scholarly journals Augmented Reality Using Real-Object Tracking

2021 ◽  
Vol 17 (1) ◽  
pp. 20-29
Author(s):  
Sarah Olivia Meily ◽  
I Ketut Gede Darma Putra ◽  
Putu Wira Buana

Augmented reality applications in tourism usually use images as markers, such as brochures or information boards. However, it is still ineffective because users cannot interact directly with real-objects. This study aims to create applications that more interesting and interactive way which can be used by interacting directly with real-object. This research is located in Taman Ayun Temple, one of the tourism objects that are world cultural heritage in Bali. The application is designed with the real-object tracking augmented reality method using the Wikitude Android SDK platform. The application is built in Indonesian and English. The test results show that the percentage of the recognition of 40 objects from various directions is more than 80%, from a distance of 10 to 40 meters is more than 70%, from a good and moderate lighting condition is more than 80%, and recognize similar objects as a different object.

2002 ◽  
Vol 11 (2) ◽  
pp. 144-157 ◽  
Author(s):  
Joohi Lee ◽  
Gentaro Hirota ◽  
Andrei State

This paper presents an interactive “what-you-see-is-what-you-get” (WYSIWYG) method for creating textured 3-D models of real objects using video see-through augmented reality. We use a tracked probe to sample the objects' geometries, and we acquire video images from the head-mounted cameras to capture textures. Our system provides visual feedback during modeling by overlaying the model onto the real object in the user's field of view. This visual feedback makes the modeling process interactive and intuitive.


Author(s):  
Oleksandr Bezpalko

Unlike a purely virtual world, it is much more difficult for the user to believe in the reality of augmented reality objects. Due to the lack of proper lighting or shadows, the object may appear to be floating in the air, detached from the real objects around it. One obvious problem with augmented reality is that a virtual object appears remote from the real object, but it still appears in front of it. An approach is proposed that will allow the interaction of real and virtual objects. Both real and virtual objects can be moved and rotated in the scene, preserving overlaps. A virtual object can also be placed in front of or behind a real object relative to the camera, which decides whether or not to overlap. The proposed algorithm consists of five stages and the system architecture. The evaluation is based on five defined criteria. Results and ways of improvement for the future research are presented.


2019 ◽  
Vol 2019 (1) ◽  
pp. 237-242
Author(s):  
Siyuan Chen ◽  
Minchen Wei

Color appearance models have been extensively studied for characterizing and predicting the perceived color appearance of physical color stimuli under different viewing conditions. These stimuli are either surface colors reflecting illumination or self-luminous emitting radiations. With the rapid development of augmented reality (AR) and mixed reality (MR), it is critically important to understand how the color appearance of the objects that are produced by AR and MR are perceived, especially when these objects are overlaid on the real world. In this study, nine lighting conditions, with different correlated color temperature (CCT) levels and light levels, were created in a real-world environment. Under each lighting condition, human observers adjusted the color appearance of a virtual stimulus, which was overlaid on a real-world luminous environment, until it appeared the whitest. It was found that the CCT and light level of the real-world environment significantly affected the color appearance of the white stimulus, especially when the light level was high. Moreover, a lower degree of chromatic adaptation was found for viewing the virtual stimulus that was overlaid on the real world.


Information ◽  
2020 ◽  
Vol 12 (1) ◽  
pp. 10
Author(s):  
Stavroula Tzima ◽  
Georgios Styliaras ◽  
Athanasios Bassounas

Escape Rooms are presently considered a very popular social entertainment activity, with increasing popularity in education field, since they are considered capable of stimulating the interest of players/students and enhancing learning. The combined game mechanics have led to blended forms of Escape Rooms, the Serious Escape Games (SEGs) and the hybrid type of Escape Rooms that uses Augmented Reality (AR)/Virtual Reality technology, a type that is expected to be widely used in the future. In the current study, the MillSecret is presented, a multi-player Serious Escape Game about local cultural heritage, where the players must solve a riddle about the cultural asset of watermills. MillSecret uses AR technology and it was designed to be conducted in the real-physical environment and in an informal educational context. The paper describes the game, its implementation, the playing process, and its evaluation, which aimed to study the feasibility of game conduction in outdoor settings and the views and experience of players with the game, the local cultural heritage and local history. Evaluation results reveal, among other findings, a very positive first feedback from players that allows us to further evolve the development of the game.


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.


2019 ◽  
Vol 16 (3) ◽  
pp. 419-437
Author(s):  
Zorica Dodevska ◽  
Vladimir Kvrgic ◽  
Marko Mihic ◽  
Boris Delibasic

The use of robotic models with the main functionalities of real objects together with the implementation of innovative technologies, augmented reality (AR) in this case, is the focus of the paper. Therefore, the concept of a simplified robotic model (SRM) is presented. This concept is important because it is useful for achieving the goals of engineering projects, which is especially justified prior to the construction of the real objects. It improves presentation, development, and education capabilities that are unavoidable segments of the project strategy. Additionally, it is possible to transfer developed solutions to the final objects after certain modifications. Multidisciplinary building of the unique SRM of the 3-axis centrifuge for pilot training is described, where multi-attribute decisionmaking is used to conduct some experiments. The application includes the use of a physical model, built from LEGO elements, software for controlling and monitoring the physical model, and an AR mobile app.


Author(s):  
Alessandra Meschini ◽  
Daniele Rossi ◽  
Enrica Petrucci ◽  
Filippo Sicuranza

The purpose of this chapter is to investigate some of the opportunities offered by technological innovations, in particular referring the specific application areas of Augmented Reality and Augmented Virtuality. The contribution presents a series of applications based on effective tests of innovative communication, which are characterized by different levels of interactivity and immersion. The general subject of interest is the city of Ascoli Piceno considering both the city as a whole and particular places/buildings of value (case studies). The central aim is to construct an informational/educational approach to real objects in innovative terms, experimenting each time with the most useful ‘container' (communicational product) to enable the best knowledge of a determined heritage.


Author(s):  
HEATH WILLIAMS ◽  

Ingarden’s phenomenology of aesthetics is characterised primarily as a realist ontological approach which is secondarily concerned with acts of consciousness. This approach leads to a stark contrast between spatiotemporal objects and literary objects. Ontologically, the former is autonomous, totally determined, and in possession of infinite attributes, whilst the latter is a heteronomous intentional object that has only limited determinations and infinitely many “spots of indeterminacy.” Although spots of indeterminacy are often discussed, the role they play in contrasting the real and literary object is not often disputed. Through a close reading of Ingarden’s ontological works and texts on aesthetics, this essay contests the purity of Ingarden’s ontological approach and the ensuing disparity between real and literary object, particularly on the question of spots of indeterminacy. I do this by demonstrating the following five theses: 1) Ingarden’s claim that the real object has an infinitude of properties belies an epistemology, and we should instead conclude that ontologically the real object’s properties are finite. 2) Ingarden’s a priori argument that absent properties of real objects are ontologically determined is unsound. 3) The radical difference between the infinitude and finitude of givenness and absence of the real and the literary object ought to be relativised. 4) Indeterminacies within the novel are concretised in much the same way that absent properties of real objects are intended. 5) Literature makes claims that have a truth value that we can attribute to their author.


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.


2021 ◽  
Vol 13 (2) ◽  
pp. 187-194
Author(s):  
Imam Ahmad ◽  
Yuri Rahmanto ◽  
Devin Pratama ◽  
Rohmat Indra Borman

Museum Lampung is one of the largest museums in Lampung Province which has a collection of tangible cultural heritage. If the museum visitors are seeking information about the collections, they will be assisted by museum guides orally. However, the limited number of guides are not enough to serve visitors during the school holidays. Therefore, to help visitors to find information about its cultural heritage collection, Augmented Reality (AR) technology was developed. AR is a technology that can display 3D objects in a real environment. The AR application that will be built is developed with the MDLC approach, where this method is suitable for developing multimedia applications. This research produces an application that can display 3D objects when the user's camera is directed to the collections of Museum Lampung and provides information related to these objects. Based on the test results on aspects of perceived usefulness, convenience, intention, and user friendliness, generally respondents answered "Agree" with a percentage of 83%. This indicates that the application is acceptable to the user.


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