Unmasking the Mah Meri mask: A digitization journey for AR and VR

2021 ◽  
Vol 11 (1) ◽  
pp. 33-51
Author(s):  
Delas Santano ◽  
Human Esmaeili ◽  
Harold Thwaites ◽  
Shamsul Amar

The Mah Meri is an indigenous tribe in Malaysia, specifically located in the central region of the peninsular. As part of an ongoing research project to digitize their way of life, this article focuses on the aspects of documenting their wooden masks and statues that are carved by hand. They use these masks and statues in their animistic rituals, and each of these artefacts represents a folklore story in the Mah Meri culture and heritage. For a long time, these masks and statues have become a source of income for the Mah Meri carvers, as they get requests from collectors and enthusiasts. However, these days the craft not only faces the issue of dwindling number of carvers, but also the source of wood they use for carving the masks and statues. Thus, as part of the research in digitizing the masks and statues, we also collected the folklore stories of each artefact. Additionally, we used photogrammetry techniques to digitize the masks and statues formation process. The main idea is to create an experience that not only preserves and represents the art of the Mah Meri people, but also enables the users to interact with the carving process of the exact mask or statute. This is highly unlikely in the real world in an immersive form. In this project, we refer to this as ‘Digitization of States’, i.e. three-dimensional (3D) capturing of specific stages of the carving process before they are gone. The 3D-captured materials, combined with other forms of audio-visual data are used in creation of procedural and informative AR/VR experiences. To achieve this, a cross collaboration between the carvers and the researchers took place. More information about the entire process is provided in the article.

2018 ◽  
Author(s):  
Uri Korisky ◽  
Rony Hirschhorn ◽  
Liad Mudrik

Notice: a peer-reviewed version of this preprint has been published in Behavior Research Methods and is available freely at http://link.springer.com/article/10.3758/s13428-018-1162-0Continuous Flash Suppression (CFS) is a popular method for suppressing visual stimuli from awareness for relatively long periods. Thus far, it has only been used for suppressing two-dimensional images presented on-screen. We present a novel variant of CFS, termed ‘real-life CFS’, with which the actual immediate surroundings of an observer – including three-dimensional, real life objects – can be rendered unconscious. Real-life CFS uses augmented reality goggles to present subjects with CFS masks to their dominant eye, leaving their non-dominant eye exposed to the real world. In three experiments we demonstrate that real objects can indeed be suppressed from awareness using real-life CFS, and that duration suppression is comparable that obtained using the classic, on-screen CFS. We further provide an example for an experimental code, which can be modified for future studies using ‘real-life CFS’. This opens the gate for new questions in the study of consciousness and its functions.


Author(s):  
R. T. Scott ◽  
G. A. Gabriele

Abstract An exact constraint scheme based on the physical contacting constraints of real part mating features is used to represent the process of assembling the parts. To provide useful probability information about how assembly dimensions are distributed when the parts are assembled as intended, the real world constraints that would prevent interference are ignored. This work addresses some limitations in the area of three dimensional assembly tolerance analysis. As a result of this work, the following were demonstrated: 1. Assembly of parts whose assembly mating features are subjected to variation; 2. Assemble parts using a real world set of exact constraints; 3. Provide probability distributions of assembly dimensions.


2005 ◽  
Vol 32 (5) ◽  
pp. 777-785 ◽  
Author(s):  
Ebru Cubukcu ◽  
Jack L Nasar

Discrepanices between perceived and actual distance may affect people's spatial behavior. In a previous study Nasar, using self report of behavior, found that segmentation (measured through the number of buildings) along the route affected choice of parking garage and path from the parking garage to a destination. We recreated that same environment in a three-dimensional virtual environment and conducted a test to see whether the same factors emerged under these more controlled conditions and to see whether spatial behavior in the virtual environment accurately reflected behavior in the real environment. The results confirmed similar patterns of response in the virtual and real environments. This supports the use of virtual reality as a tool for predicting behavior in the real world and confirms increases in segmentation as related to increases in perceived distance.


Author(s):  
João Pedro Andrade Caixeta ◽  
André Luís De Araújo

The use of Augmented Reality (AR) systems in construction processes can represent an essential transformation in the communication between design and production. However, supposing that design-production translations can be obtained from several manufacturing methods (such as robotic, manual, modular, non-modular, and others), there are not enough studies that explored the potential uses of AR as an assistant for assembly operations. To tackle this problem, this ongoing research proposes to investigate the potentials of a low-cost and marker-based AR system to conduct different manual assembly processes. With the observational focus on aspects of precision and feasibility, we used scientific reductions based on modeling, simulation, and prototyping to provide inferences about the proposed tool's behavior in the real world.


2015 ◽  
Vol 2 (1) ◽  
pp. 77
Author(s):  
Tonny Hidayat

Augmented Reality adalah sebuah teknologi yang relatif baru dan masih dikembangkan sampai saat ini. Konsepnya adalah menggabungkan dimensi dunia nyata dengan dimensi 'dunia nyata' yang termediasi, atau dunia virtual, untuk menciptakan kesan bahwa dimensi dunia nyata kita diperkaya dengan objek maya tiga dimensi. Hal ini dilakukan dengan cara 'menggambar' objek tiga dimensi pada marker, yakni sebuah 'pola' dalam bingkai segi empat yang bersifat unik dan dapat dikenali oleh aplikasinya. Aplikasi yang bersangkutan menerima input berupa video stream, yang berarti menggunakan input berupa citraan dari perangkat keras yang berfungsi menangkap gambar, biasanya sebuah webcam. Karena berupa video stream, artinya gambaran yang ditangkap sebagai input akan berubah-ubah, dan program harus dapat tetap mengenali marker meskipun berubah posisi dan orientasi relatif terhadap perangkat input. Pengenalan terhadap posisi dan pergerakan ini adalah salah satu konsep Teknologi Informasi yang bernama Computer Vision, dan digunakan untuk mendeteksi pola pergerakan relatif objek terhadap kamera.Pendidikan terhadap anak harus dilakukan sedini mungkin terutama dalam hal kesehatan. Seiring dengan berkembangnya pemahaman masyarakat tentang pentingnya kesehatan gigi, banyak pihak yang telah memberikan informasi terkait kesehatan gigi di berbagai media. Tidak hanya orang dewasa yang menjadi sasaran akan tetapi juga mulai dari anak-anak sudah dikenalkan dengan pengetahuan tersebut. Karena dibutuhkan media penyampaian untuk anak maka banyak bermunculan media edukasi yang diharapkan bisamendidik anak dengan berbagai macam cara..Pemanfaatan Augmented Realitysebagai alat untuk mengedukasi anak, ini akan memberikan pandangan baru terhadap media edukasi yang ada pada saat ini, bukan hanya menggunakan objek secara nyata tapi juga bisa digunakan objek berbentuk virtual dalam penyampaian informasi. Nilai tambah dari media ini adalah mempermudah penyampaian dan membuat informasi semakin menarik terutama bagi anak.Augmented Reality is a technology that is relatively new and still being developed today. The concept is to combine real-world dimensions to the dimensions of the 'real world' are mediated, or the virtual world, to create the impression that the dimensions of the real world we are enriched by virtual three-dimensional objects. This is done by 'drawing' a three-dimensional object on the marker, which is a 'pattern' in a rectangular frame that is unique and can be recognized by the application. Pertinent application accepts input in the form of a video stream, which means using the input in the form of images of the hardware image capture function, typically a webcam. Because the form of a video stream, meaning that as the input image captured will vary, and programs must be able to recognize the markers remained unchanged despite the position and orientation relative to the input device. Introduction to the position and movement is one of the Information Technology concept called Computer Vision, and is used to detect object movement patterns relative to the camera.Education of children should be done as early as possible, especially in terms of health. Along with the development of public understanding about the importance of dental health, many people who have provided information related to dental health in a variety of media. Not only adults who were targeted but also start from the children has been introduced with such knowledge. Because it takes delivery of media for children then many emerging medium of education is expected to educate children with a variety of ways.Utilization of Augmented Reality as a tool to educate the child, this will provide a new perspective on media education that existed at this time, instead of just using the real object but also can be used in the form of a virtual object in the delivery of information. The added value of this medium is to facilitate the delivery and make the information more interesting, especially for children.


Afkaruna ◽  
2021 ◽  
Vol 17 (2) ◽  
pp. Layouting
Author(s):  
Sukiman Sukiman

This study analyzes the process of integration of tawhīd  (believing in one God) values with trade tradition among the Gayo tribe, which helped to improve their economy and create a more prosperous way of life. This tribe is domiciled in the central region of Aceh, whose origins are Old Malays, and they have lived for a long time in the highlands of Gayo. Thus, they were involved in typical economic activities such as farming, gardening, fishing,  rearing of livestock, as well as household businesses and tourism, which were carried out systemically and periodically by the government and jointly supervised by agricultural experts. However, every work carried out had monotheism values with an emphasis on faith and worship because all natural resources were believed to be owned by Allah SWT. This study uses a qualitative approach in which the data collected were in the form of words, images, and not numbers. Results revealed that by capitalizing on faith and piety, the Gayo tribe believes that they can achieve happiness and blessings like the people of Gayo Land who strictly practice Islam in their daily lives and have a blessed, prosperous and dignified life from God.


Author(s):  
Shohei Mori ◽  
Hideo Saito

Over 20 years have passed since a free-viewpoint video technology has been proposed with which a user's viewpoint can be freely set up in a reconstructed three-dimensional space of a target scene photographed by multi-view cameras. This technology allows us to capture and reproduce the real world as recorded. Once we capture the world in a digital form, we can modify it as augmented reality (i.e., placing virtual objects in the digitized real world). Unlike this concept, the augmented world allows us to see through real objects by synthesizing the backgrounds that cannot be observed in our raw perspective directly. The key idea is to generate the background image using multi-view cameras, observing the backgrounds at different positions and seamlessly overlaying the recovered image in our digitized perspective. In this paper, we review such desired view-generation techniques from the perspective of free-view point image generation and discuss challenges and open problems through a case study of our implementations.


2011 ◽  
Vol 295-297 ◽  
pp. 1389-1392
Author(s):  
Lan Yu Yang ◽  
Xiao Feng Bao

AR technology can supplement and strengthen the real world, instead of using a virtualization technology to create a completely virtual world to replace the real world. AR technology is introduced during process of designing wood powder disintegrator with multi-granularity, then three-dimensional entity model for the wood powder disintegrator with multi-granularity has been established, and enhanced visual system for the wood powder disintegrator with multi-granularity is set up. Through introduction of the AR design technology, 3D model can be do dynamic interaction rendering, then demonstration effect of superfine wood powder disintegrator with multi-granularity may achieve enhanced effects, and “wood powder disintegrator with multi-granularity” can be put in the real environment, and the virtual objects can be merged together the real environment through display device, a new environment for sensory effects is shown to the users. It has many advantages such as accelerating design, manufacture and debugging process for wood powder disintegrator with multi-granularity, at the same time, it can save manufacture cost.


2011 ◽  
Vol 130-134 ◽  
pp. 2581-2584
Author(s):  
Ming De Gong ◽  
Bo Tian ◽  
Yue Ning ◽  
Wei Wei Li

Digital image has a large quantity of image data and long time for transmitting. It affects the real-time of the teleoperation robot system. According to the basic principle of human eye identifying objects and image blurry processing, a new image processing method of simulating human eye range of interest (ROI) is proposed. The method uses the calibration algorithm of three-dimensional stereo target and the Gauss blurred principle. The non-ROI region is blurred to hierarchy for extracting the feature and measurement to finish the image processing tasks. The experimental results showed that the quality of the images was assured and the transmission time was shorted. The real-time of the teleoperation robot system was also guaranteed.


2014 ◽  
Vol 1 (2) ◽  
Author(s):  
Marcos García-Ergüín Maza

ABSTRACTThis study tries to figure out how Hollywood pictures exaggerate the representation of reality turning digital films into a baroque creation far away from the audience. There is a nonsense fight between the biggest studios to compete in CGI and create the most spectacular visual effect in order to get success. However, that digital dependence has forgotten the main idea of cinema: the representation of a fiction story based on the real world. Due to this, visual effects dominate Hollywood market and have become their own problem.RESUMENLa repetición de las fórmulas argumentales y la perpetuación de los éxitos ya obtenidos ha terminado por crear un estilo aparte. Una forma de espectáculo cinematográfico que, dentro de la imagen CGI, ha terminado por crear un modo de representar la acción de manera exagerada. Es decir, con coreografías enrevesadas y una multitud de elementos encar-gados de sobrecargar la imagen convirtiendo las producciones en productos cinematográficos casi manieristas. Un hecho que denota que, debido a la voraz búsqueda de buenos números de recaudación y a la falta de asombro que el cine digital ha provocado los últimos años, los creadores hayan convertido sus narraciones en espectáculos circenses donde la grandilo-cuencia tiene más importancia que la historia misma.


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