scholarly journals The Impact of Augmented Reality Techniques on Cartographic Visualization

Author(s):  
Frank Dickmann ◽  
Julian Keil ◽  
Paula L. Dickmann ◽  
Dennis Edler

AbstractAugmented reality (AR) is playing an increasingly important role in a variety of everyday application scenarios. Users are not completely disconnected from the current sensory influences of reality. They are merely confronted with additional virtual objects that are projected into reality. This allows users to obtain additional spatial information, which makes this technology interesting for cartographic applications (e.g. navigation). The dynamic positioning of the superimposed image in the scene being viewed is crucial for the generation of AR elements displayed correctly in terms of perspective. Understanding these technical basics is an important prerequisite for the cartographic use of augmented reality. The different techniques influence the visualization and the perception of AR elements in 3D space. This article highlights important visualization properties of current augmented reality techniques.

2021 ◽  
Author(s):  
Bradley Herbert ◽  
Nilufar Baghaei ◽  
Mark Billinghurst ◽  
Grant Wigley

Modern training typically incorporates real-world training applications. Augmented Reality (AR) technologies support this by overlaying virtual objects in real-world 3-Dimensional (3D) space. However, integrating instruction into AR is challenging because of technological and educational considerations. One reason is a lack of architecture for supporting Intelligent Tutoring Systems (ITSs) in AR training domains. We present a novel modular agent-based Distributed Augmented Reality Training (DART) architecture for ITSs to address two key AR challenges: (1) a decoupling of the display and tracking components and (2) support for modularity. Modular agents communicate with each other over a network, allowing them to be easily swapped out and replaced to support differing needs. Our motivation is driven by the fact that AR technologies are vary considerably and an ITS architecture would need to be flexible enough to support these requirements. Finally, we believe that our novel architecture will appeal to practical designers of ITSs and to the more theoretical educators who wish to use such systems to simulate and broaden research in the distributed cognitive educational theories.


2019 ◽  
Author(s):  
Paul Linton

Near distances are overestimated in virtual reality, and far distances are underestimated, but an explanation for these distortions remains elusive. One potential concern is that whilst the eye rotates to look at the virtual scene, the virtual cameras remain static. Could using eye-tracking to change the perspective of the virtual cameras as the eye rotates improve depth perception in virtual reality? This paper identifies 14 distinct perspective distortions that could in theory occur from keeping the virtual cameras fixed whilst the eye rotates in the context of near-eye displays. However, the impact of eye movements on the displayed image depends on the optical, rather than physical, distance of the display. Since the optical distance of most head-mounted displays is over 1m, most of these distortions will have only a negligible effect. The exception are ‘gaze-contingent disparities’, which will leave near virtual objects looking displaced from physical objects that are meant to be at the same distance in augmented reality.


2021 ◽  
Author(s):  
Bradley Herbert ◽  
Nilufar Baghaei ◽  
Mark Billinghurst ◽  
Grant Wigley

Modern training typically incorporates real-world training applications. Augmented Reality (AR) technologies support this by overlaying virtual objects in real-world 3-Dimensional (3D) space. However, integrating instruction into AR is challenging because of technological and educational considerations. One reason is a lack of architecture for supporting Intelligent Tutoring Systems (ITSs) in AR training domains. We present a novel modular agent-based Distributed Augmented Reality Training (DART) architecture for ITSs to address two key AR challenges: (1) a decoupling of the display and tracking components and (2) support for modularity. Modular agents communicate with each other over a network, allowing them to be easily swapped out and replaced to support differing needs. Our motivation is driven by the fact that AR technologies are vary considerably and an ITS architecture would need to be flexible enough to support these requirements. Finally, we believe that our novel architecture will appeal to practical designers of ITSs and to the more theoretical educators who wish to use such systems to simulate and broaden research in the distributed cognitive educational theories.


2021 ◽  
Vol 11 (13) ◽  
pp. 6047
Author(s):  
Soheil Rezaee ◽  
Abolghasem Sadeghi-Niaraki ◽  
Maryam Shakeri ◽  
Soo-Mi Choi

A lack of required data resources is one of the challenges of accepting the Augmented Reality (AR) to provide the right services to the users, whereas the amount of spatial information produced by people is increasing daily. This research aims to design a personalized AR that is based on a tourist system that retrieves the big data according to the users’ demographic contexts in order to enrich the AR data source in tourism. This research is conducted in two main steps. First, the type of the tourist attraction where the users interest is predicted according to the user demographic contexts, which include age, gender, and education level, by using a machine learning method. Second, the correct data for the user are extracted from the big data by considering time, distance, popularity, and the neighborhood of the tourist places, by using the VIKOR and SWAR decision making methods. By about 6%, the results show better performance of the decision tree by predicting the type of tourist attraction, when compared to the SVM method. In addition, the results of the user study of the system show the overall satisfaction of the participants in terms of the ease-of-use, which is about 55%, and in terms of the systems usefulness, about 56%.


Sensors ◽  
2021 ◽  
Vol 21 (8) ◽  
pp. 2872
Author(s):  
Miroslav Uhrina ◽  
Anna Holesova ◽  
Juraj Bienik ◽  
Lukas Sevcik

This paper deals with the impact of content on the perceived video quality evaluated using the subjective Absolute Category Rating (ACR) method. The assessment was conducted on eight types of video sequences with diverse content obtained from the SJTU dataset. The sequences were encoded at 5 different constant bitrates in two widely video compression standards H.264/AVC and H.265/HEVC at Full HD and Ultra HD resolutions, which means 160 annotated video sequences were created. The length of Group of Pictures (GOP) was set to half the framerate value, as is typical for video intended for transmission over a noisy communication channel. The evaluation was performed in two laboratories: one situated at the University of Zilina, and the second at the VSB—Technical University in Ostrava. The results acquired in both laboratories reached/showed a high correlation. Notwithstanding the fact that the sequences with low Spatial Information (SI) and Temporal Information (TI) values reached better Mean Opinion Score (MOS) score than the sequences with higher SI and TI values, these two parameters are not sufficient for scene description, and this domain should be the subject of further research. The evaluation results led us to the conclusion that it is unnecessary to use the H.265/HEVC codec for compression of Full HD sequences and the compression efficiency of the H.265 codec by the Ultra HD resolution reaches the compression efficiency of both codecs by the Full HD resolution. This paper also includes the recommendations for minimum bitrate thresholds at which the video sequences at both resolutions retain good and fair subjectively perceived quality.


2020 ◽  
Vol 4 (4) ◽  
pp. 78
Author(s):  
Andoni Rivera Pinto ◽  
Johan Kildal ◽  
Elena Lazkano

In the context of industrial production, a worker that wants to program a robot using the hand-guidance technique needs that the robot is available to be programmed and not in operation. This means that production with that robot is stopped during that time. A way around this constraint is to perform the same manual guidance steps on a holographic representation of the digital twin of the robot, using augmented reality technologies. However, this presents the limitation of a lack of tangibility of the visual holograms that the user tries to grab. We present an interface in which some of the tangibility is provided through ultrasound-based mid-air haptics actuation. We report a user study that evaluates the impact that the presence of such haptic feedback may have on a pick-and-place task of the wrist of a holographic robot arm which we found to be beneficial.


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