Application and Research of Superfine Wood Powder Disintegrator with Multi- Granularity Based on AR Technology

2011 ◽  
Vol 295-297 ◽  
pp. 1389-1392
Author(s):  
Lan Yu Yang ◽  
Xiao Feng Bao

AR technology can supplement and strengthen the real world, instead of using a virtualization technology to create a completely virtual world to replace the real world. AR technology is introduced during process of designing wood powder disintegrator with multi-granularity, then three-dimensional entity model for the wood powder disintegrator with multi-granularity has been established, and enhanced visual system for the wood powder disintegrator with multi-granularity is set up. Through introduction of the AR design technology, 3D model can be do dynamic interaction rendering, then demonstration effect of superfine wood powder disintegrator with multi-granularity may achieve enhanced effects, and “wood powder disintegrator with multi-granularity” can be put in the real environment, and the virtual objects can be merged together the real environment through display device, a new environment for sensory effects is shown to the users. It has many advantages such as accelerating design, manufacture and debugging process for wood powder disintegrator with multi-granularity, at the same time, it can save manufacture cost.

Author(s):  
Shohei Mori ◽  
Hideo Saito

Over 20 years have passed since a free-viewpoint video technology has been proposed with which a user's viewpoint can be freely set up in a reconstructed three-dimensional space of a target scene photographed by multi-view cameras. This technology allows us to capture and reproduce the real world as recorded. Once we capture the world in a digital form, we can modify it as augmented reality (i.e., placing virtual objects in the digitized real world). Unlike this concept, the augmented world allows us to see through real objects by synthesizing the backgrounds that cannot be observed in our raw perspective directly. The key idea is to generate the background image using multi-view cameras, observing the backgrounds at different positions and seamlessly overlaying the recovered image in our digitized perspective. In this paper, we review such desired view-generation techniques from the perspective of free-view point image generation and discuss challenges and open problems through a case study of our implementations.


2018 ◽  
Author(s):  
Uri Korisky ◽  
Rony Hirschhorn ◽  
Liad Mudrik

Notice: a peer-reviewed version of this preprint has been published in Behavior Research Methods and is available freely at http://link.springer.com/article/10.3758/s13428-018-1162-0Continuous Flash Suppression (CFS) is a popular method for suppressing visual stimuli from awareness for relatively long periods. Thus far, it has only been used for suppressing two-dimensional images presented on-screen. We present a novel variant of CFS, termed ‘real-life CFS’, with which the actual immediate surroundings of an observer – including three-dimensional, real life objects – can be rendered unconscious. Real-life CFS uses augmented reality goggles to present subjects with CFS masks to their dominant eye, leaving their non-dominant eye exposed to the real world. In three experiments we demonstrate that real objects can indeed be suppressed from awareness using real-life CFS, and that duration suppression is comparable that obtained using the classic, on-screen CFS. We further provide an example for an experimental code, which can be modified for future studies using ‘real-life CFS’. This opens the gate for new questions in the study of consciousness and its functions.


Author(s):  
R. T. Scott ◽  
G. A. Gabriele

Abstract An exact constraint scheme based on the physical contacting constraints of real part mating features is used to represent the process of assembling the parts. To provide useful probability information about how assembly dimensions are distributed when the parts are assembled as intended, the real world constraints that would prevent interference are ignored. This work addresses some limitations in the area of three dimensional assembly tolerance analysis. As a result of this work, the following were demonstrated: 1. Assembly of parts whose assembly mating features are subjected to variation; 2. Assemble parts using a real world set of exact constraints; 3. Provide probability distributions of assembly dimensions.


2019 ◽  
Vol 9 (9) ◽  
pp. 1797
Author(s):  
Chen ◽  
Lin

Augmented reality (AR) is an emerging technology that allows users to interact with simulated environments, including those emulating scenes in the real world. Most current AR technologies involve the placement of virtual objects within these scenes. However, difficulties in modeling real-world objects greatly limit the scope of the simulation, and thus the depth of the user experience. In this study, we developed a process by which to realize virtual environments that are based entirely on scenes in the real world. In modeling the real world, the proposed scheme divides scenes into discrete objects, which are then replaced with virtual objects. This enables users to interact in and with virtual environments without limitations. An RGB-D camera is used in conjunction with simultaneous localization and mapping (SLAM) to obtain the movement trajectory of the user and derive information related to the real environment. In modeling the environment, graph-based segmentation is used to segment point clouds and perform object segmentation to enable the subsequent replacement of objects with equivalent virtual entities. Superquadrics are used to derive shape parameters and location information from the segmentation results in order to ensure that the scale of the virtual objects matches the original objects in the real world. Only after the objects have been replaced with their virtual counterparts in the real environment converted into a virtual scene. Experiments involving the emulation of real-world locations demonstrated the feasibility of the proposed rendering scheme. A rock-climbing application scenario is finally presented to illustrate the potential use of the proposed system in AR applications.


2005 ◽  
Vol 32 (5) ◽  
pp. 777-785 ◽  
Author(s):  
Ebru Cubukcu ◽  
Jack L Nasar

Discrepanices between perceived and actual distance may affect people's spatial behavior. In a previous study Nasar, using self report of behavior, found that segmentation (measured through the number of buildings) along the route affected choice of parking garage and path from the parking garage to a destination. We recreated that same environment in a three-dimensional virtual environment and conducted a test to see whether the same factors emerged under these more controlled conditions and to see whether spatial behavior in the virtual environment accurately reflected behavior in the real environment. The results confirmed similar patterns of response in the virtual and real environments. This supports the use of virtual reality as a tool for predicting behavior in the real world and confirms increases in segmentation as related to increases in perceived distance.


2015 ◽  
Vol 2 (1) ◽  
pp. 77
Author(s):  
Tonny Hidayat

Augmented Reality adalah sebuah teknologi yang relatif baru dan masih dikembangkan sampai saat ini. Konsepnya adalah menggabungkan dimensi dunia nyata dengan dimensi 'dunia nyata' yang termediasi, atau dunia virtual, untuk menciptakan kesan bahwa dimensi dunia nyata kita diperkaya dengan objek maya tiga dimensi. Hal ini dilakukan dengan cara 'menggambar' objek tiga dimensi pada marker, yakni sebuah 'pola' dalam bingkai segi empat yang bersifat unik dan dapat dikenali oleh aplikasinya. Aplikasi yang bersangkutan menerima input berupa video stream, yang berarti menggunakan input berupa citraan dari perangkat keras yang berfungsi menangkap gambar, biasanya sebuah webcam. Karena berupa video stream, artinya gambaran yang ditangkap sebagai input akan berubah-ubah, dan program harus dapat tetap mengenali marker meskipun berubah posisi dan orientasi relatif terhadap perangkat input. Pengenalan terhadap posisi dan pergerakan ini adalah salah satu konsep Teknologi Informasi yang bernama Computer Vision, dan digunakan untuk mendeteksi pola pergerakan relatif objek terhadap kamera.Pendidikan terhadap anak harus dilakukan sedini mungkin terutama dalam hal kesehatan. Seiring dengan berkembangnya pemahaman masyarakat tentang pentingnya kesehatan gigi, banyak pihak yang telah memberikan informasi terkait kesehatan gigi di berbagai media. Tidak hanya orang dewasa yang menjadi sasaran akan tetapi juga mulai dari anak-anak sudah dikenalkan dengan pengetahuan tersebut. Karena dibutuhkan media penyampaian untuk anak maka banyak bermunculan media edukasi yang diharapkan bisamendidik anak dengan berbagai macam cara..Pemanfaatan Augmented Realitysebagai alat untuk mengedukasi anak, ini akan memberikan pandangan baru terhadap media edukasi yang ada pada saat ini, bukan hanya menggunakan objek secara nyata tapi juga bisa digunakan objek berbentuk virtual dalam penyampaian informasi. Nilai tambah dari media ini adalah mempermudah penyampaian dan membuat informasi semakin menarik terutama bagi anak.Augmented Reality is a technology that is relatively new and still being developed today. The concept is to combine real-world dimensions to the dimensions of the 'real world' are mediated, or the virtual world, to create the impression that the dimensions of the real world we are enriched by virtual three-dimensional objects. This is done by 'drawing' a three-dimensional object on the marker, which is a 'pattern' in a rectangular frame that is unique and can be recognized by the application. Pertinent application accepts input in the form of a video stream, which means using the input in the form of images of the hardware image capture function, typically a webcam. Because the form of a video stream, meaning that as the input image captured will vary, and programs must be able to recognize the markers remained unchanged despite the position and orientation relative to the input device. Introduction to the position and movement is one of the Information Technology concept called Computer Vision, and is used to detect object movement patterns relative to the camera.Education of children should be done as early as possible, especially in terms of health. Along with the development of public understanding about the importance of dental health, many people who have provided information related to dental health in a variety of media. Not only adults who were targeted but also start from the children has been introduced with such knowledge. Because it takes delivery of media for children then many emerging medium of education is expected to educate children with a variety of ways.Utilization of Augmented Reality as a tool to educate the child, this will provide a new perspective on media education that existed at this time, instead of just using the real object but also can be used in the form of a virtual object in the delivery of information. The added value of this medium is to facilitate the delivery and make the information more interesting, especially for children.


Author(s):  
Anang Pramono ◽  
Martin Dwiky Setiawan

The concept of education for children is important. The aspects that must be considered are methods and learning media. In this research innovative and alternative learning media are made to understand fruits for children with Augmented Reality (AR). Augmented Reality (AR) in principle is a technology that is able to combine two-dimensional or three-dimensional virtual objects into a real environment and then project it. This learning media combines picture cards and virtual reality. Markers contained on picture cards will be captured by the mobile device camera, processed and will 3D animated pieces appear on the mobile screen in realtime. By using the concept of combining real world, real images on cards and virtual, applications can stimulate imagination and sense of desire in children and motivation to learn more and more. 3D fruit estimation created using the 3D Blender application and the Augmented Rea process lity is made using Unity and the Vuforia SDK library. The application of fruit recognition has been applied to several child respondents and has been tested on several types and brands of Android-based mobile phones. Based on research trials, 86% of 30 respondents stated that the application which was developed very effectively as a medium for the introduction of fruits.


2021 ◽  
Vol 11 (1) ◽  
pp. 33-51
Author(s):  
Delas Santano ◽  
Human Esmaeili ◽  
Harold Thwaites ◽  
Shamsul Amar

The Mah Meri is an indigenous tribe in Malaysia, specifically located in the central region of the peninsular. As part of an ongoing research project to digitize their way of life, this article focuses on the aspects of documenting their wooden masks and statues that are carved by hand. They use these masks and statues in their animistic rituals, and each of these artefacts represents a folklore story in the Mah Meri culture and heritage. For a long time, these masks and statues have become a source of income for the Mah Meri carvers, as they get requests from collectors and enthusiasts. However, these days the craft not only faces the issue of dwindling number of carvers, but also the source of wood they use for carving the masks and statues. Thus, as part of the research in digitizing the masks and statues, we also collected the folklore stories of each artefact. Additionally, we used photogrammetry techniques to digitize the masks and statues formation process. The main idea is to create an experience that not only preserves and represents the art of the Mah Meri people, but also enables the users to interact with the carving process of the exact mask or statute. This is highly unlikely in the real world in an immersive form. In this project, we refer to this as ‘Digitization of States’, i.e. three-dimensional (3D) capturing of specific stages of the carving process before they are gone. The 3D-captured materials, combined with other forms of audio-visual data are used in creation of procedural and informative AR/VR experiences. To achieve this, a cross collaboration between the carvers and the researchers took place. More information about the entire process is provided in the article.


2018 ◽  
Vol 7 (12) ◽  
pp. 463 ◽  
Author(s):  
Chris Panou ◽  
Lemonia Ragia ◽  
Despoina Dimelli ◽  
Katerina Mania

In this paper, we present the software architecture of a complete mobile tourist guide for cultural heritage sites located in the old town of Chania, Crete, Greece. This includes gamified components that motivate the user to traverse the suggested interest points, as well as technically challenging outdoors augmented reality (AR) visualization features. The main focus of the AR feature is to superimpose 3D models of historical buildings in their past state onto the real world, while users walk around the Venetian part of Chania’s city, exploring historical information in the form of text and images. We examined and tested registration and tracking mechanisms based on commercial AR frameworks in the challenging outdoor, sunny environment of a Mediterranean town, addressing relevant technical challenges. Upon visiting one of three significant monuments, a 3D model displaying the monument in its past state is visualized onto the mobile phone’s screen at the exact location of the real-world monument, while the user is exploring the area. A location-based experience was designed and integrated into the application, enveloping the 3D model with real-world information at the same time. The users are urged to explore interest areas and unlock historical information, while earning points following a gamified experience. By combining AR technologies with location-aware and gamified elements, we aim to promote the technologically enhanced public appreciation of cultural heritage sites and showcase the cultural depth of the city of Chania.


1997 ◽  
Vol 6 (4) ◽  
pp. 399-412 ◽  
Author(s):  
Jun Rekimoto

Current augmented reality (AR) systems are not designed to be used in our daily lives. Head-mounted see-through displays are too cumbersome and look too unusual for everyday life. The limited scalability of position-tracking devices limits the use of AR to very restricted environments. This paper proposes a different way to realize AR that can be used in an open environment by introducing the concept of ID awareness and a hand-held video see-through display. Unlike other AR systems that use head-mounted or head-up displays, our approach employs the combination of a palmtop-sized display and a small video camera. A user sees the real world through the display device, with added computer-augmented information. We call this configuration the magnifying glass approach. It has several advantages over traditional head-up or head-mounted configurations. The main advantage is that the user is not required to wear any cumbersome headgear. The user can easily move the display device around like a magnifying glass and compare real and augmented images. The video camera also obtains information related to real-world situations. The system recognizes real-world objects using the video images by reading identification (ID) tags. Based on the recognized ID tag, the system retrieves and displays information about the real-world object to the user. The prototype hand-held device based on our proposed concept is called NaviCam. We describe several potential applications. Our experiments with NaviCam show the great potential of our video see-through palmtop display. It was significantly faster than a head-up configuration, and its subjective score from testers was also higher.


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