Third Point of View Augmented Reality for Robot Intentions Visualization

Author(s):  
Emanuele Ruffaldi ◽  
Filippo Brizzi ◽  
Franco Tecchia ◽  
Sandro Bacinelli
Author(s):  
Antonios Kargas ◽  
Dimitrios Varoutas

This chapter enlightens how Industry 4.0 is gradually implemented in Cultural Industry. Even though Industry 4.0 started from manufacturing, it soon expanded to less technologically consuming industries, such as the Cultural, creating new opportunities especially in the field of Virtual Reality and Augmented Reality technologies. Taking into account existing research on Industry 4.0 and its main technologies and existing research and projects on Cultural Heritage's aspects related with the 4th Industrial Revolution, the chapter investigates how Industry 4.0 is implemented into Cultural Sector from a technological point of view, but moreover to investigate its potential role.


Author(s):  
Yu. Shchehelska

<p><em>This study elucidates the main communication issues that arise from audiences’ interaction with three-dimensional animation of different types in augmented reality, as well as identifies the major 3D animations’ varieties used by brands to create AR and MR promotional campaigns. </em></p><p><em>The results of the study are based, in particular, on the analysis of AR cases of 27 commercial and social brands that used 3D animation for promotional purposes in 2010–2019.</em></p><p><em>It is ascertained that in the promotional practice there is used 3D predefined animation of a cartoon type, as well as 3D predefined and procedural non-homomorphic photorealistic animation. At the same time, three-dimensional procedural animation of cartoon type, as well as photorealistic animation of people (either predefined or procedural), was not used by any of the studied brands for the purpose of promotion.</em></p><p><em>The research revealed that in the field of promotion three-dimensional photorealistic animation of people, primarily of procedural type, is not used because it creates the majority of communication problems in the interaction of the audience with it. Real people’s displeasure with the animated ones arises, first of all, because of the “uncanny valley effect”, which is caused, in particular, by the technical difficulties with 3D rendering of human emotions and body language in real-time (including proxemics in a virtual environment); visual tracking of human movements by animated character; the naturalness and synchronicity of the language (above all, the content of the cues) and the sound of the voice of three-dimensional persons (its timbre, rhythmics, emotionality).</em></p><p><em>In general, today from a technical point of view photorealistic non-homomorphic animation is the most advanced 3D animation type, which explains the popularity of its use in the practice of promotional communications. Its predefined variety is most commonly used by automotive brands to create AR-campaigns, whereas procedural one is used in creating MR-campaigns, mainly for cosmetic and interior brands.</em></p><p><em>The predefined 3D animation of cartoon type was used to promote those commercial brands, which final consumers were, above all, children. However, some companies have used this kind of animation to create AR-based adult promotional events held in conjunction with the holiday and symbolic dates. The popularity of the use of 3D animation of cartoon type in the field of promotion is explained, first of all, by the fact that people at a subconscious level have a positive attitude towards cartoon characters as such.</em></p><strong><em>Key words:</em></strong><em> augmented reality (AR), mixed reality (MR), 3D animation, promotional communications.</em>


2016 ◽  
Vol 7 (3) ◽  
pp. 230-253 ◽  
Author(s):  
M. Claudia tom Dieck ◽  
Timothy Jung ◽  
Dai-In Han

Purpose Recent advancements in wearable computing offer opportunities for art galleries to provide a unique experience. However, to ensure successful implementation of this new technology in the visitor industry, it is essential to understand user requirements from a visitor’s point of view. Therefore, the aim of this paper is to investigate visitors’ requirements for the development of a wearable smart glasses augmented reality (AR) application in the museum and art gallery context. Design/methodology/approach Interviews with 28 art gallery visitors were conducted and an affinity diagram technique was used to analyze the interviews. Findings The findings reveal that wearable AR is in its infancy and that technical and design issues have to be overcome for a full adoption. It reveals that content requirement, functional requirement, comfort, experience and resistance are important when developing and implementing the wearable AR application in the museum and art gallery contexts. Originality/value Mapping user requirements in the wearable smart glasses AR context using an affinity diagram is a new approach and therefore contributes to the creation of knowledge in the tourism domain. Practically, the area of wearable technologies and AR within the tourism and visitor industry context is still relatively unexplored, and the present paper provides a first foundation for the implementation of wearable smart glasses AR applications in the museum and art gallery context.


2019 ◽  
Vol 9 (13) ◽  
pp. 2756 ◽  
Author(s):  
Ursula Luna ◽  
Pilar Rivero ◽  
Naiara Vicent

Although augmented reality (AR) has come to play an increasingly important role in a wide range of areas, its use remains rather limited in the realm of heritage education. This paper sets out to analyze which heritage-related apps can be found in Europe that partly or wholly use AR as a tool to help users learn about different types of heritage. Our study only identified a limited number of such apps and we used this sample both to paint a portrait of the current state of the question and also to highlight certain observable trends. The results showed that most such apps used AR to reconstruct spaces and buildings, and to a lesser extent, objects. Many of these apps used an academic mode of communication to provide a temporal perspective of monumental and (mainly) historical heritage. The paper also outlines future lines of research dedicated to finding more apps that could be used to increase the current sample size. This would allow for a more comprehensive assessment of such apps from an educational point of view. Several case studies are proffered in order to highlight the keys to successful use of AR in heritage apps.


Author(s):  
S. Hosseinian ◽  
H. Arefi ◽  
N. Navab

Abstract. C-arm X-ray imaging systems are widely applied in surgeries. Overlaying X-ray with optical images during the surgery has been shown to be an efficient approach. Moreover, overlaying needed data from different modalities in an augmented reality (AR) manner can improve the accuracy of surgical procedures, decrease the variability of surgical outcomes, reduce trauma to the critical structures, increase the reproducibility of surgeons’ performance, and reduce radiation exposure. C-Arm geometric calibration and recovering the C-arm pose are essential for surgical navigation and AR applications in operating rooms. Therefore, in this paper, existing researches for calibration and pose estimation of C-arm devices in surgical AR applications are evaluated from photogrammetric point of view. Then, a proposed marker-based method for C-arm pose estimation is introduced. For this purpose, a marker is designed to facilitate tracking and pose estimation in mixed reality based on golden section principle, and perspective invariants such as cross-ratios, collinearity, and intersection. Moreover, a procedure is also proposed for fast determination of these fiducial markers. The experiments show benefits of such a structure which has a limited occlusion with consistency to different conditions such as narrow field of view and at the same time, even in images with high projectivity. It also results that the distortion correction step is important and the effect of distortion of X-ray images can cause inconsistency in the perspective invariants.


Author(s):  
Karshiya S. Batyrova ◽  
◽  
Yaroslava G. Poshivaylo ◽  

The article is devoted to the application of augmented reality (Augment Reality, AR) technologies in cartography. A review of the main stages of the formation of technologies and significant achievements in various spheres of human activity is carried out. An overview of the manufacturers of devices and technologies holding leading positions in the augmented reality market is made. Two main directions of AR application in cartography are highlighted: expansion of analog maps and improvement of navigation applications. A comparative analysis of navigation cartographic applications with augmented reality from the point of view of their functionality is given. A scheme of the use of AR technology in cartography is given, in which marker-based, markerless and spatial variants of augmented reality technology are considered. The conclusion about the need for wider introduction of augmented reality technologies into thematic cartography is made.


2019 ◽  
pp. 1877-1896
Author(s):  
Pascal Roubides

This chapter aims at providing an overview of the entire field of instructional design, starting with a brief historical account of the field but focusing on current and promising trends for the future of instructional design based on advances in instructional technology and human-computer interaction capabilities. The discussion encompasses several parallel trending areas, such as adaptive learning, digital storytelling, gamification, simulation technologies, augmented reality, cybernetics, the xAPI standard, mobile and ubiquitous learning, as well as implications of these trends for the field from both the theoretical and practical point of view. Even though this discussion is by no means an exhaustive account of these trends, it is the aim of this monogram to provide a centralized literature review of multiple paths currently being carved in the field and a glimpse to a multiplicity of potential futures for all those involved in designing and delivering learning or effecting human behavior and performance change.


Author(s):  
Pascal Roubides

This monogram aims at providing an overview of the entire field of instructional design, starting with a brief historical account of the field but focusing on current and promising trends for the future of instructional design based on advances in instructional technology and human-computer interaction capabilities. The discussion encompasses several parallel trending areas, such as adaptive learning, digital storytelling, gamification, simulation technologies, augmented reality, cybernetics, the xAPI standard, mobile and ubiquitous learning, as well as implications of these trends for the field from both the theoretical and practical point of view. Even though this discussion is by no means an exhaustive account of these trends, it is the aim of this monogram to provide a centralized literature review of multiple paths currently being carved in the field and a glimpse to a multiplicity of potential futures for all those involved in designing and delivering learning or effecting human behavior and performance change.


2020 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Julio Ore ◽  
Alex Pacheco ◽  
Edwin Roque ◽  
Andy Reyes ◽  
Liz Pacheco

Purpose People who suffer from phobias try to avoid a specific object or feared situation by creating a great obstacle that causes serious consequences in their daily life; the most effective way to deal with a phobia is through exposure therapy, which according to one of the most important principles of psychology states that to overcome a fear you have to face it. The purpose of this paper is to develop a mobile application based on augmented reality (AR) for the treatment of spider phobia (Araneae). Design/methodology/approach The application development methodology was divided into two phases: design where sketches were made according to functional requirements, and the client server model was used for user queries and the development phase where the modules for the information of the phobia; and visualization of the arachnid in different morphological forms was implemented through the development tools. Findings The findings of this study, in this sense, state that it was possible to overcome the phobia in an essential way by ceasing to perceive harmless things as dangerous, helping them to manage stress and keep them under control. Originality/value Allowing to face their fears in support of existing therapeutic processes through images with progressively AR, being an innovative and accessible treatment from an economic, technological and professional point of view.


2022 ◽  
pp. 82-97
Author(s):  
Maxime Ros ◽  
Lorenz S. Neuwirth

The advancement of virtual reality (VR) technology for educational instruction and curricular (re)design have become highly attractive and newly demanding areas of both the technology and healthcare industries. However, the quickly evolving field is still learning about each of the associated VR technologies, whether they are evidence-based, and how they are validated to decrease cognitive load and in turn increase student/learner comprehension. Likewise, the instructional (re)design of the content that the student/learner is exposed to in VR, and whether it is immersive, and promotes memorable content and experiences can influence their learning outcomes. Here the Revinax® Handbook content library that is displayed in an immersive virtual reality application in first-person point-of-view (IVRA-FPV) is contrasted with third-person point-of-view (IVRA-TPV) through VR headsets to an individual, and computer displays to many individuals along with augmented reality (AR) are evaluated as emerging advancements in the field of VR and AR.


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