Near-Eye Display and Tracking Technologies for Virtual and Augmented Reality
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A Review About Augmented Reality Tools and Developing a Virtual Reality Application
Academic Journal of Science, CD-ROM. ISSN: 2165-6282 :: 03(02):139–146 (2014) $5(9,(:$%287$8*0(17('5($/,7<722/6$1' '(9(/23,1*$9,578$/5($/,7<$33/,&$7,21%$6('21 ('8&$7,21 0XVWDID8ODVDQG6DID0HUYH7DVFL )LUDW8QLYHULVLW\7XUNH\ Augmented Reality (AR) is a technology that gained popularity in recent years. It is defined as placement of virtual images over real view in real time. There are a lot of desktop applications which are using Augmented Reality. The rapid development of technology and easily portable mobile devices cause the increasing of the development of the applications on the mobile device. The elevation of the device technology leads to the applications and cause the generating of the new tools. There are a lot of AR Tool Kits. They differ in many ways such as used methods, Programming language, Used Operating Systems, etc. Firstly, a developer must find the most effective tool kits between them. This study is more of a guide to developers to find the best AR tool kit choice. The tool kit was examined under three main headings. The Parameters such as advantages, disadvantages, platform, and programming language were compared. In addition to the information is given about usage of them and a Virtual Reality application has developed which is based on Education. .H\ZRUGV Augmented reality, ARToolKit, Computer vision, Image processing. ,QWURGXFWLRQ Augmented reality is basically a snapshot of the real environment with virtual environment applications that are brought together. Basically it can be operated on every device which has a camera display and operation system. -
Automated Staging for Virtual Cinematography Amaury Louarn, Marc Christie, Fabrice Lamarche
Automated Staging for Virtual Cinematography Amaury Louarn, Marc Christie, Fabrice Lamarche To cite this version: Amaury Louarn, Marc Christie, Fabrice Lamarche. Automated Staging for Virtual Cinematography. MIG 2018 - 11th annual conference on Motion, Interaction and Games, Nov 2018, Limassol, Cyprus. pp.1-10, 10.1145/3274247.3274500. hal-01883808 HAL Id: hal-01883808 https://hal.inria.fr/hal-01883808 Submitted on 28 Sep 2018 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. Automated Staging for Virtual Cinematography Amaury Louarn Marc Christie Fabrice Lamarche IRISA / INRIA IRISA / INRIA IRISA / INRIA Rennes, France Rennes, France Rennes, France [email protected] [email protected] [email protected] Scene 1: Camera 1, CU on George front screencenter and Marty 3/4 backright screenleft. George and Marty are in chair and near bar. (a) Scene specification (b) Automated placement of camera and characters (c) Resulting shot enforcing the scene specification Figure 1: Automated staging for a simple scene, from a high-level language specification (a) to the resulting shot (c). Our system places both actors and camera in the scene. Three constraints are displayed in (b): Close-up on George (green), George seen from the front (blue), and George screencenter, Marty screenleft (red). -
Architectural Model for an Augmented Reality Based Mobile Learning Application Oluwaranti, A
Journal of Multidisciplinary Engineering Science and Technology (JMEST) ISSN: 3159-0040 Vol. 2 Issue 7, July - 2015 Architectural Model For An Augmented Reality Based Mobile Learning Application Oluwaranti, A. I., Obasa A. A., Olaoye A. O. and Ayeni S. Department of Computer Science and Engineering Obafemi Awolowo University Ile-Ife, Nigeria [email protected] Abstract— The work developed an augmented students. It presents a model to utilize an Android reality (AR) based mobile learning application for based smart phone camera to scan 2D templates and students. It implemented, tested and evaluated the overlay the information in real time. The model was developed AR based mobile learning application. implemented and its performance evaluated with This is with the view to providing an improved and respect to its ease of use, learnability and enhanced learning experience for students. effectiveness. The augmented reality system uses the marker- II. LITERATURE REVIEW based technique for the registration of virtual Augmented reality, commonly referred to as AR contents. The image tracking is based on has garnered significant attention in recent years. This scanning by the inbuilt camera of the mobile terminology has been used to describe the technology device; while the corresponding virtual behind the expansion or intensification of the real augmented information is displayed on its screen. world. To “augment reality” is to “intensify” or “expand” The recognition of scanned images was based on reality itself [4]. Specifically, AR is the ability to the Vuforia Cloud Target Recognition System superimpose digital media on the real world through (VCTRS). The developed mobile application was the screen of a device such as a personal computer or modeled using the Object Oriented modeling a smart phone, to create and show users a world full of techniques. -
Virtual Cinematography Using Optimization and Temporal Smoothing
Virtual Cinematography Using Optimization and Temporal Smoothing Alan Litteneker Demetri Terzopoulos University of California, Los Angeles University of California, Los Angeles [email protected] [email protected] ABSTRACT disagree both on how well a frame matches a particular aesthetic, We propose an automatic virtual cinematography method that takes and on the relative importance of aesthetic properties in a frame. a continuous optimization approach. A suitable camera pose or path As such, virtual cinematography for scenes that are planned is determined automatically by computing the minima of an ob- before delivery to the viewer, such as with 3D animated films made jective function to obtain some desired parameters, such as those popular by companies such as Pixar, is generally solved manu- common in live action photography or cinematography. Multiple ally by a human artist. However, when a scene is even partially objective functions can be combined into a single optimizable func- unknown, such as when playing a video game or viewing a pro- tion, which can be extended to model the smoothness of the optimal cedurally generated real-time animation, some sort of automatic camera path using an active contour model. Our virtual cinematog- virtual cinematography system must be used. raphy technique can be used to find camera paths in either scripted The type of system with which the present work is concerned or unscripted scenes, both with and without smoothing, at a rela- uses continuous objective functions and numerical optimization tively low computational cost. solvers. As an optimization problem, virtual cinematography has some difficult properties: it is generally nonlinear, non-convex, CCS CONCEPTS and cannot be efficiently expressed in closed form. -
Virtual and Augmented Reality
Virtual and Augmented Reality Virtual and Augmented Reality: An Educational Handbook By Zeynep Tacgin Virtual and Augmented Reality: An Educational Handbook By Zeynep Tacgin This book first published 2020 Cambridge Scholars Publishing Lady Stephenson Library, Newcastle upon Tyne, NE6 2PA, UK British Library Cataloguing in Publication Data A catalogue record for this book is available from the British Library Copyright © 2020 by Zeynep Tacgin All rights for this book reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the copyright owner. ISBN (10): 1-5275-4813-9 ISBN (13): 978-1-5275-4813-8 TABLE OF CONTENTS List of Illustrations ................................................................................... x List of Tables ......................................................................................... xiv Preface ..................................................................................................... xv What is this book about? .................................................... xv What is this book not about? ............................................ xvi Who is this book for? ........................................................ xvii How is this book used? .................................................. xviii The specific contribution of this book ............................. xix Acknowledgements ........................................................... -
Augmented Reality, Virtual Reality, & Health
University of Massachusetts Medical School eScholarship@UMMS National Network of Libraries of Medicine New National Network of Libraries of Medicine New England Region (NNLM NER) Repository England Region 2017-3 Augmented Reality, Virtual Reality, & Health Allison K. Herrera University of Massachusetts Medical School Et al. Let us know how access to this document benefits ou.y Follow this and additional works at: https://escholarship.umassmed.edu/ner Part of the Health Information Technology Commons, Library and Information Science Commons, and the Public Health Commons Repository Citation Herrera AK, Mathews FZ, Gugliucci MR, Bustillos C. (2017). Augmented Reality, Virtual Reality, & Health. National Network of Libraries of Medicine New England Region (NNLM NER) Repository. https://doi.org/ 10.13028/1pwx-hc92. Retrieved from https://escholarship.umassmed.edu/ner/42 Creative Commons License This work is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 4.0 License. This material is brought to you by eScholarship@UMMS. It has been accepted for inclusion in National Network of Libraries of Medicine New England Region (NNLM NER) Repository by an authorized administrator of eScholarship@UMMS. For more information, please contact [email protected]. Augmented Reality, Virtual Reality, & Health Zeb Mathews University of Tennessee Corina Bustillos Texas Tech University Allison Herrera University of Massachusetts Medical School Marilyn Gugliucci University of New England Outline Learning Objectives Introduction & Overview Objectives: • Explore AR & VR technologies and Augmented Reality & Health their impact on health sciences, Virtual Reality & Health with examples of projects & research Technology Funding Opportunities • Know how to apply for funding for your own AR/VR health project University of New England • Learn about one VR project funded VR Project by the NNLM Augmented Reality and Virtual Reality (AR/VR) & Health What is AR and VR? F. -
Augmented Reality for Unity: the Artoolkit Package JM Vezien Jan
Augmented reality for Unity: the ARToolkit package JM Vezien Jan 2016 ARToolkit provides an easy way to develop AR applications in Unity via the ARTookit package for Unity, available for download at: http://artoolkit.org/documentation/doku.php?id=6_Unity:unity_about The installation is covered in: http://artoolkit.org/documentation/doku.php?id=6_Unity:unity_getting_started Basically, you import the package via Assets--> Import Package--> custom Package Current version is 5.3.1 Once imported, the package provides assets in the ARToolkit5-Unity hierarchy. There is also an additional ARToolkit entry in the general menu of unity. A bunch of example scenes are available for trials in ARToolkit5-Unity-->Example scenes. The simplest is SimpleScene.unity, where a red cube is attached to a "Hiro" pattern, like the simpleTest example in the original ARToolkit tutorials. The way ARToolkit for Unity organises information is simple: • The mandatory component for ARToolkit is called a ARController. Aside from managing the camera parameters (for example, selecting the video input), it also records the complete list of markers your application will use, via ARMarker scripts (one per marker). • A "Scene Root" will contain everything you need to AR display. It is a standard (usually empty) object with a AR Origin script. the rest of the scene will be children of it. • The standard camera remains basically the same, but is now driven by a specific ARCamera script. By default, the camera is a video see-through (like a webcam). • Objects to be tracked are usually "empty" geomeries (GameObject--> Create empty) to which one attaches a special AR Tracked Object script. -
Application of Augmented Reality and Robotic Technology in Broadcasting: a Survey
Review Application of Augmented Reality and Robotic Technology in Broadcasting: A Survey Dingtian Yan * and Huosheng Hu School of Computer Science and Electronic Engineering, University of Essex, Wivenhoe Park, Colchester CO4 3SQ, UK; [email protected] * Correspondence: [email protected]; Tel.: +44-1206-874092 Received: 26 May 2017; Accepted: 7 August 2017; Published: 17 August 2017 Abstract: As an innovation technique, Augmented Reality (AR) has been gradually deployed in the broadcast, videography and cinematography industries. Virtual graphics generated by AR are dynamic and overlap on the surface of the environment so that the original appearance can be greatly enhanced in comparison with traditional broadcasting. In addition, AR enables broadcasters to interact with augmented virtual 3D models on a broadcasting scene in order to enhance the performance of broadcasting. Recently, advanced robotic technologies have been deployed in a camera shooting system to create a robotic cameraman so that the performance of AR broadcasting could be further improved, which is highlighted in the paper. Keyword: Augmented Reality (AR); AR broadcasting; AR display; AR tracking; Robotic Cameraman 1. Introduction Recently, there is an optimistic prospect on installing Augmented Reality (AR) contents in broadcasting, which is customizable, dynamic and interactive. AR aims at changing the appearance of a real environment by merging virtual contents with real-world objects. Through attaching virtual content on a real-world environment, broadcasting industries avoid physically changing the appearance of a broadcasting studio. In addition, broadcasters can tell a much more detailed and compelling story through interacting with 3D virtual models rather than with verbal descriptions only. -
Calar: a C++ Engine for Augmented Reality Applications on Android Mobile Devices
CalAR: A C++ Engine for Augmented Reality Applications on Android Mobile Devices Menghe Zhang, Karen Lucknavalai, Weichen Liu, J ¨urgen P. Schulze; University of California San Diego, La Jolla, CA, USA Abstract With the development of Apple’s ARKit and Google’s AR- Core, mobile augmented reality (AR) applications have become much more popular. For Android devices, ARCore provides ba- sic motion tracking and environmental understanding. However, with current software frameworks it can be difficult to create an AR application from the ground up. Our solution is CalAR, which is a lightweight, open-source software environment to develop AR applications for Android devices, while giving the programmer full control over the phone’s resources. With CalAR, the pro- grammer can create marker-less AR applications which run at 60 Figure 1: CalAR’s software structure and dependencies frames per second on Android smartphones. These applications can include more complex environment understanding, physical accessed through the smartphone’s touch screen. simulation, user interaction with virtual objects, and interaction This article describes each component of the software system between virtual objects and objects in the physical environment. we built, and summarizes our experiences with two demonstration With CalAR being based on CalVR, which is our multi-platform applications we created with CalAR. virtual reality software engine, it is possible to port CalVR ap- plications to an AR environment on Android phones with minimal Related Work effort. We demonstrate this with the example of a spatial visual- In the early days of augmented reality applications on smart ization application. phones, fiducial markers located in the physical environment were used to estimate the phone’s 3D pose with respect to the envi- Introduction ronment. -
Augmented Reality and Its Aspects: a Case Study for Heating Systems
Augmented Reality and its aspects: a case study for heating systems. Lucas Cavalcanti Viveiros Dissertation presented to the School of Technology and Management of Bragança to obtain a Master’s Degree in Information Systems. Under the double diploma course with the Federal Technological University of Paraná Work oriented by: Prof. Paulo Jorge Teixeira Matos Prof. Jorge Aikes Junior Bragança 2018-2019 ii Augmented Reality and its aspects: a case study for heating systems. Lucas Cavalcanti Viveiros Dissertation presented to the School of Technology and Management of Bragança to obtain a Master’s Degree in Information Systems. Under the double diploma course with the Federal Technological University of Paraná Work oriented by: Prof. Paulo Jorge Teixeira Matos Prof. Jorge Aikes Junior Bragança 2018-2019 iv Dedication I dedicate this work to my friends and my family, especially to my parents Tadeu José Viveiros and Vera Neide Cavalcanti, who have always supported me to continue my stud- ies, despite the physical distance has been a demand factor from the beginning of the studies by the change of state and country. v Acknowledgment First of all, I thank God for the opportunity. All the teachers who helped me throughout my journey. Especially, the mentors Paulo Matos and Jorge Aikes Junior, who not only provided the necessary support but also the opportunity to explore a recent area that is still under development. Moreover, the professors Paulo Leitão and Leonel Deusdado from CeDRI’s laboratory for allowing me to make use of the HoloLens device from Microsoft. vi Abstract Thanks to the advances of technology in various domains, and the mixing between real and virtual worlds. -
Teaching Visual Storytelling for Virtual Production Pipelines Incorporating Motion Capture and Visual Effects
Teaching Visual Storytelling for virtual production pipelines incorporating Motion Capture and Visual Effects Gregory Bennett∗ Jan Krusey Auckland University of Technology Auckland University of Technology Figure 1: Performance Capture for Visual Storytelling at AUT. Abstract solid theoretical foundation, and could traditionally only be ex- plored through theory and examples in a lecture/lab style context. Film, television and media production are subject to consistent Particularly programs that aim to deliver content in a studio-based change due to ever-evolving technological and economic environ- environment suffer from the complexity and cost-time-constraints ments. Accordingly, tertiary teaching of subject areas such as cin- inherently part of practical inquiry into storytelling through short ema, animation and visual effects require frequent adjustments re- film production or visual effects animation. Further, due to the garding curriculum structure and pedagogy. This paper discusses a structure and length of Film, Visual Effects and Digital Design de- multifaceted, cross-disciplinary approach to teaching Visual Narra- grees, there is normally only time for a single facet of visual nar- tives as part of a Digital Design program. Specifically, pedagogical rative to be addressed, for example a practical camera shoot, or challenges in teaching Visual Storytelling through Motion Capture alternatively a visual effects or animation project. This means that and Visual Effects are addressed, and a new pedagogical frame- comparative exploratory learning is usually out of the question, and work using three different modes of moving image storytelling is students might only take a singular view on technical and creative applied and cited as case studies. Further, ongoing changes in film story development throughout their undergraduate years. -
Building the Metaverse One Open Standard at a Time
Building the Metaverse One Open Standard at a Time Khronos APIs and 3D Asset Formats for XR Neil Trevett Khronos President NVIDIA VP Developer Ecosystems [email protected]| @neilt3d April 2020 © Khronos® Group 2020 This work is licensed under a Creative Commons Attribution 4.0 International License © The Khronos® Group Inc. 2020 - Page 1 Khronos Connects Software to Silicon Open interoperability standards to enable software to effectively harness the power of multiprocessors and accelerator silicon 3D graphics, XR, parallel programming, vision acceleration and machine learning Non-profit, member-driven standards-defining industry consortium Open to any interested company All Khronos standards are royalty-free Well-defined IP Framework protects participant’s intellectual property >150 Members ~ 40% US, 30% Europe, 30% Asia This work is licensed under a Creative Commons Attribution 4.0 International License © The Khronos® Group Inc. 2020 - Page 2 Khronos Active Initiatives 3D Graphics 3D Assets Portable XR Parallel Computation Desktop, Mobile, Web Authoring Augmented and Vision, Inferencing, Machine Embedded and Safety Critical and Delivery Virtual Reality Learning Guidelines for creating APIs to streamline system safety certification This work is licensed under a Creative Commons Attribution 4.0 International License © The Khronos® Group Inc. 2020 - Page 3 Pervasive Vulkan Desktop and Mobile GPUs http://vulkan.gpuinfo.org/ Platforms Apple Desktop Android (via porting Media Players Consoles (Android 7.0+) layers) (Vulkan 1.1 required on Android Q) Virtual Reality Cloud Services Game Streaming Embedded Engines Croteam Serious Engine Note: The version of Vulkan available will depend on platform and vendor This work is licensed under a Creative Commons Attribution 4.0 International License © The Khronos® Group Inc.