can replace real radiology monitors in the operating room with easier user control and more flexibility in positioning. We evaluated the "virtual monitor'' for simulated percutaneous spine procedures. Secondly, we developed ARssist, an application for the bedside assistant in robotic surgery. The assistant can see the robotic instruments and endoscope within the patient body with ARssist. We evaluated the efficiency, safety and ergonomics of the assistant during two typical tasks: instrument insertion and manipulation. The performance for inexperienced users is significantly improved with ARssist, and for experienced users, the system significantly enhanced their confidence level. Lastly, we developed ARAMIS, which utilizes real-time 3D reconstruction and visualization to aid the laparoscopic surgeon. It demonstrates the concept of "X-ray see-through'' surgery. Our preliminary evaluation validated the application via a peg transfer task, and also showed significant improvement in hand-eye coordination. Overall, we have demonstrated that OST-HMD based AR application provides ergonomic improvements, e.g. hand-eye coordination. In challenging situations or for novice users, the improvements in ergonomic factors lead to improvement in task performance. With continuous effort as a community, optical see-through augmented reality technology will be a useful interventional aid in the near future

    Electroacústica: la expresión del gesto sonoro

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    El vínculo que existe entre la percepción sonora y la visual en entornos de creación musical ha constituido uno de los argumentos más recurrentes y naturales en cuanto a comprensión, análisis y valoración estética de una obra musical. Parámetros referentes al espacio, manipulación sensorial y cognitiva y gestualidad interpretativa, a través de dispositivos de registro e interacción, como sensores, establecen un marco renovado en los planteamientos de expresión musical. La investigación se ha realizado en 6 partes: en el ensayo O se presenta el contexto teórico, que definirá los caminos por los que discurrirá la investigación y en el que se acotarán los conceptos y planteamientos que servirán como cimiento en los siguientes 5 capítulos. Los siguientes 5 capítulos conforman la parte práctica. En el primer ensayo titulado Contrapunto Acusmático en Vivo se aborda el diseño y composición de una obra para soporte grabado (cinta) de tipo abierto en el que se cuestiona la flexibilidad y adaptabilidad de los medios fijados (fixed media) y el análisis de parámetros ajenos a la producción sonora. En este caso, una persona lee un poema asociado a una temática concreta (cultura Peranakan en Singapur). En el siguiente ensayo, TanGram, se investiga el escenario interpretativo de un cuarteto de percusión con electroacústica; en este se desarrolla una obra para 4 tam tams y 4 mandos de control remoto Wii de Nintendo, que los 4 intérpretes llevan asido al brazo y que permite explorar la gestualidad y las posibilidades expresivas en una interpretación musical para grupo instrumental con electrónica en vivo. En el tercer ensayo, Sonido Aumentado, se propone una instalación visual que reacciona al sonido y movimiento de los intérpretes de una formación jazzística; en este caso se crea un entorno sonoro de Realidad Aumentada. En el cuarto ensayo, Electroacústica y video--performanza, se investiga la creación musical electroacústica para una video--danza con un planteamiento y un perfil específico como es el site--specific. En el último ensayo, Espectromorfología y gesto visual, se investigan las concordancias y coherencias entre imagen y sonido a partir de los postulados de la espectromorfología del lenguaje electroacústico; el resultado de este ensayo dará lugar a la composición de la parte sonora de un video--documental titulado 'Manos que dan forma'.Perales Cejudo, CD. (2011). Electroacústica: la expresión del gesto sonoro [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/10686Palanci

    Entornos multimedia de realidad aumentada en el campo del arte

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    La relación ente Ciencia y Arte ha mantenido a lo largo de la historia momentos de proximidad o distanciamiento, llegando a entenderse como dos culturas diferentes, pero también se han producido situaciones interdisciplinares de colaboración e intercambio que en nuestros días mantienen como nexo común la cultura digital y el uso del ordenador. Según Berenguer (2002) desde la aparición del ordenador, científicos y artistas están encontrando un espacio común de trabajo y entendimiento. Mediante el empleo de las nuevas tecnologías, la distancia que separa ambas disciplinas es cada vez más corta. En esta tesis, cuyo título es "Entornos Multimedia de Realidad Aumentada en el Campo del Arte", se presenta una investigación teórico-práctica de la tecnología de realidad aumentada aplicada al arte y campos afines, como el edutainment (educación + entretenimiento). La investigación se ha realizado en dos bloques: en el primer bloque se trata la tecnología desde distintos factores que se han considerado relevantes para su entendimiento y funcionamiento; en el segundo se presentan un total de seis ensayos que constituyen la parte práctica de esta tesis.Portalés Ricart, C. (2008). Entornos multimedia de realidad aumentada en el campo del arte [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/3402Palanci

    Ubiquitous Tracking for Augmented Reality

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    Augmented Reality (AR) provides a natural interface to the "calm" pervasive technology anticipated in large-scale Ubiquitous Computing environments. However, the range of classic AR applications has been limited by the scope, range and cost of sensors used for tracking. Hybrid tracking approaches can go some way to extending this range. We propose an approach, called Ubiquitous Tracking, in which data from widespread and diverse heterogeneous tracking sensors is automatically and dynamically fused, and then transparently provided to applications. A formal model represents spatial relationships between objects as a graph attributed with quality-of-service parameters. This paper presents a software implementation, in which a dynamic data flow network of distributed software components is thereby constructed in response to queries and optimisation criteria specified by applications. This implementation is demonstrated using a small laboratory example, and larger setups modelled in a simulation environment
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