Inside-reachable and see-through augmented reality Shell for 3D visualization and tangible interaction

2019 ◽  
Vol 79 (9-10) ◽  
pp. 5941-5963
Author(s):  
Minseok Kim ◽  
Kyeong-Beom Park ◽  
Sung Ho Choi ◽  
Jae Yeol Lee
2021 ◽  
Vol 5 (1) ◽  
pp. 17-28
Author(s):  
Ravi Wiyantoko ◽  
Ahmad Hamim Thohari ◽  
Muhammad Dzuhri Maarief

The process of extracting oil and gas is carried out by drilling with a depth of more than 200 meters below the surface of the ground, so one steel pipe is needed to run the process. The manufacture of steel pipes for the opening process has special standards, one of which is a long pipe. To reach a depth of 200 meters below the ground level, a pipe connection is needed to reach that height. The method of connecting the pipes is called the Thread Connection Type. This method has more than 20 types of threads to be applied in pipe joints. To facilitate the discussion of the types of threads and their specifications, we need a technology that can be used interactive and mobile learning media to deliver detailed information on the type of thread. The author uses the use of Augmented Reality (AR) technology to be applied as an Android-based training media that can facilitate the existing Connection Thread along with special specifications with 3D visualization. This study aims to measure the validity and practicality of using ISO 25010 (in terms of functional suitability, performance efficiency, portability and usability) of learning media so that it is easier to understand and practical. The study consisted of two parts: 1) Validity by experts (5 experts), 2) Practicality by trainees or employees (16 participants) using the USE Questionnaire instrument. Furthermore, in application development using the Multimedia Development Life Cycle (MDLC) method as its development method. As a result, the application was declared feasible with the results of the percentage of experts Validity of 96% and Practicality by employees of 79%.


Author(s):  
Karina Ceniceros Trinidad ◽  
Diana Lizeth Pasillas Villa ◽  
Ivonne Haydee Robledo Portillo ◽  
Fernando Estrada Saldana

Author(s):  
Adrian David Cheok

In this chapter, we explore the applications of mixed reality technology for future social and physical entertainment systems. Throughout the case studies that will be presented here, we will show the very broad and significant impacts of mixed reality technology on variety aspects of human interactivity with regards to entertainment. On the technological aspect, the various systems we would be touching on incorporated different technologies ranging from the current mainstream ones such as GPS tracking, Bluetooth, RFID to pioneering researches of vision based tracking, augmented reality, tangible interaction techniques and 3D live mixed reality capture system. We will discuss each projects in detail in terms of their motivations and requirements of the particular application domain, their system description and design decisions, as well as their future impacts on the human social and physical entertainment field.


Information ◽  
2020 ◽  
Vol 11 (4) ◽  
pp. 209
Author(s):  
Plamen D. Petrov ◽  
Tatiana V. Atanasova

The effect of one of the most popular 3D visualization and modelling technologies with haptic and touch feedback possibilities—augmented reality (AR)—is analysed herein. That includes a specific solution, incorporating augmented reality. A case study for delivering STEM (science, technology, engineering, and mathematics) content using this tool at one secondary school in Sofia is presented. The experience gained in one school year of using facilities for a STEM enrichment program has been examined.


2017 ◽  
Vol 113 ◽  
pp. 400-407 ◽  
Author(s):  
Qian Shan ◽  
Thomas E. Doyle ◽  
Reza Samavi ◽  
Mona Al-Rei

2013 ◽  
Vol 336-338 ◽  
pp. 1434-1438 ◽  
Author(s):  
Yong Chang ◽  
Wen Peng Xu ◽  
Lei Wang

This paper researches on 3D visualization of underground antique tomb based on Augmented Reality .At first,this paper established 3D model of antique tomb with OpenGL in VC++6.0. In order to establish augmented reality 3D model of antique tomb, the OpenGL model of antique tomb was transferred into ARToolKit and realized 3D augmented reality visualization in ARToolKit. As ARToolKit uses computer vision techniques to calculate the real camera position and orientation relative to marked cards,so it is difficult to provide AR applications in outdoor environment. At last, this paper puts forth a new method to allow ARtoolkit to receive the data of GPS and 3D electronic compass, so it can make 3D registration with both computer vision and sensors.


2021 ◽  
Vol 33 (5) ◽  
pp. 655-661
Author(s):  
Zhigeng Pan ◽  
Jiali Gao ◽  
Ruonan Wang ◽  
Qingshu Yuan ◽  
Ran Fan ◽  
...  

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