scholarly journals The concept and application of simplified robotic models

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.

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.


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 28 (2) ◽  
pp. 72-77
Author(s):  
Zbigniew Korczewski ◽  
Konrad Marszałkowski

Abstract This article presents the third and last part of the problem of diagnosing the fatigue of marine propulsion shafts in terms of energy with the use of the action function, undertaken by the authors. Even the most perfect physical models of real objects, observed under laboratory conditions and developed based on the results of their research, cannot be useful in diagnostics without properly transferring the obtained results to the scale of the real object. This paper presents the method of using dimensional analyses and the Buckingham theorem (the so-called π theorem) to determine the dimensionless numbers of the dynamic similarity of the physical model of the propulsion shaft and its real ship counterpart, which enable the transfer of the results of the research on the energy processes accompanying the ship propulsion shaft fatigue from the physical model to the real object.


2017 ◽  
Vol 17 (02) ◽  
pp. e20 ◽  
Author(s):  
Kevin E. Soulier ◽  
Matías Nicolás Selzer ◽  
Martín Leonardo Larrea

In recent years, Augmented Reality has become a very popular topic, both as a research and commercial field. This trend has originated with the use of mobile devices as computational core and display. The appearance of virtual objects and their interaction with the real world is a key element in the success of an Augmented Reality software. A common issue in this type of software is the visual inconsistency between the virtual and real objects due to wrong illumination. Although illumination is a common research topic in Computer Graphics, few studies have been made about real time estimation of illumination direction. In this work we present a low-cost approach to detect the direction of the environment illumination, allowing the illumination of virtual objects according to the real light of the ambient, improving the integration of the scene. Our solution is open-source, based on Arduino hardware and the presented system was developed on Android.


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.


2019 ◽  
Vol 9 (15) ◽  
pp. 3124
Author(s):  
Qiang Li ◽  
Huan Deng ◽  
Senlin Pang ◽  
Wenhao Jiang ◽  
Qionghua Wang

In this paper, we propose a reflective augmented reality (AR) display system based on integral imaging (II) using a mirror-based pinhole array (MBPA). The MBPA, obtained by punching pinholes on a mirror, functions as a three-dimensional (3D) imaging device, as well as an image combiner. The pinhole array of MBPA can realize a pinhole array-based II display, while the mirror of MBPA can image the real objects, so as to combine the images of the real objects with the reconstructed 3D images. The structure of the proposed reflective AR display is very simple, and only a projection system or a two-dimensional display screen is needed to combine with the MBPA. In our experiment, a 25cm × 14cm sized AR display was built up, a combination of a 3D virtual image and a real 3D object was presented by the proposed AR 3D display. The proposed device could realize an AR display of large size due to its compact form factor and low weight.


2021 ◽  
Vol 11 (9) ◽  
pp. 3915
Author(s):  
Emanuele Marino ◽  
Fabio Bruno ◽  
Fotis Liarokapis

Color schemes play a crucial role in blending virtual objects with the real environment. Good color schemes improve user’s perception, which is of crucial importance for augmented reality. In this paper, we propose a set of novel methods based on the color harmonization methodology to recolor augmented reality content according to the real background. Three different strategies are proposed—harmonic, disharmonic, and balance—that allow for satisfying different needs in different settings depending on the application field. The first approach aims to harmonize the colors of virtual objects to make them consistent with the colors of the real background and reach a more pleasing effect to a human eye. The second approach, instead, can be adopted to generate a set of disharmonious colors with respect to real ones to be associated with the augmented virtual content to improve its distinctiveness from the real background. The third approach balances these goals by achieving a compromise between harmony and good visibility among virtual and real objects. Furthermore, the proposed re-coloring method is applied to three different case studies by adopting the three strategies to meet three different objectives, which are specific for each case study. Several parameters are calculated for each test, such as the covered area, the color distribution, and the set of generated colors. Results confirm the great potential of the proposed approaches to improve the AR visualization in different scenarios.


Author(s):  
Alvebi Hopaliki ◽  
Yupianti Yupianti ◽  
Juju Jumadi

Augmented Reality (AR) is a variation of the virtual environment or more often calledasAR technology users that can see the real world, with virtual objects added to the real world. So, users see virtual objects and real objects are in the sum place. Augmented reality requires streaming video with a camera that is used as a sowce of image input, then tracking and detecting markers. After the W is detected 30 model will appear of an item. This 3D model was mated mite software for 3D design, jbr example 3DS Max. Blender and others In this ancient animal Ieaming media using pattern recognition that can be interment! as taking raw data and based on data classification Then it can take the mutation problem how to design 30 objects with the Blender application to introduce d anc‘ient animals. purpose of this m is to build ancient animal leaning media in real time by using augmented reality technology.


Frameless ◽  
2019 ◽  
Vol 1 (1) ◽  
pp. 37-38
Author(s):  
Michael J. Murdoch ◽  
◽  
Nargess Hassani ◽  
Sara Leary ◽  
◽  
...  

This presentation will summarize recent work on the visual perception of color appearance and object properties in optical see-through (OST) augmented reality (AR) systems. OST systems, such as Microsoft HoloLens, use a see- through display system to superimpose virtual content onto a user’s view of the real world. With careful tracking of both display and world coordinates, synthetic objects can be added to the real world, and real objects can be manipulated via synthetic overlays. Ongoing research studies how the combination of real and virtual stimuli are perceived and how users’ visual adaptation is affected; two specific examples will be explained.


2019 ◽  
Vol 3 (1) ◽  
pp. 1-9
Author(s):  
Aulia Sari Prihatini ◽  
Mahrizal Masri ◽  
Mhd. Zulfansyuri Siambaton

Reality Increasing or often also called AR (Augmented Reality) in English, is a technology that can add two-dimensional or three-dimensional illusions of objects together into a 3D into the real world then project illusion objects into real time. Unlike the illusion of reality where in the real world is completely replaced, reality only adds to or completes reality. Augmented Reality unites real objects and illusions into real circles, works interactively in real time and found integration between objects in 3D and good integration requires effective investigation. Web AR provides Web-based access using Augmented Reality through a web browser using a combination of technologies including WebRTC, WebGL, WebVR, and Modern APLs sensors. Catalogs are publicity tools used by companies as a way to promote their products and services. Examples of companies that use catalogs are Furniture stores that promote products. Here it will be visualized into 3D until it looks more clear and attractive to consumers. So, based on the description above, the author takes the title "Implementation of Augmented Reality with Marker Method as Media Catalog in AR-Based Furniture Stores. Keywords: Augmented Reality, WEB AR, catalog


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