52 research outputs found
When Augmented Reality Met Art: Lessons Learned from Researcher-Artist Interdisciplinary Work
Over the last few years, Augmented Reality (AR) technology has quickly evolved and today there is commercial software and hardware that allow the creation of AR experiences. However, it might still be cumbersome to create rich AR experiences without a deep knowledge of the technology. Artists have collaborated with IT experts during the last few years in order to enhance artistic pieces embedding AR technology, leading to the emergence of interesting collaborations between artists and engineers, computer scientists, architects, etc. The resulting works can be referred as AR Art. However, the interdisciplinary work behind these collaborations is usually not addressed. The aim of this paper is to review some of the reported AR Art work since the AR term was first coined in 1990, focusing on collaborations between different disciplines, especially during the early years, where art and technology became one. Additionally, the author reports her own experience in contributing to AR Art from an interdisciplinary perspective
Sensores hiperespectrales aerotransportados: eliminación del efecto de deriva
En este artículo se explican los conceptos básicos de los sensores hiperespectrales rotacionales aerotransportados. Así mismo, se hace una revisión de las diferentes circunstancias causantes de los errores en la formación de las imágenes y se propone una metodología para corregirlas. A continuación, mostramos un ejemplo práctico en el que se observa cómo la consideración y eliminación del efecto de deriva permite georreferenciar con alta precisión imágenes hiperespectrales tomadas con sensores rotacionales
Live LEGO House: a Mixed Reality Game for the Edutainment
Gaming is a natural way of learning and multimedia technologies bring new possibilities in the field of edutainment. Live LEGO House in an interactive space to explore coexistence and multicultural factors through gaming based on the Mixed Reality(MXR)technology. The system consists basically on a physical/real house built with the LEGO blocks, which is enriched with different non-physical/virtual multimedia files, including sounds, videos and 3D animations with multicultural content. Children in teract with the house via two dolls, each of them having different characteristics and needs. They (children) will need to agree in some aspects in order to play the game properly, to coexist. Tactile, visual and auditory stimuli are present in the game
Entornos multimedia de realidad aumentada en el campo del arte
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
El túnel mágico
“Realidad aumentada”, se puede definir como la amplificación de la capacidad
sensorial de la percepción del mundo que nos rodea mediante el uso de dispositivos que
superponen elementos virtuales a la imagen real.
El Túnel Mágico es una aplicación de realidad aumentada basada en las librerías de
ARToolKit [1]; estas librerías son de libre distribución y se han utilizado en numerosas
aplicaciones. La mayoría de estas aplicaciones tratan de mezclar mundos y/o escenarios
nuevos, insertando elementos virtuales dentro de la realidad que nos rodea. En [3] se
puede encontrar una descripción y clasificación de diferentes sistemas de realidad
aumentada y su evolución en el tiempo.
El Túnel Mágico consta de una serie de pantallas a modo de espejo con las que
diversos usuarios pueden interactuar al verse transformados en un personaje pseudovirtual.
Estas pantallas están dispuestas linealmente, a modo de túnel, y el usuario se
puede mover por el escenario y así verse reflejado en las distintas pantallas, cada una
de ellas aportándole una nueva identidad
The Augmented User: a Wearable Augmented Reality Interface
In this paper, 'The Augmented User' project is presented, a new
Augmented Reality (AR) system based on the ARToolKit and MRXToolKit
technologies. We have developed an innovative system in which the user is visible in
the AR scenario and indispensable part of the final result: he/she is in fact the carrier
of the markers that are recognized by the system allowing his/her own
transformation; this opens the possibilities of the users that are immersed in an AR
system, being at the same time the augmented matter and the spectator. We also
introduce two interesting applications for our system: the 'changing personalities'
game and the 'image carrousel' performance, as simple examples of the multiple
applications that our system actually have. The collaborative part is also proposed
and presented, which makes the applications even more interesting. Finally, some
conclusions are presented and further work is proposed
Applying Axial Symmetries to Historical Silk Fabrics: SILKNOW's Virtual Loom
Symmetry is part of textile art in patterns and motifs that decorate fabrics, which are made by the interlacement of warp and wefts. Moreover, the 3D representation of fabrics have already been studied by some authors; however, they have not specifically dealt with preserving historical weaving techniques. In this paper, we present the SILKNOW's Virtual Loom, a tool intended to document, preserve and reproduce silk historical weaving techniques from the 15th to the 19th centuries. We focus on the symmetry function and its contribution to art history, textile conservation, and modern design. We analyzed 2028 records from Garin 1820 datasets¿a historical industry that still weaves with these techniques¿and we reconstructed some historical designs that presented different types of defects. For those images (including fabrics and drawings) that had a symmetrical axis, we applied the symmetry functionality allowing to reconstruct missing parts. Thanks to these results, we were able to verify the usefulness of the Virtual Loom for conservation, analysis and new interpretative advantages, thanks to symmetry analysis applied to historical fabrics
Video Games and Outdoor Physical Activity for the Elderly: Applications of the HybridPLAY Technology
The incorporation of the elderly into digital leisure has been especially driven by the development of games and applications that link the experience of play with beneficial effects for the user. Some of these benefits arise at a cognitive level, fostering intellectual activity of adults through playful experiences that combine audio-visual entertainment with brain training. Seniors are also engaged by active video games that use control interfaces to perform physical actions or activities, encouraging motor play. In this paper, we present the application of HybridPLAY for the elderly, a self-developed technology initially thought to transform playgrounds into scenarios for a set of interactive digital games. In this paper, we show that, although HybridPLAY was initially developed for children and teenagers, the versatile features of this technology make it appropriate also for the elderly. After having tested HybridPLAY with a small group of seniors who completed a usability test and a satisfaction questionnaire, we show that it is possible to combine playful entertainment with physical and mental activities in outdoor environments for the elderly
UNA NUEVA METODOLOGÍA PARA LA RECONSTRUCCIÓN VIRTUAL 3D FOTORREALISTA DEL YACIMIENTO ARQUEOLÓGICO “CASTELLET DE BERNABÉ” (LLIRIA, ESPAÑA)
[EN] In recent decades, the 3D virtual reconstructions and visualizations of archaeological sites have been commonly used by
scientists to better understand the missing structures. They have also been considered as an interesting communication
tool for addressing the presentation of these assets to the audiences because virtual immersive environments
presentations are an easy and meaningful way to understand the archaeological remains. However, the 3D
reconstruction of archaeological sites is challenging, because some of most of the parts of the assets do not exist
nowadays. This paper presents a methodology for the the 3D photorealistic virtual reconstruction of the Iberian
settlement Castellet de Bernabé (Llíria, Spain).[ES] En las últimas décadas, la comunidad científica utiliza las reconstrucciones visuales en 3D y las visualizaciones de los
yacimientos arqueológicos para comprender mejor las estructuras que han desaparecido. Estas técnicas también se han
considerado una herramienta de comunicación interesante para abordar la presentación de estos bienes a las
audiencias, pues las presentaciones en ambientes virtuales inmersivos son una forma fácil y significativa de entender
los yacimientos arqueológicos. Sin embargo, la reconstrucción 3D de los yacimientos arqueológicos puede suponer un
reto, ya que alguna o la mayor parte del yacimiento puede no existir en la actualidad. Este trabajo presenta una
metodología para la reconstrucción virtual 3D fotorrealística del yacimiento íbero Castellet de Bernabé (Llíria, España).Portalés Ricart, C.; Alonso-Monasterio Fernández, P.; Viñals Blasco, MJ. (2016). A NEW METHODOLOGY FOR THE 3D PHOTOREALISTIC VIRTUAL RECONSTRUCTION OF THE ARCHAEOLOGICAL SITE “CASTELLET DE BERNABÉ” (LLÍRIA, SPAIN). En 8th International congress on archaeology, computer graphics, cultural heritage and innovation. Editorial Universitat Politècnica de València. 337-339. https://doi.org/10.4995/arqueologica8.2016.3578OCS33733
Optimization of 3-DOF Parallel Motion Devices for Low-Cost Vehicle Simulators
Motion generation systems are becoming increasingly important in certain Virtual Reality (VR) applications, such as vehicle simulators. This paper deals with the analysis of the Inverse Kinematics (IK) and the reachable workspace of a three-degrees-of-freedom (3-DOF) parallel manipulator, proposing different transformations and optimizations in order to simplify its use with Motion Cueing Algorithms (MCA) for self-motion generation in VR simulators. The proposed analysis and improvements are performed on a 3-DOF heave-pitch-roll manipulator with rotational motors, commonly used for low-cost motion-based commercial simulators. The analysis has been empirically validated against a real 3-DOF parallel manipulator in our labs using an optical tracking system. The described approach can be applied to any kind of 3-DOF parallel manipulator, or even to 6-DOF parallel manipulators. Moreover, the analysis includes objective measures (safe zones) on the workspace volume that can provide a simple but efficient way of comparing the kinematic capabilities of different kinds of motion platforms for this particular application
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