Authoring Animations of Virtual Objects in Augmented Reality-Based 3D Space

Author(s):  
Manabu Eitsuka ◽  
Masahito Hirakawa
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.


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.


Author(s):  
Yulia Fatma ◽  
Armen Salim ◽  
Regiolina Hayami

Along with the development, the application can be used as a medium for learning. Augmented Reality is a technology that combines two-dimensional’s virtual objects and three-dimensional’s virtual objects into a real three-dimensional’s  then projecting the virtual objects in real time and simultaneously. The introduction of Solar System’s material, students are invited to get to know the planets which are directly encourage students to imagine circumtances in the Solar System. Explenational of planets form and how the planets make the revolution and rotation in books are considered less material’s explanation because its only display objects in 2D. In addition, students can not practice directly in preparing the layout of the planets in the Solar System. By applying Augmented Reality Technology, information’s learning delivery can be clarified, because in these applications are combined the real world and the virtual world. Not only display the material, the application also display images of planets in 3D animation’s objects with audio.


Author(s):  
Kevin Lesniak ◽  
Conrad S. Tucker

The method presented in this work reduces the frequency of virtual objects incorrectly occluding real-world objects in Augmented Reality (AR) applications. Current AR rendering methods cannot properly represent occlusion between real and virtual objects because the objects are not represented in a common coordinate system. These occlusion errors can lead users to have an incorrect perception of the environment around them when using an AR application, namely not knowing a real-world object is present due to a virtual object incorrectly occluding it and incorrect perception of depth or distance by the user due to incorrect occlusions. The authors of this paper present a method that brings both real-world and virtual objects into a common coordinate system so that distant virtual objects do not obscure nearby real-world objects in an AR application. This method captures and processes RGB-D data in real-time, allowing the method to be used in a variety of environments and scenarios. A case study shows the effectiveness and usability of the proposed method to correctly occlude real-world and virtual objects and provide a more realistic representation of the combined real and virtual environments in an AR application. The results of the case study show that the proposed method can detect at least 20 real-world objects with potential to be incorrectly occluded while processing and fixing occlusion errors at least 5 times per second.


2015 ◽  
Vol 1 (2) ◽  
pp. 306
Author(s):  
Hoger Mahmud Hussen

In this paper the outcome of a project is presented that aims to modify and improve one of the most widely used Augmented Reality tools. Augmented reality (AR), is a fast growing area of virtual reality research. Augmented Reality (AR) is a newly emerging technology by which user’s view of the real world is augmented with additional information from a computer model. ARToolKit is one of the most widely used toolkits for Augmented Reality applications. The toolkit tracks optical markers and overlays virtual objects on the markers. In the current version of the toolkit the overlaid object is stationary or loops regardless of the optical target position, this means that the overlaid object cannot be animated or changed based on the movement of the optical target. The aim is to improve the toolkit, therefore a design solution to modify it were designed and implement so that users can manipulate the position of the overlaid virtual object, through movements of the optical target. The design solution focuses on developing a mathematically based links between the position of the optical target and the overlaid virtual object. To test the solution test cases were developed and the results show that the design solution is effective and the principal idea can be used to develop many applications in different sectors such as education and health.


2021 ◽  
Vol 2111 (1) ◽  
pp. 012029
Author(s):  
Y M Nursita ◽  
S Hadi

Abstract The research aims to develop mobile learning media with augmented reality for electrical measurement instruments. The learner can use this application to improve their skills and knowledge about using electrical measurement instruments correctly. One of the essential skills for electricians is using voltmeter, ammeter, and ohmmeter. The result of measuring they can do some analysis about an issue or troubleshooting the electrical field. From the development research, was produced learning media application product was named ARAVO. ARAVO is an abbreviation of augmented reality of Ammeter, Voltmeter, and Ohmmeter. ARAVO helps learners and even lecturers to simulate the use of electrical measuring instruments by combining virtual objects such as multimeter with the real world. Thus will provide a more visible visualization of how to use electrical measuring instruments before they practice directly with actual measuring instruments. ARAVO is a mobile application that can run on the smartphone platform mobile Android. Into the development of this application must go through several stages before it is ready for use.


2013 ◽  
Vol 3 (3) ◽  
pp. 1
Author(s):  
Renan Augusto Dembogurski ◽  
Bruno José Dembogurski ◽  
José Luiz Ribeiro De Souza Filho ◽  
Dhiego Oliveira Sad ◽  
Rodrigo De Souza Silva ◽  
...  

This paper presents an application that allows the generation of virtual terrains interactively, using augmented reality markers. This application also allows the user to navigate in the generated virtual environment. To demonstrate how the process is done, a terrain generation scenario was chosen. Virtual objects were augmented using markers and the detection is done through the ARToolKit framework. A particle system was used to simulate deformation to better incorporate the needs of terrain generation. The deformation itself follows an interparticle force between the particles attached to a movable physical marker and the particles attached to a fixed multi-marker representing the mesh. A viscous force is also used to generate a plastic material effect ensuring permanent deformation. The resulting application although conceptually simple and easy to use, can produce an immersive output environment that the user can freely navigate.


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