Interacting with multi-touch handheld devices in augmented reality spaces

Author(s):  
Asier Marzo ◽  
Benoît Bossavit ◽  
Oscar Ardaiz
Author(s):  
Prabha Selvaraj ◽  
Sumathi Doraikannan ◽  
Anantha Raman Rathinam ◽  
Balachandrudu K. E.

Today technology evolves in two different directions. The first one is to create a new technology for our requirement and solve the problem, and the second one is to do it with the existing technology. This chapter will discuss in detail augmented reality and its use in the real world and also its application domains like medicine, education, health, gaming, tourism, film and entertainment, architecture, and development. Many think that AR is only for smartphones, but there are different ways to enhance the insight of the world. Augmented realities can be presented on an extensive range of displays, monitors, screens, handheld devices, or glasses. This chapter will provide the information about the key components of AR devices. This chapter gives a view on different types of AR and also projects how the technology can be adapted for multiple purposes based on the required type of view.


2014 ◽  
Vol 1018 ◽  
pp. 39-46 ◽  
Author(s):  
Jens Lambrecht ◽  
Jörg Krüger

In this paper, we present a robot programming system taking into account natural communication and process integrated simulation as well as a unified robot control layer and an interface towards the Digital Factory for program transmission. We choose an integrative approach including markerless gesture recognition and a mobile Augmented Reality simulation on common handheld devices, e.g. smartphones or tablet-PCs. The user is enabled to draw poses and trajectories into the workspace of the robot supported with simultaneous visual feedback in Augmented Reality. In addition the user can adapt the robot program by gestural manipulation of poses and trajectories. Within a task-oriented implementation of the robot program a pick and place task was implemented through the programming by demonstration principle. With the help of a user study we evaluate programming duration, programming errors and subjective assessment compared with Teach-In and Offline Programming. The analysis of the results shows a significant reduction of programming duration as well as a reduction of programming errors compared with Teach-In. Furthermore, most participants favour the spatial programming system.


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.


2011 ◽  
pp. 988-1003
Author(s):  
Karen Schrier

Students need to learn the critical thinking of history, yet they rarely have opportunities to authentically simulate historic inquiry. Research has suggested the pedagogical potential for using augmented reality (AR) games—location-based games that use wireless handheld devices such as PDAs to provide virtual game information in a physical environment. The novel AR game, Reliving the Revolution (RtR), was created as a model for studying how AR games can engage students in interpretive, collaborative, and problem-solving activities. In this chapter, the game is introduced and main results of the initial iterative tests are discussed, including what went wrong and how the game was redesigned to better support deeper engagement and historical thinking and learning.


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.


Author(s):  
Lidia Falomo Bernarduzzi ◽  
Ester Maria Bernardi ◽  
Alberto Ferrari ◽  
Maria Carla Garbarino ◽  
Andrea Vai

AbstractThe Pavia University History Museum, which houses historic items mainly connected to the physics and medicine fields, has focused in the past years on new ways to involve its public and to attract new audiences. Among different approaches, digital technologies have proven important to both external and internal communication. Lately, an Augmented Reality application has been made available to visitors, offering in one tool multimedia material of a historical-scientific nature: stories, 3D animations, images and user-generated video storytelling (developed mainly by University students, one of our least present demographics before the App, and younger students, who typically participate in the annual co-creative project). The App was designed to be as non-intrusive and discreet as possible, to preserve the historic ambiance of the museum, to unite social and educational aspects, to register user behaviour and to make the museum experience more vibrant and active and therefore captivating.


2018 ◽  
pp. 180-189
Author(s):  
Julien Letellier ◽  
Jens Reinhardt ◽  
Peter Scholl ◽  
Jürgen Sieck ◽  
Michael Thiele-Maas

While not a new concept, Augmented Reality (AR) has gained increasing momentum in the last few years through the widespread propagation of high-performance mobile devices. These powerful handheld devices allow users to see the real world enhanced with computer-generated content anywhere at anytime. This has led to a massive rise of AR technology; large companies and start-ups are adding affordable AR accessories to their product portfolios. In this paper we describe a joint project between our research group and the Konzerthaus Berlin to use AR to enrich the Konzerthaus’ printed media. With the aid of AR, the readers of the seasonal brochure of the Konzerthaus Berlin are given the opportunity to access additional content complementing the brochure. These contents include images, illustrations, audio, video, simple 2D and 3D animations, interactive media as well as 3D objects. The application was implemented using Vuforia and Unity. This is an extended version of the paper presented at the Conference on Culture and Computer Science 2017 [17].


Sign in / Sign up

Export Citation Format

Share Document