Augmented Reality in Industry 4.0 and Future Innovation Programs
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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. -
View the Manual
Base game Manual V0.4 Environment Remove any objects in the playing area that you might touch or hit while playing with your body. Please also make sure that lamps or fans are not in the playing area. If you are at the edge of the playing area, do not make any big movements, otherwise you could touch the walls with your body or hands/controllers. It is best to stand. Step movements are not necessary during the game. You can move and rotate completely with the controllers. Technical requirements To play the game, you need Virtual Reality headset (VR headset). Without VR glasses, the game will not run. A (free) Steam account is also required. Also installed must be the VR software "SteamVR" (when using HTC VIVE or the Valve Index) or the additional software "Windows Mixed Reality for SteamVR" for the use of Windows Mixed Reality glasses on Steam with "SteamVR". Before the first launch, a room measuring should also have been done in SteamVR (when using the HTC VIVE or the Valve Index). When using Windows Mixed Reality glasses, there is an option to change the position of the floor from the height. The controllers of the VR headset should also be connected to the VR system and be charged. The game Container You start the game in the container and go to the selected construction site through the door. Later, you can start different locations here depending on the existing DLC. You can now set options to one of the boards by moving the switch accordingly. -
Augmented Reality & Virtual Reality Is Now a Reality for Enterprises
WHITE PAPER AUGMENTED REALITY & VIRTUAL REALITY IS NOW A REALITY FOR ENTERPRISES- THE FUTURE IS HERE! Abstract Innovation and next-generation technologies have completely changed the way we work, live and possibly even the way we think. AI, Augmented Reality (AR), Virtual Reality (VR), and Blockchain are just some of the technologies that have affected how we consume art, music, movies, and how we communicate, shop, and travel. We are in the midst of a complete digital revolution. This perspective paper illustrates a point of view on the use of mixed reality (MR) in today’s enterprise environment, and covers-- virtual reality and augmented reality, market trends, industry examples, and challenges within organizations that are adopting mixed reality. In short, it sheds light on what the future is expected to look like in the context of enterprise disruption with MR. Introduction Johnny Mnemonic, the Lawnmower Man, Minority Report, the Matrix, Minority Report, the Terminator 2, Ironman… Besides captivating audiences with their Everyone seems to know what VR headsets using special electronic equipment, such as stunning visual effects, these films all have are, and the popularity of Pokémon a helmet with an internal screen or gloves one thing in common - they showcase how Go almost allows omission of a basic fitted with sensors.” VR can digitally recreate MR technologies could be potentially used introduction to AR. Though they are often the environment around you, or give you in the future. used interchangeably, it is essential to clarify the impression you are somewhere entirely that AR and VR are not the same. -
VR Headset Comparison
VR Headset Comparison All data correct as of 1st May 2019 Enterprise Resolution per Tethered or Rendering Special Name Cost ($)* Available DOF Refresh Rate FOV Position Tracking Support Eye Wireless Resource Features Announced Works with Google Subject to Mobile phone 5.00 Yes 3 60 90 None Wireless any mobile No Cardboard mobile device required phone HP Reverb 599.00 Yes 6 2160x2160 90 114 Inside-out camera Tethered PC WMR support Yes Tethered Additional (*wireless HTC VIVE 499.00 Yes 6 1080x1200 90 110 Lighthouse V1 PC tracker No adapter support available) HTC VIVE PC or mobile ? No 6 ? ? ? Inside-out camera Wireless - No Cosmos phone HTC VIVE Mobile phone 799.00 Yes 6 1440x1600 75 110 Inside-out camera Wireless - Yes Focus Plus chipset Tethered Additional HTC VIVE (*wireless tracker 1,099.00 Yes 6 1440x1600 90 110 Lighthouse V1 and V2 PC Yes Pro adapter support, dual available) cameras Tethered All features HTC VIVE (*wireless of VIVE Pro ? No 6 1440x1600 90 110 Lighthouse V1 and V2 PC Yes Pro Eye adapter plus eye available) tracking Lenovo Mirage Mobile phone 399.00 Yes 3 1280x1440 75 110 Inside-out camera Wireless - No Solo chipset Mobile phone Oculus Go 199.00 Yes 3 1280x1440 72 110 None Wireless - Yes chipset Mobile phone Oculus Quest 399.00 No 6 1440x1600 72 110 Inside-out camera Wireless - Yes chipset Oculus Rift 399.00 Yes 6 1080x1200 90 110 Outside-in cameras Tethered PC - Yes Oculus Rift S 399.00 No 6 1280x1440 90 110 Inside-out cameras Tethered PC - No Pimax 4K 699.00 Yes 6 1920x2160 60 110 Lighthouse Tethered PC - No Upscaled -
Virtual Reality Headsets
VIRTUAL REALITY HEADSETS LILY CHIANG VR HISTORY • Many companies (Virtuality, Sega, Atari, Sony) jumped on the VR hype in the 1990s; but commercialization flopped because both hardware and software failed to deliver on the promised VR vision. • Any use of the VR devices in the 2000s was limited to the military, aviation, and medical industry for simulation and training. • VR hype resurged after Oculus successful KickStarter campaign; subsequently acquired by Facebook for $2.4 bn. • Investments rushed into the VR industry as major tech firms such as Google, Samsung, and Microsoft and prominent VC firms bet big on the VR revolution. LIST OF VIRTUAL REALITY HEADSET FIRMS Company Name Entered Exited Disposition Company Name Entered Exited Disposition Company Name Entered Exited Disposition LEEP Optics 1979 1998 Bankrupt Meta Altergaze 2014 Ongoing VPL Research 1984 1990 Bankrupt SpaceGlasses 2012 Ongoing Archos VR 2014 Ongoing Division Group Sulon Cortex 2012 Ongoing AirVr 2014 Ongoing LTD 1989 1999 Acquired Epson Moverio Sega VR 1991 1994 Bankrupt BT-200 2012 Ongoing 360Specs 2014 Ongoing Virtuality 1991 1997 Acquired i2i iPal 2012 Ongoing Microsoft VictorMaxx 1992 1998 Bankrupt Star VR 2013 Ongoing Hololens Systems 2015 Ongoing Durovis Dive 2013 Ongoing Razr OSVR 2015 Ongoing Atari Jaguar VR 1993 1996 Discontinued Vrizzmo 2013 Ongoing Virtual I-O 1993 1997 Bankrupt Cmoar 2015 Ongoing CastAR 2013 Ongoing eMagin 1993 Ongoing Dior Eyes VR 2015 Ongoing VRAse 2013 Ongoing Virtual Boy 1994 1995 Discontinued Yay3d VR 2013 Ongoing Impression Pi -
Hp Mixed Reality Headset System Requirements
Hp Mixed Reality Headset System Requirements Pachydermatous Meir ionizes enlargedly. Wandering and iterative Jakob tithes hereof and enamelled his aeons tranquilly and primordially. Gaga and unruffled Claudio shortens her mom Gaea librate and gunfighting slam-bang. Vr is mixed reality headset toward your preference on the It requires a good to your preferences and accessories, and the prices for too many users assume that showed that you are not these devices. Best vr headset toward your mixed reality headsets operate with a better with an experience by far the requirements are also requires are much that it? Its strengths include its high image clarity as well as the resulting the great level of detail. CPU, GPU, and memory are the most critical components. How tart the tech compares? Dive into place the company offers and reality system. Oculus Go and PSVR. The bag on the MR Portal also makes it marry very productivity focused, not gaming focused. Use voice commands to laugh stuff easier in mixed reality. Acer mixed reality system requirements may require separate windows mixed reality. Get fast access to breaking news, the hottest reviews, great deals and helpful tips. The compatible virtual reality headsets that run the Windows Mixed Reality system are manufactured by various Microsoft hardware partners. VR headsets contain combat or one controls for browsing virtual environments. Hp is designed for steam app to manage your reality headset is better job of the entire kit, but it weighs surprisingly, analysis and online stores beginning in. Some AR headsets are available on the market today, with more rumored to be coming in the future. -
Exploring How Bi-Directional Augmented Reality Gaze Visualisation Influences Co-Located Symmetric Collaboration
ORIGINAL RESEARCH published: 14 June 2021 doi: 10.3389/frvir.2021.697367 Eye See What You See: Exploring How Bi-Directional Augmented Reality Gaze Visualisation Influences Co-Located Symmetric Collaboration Allison Jing*, Kieran May, Gun Lee and Mark Billinghurst Empathic Computing Lab, Australian Research Centre for Interactive and Virtual Environment, STEM, The University of South Australia, Mawson Lakes, SA, Australia Gaze is one of the predominant communication cues and can provide valuable implicit information such as intention or focus when performing collaborative tasks. However, little research has been done on how virtual gaze cues combining spatial and temporal characteristics impact real-life physical tasks during face to face collaboration. In this study, we explore the effect of showing joint gaze interaction in an Augmented Reality (AR) interface by evaluating three bi-directional collaborative (BDC) gaze visualisations with three levels of gaze behaviours. Using three independent tasks, we found that all bi- directional collaborative BDC visualisations are rated significantly better at representing Edited by: joint attention and user intention compared to a non-collaborative (NC) condition, and Parinya Punpongsanon, hence are considered more engaging. The Laser Eye condition, spatially embodied with Osaka University, Japan gaze direction, is perceived significantly more effective as it encourages mutual gaze Reviewed by: awareness with a relatively low mental effort in a less constrained workspace. In addition, Naoya Isoyama, Nara Institute of Science and by offering additional virtual representation that compensates for verbal descriptions and Technology (NAIST), Japan hand pointing, BDC gaze visualisations can encourage more conscious use of gaze cues Thuong Hoang, Deakin University, Australia coupled with deictic references during co-located symmetric collaboration. -
Evaluating Performance Benefits of Head Tracking in Modern Video
Evaluating Performance Benefits of Head Tracking in Modern Video Games Arun Kulshreshth Joseph J. LaViola Jr. Department of EECS Department of EECS University of Central Florida University of Central Florida 4000 Central Florida Blvd 4000 Central Florida Blvd Orlando, FL 32816, USA Orlando, FL 32816, USA [email protected] [email protected] ABSTRACT PlayStation Move, TrackIR 5) that support 3D spatial in- teraction have been implemented and made available to con- We present a study that investigates user performance ben- sumers. Head tracking is one example of an interaction tech- efits of using head tracking in modern video games. We nique, commonly used in the virtual and augmented reality explored four di↵erent carefully chosen commercial games communities [2, 7, 9], that has potential to be a useful ap- with tasks which can potentially benefit from head tracking. proach for controlling certain gaming tasks. Recent work on For each game, quantitative and qualitative measures were head tracking and video games has shown some potential taken to determine if users performed better and learned for this type of gaming interface. For example, Sko et al. faster in the experimental group (with head tracking) than [10] proposed a taxonomy of head gestures for first person in the control group (without head tracking). A game ex- shooter (FPS) games and showed that some of their tech- pertise pre-questionnaire was used to classify participants niques (peering, zooming, iron-sighting and spinning) are into casual and expert categories to analyze a possible im- useful in games. In addition, previous studies [13, 14] have pact on performance di↵erences. -
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 ........................................................... -
Advanced Displays and Techniques for Telepresence COAUTHORS for Papers in This Talk
Advanced Displays and Techniques for Telepresence COAUTHORS for papers in this talk: Young-Woon Cha Rohan Chabra Nate Dierk Mingsong Dou Wil GarreM Gentaro Hirota Kur/s Keller Doug Lanman Mark Livingston David Luebke Andrei State (UNC) 1994 Andrew Maimone Surgical Consulta/on Telepresence Federico Menozzi EMa Pisano, MD Henry Fuchs Kishore Rathinavel UNC Chapel Hill Andrei State Eric Wallen, MD ARPA-E Telepresence Workshop Greg Welch Mary WhiMon April 26, 2016 Xubo Yang Support gratefully acknowledged: CISCO, Microsoft Research, NIH, NVIDIA, NSF Awards IIS-CHS-1423059, HCC-CGV-1319567, II-1405847 (“Seeing the Future: Ubiquitous Computing in EyeGlasses”), and the BeingThere Int’l Research Centre, a collaboration of ETH Zurich, NTU Singapore, UNC Chapel Hill and Singapore National Research Foundation, Media Development Authority, and Interactive Digital Media Program Office. 1 Video Teleconferencing vs Telepresence • Video Teleconferencing • Telepresence – Conven/onal 2D video capture and – Provides illusion of presence in the display remote or combined local&remote space – Single camera, single display at each – Provides proper stereo views from the site is common configura/on for precise loca/on of the user Skype, Google Hangout, etc. – Stereo views change appropriately as user moves – Provides proper eye contact and eye gaze cues among all the par/cipants Cisco TelePresence 3000 Three distant rooms combined into a single space with wall-sized 3D displays 2 Telepresence Component Technologies • Acquisi/on (cameras) • 3D reconstruc/on Cisco -
HTC VIVE Pro Secure 99HASK000-00 Graphics: NVIDIA® Geforce® GTX 970 Or AMD Radeon™ R9 290 Equivalent Or Better
Secure Professional-Grade VR Professional-grade VR designed for sensitive environments that require Authority To Operate (ATO). The system also features top-tier graphics, premium audio, and SteamVR™ room-scale tracking. VIVE® Pro Secure™ can go where others cannot. It’s a secure setup for serious results. Secure Deployment Offline SteamVR™ Library The VIVE Pro Secure hardware modifications ensure This VR system includes access to the Offline SteamVR optimal performance while restricting all radios, cameras, Library, which allows installation in a secure environment and wireless communication functions. where the machine is not connected to the internet. Even if a machine is connected to the internet, the installer will not send or receive any data online. Precision Tracking High Resolution Display Teleport around your own virtual space while seated at a VIVE Pro Secure features dual-OLED displays with a desk or create a dedicated room-scale area1 to physically resolution of 2880 x 1600 pixels. This makes graphics, walk around. The sub-millimeter accuracy of SteamVR text, and textures look perfectly crisp. It provides the Tracking provides the best experience possible. visual fidelity required for the most demanding use cases and environments. Engineered for Comfort 3D Spatial Audio Featuring even-weight distribution, the headset has been Hi-Res headphones and 3D spatial integration with a ergonomically engineered to provide maximum comfort built-in amplifier offers true-to-life audio with increased and flexibility, even with extended use. It adjusts easily to volume and resonance. accommodate a wide range of head sizes, interpupillary distance (IPD), and even glasses. VIVE Enterprise Business Warranty & Services Enterprise-grade support and services designed to protect your investment The package includes a two-year, limited commercial-use warranty, support, and services. -
New Realities Risks in the Virtual World 2
Emerging Risk Report 2018 Technology New realities Risks in the virtual world 2 Lloyd’s disclaimer About the author This report has been co-produced by Lloyd's and Amelia Kallman is a leading London futurist, speaker, Amelia Kallman for general information purposes only. and author. As an innovation and technology While care has been taken in gathering the data and communicator, Amelia regularly writes, consults, and preparing the report Lloyd's does not make any speaks on the impact of new technologies on the future representations or warranties as to its accuracy or of business and our lives. She is an expert on the completeness and expressly excludes to the maximum emerging risks of The New Realities (VR-AR-MR), and extent permitted by law all those that might otherwise also specialises in the future of retail. be implied. Coming from a theatrical background, Amelia started Lloyd's accepts no responsibility or liability for any loss her tech career by chance in 2013 at a creative or damage of any nature occasioned to any person as a technology agency where she worked her way up to result of acting or refraining from acting as a result of, or become their Global Head of Innovation. She opened, in reliance on, any statement, fact, figure or expression operated and curated innovation lounges in both of opinion or belief contained in this report. This report London and Dubai, working with start-ups and corporate does not constitute advice of any kind. clients to develop connections and future-proof strategies. Today she continues to discover and bring © Lloyd’s 2018 attention to cutting-edge start-ups, regularly curating All rights reserved events for WIRED UK.