6 research outputs found

    Einsatz von OpenGL in AREA

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    Zur Darstellung grafischer Objekte auf einem Display gibt es Spezifikationen wie OpenGL, die speziell für diese Aufgabe konzipiert sind. Diese Arbeit hat sich das Ziel gesetzt, die bereits implementierte Applikation AREA zu überarbeiten und mithilfe von OpenGL umzusetzen. Im ersten Teil wird der Begriff des Augmented Reality erläutert sowie die Funktionalitäten von AREA aufgezeigt. Im zweiten Teil wird die Umsetzung von AREA durch das schrittweise Zusammensetzen der verschiedenen grafischen Komponenten, die auf dem Display angezeigt werden, geschildert. Wie mit OpenGL grafische Objekte erzeugt und auf dem Display dargestellt werden, wird in einem einleitendem Beispiel vorgestellt. Der Aufbau der verschiedenen grafischen Komponenten von AREA wird mithilfe von Skizzen veranschaulicht und die für das Generieren der Komponenten entwickelten Algorithmen erläutert. Durch komprimierte Listings mit Programmcode wird verdeutlicht, wie die verschiedenen grafischen Komponenten generiert und letztendlich auf dem Display dargestellt werden

    The AREA Algorithm Framework Enabling Location-based Mobile Augmented Reality Applications

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    The dramatically increased computational capabilities of mobile devices have leveraged the opportunities for mobile application engineers. Respective scenarios, in which these opportunities can be exploited, emerge almost per day. In this context, mobile augmented reality applications play an important role in many business scenarios. In the automotive domain, they are mainly used to provide car customers with new experiences. For example, customers can use their own mobile device to experience the interior of a car by moving the mobile device around. The device’s camera then detects interior parts and shows additional information to the customer within the camera view. Although the computational capabilities have been increased, the realization of such mobile augmented reality applications is still a complex endeavor. In particular, the different mobile operating systems and their peculiarities must be carefully considered. In the AREA (Augmented Reality Engine Application) project, a powerful kernel was realized that enables location-based mobile augmented reality applications. This kernel, in turn, mainly focuses on robustness and performance. In addition, it provides a flexible architecture that fosters the development of individual location-based mobile augmented reality applications. As many aspects have to be considered to implement individual applications based on top of AREA, this paper provides the first comprehensive overview of the entire algorithm framework. Moreover, a recently realized algorithm and new features will be presented. To demonstrate the applicability of the kernel, its features are applied in the context of various mobile applications. As the major lesson learned, powerful mobile augmented reality applications can be efficiently run on present mobile operating systems and be effectively realized by engineers using AREA. We consider such mobile frameworks as being crucial to provide more generic concepts that are able to abstract from the peculiarities of the underlying mobile operating system and to support mobile application developers more properly

    Enabling Tracks in Location-Based Smart Mobile Augmented Reality Applications

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    To assist users through contemporary mobile technology is demanded in a multitude of scenarios. Interestingly, more and more users crave for mobile assistance in their leisure time. Consequently, the number of mobile applications that support leisure activities increases significantly. Mobile augmented reality applications constitute an example for user assistance that is welcome in these scenarios. In the AREA (Augmented Reality Engine Application) project, we developed a kernel that enables sophisticated location-based mobile augmented reality applications. On top of this kernel, various projects were realized. In many of these projects, a feature to enable tracks was demanded. Tracks, for example, may assist users in the context of mountaineering. The development of an AREA algorithm that enables track handling requires new concepts that are presented in this paper. To demonstrate the performance of the developed algorithm, also results of an experiment are presented. As a lesson learned, mobile augmented reality applications that want to make use of the new algorithm can be efficiently run on present mobile operating systems and be effectively realized by engineers using the AREA framework. Altogether, the new track feature is another valuable step for AREA towards a comprehensive location-based mobile augmented reality framework

    Flexible development of location-based mobile augmented reality applications with AREA

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    Mobile applications have garnered a lot of attention in the last years. The computational capabilities of mobile devices are the mainstay to develop completely new application types. The provision of augmented reality experiences on mobile devices paves one alley in this feld. For example, in the automotive domain, augmented reality applications are used to experience, inter alia, the interior of a car by moving a mobile device around. The device’s camera then detects interior parts and shows additional information to the customer within the camera view. Another application type that is increasingly utilized is related to the combination of serious games with mobile augmented reality functions. Although the latter combination is promising for many scenarios, technically, it is a complex endeavor. In the AREA (Augmented Reality Engine Application) project, a kernel was implemented that enables location-based mobile augmented reality applications. Importantly, this kernel provides a fexible architecture that fosters the development of individual location-based mobile augmented reality applications. The work at hand shows the fexibility of AREA based on a developed serious game. Furthermore, the algorithm framework and major features of it are presented. As the conclusion of this paper, it is shown that mobile augmented reality applications require high development eforts. Therefore, fexible frameworks like AREA are crucial to develop respective applications in a reasonable time

    Konzeption und Realisierung eines Serious Games für mobile Devices zur Unterstützung bei der Geräuschlokalisation für Tinnituspatienten

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    In dieser Arbeit soll ein Spiel entwickelt werden, das zum Testen und Messen des Gehörs als Orientierungssinn angewendet werden kann. Ziel des Spiels ist die Lokalisierung eines bestimmten Geräusches neben weiteren Störgeräuschen. Für die grafische Umsetzung wird mit OpenGL gearbeitet. Es wird genauer auf die OpenAL Spezifikation eingegangen, mit welcher der akustische Teil erarbeitet wird. Zu Beginn wird der Aufbau und Ablauf des Spiels erklärt. Anschließend werden die grafische Oberfläche und die Soundkulisse erzeugt. Es folgt eine Erläuterung der für das Spiel benötigten Datenstrukturen. Es wird gezeigt, wie diese Datenstrukturen in den lokalen Speicher geladen werden können. Zum Schluss wird das eigentliche Spiel aufgebaut und die grafische und akustische Kulisse entsprechend angepasst
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