In-Situ interactive image-based model building for Augmented Reality from a handheld device

2012 ◽  
Vol 17 (2) ◽  
pp. 137-146 ◽  
Author(s):  
Pished Bunnun ◽  
Sriram Subramanian ◽  
Walterio W. Mayol-Cuevas
Author(s):  
Gunnar Liestoel

<p class="0abstract"><span lang="EN-GB">How may we best utilize mobile augmented reality for storytelling when reconstructing historical events onlocation? In this article we present a series of narrative design considerations when developing an augmented reality application recreating the assault on Omaha Beach in the early morning on D-Day. To what extent may we select existing genre conventions from, for example, documentary film, and adapt them to a location–based audio–visual medium like AR? How can we best combine sequence and access, the narrative flow of an unfolding historical event with the availability of background information, in order to enrich the experience of the story, but without distorting its coherence? To what extent may we draw from existing and well known media representations of the Omaha Beach landing? How was the battle documented with contemporary means? We present the rich documentation of photos, films, drawings, paintings, maps, action reports, official reports, etc., and discuss how these have been employed to create the published AR situated simulation. We also describe and discuss the testing and evaluation of the application on location with visitors, as well as online tracking of its current use.</span></p>


Author(s):  
Zoltán Bárdosi ◽  
Christian Plattner ◽  
Yusuf Özbek ◽  
Thomas Hofmann ◽  
Srdjan Milosavljevic ◽  
...  

Abstract Purpose  A robotic intraoperative laser guidance system with hybrid optic-magnetic tracking for skull base surgery is presented. It provides in situ augmented reality guidance for microscopic interventions at the lateral skull base with minimal mental and workload overhead on surgeons working without a monitor and dedicated pointing tools. Methods  Three components were developed: a registration tool (Rhinospider), a hybrid magneto-optic-tracked robotic feedback control scheme and a modified robotic end-effector. Rhinospider optimizes registration of patient and preoperative CT data by excluding user errors in fiducial localization with magnetic tracking. The hybrid controller uses an integrated microscope HD camera for robotic control with a guidance beam shining on a dual plate setup avoiding magnetic field distortions. A robotic needle insertion platform (iSYS Medizintechnik GmbH, Austria) was modified to position a laser beam with high precision in a surgical scene compatible to microscopic surgery. Results  System accuracy was evaluated quantitatively at various target positions on a phantom. The accuracy found is 1.2 mm ± 0.5 mm. Errors are primarily due to magnetic tracking. This application accuracy seems suitable for most surgical procedures in the lateral skull base. The system was evaluated quantitatively during a mastoidectomy of an anatomic head specimen and was judged useful by the surgeon. Conclusion  A hybrid robotic laser guidance system with direct visual feedback is proposed for navigated drilling and intraoperative structure localization. The system provides visual cues directly on/in the patient anatomy, reducing the standard limitations of AR visualizations like depth perception. The custom- built end-effector for the iSYS robot is transparent to using surgical microscopes and compatible with magnetic tracking. The cadaver experiment showed that guidance was accurate and that the end-effector is unobtrusive. This laser guidance has potential to aid the surgeon in finding the optimal mastoidectomy trajectory in more difficult interventions.


2021 ◽  
Vol 11 (2) ◽  
pp. 666
Author(s):  
Angelica Lucia Ritucci ◽  
Leonardo Frizziero ◽  
Alfredo Liverani

The work carried out has the purpose of improving and optimizing various industrial technical operations, such as preventive maintenance, taken here as an example of application, using the Design for Disassembly (DfD) technique. Therefore, through four metaheuristic methods that have been chosen among the most widespread in the field (described below) to make a comparison between them, the optimal disassembly sequence is sought, if it exists, in terms of time and then costs in order to extract a target component without damaging the other mechanical parts of the assembly. The hypothesis that has been tested throughout this case study is “a responsible application of DfD, not only from the design process of a product but also during the disassembly procedure, can bring substantial benefits to the company”. Interaction with a hypothetical operator in charge of the work to be performed is implemented with the use of augmented reality. In fact, through an application programmed for an Android device (in this case, a mobile phone, hence a handheld device), the operator can be instructed step-by-step on the disassembly sequence in dynamics as an animation. Finally, two virtual buttons were added in augmented reality with which the operator can start and pause/resume the animation at any time to facilitate the understanding of the different steps established by the sequence.


Author(s):  
D. Kaimaris ◽  
T. Roustanis ◽  
K. Klimantakis ◽  
I. A. Karolos ◽  
P. Patias

Abstract. The use of Augmented Reality (AR) technology is widespread in countless archaeological sites and a variety of applications. Archaeological excavations lead to archaeological finds, some of which are transported for preservation and then for exhibition in museums (jewelry, vases, etc.), while another part of them is documented in detail and remains in situ (eg building walls), roads, grave covers, etc.). However, after the registration of the archaeological finds, it is impossible to observe them. As part of our research project, we will develop for the first time AR methodology and procedures for the observation of covered archaeological finds on mobile devices (smart phones, tablets), which were registered after their documentation. AR technology in recent years has seen great growth in terms of implementation platforms and available software, as well as the tools developed to support it. These tools either make their appearance in the form of frameworks, extending the capabilities of an existing engine, or function as independent services. At the same time, progress has been made in the field of sensors of mobile devices, which makes the compatibility of hardware and software another issue to be researched. As part of the development of the above application for mobile devices, an evaluation is made of the most widespread AR Frameworks that support the Unity3d Game Engine and the compatibility / interoperability with the sensors of different categories of mobile devices. The frameworks were checked and evaluated for placement and tracking of the positions of the 3D covered objects. In this paper also, methodologies and techniques used in space detection and tracking are presented and evaluated.


Energies ◽  
2021 ◽  
Vol 14 (16) ◽  
pp. 4894
Author(s):  
Jakub Janus ◽  
Jerzy Krawczyk

Research work on the air flow in mine workings frequently utilises computer techniques in the form of numeric simulations. However, it is very often necessary to apply simplifications when building a geometrical model. The assumption of constant model geometry on its entire length is one of the most frequent simplifications. This results in a substantial shortening of the geometrical model building process, and a concomitant shortening of the time of numerical computations; however, it is not known to what extent such simplifications worsen the accuracy of simulation results. The paper presents a new methodology that enables precise reproduction of the studied mine gallery and the obtaining of a satisfactory match between simulation results and in-situ measurements. It utilises the processing of data from laser scanning of a mine gallery, simultaneous multi-point measurements of the velocity field at selected gallery cross-sections, unique for mine conditions, and the SAS turbulence model, recently introduced to engineering analyses of flow issues.


2018 ◽  
Vol 2 (1) ◽  
Author(s):  
Ivelin Nenov

The interpretation of the cultural heritage is presented in the context of the possibilities of ICT for the promotion of tangible and intangible cultural heritage. Examples for the use of Augmented reality (AR) for the presentation of European cultural heritage are explored. There were presented opportunities for interpretation of the cultural heritage through visual research with information and communication technologies (ICT) in real “in situ” and museum environment by examples from Bulgaria for the use of the “Method of interaction of the arts in interpreting and presenting the cultural heritage through Information and Communication Technologies “and in particular with the use of augmented reality, introduced with the dissertation work “Protecting Bulgaria’s cultural heritage in the context of the synthesis of architecture and Fine Arts” (Nenov 2016). The possibilities of the method are discribed in the projects for “Revitalization of Ancient and Medieval fortress Hotalich Sevlievo” and a project for virtual presentation of the archaeological sites of the cultural heritage with category “national significance” – “Ancient and Medieval Fortress in the Horizon neighbourhood” and “Temple of Kibela Balchik” – an interactive and children’s museum in open and indoor, created by a team with head arch. Ivelin Nenov. These sites have created an environment for interpretation and presentation of the cultural heritage through visual interactions in a real “in situ” and museum environment. The specific methodology used by the team to investigate the examined objects could serve as a basis for a new approach for documention, exhibition, preservаtion and socializiation of ruinous cultural heritage. The Information and Communication Technologies (ICT) that have been used are presented as an extremely flexible tool for the promotion of tangible and intangible cultural values among a wide range of target groups of local and foreign socio-cultural communities.


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