Affordable augmented reality for smartphones

Author(s):  
B.S. Goryachkin ◽  
M.D. Kaurov

Currently, scientists identify such a basic human need as information hunger. This means that a person strives to obtain a certain amount of information every day. However, it should not just be the volume of any information, it also has various requirements, such as: volume, reliability, saturation, openness, value and timeliness. In order to ensure the need for rapid access to information, the trend towards the development of digital technologies is becoming increasingly evident in the modern world. The development of information access technologies has led to the creation of many ways to provide a person with the information they requested quickly and efficiently, but the most modern means include virtual reality (VR) and augmented reality (AR) technologies. While virtual reality technologies provide a potentially larger amount of information, augmented reality technologies are more in demand in everyday life, because, unlike VR technologies, they allow the user to observe the real world with the addition of the information he needs. When developing this technology, the goal has always been to most effectively recognize objects in the information field and bring them into the field of view of the operator. The hardware part of the implementation of this technology must have a camera and a monitor. The most common and affordable digital device is a smartphone that fully meets the requirements of this technology. The article discusses the current state of AR technology, primarily the means of developing AR applications for Android. To write any applications, in particular, AR applications for Android, you must use a set of development tools (Softaware Development Kit), otherwise the SDK.

2018 ◽  
Vol 108 (04) ◽  
pp. 251-256
Author(s):  
U. Bracht ◽  
M. Schlegel

Augmented- und Virtual-Reality-Brillen haben signifikante Fortschritte in ihrer technischen Leistungsfähigkeit gemacht. In diesem Fachartikel wird der aktuelle Stand der Technik von AR- und VR-Brillen beschrieben, die bisherigen Hemmnisse für die Verwendung in der Fabrikplanung erörtert und Einsatzpotenziale aufgezeigt, die sich durch die verbesserte Hardware erschließen lassen.   Virtual and Augmented Reality Glasses have made significant progress. This paper shows the current state of technology as well as previous impediments in usage and points out applications for an efficient factory planning.


Technologies ◽  
2020 ◽  
Vol 8 (4) ◽  
pp. 77
Author(s):  
Sanika Doolani ◽  
Callen Wessels ◽  
Varun Kanal ◽  
Christos Sevastopoulos ◽  
Ashish Jaiswal ◽  
...  

Recently, the use of extended reality (XR) systems has been on the rise, to tackle various domains such as training, education, safety, etc. With the recent advances in augmented reality (AR), virtual reality (VR) and mixed reality (MR) technologies and ease of availability of high-end, commercially available hardware, the manufacturing industry has seen a rise in the use of advanced XR technologies to train its workforce. While several research publications exist on applications of XR in manufacturing training, a comprehensive review of recent works and applications is lacking to present a clear progress in using such advance technologies. To this end, we present a review of the current state-of-the-art of use of XR technologies in training personnel in the field of manufacturing. First, we put forth the need of XR in manufacturing. We then present several key application domains where XR is being currently applied, notably in maintenance training and in performing assembly task. We also reviewed the applications of XR in other vocational domains and how they can be leveraged in the manufacturing industry. We finally present some current barriers to XR adoption in manufacturing training and highlight the current limitations that should be considered when looking to develop and apply practical applications of XR.


2019 ◽  
Vol 290 ◽  
pp. 01010
Author(s):  
Marius Leonard Olar ◽  
Marius-Nicolae Risteiu ◽  
Monica Leba

This paper addresses the themes of the interfaces for the devices usable in the virtual reality projects, respectively augmented reality. Smart goggles are typically used to implement these. Today’s device interfaces are designed for use on flat screens, such as monitors, TVs, or smart phone screens. These screens are located some distance away from the eyes of the user, while the lenses of the smart glasses will be just a few millimeters away. Intelligent eyeglass interfaces will have several patterns, some framed in the user’s field of view, others will require sliding on their surface. Everyone’s field of view is unique, and this will require a calibration of the device so that the graphics can be readable.


Author(s):  
Yowei Kang

Digital reality technologies have become a key component of promoting creative and cultural industries in Taiwan. In 2016, Taiwan's Ministry of Culture funded 45 projects to promote creative and cultural industries in this island country. A total of USD$25.6 million dollars have been granted to this project. Among these projects, the applications of virtual reality (VR) and augmented reality (AR) technologies have been found to be the latest trend in Taiwan's creative and cultural industries. This chapter employs a case study approach to survey the current state of digital reality technology applications particularly in the area of creative and oceanic cultural industries in Taiwan. Using a detailed description of these best practices among creative and cultural industries to promote Taiwanese oceanic culture, this chapter aims to provide a detailed examination of digital reality applications in the creative and cultural industry sectors in a non-Western context.


Author(s):  
Sergio Casas ◽  
Cristina Portalés ◽  
Inma García-Pereira ◽  
Jesús Gimeno

The concept of internet of everything involves an intelligent connection of people, processes, data, and things. In this sense, shared spaces aimed to connect different users that collaborate following a common purpose are of relevance to the field. Many computer-based collaborative environments have been proposed in recent years. However, the design of mixed-platform collaborative spaces, in which different paradigms—such as augmented reality (AR) and virtual reality (VR)—are blended, is still uncommon. This chapter aims to analyze the benefits and features of these systems, reviewing existing related works and proposing a series of features for the design of effective mixed-platform collaborative shared spaces. In particular, the authors propose five setups with different levels of immersion/interaction, which are aligned to the current state of the art. These systems will be analyzed with respect to navigation, user representation, interaction, and annotation, among others. Finally, some applications are proposed within the given framework.


Author(s):  
Kenneth C. C. Yang

Digital reality technologies have become a global phenomenon that attracts huge attention from researchers and practitioners around the world. ResearchandMarkets.com predicts that the global revenue for both augmented reality (AR) and virtual reality (VR) applications will reach $94.4 billion by 2023. As an introductory chapter to the edited book volume on the global impacts of digital reality technologies, this chapter examines the current state of digital reality technologies around the world. Global, regional, and country statistics are presented to shed light on the diffusion of a variety of digital reality technologies such as augmented reality, mixed reality, and virtual reality. Potential and existing digital realty technologies around the world will be examined in greater detail to provide readers with contextual information for the remaining chapters of the book.


2022 ◽  
pp. 99-116
Author(s):  
Israel Barrutia Barreto ◽  
Fabrizio Del Carpio Delgado ◽  
Dometila Mamani Jilaja ◽  
Gino Frank Laque Córdova ◽  
Renzo Antonio Seminario Córdova

This chapter seeks to explore from the reflexivity approach the current state of virtual and augmented technologies in various surgical procedures, analyzing the most relevant technological progress as well as the latest practical applications that have been developed. Bibliographic, documentary, and descriptive were the methodologies of research; the information was collected from various scientific articles from indexed journals and websites, using keywords such as “virtual reality,” “augmented reality,” and “surgical procedure” in search engines. Furthermore, technological progress in various branches that include surgery is explored in this chapter, which is focused on the research and technology application of virtual and augmented reality as well as the challenges.


Author(s):  
Holland M. Vasquez ◽  
Adam J. Reiner ◽  
Greg A. Jamieson ◽  
Justin G. Hollands

We tested the efficacy of a novel augmented reality navigation aid, called SkyMap, which presents survey navigation information in the sky, above the user. Soldier and civilian users completed a route following task using Mirror-in-the-Sky (a virtual reality prototype of the SkyMap concept), a north-up map, and a track-up map. In this paper, we analyzed and presented a summary of qualitative user feedback and compare feedback from soldier and civilian users. Specifically we used affinity diagrams to categorize verbal qualitative feedback, which led us to identify six themes: 1) an interest in MitS as an innovative navigation display, 2) challenges with identifying turns and orienting, 3) learning MitS over time, 4) the position of MitS in the field of view, 5) customizability and flexibility and 6) ) use in the context of a military operation. We discuss these themes and highlight areas for design improvements.


Author(s):  
Inma García-Pereira ◽  
Lucía Vera ◽  
Manuel Pérez Aixendri ◽  
Cristina Portalés ◽  
Sergio Casas

Multisensory stimuli can be integrated in systems that make use of different paradigms, such as Virtual Reality (VR), Augmented Reality (AR) or, in a wider sense, Mixed Reality (MR), enhancing user experiences within the virtual content. However, despite the many technological solutions that exist (both hardware and software), only visual and sonic stimuli can be considered as highly integrated in consumer-grade applications. This chapter addresses the current state of the art in multisensory experiences, taking also in consideration the aforementioned interaction paradigms, and brings the benefits and challenges. As an example, authors introduce ROMOT, a RObotic 3D-MOvie Theatre, that supports and integrates various types of displays and interactive applications, providing users with multisensory experiences.


Sign in / Sign up

Export Citation Format

Share Document