XD-AR: Challenges and Opportunities in Cross-Device Augmented Reality Application Development
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Emerging Opportunities in Virtualization
TECHNOLOGY INSIGHTS FOR BUSINESS LEADERS TECHNOLOGY INSIGHTS FOR BUSINESS LEADERS www.futurum.xyz EMERGING OPPORTUNITIES IN VIRTUALIZATION 2016-2020 DANIEL NEWMAN SHELLY KRAMER OLIVIER BLANCHARD Principal Analyst Principal Analyst Senior Analyst Published: November 1, 2016. TABLE OF CONTENTS 3 Executive Summary 4 Introduction 6 Uses for Virtualization – Breakdown by category 6 Virtual Reality (VR) 8 Augmented Reality and Mixed Reality (AR) 11 Mixed Reality (MR) 13 Industrial virtualization and modeling software 14 Key Takeaways 17 Additional Resources TECHNOLOGY INSIGHTS FUTURUM PREMIUM REPORT | 2 FOR BUSINESS LEADERS EXECUTIVE SUMMARY Futurum Research provides research, insights and analysis to the market that help tie leading and emerging technology solutions to strategic business needs. The purpose behind each of our reports is to help business executives and decision-makers gain a better understanding of the technologies driving digital transformation, connect the dots between the practical business requirements of digital transformation and the forces that impact employees, customers, markets and experiences, and take appro- priate action regarding critical digital transformation opportunities. Executive Summary This report is an overview of the state of virtualization-related opportunities busi- Virtualization Technology in 2016, and fo- nesses should be aware of going into H1 cuses on Virtual Reality, Augmented Real- and H2 2017. Among them: Healthcare, ity, and industrial virtualization and mod- education, design engineering, logistics, eling software. It outlines market trends retail, enterprise collaboration, hospitali- and specific categories of uses that plot ty and travel, virtual business travel, busi- virtualization’s adoption into 2020 and ness reporting, and systems manage- beyond, and identifies some of the key ment. -
Utilizing the Google Project Tango Tablet Development Kit and the Unity Engine for Image and Infrared Data-Based Obstacle Detection for the Visually Impaired
Int'l Conf. Health Informatics and Medical Systems | HIMS'16 | 163 Utilizing the Google Project Tango Tablet Development Kit and the Unity Engine for Image and Infrared Data-Based Obstacle Detection for the Visually Impaired Rabia Jafri1, Rodrigo Louzada Campos2, Syed Abid Ali3 and Hamid R. Arabnia2 1Department of Information Technology, King Saud University, Riyadh, Saudi Arabia 2Department of Computer Science, University of Georgia, Athens, Georgia, U.S.A. 3Araware LLC, Wilmington, Delaware, U.S.A Abstract: A novel image and infrared data-based application of within a few centimeters. Its integrated infra-red based to assist visually impaired (VI) users in detecting and depth sensors also allow it to measure the distance from the avoiding obstacles in their path while independently device to objects in the real world providing depth data about navigating indoors is proposed. The application will be the objects in the form of point clouds. The depth sensors and developed for the recently introduced Google Project Tango the visual sensors are synchronized, facilitating the Tablet Development Kit equipped with a powerful graphics integration of the data from these two modalities. processor and several sensors which allow it to track its Our project aims to utilize the Project Tango tablet to motion and orientation in 3D space in real-time. It will develop a system to assist VI users in detecting and avoiding exploit the inbuilt functionalities of the Unity engine in the obstacles in their path during navigation in an indoors Tango SDK to create a 3D reconstruction of the surrounding environment. The system will exploit the inbuilt environment and to detect obstacles. -
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. -
Game Implementation in Real-Time Using the Project Tango
Senior Project Game Implementation in Real-Time using the Project Tango By: Samantha Bhuiyan Senior Advisor: Professor Kurfess June 16, 2017 Figure 1: Project Tango Device Table of Contents Abstract 3 List of Figures 4 List of Tables 5 Project Overview 6 Requirements and Features 7 System Design and Architecture 15 Validation and Evaluation 17 Conclusions 19 Citations 20 2 ABSTRACT The goal of this senior project is to spread awareness of augmented reality, which Google defines as “a technology that superimposes a computer-generated image on a user's view of the real world, thus providing a composite view.” It’s a topic that is rarely known to those outside of a technology related field or one that has vested interest in technology. Games can be ideal tools to help educate the public on any subject matter. The task is to create an augmented reality game using a “learn by doing” method. The game will introduce players to augmented reality, and thus demonstrate how this technology can be combined with the world around them. The Tango, Unity and Vuforia are the tools to be used for development. The game itself will be a coin collecting game that changes dynamically to the world around the player. 3 List of Figures Figure 1: Project Tango Device 1 Figure 2: Ceiling with an array of markers 9 Figure 3: floor with an array of markers point 10 Figure 4: Vuforia stock image used for image recognition 11 Figure 5: Initial System Design 15 Figure 6: Final System design 15 Figure 7: Unity view of game 17 4 List of Tables Table 1: Evaluation Criteria 8-9 Table 2: Example of code for coin collection 11 Table 3: Research Questions 12 5 Project Overview Background Google developed the Tango to enable users to take advantage of the physical world around them. -
Connecticut DEEP's List of Compliant Electronics Manufacturers Notice to Connecticut Retailersi
Connecticut DEEP’s List of Compliant Electronics manufacturers Notice to Connecticut Retailersi: This list below identifies electronics manufacturers that are in compliance with the registration and payment obligations under Connecticut’s State-wide Electronics Program. Retailers must check this list before selling Covered Electronic Devices (“CEDs”) in Connecticut. If there is a brand of a CED that is not listed below including retail over the internet, the retailer must not sell the CED to Connecticut consumers pursuant to section 22a-634 of the Connecticut General Statutes. Manufacturer Brands CED Type Acer America Corp. Acer Computer, Monitor, Television, Printer eMachines Computer, Monitor Gateway Computer, Monitor, Television ALR Computer, Monitor Gateway 2000 Computer, Monitor AG Neovo Technology AG Neovo Monitor Corporation Amazon Fulfillment Service, Inc. Kindle Computers Amazon Kindle Kindle Fire Fire American Future Technology iBuypower Computer Corporation dba iBuypower Apple, Inc. Apple Computer, Monitor, Printer NeXT Computer, Monitor iMac Computer Mac Pro Computer Mac Mini Computer Thunder Bolt Display Monitor Archos, Inc. Archos Computer ASUS Computer International ASUS Computer, Monitor Eee Computer Nexus ASUS Computer EEE PC Computer Atico International USA, Inc. Digital Prism Television ATYME CORPRATION, INC. ATYME Television Bang & Olufsen Operations A/S Bang & Olufsen Television BenQ America Corp. BenQ Monitor Best Buy Insignia Television Dynex Television UB Computer Toshiba Television VPP Matrix Computer, Monitor Blackberry Limited Balckberry PlayBook Computer Bose Corp. Bose Videowave Television Brother International Corp. Brother Monitor, Printer Canon USA, Inc. Canon Computer, Monitor, Printer Oce Printer Imagistics Printer Cellco Partnership Verizon Ellipsis Computer Changhong Trading Corp. USA Changhong Television (Former Guangdong Changhong Electronics Co. LTD) Craig Electronics Craig Computer, Television Creative Labs, Inc. -
Google Unveils 'Project Tango' 3D Smartphone Platform 20 February 2014
Google unveils 'Project Tango' 3D smartphone platform 20 February 2014 "What if directions to a new location didn't stop at the street address? What if you never again found yourself lost in a new building? What if the visually impaired could navigate unassisted in unfamiliar indoor places? What if you could search for a product and see where the exact shelf is located in a super-store?" The technology could also be used for "playing hide- and-seek in your house with your favorite game character, or transforming the hallways into a tree- lined path." Smartphones are equipped with sensors which make over 1.4 million measurements per second, updating the positon and rotation of the phone. A reporter uses a cell phone to take a photograph of Google Android 3.0 Honeycomb OS being used on a Partners in the project include researchers from the Motorola Xoon tablet during a press event at Google headquarters on February 2, 2011 in Mountain View, University of Minnesota, George Washington California University, German tech firm Bosch and the Open Source Robotics Foundation, among others. Another partner is California-based Movidius, which Google announced a new research project makes vision-processor technology for mobile and Thursday aimed at bringing 3D technology to portable devices and will provide the processor smartphones, for potential applications such as platform. indoor mapping, gaming and helping blind people navigate. Movidius said in a statement the goal was "to mirror human vision with a newfound level of depth, clarity The California tech giant said its "Project Tango" and realism on mobile and portable connected would provide prototypes of its new smartphone to devices." outside developers to encourage the writing of new applications. -
EMBL Beamline Control at Petra III
EMBL Beamline control at Petra III Uwe Ristau PCaPAC 2008 Petra III Instrumentation EMBL-Hamburg PCaPAC08: EMBL Beamline control at PetraIII Content • Introduction • TINE @ EMBL • Control Concept for Petra III • Control Electronic • Beckhoff TwinCAT/EterCAT PCaPAC08: EMBL Beamline control at PetraIII Introduction • The European Molecular Biology Laboratory EMBL-Hamburg will build and operate an integrated infrastructure for life science applications at PETRA III / DESY. • Beside others the centre comprises two Beamlines for Macromolecular X-ray crystallography (MX1, MX2) and one for Small Angle X-ray Scattering (BioSAXS). • The EMBL operates currently 6 Beamlines at the DORISIII/DESY synchrotron PCaPAC08: EMBL Beamline control at PetraIII sample Horizontal focusing mirror Vertical focusing mirror Multilayer BIOSAXS Beamline Monochromator DCM first experiment 4/2010 61.4 59.9 Undulator 59.4 45.3 m from source 44.0 42.8 40.4 PCaPAC08: EMBL Beamline control at PetraIII TINE @ EMBL •TINE was first installed at the DESY/DORIS III Beamline BW7B in 2006. Since than the Beamline control module BCM, the experiment control and a robotic sample changer are controlled by TINE. Presented at the PCAPAC 2006. •Now TINE is integrated at the Doris Beamline for small angle scattering X33 and at the MX Beamlines BW7A and BW7B. •Since the beginning of 2008 BW7A and BW7B became test Beamlines for the new Petra III project of the EMBL. At the moment the first applications with the Petra III control concept are implemented at this Beamlines . TINE Stand alone Installation PCaPAC08: EMBL Beamline control at PetraIII Why TINE • Very good support of MCS • TINE unique features: – Different transport protocols: UDP,TCP/IP…. -
Smartphone with Google 3-D Tango from Taiwan's Asus 4 January 2017
Smartphone with Google 3-D Tango from Taiwan's Asus 4 January 2017 virtual objects" and offers the ability to watch a movie or play a game in virtual or augmented reality. "This is really the next wave that is going to get consumers excited about smartphones," said Asus marketing chief Erik Hermanson. Project Tango uses depth sensing and motion tracking to create onscreen 3D experiences, allowing users to get a better picture of a physical environment for functions such as home decoration. Taiwan-based electronics group, Asus, announced on Google Project Tango leader Johnny Lee, who January 4, 2017 its plan to launch a new smartphone joined the Asus media event, said he expected featuring Google 3D Tango technology "dozens of Tango-enabled apps" to be available soon on the Google Play store. The only other handset using Project Tango is Taiwan-based electronics group Asus announced Lenovo's Phab2 phone, which was released last Wednesday it was launching a new smartphone year. which uses Google Tango 3D technology and allows users to experience augmented and virtual Asus announced it would be releasing another new reality. smartphone, the Zenfone 3 Zoom, with upgraded camera technology which aims at delivering The Zenfone AR is just the second handset to professional-quality images. incorporate the Tango computing platform which allows for indoor mapping, augmented reality and © 2017 AFP more. The new device, unveiled by Asus at the Consumer Electronics Show in Las Vegas, is also one of a small number of smartphones that is compatible with Google Daydream, the US tech giant's virtual reality system. -
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.