LOCATION BASED DATA REPRESENTATION THROUGH AUGMENTED REALITY IN ARCHITECTURAL DESIGN

Author(s):  
Faruk Can Ünal ◽  
Yüksel Demir

Architects conduct site visits prior to a design activity to understand existing conditions. If the architect’s position and orientation are known on site, and augmented reality system has access to a location based content database of the site, then augmented reality system can display the content in 3D directly upon the architect’s view. Generally, architects use augmented reality as a visualization tool for presentation. It is also possible to collect data of a site and represent it in situ for architectural design. This paper is a survey of location based data representation in augmented reality systems to use in early stages of architectural design related to site. Initially, it describes the field of augmented reality including the characteristics and requirements. Then it surveys the state of the art by reviewing featured applications of location based augmented reality technology. Developments to the recent conditions from the first implementations have been revealed with components. At the same time, this paper aims to find common links between these featured applications and architectural site survey. Thus, it discusses opportunities of augmented reality to provide the needs of an architect as a site visit. However, it suggests which augmented reality components are more suitable in recent conditions for use in architectural design related to site. As a survey paper, it focuses on how location based augmented reality can be used in architectural design instead of presenting a model or an application.

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):  
Tapio Salonen ◽  
Juha Sa¨a¨ski ◽  
Charles Woodward ◽  
Otto Korkalo ◽  
Ilari Marstio ◽  
...  

One of the main challenges of introducing Augmented Reality technology into industrial applications is fast, reliable, low-cost authoring of animated AR content of product data created in 3D CAD systems. In this paper we present a product data information pipeline from industry used commercial CAD systems to a marker-based augmented reality system. The pipeline utilizes ISO 10303 (STEP) data protocol, DFA-Tool (Design For Assembly), and VTT’s proprietary content creation and augmenting software. The pipeline is verified with a real industrial application.


Author(s):  
Iim Abdul Rohim ◽  
Putra Jaya

This study aims to produce learning media for electronic components using Augmented Reality technology by knowing the performance and magnitude of the feasibility value of learning media for electronic components using the Augmented Reality technology. Designing and making applications using the steps of the waterfall method include: 1) Designing, 2) Architectural Design and Interfaces, 3) Encoding / Programming, and 4) Testing. Application programs are made with laptops that have Intel®core ™ i3 [email protected] processor specifications, 4.00GB RAM, Intel® HD Graphics520, 1TB hard drive, with a Windows 10 Pro 64-bit X64 operating system. Integrated Development Environment (IDE) in making this application is Unity 2018.3.6f1 with the marked based tracking method. Based on the results of the feasibility test conducted by two material experts as well as two media experts, that in the aspect of application material got an average value of a total score of 63 out of 68. In the media aspect the application got an average score of 84.5 from the total score of 96 Both of these scores give interpretation that the application of Augmented Reality learning media in teaching electronic engineering is very feasible to be used as a learning media.Keywords: Augmented Reality, Learning Media, Electronic Engineering, Unity 3D


Author(s):  
Tarek Teba ◽  
Dimitris Theodossopoulos

Purpose The purpose of this paper is to test critical conservation approaches through conceptual architectural interventions that integrate the evolution of a significant urban building, the Temple of Dagan in Ugarit, the capital of an important Bronze Age civilisation in Syria, with the pre-existing phases of the site and offer a paradigm for the presentation of the city’s evolution. This reflection aims to investigate how far the remaining fabric can frame the original architectural experience of the place allowing the visitors of the ruins to contextualise the architectural development of the temple. Design/methodology/approach A detailed reading of archaeological reports and the French mission’s architectural interpretation as well as in situ surveys and architectural and urban analyses were carried out to inform this conservation reflection, which primarily explores the potential of critical conservation approaches for key architectural interventions. The main vehicle is a virtual reconstruction approach to probe the proposed critical conservation principles and their success in highlighting the stratigraphy of a site. Findings The work shows that critical conservation approaches can make a distinct contribution to the understanding of the ruins; in particular, the virtual approach can handle effectively the presentation of the intangible experience of the temple (original processional routes) and its archaeological stratigraphy. Research limitations/implications The poor condition of the temple, being exposed for more than 80 years after excavation, have limited further architectural analysis as some evidence is confusing to read in situ. The pre-conservation analysis, therefore, was based more on the archaeological mission’s work, which is comprehensive. Social implications The reconstitution of the temple’s architectural layers in a coherent narrative will have educational value as it will highlight the development of architectural perception and techniques during the Bronze Age. Debate on the application of such tools by managers of the site may enhance the visitors’ appreciation of the ruins. The digital output itself constitutes an engaging material that enhances the public understanding of the site and its rich stratigraphy. Originality/value The study is the first attempt to constitute an architectural experience out of the confusing ruins integrating the archaeological evidence in the frame of contemporary conservation and architectural design. As one of the predominant urban artefacts in Ugarit, the Temple of Dagan witnessed at least a millennium of the city’s history and thus the conservation strategy of its intense development and stratification reflects the whole city.


Author(s):  
Leidy Diana Díaz Nieto ◽  
Sonia Patricia Nieto Aguirre

Resumen El propósito de este documento es describir un campo de la realidad virtual, la realidad aumentada, término que hace referencia a una tecnología que está adquiriendo gran importancia en diferentes áreas por sus diversas aplicaciones y novedad. El objetivo de un sistema con realidad aumentada es combinar la imagen registrada por un usuario del mundo real a través de un dispositivo, con elementos tridimensionales procesados a través de una computadora. Esta característica permite a la tecnología de la realidad aumentada convertirse en un instrumento útil en áreas como educación, publicidad, desarrollo y comercialización en la industria, así como en entretenimiento, medicina y otras ciencias; se fundamenta en la combinación de otras tecnologías y es partícipe en la generación de técnicas de interacción hombre-máquina. Palabras ClaveEducación, multimedia, realidad aumentada, tecnología emergente.   Abstract The purpose of this paper is to describe a field of virtual reality, augmented reality, a term that refers to a technology that is gaining importance in different areas for various applications and novelty. The goal of an augmented reality system is to combine the image recorded by a real-world user through a device with three-dimensional elements processed through a computer. This feature allows the augmented reality technology into a useful tool in areas such as education, publicity, development and marketing in the industry as well as entertainment, medicine and other sciences, is based on a combination of other technologies and is participating techniques to generate human-machine interaction. KeywordsEducation, multimedia, augmented reality, emerging technology


Author(s):  
Anabela Marto ◽  
A Augusto Sousa

Due to technological advances, augmented reality has seen fast growth in the last decades and numerous implementations of this technology have been in favour for a consequent growth of popularity. For this article, an augmented reality system is implemented for smartphone and tested in a cultural heritage environment to evaluate the system performance in the context. In the first stage, several prototypes were developed, and performance tests were executed in a controlled environment to select a solution to implement and evaluate in-situ. The solution found is a marker-based system, held with Vuforia SDK. When the marker is lost for being outside of the field of view, the system will be based on natural features to accomplish user tracking. Visitors from a cultural heritage space – the Roman Ruins of Conimbriga – tested the app and evaluated it. They considered that the presented system should be implemented in the referred cultural space, as well as in other archaeological spaces.


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