scholarly journals FIRST EXPERIMENTS WITH THE TANGO TABLET FOR INDOOR SCANNING

Author(s):  
Abdoulaye A. Diakité ◽  
Sisi Zlatanova

During the last two decades, the third dimension took an important place in the heart of every multimedia. While the 3D technologies mainly used to be tools and subject for researchers, they are becoming commercially available to large public. To make it even more accessible, the Project Tango, leaded by Google, integrates in a simple Android tablet sensors that are able to perform acquisition of the 3D information of a real life scene. This makes it possible for a large number of applications to have access to it, ranging from gaming to indoor navigation, including virtual and augmented reality. In this paper we investigate the ability of the Tango tablet to perform the acquisition of indoor building environment to support application such as indoor navigation. We proceed to several scans in different buildings and we study the characteristics of the output models.

Author(s):  
Abdoulaye A. Diakité ◽  
Sisi Zlatanova

During the last two decades, the third dimension took an important place in the heart of every multimedia. While the 3D technologies mainly used to be tools and subject for researchers, they are becoming commercially available to large public. To make it even more accessible, the Project Tango, leaded by Google, integrates in a simple Android tablet sensors that are able to perform acquisition of the 3D information of a real life scene. This makes it possible for a large number of applications to have access to it, ranging from gaming to indoor navigation, including virtual and augmented reality. In this paper we investigate the ability of the Tango tablet to perform the acquisition of indoor building environment to support application such as indoor navigation. We proceed to several scans in different buildings and we study the characteristics of the output models.


Author(s):  
G. Sithole

<p><strong>Abstract.</strong> The conventional approach to path planning for indoor navigation is to infer routes from a subdivided floor map of the indoor space. The floor map describes the spatial geometry of the space. Contained in this floor map are logical units called subspaces. For the purpose of path planning the possible routes between the subspaces have to be modelled. Typical these models employing a graph structures, or skeletons, in which the interconnected subspaces (e.g., rooms, corridors, etc.) are represented as linked nodes, i.e. a graph.</p><p>This paper presents a novel method for creating generalised graphs of indoor spaces that doesn’t require the subdivision of indoor space. The method creates the generalised graph by gradually simplifying/in-setting the floor map until a graph is obtained, a process described here as chained deflation. The resulting generalised graph allows for more flexible and natural paths to be determined within the indoor environment. Importantly the method allows the indoor space to be encoded and encrypted and supplied to users in a way that emulates the use of physical keys in the real world. Another important novelty of the method is that the space described by the graph is adaptable. The space described by the graph can be deflated or inflated according to the needs of the path planning. Finally, the proposed method can be readily generalised to the third dimension.</p><p>The concept and logic of the method are explained. A full implementation of the method will be discussed in a future paper.</p>


Author(s):  
Maria Mikhailenko ◽  
Mikhail Kurushkin

The concept of using eye-tracking in virtual reality for education has been researched in various fields over the past years. With this review, we aim to discuss the recent advancements and applications in this area, explain the technological aspects, highlight the advantages of this approach and inspire interest in the field. Eye-tracking has already been used in science for many decades and now has been substantially reinforced by the addition of virtual and augmented reality technologies. The first part of the review is a general overview of eye-tracking concepts and its applications. In the second part, the focus shifted towards application of eye-tracking in virtual reality. The third part is the description of the recently emerged concept of eye-tracking in virtual reality when applied to education and studying, which has not been thoroughly described before. We describe the main findings, technological aspects and advantages of this approach.


2014 ◽  
Author(s):  
Λουκάς Ρέντζος

The aim of this work is to study the development of virtual and augmented reality environment for the support of human-based processes in manufacturing. Virtual and augmented reality technologies can significantly reduce the development time and cost of products and processes in manufacturing. However there is currently a big gap between the conventional CAD-based processes and the advanced prototyping and validation methods offered with the use of VR and AR technology. There is a need for the virtual environments to be enriched with intelligence through the incorporation of knowledge. This will allow for complex tasks to be carried out, thus reducing the need for an ad hoc development, while the reusability of such an environment will be increased. On the one hand, augmented reality environments based on semantic knowledge and new user interaction methods can provide the means for putting the human back in the process loop at manufacturing level. On the other hand, virtual reality environments coupled with semantic knowledge can provide methods and tools that integrate 3D geometries with information/knowledge so that engineers can effectively evaluate and manipulate virtual prototypes in an immersive and interactive environment. Within the current dissertation, a generic VR and AR approach is developed based on human task analysis and knowledge mapping methods that are implemented in a Virtual and Augmented Reality Framework. The VR/AR framework is developed to be used with the two-step method approach using advanced interaction techniques. The developed method and framework are validated through a series of real life manufacturing test cases derived from both the automotive and aerospace industrial practices. Finally, an evaluation of the proposed methods and framework is carried out, based on one of the industrial test cases using quantitative metrics, giving insight on to the improvement of the engineering workflow using the proposed work compared with the conventional physical workflow.


2021 ◽  
Vol 11 (16) ◽  
pp. 7515
Author(s):  
Fangfang Lu ◽  
Hao Zhou ◽  
Lingling Guo ◽  
Jingjing Chen ◽  
Licheng Pei

Currently, the route planning functions in 2D/3D campus navigation systems in the market are unable to process indoor and outdoor localization information simultaneously, and the UI experiences are not optimal because they are limited by the service platforms. An ARCore-based augmented reality campus navigation system is designed in this paper in order to solve the relevant problems. Firstly, the proposed campus navigation system uses ARCore to enhance reality by presenting 3D information in real scenes. Secondly, a visual inertial ranging algorithm is proposed for real-time locating and map generating in mobile devices. Finally, rich Unity3D scripts are designed in order to enhance users’ autonomy and enjoyment during navigation experience. In this paper, indoor navigation and outdoor navigation experiments are carried out at the Lingang campus of Shanghai University of Electric Power. Compared with the AR outdoor navigation system of Gaode, the proposed AR system can achieve increased precise outdoor localization by deploying the visual inertia odometer on the mobile phone and realizes the augmented reality function of 3D information and real scene, thus enriching the user’s interactive experience. Furthermore, four groups of students have been selected for system testing and evaluation. Compared with traditional systems, such as Gaode map or Internet media, experimental results show that our system could facilitate the effectiveness and usability of learning on campus.


Author(s):  
Sérgio Tenreiro de Magalhães

Digital platforms that support virtual worlds are becoming more complex and there is a growing fusion between real life and digital objects. Wireless technologies, screens' resolution and colours, 3D technologies, virtual and augmented reality can change the way a user experiences a virtual environment. This chapter explores input and output technologies for computing devices and discusses the technological developments that constitute requirements for the success of non-physical trance parties or, as some would prefer to call them, virtual trance parties.


2020 ◽  
Vol 210 ◽  
pp. 18077
Author(s):  
Yulia Lebedeva ◽  
Yulia Belozerova ◽  
Maria Zakharova ◽  
Maria Volkova

This article presents the results of an experiment on creating an electronic textbook for universities and programs of additional professional education using virtual and augmented reality technologies and evaluating the results of testing the textbook on the basis of the State University of Management. The topic of the electronic textbook concerns the organization of the security service of accommodation facilities. The authors provide a description of the electronic textbook, its structure, main interactive elements, the progress of work, talk about the difficulties that they encountered. The working group on the creation of the textbook included methodologists, psychologists, specialists from the security services of Moscow hotels and specialists in information technology. Teams of key developers - the State University of Management, the Lotte group of companies, the LLC ITRON limited liability company, and the Rusays Publishing House - worked in partnership. Conclusions are made about the possibilities of using virtual and augmented reality technologies in educational activities. Augmented reality technology is used to create a mobile application that displays educational materials with reference to real-life objects according to special markers. This technology allows you to make the textbook unique for a specific object (office, building, structure, landscape). The results of the training using an electronic participant are presented. The peculiarities of the psychological perception of educational material and the effectiveness of the new format of presentation of the educational environment are noted.


Author(s):  
D. Preka ◽  
A. Doulamis

Over the last decade, scientific research has been increasingly focused on the third dimension in all fields and especially in sciences related to geographic information, the visualization of natural phenomena and the visualization of the complex urban reality. The field of 3D visualization has achieved rapid development and dynamic progress, especially in urban applications, while the technical restrictions on the use of 3D information tend to subside due to advancements in technology. A variety of 3D modeling techniques and standards has already been developed, as they gain more traction in a wide range of applications. Such a modern standard is the CityGML, which is open and allows for sharing and exchanging of 3D city models. Within the scope of this study, key issues for the 3D modeling of spatial objects and cities are considered and specifically the key elements and abilities of CityGML standard, which is used in order to produce a 3D model of 14 buildings that constitute a block at the municipality of Kaisariani, Athens, in Level of Detail 2 (LoD2), as well as the corresponding relational database. The proposed tool is based upon the 3DCityDB package in tandem with a geospatial database (PostgreSQL w/ PostGIS 2.0 extension). The latter allows for execution of complex queries regarding the spatial distribution of data. The system is implemented in order to facilitate a real-life scenario in a suburb of Athens.


2020 ◽  
Author(s):  
R Ryan ◽  
G Ryan ◽  
MF Higgins

AbstractIntroductionThe scope and use of simulation in medical education and healthcare training has increased considerably over the past 20 years, as technology has advanced rapidly and increasing fidelity has become standard.This study aims to explore O&G trainees’ attitudes and beliefs regarding augmented reality (AR) and virtual reality (VR), and their attitudes towards their incorporation into relevant curricula.MethodsThis was a qualitative descriptive study using thematic analysis. An initial pilot focus group was followed by semi-structured interviews. Data was analysed using iterative content analysis. Relevant themes were identified during the focus ground and explored in greater detail during semi-structured interviews.ResultsNine trainees participated in total; one focus group and two individual interviews were conducted. Five key themes were identified: the value and importance of education, ‘what works’, the importance of a supportive educator and peer, the difference between simulation and real-life, and VR-associated hope.ConclusionsTrainees had little experience or knowledge of AR and VR simulation. They believe that simulation will be more important in future, and that it has potential for training. Further exposure and education involving AR and VR will be required for it to become an integral part of education and training.


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