An Augmented Reality Online Assistance Platform for Repair Tasks

Author(s):  
Lu Sun ◽  
Hussein Al Osman ◽  
Jochen Lang

Our augmented reality online assistance platform enables an expert to specify 6DoF movements of a component and apply the geometrical and physical constraints in real-time. We track the real components on the expert’s side to monitor the operations of an expert. We leverage a remote rendering technique that we proposed previously to relieve the rendering burden of the augmented reality end devices. By conducting a user study, we show that the proposed method outperforms conventional instructional videos and sketches. The answers to the questionnaires show that the proposed method receives higher recommendation than sketching, and, compared to conventional instructional videos, is outstanding in terms of instruction clarity, preference, recommendation, and confidence of task completion. Moreover, as to the overall user experience, the proposed method has an advantage over the video method.

Author(s):  
Rita Francese ◽  
Maria Frasca ◽  
Michele Risi ◽  
Genoveffa Tortora

AbstractMelanoma is considered the deadliest skin cancer and when it is in an advanced state it is difficult to treat. Diagnoses are visually performed by dermatologists, by naked-eye observation. This paper proposes an augmented reality smartphone application for supporting the dermatologist in the real-time analysis of a skin lesion. The app augments the camera view with information related to the lesion features generally measured by the dermatologist for formulating the diagnosis. The lesion is also classified by a deep learning approach for identifying melanoma. The real-time process adopted for generating the augmented content is described. The real-time performances are also evaluated and a user study is also conducted. Results revealed that the real-time process may be entirely executed on the Smartphone and that the support provided is well judged by the target users.


Author(s):  
Muhamad Fajar ◽  
Yogi Udjaja ◽  
Eko Setyo Purwanto ◽  
Anderies
Keyword(s):  

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.


2010 ◽  
Vol 40-41 ◽  
pp. 388-391 ◽  
Author(s):  
Shou Xiang Zhang

An unmanned mining technology for the fully mechanized longwall face automation production is proposed and studied. The essential technology will bring the longwall face production into visualization through the Virtual Reality (VR) and Augmented Reality (AR) union. Based on the visual theoretical model of the longwall face, the combination of virtual and reality, the real-time interactive and the 3D registration function were realized. The Key technology and Alpha channel are used to the combination of the real long wall face and the virtual user.


2021 ◽  
Author(s):  
Ezgi Pelin Yildiz

Augmented reality is defined as the technology in which virtual objects are blended with the real world and also interact with each other. Although augmented reality applications are used in many areas, the most important of these areas is the field of education. AR technology allows the combination of real objects and virtual information in order to increase students’ interaction with physical environments and facilitate their learning. Developing technology enables students to learn complex topics in a fun and easy way through virtual reality devices. Students interact with objects in the virtual environment and can learn more about it. For example; by organizing digital tours to a museum or zoo in a completely different country, lessons can be taught in the company of a teacher as if they were there at that moment. In the light of all these, this study is a compilation study. In this context, augmented reality technologies were introduced and attention was drawn to their use in different fields of education with their examples. As a suggestion at the end of the study, it was emphasized that the prepared sections should be carefully read by the educators and put into practice in their lessons. In addition it was also pointed out that it should be preferred in order to communicate effectively with students by interacting in real time, especially during the pandemic process.


Author(s):  
Ankur Kumar

Augmented Reality (AR), which blends virtual information with the real environment in real-time performance, is constantly evolving and becoming more sophisticated and robust. It is critical to ensure that the augmented reality system is accepted and successful. This paper primarily discusses the current state of AR applications and the various fields in which AR is being used.


2017 ◽  
Vol 17 (02) ◽  
pp. e20 ◽  
Author(s):  
Kevin E. Soulier ◽  
Matías Nicolás Selzer ◽  
Martín Leonardo Larrea

In recent years, Augmented Reality has become a very popular topic, both as a research and commercial field. This trend has originated with the use of mobile devices as computational core and display. The appearance of virtual objects and their interaction with the real world is a key element in the success of an Augmented Reality software. A common issue in this type of software is the visual inconsistency between the virtual and real objects due to wrong illumination. Although illumination is a common research topic in Computer Graphics, few studies have been made about real time estimation of illumination direction. In this work we present a low-cost approach to detect the direction of the environment illumination, allowing the illumination of virtual objects according to the real light of the ambient, improving the integration of the scene. Our solution is open-source, based on Arduino hardware and the presented system was developed on Android.


Author(s):  
Komang Candra Brata ◽  
Deron Liang

Fast-paced mobile technology development has permitted augmented reality experiences to be delivered on mobile pedestrian navigation context. The fact that the more prevalent of this technology commonly will substituting the digital map visualization to present the geo-location information is still debatable. This paper comprises a report on a field study comparing about user experience when interacting with different modes of mobile electronic assistance in the context of pedestrian navigation interfaces which utilize location-based augmented reality (AR) and two-dimensional digital map to visualize the points of interest (POIs) location in the vicinity of the user. The study was conducted with two subsequent experiments in the Zhongli District, Taoyuan City, Taiwan. The study involved 10 participants aged between 22 and 28 years with different experiences in using smartphones and navigation systems. Navigation performance was measured based on a usability approach on pragmatic quality and hedonic quality like effectiveness (success rate of task completion), efficiency (task completion time) and satisfaction in real outdoor conditions. The evaluation findings have been cross-checked with the user’s personal comments. We aim at eliciting knowledge about user requirements related to mobile pedestrian interfaces and evaluating user experience from pragmatic and hedonic viewpoints. Results show that in the context of pedestrian navigation, digital map interfaces lead to significantly better navigation performance in pragmatic attributes in comparison to AR interfaces. Nevertheless, the study also reveals that location-based AR is more valued by participants in hedonic qualities and overall performance.


Author(s):  
Sathiya Narayanan ◽  
Nikshith Narayan Ramesh ◽  
Amit Kumar Tyagi ◽  
L. Jani Anbarasi ◽  
Benson Edwin Raj

In the recent years, innovations such as Augmented Reality (AR), Virtual Reality (VR), and internet of things have enhanced user experience dramatically. In general, AR is completely different from VR and provides real-time solutions to users by projecting layers of information on real-world environments. Advancements in computer-generated sensory have made the concept of believable virtual environments a reality. With the availability of such technologies, one can investigate “how these technologies can be applied beyond gaming or other useful applications” and “how further improvements can be made to allow for full digital immersion.” This chapter provides a detailed description about AR and VR, followed by interesting real-world examples of AR applications. In addition, this chapter discusses the issues and challenges faced with AR/VR with a motivation of exploring the options for improvement.


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