scholarly journals Design and realization of relic augmented reality system of integration positioning and posture sensing technology

2018 ◽  
Vol 246 ◽  
pp. 03014
Author(s):  
Xin Huo ◽  
Hong Chen ◽  
YuHao Ma ◽  
Qing Wang

On the purpose of presenting the old appearance of the relics through digitalization, and overlapping the virtual scenes with the actual scenes at the relic site, in this paper, we introduced the positioning technology, posture sensing technology and system development technology, put forward constructing cultural relic tourism platform based on integration positioning and posture sensing technology, we conducted detailed research and analysis on the users’ experienced process of cultural tourism, designed a relic augmented reality system of integration positioning and posture sensing technology. This augmented reality system mainly utilizes positioning technology to guide the users to the correct location of the relic on the corresponding map, and then overlaps the virtual object with the real relic, achieveing a 360-degree view of the overlapping effect, and the presentation effect of near-small, far-big. The system mainly employs Unity to develop the system and realize the above system on mobile terminal. It is no longer limited to a fixed point experience environment, and is suitable for outdoor natural scenes, it makes a breakthrough on the traditional overlapping of virtual scenes and real scenes, realizes the precise overlap of virtual 3D scenes with actual images, and enables the users to feel the vicissitudes of history along the movement of the mobile device in outdoor natural scenes, so as to inherit the history and culture, enrich the information and add some fun to the displayed scene, it has the advantages of bringing people more immersive feelings compared with the traditional virtual display platform.

Author(s):  
Meng-ting XIAO ◽  
Zhi-quan FENG ◽  
Tao XU ◽  
Xiao-hui YANG ◽  
Chang-sheng AI ◽  
...  

2020 ◽  
Vol 9 (2) ◽  
pp. 56-64
Author(s):  
Yulisman Yulisman ◽  
Hendry Fonda ◽  
Andriana Kiki Yolanda

Abstract The application of information and communication technology in education is very helpful in teaching and learning activities, one of which is the use of smartphone technology as a learning medium in education, namely the learning system in subjects. Almost all subjects can take advantage of smartphone technology as a learning medium, especially mathematics, and especially for discussion of 3-dimensional building blocks. The purpose of building this system is to assist teachers in explaining the form of 3dimensional shapes to students so that students are interested in learning to build spaces using smartphone technology. The research method uses the Waterfall model system development model. The system is built by implementing Augmented reality using Google SketchUp as 3D modeling, Vuforia and Unity as a platform for the development and creation of 3dimensional images and space-building marker images used for making Augmented reality implementation applications, and the programming language is Java with JDK and SDK. The result is that the system has been successfully built and has been running well and can be used according to the needs of users (teachers and students) and the conclusion is that the Augmented reality system makes it easy for teachers to explain real spaces to students and attracts students' interest in learning shapes. geometry. Rating from users of the system as a whole was 86.6% (very good).   Keywords: Augmented reality, android, build space 3D, smartphone.   Abstrak Penerapan teknologi informasi dan komunikasi pada bidang pendidikan sangat membantu dalam kegiatan belajar dan mengajar, salah satunya pemanfaatan teknologi smartphone sebagai media pembelajaran dalam bidang pendidikan yaitu dengan sistem pembelajaran pada mata pelajaran. Hampir semua mata pelajaran bisa memanfaatkan teknologi smartphone sebagai media pembelajaran terutama mata pelajaran matematika, dan khususnya untuk pembahasan pelajaran bangun ruang 3dimensi. Tujuan dibangunnya sistem ini adalah untuk membantu guru dalam menjelaskan bentuk bangun ruang secara 3dimensi kepada siswa agar siswa tertarik untuk belajar bangun ruang dengan menggunakan teknologi smartphone. Metode penelitian dengan menggunakan model pengembangan sistem model Waterfall. Sistem dibangun dengan menerapkan Augmented reality menggunakan Google SketchUp sebagai pemodelan 3D, vuforia dan Unity sebagai flatform untuk pengembangan dan pembuatan gambar 3dimensi dan gambar marker bangun ruang yang digunakan untuk pembuatan aplikasi implementasi Augmented reality, serta bahasa pemrograman adalah Java dengan JDK dan SDK. Hasilnya sistem sukses dibangun dan telah berjalan dengan baik dan dapat digunakan sesuai dengan kebutuhan user (guru dan siswa) dan diperoleh kesimpulan bahwa sistem Augmented reality bangun ruang ini memberikan kemudahan bagi guru dalam menjelaskan bangun ruang secara real kepada siswa dan menarik minat siswa dalam mempelajari bentuk bangun ruang. Penilaian dari pengguna sistem secara keseluruhan 86,6% (sangat baik).   Kata Kunci : Augmented reality, android, bangun ruang 3D, smartphone.


Sensors ◽  
2021 ◽  
Vol 21 (9) ◽  
pp. 3061
Author(s):  
Alice Lo Valvo ◽  
Daniele Croce ◽  
Domenico Garlisi ◽  
Fabrizio Giuliano ◽  
Laura Giarré ◽  
...  

In recent years, we have assisted with an impressive advance in augmented reality systems and computer vision algorithms, based on image processing and artificial intelligence. Thanks to these technologies, mainstream smartphones are able to estimate their own motion in 3D space with high accuracy. In this paper, we exploit such technologies to support the autonomous mobility of people with visual disabilities, identifying pre-defined virtual paths and providing context information, reducing the distance between the digital and real worlds. In particular, we present ARIANNA+, an extension of ARIANNA, a system explicitly designed for visually impaired people for indoor and outdoor localization and navigation. While ARIANNA is based on the assumption that landmarks, such as QR codes, and physical paths (composed of colored tapes, painted lines, or tactile pavings) are deployed in the environment and recognized by the camera of a common smartphone, ARIANNA+ eliminates the need for any physical support thanks to the ARKit library, which we exploit to build a completely virtual path. Moreover, ARIANNA+ adds the possibility for the users to have enhanced interactions with the surrounding environment, through convolutional neural networks (CNNs) trained to recognize objects or buildings and enabling the possibility of accessing contents associated with them. By using a common smartphone as a mediation instrument with the environment, ARIANNA+ leverages augmented reality and machine learning for enhancing physical accessibility. The proposed system allows visually impaired people to easily navigate in indoor and outdoor scenarios simply by loading a previously recorded virtual path and providing automatic guidance along the route, through haptic, speech, and sound feedback.


2013 ◽  
Vol 60 (9) ◽  
pp. 2636-2644 ◽  
Author(s):  
Hussam Al-Deen Ashab ◽  
Victoria A. Lessoway ◽  
Siavash Khallaghi ◽  
Alexis Cheng ◽  
Robert Rohling ◽  
...  

2009 ◽  
Vol 5 (4) ◽  
pp. 415-422 ◽  
Author(s):  
Ramesh Thoranaghatte ◽  
Jaime Garcia ◽  
Marco Caversaccio ◽  
Daniel Widmer ◽  
Miguel A. Gonzalez Ballester ◽  
...  

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