AUGMENTED REALITY Direktion Präsidium, Abteilung Im Kontext Der Öffentlichen Landesverwaltung Informationstechnologie

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AUGMENTED REALITY Direktion Präsidium, Abteilung Im Kontext Der Öffentlichen Landesverwaltung Informationstechnologie Eingereicht von Daniel Putschögl, BSc Angefertigt am Institut für Wirtschaftsinformatik – Software Engineering Beurteiler Ass.-Prof. DI Dr. Rainer Weinreich Partner Land Oberösterreich, AUGMENTED REALITY Direktion Präsidium, Abteilung im Kontext der öffentlichen Landesverwaltung Informationstechnologie Oktober 2020 Masterarbeit zur Erlangung des akademischen Grades Master of Science (MSc) im Masterstudium Wirtschaftsinformatik JOHANNES KEPLER UNIVERSITÄT LINZ Altenberger Straße 69 4040 Linz, Österreich www.jku.at DVR 0093696 EIDESSTATTLICHE ERKLÄRUNG Ich erkläre an Eides statt, dass ich die vorliegende Masterarbeit selbstständig und ohne fremde Hilfe verfasst, andere als die angegebenen Quellen und Hilfsmittel nicht benutzt bzw. die wörtlich oder sinngemäß entnommenen Stellen als solche kenntlich gemacht habe. Die vorliegende Masterarbeit ist mit dem elektronisch übermittelten Textdokument identisch. ____________________________________________________________________________ Ort, Datum Unterschrift 2020 Putschögl, Daniel 2/109 GENDERERKLÄRUNG Aus Gründen der leichteren Lesbarkeit wird in der vorliegenden Masterarbeit die gewohnte männliche Sprachform bei personenbezogenen Substantiven und Pronomen verwendet. Dies impliziert jedoch keine Benachteiligung des weiblichen Geschlechts, sondern soll im Sinne der sprachlichen Vereinfachung als geschlechtsneutral zu verstehen sein. 2020 Putschögl, Daniel 3/109 INHALTSVERZEICHNIS 1. Einleitung .............................................................................................................................. 10 1.1. Problembeschreibung ................................................................................................... 11 1.2. Forschungsfragen ......................................................................................................... 12 1.3. Vorgehensweise und Gliederung .................................................................................. 13 1.4. Methodik ........................................................................................................................ 14 1.5. Ziel und erwartetes Ergebnis ........................................................................................ 16 2. Augmented Reality ............................................................................................................... 18 2.1. Begriffe und Konzepte ................................................................................................... 18 2.1.1. Sensorbasierte Verfolgungsmethoden ................................................................... 20 2.1.2. Bildbasiert Verfolgungsmethoden .......................................................................... 20 2.2. Hardware ....................................................................................................................... 22 2.2.1. Smartphones .......................................................................................................... 23 2.2.2. Google Glass ......................................................................................................... 24 2.2.3. Microsoft HoloLens ................................................................................................ 26 2.3. Software ........................................................................................................................ 27 2.3.1. ARKit ...................................................................................................................... 27 2.3.2. ARCore .................................................................................................................. 29 2.3.3. Unity ....................................................................................................................... 31 2.3.4. Vuforia .................................................................................................................... 33 2.3.5. Wikitude ................................................................................................................. 34 2.3.6. Augmented Reality im Browser .............................................................................. 35 2.4. Herausforderungen ....................................................................................................... 37 3. Einsatzgebiete von Augmented Reality ................................................................................ 38 3.1. Militär ............................................................................................................................. 39 3.2. Industrie ........................................................................................................................ 39 3.3. Medizin und Forschung ................................................................................................. 40 3.4. Marketing und Vertrieb .................................................................................................. 41 3.5. Soziale Medien .............................................................................................................. 43 3.6. Videospiele .................................................................................................................... 43 3.7. Fernsehen ..................................................................................................................... 44 3.8. Motorsport ..................................................................................................................... 44 3.9. Kultur und Tourismus .................................................................................................... 45 3.10. Zeitung ....................................................................................................................... 46 3.11. Sonstige ..................................................................................................................... 47 3.12. Zukünftige Einsatzgebiete ......................................................................................... 48 4. Augmented Reality im Kontext des Landes Oberösterreich ................................................. 49 4.1. Aufgaben des Landes Oberösterreich .......................................................................... 49 2020 Putschögl, Daniel 4/109 4.2. Mögliche Einsatzgebiete von Augmented Reality ......................................................... 52 4.2.1. Kultur ...................................................................................................................... 52 4.2.2. Presse .................................................................................................................... 52 4.2.3. Bauen und Wohnen ............................................................................................... 53 4.2.4. Tourismus und Freizeit .......................................................................................... 54 4.3. Einsatzszenarien und Funktionen für die Prototypen .................................................... 54 4.3.1. Auswahl der Szenarien .......................................................................................... 55 4.3.2. Szenario 1: Bilderkennung und Darstellung von AR Objekten .............................. 55 4.3.3. Szenario 2: Darstellung geografischer Daten mit AR ............................................ 56 4.3.4. Übersicht der Szenarien ........................................................................................ 56 5. Umsetzung der Prototypen ................................................................................................... 57 5.1. ARKit ............................................................................................................................. 57 5.1.1. Implementierungsbeschreibung ............................................................................. 57 5.2. ARCore ......................................................................................................................... 65 5.2.1. Implementierungsbeschreibung ............................................................................. 65 5.3. Vuforia ........................................................................................................................... 69 5.3.1. Implementierungsbeschreibung ............................................................................. 70 5.4. Wikitude ........................................................................................................................ 70 5.4.1. Implementierungsbeschreibung ............................................................................. 71 5.5. Erfahrungsbericht .......................................................................................................... 74 5.5.1. ARKit ...................................................................................................................... 74 5.5.2. ARCore .................................................................................................................. 75 5.5.3. Vuforia .................................................................................................................... 75 5.5.4. Wikitude ................................................................................................................. 76 5.5.5. Allgemein ............................................................................................................... 76 6. Evaluierung der Prototypen .................................................................................................. 78 6.1. Kriterien zur Evaluierung
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