Pose Tracking in Augmented Reality of Cultural Heritage

Author(s):  
Daniel Asmar

This paper briefly surveys pose tracking methods used for augmented reality applications in cultural heritage. The paper primarily benefits scholars and practitioners in the areas of electronic heritage. Pose tracking techniques are categorized as either being dependent or independent of their surrounding; accordingly, various solution methods in the literature are presented along with their advantages and disadvantages. I conclude the paper with a discussion on the open problems in pose tracking in cultural heritage and recommend future directions of research in this field.

2018 ◽  
pp. 794-803
Author(s):  
Daniel Asmar

This paper briefly surveys pose tracking methods used for augmented reality applications in cultural heritage. The paper primarily benefits scholars and practitioners in the areas of electronic heritage. Pose tracking techniques are categorized as either being dependent or independent of their surrounding; accordingly, various solution methods in the literature are presented along with their advantages and disadvantages. I conclude the paper with a discussion on the open problems in pose tracking in cultural heritage and recommend future directions of research in this field.


2018 ◽  
Vol 7 (12) ◽  
pp. 479 ◽  
Author(s):  
Piotr Siekański ◽  
Jakub Michoński ◽  
Eryk Bunsch ◽  
Robert Sitnik

Camera pose tracking is a fundamental task in Augmented Reality (AR) applications. In this paper, we present CATCHA, a method to achieve camera pose tracking in cultural heritage interiors with rigorous conservatory policies. Our solution is real-time model-based camera tracking according to textured point cloud, regardless of its registration technique. We achieve this solution using orthographic model rendering that allows us to achieve real-time performance, regardless of point cloud density. Our developed algorithm is used to create a novel tool to help both cultural heritage restorers and individual visitors visually compare the actual state of a culture heritage location with its previously scanned state from the same point of view in real time. The provided application can directly achieve a frame rate of over 15 Hz on VGA frames on a mobile device and over 40 Hz using remote processing. The performance of our approach is evaluated using a model of the King’s Chinese Cabinet (Museum of King Jan III’s Palace at Wilanów, Warsaw, Poland) that was scanned in 2009 using the structured light technique and renovated and scanned again in 2015. Additional tests are performed on a model of the Al Fresco Cabinet in the same museum, scanned using a time-of-flight laser scanner.


Author(s):  
John Aliprantis ◽  
George Caridakis

Augmented reality is now a well-known concept, a technology that integrates digital content to the user's physical world. As more and more applications begin to reshape user's daily lives in multiple domains, cultural heritage sites have begun to focus on capitalizing augmented reality's potential and improve their visitor experience. This work provides an overview of the state-of-the-art techniques, methodologies, and technologies integrated with augmented reality applications for cultural heritage while also categorizing the current works according to the latest techniques as they integrate to enrich the user's experience. The survey presents an overview of the characteristics of an augmented reality system, and discusses the current challenges, issues, limitations, and future directions. Finally, this work examines the methods and techniques that are used in the cultural heritage and augmented reality integration, outlining benefits, and open issues.


2020 ◽  
Vol 26 ◽  
Author(s):  
Emir Muzurović ◽  
Zoja Stanković ◽  
Zlata Kovačević ◽  
Benida Šahmanović Škrijelj ◽  
Dimitri P Mikhailidis

: Diabetes mellitus (DM) is a chronic and complex metabolic disorder, and also an important cause of cardiovascular (CV) diseases (CVDs). Subclinical inflammation, observed in patients with type 2 DM (T2DM), cannot be considered the sole or primary cause of T2DM in the absence of classical risk factors, but it represents an important mechanism that serves as a bridge between primary causes of T2DM and its manifestation. Progress has been made in the identification of effective strategies to prevent or delay the onset of T2DM. It is important to identify those at increased risk for DM by using specific biomarkers. Inflammatory markers correlate with insulin resistance (IR) and glycoregulation in patients with DM. Also, several inflammatory markers have been shown to be useful in assessing the risk of developing DM and its complications. However, the intertwining of pathophysiological processes and the not-quite-specificity of inflammatory markers for certain clinical entities limits their practical use. In this review we consider the advantages and disadvantages of various inflammatory biomarkers of DM that have been investigated to date as well as possible future directions. Key features of such biomarkers should be high specificity, non-invasiveness and cost-effectiveness.


2021 ◽  
Vol 11 (2) ◽  
pp. 870
Author(s):  
Galena Pisoni ◽  
Natalia Díaz-Rodríguez ◽  
Hannie Gijlers ◽  
Linda Tonolli

This paper reviews the literature concerning technology used for creating and delivering accessible museum and cultural heritage sites experiences. It highlights the importance of the delivery suited for everyone from different areas of expertise, namely interaction design, pedagogical and participatory design, and it presents how recent and future artificial intelligence (AI) developments can be used for this aim, i.e.,improving and widening online and in situ accessibility. From the literature review analysis, we articulate a conceptual framework that incorporates key elements that constitute museum and cultural heritage online experiences and how these elements are related to each other. Concrete opportunities for future directions empirical research for accessibility of cultural heritage contents are suggested and further discussed.


2021 ◽  
Vol 14 (2) ◽  
pp. 1-20
Author(s):  
Néill O’dwyer ◽  
Emin Zerman ◽  
Gareth W. Young ◽  
Aljosa Smolic ◽  
Siobhán Dunne ◽  
...  

Cross-reality technologies are quickly establishing themselves as commonplace platforms for presenting objects of historical, scientific, artistic, and cultural interest to the public. In this space, augmented reality (AR) is notably successful in delivering cultural heritage applications, including architectural and environmental heritage reconstruction, exhibition data management and representation, storytelling, and exhibition curation. Generally, it has been observed that the nature of information delivery in applications created for narrating exhibitions tends to be informative and formal. Here we report on the assessment of a pilot scene for a prototype AR application that attempts to break this mold by employing a humorous and playful mode of communication. This bespoke AR experience harnessed the cutting-edge live-action capture technique of volumetric video to create a digital tour guide that playfully embellished the museological experience of the museum visitors. This applied research article consists of measuring, presenting, and discussing the appeal, interest, and ease of use of this ludic AR storytelling strategy mediated via AR technology in a cultural heritage context.


Author(s):  
Sarah Beadle ◽  
Randall Spain ◽  
Benjamin Goldberg ◽  
Mahdi Ebnali ◽  
Shannon Bailey ◽  
...  

Virtual environments and immersive technologies are growing in popularity for human factors purposes. Whether it is training in a low-risk environment or using simulated environments for testing future automated vehicles, virtual environments show promise for the future of our field. The purpose of this session is to have current human factors practitioners and researchers demonstrate their immersive technologies. This is the eighth iteration of the “Me and My VE” interactive session. Presenters in this session will provide a brief introduction of their virtual reality, augmented reality, or virtual environment work before engaging with attendees in an interactive demonstration period. During this period, the presenters will each have a multimedia display of their immersive technology as well as discuss their work and development efforts. The selected demonstrations cover issues of designing immersive interfaces, military and medical training, and using simulation to better understand complex tasks. This includes a mix of government, industry, and academic-based work. Attendees will be virtually immersed in the technologies and research presented allowing for interaction with the work being done in this field.


Information ◽  
2020 ◽  
Vol 12 (1) ◽  
pp. 10
Author(s):  
Stavroula Tzima ◽  
Georgios Styliaras ◽  
Athanasios Bassounas

Escape Rooms are presently considered a very popular social entertainment activity, with increasing popularity in education field, since they are considered capable of stimulating the interest of players/students and enhancing learning. The combined game mechanics have led to blended forms of Escape Rooms, the Serious Escape Games (SEGs) and the hybrid type of Escape Rooms that uses Augmented Reality (AR)/Virtual Reality technology, a type that is expected to be widely used in the future. In the current study, the MillSecret is presented, a multi-player Serious Escape Game about local cultural heritage, where the players must solve a riddle about the cultural asset of watermills. MillSecret uses AR technology and it was designed to be conducted in the real-physical environment and in an informal educational context. The paper describes the game, its implementation, the playing process, and its evaluation, which aimed to study the feasibility of game conduction in outdoor settings and the views and experience of players with the game, the local cultural heritage and local history. Evaluation results reveal, among other findings, a very positive first feedback from players that allows us to further evolve the development of the game.


Sign in / Sign up

Export Citation Format

Share Document