Augmented Reality Environment (ARE) - Ground plans for fire brigade use in virtual space ARE - Feuerwehrpläneim virtuellen Raum

GIS Business ◽  
2016 ◽  
Vol 11 (5) ◽  
pp. 30-32
Author(s):  
Brack, P ◽  
Truthän, S

Augmented Reality Environment (ARE) - Ground plans for fire brigade use in virtual space ARE - Feuerwehrpläneim virtuellen Raum

Author(s):  
Carl Smith

The contribution of this research is to argue that truly creative patterns for interaction within cultural heritage contexts must create situations and concepts that could not have been realised without the intervention of those interaction patterns. New forms of human-computer interaction and therefore new tools for navigation must be designed that unite the strengths, features, and possibilities of both the physical and the virtual space. The human-computer interaction techniques and mixed reality methodologies formulated during this research are intended to enhance spatial cognition while implicitly improving pattern recognition. This research reports on the current state of location-based technology including Mobile Augmented Reality (MAR) and GPS. The focus is on its application for use within cultural heritage as an educational and outreach tool. The key questions and areas to be investigated include: What are the requirements for effective digital intervention within the cultural heritage sector? What are the affordances of mixed and augmented reality? What mobile technology is currently being utilised to explore cultural heritage? What are the key projects? Finally, through a series of case studies designed and implemented by the author, some broad design guidelines are outlined. The chapter concludes with an overview of the main issues to consider when (re)engineering cultural heritage contexts.


2020 ◽  
Vol 8 (4) ◽  
pp. 27-31
Author(s):  
A. Grinshkun

This article discusses the interim results of research under the RFBR project No. 19-29-14153 "Fundamentals of transformation of the content and methods of general education as a result of the use of the technology of augmented virtuality by students (on the example of teaching computer science)", which analyzed the technology of augmented reality in relation to other immersive technologies, real and virtual educational materials, as well as significant features of specialized school education. The article highlights various approaches to supplementing the virtual space with real objects, as well as the areas of their application in the framework of teaching schoolchildren at the profile level.


Author(s):  
Bokyung Kye ◽  
Nara Han ◽  
Eunji Kim ◽  
Yeonjeong Park ◽  
Soyoung Jo

This review aims to define the 4 types of the metaverse and to explain the potential and limitations of its educational applications. The metaverse roadmap categorizes the metaverse into 4 types: augmented reality, lifelogging, mirror world, and virtual reality. An example of the application of augmented reality in medical education would be an augmented reality T-shirt that allows students to examine the inside of the human body as an anatomy lab. Furthermore, a research team in a hospital in Seoul developed a spinal surgery platform that applied augmented reality technology. The potential of the metaverse as a new educational environment is suggested to be as follows: a space for new social communication; a higher degree of freedom to create and share; and the provision of new experiences and high immersion through virtualization. Some of its limitations may be weaker social connections and the possibility of privacy impingement; the commission of various crimes due to the virtual space and anonymity of the metaverse; and maladaptation to the real world for students whose identity has not been established. The metaverse is predicted to change our daily life and economy beyond the realm of games and entertainment. The metaverse has infinite potential as a new social communication space. The following future tasks are suggested for the educational use of the metaverse: first, teachers should carefully analyze how students understand the metaverse; second, teachers should design classes for students to solve problems or perform projects cooperatively and creatively; third, educational metaverse platforms should be developed that prevent misuse of student data.


Author(s):  
Taketo Kamasaka ◽  
◽  
Kodai Miyamoto ◽  
Takahiro Ishizu ◽  
Kenji Aoki ◽  
...  

In recent years, there has been a lot of research on how to achieve interaction between users and virtual objects using augmented reality. Interaction technologies in augmented reality need to enable users to handle virtual objects intuitively. In addition, since hands are the main means of interaction with objects in real life, it is also necessary to enable interaction operations with hands on virtual objects [1]. In order to make it possible to intuitively handle objects in virtual space using hands in real space, it is necessary to consider whether physical phenomena in real space and virtual space are correctly superimposed (physical consistency). In this study, we proposed a system that allows users to intuitively handle the deformation, movement, and merging of virtual objects in augmented reality. The system was then used by four university students to compare it with existing studies [2].


2016 ◽  
Vol 14 (4) ◽  
pp. 386-397
Author(s):  
Constantinos Miltiadis

Virtual and augmented realities open a new world of great potential for spatial research and experimentation by allowing new forms of unbuilt sensible architectural space. This article starts with a sketch of the current context in virtual reality and continues by outlining the development and structure of the research ‘project Anywhere’. The project is an easily deployable, wireless, multi-user, augmented reality app system that offers full body immersion through body, head and hands tracking. It can host multiple concurrent users, able to move freely in the virtual space, by moving in the real and also perform actions through a gesture interface to affect their shared environment. In conclusion, we describe the inherent properties of such a space, which we propose as a novel spatio-temporal medium for architecture that suggests an enriched notion of space for exploration and experimentation, through an example of a potential application.


2021 ◽  
Vol 11 (15) ◽  
pp. 6800
Author(s):  
Michele Russo

Augmented reality (AR) allows the real and digital worlds to converge and overlap in a new way of observation and understanding. The architectural field can significantly benefit from AR applications, due to their systemic complexity in terms of knowledge and process management. Global interest and many research challenges are focused on this field, thanks to the conjunction of technological and algorithmic developments from one side, and the massive digitization of built data. A significant quantity of research in the AEC and educational fields describes this state of the art. Moreover, it is a very fragmented domain, in which specific advances or case studies are often described without considering the complexity of the whole development process. The article illustrates the entire AR pipeline development in architecture, from the conceptual phase to its application, highlighting each step’s specific aspects. This storytelling aims to provide a general overview to a non-expert, deepening the topic and stimulating a democratization process. The aware and extended use of AR in multiple areas of application can lead a new way forward for environmental understanding, bridging the gap between real and virtual space in an innovative perception of architecture.


2019 ◽  
Vol 9 (2) ◽  
Author(s):  
Muhammad Nur Affendy Nor'a ◽  
Ajune Wanis Ismail

Application that adopts collaborative system allows multiple users to interact with other users in the same virtual space either in Virtual Reality (VR) or Augmented Reality (AR). This paper aims to integrate the VR and AR space in a Collaborative User Interface that enables the user to cooperate with other users in a different type of interfaces in a single shared space manner. The gesture interaction technique is proposed as the interaction tool in both of the virtual spaces as it can provide a more natural gesture interaction when interacting with the virtual object. The integration of VR and AR space provide a cross-discipline shared data interchange through the network protocol of client-server architecture.


2021 ◽  
Vol 11 (22) ◽  
pp. 10733
Author(s):  
Ermioni-Eirini Papadopoulou ◽  
Apostolos Papakonstantinou ◽  
Nikolaos Zouros ◽  
Nikolaos Soulakellis

The purpose of this paper was to study the influence of cartographic scale and flight design on data acquisition using unmanned aerial systems (UASs) to create augmented reality 3D geovisualization of geosites. The relationship between geographical and cartographic scales, the spatial resolution of UAS-acquired images, along with their relationship with the produced 3D models of geosites, were investigated. Additionally, the lighting of the produced 3D models was examined as a key visual variable in the 3D space. Furthermore, the adaptation of the 360° panoramas as environmental lighting parameters was considered. The geosite selected as a case study was the gorge of the river Voulgaris in the western part of the island of Lesvos, which is located in the northeastern part of the Aegean Sea in Greece. The methodology applied consisted of four pillars: (i) scale-variant flight planning, (ii) data acquisition, (iii) data processing, (iv) AR, 3D geovisualization. Based on the geographic and cartographic scales, the flight design calculates the most appropriate flight parameters (height, speed, and image overlaps) to achieve the desired spatial resolution (3 cm) capable of illustrating all the scale-variant details of the geosite when mapped in 3D. High-resolution oblique aerial images and 360° panoramic aerial images were acquired using scale-variant flight plans. The data were processed using image processing algorithms to produce 3D models and create mosaic panoramas. The 3D geovisualization of the geosite selected was created using the textured 3D model produced from the aerial images. The panoramic images were converted to high-dynamic-range image (HDRI) panoramas and used as a background to the 3D model. The geovisualization was transferred and displayed in the virtual space where the panoramas were used as a light source, thus enlightening the model. Data acquisition and flight planning were crucial scale-variant steps in the 3D geovisualization. These two processes comprised the most important factors in 3D geovisualization creation embedded in the virtual space as they designated the geometry of the 3D model. The use of panoramas as the illumination parameter of an outdoor 3D scene of a geosite contributed significantly to its photorealistic performance into the 3D augmented reality and virtual space.


Author(s):  
S.A. Kondakov ◽  

The article examines the main trends in the development of information technology in the world in the 21st century. The main diff erences in interpretation are shown in terms such as: virtual reality, augmented reality, BP-technologies. The essence and methods of introduction and use of the «physical engine» in information technologies are described. The technology of the problem of using the main element of cognition - modeling in virtual space, is revealed. The essence and content of the concepts: «model», «modeling» are described in detail. The essence of computer modeling is determined, which consists in obtaining quantitative and qualitative results according to the existing model.


ARSNET ◽  
2021 ◽  
Vol 1 (2) ◽  
Author(s):  
Nina Dwi Handayani

Kondisi pandemi yang membatasi pola pergerakan manusia atas ruang, di satu sisi menyebabkan manusia kehilangan makna dan rasa atas kehadiran ruang fisik, tapi di sisi lain memberikan peluang bagaimana cara memaknai ruang dengan cara yang berbeda. Instalasi Kisah Antah-berantah karya Citra Sasmita yang diinisiasi oleh Ruang Seni Anak Komisi UOB Museum MACAN, Jakarta ini berkisah tentang cerita fabel mitologis untuk anak-anak yang diinspirasi dari lukisan kamasan dan karakter cerita rakyat Tantri di Bali. Mempergunakan teknologi web-based augmented reality, Kisah Antah-berantah merupakan perpaduan objek seni dan ruang secara fisik dengan teknologi dunia maya, yang bisa dinikmati secara daring dan luring. Pengamatan karya instalasi Kisah Antah-berantah ini bertujuan untuk memperkaya gagasan atas keterlibatan rute, tur dan bagaimana memaknai batas pada ruang maya.  Pengamatan “mengalami ruang” secara daring oleh penulis dijelaskan melalui 2 cara yaitu mode operasi pasif 360˚ dan mode operasi aktif manual. Mode operasi pasif 360˚ menunjukkan bahwa dengan rute yang statis dan terukur, pengalaman memaknai ruang daring bercerita bisa tercapai, meskipun tidak memberikan pemahaman akan batas ruang yang baru. Sebaliknya dengan mode operasi manual aktif, dengan kebebasan rute yang dipilih dan diciptakan sendiri, pengunjung mampu menciptakan batas dan pemaknaan ruang baru yang berbeda. Dari kedua mode operasi ini, tanda (landmark) berupa titik kode optik hadir melampaui objek fisiknya sebagai bagian dari navigasi dalam ruang maya.     The pandemic condition that limits human movement over space has consequences that humans lose their meaning and sense of the presence of physical space, otherwise, it provides opportunities to interpret space differently. The installation Kisah Antah-berantah by Citra Sasmita, which was held during a pandemic and initiated by the Ruang Seni Anak Komisi UOB Museum MACAN, Jakarta tells the story of mythological fables for children inspired by kamasan paintings and Tantri folklore characters in Bali, Indonesia. Implementing web-based augmented reality technology, this installation has an equal collaboration of art objects and physical space which can be enjoyed virtually and in a real-time exhibition mode. Kisah Antah-berantah investigates ideas on the involvement of routes, tours, and how to define boundaries in architecture and virtual space. The "experiencing space" will be explained in 2 ways, namely passive 360˚ operation mode and manual active operation mode. The 360˚ passive mode of operation shows that with a static and measurable route, the visitor interprets the virtual space of storytelling completely, although it does not provide a new understanding of spatial boundaries. In manual active of operation mode, visitors potentially create new boundaries and different meanings of space, by creating their routes. In these two modes of operations, an optical code point is presented as a landmark, as an important part of navigation in virtual space.


Sign in / Sign up

Export Citation Format

Share Document