scholarly journals 3D Objects based Security in Virtual and Augmented Reality Systems

2019 ◽  
Vol 19 (2) ◽  
Author(s):  
Haroun Djaghloul ◽  
Jean-Pierre Jessel

This paper presents a new method for public and blind watermarking of 3D objects and hiding information of various types in virtual reality and augmented reality environments. In particular, the virtual scene is transformed to a tree-based model using constructive solid geometry (CSG). The tree of the virtual 3D objects is composed of nodes and leafs. Each tree node contains a set operator (union, intersection or difference) whereas the tree leafs consist of geometric primitives such as spheres, cylinders and cubes. The proposed method allows embedding invisible watermarks that can hide different security information types. The proposed method ensures unlimited capacity and absolute invisibility of the hidden information with robustness to affine transformations. Thanks to these unique properties, it is possible to implement all the security infrastructures needed for a virtual and augmented reality system. Finally, the performances of the proposed method are shown using 3D models of different types and scenes.

2021 ◽  
Vol 11 (1) ◽  
pp. 363
Author(s):  
Juan Jesús Roldán-Gómez ◽  
Eduardo González-Gironda ◽  
Antonio Barrientos

Forest firefighting missions encompass multiple tasks related to prevention, surveillance, and extinguishing. This work presents a complete survey of firefighters on the current problems in their work and the potential technological solutions. Additionally, it reviews the efforts performed by the academy and industry to apply different types of robots in the context of firefighting missions. Finally, all this information is used to propose a concept of operation for the comprehensive application of drone swarms in firefighting. The proposed system is a fleet of quadcopters that individually are only able to visit waypoints and use payloads, but collectively can perform tasks of surveillance, mapping, monitoring, etc. Three operator roles are defined, each one with different access to information and functions in the mission: mission commander, team leaders, and team members. These operators take advantage of virtual and augmented reality interfaces to intuitively get the information of the scenario and, in the case of the mission commander, control the drone swarm.


2021 ◽  
Author(s):  
Phathompat Boonyasaknanon ◽  
Raymond Pols ◽  
Katja Schulze ◽  
Robert Rundle

Abstract An augmented reality (AR) system is presented which enhances the real-time collaboration of domain experts involved in the geologic modeling of complex reservoirs. An evaluation of traditional techniques is compared with this new approach. The objective of geologic modeling is to describe the subsurface as accurately and in as much detail as possible given the available data. This is necessarily an iterative process since as new wells are drilled more data becomes available which either validates current assumptions or forces a re-evaluation of the model. As the speed of reservoir development increases there is a need for expeditious updates of the subsurface model as working with an outdated model can lead to costly mistakes. Common practice is for a geologist to maintain the geologic model while working closely with other domain experts who are frequently not co-located with the geologist. Time-critical analysis can be hampered by the fact that reservoirs, which are inherently 3D objects, are traditionally viewed with 2D screens. The system presented here allows the geologic model to be rendered as a hologram in multiple locations to allow domain experts to collaborate and analyze the reservoir in real-time. Collaboration on 3D models has not changed significantly in a generation. For co-located personnel the approach is to gather around a 2D screen. For remote personnel the approach has been sharing a model through a 2D screen along with video chat. These approaches are not optimal for many reasons. Over the years various attempts have been tried to enhance the collaboration experience and have all fallen short. In particular virtual reality (VR) has been seen as a solution to this problem. However, we have found that augmented reality (AR) is a much better solution for many subtle reasons which are explored in the paper. AR has already acquired an impressive track record in various industries. AR will have applications in nearly all industries. For various historical reasons, the uptake for AR is much faster in some industries than others. It is too early to tell whether the use of augmented reality in geological applications will be transformative, however the results of this initial work are promising.


Gamification ◽  
2015 ◽  
pp. 908-929
Author(s):  
Lucio Tommaso De Paolis ◽  
Egidijus Vaškevičius ◽  
Aušra Vidugirienė

As different means of information visualization become more popular and available both as commercial or open source products, there is an opportunity to use them in the education process by providing students with a larger variety of tools for mastering the required information and skills related to a learning object. The chapter discusses the use of various multimedia tools and edutainment (any entertaining application that has an educational role) in education and e-learning. The need and opportunities of applying 3D models, virtual and augmented reality, and certain means for controlling interactive learning environments are described in detail. Examples of 3D modeling, virtual, and augmented reality applications in history, arts, and medicine (surgery) education are provided.


2004 ◽  
Vol 13 (6) ◽  
pp. 692-707 ◽  
Author(s):  
Sara Keren ◽  
Ilan Shimshoni ◽  
Ayellet Tal

This paper discusses the problem of inserting 3D models into a single image. The main focus of the paper is on the accurate recovery of the camera's parameters, so that 3D models can be inserted in the “correct” position and orientation. The paper addresses two issues. The first is an automatic extraction of the principal vanishing points from an image. The second is a theoretical and an experimental analysis of the errors. To test the concept, a system that “plants” virtual 3D objects in the image was implemented. It was tested on many indoor augmented-reality scenes. Our analysis and experiments have shown that errors in the placement of the objects are unnoticeable.


2013 ◽  
Vol 442 ◽  
pp. 203-208
Author(s):  
Jozef Novak-Marcincin

Augmented Reality (AR) is a developing area of virtual reality research. The world environment around us provides a wealth of information that is difficult to duplicate in a computer. This is evidenced by the worlds used in virtual environments. An augmented reality system generates a composite view for the user. It is a combination of the real scene viewed by the user and a virtual scene generated by the computer that augments the scene with additional information. In paper is presented the example of virtual and augmented reality application in area of molding tool assembly realized by author.


Author(s):  
Isidora Đurić ◽  
Ratko Obradović ◽  
Nebojša Ralević

This paper presents an overview of the use of Augmented Reality in the area of architecture and cultural heritage visualization. The subject of this research are objects that have significant cultural and historical values which, for different reasons, cannot be perceived in their real environment. Using two case-studies, the processes of 3D reconstruction, optimization and AR presentation of the reality models are described in detail. The 3D models are created by using photogrammetry and the AR visualization is performed by using an existing platform for the AR presentation. The aim of the paper is to emphasize the importance of incorporating photogrammetry and augmented reality for the visualization of different types of object features.


Author(s):  
Juin-Ling Tseng

In general, most of the current augmented reality systems can combine 3D virtual scenes with live reality, and users usually interact with 3D objects of the augmented reality (AR) system through image recognition. Although the image-recognition technology has matured enough to allow users to interact with the system, the interaction process is usually limited by the number of patterns used to identify the image. It is not convenient to handle. To provide a more flexible interactive manipulation mode, this study imports the speech-recognition mechanism that allows users to operate 3D objects in an AR system simply by speech. In terms of implementation, the program uses Unity3D as the main development environment and the AR e-Desk as the main development platform. The AR e-Desk interacts through the identification mechanism of the reacTIVision and its markers. We use Unity3D to build the required 3D virtual scenes and objects in the AR e-Desk and import the Google Cloud Speech suite to the AR e-Desk system to develop the speech-interaction mechanism. Then, the intelligent AR system is developed.


2005 ◽  
Vol 14 (3) ◽  
pp. 264-277 ◽  
Author(s):  
Hee Lin Wang ◽  
Kuntal Sengupta ◽  
Pankaj Kumar ◽  
Rajeev Sharma

Developing a seamless merging of real and virtual image streams and 3D models is an active research topic in augmented reality (AR). We propose a method for real-time augmentation of real videos with 2D and 3D objects by addressing the occlusion issue in an unique fashion. For virtual planar objects (such as images), the 2D overlay is automatically overlaid in a planar region selected by the user in the video. The overlay is robust to arbitrary camera motion. Furthermore, a unique background-foreground segmentation algorithm renders this augmented overlay as part of the background if it coincides with foreground objects in the video stream, giving the impression that it is occluded by foreground objects. The proposed technique does not require multiple cameras, camera calibration, use of fiducials, or a structural model of the scene to work. Extending the work further, we propose a novel method of augmentation by using trifocal tensors to augment 3D objects in 3D scenes to similar effect and implement it in real time as a proof of concept. We show several results of the successful working of our algorithm in real-life situations. The technique works on a real-time video from a USB camera, Creative Webcam III, onaPIV1.6GHz system without any special hardware support.


Author(s):  
S. Gonizzi Barsanti ◽  
S. G. Malatesta ◽  
F. Lella ◽  
B. Fanini ◽  
F. Sala ◽  
...  

The best way to disseminate culture is, nowadays, the creation of scenarios with virtual and augmented reality that supply the visitors of museums with a powerful, interactive tool that allows to learn sometimes difficult concepts in an easy, entertaining way. 3D models derived from reality-based techniques are nowadays used to preserve, document and restore historical artefacts. These digital contents are also powerful instrument to interactively communicate their significance to non-specialist, making easier to understand concepts sometimes complicated or not clear. Virtual and Augmented Reality are surely a valid tool to interact with 3D models and a fundamental help in making culture more accessible to the wide public. These technologies can help the museum curators to adapt the cultural proposal and the information about the artefacts based on the different type of visitor’s categories. These technologies allow visitors to travel through space and time and have a great educative function permitting to explain in an easy and attractive way information and concepts that could prove to be complicated. The aim of this paper is to create a virtual scenario and an augmented reality app to recreate specific spaces in the Capitoline Museum in Rome as they were during Winckelmann’s time, placing specific statues in their original position in the 18th century.


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