scholarly journals CONSTRUCTION OF A SOMATOSENSORY INTERACTIVE SYSTEM BASED ON COMPUTER VISION AND AUGMENTED REALITY TECHNIQUES USING THE KINECT DEVICE FOR FOOD AND AGRICULTURAL EDUCATION

Author(s):  
Chao-Ming Wang ◽  
Yu-Hui Lin

A somatosensory interactive system based on computer vision and augmented reality (AR) techniques using the Kinect device is proposed, on which a game of harvesting three kinds of fruit can be played for food and agricultural education. The Kinect is used to capture users’ motion images, the Unity3D is used as the game engine, and the Kinect SDK is used for developing programs, to implement the tasks of face detection and tracking, hand-gesture recognition, and body-model matching and tracking involved in fruit-harvesting activities. AR-based photos of the harvest result can be taken and downloaded as souvenirs. The system was exhibited and observations of the users’ performances as well as interviews with experts and the users were conducted. The collected opinions were used to evaluate the effectiveness of the system, reaching the following conclusions: 1) the interactive experience of using this system is simple and intuitive; 2) the use of body movements for man-machine interaction is given positive reviews; 3) the introduction of somatosensory interactive education can arouse participants’ interest, achieving the effect of edutainment; and 4) the experience of taking commemorative photos can achieve the publicity and promotion effect of food and agricultural education through sharing on social media.

Author(s):  
Kim Bryceson

This paper looks at a number of different technologies that are being used currently in agricultural education at the University of Queensland (UQ), Australia through the lens of ‘disruption’ as a positive force. The paper will describe a number of tools and systems that have been developed, tested and implemented to engage students and provide an interesting, educative interactive experience at UQ. These tools include Internet of Things multisensory mesh networks and associated Data Dashboard developments for biophysical monitoring, Drone technology design and build for agricultural management and Augmented Reality simulations. These tools have all added engagement of, and value to, students.


2018 ◽  
Vol 1 (2) ◽  
pp. 17-23
Author(s):  
Takialddin Al Smadi

This survey outlines the use of computer vision in Image and video processing in multidisciplinary applications; either in academia or industry, which are active in this field.The scope of this paper covers the theoretical and practical aspects in image and video processing in addition of computer vision, from essential research to evolution of application.In this paper a various subjects of image processing and computer vision will be demonstrated ,these subjects are spanned from the evolution of mobile augmented reality (MAR) applications, to augmented reality under 3D modeling and real time depth imaging, video processing algorithms will be discussed to get higher depth video compression, beside that in the field of mobile platform an automatic computer vision system for citrus fruit has been implemented ,where the Bayesian classification with Boundary Growing to detect the text in the video scene. Also the paper illustrates the usability of the handed interactive method to the portable projector based on augmented reality.   © 2018 JASET, International Scholars and Researchers Association


2021 ◽  
Vol 11 (6) ◽  
pp. 2871
Author(s):  
Ahmed Elsharkawy ◽  
Khawar Naheem ◽  
Dongwoo Koo ◽  
Mun Sang Kim

With the rapid development of interactive technology, creating systems that allow users to define their interactive envelope freely and provide multi-interactive modalities is important to build up an intuitive interactive space. We present an indoor interactive system where a human can customize and interact through a projected screen utilizing the surrounding surfaces. An ultra-wideband (UWB) wireless sensor network was used to assist human-centered interaction design and navigate the self-actuated projector platform. We developed a UWB-based calibration algorithm to facilitate the interaction with the customized projected screens, where a hand-held input device was designed to perform mid-air interactive functions. Sixteen participants were recruited to evaluate the system performance. A prototype level implementation was tested inside a simulated museum environment, where a self-actuated projector provides interactive explanatory content for the on-display artifacts under the user’s command. Our results depict the applicability to designate the interactive screen efficiently indoors and interact with the augmented content with reasonable accuracy and relatively low workload. Our findings also provide valuable user experience information regarding the design of mobile and projection-based augmented reality systems, with the ability to overcome the limitations of other conventional techniques.


2014 ◽  
Vol 533 ◽  
pp. 218-225 ◽  
Author(s):  
Rapee Krerngkamjornkit ◽  
Milan Simic

This paper describes computer vision algorithms for detection, identification, and tracking of moving objects in a video file. The problem of multiple object tracking can be divided into two parts; detecting moving objects in each frame and associating the detections corresponding to the same object over time. The detection of moving objects uses a background subtraction algorithm based on Gaussian mixture models. The motion of each track is estimated by a Kalman filter. The video tracking algorithm was successfully tested using the BIWI walking pedestrians datasets [. The experimental results show that system can operate in real time and successfully detect, track and identify multiple targets in the presence of partial occlusion.


Author(s):  
Gilles Simon

It is generally accepted that Jan van Eyck was unaware of perspective. However, an a-contrario analysis of the vanishing points in five of his paintings, realized between 1432 and 1439, unveils a recurring fishbone-like pattern that could only emerge from the use of a polyscopic perspective machine with two degrees of freedom. A 3D reconstruction of Arnolfini Portrait compliant with this pattern suggests that van Eyck's device answered a both aesthetic and scientific questioning on how to represent space as closely as possible to human vision. This discovery makes van Eyck the father of today's immersive and nomadic creative media such as augmented reality and synthetic holography.


CONVERTER ◽  
2021 ◽  
pp. 896-901
Author(s):  
Chao Wang, Xi Chen, Ying Wang

In this paper, three-dimensional object detection and tracking based on neural network is studied. The application of Augmented Reality (AR) in power material sampling monitoring service in China Power Grid is presented, relying on the AR technology of 5G Internet of things to realize real-time capture of the information from power network infrastructure project to goods sampling inspection and monitoring, and to solve the difficult business management problem that many parties need to participate on the spot but can not guarantee the timeliness, the AR technology is used to mark, early-warning and trace the source of the problem materials, so as to ensure the authenticity and traceability of the whole process.


2021 ◽  
Vol 2021 (1) ◽  
pp. 20-29
Author(s):  
I. Malinina ◽  

The article analyzes the use of augmented reality (AR) in creative projects of contemporary art. Features of application of augmented reality technologies are investigated. The author reviews the possibilities and options for using augmented reality technology to support museums and galleries. This article will help contemporary artists to better understand these technologies, understand the role of AR in modern society and assess its prospects. Analysis of scientific research has shown that the use of augmented reality in art is increasingly of interest to artists and scientists. There are also articles dedicated to improving the learning experience of art gallery visitors using augmented reality. The present study reveals the chronology of research on this phenomenon. An analysis of the experience of Ukrainian, European and American artists and designers in the implementation of AR‑technologies in the field of culture has also been conducted, on the basis of which a system of thematic areas of augmented reality in contemporary art has been presented. There are five areas where augmented reality in the field of art is used. These are museums of history and art and exhibition halls, art city tourism, film industry, concerts and television. But it turns out that the number of these areas is not final. Eventually, AR will be used in other art venues. The materials of this article provide recommendations for the spread of augmented reality technologies in art. With the help of these technologies, the image of an innovative progressive museum and exhibition hall, open to new opportunities, can be created, which gives the opportunity to attract new visitors, generating a unique complex interactive experience. So far, augmented reality is used exclusively in art, but more and more artists and designers are beginning to move towards interactive implementations in their work. Many of these authorial experiments grow into unique creative projects and provide enormous advantages in the system of culture and art.


Sign in / Sign up

Export Citation Format

Share Document