Study on the Development and Application of osgART Based on MFC

2012 ◽  
Vol 220-223 ◽  
pp. 2788-2793
Author(s):  
Kang Gao ◽  
Jing Song Fan ◽  
Ming Shao ◽  
Jun An

In order to achieve a convenient Augmented Reality interactive system, a rendering engine called osgART was integrated into MFC. The system manipulates the interactive transformation of virtual objects by utilizing the message sending from controllers. The operating mechanism of osgART in MFC was explored in this paper. Besides, the controller message had been successfully sent to the update callback, and the SRT order of matrix multiplication was used in update callback class. Finally, a user-friendly interactive AR application has been successfully developed, which shows that an effectively real-time interaction in MFC environment has been achieved.

Author(s):  
Yulia Fatma ◽  
Armen Salim ◽  
Regiolina Hayami

Along with the development, the application can be used as a medium for learning. Augmented Reality is a technology that combines two-dimensional’s virtual objects and three-dimensional’s virtual objects into a real three-dimensional’s  then projecting the virtual objects in real time and simultaneously. The introduction of Solar System’s material, students are invited to get to know the planets which are directly encourage students to imagine circumtances in the Solar System. Explenational of planets form and how the planets make the revolution and rotation in books are considered less material’s explanation because its only display objects in 2D. In addition, students can not practice directly in preparing the layout of the planets in the Solar System. By applying Augmented Reality Technology, information’s learning delivery can be clarified, because in these applications are combined the real world and the virtual world. Not only display the material, the application also display images of planets in 3D animation’s objects with audio.


Author(s):  
Kevin Lesniak ◽  
Conrad S. Tucker

The method presented in this work reduces the frequency of virtual objects incorrectly occluding real-world objects in Augmented Reality (AR) applications. Current AR rendering methods cannot properly represent occlusion between real and virtual objects because the objects are not represented in a common coordinate system. These occlusion errors can lead users to have an incorrect perception of the environment around them when using an AR application, namely not knowing a real-world object is present due to a virtual object incorrectly occluding it and incorrect perception of depth or distance by the user due to incorrect occlusions. The authors of this paper present a method that brings both real-world and virtual objects into a common coordinate system so that distant virtual objects do not obscure nearby real-world objects in an AR application. This method captures and processes RGB-D data in real-time, allowing the method to be used in a variety of environments and scenarios. A case study shows the effectiveness and usability of the proposed method to correctly occlude real-world and virtual objects and provide a more realistic representation of the combined real and virtual environments in an AR application. The results of the case study show that the proposed method can detect at least 20 real-world objects with potential to be incorrectly occluded while processing and fixing occlusion errors at least 5 times per second.


2015 ◽  
Vol 75 (4) ◽  
Author(s):  
Ajune Wanis Ismail ◽  
Mark Bilinghust ◽  
Mohd Shahrizal Sunar

In this paper, we describe a new tracking approach for object handling in Augmented Reality (AR). Our approach improves the standard vision-based tracking system during marker extraction and its detection stage. It transforms a unique tracking pattern into set of vertices which are able to perform interaction such as translate, rotate, and copy. This is based on arobust real-time computer vision algorithm that tracks a paddle that a person uses for input. A paddle pose pattern is constructed in a one-time calibration process and through vertex-based calculation of the camera pose relative to the paddle we can show 3D graphics on top of it. This allows the user to look at virtual objects from different viewing angles in the AR interface and perform 3D object manipulation. This approach was implemented using marker-based tracking to improve the tracking in term of the accuracy and robustness in manipulating 3D objects in real-time. We demonstrate our improved tracking system with a sample Tangible AR application, and describe how the system could be improved in the future.


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):  
Xi Chen ◽  
Hao Zhai ◽  
Danqian Liu ◽  
Weifu Li ◽  
Chaoyue Ding ◽  
...  

Biologists often need to handle numerous video-based home-cage animal behavior analysis tasks that require massive workloads. Therefore, we develop an AI-based multi-species tracking and segmentation system, SiamBOMB, for real-time and automatic home-cage animal behavioral analysis. In this system, a background-enhanced Siamese-based network with replaceable modular design ensures the flexibility and generalizability of the system, and a user-friendly interface makes it convenient to use for biologists. This real-time AI system will effectively reduce the burden on biologists.


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.


Author(s):  
Birol Kilkiş ◽  
Bilgin Kaftanoğlu ◽  
Cengiz Güngör

Abstract An expert authoring package for real time, computer aided lecturing was developed with main emphasis to undergraduate courses in mechanical engineering. It enables the instructor to prepare the lecture and then present it in the classroom in a real-time and iterative environment. The major aim is to create a medium in which the instructor, computer and students are brought together on a common data base with real-time interaction with each other. The hardware necessary to enable such an interaction was investigated and optimum configuration laid out both from economical and technical points of view. The package is also flexible enough to permit the instructor to modify and set the topics during the course through a specially designed menu. The Course Designer program which was developed on SuperEdit™ software which enables to structure the course material to be structured using traditional Macintosh building blocks like windows and graphics with a better user friendly and interactive medium.


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