Project Esky: Enabling High Fidelity Augmented Reality on an Open Source Platform

Author(s):  
Rompapas Damien Constantine ◽  
Daniel Flores Quiros ◽  
Charlton Rodda ◽  
Bryan Christopher Brown ◽  
Noah Benjamin Zerkin ◽  
...  
Author(s):  
Damien Rompapas ◽  
Charlton Rodda ◽  
Bryan Christopher Brown ◽  
Noah Benjamin Zerkin ◽  
Alvaro Cassinelli

Author(s):  
Damien Hompapas ◽  
Christian Sandor ◽  
Alexander Plopski ◽  
Daniel Saakes ◽  
Dong Hyeok Yun ◽  
...  

Author(s):  
Fábio Alexandre Caravieri Modesto

Open Wonderland is a Java open source toolkit for creating collaborative 3D virtual worlds. Within those worlds, users can communicate with high-fidelity, immersive audio, share live desktop applications, and collaborate in an education, business, or government context. Wonderland is completely extensible; developers and graphic artists can extend its functionality to create entirely new worlds and add new features to existing worlds. The vision for Open Wonderland is to provide an environment that is robust enough in terms of security, scalability, and functionality that organizations can rely on it as a place to conduct real business or education. Organizations should be able to use Wonderland to create a virtual presence to better communicate with students, customers, partners, or friends. Individuals should also be able to tailor portions of the world to adapt to their needs and to express their personal style.


Author(s):  
Michael VanWaardhuizen ◽  
James Oliver ◽  
Jesus Gimeno

The AugmenTable is a desktop augmented reality workstation intended for conceptual design and prototyping. It combines a thin form factor display, inexpensive web cameras, and a PC into a unique system that enables natural interaction with virtual and physical parts. This initial implementation of the AugmenTable takes advantage of the popular open source augmented reality software platform ARToolkit to enable manual interaction with physical parts, as well as interaction with virtual parts via a physically marked pointer or a color-marked fingertip. This paper describes similar previous work, the methods used to create the AugmenTable, the novel interaction it affords users, and a number of avenues for advancing the system in the future.


2012 ◽  
Vol 12 (1) ◽  
pp. 2-7 ◽  
Author(s):  
Jozef Barna ◽  
Veronika Fecova ◽  
Jozef Novak-Marcincin ◽  
Jozef Torok

2020 ◽  
Vol 12 (21) ◽  
pp. 9262
Author(s):  
Naai-Jung Shih ◽  
Hui-Xu Chen ◽  
Tzu-Yu Chen ◽  
Yi-Ting Qiu

This research aimed to preserve traditional elements and urban fabric with enabled interaction in augmented reality (AR). Cultural elements and fabrics are mutually influential in Lukang, Taiwan. Evolved routes for tourism and religious activities have created characteristic elements and activity-based fabrics and facilities. The sustainable promotion of digital cultural assets started from photogrammetry modeling of alley space and shops. The application of AR enabled situated learning of 68 objects, including decorated façades, jar walls, the Lukang Gate, beggar seats, and other creative cultural elements. The heritages were promoted under a new interactive measure of feasibility that facilitated cultural sustainability in a remote site. A mobile interface with a convenient smartphone configured certain settings that were sufficiently flexible and easy to apply. The study presented an effective and efficient remote and situated learning process that correlated the development or setting of both locations. Correlation was achieved with a high fidelity of appearance and utilizing a flexible transformation interface. An approach, which recreated the background and formerly reconstructed objects during AR simulation, was used to verify the outcome of the situated study with conflicting qualitative and quantitative findings.


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