Real-Time 3D Design Modelling of Outdoor Structures Using Mobile Augmented Reality Systems

2009 ◽  
pp. 937-951
Author(s):  
Wayne Piekarski

This chapter presents a series of new augmented reality user interaction techniques to support the capture and creation of 3D geometry of large outdoor structures. Named construction at a distance, these techniques are based on the action at a distance concepts employed by other virtual environments researchers. These techniques address the problem of AR systems traditionally being consumers of information, rather than being used to create new content. By using information about the user’s physical presence along with hand and head gestures, AR systems can be used to capture and create the geometry of objects that are orders of magnitude larger than the user, with no prior information or assistance. While existing scanning techniques can only be used to capture existing physical objects, construction at a distance also allows the creation of new models that exist only in the mind of the user. Using a single AR interface, users can enter geometry and verify its accuracy in real-time. Construction at a distance is a collection of 3D modelling techniques based on the concept of AR working planes, landmark alignment, constructive solid geometry operations, and iterative refinement to form complex shapes. This chapter presents a number of different construction at a distance techniques, and are demonstrated with examples of real objects that have been modelled in the physical world.

Author(s):  
Wayne Piekarski

This chapter presents a series of new augmented reality user interaction techniques to support the capture and creation of 3D geometry of large outdoor structures. Named construction at a distance, these techniques are based on the action at a distance concepts employed by other virtual environments researchers. These techniques address the problem of AR systems traditionally being consumers of information, rather than being used to create new content. By using information about the user’s physical presence along with hand and head gestures, AR systems can be used to capture and create the geometry of objects that are orders of magnitude larger than the user, with no prior information or assistance. While existing scanning techniques can only be used to capture existing physical objects, construction at a distance also allows the creation of new models that exist only in the mind of the user. Using a single AR interface, users can enter geometry and verify its accuracy in real-time. Construction at a distance is a collection of 3D modelling techniques based on the concept of AR working planes, landmark alignment, constructive solid geometry operations, and iterative refinement to form complex shapes. This chapter presents a number of different construction at a distance techniques, and are demonstrated with examples of real objects that have been modelled in the physical world.


2021 ◽  
Author(s):  
Ezgi Pelin Yildiz

Augmented reality is defined as the technology in which virtual objects are blended with the real world and also interact with each other. Although augmented reality applications are used in many areas, the most important of these areas is the field of education. AR technology allows the combination of real objects and virtual information in order to increase students’ interaction with physical environments and facilitate their learning. Developing technology enables students to learn complex topics in a fun and easy way through virtual reality devices. Students interact with objects in the virtual environment and can learn more about it. For example; by organizing digital tours to a museum or zoo in a completely different country, lessons can be taught in the company of a teacher as if they were there at that moment. In the light of all these, this study is a compilation study. In this context, augmented reality technologies were introduced and attention was drawn to their use in different fields of education with their examples. As a suggestion at the end of the study, it was emphasized that the prepared sections should be carefully read by the educators and put into practice in their lessons. In addition it was also pointed out that it should be preferred in order to communicate effectively with students by interacting in real time, especially during the pandemic process.


Author(s):  
S. Titova ◽  
B. Siryi

Augmented reality (AR) is the integration of digital information with the user’s environment in real time. AR software use in many different ways and for the needs of cartography too. This technology may be useful for the development of navigational mobile applications and actions with static (paper) maps. There are two main operating modalities for implementation of augmented reality in applications: by markers and by the positioning of customer and surrounding objects (by azimuths determination between customer’s device and real objects). The first way is applied for static maps when another way is applied for navigational mobile applications. Augmented reality provides at least six opportunities, which create better options for working with design and content of maps for cartographers. This technology also provides the new experience in the work on maps for customers. The advantages of using augmented reality in cartography are the partial equation of static maps to geographical information systems, adaptability of cartographic images to the needs of users, improving the quality of design and content possibilities of maps and making actions with maps more attractive for customers. However, this technology is not without disadvantages, which connected with the development of AR-applications and requirements to smartphones. In addition, this article reveals aspects of the creation of augmented maps in cartographic companies.


2017 ◽  
Vol 17 (02) ◽  
pp. e20 ◽  
Author(s):  
Kevin E. Soulier ◽  
Matías Nicolás Selzer ◽  
Martín Leonardo Larrea

In recent years, Augmented Reality has become a very popular topic, both as a research and commercial field. This trend has originated with the use of mobile devices as computational core and display. The appearance of virtual objects and their interaction with the real world is a key element in the success of an Augmented Reality software. A common issue in this type of software is the visual inconsistency between the virtual and real objects due to wrong illumination. Although illumination is a common research topic in Computer Graphics, few studies have been made about real time estimation of illumination direction. In this work we present a low-cost approach to detect the direction of the environment illumination, allowing the illumination of virtual objects according to the real light of the ambient, improving the integration of the scene. Our solution is open-source, based on Arduino hardware and the presented system was developed on Android.


Proceedings ◽  
2019 ◽  
Vol 42 (1) ◽  
pp. 50 ◽  
Author(s):  
Óscar Blanco-Novoa ◽  
Paula Fraga-Lamas ◽  
Miguel Vilar-Montesinos ◽  
Tiago Fernández-Caramés

The latest Augmented Reality (AR) and Mixed Reality (MR) systems are able to provide innovative methods for user interaction, but their full potential can only be achieved when they are able to exchange bidirectional information with the physical world that surround them, including the objects that belong to the Internet of Things (IoT). The problem is that elements like AR display devices or IoT sensors/actuators often use heterogeneous technologies that make it difficult to intercommunicate them in an easy way, thus requiring a high degree of specialization to carry out such a task. This paper presents an open-source framework that eases the integration of AR and IoT devices as well as the transfer of information among them, both in real time and in a dynamic way. The proposed framework makes use of widely used standard protocols and open-source tools like MQTT, HTTPS or Node-RED. In order to illustrate the operation of the framework, this paper presents the implementation of a practical home automation example: an AR/MR application for energy consumption monitoring that allows for using a pair of Microsoft HoloLens smart glasses to interact with smart power outlets.


Author(s):  
Alvebi Hopaliki ◽  
Yupianti Yupianti ◽  
Juju Jumadi

Augmented Reality (AR) is a variation of the virtual environment or more often calledasAR technology users that can see the real world, with virtual objects added to the real world. So, users see virtual objects and real objects are in the sum place. Augmented reality requires streaming video with a camera that is used as a sowce of image input, then tracking and detecting markers. After the W is detected 30 model will appear of an item. This 3D model was mated mite software for 3D design, jbr example 3DS Max. Blender and others In this ancient animal Ieaming media using pattern recognition that can be interment! as taking raw data and based on data classification Then it can take the mutation problem how to design 30 objects with the Blender application to introduce d anc‘ient animals. purpose of this m is to build ancient animal leaning media in real time by using augmented reality technology.


Author(s):  
Xuyue Yin ◽  
Xiumin Fan ◽  
Jiajie Wang ◽  
Rui Liu ◽  
Qiang Wang

Assembly process of complex electromechanical products can be quite complicated and time consuming because of high quality demands. Aiming at improving the efficiency of the manual assembly process, this paper proposes an automatic interaction method using part recognition for augmented reality (AR) assembly guidance, which improves both the accuracy of part picking and the interaction efficiency of AR guidance system. Taking sample images of similar parts as input and part types as output, a deep neural network model Part R-CNN for part recognition is build based on Faster R-CNN and is further fine-tuned by back propagation. By recognizing the assembly part, the augmented assembly guidance information of the corresponding parts assembly process is triggered in real-time without direct user interaction. Experimental results show that the deep neural network based part recognition method reaches 94% on mean average precision and the average recognition speed is 200ms per image frame. The average speed of AR guidance content triggering is about 20fps. All system performance satisfies the accuracy and real-time requirements of the AR-aided assembly system.


2019 ◽  
Vol 3 (1) ◽  
pp. 1-9
Author(s):  
Aulia Sari Prihatini ◽  
Mahrizal Masri ◽  
Mhd. Zulfansyuri Siambaton

Reality Increasing or often also called AR (Augmented Reality) in English, is a technology that can add two-dimensional or three-dimensional illusions of objects together into a 3D into the real world then project illusion objects into real time. Unlike the illusion of reality where in the real world is completely replaced, reality only adds to or completes reality. Augmented Reality unites real objects and illusions into real circles, works interactively in real time and found integration between objects in 3D and good integration requires effective investigation. Web AR provides Web-based access using Augmented Reality through a web browser using a combination of technologies including WebRTC, WebGL, WebVR, and Modern APLs sensors. Catalogs are publicity tools used by companies as a way to promote their products and services. Examples of companies that use catalogs are Furniture stores that promote products. Here it will be visualized into 3D until it looks more clear and attractive to consumers. So, based on the description above, the author takes the title "Implementation of Augmented Reality with Marker Method as Media Catalog in AR-Based Furniture Stores. Keywords: Augmented Reality, WEB AR, catalog


Author(s):  
Emmanuel Bernier ◽  
Ryad Chellali ◽  
Indira Mouttapa Thouvenin

We present a new mobile Augmented Reality device that combines mobile robotics, human-robots interactions, and 3D modeling to augment users’ perception of their environment. The developed device, the MobilAR, provides minimally intrusive AR, where users do not need to wear any apparatus and no markers are used to align real and virtual entities. The mobilAR design is as follow: a projector is mounted on the end-effector of a robotic arm, itself mounted on a wheeled platform. The robotic arm allows to project undistorted content on any part of the environment such as walls, floor, ceiling and objects by using the right image transformation. The mobile base makes it possible to have the projector anywhere inside a building. The device uses self-localization and computer vision techniques to model the physical world and augment it. The mobilAR platform also encompasses a gesture recognition module for user interaction. As a proof-of-concept, we implemented a simple guided tour scenario of our laboratory where the MobilAR follows a user and projects contents on any surface. Results and extensions of this work are also discussed.


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