scholarly journals Real-Time Projection-Based Augmented Reality System for Dynamic Objects in the Performing Arts

Symmetry ◽  
2015 ◽  
Vol 7 (1) ◽  
pp. 182-192 ◽  
Author(s):  
Jaewoon Lee ◽  
Yeonjin Kim ◽  
Myeong-Hyeon Heo ◽  
Dongho Kim ◽  
Byeong-Seok Shin
2019 ◽  
Vol 9 (19) ◽  
pp. 4019 ◽  
Author(s):  
Sung ◽  
Ma ◽  
Choi ◽  
Hong

Physics education applications using augmented reality technology, which has been developed extensively in recent years, have a lot of restrictions in terms of performance and accuracy. The purpose of our research is to develop a real-time simulation system for physics education that is based on parallel processing. In this paper, we present a video see-through AR (Augmented Reality) system that includes an environment recognizer using a depth image of Microsoft’s Kinect V2 and a real-time soft body simulator based on parallel processing using GPU (Graphic Processing Unit). Soft body simulation can provide more realistic simulation results than rigid body simulation, so it can be more effective in systems for physics education. We have designed and implemented a system that provides the physical deformation and movement of 3D volumetric objects, and uses them in education. To verify the usefulness of the proposed system, we conducted a questionnaire survey of 10 students majoring in physics education. As a result of the questionnaire survey, 93% of respondents answered that they would like to use it for education. We plan to use the stand-alone AR device including one or more cameras to improve the system in the future.


2016 ◽  
Author(s):  
Donny Tytgat ◽  
Maarten Aerts ◽  
Jeroen De Busser ◽  
Sammy Lievens ◽  
Patrice Rondao Alface ◽  
...  

Author(s):  
Ankur Kumar

Augmented Reality (AR), which blends virtual information with the real environment in real-time performance, is constantly evolving and becoming more sophisticated and robust. It is critical to ensure that the augmented reality system is accepted and successful. This paper primarily discusses the current state of AR applications and the various fields in which AR is being used.


2021 ◽  
pp. 1-1
Author(s):  
Pasquale Arpaia ◽  
Egidio De Benedetto ◽  
Concetta Anna Dodaro ◽  
Luigi Duraccio ◽  
Giuseppe Servillo

Panggung ◽  
2019 ◽  
Vol 29 (3) ◽  
Author(s):  
Wanda Listiani ◽  
Sri Rustiyanti ◽  
Fani Dila Sari ◽  
IBG. Surya Peradantha

Abstract            The collaboration between art and technology of augmented reality (AR) has not been get attention in the field of Nusantara Performing Arts. On the other side, performances of traditional dance get hardly found in the era of smartphone technology which gets more sophisticated. Mostly all people either kids or adults own handphone which can be used as the media for learning performing arts. This research aims to develop AR technology as the alternative performing arts learning media 4.0 by digitalizing performing arts from Biak tribe, Papua; Cikeruhan Sunda peforming arts, and Guel Aceh performing arts. These combined performing arts name from Papua, Sunda, and Aceh is shortened into PASUA PA. The research method applied is experiment method and interaction based on pixel-cloud avatar AR virtual dance. The result of the study portrays the phases of creative process of designing PASUA PA AR performing arts and the real time synchronization between music, virtual dancer, and 4.0 performing art learners.   Keywords: Augmented Reality, Papua-Sunda-Aceh, learning media, performing arts 4.0 Abstrak            Kolaborasi antara seni dan teknologi augmented reality (AR) masih belum banyak dilakukan dalam seni pertunjukan nusantara. Di sisi lain, semakin langkanya pertunjukan tari tradisi di setiap daerah di Indonesia di antara perkembangan teknologi smartphone. Padahal hampir setiap orang, mulai anak-anak hingga dewasa memiliki handphone yang dapat digunakan sebagai medium pembelajaran seni pertunjukan. Penelitian ini mengembangkan teknologi AR sebagai media alternatif pembelajaran seni pertunjukan 4.0 dengan mendigitalisasi seni pertunjukan khas Suku Biak Papua, seni pertunjukan Cikeruhan Sunda, dan seni pertunjukan Guel Aceh. Seni Pertunjukan Papua, Sunda dan Aceh disingkat PASUA PA. Metode penelitian yang digunakan adalah metode eksperimen dan interaksi berdasar pixel-cloud avatar penari virtual AR. Hasil penelitian ini menggambarkan tahapan proses kreatif pembuatan AR seni pertunjukan PASUA PA dan sinkronisasi real-time antara musik, penari virtual, dan pembelajar seni pertunjukan 4.0.  Kata kunci: Augmented Reality, Papua-Sunda-Aceh, Media Pembelajaran, Seni Pertunjukan 4.0 


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