scholarly journals CultReal—A Rapid Development Platform for AR Cultural Spaces, with Fused Localization

Sensors ◽  
2021 ◽  
Vol 21 (19) ◽  
pp. 6618
Author(s):  
Anca Morar ◽  
Maria-Anca Băluțoiu ◽  
Alin Moldoveanu ◽  
Florica Moldoveanu ◽  
Alex Butean

Virtual and augmented reality technologies have known an impressive market evolution due to their potential to provide immersive experiences. However, they still have significant difficulties to enable fully fledged, consumer-ready applications that can handle complex tasks such as multi-user collaboration or time-persistent experiences. In this context, CultReal is a rapid creation and deployment platform for augmented reality (AR), aiming to revitalize cultural spaces. The platform’s content management system stores a representation of the environment, together with a database of multimedia objects that can be associated with a location. The localization component fuses data from beacons and from video cameras, providing an accurate estimation of the position and orientation of the visitor’s smartphone. A mobile application running the localization component displays the augmented content, which is seamlessly integrated with the real world. The paper focuses on the series of steps required to compute the position and orientation of the user’s mobile device, providing a comprehensive evaluation with both virtual and real data. Pilot implementations of the system are also described in the paper, revealing the potential of the platform to enable rapid deployment in new cultural spaces. Offering these functionalities, CultReal will allow for the fast development of AR solutions in any location.

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.


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 22 (04) ◽  
pp. 533-554 ◽  
Author(s):  
JING NIE ◽  
GUI-QUAN SUN ◽  
XIANG-DONG SUN ◽  
JUAN ZHANG ◽  
NAN WANG ◽  
...  

Dairy cattle brucellosis is a chronic bacterial disease, which is caused by Brucella abortus and mainly characterized by abortion in dairy cattle. With the rapid development of breeding industry of milk cows in China, the infectious cases of dairy cattle brucellosis show an increasing trend. Particularly in Jilin province, the annual number of the positive cases of dairy cattle was only 3 cows in 1987, and went up to 168 cows in 2005. Based on the situation of the brucellosis infection in Jilin province, we propose an Susceptible-Exposed-Infected-Virus (SEIV) dynamical model with outside transferred amount to describe the transmission of brucellosis amongst dairy cattle in this paper. We calculate the basic reproduction number R0 and prove that the equilibria are globally stable. Moreover, using the real data of nearly 20 years in Jilin province, we estimate the parameter values in the system. As a result, we can predict the number of infections as time increases. According to the prediction for the next 30 years, we can conclude that the disease will persist if we just take existing measures. If culling, sterilizing and decreasing the number of outer importing are used together, dairy cattle brucellosis will be well controlled.


2020 ◽  
pp. 1-11
Author(s):  
Xiaoying Xu ◽  
Zhijian Zeng

The regional economic evaluation and analysis has guiding significance for the subsequent economic strategy formulation. Due to the influence of various factors, the volatility of some current economic evaluation models is relatively large. According to the needs of regional economic evaluation, this study uses computer technology combined with regional economic development to build an economic development evaluation model to evaluate and analyze the regional economy. Through comparative analysis, this study selects the entropy weight-TOPSIS model as the comprehensive evaluation model of regional economy, uses the entropy weight method to determine the weight of each index, and then uses the TOPSIS method to conduct comprehensive evaluation. In addition, this study designs a control experiment to analyze the performance of this study model. Moreover, this study uses the model proposed in this study to conduct regional economic evaluation in recent years, and compares it with real data, and observes the test results with statistical charts and table data. The research results show that this research model has a certain effect, which can provide analytical tools for the follow-up economic strategy research and analysis.


Author(s):  
Guicheng Wang ◽  
Chunyan Zhang ◽  
Hongjie Pei ◽  
Yunming Zhu ◽  
Chungen Shen ◽  
...  

The surface quality is always the crucial element of machined quality in precision ultra-precision metal cutting. A new concept that the surface integrity should include the edge quality of parts is put forward In this paper, the weight value of a series of characteristic parameters of surface integrity are calculated with using analytic hierarchy process, three basic methods of evaluating surface integrity are presented, and the comprehensive evaluation system has been formed which will theoretically play a great important role on rapid development in the precision machining.


2021 ◽  
Vol 4 ◽  
pp. 98-100
Author(s):  
Semen Gorokhovskyi ◽  
Yelyzaveta Pyrohova

With the rapid development of applications for mobile platforms, developers from around the world already understand the need to impress with new technologies and the creation of such applications, with which the consumer will plunge into the world of virtual or augmented reality. Some of the world’s most popular mobile operating systems, Android and iOS, already have some well-known tools to make it easier to work with the machine learning industry and augmented reality technology. However, it cannot be said that their use has already reached its peak, as these technologies are at the stage of active study and development. Every year the demand for mobile application developers increases, and therefore more questions arise as to how and from which side it is better to approach immersion in augmented reality and machine learning. From a tourist point of view, there are already many applications that, with the help of these technologies, will provide more information simply by pointing the camera at a specific object.Augmented Reality (AR) is a technology that allows you to see the real environment right in front of us with a digital complement superimposed on it. Thanks to Ivan Sutherland’s first display, created in 1968 under the name «Sword of Damocles», paved the way for the development of AR, which is still used today.Augmented reality can be divided into two forms: based on location and based on vision. Location-based reality provides a digital picture to the user when moving through a physical area thanks to a GPS-enabled device. With a story or information, you can learn more details about a particular location. If you use AR based on vision, certain user actions will only be performed when the camera is aimed at the target object.Thanks to advances in technology that are happening every day, easy access to smart devices can be seen as the main engine of AR technology. As the smartphone market continues to grow, consumers have the opportunity to use their devices to interact with all types of digital information. The experience of using a smartphone to combine the real and digital world is becoming more common. The success of AR applications in the last decade has been due to the proliferation and use of smartphones that have the capabilities needed to work with the application itself. If companies want to remain competitive in their field, it is advisable to consider work that will be related to AR.However, analyzing the market, one can see that there are no such applications for future entrants to higher education institutions. This means that anyone can bring a camera to the university building and learn important information. The UniApp application based on the existing Swift and Watson Studio technologies was developed to simplify obtaining information on higher education institutions.


2021 ◽  
Vol 25 (5) ◽  
pp. 31-40
Author(s):  
E. V. Romanova ◽  
L. V. Kurzaeva ◽  
L. Z. Davletkireeva ◽  
T. B. Novikova

The rapid development of virtual and augmented reality technologies is currently taking place in almost all spheres of activity. Elements of virtual and augmented reality are used in such areas as education, medicine, transport, gaming, tourism and others. The active spread of these technologies causes the emergence of special competencies in the IT labor market and, as a result, the formation of new professions.Many Russian universities are training students in IT training areas. Specialization in the development of computer games and virtual reality applications has begun recently. The provision of practical classes is accompanied by specific tasks, which gives students the opportunity to improve the use of software and technical devices.The relevance of the research is determined by the current demand for the use of the latest technologies by IT developers in the field of creating computer games. Today, technologies that provide a player’s immersion in virtual reality are becoming more and more popular. One of these technologies is a suit with wearable sensors that track a person’s position in space in real time. However, there are quite a few real described projects in the literature and on the Internet. This study examines the process of developing a task for creating a game application using virtual reality technology: a suit with wearable sensors for teaching students.Materials and methods of research. Timely identification of the needs of the IT market in personnel training allows educational organizations to form new training programs of different levels of training. This approach makes it possible to target the educational and methodological materials being developed to use the latest achievements in the development of the field under study.Using a systematic approach, the study characterizes virtual reality suits and sensors for monitoring the position in the user’s space. Thus, the goal of the task was to ensure the immersiveness and convenience of interaction between the player and the game environment.Based on materials on software, position sensors in space, the approach of pedagogical design was applied and the procedure was formed for a practical task, reflecting the relevant competencies.Results. The study was conducted on the basis in the framework of laboratory and practical work of students, as well as at a real enterprise. Training in the new profile of the direction of training “Applied informatics” is fully equipped with all the latest technologies in this field. As a result of the work, the content of the practical task was developed.Real development of virtual and augmented reality applications is conducted jointly with students. Almost all projects used a suit with body sensors.Conclusion. Our study examines in detail the process of developing an application using a suit with wearable sensors for further training of students. Based on the results, work can be carried out on real projects for any field. Based on the research materials, it is planned to issue a textbook for students with the profile of developing computer games and virtual / augmented reality applications.


Author(s):  
Shoujin Wang ◽  
Liang Hu ◽  
Yan Wang ◽  
Xiangnan He ◽  
Quan Z. Sheng ◽  
...  

Recent years have witnessed the fast development of the emerging topic of Graph Learning based Recommender Systems (GLRS). GLRS mainly employ advanced graph learning approaches to model users’ preferences and intentions as well as items’ characteristics and popularity for Recommender Systems (RS). Differently from other approaches, including content based filtering and collaborative filtering, GLRS are built on graphs where the important objects, e.g., users, items, and attributes, are either explicitly or implicitly connected. With the rapid development of graph learning techniques, exploring and exploiting homogeneous or heterogeneous relations in graphs is a promising direction for building more effective RS. In this paper, we provide a systematic review of GLRS, by discussing how they extract knowledge from graphs to improve the accuracy, reliability and explainability of the recommendations. First, we characterize and formalize GLRS, and then summarize and categorize the key challenges and main progress in this novel research area.


10.28945/3984 ◽  
2018 ◽  

Aim/Purpose: [This Proceedings paper was revised and published in the 2018 issue of the journal Issues in Informing Science and Information Technology, Volume 15] The proposed Personal Knowledge Management (PKM) for Empowerment (PKM4E) Framework expands on the notions of the Ignorance Map and Matrix for further supporting the educational concept of a PKM system-in-progress. Background: The accelerating information abundance is depleting the very attention our cognitive capabilities are able to master, one key cause of individual and collective opportunity divides. Support is urgently needed to benefit Knowledge Workers independent of space (developed/developing countries), time (study or career phase), discipline (natural or social science), or role (student, professional, leader). Methodology: The Design Science Research (DSR) project introducing the novel PKM System (PKMS) aims to support a scenario of a ‘Decentralizing KM Revolution’ giving more power and autonomy to individuals and self-organized groups. Contribution: The portrayal of potential better solutions cannot be accommodated by one-dimensional linear text alone but necessitates the utilization of visuals, charts, and blueprints for the concept as well as the use of colors, icons, and catchy acronyms to successfully inform a diverse portfolio of audiences and potential beneficiaries. Findings: see Recommendation for Researchers Recommendations for Practitioners: The PKM4E learning cycles and workflows apply ‘cumulative synthesis’, a concept which convincingly couples the activities of researchers and entrepreneurs, and assists users to advance their capability endowments via applied learning. Recommendation for Researchers: In substituting document-centric with meme-based knowledge bases, the PKMS approach merges distinctive voluntarily shared knowledge objects/assets of diverse disciplines into a single unified digital knowledge repository and provides the means for advancing current metrics and reputation systems. Impact on Society: The PKMS features provide the means to tackle the widening opportunity divides by affording knowledge workers with continuous life-long support from trainee, student, novice, or mentee towards professional, expert, mentor, or leader. Future Research: After completing the test phase of the PKMS prototype, its transformation into a viable PKM system and cloud-based server based on a rapid development platform and a noSQL-database is estimated to take 12 months.


10.28945/3744 ◽  
2017 ◽  
Author(s):  
Ulrich Schmitt

[This Proceedings paper was revised and published in Informing Science: the International Journal of an Emerging Transdiscipline (InfoSci)] Aim/Purpose: Personal Knowledge Management (PKM) has been envisaged as a crucial tool for the growing creative class of knowledge workers, but adequate technological solutions have not been forthcoming. Background: Based on former affordance-related publications (primarily concerned with communication, community-building, collaboration, and social knowledge sharing), the common and differing narratives in relation to PKM are investigated in order to suggest further PKM capabilities and affordances in need to be conferred. Methodology: The paper follows up on a series of the author’s PKM-related publications, firmly rooted in design science research (DSR) methods and aimed at creating an innovative PKM concept and prototype system. Contribution: The affordances presented offer PKM system users the means to retain and build upon knowledge acquired in order to sustain personal growth and facilitate productive collaborations between fellow learners and/or professional acquaintances. Findings: The results call for an extension of Nonaka’s SECI model and ‘ba’ concept and provide arguments for and evidence supporting the claims that the PKM concept and system is able to facilitate better knowledge traceability and KM practices. Recommendations and Impact on Society: Together with the prior publications, the paper points to current KM shortcomings and presents a novel trans-disciplinary approach offering appealing opportunities for stakeholders engaged in the context of curation, education, research, development, business, and entrepreneurship. Its potential to tackle opportunity divides has been addressed via a PKM for Development (PKM4D) Framework. Future: DSR Activities After completing the test phase of the prototype, its transformation into a viable PKM system and cloud-based server based on a rapid development platform and a noSQL-database is estimated to take 12 months.


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