The Potential of Augmented Reality Technology for Pre-Construction

2013 ◽  
Vol 405-408 ◽  
pp. 3419-3422 ◽  
Author(s):  
Che Mohd Lukman Khalid ◽  
Zainai Mohamed ◽  
Mohamad Syazli Fathi ◽  
Mohd Zulakhmar Zakiyudin ◽  
Norshakila Rawai ◽  
...  

Construction project management covering various aspects such as planning, coordinating, directing, scheduling, monitoring and control. Pre-construction services are used in planning a construction project before the actual construction begins. However, various problems happened at the pre-construction planning stage. This paper present an overview of the major problems in pre-construction stage and look at the potential of using augmented reality technology to overcome those problems. It was found that, at the pre-construction stage, good planning can not be done by the project teams especially to engineers and contractors due to the lack of supporting data, particularly when it involves information relating to underground utilities such as telecommunications, gas, electricity, water and sewerage. There are several approaches that can been undertaken in pre-construction services, especially in making an informed decision. The potential technology is using Augmented Reality (AR)-based approach in pre-construction service. Augmented reality is the integration of digital information with the users environment in real-time. It was one of the tool that support the concept of cyber-physical systems (CPS). CPS is the integration systems between computational network and physical processes. Currently, there are many fields utilised the application of AR such as medical, militiry, vehicles, gaming and navigation. This paper presents the applications of an AR-based approach to medical and gaming industry and explore the potential of using AR in pre-construction. The finding shows that the AR is a potential decision support tool that will speed up the planning process of the project team in the pre-construction phase in real-time.

Respati ◽  
2018 ◽  
Vol 13 (3) ◽  
Author(s):  
Miftahul Madani ◽  
Arief Setyanto ◽  
Amir Fatah Sofyan

INTISARIPerkembangan teknologi saat ini telah memberikan dampak yang sangat besar dalam dunia teknologi informasi dan telekomunikasi salah satunya teknologi game dan animasi. Hal ini seiring dengan tuntutan kebutuhan tampilan 2D, 3D maupun suara dengan kualitas informasi yang baik untuk membangun virtual word menjadi menjadi lebih nyata di dalam komputer. Augmented reality adalah suatu lingkungan yang memasukkan objek virtual 3D kedalam lingkungan nyata secara real-time. Para peneliti memanfaatkan bidang ini sebagai salah satu cara baru untuk meningkatkan produktifitas, efektifitas, efisiensi dan meningkatkan kualitas informasi sebagai media entertainment. Dengan memanfaatkan teknologi augmented reality, informasi pada brosur yang biasa digunakan untuk memberikan informasi kepada pembaca dapat ditambahkan dalam bentuk informasi digital yang berupa video dan suara yang ditampilkan secara digital dengan bantuan smartphone android dan menjadikan brosur sebagai marker. Adapun teknik untuk perancangan augmented reality menggunakan teknik marker based tracking. Aplikasi ini dijalankan pada smartphone android kemudian akan melacak dan mendeteksi marker yang terdapat pada brosur, setelah marker terdeksi konten video akan muncul dan dapat dijalan. Dengan adanya aplikasi ini diharapkan dapat meningkatkan kualitas informasi yang lebih baik.Kata Kunci – Peancangan, Augmented Reality, Brosur, Marker Based Tracking, Android ABSTRACTThe current of technology developments have had a huge impact in the world of information technology and telecommunications one of the games and animation technology. This is in line with the demanding needs of 2D, 3D and sound display with good quality information to build a virtual word becomes more real in the computer. Augmented reality is an environment that incorporates 3D virtual objects into real-time environments in real-time. Researchers take advantage of this field as a new way to increase productivity, effectiveness, efficiency and improve the quality of information as a medium of entertainment. By utilizing augmented reality technology, information on brochures commonly used to provide information to readers can be added in the form of digital information in the form of video and sound that is displayed digitally with the help of android smartphone and make the brochure as a marker. The technique for designing augmented reality using marker based tracking technique. This app runs on android smartphone will then track and detect the marker contained in the brochure, after the detected video content marker will appear and can be run. With this application is expected to improve the quality of information better.Key Word –Desining, Augmented Reality, Brochure, Marker Based Tracking, Android


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.


Libri ◽  
2018 ◽  
Vol 68 (3) ◽  
pp. 219-229 ◽  
Author(s):  
Lih-Juan ChanLin

Abstract In educational settings, physical objects or artwork are commonly used to convey meanings. These designs can be enhanced in ways which provide dynamic information overlay and context for children’s stories, such as how augmented reality technology (AR) uses created overlay digital information on the realistic object for enhancing interactions in learning and reading. The recent advancements in mobile AR have attracted a great deal of attention in the area of children’s learning and reading. In this context, a mobile AR story library (containing 228 picture books created by young artists from secondary schools) was developed for children’s reading. An AR platform (Hp Reveal) was used with Drupal for the management of story video clips, with children invited to immerse themselves in the artwork and stories in the library. Specific research questions were raised in this study: (1) how did teachers and the library implement the AR stories for children’s reading and (2) how did children react to AR reading? Observations and questionnaires were used to gather research data, while themes for scaffolding children’s reading in the mobile AR reading environment are summarized. It was observed that adults learned to use the AR mobile application and set up physical reading spaces (the library and classrooms) for children. When children were reading with AR, adults provided guidance and support for scaffolding children’s reading processes. The children were positive about the use of tablet with AR for reading stories and enjoyed reading the story content triggered by the AR technology.


2018 ◽  
Vol 142 (5) ◽  
pp. 638-644 ◽  
Author(s):  
Matthew G. Hanna ◽  
Ishtiaque Ahmed ◽  
Jeffrey Nine ◽  
Shyam Prajapati ◽  
Liron Pantanowitz

Context Augmented reality (AR) devices such as the Microsoft HoloLens have not been well used in the medical field. Objective To test the HoloLens for clinical and nonclinical applications in pathology. Design A Microsoft HoloLens was tested for virtual annotation during autopsy, viewing 3D gross and microscopic pathology specimens, navigating whole slide images, telepathology, as well as real-time pathology-radiology correlation. Results Pathology residents performing an autopsy wearing the HoloLens were remotely instructed with real-time diagrams, annotations, and voice instruction. 3D-scanned gross pathology specimens could be viewed as holograms and easily manipulated. Telepathology was supported during gross examination and at the time of intraoperative consultation, allowing users to remotely access a pathologist for guidance and to virtually annotate areas of interest on specimens in real-time. The HoloLens permitted radiographs to be coregistered on gross specimens and thereby enhanced locating important pathologic findings. The HoloLens also allowed easy viewing and navigation of whole slide images, using an AR workstation, including multiple coregistered tissue sections facilitating volumetric pathology evaluation. Conclusions The HoloLens is a novel AR tool with multiple clinical and nonclinical applications in pathology. The device was comfortable to wear, easy to use, provided sufficient computing power, and supported high-resolution imaging. It was useful for autopsy, gross and microscopic examination, and ideally suited for digital pathology. Unique applications include remote supervision and annotation, 3D image viewing and manipulation, telepathology in a mixed-reality environment, and real-time pathology-radiology correlation.


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.


Author(s):  
Carlos Sánchez-Azqueta ◽  
Esther Cascarosa ◽  
Santiago Celma ◽  
Cecilia Gimeno ◽  
Concepción Aldea

Augmented reality is gaining presence in the classroom because it allows to combine the physical environment and digital information in real time. An implementation of augmented reality that is attracting great attention are quick response codes because they can be read immediately in smartphones and tablets using free apps. A teaching field where it is beneficial to provide a prompt access to supplementary materials are laboratory sessions in scientific–technical disciplines. There, students realize complex measurement tasks using specific instrumentation, and so it is convenient to access technical documentation and explanations of the measurement process during the session. This work describes how quick response codes can be introduced in laboratory sessions to provide links to specifically designed supporting resources. Thanks to this strategy, an improvement in the acquisition of experimental skills has been observed as well as a better and quicker realization of the practical sessions.


2015 ◽  
Vol 2015 ◽  
pp. 1-5 ◽  
Author(s):  
Kuei-Shu Hsu ◽  
Chia-Sui Wang ◽  
Jinn-Feng Jiang ◽  
Hung-Yuan Wei

Augmented reality technology is applied so that driving tests may be performed in various environments using a virtual reality scenario with the ultimate goal of improving visual and interactive effects of simulated drivers. Environmental conditions simulating a real scenario are created using an augmented reality structure, which guarantees the test taker’s security since they are not subject to real-life elements and dangers. Furthermore, the accuracy of tests conducted through virtual reality is not influenced by either environmental or human factors. Driver posture is captured in real time using Kinect’s depth perception function and then applied to driving simulation effects that are emulated by Unity3D’s gaming technology. Subsequently, different driving models may be collected through different drivers. In this research, nearly true and realistic street environments are simulated to evaluate driver behavior. A variety of different visual effects are easily available to effectively reduce error rates, thereby significantly improving test security as well as the reliability and reality of this project. Different situation designs are simulated and evaluated to increase development efficiency and build more security verification test platforms using such technology in conjunction with driving tests, vehicle fittings, environmental factors, and so forth.


Author(s):  
Çelebi Uluyol ◽  
Sami Şahin

Augmented Reality (AR) is an emerging technology that bridges the gap between the computer-generated digital information and the reality in real time. Despite the use of AR in numerous disciplines such as architecture, e-learning system, entertainment, medicine, engineering, and e-commerce, it has also potential implications in education. Therefore, in this study, augmented reality use in education is considered in all aspects. After the advantages and disadvantages of AR use in education is explained detailed, the phases of augmented reality book development are discussed. As a result, researchers should work on experimental studies to investigate how AR applications can be applied in educational settings in the future.


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