scholarly journals Designing Ray-Pointing using Real hand and Touch-based in Handheld Augmented Reality for Object Selection

2021 ◽  
Vol 11 (2) ◽  
pp. 95-102
Author(s):  
Nur Ameerah Abdul Halim ◽  
Ajune Wanis Ismail

Augmented Reality (AR) have been widely explored worldwide for their potential as a technology that enhances information representation. As technology progresses, smartphones (handheld devices) now have sophisticated processors and cameras for capturing static photographs and video, as well as a variety of sensors for tracking the user's position, orientation, and motion. Hence, this paper would discuss a finger-ray pointing technique in real-time for interaction in handheld AR and comparing the technique with the conventional technique in handheld, touch-screen interaction. The aim of this paper is to explore the ray pointing interaction in handheld AR for 3D object selection. Previous works in handheld AR and also covers Mixed Reality (MR) have been recapped.

2018 ◽  
Vol 142 (5) ◽  
pp. 638-644 ◽  
Author(s):  
Matthew G. Hanna ◽  
Ishtiaque Ahmed ◽  
Jeffrey Nine ◽  
Shyam Prajapati ◽  
Liron Pantanowitz

Context Augmented reality (AR) devices such as the Microsoft HoloLens have not been well used in the medical field. Objective To test the HoloLens for clinical and nonclinical applications in pathology. Design A Microsoft HoloLens was tested for virtual annotation during autopsy, viewing 3D gross and microscopic pathology specimens, navigating whole slide images, telepathology, as well as real-time pathology-radiology correlation. Results Pathology residents performing an autopsy wearing the HoloLens were remotely instructed with real-time diagrams, annotations, and voice instruction. 3D-scanned gross pathology specimens could be viewed as holograms and easily manipulated. Telepathology was supported during gross examination and at the time of intraoperative consultation, allowing users to remotely access a pathologist for guidance and to virtually annotate areas of interest on specimens in real-time. The HoloLens permitted radiographs to be coregistered on gross specimens and thereby enhanced locating important pathologic findings. The HoloLens also allowed easy viewing and navigation of whole slide images, using an AR workstation, including multiple coregistered tissue sections facilitating volumetric pathology evaluation. Conclusions The HoloLens is a novel AR tool with multiple clinical and nonclinical applications in pathology. The device was comfortable to wear, easy to use, provided sufficient computing power, and supported high-resolution imaging. It was useful for autopsy, gross and microscopic examination, and ideally suited for digital pathology. Unique applications include remote supervision and annotation, 3D image viewing and manipulation, telepathology in a mixed-reality environment, and real-time pathology-radiology correlation.


2016 ◽  
Vol 1 (2) ◽  
pp. 177
Author(s):  
Unang Rio ◽  
Susi Erlinda ◽  
Dwi Haryono

Intisari  - Provinsi Riau terletak di lokasi yang strategis dan memiliki kekayaan keindahan alam dan budaya  yang  unik,  Riau  menawarkan  banyak  tempat  wisata  baik alam dan  budaya.  Tujuan  dari penelitian ini untuk membuat aplikasi  yang membantu masyarakat  untuk mendapatkan informasi objek wisata unggulan di Provinsi Riau. Salah satu faktor yang menyebabkan kurang berkembangnya sektor pariwisata di Provinsi Riau saat ini adalah karena pengelolaan informasi yang bersifat promosi dan belum mampu memaksimalkan ketersediaan teknologi informasi yang tersedia. Penggunaan teknologi augmented reality adalah teknologi yang menggabungkan benda maya tiga dimensi ke dalam  sebuah  lingkungan  tiga-dimensi  nyata  dan  kemudian  memproyeksikan  benda-benda  maya secara real time. Markerless objek wisata unggulan adalah bono surfing, balap alur, tongkang bahan bakar, pantai Rupat, istana siak dan Candi Muara Takus. pembuatan obyek dan membaca penanda scan dari kamera menggunakan teknik markerbase dan Markerless dengan objek Pelacakan metode 3D dan algoritma SIFT (Skala Fitur invarian Transform). Proses yang terkandung dalam deteksi obyek membaca gambar, mempertajam gambar dengan memanfaatkan High Pass Filter; membaca gambar dari metode SIFT bahwa proses akan menghasilkan deteksi titik. Hasil pengujian untuk melihat efek dari jarak antara smartphone kamera dengan spidol, jarak yang diperoleh sangat ideal untuk menampilkan objek 3D, sampai 40 cm. pengujian aplikasi ARRiauTouris mampu mendeteksi penanda dengan jarak dekat 10 cm dan jarak maksimum 67 cm, dan memperoleh waktu rata-rata untuk objek (mean) antara 0,80 detik menjadi 0,93 detik. Kata kunci: obyek wisata, augmented reality, 3D pelacakan objek, provinsi riau


2021 ◽  
Author(s):  
Zog Breaneslami Ridhoslaras Prasasti

Saat ini pemanfaatan teknologi informasi mengalami perkembangan pesat. Salah satu contoh yang digunakan dalam penyampaian informasi adalah teknologi Augmented Reality (AR). Pengguna dapat menvisualisasikan objek dalam bentuk 3D secara realtime sehingga AR banyak diimplementasikan di berbagai bidang, termasuk bidang pendidikan dan pembelajaran. Penelitian inian ini akan melakukan analisis cara kerja AR sebagai media pembelajaran Aksara Lampung. Hal ini dilakukan dalam upaya menjaga dan memelihara Aksara Lampung sendiri adalah salah satu Rendahnya minat belajar aksara Lampung siswa-siswi SD Sejahtera 4 Bandar Lampung digunakan Game Engine Unity serta Vuforia SDK agar aplikasi yang dibangun menjadi aplikasi berteknologi Augmented Reality (AR) dan menggunakan marker berupa kertas yang apabila diarahkan ke aplikasi akan terdeteksi dapat menampilkan visualisasi objek 3D. Aplikasi ini bermanfaat bagi siswa sekolah dasar yang sedang menempuh pelajaran aksara Lampung. Dari hasil pengujian yang telah dilakukan, dapat disimpulkan bahwa aplikasi yang dibangun mampu menampilkan visualisasi objek 3D serta mampu menarik minat siswa dalam mempelajari aksara Lampung. --- [ Currently, the use of information technology is experiencing rapid development. One example used in the delivery of information is Augmented Reality (AR) technology. Users can visualize objects in 3D in real-time so that AR is widely implemented in various fields, including education and learning. This study will analyze how AR works as a medium for learning Lampung script. This is done in an effort to maintain and maintain the Lampung script itself which is one of the low interest in learning Lampung script in Sejahtera 4 elementary school students Bandar Lampung by using the Unity Game Engine and Vuforia SDK so that the application built becomes Augmented Reality (AR) technology and uses markers in the form of paper that is directed to the application will be detected can display 3D object visualization. This application is useful for elementary school students who are taking Lampung script lessons. From the results of the tests that have been carried out, it can be concluded that the application built is able to display 3D object visualization and is able to attract students' interest in learning Lampung script. ]


Leonardo ◽  
2014 ◽  
Vol 47 (4) ◽  
pp. 325-336 ◽  
Author(s):  
Patrick Lichty

From ARToolkit’s emergence in the 1990s to the emergence of augmented reality (AR) as an art medium in the 2010s, AR has developed as a number of evidential sites. As an extension of virtual media, it merges real-time pattern recognition with goggles (finally realizing William Gibson’s sci-fi fantasy) or handheld devices. This creates a welding of real-time media and virtual reality, or an optically registered simulation overlaid upon an actual spatial environment. Commercial applications are numerous, including entertainment, sales, and navigation. Even though AR-based works can be traced back to the late 1990s, AR work requires some understanding of coding and tethered imaging equipment. It was not until marker-based AR, affording lower entries to usage, as well as geo-locational AR-based media, using handheld devices and tablets, that augmented reality as an art medium would propagate. While one can argue that AR-based art is a convergence of handheld device art and virtual reality, there are intrinsic gestures specific to augmented reality that make it unique. The author looks at some historical examples of AR as well as critical issues of AR-based gestures such as compounding the gaze, problematizing the retinal, and the representational issues of informatic overlays. This generates four gestural vectors, analogous to those defined in “The Translation of Art in Virtual Worlds,” which is examined through case studies. From this, a visual theory of augmentation will be proposed.


2015 ◽  
Vol 6 (2) ◽  
pp. 321 ◽  
Author(s):  
Andi Santoso ◽  
Tri Listyorini ◽  
Arif Susanto

ABSTRAK Augmented Reality merupakan suatu lingkungan yang memasukkan Object 3D kedalam dunia nyata secara real time. Dalam Penelitian ini, akan menerapkan tegnology AR kedalam katalog Produk PT Djarum, Sehingga katalog Produk Djarum ini bisa menjadi real dengan adanya Object 3D Produk rokok. Aplikasi ini merupakan aplikasi yang berjalan pada platform Android dan dibangun pada program Unity. Dimana aplikasi ini adalah video streaming yang diambil dari kamera smartphone Android sebagai pendeteksi sumber masukan, kemudian aplikasi ini akan mendeteksi dan melacak marker tiap produk yang telah dikonfigurasi dan diintegrasikan pada link resmi vuforia dengan menggunakan system tracking, sehingga model 3D Object produk Djarum seolah-olah akan muncul pada maeker tersebut. Dengan adanya aplikasi ini, diharapkan akan menambah gairah para pelaku training diperusahaan terkait untuk selalu belajar mengenai produk Cjarum tersebut, dan sebagai media alternatif yang menarik untuk pemasaran produk PT Djarum tersebut. Kata kunci: 3D, android, Augmented Reality, pt djarum, unity vuforia.


2021 ◽  
Vol 11 (2) ◽  
pp. 103-109
Author(s):  
Goh Eg Su ◽  
Ajune Wanis Ismail

Interaction is one of the important topics to be discussed since it includes the interface where the end-user communicates with the augmented reality (AR) system. In handheld AR interface, the traditional interaction techniques are not suitable for some AR applications due to the different attributes of handheld devices that always refer to smartphones and tablets. Currently interaction techniques in handheld AR are known as touch-based technique, mid-air gesture-based technique and device-based technique that can led to a wide discussion in related research areas. However, this paper will focus to discover the device-based interaction technique because it has proven in the previous studies to be more suitable and robust in several aspects. A novel device-based 3D object rotation technique is proposed to solve the current problem in performing 3DOF rotation of 3D object. The goal is to produce a precise and faster 3D object rotation. Therefore, the determination of the rotation amplitudes per second is required before the fully implementation. This paper discusses the implementation in depth and provides a guideline for those who works in related to device-based interaction.


10.29007/zzqs ◽  
2018 ◽  
Author(s):  
Hisham Iqbal ◽  
Ferdinando Rodriguez Y Baena

Advances in augmented-reality (AR) technologies have seen their increased adoption in robotic-assisted procedures in a surgical environment, as they provide both cognitive benefits through improved information management, as well as potential reductions in operating times with the removal of manually operated physical displays. A crucial component of successfully transferring AR-based technologies from a research environment into operating theatres is a robust back-end communication system capable of rapidly communicating information between surgical robots and head-mounted displays.A system capable of carrying out this task was constructed by coding a server program written in C#, which communicated via WiFi with a HoloLens™ (Windows, USA) app coded in C# deployed via Unity (Unity Technologies, USA). The system architecture utilised User-Datagram Protocol to take raw input data, format it into packets, and then wirelessly transmit it to the HoloLens™. The constructed system was tested against a benchmark frequency (>10Hz) to examine its suitability in a real-time application.Data varying in size from from 0.128 KB - 4.69 MB was successfully transmitted above the real-time benchmark, with the lowest recorded frame-rate registering at 14.13Hz, indicating that the system shows promise in transmitting surgical navigation workflow information and coordination-transformation data in a surgical environment. Future work on the system will aim to further streamline the communication architecture in order to smoothly integrate any additional hardware into the communication network whilst maintaining a low communication-latency, with an overarching aim of progressing towards a more mixed-reality experience in a surgical environment.


2019 ◽  
Vol 2019 (1) ◽  
pp. 237-242
Author(s):  
Siyuan Chen ◽  
Minchen Wei

Color appearance models have been extensively studied for characterizing and predicting the perceived color appearance of physical color stimuli under different viewing conditions. These stimuli are either surface colors reflecting illumination or self-luminous emitting radiations. With the rapid development of augmented reality (AR) and mixed reality (MR), it is critically important to understand how the color appearance of the objects that are produced by AR and MR are perceived, especially when these objects are overlaid on the real world. In this study, nine lighting conditions, with different correlated color temperature (CCT) levels and light levels, were created in a real-world environment. Under each lighting condition, human observers adjusted the color appearance of a virtual stimulus, which was overlaid on a real-world luminous environment, until it appeared the whitest. It was found that the CCT and light level of the real-world environment significantly affected the color appearance of the white stimulus, especially when the light level was high. Moreover, a lower degree of chromatic adaptation was found for viewing the virtual stimulus that was overlaid on the real world.


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