scholarly journals Detecting Square Markers in Underwater Environments

2019 ◽  
Vol 11 (4) ◽  
pp. 459 ◽  
Author(s):  
Jan Čejka ◽  
Fabio Bruno ◽  
Dimitrios Skarlatos ◽  
Fotis Liarokapis

Augmented reality can be deployed in various application domains, such as enhancing human vision, manufacturing, medicine, military, entertainment, and archeology. One of the least explored areas is the underwater environment. The main benefit of augmented reality in these environments is that it can help divers navigate to points of interest or present interesting information about archaeological and touristic sites (e.g., ruins of buildings, shipwrecks). However, the harsh sea environment affects computer vision algorithms and complicates the detection of objects, which is essential for augmented reality. This paper presents a new algorithm for the detection of fiducial markers that is tailored to underwater environments. It also proposes a method that generates synthetic images with such markers in these environments. This new detector is compared with existing solutions using synthetic images and images taken in the real world, showing that it performs better than other detectors: it finds more markers than faster algorithms and runs faster than robust algorithms that detect the same amount of markers.

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.


Sensors ◽  
2021 ◽  
Vol 21 (22) ◽  
pp. 7624
Author(s):  
André Breitinger ◽  
Esteban Clua ◽  
Leandro A. F. Fernandes

Submarines are considered extremely strategic for any naval army due to their stealth capability. Periscopes are crucial sensors for these vessels, and emerging to the surface or periscope depth is required to identify visual contacts through this device. This maneuver has many procedures and usually has to be fast and agile to avoid exposure. This paper presents and implements a novel architecture for real submarine periscopes developed for future Brazilian naval fleet operations. Our system consists of a probe that is connected to the craft and carries a 360 camera. We project and take the images inside the vessel using traditional VR/XR devices. We also propose and implement an efficient computer vision-based MR technique to estimate and display detected vessels effectively and precisely. The vessel detection model is trained using synthetic images. So, we built and made available a dataset composed of 99,000 images. Finally, we also estimate distances of the classified elements, showing all the information in an AR-based interface. Although the probe is wired-connected, it allows for the vessel to stand in deep positions, reducing its exposure and introducing a new way for submarine maneuvers and operations. We validate our proposal through a user experience experiment using 19 experts in periscope operations.


1985 ◽  
Vol 30 (1) ◽  
pp. 47-47
Author(s):  
Herman Bouma
Keyword(s):  

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


Author(s):  
Binbin Zhao ◽  
Shihong Liu

AbstractComputer vision recognition refers to the use of cameras and computers to replace the human eyes with computer vision, such as target recognition, tracking, measurement, and in-depth graphics processing, to process images to make them more suitable for human vision. Aiming at the problem of combining basketball shooting technology with visual recognition motion capture technology, this article mainly introduces the research of basketball shooting technology based on computer vision recognition fusion motion capture technology. This paper proposes that this technology first performs preprocessing operations such as background removal and filtering denoising on the acquired shooting video images to obtain the action characteristics of the characters in the video sequence and then uses the support vector machine (SVM) and the Gaussian mixture model to obtain the characteristics of the objects. Part of the data samples are extracted from the sample set for the learning and training of the model. After the training is completed, the other parts are classified and recognized. The simulation test results of the action database and the real shot video show that the support vector machine (SVM) can more quickly and effectively identify the actions that appear in the shot video, and the average recognition accuracy rate reaches 95.9%, which verifies the application and feasibility of this technology in the recognition of shooting actions is conducive to follow up and improve shooting techniques.


2019 ◽  
Vol 1 ◽  
pp. 1-1
Author(s):  
Bernhard Jenny ◽  
Kadek Ananta Satriadi ◽  
Yalong Yang ◽  
Christopher R. Austin ◽  
Simond Lee ◽  
...  

<p><strong>Abstract.</strong> Augmented reality (AR) and virtual reality (VR) technology are increasingly used for the analysis and visualisation of geospatial data. It has become simple to create an immersive three-dimensional AR or VR map with a combination of game engines (e.g., Unity), software development kits for streaming and rendering geospatial data (e.g., Mapbox), and affordable hardware (e.g., HTC Vive). However, it is not clear how to best interact with geospatial visualisations in AR and VR. For example, there are no established standards to efficiently zoom and pan, select map features, or place markers on AR and VR maps. In this paper, we explore interaction with AR and VR maps using gestures and handheld controllers.</p><p>As for gesture-controlled interaction, we present the results of recent research projects exploring how body gestures can control basic AR and VR map operations. We use motion-tracking controllers (e.g., Leap Motion) to capture and interpret gestures. We conducted a set of user studies to identify, explore and compare various gestures for controlling map-related operations. This includes, for example, mid-air hand gestures for zooming and panning (Satriadi et al. 2019), selecting points of interest, adjusting the orientation of maps, or placing markers on maps. Additionally, we present novel VR interfaces and interaction methods for controlling the content of maps with gestures.</p><p>As for handheld controllers, we discuss interaction with exocentric globes, egocentric globes (where the user stands inside a large virtual globe), flat maps, and curved maps in VR. We demonstrate controller-based interaction for adjusting the centre of world maps displayed on these four types of projection surfaces (Yang et al. 2018), and illustrate the utility of interactively movable VR maps by the example of three-dimensional origin-destination flow maps (Yang et al. 2019).</p>


2020 ◽  
Vol 8 (2) ◽  
pp. 91-102
Author(s):  
Dragos Gheorghiu ◽  
Livia Stefan

The current IT and digital technologies such as Mobile Augmented Reality (MAR) enable the overlap of digital and real world information in relation with a topic, in an engaging and efficient manner, and therefore can be used to store intangible heritage and to study it in the context as well. The current paper refers to such an augmentation of cultural information, performed at the Kallatis site, whose ruins, at present mostly covered by the modern town, do not offer sufficient information on the complexity of the Greek civilization. The implementation of a MAR application consisted in defining several points of interest of the important local archaeologic discoveries, which can trigger, for the visitors using our application, an augmentation of the historical site with images and videos. With the current research work, the authors propose and demonstrate that a mobile MAR application can constitute a modern method for providing visitors with an immersive and holistic experience for understanding the local material and intangible heritage.


Author(s):  
Khalaeb Richardson ◽  
Anne Collins McLaughlin ◽  
Mitchell McDonald ◽  
Aaron Crowson

Many environments contain visual and auditory distractions. Cognitive aids help limit these distractions, support attention, and improve task performance. One way this is done is by adding information to the environment via Augmented Reality (AR). Attention may also be supported by removing distractors using Diminished Reality (DR), a form of AR that computationally erases, de-emphasizes, or otherwise diminishes external stimuli. However, there was no research investigating the design of the control and display system for DR technology and the question of how to redirect or gain someone’s attention when their environment is diminished had not been addressed. This study explored the acceptability and effectiveness of notifications with varying attributes and fills that gap in research. Results indicated that low specificity notifications in a diminished environment are rated as being subjectively better than notifications of other formats; low specificity messages were also recalled at a greater rate.


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