976 resultados para Realtà Aumentata Augmented Reality App Vuforia Image Targeting Unity XCode iOS


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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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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.

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Early education is a key element for the future success of students in the education system. This work analyzes the feasibility of using augmented reality contents with preschool students (four and five years old) as a tool for improving their learning process. A quasi experimental design based on a nonequivalent groups posttest-only design was used. A didactic unit has been developed around the topic “animals” by the participant teachers. The control group followed all the didactic activities defined in the developed didactic materials, while the experimental group was provided in addition with some augmented reality contents. Results show improved learning outcomes in the experimental group with respect to the control group.

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Доклад, поместен в сборника на Националната конференция "Образованието в информационното общество", Пловдив, май, 2012 г.

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Augmented reality is the latest among information technologies in modern electronics industry. The essence is in the addition of advanced computer graphics in real and/or digitized images. This paper gives a brief analysis of the concept and the approaches to implementing augmented reality for an expanded presentation of a digitized object of national cultural and/or scientific heritage. ACM Computing Classification System (1998): H.5.1, H.5.3, I.3.7.

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Shadows and illumination play an important role when generating a realistic scene in computer graphics. Most of the Augmented Reality (AR) systems track markers placed in a real scene and retrieve their position and orientation to serve as a frame of reference for added computer generated content, thereby producing an augmented scene. Realistic depiction of augmented content with coherent visual cues is a desired goal in many AR applications. However, rendering an augmented scene with realistic illumination is a complex task. Many existent approaches rely on a non automated pre-processing phase to retrieve illumination parameters from the scene. Other techniques rely on specific markers that contain light probes to perform environment lighting estimation. This study aims at designing a method to create AR applications with coherent illumination and shadows, using a textured cuboid marker, that does not require a training phase to provide lighting information. Such marker may be easily found in common environments: most of product packaging satisfies such characteristics. Thus, we propose a way to estimate a directional light configuration using multiple texture tracking to render AR scenes in a realistic fashion. We also propose a novel feature descriptor that is used to perform multiple texture tracking. Our descriptor is an extension of the binary descriptor, named discrete descriptor, and outperforms current state-of-the-art methods in speed, while maintaining their accuracy.

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Målet med detta projekt är att ta fram en applikationsprototyp för Androidenheter som ska locka användare av applikationen till och tillbaka till broparken i Skönsberg med hjälp av augmented-reality. Applikationen ska känna av om användaren befinner sig inom eller utanför parkens område och visa olika bilder/modeller på specifika GPS-koordinater i det digitala lagret beroende på användarens positionering. Arbetet har genomförts i samarbete med Dohi på uppdrag av Sundsvalls kommun där regelbundna möten hafts med uppdragsgivaren. Utvecklingen av applikationen sker i PhoneGap med Wikitude-plugin. Projektet har resulterat i en applikationsprototyp som använder ActionRanges, som är en typ av GeoFence, för att presentera olika bilder hämtade från en egen server i det digitala lagret beroende på användarens position. Användarna har inom parkens område möjlighet att själv påverka de bilder som visas i det digitala lagret genom att i applikationen ta en bild som laddas upp till servern där bilderna lagras och där bilden som tagits även visar det digitala lagret.

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Augmented Reality (AR) is currently gaining popularity in multiple different fields. However, the technology for AR still requires development in both hardware and software when considering industrial use. In order to create immersive AR applications, more accurate pose estimation techniques to define virtual camera location are required. The algorithms for pose estimation often require a lot of processing power, which makes robust pose estimation a difficult task when using mobile devices or designated AR tools. The difficulties are even larger in outdoor scenarios where the environment can vary a lot and is often unprepared for AR. This thesis aims to research different possibilities for creating AR applications for outdoor environments. Both hardware and software solutions are considered, but the focus is more on software. The majority of the thesis focuses on different visual pose estimation and tracking techniques for natural features. During the thesis, multiple different solutions were tested for outdoor AR. One commercial AR SDK was tested, and three different custom software solutions were developed for an Android tablet. The custom software solutions were an algorithm for combining data from magnetometer and a gyroscope, a natural feature tracker and a tracker based on panorama images. The tracker based on panorama images was implemented based on an existing scientific publication, and the presented tracker was further developed by integrating it to Unity 3D and adding a possibility for augmenting content. This thesis concludes that AR is very close to becoming a usable tool for professional use. The commercial solutions currently available are not yet ready for creating tools for professional use, but especially for different visualization tasks some custom solutions are capable of achieving a required robustness. The panorama tracker implemented in this thesis seems like a promising tool for robust pose estimation in unprepared outdoor environments.

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The adoption of Augmented Reality (AR) technologies can make the provision of field services to industrial equipment more effective. In these situations, the cost of deploying skilled technicians in geographically dispersed locations must be accurately traded off with the risks of not respecting the service level agreements with the customers. This paper, through the case study of a leading OEM in the production printing industry, presents the challenges that have to be faced in order to favour the adoption of a particular kind of AR named Mobile Collaborative Augmented Reality (MCAR). In particular, this study uses both qualitative and quantitative research. Firstly, a demonstration to show how MCAR can support field service was settled in order to achieve information about the use experience of the people involved. Then, the entire field force of Océ Italia – Canon Group was surveyed in order to investigate quantitatively the technicians’ perceptions about the usefulness and ease of use of MCAR, as well as their intentions to use this technology.

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Part 13: Virtual Reality and Simulation

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The purpose of the air traffic management system is to ensure the safe and efficient flow of air traffic. Therefore, while augmenting efficiency, throughput and capacity in airport operations, attention has rightly been placed on doing it in a safe manner. In the control tower, many advances in operational safety have come in the form of visualization tools for tower controllers. However, there is a paradox in developing such systems to increase controllers' situational awareness: by creating additional computer displays, the controller's vision is pulled away from the outside view and the time spent looking down at the monitors is increased. This reduces their situational awareness by forcing them to mentally and physically switch between the head-down equipment and the outside view. This research is based on the idea that augmented reality may be able to address this issue. The augmented reality concept has become increasingly popular over the past decade and is being proficiently used in many fields, such as entertainment, cultural heritage, aviation, military & defense. This know-how could be transferred to air traffic control with a relatively low effort and substantial benefits for controllers’ situation awareness. Research on this topic is consistent with SESAR objectives of increasing air traffic controllers’ situation awareness and enable up to 10 % of additional flights at congested airports while still increasing safety and efficiency. During the Ph.D., a research framework for prototyping augmented reality tools was set up. This framework consists of methodological tools for designing the augmented reality overlays, as well as of hardware and software equipment to test them. Several overlays have been designed and implemented in a simulated tower environment, which is a virtual reconstruction of Bologna airport control tower. The positive impact of such tools was preliminary assessed by means of the proposed methodology.

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Già da qualche anno si è stati introdotti alla possibilità di vivere in un mondo virtuale; basta indossare un paio di visori di realtà aumentata, virtuale e mista che riproducono nell’ambiente circostante oggetti che fisicamente non esistono. Negli ultimi mesi, inoltre, questa possibilità sta diventando sempre più concreta con l’introduzione, da parte dei colossi dell’informatica, del concetto di "Metaverso": un universo parallelo completamente digitale dove sarà possibile svolgere ogni attività sociale. L’obiettivo di questa tesi è quello di contribuire in piccola parte a questo enorme progetto creando una modalità di interazione tra utenti virtuale ma che si basa su comportamenti del tutto reali. A questo proposito il titolo dell’elaborato è: \textit{“B-R1ING MoCap: registrazione e riproduzione dei movimenti umani su avatar 3D in realtà aumentata”}. Lo scopo del progetto è quello di permettere a una persona di registrare un video in cui c’è un soggetto in movimento, salvare i movimenti del soggetto in un pacchetto dati e infine riprodurlo su un \textit{avatar} 3D che viene fatto agire in realtà aumentata. Il tutto farà parte di un’applicazione “social network” che permette l’interazione tra utenti in questo modo. Un utente può quindi registrare i movimenti umani e inviarli ad un altro utente che può riprodurre il messaggio in realtà aumentata tramite il suo smartphone. Viene introdotto così un nuovo tipo di comunicazione digitale indiretta passando dalla comunicazione scritta, ormai salda da decenni nei messaggi, alla comunicazione orale, introdotta da qualche anno tramite i messaggi vocali, alla comunicazione gestuale resa possibile dal lavoro in oggetto. Le fasi principali del progetto sono state due: una in cui, dopo aver individuato la tecnica migliore, è stato effettuato il "motion capture", un’altra in cui il movimento registrato è stato trasformato in animazione per un soggetto 3D che viene visualizzata in realtà aumentata.