scholarly journals ПРОБЛЕМАТИКА ЗАСТОСУВАННЯ ТРИВИМІРНОЇ АНІМАЦІЇ ТА СПЕЦИФІКА ЇЇ СПРИЙНЯТТЯ В ДОДАНІЙ РЕАЛЬНОСТІ: КОМУНІКАЦІЙНИЙ АСПЕКТ

Author(s):  
Yu. Shchehelska

<p><em>This study elucidates the main communication issues that arise from audiences’ interaction with three-dimensional animation of different types in augmented reality, as well as identifies the major 3D animations’ varieties used by brands to create AR and MR promotional campaigns. </em></p><p><em>The results of the study are based, in particular, on the analysis of AR cases of 27 commercial and social brands that used 3D animation for promotional purposes in 2010–2019.</em></p><p><em>It is ascertained that in the promotional practice there is used 3D predefined animation of a cartoon type, as well as 3D predefined and procedural non-homomorphic photorealistic animation. At the same time, three-dimensional procedural animation of cartoon type, as well as photorealistic animation of people (either predefined or procedural), was not used by any of the studied brands for the purpose of promotion.</em></p><p><em>The research revealed that in the field of promotion three-dimensional photorealistic animation of people, primarily of procedural type, is not used because it creates the majority of communication problems in the interaction of the audience with it. Real people’s displeasure with the animated ones arises, first of all, because of the “uncanny valley effect”, which is caused, in particular, by the technical difficulties with 3D rendering of human emotions and body language in real-time (including proxemics in a virtual environment); visual tracking of human movements by animated character; the naturalness and synchronicity of the language (above all, the content of the cues) and the sound of the voice of three-dimensional persons (its timbre, rhythmics, emotionality).</em></p><p><em>In general, today from a technical point of view photorealistic non-homomorphic animation is the most advanced 3D animation type, which explains the popularity of its use in the practice of promotional communications. Its predefined variety is most commonly used by automotive brands to create AR-campaigns, whereas procedural one is used in creating MR-campaigns, mainly for cosmetic and interior brands.</em></p><p><em>The predefined 3D animation of cartoon type was used to promote those commercial brands, which final consumers were, above all, children. However, some companies have used this kind of animation to create AR-based adult promotional events held in conjunction with the holiday and symbolic dates. The popularity of the use of 3D animation of cartoon type in the field of promotion is explained, first of all, by the fact that people at a subconscious level have a positive attitude towards cartoon characters as such.</em></p><strong><em>Key words:</em></strong><em> augmented reality (AR), mixed reality (MR), 3D animation, promotional communications.</em>

2014 ◽  
Vol 513-517 ◽  
pp. 1744-1747
Author(s):  
Feng Liu

The traditional design method of 3D animation modelings, by which can obtain attractive and precise 3D animation modelings, is to use three-dimensional modeling software such as Maya or 3D Max to draw directly. However, this method is faced with many problems, for instance, the lack of creativity, long design circle, high production costs, etc. For the problem of the lack of creativity, the reason is that animation designers are often subject to the limitation of the existing modelings and design concepts in the design process, therefore, they can not design creative modelings which are attractive and unforgettable enough. [For the problem of long design circle and high production costs, the reason is that although the 3D animation software are powerful, to skillfully master them not only requires users to have knowledge of computer technology and aesthetics at the same time, but also need a long learning process of modeling. Moreover, it takes the designers a lot of time and energy to design, draw and complete each modeling, and this will undoubtedly extend the design circle and increase the costs to some extent. Therefore, how to quickly and automatically generate creative 3D animation modelings has become a research focus of the present computer-aided creative design.


Author(s):  
Igor Ivkovic ◽  
Sage Franch

Abstract – Augmented reality (AR) technology facilitates augmentation of current views with digital artifacts, such as information, three-dimensional objects, audio, and video. Mixed reality (MR) represents an enhanced version of AR, where advanced spatial mapping is used to anchor digital artifacts in physical space. Using MR technology, digital artifacts can be more closely integrated into the natural environment, thereby transcending physical limitations and creating enhanced blended learning environments. In this paper, we propose an approach for integration of MR technology into engineering education. Specifically, we propose to integrate Microsoft HoloLens into a first-year course on data structures and algorithms to improve student engagement and learning outcomes. In the pilot study, students were assigned to implement A* algorithm and then given a chance to visualize their implementation using Microsoft HoloLens. The feedback provided by students indicated increased engagement and interest in graph-based path-finding algorithms as well as MR technology.


Author(s):  
Yu. Shchehelska

<div><p><em>In this study there were identified the main varieties of existing motion capture systems (mocap) that can be used primarily to create three-dimensional animation for augmented reality; as well as established their specific features, and also demonstrated the examples of the practical use of certain types of such systems in promotional communications.</em></p></div><p><em>This study unleashes the specificity of the functioning of non-marker and all types of marker motion capture systems – optical (optically passive and optically active, including «performance capture» as well as hybrid) and non-optical (acoustic, magnetic, mechanical and inertial).</em></p><p><em>There were analyzed two practical promotional cases: the American social PR project «Love Has No Labels» and the Japanese commercial brand «ZozoTown» («ZozoSuit»).</em></p><p><em>It has been found that in the practice of promotional communications inertial-type mocap systems with full magnetic interference are most actively used, since they can be used directly during mass AR-actions, primarily due to their portability and ability to function in a limited space.</em></p><p><em>It has also been revealed that AR-actions using motion capture systems are conducted primarily to create positive WOM and media resonances, allowing to significantly diversify the arsenal of communication tools with the target audience, as well as to increase the quality and efficiency of promotional messages, which in sum boosts the publicity capital.</em></p><p><em>Other varieties of mocap systems (with exception of non-marking one, which works through computer vision) are not used in real time regime for promotional events primarily due to their cumbersome nature. However, they can be employed to create realistic 3D animation for future utilization in promotional campaigns, projects, and actions using augmented reality technologies.</em></p><p><strong><em>Key words:</em></strong><em> motion capture systems (mocap), augmented reality (AR), promotion, empirical marketing.</em></p>


2021 ◽  
Vol 21 (1) ◽  
pp. 15-29
Author(s):  
Lidiane Pereira ◽  
Wellingston C. Roberti Junior ◽  
Rodrigo L. S. Silva

In Augmented Reality systems, virtual objects are combined with real objects, both three dimensional, interactively and at run-time. In an ideal scenario, the user has the feeling that real and virtual objects coexist in the same space and is unable to differentiate the types of objects from each other. To achieve this goal, research on rendering techniques have been conducted in recent years. In this paper, we present a Systematic Literature Review aiming to identify the main characteristics concerning photorealism in Mixed and Augmented Reality systems to find research opportunities that can be further exploited or optimized. The objective is to verify if exists a definition of photorealism in Mixed and Augmented Reality. We present a theoreticalfundamental over the most used methods concerning realism in Computer Graphics. Also, we want to identify the most used methods and tools to enable photorealism in Mixed and Augmented Reality systems.


Author(s):  
S. Hosseinian ◽  
H. Arefi ◽  
N. Navab

Abstract. C-arm X-ray imaging systems are widely applied in surgeries. Overlaying X-ray with optical images during the surgery has been shown to be an efficient approach. Moreover, overlaying needed data from different modalities in an augmented reality (AR) manner can improve the accuracy of surgical procedures, decrease the variability of surgical outcomes, reduce trauma to the critical structures, increase the reproducibility of surgeons’ performance, and reduce radiation exposure. C-Arm geometric calibration and recovering the C-arm pose are essential for surgical navigation and AR applications in operating rooms. Therefore, in this paper, existing researches for calibration and pose estimation of C-arm devices in surgical AR applications are evaluated from photogrammetric point of view. Then, a proposed marker-based method for C-arm pose estimation is introduced. For this purpose, a marker is designed to facilitate tracking and pose estimation in mixed reality based on golden section principle, and perspective invariants such as cross-ratios, collinearity, and intersection. Moreover, a procedure is also proposed for fast determination of these fiducial markers. The experiments show benefits of such a structure which has a limited occlusion with consistency to different conditions such as narrow field of view and at the same time, even in images with high projectivity. It also results that the distortion correction step is important and the effect of distortion of X-ray images can cause inconsistency in the perspective invariants.


Author(s):  
Nicoletta Sala

Virtual reality (VR), augmented reality (AR), and mixed reality (MR) are three different technologies developed in the last decades of the 20th century. They combine hardware and software solutions. They permit the creation of three-dimensional (3D) virtual worlds and virtual objects. This chapter describes how VR, MR, and AR technologies find positive application fields in educational environments. They support different learning styles, offering potential help in teaching and in learning paths.


2019 ◽  
Vol 11 (2) ◽  
Author(s):  
Jessica Carlina

Jajanan Pasar is a term for Indonesian traditional snacks, a part of Indonesian culture that has been forgotten by the young generation. Three-dimensional (3D) animation and Augmented Reality (AR) can be used as a medium for introducing this culture to children aged 4 to 6. Because, in AR, visual between real and digital world can be altered, so the visual of 3D models can be enjoyed from various sides. This study focuses on 3D visualization for AR that packaged in 5 set of puzzles. Each piece has an illustration of the ingredients for making 5 kinds of Jajanan Pasar, after all, puzzle pieces of each set get arranged, a new 3D model of traditional snacks will be appeared. The data was collected using literature and existing studies method. The purpose of this study is to create an optimal 3D visualization for AR that will be applicated for mobile devices. Conclusion from this project are the polygon count and target marker’s quality, affect the appearance of the 3D model in AR form.


2021 ◽  
Vol 2 (4) ◽  
pp. 94-104
Author(s):  
Roger Wahba ◽  
Michael N Thomas ◽  
Alexander C Bunck ◽  
Christiane J Bruns ◽  
Dirk L Stippel

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.


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