923 resultados para Augmented Reality, Location Awareness, CSCW, Cooperation,Distributed System


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Nel 2011, circa 5 milioni di persone usavano regolarmente applicativi mobi-le basati su qualche forma di realtà aumentata. Secondo alcune previsioni entro il 2020 servizi che sfruttano questa tecnologia avranno una base di utenti che rasenta un settimo della popolazione mondiale, rendendo di fatto la realtà aumentata l’ottavo mezzo di comunicazione di massa dopo la stampa, l’audio registrato, il cinema, la radio, la televisione, internet ed infine i servizi multimediali mobile. La tesi si propone di illustrare le caratteristiche di questa tecnologia distinguendo varie tecniche e strumenti a disposizione degli sviluppatori per costruire l’esperienza di augmented reality. Entrando nel merito dello sviluppo software si analizza una architettura di riferimento proposta per sistemi di realtà aumentata e pattern per lo sviluppo dei diversi componenti. Infine vengono confrontati gli SDK oggi più diffusi cercando di evidenziarne caratteristiche comuni e peculiarità.

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Il lavoro svolto è dedicato alla realizzazione ed implementazione di un sistema distribuito "smart" per il controllo degli accessi. Il progetto sviluppato è inquadrato nel contesto di "SPOT Software", che necessita di migliorare il processo aziendale di controllo accessi e gestione presenze al fine di aumentarne usabilità ed efficienza. Saranno affrontate in generale le tematiche di Internet of Things, Smart Building, Smart City e sistemi embedded, approfondendo il ruolo delle tecnologie di comunicazione NFC e BLE, al centro di questo lavoro. Successivamente sarà discussa la progettazione di ognuno dei tre nodi del sistema, motivando le scelte tecnologiche e progettuali: Web application, Smart device e Smartphone app.

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This article deals with embodied user interfaces for handheld augmented reality games, which consist of both physical and virtual components. We have developed a number of spatial interaction techniques that optically capture the device's movement and orientation relative to a visual marker. Such physical interactions in 3-D space enable manipulative control of mobile games. In addition to acting as a physical controller that recognizes multiple game-dependent gestures, the mobile device augments the camera view with graphical overlays. We describe three game prototypes that use ubiquitous product packaging and other passive media as backgrounds for handheld augmentation. The prototypes can be realized on widely available off-the-shelf hardware and require only minimal setup and infrastructure support.

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Intraoperative laparoscopic calibration remains a challenging task. In this work we present a new method and instrumentation for intraoperative camera calibration. Contrary to conventional calibration methods, the proposed technique allows intraoperative laparoscope calibration from single perspective observations, resulting in a standardized scheme for calibrating in a clinical scenario. Results show an average displacement error of 0.52 ± 0.19 mm, indicating sufficient accuracy for clinical use. Additionally, the proposed method is validated clinically by performing a calibration during the surgery.

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Nowadays, a wide offer of mobile augmented reality (mAR) applications is available at the market, and the user base of mobile AR-capable devices -smartphones- is rapidly increasing. Nevertheless, likewise to what happens in other mobile segments, business models to put mAR in value are not clearly defined yet. In this paper, we focus on sketching the big picture of the commercial offer of mAR applications, in order to inspire a posterior analysis of business models that may successfully support the evolution of mAR. We have gathered more than 400 mAR applications from Android Market, and analyzed the offer as a whole, taking into account some technology aspects, pricing schemes and user adoption factors. Results show, for example, that application providers are not expecting to generate revenues per direct download, although they are producing high-quality applications, well rated by the users.

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Descripción y evaluación de sistema de estimulación cognitiva a través de la TDT orientada a personas con enfermedad de Parkinson, con supervisión por parte de sus terapeutas de forma remota. Abstract: This paper details the full design, implementation, and validation of an e-health service in order to improve the community health care services for patients with cognitive disorders. Specifically, the new service allows Parkinson’s disease patients benefit from the possibility of doing cognitive stimulation therapy (CST) at home by using a familiar device such as a TV set. Its use instead of a PC could be a major advantage for some patients whose lack of familiarity with the use of a PC means that they can do therapy only in the presence of a therapist. For these patients this solution could bring about a great improvement in their autonomy. At the same time, this service provides therapists with the ability to conduct follow-up of therapy sessions via the web,benefiting from greater and easier control of the therapy exercises performed by patients and allowing them to customize new exercises in accordance with the particular needs of each patient. As a result, this kind of CST is considered to be a complement of other therapies oriented to the Parkinson patients. Furthermore, with small changes, the system could be useful for patients with a different cognitive disease such as Alzheimer’s or mild cognitive impairment.

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Augmented reality (AR) commonly uses markers for detection and tracking. Such multimedia applications associate each marker with a virtual 3D model stored in the memory of the camera-equipped device running the application. Application users are limited in their interactions, which require knowing how to design and program 3D objects. This generally prevents them from developing their own entertainment AR applications. The Magic Cards application solves this problem by offering an easy way to create and manage an unlimited number of virtual objects that are encoded on special markers.

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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.

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The last generation of consumer electronic devices is endowed with Augmented Reality (AR) tools. These tools require moving object detection strategies, which should be fast and efficient, to carry out higher level object analysis tasks. We propose a lightweight spatio-temporal-based non-parametric background-foreground modeling strategy in a General Purpose Graphics Processing Unit (GPGPU), which provides real-time high-quality results in a great variety of scenarios and is suitable for AR applications.