scholarly journals Augmented Reality in Precision Farming: Concepts and Applications

Smart Cities ◽  
2021 ◽  
Vol 4 (4) ◽  
pp. 1454-1468
Author(s):  
William Hurst ◽  
Frida Ruiz Mendoza ◽  
Bedir Tekinerdogan

The amount of arable land is limited, yet the demand for agricultural food products is increasing. This issue has led to the notion of precision farming, where smart city-based technologies (e.g., Internet of Things, digital twins, artificial intelligence) are employed in combination to cater for increased production with fewer resources. Widely used in manufacturing, augmented reality has demonstrated impactful solutions for information communication, remote monitoring and increased interaction. Yet, the technology has only recently begun to find a footing alongside precision farming solutions, despite the many benefits possible to farmers through augmenting the physical world with digital objects. Therefore, this article reflects on literature discussing current applied solutions within agriculture, where augmented realty has demonstrated a significant impact for monitoring and production. The findings discuss that augmented reality must be coupled with other technologies (e.g., simultaneous localization and mapping algorithms, global positioning systems, and sensors), specifically 9 are identified across 2 application domains (livestock and crop farming) to be beneficial. Attention is also provided on how augmented reality should be employed within agriculture, where related-work examples are drawn from in order to discuss suitable hardware approaches and constraints (e.g., mobility).

2021 ◽  
Vol 7 (8) ◽  
pp. 141
Author(s):  
Mohamed Outahar ◽  
Guillaume Moreau ◽  
Jean-Marie Normand

Augmented reality (AR) is an emerging technology that is applied in many fields. One of the limitations that still prevents AR to be even more widely used relates to the accessibility of devices. Indeed, the devices currently used are usually high end, expensive glasses or mobile devices. vSLAM (visual simultaneous localization and mapping) algorithms circumvent this problem by requiring relatively cheap cameras for AR. vSLAM algorithms can be classified as direct or indirect methods based on the type of data used. Each class of algorithms works optimally on a type of scene (e.g., textured or untextured) but unfortunately with little overlap. In this work, a method is proposed to fuse a direct and an indirect methods in order to have a higher robustness and to offer the possibility for AR to move seamlessly between different types of scenes. Our method is tested on three datasets against state-of-the-art direct (LSD-SLAM), semi-direct (LCSD) and indirect (ORBSLAM2) algorithms in two different scenarios: a trajectory planning and an AR scenario where a virtual object is displayed on top of the video feed; furthermore, a similar method (LCSD SLAM) is also compared to our proposal. Results show that our fusion algorithm is generally as efficient as the best algorithm both in terms of trajectory (mean errors with respect to ground truth trajectory measurements) as well as in terms of quality of the augmentation (robustness and stability). In short, we can propose a fusion algorithm that, in our tests, takes the best of both the direct and indirect methods.


Nanophotonics ◽  
2020 ◽  
Vol 9 (9) ◽  
pp. 3003-3010
Author(s):  
Jiacheng Shi ◽  
Wen Qiao ◽  
Jianyu Hua ◽  
Ruibin Li ◽  
Linsen Chen

AbstractGlasses-free augmented reality is of great interest by fusing virtual 3D images naturally with physical world without the aid of any wearable equipment. Here we propose a large-scale spatial multiplexing holographic see-through combiner for full-color 3D display. The pixelated metagratings with varied orientation and spatial frequency discretely reconstruct the propagating lightfield. The irradiance pattern of each view is tailored to form super Gaussian distribution with minimized crosstalk. What’s more, spatial multiplexing holographic combiner with customized aperture size is adopted for the white balance of virtually displayed full-color 3D scene. In a 32-inch prototype, 16 views form a smooth parallax with a viewing angle of 47°. A high transmission (>75%) over the entire visible spectrum range is achieved. We demonstrated that the displayed virtual 3D scene not only preserved natural motion parallax, but also mixed well with the natural objects. The potential applications of this study include education, communication, product design, advertisement, and head-up display.


Author(s):  
S. Blaser ◽  
J. Meyer ◽  
S. Nebiker

Abstract. With this contribution, we describe and publish two high-quality street-level datasets, captured with a portable high-performance Mobile Mapping System (MMS). The datasets will be freely available for scientific use. Both datasets, from a city centre and a forest represent area-wide street-level reality captures which can be used e.g. for establishing cloud-based frameworks for infrastructure management as well as for smart city and forestry applications. The quality of these data sets has been thoroughly evaluated and demonstrated. For example, georeferencing accuracies in the centimetre range using these datasets in combination with image-based georeferencing have been achieved. Both high-quality multi sensor system street-level datasets are suitable for evaluating and improving methods for multiple tasks related to high-precision 3D reality capture and the creation of digital twins. Potential applications range from localization and georeferencing, dense image matching and 3D reconstruction to combined methods such as simultaneous localization and mapping and structure-from-motion as well as classification and scene interpretation. Our dataset is available online at: https://www.fhnw.ch/habg/bimage-datasets


2020 ◽  
Vol 11 (22) ◽  
pp. 15 ◽  
Author(s):  
José Gabriel Andrade ◽  
Patrícia Dias

<p>In the last two decades, contemporary society has been conceptualized and discussed around the assumption that digital technologies are its most defining feature. Jean Baudrillard’s take on the Fable of Borges suggests a replacement of the physical world by a virtual experiencing life, setting the tone for a pessimistic and somewhat fearful attitude towards technological development. On the verge of the dissemination of disruptive innovations that can be described under the “umbrella” of Internet of Things (IoT), we observe not a replacement, but a deep and complex intertwining of online and offline experiences, sketching the contours of what can become a phygital society. This alternative conceptualization of our contemporary society, combined with the possibilities of technological development, affords new opportunities for the expression and experiencing of culture, and also for the creative industries. In our research, we explore the impact of one augmented reality (AR) app designed for one of the landmarks of the Portuguese cultural heritage, Quinta da Regaleira. We explored this single-case study using qualitative data collection techniques, aiming to discuss the positive and negative outcomes of this innovation, both for the dynamizing of cultural heritage, and for the visitors. The article provides useful information for heritage spaces that wish to follow this path. It describes the main steps to be taken in the production of content and provides examples of the narrative model that helps people to visit the space and obtain information, knowing stories relevant to the past and present of the cultural heritage. The objective is to clarify, finally, due to the research developed in the Quinta da Regaleira case study, what kind of stories and experiences can be narrated, the strengths of this application, its limitations, and paths for future investigations.</p>


Author(s):  
Robert Gibson

A cross-disciplinary academic team at Emporia State University is currently in the process of developing and utilizing a mobile-based augmented reality application in the context of library information search. Specifically, the team is researching the use of mobile applications that can generate multi-sensory information retrieval relative to archives and special collections. Using this application, student and faculty researchers can physically point their mobile devices at an archival object that has been specifically marked with a photo-generated “tag” and, using specially designed software, access videos, photos, music, text, and other data that is germane to the object. This allows the archivist to preserve the object behind protective glass or other physical barriers, while allowing the information seeker to learn more about the object using embedded multimedia. This minimizes the potential for damage while providing extra dimensions of information. Of the many virtualizations currently under development are videos related to a rare novel and music compositions relative to rare sheet music – both currently housed within Special Collections at Emporia State University.


2012 ◽  
pp. 1593-1608 ◽  
Author(s):  
Kashif Munir ◽  
Lawan A. Mohammed

Mobile devices are gradually becoming prevalent in our daily life, enabling users in the physical world to interact with the digital world conveniently. Mobile devices increasingly offer functionality beyond the one provided by traditional resources processor, memory and applications. This includes, for example, integrated multimedia equipment, intelligent positioning systems, and different kinds of integrated or accessible sensors. For future generation grids to be truly ubiquitous we must find ways to compensate for the limitations inherent in these devices and integrate them into the grid, in order to leverage available resources and broaden the range of supplied services. On the other hand, most of mobile devices do not have the sufficient capabilities to be either direct clients or services in the grid environment. The existing middleware platforms like Globus do not fully address mobility, yet extending the potential of the Grid to a wider audience promises increase in its flexibility and productivity. This chapter looks into design architecture for mobile computing environment. Focus is given to security and its policies that will enhance the performance of grid computing in terms of secure design, architecture, accessibility, and mobility.


2018 ◽  
pp. 489-516
Author(s):  
Alessio Drivet

Wearable Technologies represent an emerging theme. Probably the next emerging market where companies will focus. These devices are replacing entire categories of electronic objects in everyday life and affect the way we live, work and socialize. Among the many applications available, the author limits attention to the field of the smart video cameras. This chapter examines some of the most interesting applications of wearable cameras, with special reference to the Italian situation. In particular, the text traces a summary of the main applications in sports, spying, police, army, education, health, disabilities, and lifelogging. A part is devoted to “wearable extensions” and the concept of augmented reality.


Author(s):  
Poline Bala ◽  
Roger W. Harris ◽  
Peter Songan

This chapter highlights an initiative by a group of researchers2 from Universiti Malaysia Sarawak (UNIMAS) to connect villagers in the remote and isolated village of Bario to Information Communication Technologies (ICTs), which include computers, telephones, the Internet, and VSATs. This project has eased the information flow in and out of Bario, affecting the well-being of the people by providing a means to keep in touch with friends and relatives in urban areas. The response of the Bario community has been positive, but the objective of the e Bario project is more ambitious than to just provide access to the Internet, computers and other related technologies. The main objective is to identify opportunities for remote and rural communities in Sarawak to develop socially, culturally and economically from the deployment of the technologies. The results of the initiative are expected to demonstrate the many ways in which ICTs can be used to improve the lives of marginalized groups, specifically, here, the rural and remote communities in Malaysia. However, to ensure that the objectives will ultimately be met, the team has had to search for an appropriate methodology that will ensure the full benefits of the initiative to the community. This chapter describes and discusses the approaches adopted, emphasizing the benefits of a close association between the researchers and the community as well as the adoption of suitable participatory methods for engaging with the needs and opportunities that were discovered.


2020 ◽  
pp. 137-147
Author(s):  
Ljiljana Stojanovic ◽  
Sebastian R. Bader

2019 ◽  
Vol 11 (9) ◽  
pp. 2658 ◽  
Author(s):  
Pilaiwan Phupattanasilp ◽  
Sheau-Ru Tong

Benefitted by the Internet of Things (IoT), visualization capabilities facilitate the improvement of precision farming, especially in dynamic indoor planting. However, conventional IoT data visualization is usually carried out in offsite and textual environments, i.e., text and number, which do not promote a user’s sensorial perception and interaction. This paper introduces the use of augmented reality (AR) as a support to IoT data visualization, called AR-IoT. The AR-IoT system superimposes IoT data directly onto real-world objects and enhances object interaction. As a case study, this system is applied to crop monitoring. Multi-camera, a non-destructive and low-cost imaging platform of the IoT, is connected to the internet and integrated into the system to measure the three-dimensional (3D) coordinates of objects. The relationships among accuracy, object coordinates, augmented information (e.g., virtual objects), and object interaction are investigated. The proposed system shows a great potential to integrate IoT data with AR resolution, which will effectively contribute to updating precision agricultural techniques in an environmentally sustainable manner.


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