Augmediated Reality System Based on 3D Camera Selfgesture Sensing
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Eyetap Devices for Augmented, Deliberately Diminished, Or Otherwise Altered Visual Perception of Rigid Planar Patches of Real-Wo
Steve Mann EyeTap Devicesfor Augmented, [email protected] Deliberately Diminished,or James Fung Otherwise AlteredVisual [email protected] University ofToronto Perceptionof Rigid Planar 10King’ s College Road Patches ofReal-World Scenes Toronto,Canada Abstract Diminished reality is as important as augmented reality, and bothare possible with adevice called the RealityMediator. Over thepast twodecades, we have designed, built, worn,and tested many different embodiments ofthis device in thecontext of wearable computing. Incorporated intothe Reality Mediator is an “EyeTap”system, which is adevice thatquanti es and resynthesizes light thatwould otherwise pass through one or bothlenses ofthe eye(s) ofa wearer. Thefunctional principles of EyeTap devices are discussed, in detail. TheEyeTap diverts intoa spatial measure- ment system at least aportionof light thatwould otherwise pass through thecen- ter ofprojection ofat least one lens ofan eye ofa wearer. TheReality Mediator has at least one mode ofoperation in which itreconstructs these rays oflight, un- der thecontrol of a wearable computer system. Thecomputer system thenuses new results in algebraic projective geometry and comparametric equations toper- form head tracking, as well as totrack motionof rigid planar patches present in the scene. We describe howour tracking algorithm allows an EyeTap toalter thelight from aparticular portionof the scene togive rise toa computer-controlled, selec- tively mediated reality. Animportant difference between mediated reality and aug- mented reality includes theability tonot just augment butalso deliberately diminish or otherwise alter thevisual perception ofreality. For example, diminished reality allows additional information tobe inserted withoutcausing theuser toexperience information overload. Our tracking algorithm also takes intoaccount the effects of automatic gain control,by performing motionestimation in bothspatial as well as tonal motioncoordinates. -
Augmented Reality Glasses State of the Art and Perspectives
Augmented Reality Glasses State of the art and perspectives Quentin BODINIER1, Alois WOLFF2, 1(Affiliation): Supelec SERI student 2(Affiliation): Supelec SERI student Abstract—This paper aims at delivering a comprehensive and detailled outlook on the emerging world of augmented reality glasses. Through the study of diverse technical fields involved in the conception of augmented reality glasses, it will analyze the perspectives offered by this new technology and try to answer to the question : gadget or watershed ? Index Terms—augmented reality, glasses, embedded electron- ics, optics. I. INTRODUCTION Google has recently brought the attention of consumers on a topic that has interested scientists for thirty years : wearable technology, and more precisely ”smart glasses”. Howewer, this commercial term does not fully take account of the diversity and complexity of existing technologies. Therefore, in these lines, we wil try to give a comprehensive view of the state of the art in different technological fields involved in this topic, Fig. 1. Different kinds of Mediated Reality for example optics and elbedded electronics. Moreover, by presenting some commercial products that will begin to be released in 2014, we will try to foresee the future of smart augmented reality devices and the technical challenges they glasses and their possible uses. must face, which include optics, electronics, real time image processing and integration. II. AUGMENTED REALITY : A CLARIFICATION There is a common misunderstanding about what ”Aug- III. OPTICS mented Reality” means. Let us quote a generally accepted defi- Optics are the core challenge of augmented reality glasses, nition of the concept : ”Augmented reality (AR) is a live, copy, as they need displaying information on the widest Field Of view of a physical, real-world environment whose elements are View (FOV) possible, very close to the user’s eyes and in a augmented (or supplemented) by computer-generated sensory very compact device. -
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. -
Työohjeistuksen Kehittäminen Lisätyn Todellisuuden Avulla
Minna Vanhatapio TYÖOHJEISTUKSEN KEHITTÄMINEN LISÄTYN TODELLISUUDEN AVULLA Tukiasematehtaan tuotanto TYÖOHJEISTUKSEN KEHITTÄMINEN LISÄTYN TODELLISUUDEN AVULLA Tukiasematehtaan tuotanto Minna Vanhatapio Opinnäytetyö Syksy 2016 YAMK, Teknologialiiketoiminta Oulun ammattikorkeakoulu TIIVISTELMÄ Oulun ammattikorkeakoulu Ylempi ammattikorkeakoulututkinto, Teknologialiiketoiminta Tekijä: Minna Vanhatapio Opinnäytetyön nimi: Työohjeistuksen kehittäminen lisätyn todellisuuden avulla, Tukiasematehtaan tuotanto Työn ohjaaja: Hannu Päätalo Työnvalmistumislukukausi ja -vuosi: Syksy 2016 Sivumäärä: 107 Opinnäytetyössä tutustuttiin Augmented Reality -tekniikkaan eli lisättyyn todellisuuteen. Lisätyllä todellisuudella tarkoitetaan reaaliaikaista näkymää, jonka päälle lisätään tietokonegrafiikalla tuo- tettua informaatiota kuten 3D-kuvia, ääntä ja videoita. Informaatio voidaan näyttää esimerkiksi äly- puhelimessa, tabletissa, tietokoneen näytöllä tai älylaseilla. Tavoitteena oli tarjota toimeksiantajalle kattava kuva lisätystä todellisuudesta ja sen tämän hetkisistä mahdollisuuksista työohjeistuksessa sekä selvittää mitä hyötyjä sillä voitaisiin saavuttaa Nokia Networksin tukiasematuotannossa. Työssä tutkittiin voitaisiinko lisätyn todellisuuden avulla tuotannon työohjeistusta parantaa, sekä pohdittiin laajemmin mitä tekniikan käyttöönotto vaatii ja mitä kaikkea on otettava huomioon. Tutki- mus suoritettiin tutustumalla tekniikkaa kehittäneiden tutkijoiden tutkimuksiin, käyttäjien ja eri käyt- töalojen ammattilaisten arviointeihin sekä haastateltiin -
Exploratory Research Into Potential Practical Uses Of
50th ASC Annual International Conference Proceedings Copyright 2014 by the Associated Schools of Construction Exploratory Research into Potential Practical uses of Next Generation Wearable Wireless Voice-Activated Augmented Reality (VAAR) Devices by Building Construction Site Personnel Christopher J. Willis PhD, CAPM, LEED Green Assoc., P.Eng Concordia University Montreal Quebec The miniaturization and increased functionalities of next generation augmented reality (AR) devices, as well as advances in computing technology in the form of cloud computing, is moving the building construction industry closer to adoption of AR devices for use by building construction site personnel. There is therefore a need to understand the potential practical uses of next generation AR devices in building construction site work. A conceptualization of a next generation AR device suitable for use by site personnel is provided. Based on this conceptualization, a focus group of industry professionals and postgraduate researchers have determined that potential practical uses of such a device include: easy access to digital information to support work tasks, live streaming of videos of tasks being worked on, and easy creation of a repository of as-built photographs and videos. Potential applied research studies that will aid in the adoption of next generation AR devices by site personnel include those associated with usability testing, labor productivity measurement and improvement, and suitability testing based on nature of work tasks. The major implication of this exploratory study is that its findings will help to bridge the gap between next generation AR devices and practical use in building construction. Keywords: Augmented Reality, Building Construction, Cloud Computing, Next Generation, Practical Use Introduction Augmented reality (AR) is an emerging technology that is increasingly acquiring greater relevance and usage. -
Yonghao Yu. Research on Augmented Reality Technology and Build AR Application on Google Glass
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Carolina Digital Repository Yonghao Yu. Research on Augmented Reality Technology and Build AR Application on Google Glass. A Master’s Paper for the M.S. in I.S degree. April, 2015. 42 pages. Advisor: Brad Hemminger This article introduces augmented reality technology, some current applications, and augmented reality technology for wearable devices. Then it introduces how to use NyARToolKit as a software library to build AR applications. The article also introduces how to design an AR application in Google Glass. The application can recognize two different images through NyARToolKit build-in function. After find match pattern files, the application will draw different 3D graphics according to different input images. Headings: Augmented Reality Google Glass Application - Design Google Glass Application - Development RESEARCH ON AUGMENT REALITY TECHNOLOGY AND BUILD AR APPLICATION ON GOOGLE GLASS by Yonghao Yu A Master’s paper submitted to the faculty of the School of Information and Library Science of the University of North Carolina at Chapel Hill in partial fulfillment of the requirements for the degree of Master of Science in Information Science. Chapel Hill, North Carolina April 2015 Approved by ____________________________________ Brad Hemminger 1 Table of Contents Table of Contents ................................................................................................................ 1 1. Introduction .................................................................................................................... -
Augmented Reality Environments for Immersive and Non Linear Virtual Storytelling
Augmented reality environments for immersive and non linear virtual storytelling Stefanos Kougioumtzis University of Piraeus, Department of Informatics 80, Karaoli & Dimitriou St., 185 34 Piraeus, Greece [email protected] Nikitas N. Karanikolas Technological Educational Institution (TEI) of Athens, Department of Informatics Ag. Spyridonos St., 12210 Aigaleo, Greece [email protected] Themis Panayiotopoulos University of Piraeus, Department of Informatics 80, Karaoli & Dimitriou St., 185 34 Piraeus, Greece [email protected] Abstract The work reported in this paper has the purpose of creating a virtual environment where the recipients (the user) will experience a virtual story telling. In order to introduce the user to a plausible, near to reality experience, we use augmentation methods to create an environment maintaining its physical properties, while three dimensional virtual objects and textures change it for the needs of a real time and controlled scenario. The augmentation is implemented using marker based techniques while the superimposed objects are rendered through the wearable equipment that the user is carrying. In the current implementation we try to blend intelligent non controllable characters that interpret the users’ choices and actions in order to intensify his or her interest for the story, while the real time events are being acted. The user is free to explore, interact and watch the desired events, while others are being carried out in parallel. Keywords: virtual reality, mixed reality, virtual story-telling, wearable systems, computer vision 1. Introduction and problems outline telling, tangible devices, that have already achieved this goal in some extent. As technology moves forward, the needs and purposes of virtuality are getting more and The techniques of Augmented Reality have more clear. -
University of Southampton Research Repository
University of Southampton Research Repository Copyright © and Moral Rights for this thesis and, where applicable, any accompanying data are retained by the author and/or other copyright owners. A copy can be downloaded for personal non-commercial research or study, without prior permission or charge. This thesis and the accompanying data cannot be reproduced or quoted extensively from without first obtaining permission in writing from the copyright holder/s. The content of the thesis and accompanying research data (where applicable) must not be changed in any way or sold commercially in any format or medium without the formal permission of the copyright holder/s. When referring to this thesis and any accompanying data, full bibliographic details must be given, e.g. Thesis: M Zinopoulou (2019) " A Framework for improving Engagement and the Learning Experience through Emerging Technologies ", University of Southampton, The Faculty of Engineering and Physical Sciences. School of Electronics and Computer Science (ECS), PhD Thesis, 119. Data: M Zinopoulou (2019) "A Framework for improving Engagement and the Learning Experience through Emerging Technologies" The Faculty of Engineering and Physical Sciences School of Electronics and Computer Science (ECS) A Framework for improving Engagement and the Learning Experience through Emerging Technologies by Maria Zinopoulou Supervisors: Dr. Gary Wills and Dr. Ashok Ranchhod Thesis submitted for the degree of Doctor of Philosophy November 2019 University of Southampton Abstract Advancements in Information Technology and Communication have brought about a new connectivity between the digital world and the real world. Emerging Technologies such as Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) and their combination as Extended Reality (XR), Artificial Intelligence (AI), the Internet of Things (IoT) and Blockchain Technology are changing the way we view our world and have already begun to impact many aspects of daily life. -
Field Service Support with Google Glass and Webrtc
Field Service Support with Google Glass and WebRTC Support av Fälttekniker med Google Glass och WebRTC PATRIK OLDSBERG Examensarbete inom Datorteknik, Grundnivå, 15 hp Handledare på KTH: Reine Bergström Examinator: Ibrahim Orhan TRITA-STH 2014:68 KTH Skolan för Teknik och Hälsa 136 40 Handen, Sverige Abstract The Internet is dramatically changing the way we com- municate, and it is becoming increasingly important for communication services to adapt to context in which they are used. The goal of this thesis was to research how Google Glass and WebRTC can be used to create a communi- cation system tailored for field service support. A prototype was created where an expert is able to provide guidance for a field technician who is wearing Google Glass. A live video feed is sent from Glass to the expert from which the expert can select individual images. When a still image is selected it is displayed to the technician through Glass, and the expert is able to provide instructions using real time annotations. An algorithm that divides the selected image into segments was implemented using WebGL. This made it possible for the expert to highlight objects in the image by clicking on them. The thesis also investigates different options for ac- cessing the hardware video encoder on Google Glass. Sammanfattning Internet har dramatiskt ändrat hur vi kommunicerar, och det blir allt viktigare för kommunikationssystem att kunna anpassa sig till kontexten som de används i. Målet med det här examensarbetet var att undersöka hur Google Glass och WebRTC kan användas för att skapa ett kommunikationssystem som är skräddarsytt för support av fälttekniker. -
Cyborgs and Enhancement Technology
philosophies Article Cyborgs and Enhancement Technology Woodrow Barfield 1 and Alexander Williams 2,* 1 Professor Emeritus, University of Washington, Seattle, Washington, DC 98105, USA; [email protected] 2 140 BPW Club Rd., Apt E16, Carrboro, NC 27510, USA * Correspondence: [email protected]; Tel.: +1-919-548-1393 Academic Editor: Jordi Vallverdú Received: 12 October 2016; Accepted: 2 January 2017; Published: 16 January 2017 Abstract: As we move deeper into the twenty-first century there is a major trend to enhance the body with “cyborg technology”. In fact, due to medical necessity, there are currently millions of people worldwide equipped with prosthetic devices to restore lost functions, and there is a growing DIY movement to self-enhance the body to create new senses or to enhance current senses to “beyond normal” levels of performance. From prosthetic limbs, artificial heart pacers and defibrillators, implants creating brain–computer interfaces, cochlear implants, retinal prosthesis, magnets as implants, exoskeletons, and a host of other enhancement technologies, the human body is becoming more mechanical and computational and thus less biological. This trend will continue to accelerate as the body becomes transformed into an information processing technology, which ultimately will challenge one’s sense of identity and what it means to be human. This paper reviews “cyborg enhancement technologies”, with an emphasis placed on technological enhancements to the brain and the creation of new senses—the benefits of which may allow information to be directly implanted into the brain, memories to be edited, wireless brain-to-brain (i.e., thought-to-thought) communication, and a broad range of sensory information to be explored and experienced. -
Wearable Computer Interaction Issues in Mediated Human to Human Communication
Wearable Computer Interaction Issues in Mediated Human to Human Communication Mikael Drugge Division of Media Technology Department of Computer Science and Electrical Engineering Luleå University of Technology SE–971 87 Luleå Sweden November 2004 Supervisor Peter Parnes, Ph.D., Luleå University of Technology ii Abstract This thesis presents the use of wearable computers as mediators for human to human commu- nication. As the market for on-body wearable technology grows, the importance of efficient interactions through such technology becomes more significant. Novel forms of communi- cation is made possible due to the highly mobile nature of a wearable computer coupled to a person. A person can, for example, deliver live video, audio and commentary from a re- mote location, allowing local participants to experience it and interact with people on the other side. In this way, knowledge and information can be shared over a distance, passing through the owner of the wearable computer who acts as a mediator. To enable the mediator to perform this task in the most efficient manner, the interaction between the user, the wear- able computer and the other people involved, needs to be made as natural and unobtrusive as possible. One of the main problemsof today is that the virtualworld offered by wearable computers can become too immersive, thereby distancing its user from interactions in the real world. At the same time, the very same immersion serves to let the user sense the remote participants as being there, accompanying and communicating through the virtual world. The key here is to get the proper balance between the real and the virtual worlds; remote participants should be able to experience a distant location through the user, while the user should similarly experience their company in the virtual world. -
Head-Mounted Mixed Reality Projection Display for Games Production and Entertainment
Pers Ubiquit Comput DOI 10.1007/s00779-015-0847-y ORIGINAL ARTICLE Head-mounted mixed reality projection display for games production and entertainment 1 2 2 3 Daniel Kade • Kaan Aks¸it • Hakan U¨ rey • Og˘uzhan O¨ zcan Received: 20 November 2014 / Accepted: 3 April 2015 Ó Springer-Verlag London 2015 Abstract This research presents a mixed reality (MR) gaming applications as well. Therefore, our MR prototype application that is designed to be usable during a motion could become of special interest because the prototype is capture shoot and supports actors with their task to per- lightweight, allows for freedom of movement and is a low- form. Through our application, we allow seeing and ex- cost, stand-alone mobile system. Moreover, the prototype ploring a digital environment without occluding an actor’s also allows for 3D vision by mounting additional hardware. field of vision. A prototype was built by combining a retroreflective screen covering surrounding walls and a Keywords Head-mounted projection display Á Mixed headband consisting of a laser scanning projector with a reality Á Motion capture Á Laser projector Á Immersive smartphone. Built-in sensors of a smartphone provide environments Á Games production navigation capabilities in the digital world. The presented system was demonstrated in an initially published paper. Here, we extend these research results with our advances 1 Introduction and discuss the potential use of our prototype in gaming and entertainment applications. To explore this potential Entertainment industry products such as video games and use case, we built a gaming application using our MR films are deeply depending on computer-generated imagery prototype and tested it with 45 participants.