A Friendly Navigation-System Based on Points of Interest, Augmented Reality and Context-Awareness

Author(s):  
José Ma Luna ◽  
Ramón Hervás ◽  
Jesús Fontecha ◽  
José Bravo
2011 ◽  
Vol 131 (7) ◽  
pp. 897-906
Author(s):  
Kengo Akaho ◽  
Takashi Nakagawa ◽  
Yoshihisa Yamaguchi ◽  
Katsuya Kawai ◽  
Hirokazu Kato ◽  
...  

2020 ◽  
Author(s):  
Faiella Eliodoro ◽  
Pacella Giuseppina ◽  
Altomare Carlo ◽  
Andresciani Flavio ◽  
Zobel Beomonte Bruno ◽  
...  

2021 ◽  
Vol 11 (5) ◽  
pp. 2315
Author(s):  
Yu-Cheng Lo ◽  
Guan-An Chen ◽  
Yin Chun Liu ◽  
Yuan-Hou Chen ◽  
Jui-Ting Hsu ◽  
...  

To improve the accuracy of bracket placement in vivo, a protocol and device were introduced, which consisted of operative procedures for accurate control, a computer-aided design, and an augmented reality–assisted bracket navigation system. The present study evaluated the accuracy of this protocol. Methods: Thirty-one incisor teeth were tested from four participators. The teeth were bonded by novice and expert orthodontists. Compared with the control group by Boone gauge and the experiment group by augmented reality-assisted bracket navigation system, our study used for brackets measurement. To evaluate the accuracy, deviations of positions for bracket placement were measured. Results: The augmented reality-assisted bracket navigation system and control group were used in the same 31 cases. The priority of bonding brackets between control group or experiment group was decided by tossing coins, and then the teeth were debonded and the other technique was used. The medium vertical (incisogingival) position deviation in the control and AR groups by the novice orthodontist was 0.90 ± 0.06 mm and 0.51 ± 0.24 mm, respectively (p < 0.05), and by the expert orthodontist was 0.40 ± 0.29 mm and 0.29 ± 0.08 mm, respectively (p < 0.05). No significant changes in the horizontal position deviation were noted regardless of the orthodontist experience or use of the augmented reality–assisted bracket navigation system. Conclusion: The augmented reality–assisted bracket navigation system increased the accuracy rate by the expert orthodontist in the incisogingival direction and helped the novice orthodontist guide the bracket position within an acceptable clinical error of approximately 0.5 mm.


2012 ◽  
Vol 180 (2) ◽  
pp. 43-54 ◽  
Author(s):  
Kengo Akaho ◽  
Takashi Nakagawa ◽  
Yoshihisa Yamaguchi ◽  
Katsuya Kawai ◽  
Hirokazu Kato ◽  
...  

2021 ◽  
pp. 1-19
Author(s):  
Eimei Oyama ◽  
Kohei Tokoi ◽  
Ryo Suzuki ◽  
Sousuke Nakamura ◽  
Naoji Shiroma ◽  
...  

2019 ◽  
Vol 1 ◽  
pp. 1-1
Author(s):  
Bernhard Jenny ◽  
Kadek Ananta Satriadi ◽  
Yalong Yang ◽  
Christopher R. Austin ◽  
Simond Lee ◽  
...  

<p><strong>Abstract.</strong> Augmented reality (AR) and virtual reality (VR) technology are increasingly used for the analysis and visualisation of geospatial data. It has become simple to create an immersive three-dimensional AR or VR map with a combination of game engines (e.g., Unity), software development kits for streaming and rendering geospatial data (e.g., Mapbox), and affordable hardware (e.g., HTC Vive). However, it is not clear how to best interact with geospatial visualisations in AR and VR. For example, there are no established standards to efficiently zoom and pan, select map features, or place markers on AR and VR maps. In this paper, we explore interaction with AR and VR maps using gestures and handheld controllers.</p><p>As for gesture-controlled interaction, we present the results of recent research projects exploring how body gestures can control basic AR and VR map operations. We use motion-tracking controllers (e.g., Leap Motion) to capture and interpret gestures. We conducted a set of user studies to identify, explore and compare various gestures for controlling map-related operations. This includes, for example, mid-air hand gestures for zooming and panning (Satriadi et al. 2019), selecting points of interest, adjusting the orientation of maps, or placing markers on maps. Additionally, we present novel VR interfaces and interaction methods for controlling the content of maps with gestures.</p><p>As for handheld controllers, we discuss interaction with exocentric globes, egocentric globes (where the user stands inside a large virtual globe), flat maps, and curved maps in VR. We demonstrate controller-based interaction for adjusting the centre of world maps displayed on these four types of projection surfaces (Yang et al. 2018), and illustrate the utility of interactively movable VR maps by the example of three-dimensional origin-destination flow maps (Yang et al. 2019).</p>


2020 ◽  
Vol 8 (2) ◽  
pp. 91-102
Author(s):  
Dragos Gheorghiu ◽  
Livia Stefan

The current IT and digital technologies such as Mobile Augmented Reality (MAR) enable the overlap of digital and real world information in relation with a topic, in an engaging and efficient manner, and therefore can be used to store intangible heritage and to study it in the context as well. The current paper refers to such an augmentation of cultural information, performed at the Kallatis site, whose ruins, at present mostly covered by the modern town, do not offer sufficient information on the complexity of the Greek civilization. The implementation of a MAR application consisted in defining several points of interest of the important local archaeologic discoveries, which can trigger, for the visitors using our application, an augmentation of the historical site with images and videos. With the current research work, the authors propose and demonstrate that a mobile MAR application can constitute a modern method for providing visitors with an immersive and holistic experience for understanding the local material and intangible heritage.


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