scholarly journals Towards a SLAM-based augmented reality application for the 3D annotation of rock art

2019 ◽  
Vol 19 (2) ◽  
Author(s):  
Violette Abergel ◽  
Kévin Jacquot ◽  
Livio De Luca ◽  
Philippe Veron

The digital technologies developed in recent decades have considerably enriched the survey and documentation practices in the field of cultural heritage. They now raise new issues and challenges, particularly in the management of multidimensional datasets, which require the development of new methods for the analysis, interpretation and sharing of heterogeneous data. In the case of rock art sites, additional challenges are added to this context, due to their nature and fragility. In many cases, digital data alone is not sufficient to meet contextualization, analysis or traceability needs. In this context, we propose to develop an application dedicated to rock art survey, allowing 3D annotation in augmented reality. This work is a part of an ongoing project about an information system dedicated to cultural heritage documentation. For this purpose, we propose a registration method based on a spatial resection calculation. We will also raise the perspectives that this opens up for heritage survey and documentation, in particular in terms of visualization enhancement.

2019 ◽  
Vol 9 (24) ◽  
pp. 5454
Author(s):  
Anabela Marto ◽  
Alexandrino Gonçalves

The growing number of mobile augmented reality applications has been favoring its awareness and usage among diversified areas. Focusing on cultural heritage applications, this study presents an evaluation of a mobile augmented reality application tested at Conimbriga, an archaeological site. The prototype developed for this purpose, named DinofelisAR, allowed users to view, over 360 degrees, a majestic reconstruction of a Forum from the Roman Era superimposed over its current ruins. Thus, users were able to keep perceiving the present-day surroundings of a Roman city in ruins while, at the same time, had the possibility to explore the matching virtual model. The results presented, arising from 90 participants involved in this evaluation, praise the sense of opportunity for new augmented reality solutions targeted at cultural heritage sites.


Author(s):  
Nadiia Balyk ◽  
Inna Grod ◽  
Yaroslav Vasylenko ◽  
Galyna Shmyger ◽  
Vasyl Oleksiuk

The paper describes the concept of augmented reality. Based on literature analysis, the authors claim that augmented reality technology enriches human experiences with digital data. The introduction of augmented reality applications and services provides an opportunity to increase the realism of research, while also offering an enhanced emotional and cognitive experience. Therefore, it can be an effective tool for the organization of learning in schools, colleges and universities.Augmented reality technologies can be interesting as an object of study as well. To do this, scientists need to design, develop and test appropriate methodologies.This paper explores one of the components of such techniques. The authors analysed several platforms for creating augmented reality applications. Unity, Vuforia and 3d-Studio were chosen for the purpose of analysis. Using them, the authors developed a fragment of the content of education. It contains instructionsfor creating an augmented reality application. The paper contains the author’s account of the process of training future teachers of computer science at Ternopil Volodymyr Hnatiuk National Pedagogical University (Ukraine). Based on the conducted study, the authors claim that students showed considerable interest in augmented reality technologies and the content of their training.


2019 ◽  
Vol 6 (4) ◽  
Author(s):  
Radu Comes ◽  
Calin Neamtu ◽  
Zsolt Buna ◽  
Liliana Mateescu-Suciu

With the evolution of mobile devices, Augmented Reality has proved its potential in producing interesting and interactable AR environments in multiple areas. Augmented reality (AR) is an emerging technology where the perceptivity of the user is strengthened by the seamless blending of a real environment with digital virtual objects coexisting in the same physical space. It offers a canvas to imagine new methods of learning and new ways of collaborating with others beyond the frame of the screen. In education and training, AR has proved to have the potential to make learning a reality. AR has been enhanced to mixed reality since the use of Hololens which provides a mixed world to a user, where the advanced spatial mapping is used to anchor digital artifacts in physical space. The goal of this project is to develop an AR application for HoloLens using Unity game engine and Visual Studio based on engineering concepts that will provide students with eye-catching visualizations by rendering holograms for data structures, data mining and engineering chemistry so that they would learn the subjects thoroughly. MR will change how educational institutions outlook learning by delivering learning experiences that no longer depend on lectures to teach concepts or the idea of earning a degree in the course of persons’ lifelong career. It will help those students to develop interests in the subjects who prefer skipping the difficult topics.


Author(s):  
A. Scianna ◽  
G. F. Gaglio ◽  
M. La Guardia

Abstract. The case study, faced in this paper, arises in the context of Interreg Italia-Malta European project named I-Access, dedicated to the improvement of accessibility to Cultural Heritage (CH). Accessibility considered not only as the demolition of physical architectural barriers, but also as the possibility of fruition of CH through technological tools that can increase its perception and knowledge. Last achievements in photogrammetry and terrestrial laser scanner (TLS) technology offered new methods of data acquisition in the field of CH, giving the possibility of monitoring and processing big data, in the form of point clouds. Ever in this field, reverse engineering techniques and computer graphics are even more used for involving visitors to discover CH, with navigation into 3D reconstructions, empowering the real visualization adding further 3D information through the Augmented Reality (AR). At the same time, recent advances on rapid prototyping technologies grant the automated 3D printing of scaled 3D model reconstructions of real CH elements allowing the tactile fruition of visitors that suffer from visual defects and the connection with 3D AR visualizations. The presented work shows how these technologies could revive an historical square, the Piazza Garraffo in Palermo (Italy), with the virtual insertion of its baroque fountain, originally placed there. The final products of this work are an indoor and an outdoor AR mobile application, that allow the visualization of the historical original asset of the square. This study case shows how the mixing of AR and the rapid prototyping technologies could be useful for the improvement of the fruition of CH. This work could be considered a multidisciplinary experimentation, where different technologies, today still in development, contribute to the same goal aimed at improving the accessibility of the monument for enhancing the fruition of CH.


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