Abstract: Augmented reality (AR) technology has the capability to provide many benefits in the field of education as a modern technology which aided learning and improved the learning experience. This paper evaluates AR based application with multiple markers interaction technique (touch-to-print) which is designed for analyzing the kinematics of 4BL mechanism in mechanical engineering. The application is termed as AR-4BL-MAST and it allows the users to touch the symbols on a paper in natural way of interaction. The evaluation of this application was performed with mechanical engineering students and human–computer interaction (HCI) experts to test its effectiveness as a tangible user interface application where the statistical results show its ability as an interaction technique, and it gives the users more freedom in interaction with the virtual mechanical objects.
Abstract: Mobile technology, augmented reality, and game-based learning are some of the key learning technologies that can be fully optimized to promote pre-literacy skills. The problem is how to design an effective pre-literacy kit that utilizes some of the learning technologies. This paper presents a framework based on mobile augmented reality for the development of pre-literacy kit. This pre-literacy kit incorporates three main components which are contents, design, and tools. A prototype of a mobile app based on the three main components was developed for promoting pre-literacy. The results show that the children and teachers gave positive feedbacks after using the mobile app for the pre-literacy.
Abstract: Real-time shadow generation in virtual environments
and Augmented Reality (AR) was always a hot topic in the last
three decades. Lots of calculation for shadow generation among AR
needs a fast algorithm to overcome this issue and to be capable of
implementing in any real-time rendering. In this paper, a silhouette
detection algorithm is presented to generate shadows for AR systems.
Δ+ algorithm is presented based on extending edges of occluders
to recognize which edges are silhouettes in the case of real-time
rendering. An accurate comparison between the proposed algorithm
and current algorithms in silhouette detection is done to show the
reduction calculation by presented algorithm. The algorithm is tested
in both virtual environments and AR systems. We think that this
algorithm has the potential to be a fundamental algorithm for shadow
generation in all complex environments.
Abstract: Good service design can increase organization revenue and consumer satisfaction while reducing labor and time costs. The problems facing consumers in the original serve model for eyewear and optical industry includes the following issues: 1. Insufficient information on eyewear products 2. Passively dependent on recommendations, insufficient selection 3. Incomplete records on progression of vision conditions 4. Lack of complete customer records. This study investigates the case of Kobayashi Optical, applying the Theory of Inventive Problem Solving (TRIZ) to develop innovative solutions for eyewear and optical industry. Analysis results raise the following conclusions and management implications: In order to provide customers with improved professional information and recommendations, Kobayashi Optical is suggested to establish customer purchasing records. Overall service efficiency can be enhanced by applying data mining techniques to analyze past consumer preferences and purchase histories. Furthermore, Kobayashi Optical should continue to develop a 3D virtual trial service which can allow customers for easy browsing of different frame styles and colors. This 3D virtual trial service will save customer waiting times in during peak service times at stores.
Abstract: Augmented and Virtual Realties is quickly becoming
a hotbed of activity with millions of dollars being spent on R & D
and companies such as Google and Microsoft rushing to stake their
claim. Augmented reality (AR) is however marching ahead due to the
spread of the ideal AR device – the smartphone. Despite its potential,
there remains a deep digital divide between the Developed and
Developing Countries. The Technological Acceptance Model (TAM)
and Hofstede cultural dimensions also predict the behaviour intention
to uptake AR in India will be large. This paper takes a quantified
approach by collecting 340 survey responses to AR scenarios and
analyzing them through statistics. The Survey responses show that
the Intention to Use, Perceived Usefulness and Perceived Enjoyment
dimensions are high among the urban population in India. This along
with the exponential smartphone indicates that India is on the cusp of
a boom in the AR sector.
Abstract: Digital technologies offer many opportunities in the
design and implementation of brand communication and advertising.
Augmented reality (AR) is an innovative technology in marketing
communication that focuses on the fact that virtual interaction with a
product ad offers additional value to consumers. AR enables
consumers to obtain (almost) real product experiences by the way of
virtual information even before the purchase of a certain product.
Aim of AR applications in relation with advertising is in-depth
examination of product characteristics to enhance product knowledge
as well as brand knowledge. Interactive design of advertising
provides observers with an intense examination of a specific
advertising message and therefore leads to better brand knowledge.
The elaboration likelihood model and the central route to persuasion
strongly support this argumentation. Nevertheless, AR in brand
communication is still in an initial stage and therefore scientific
findings about the impact of AR on information processing and brand
attitude are rare. The aim of this paper is to empirically investigate
the potential of AR applications in combination with traditional print
advertising. To that effect an experimental design with different
levels of interactivity is built to measure the impact of interactivity of
an ad on different variables o advertising effectiveness.
Abstract: In the aviation industry, many faults may occur frequently during the maintenance processes and assembly operations of complex structured aircrafts because of their high dependencies of components. These faults affect the quality of aircraft parts or developed modules adversely. Technical employee requires long time and high labor force while checking the correctness of each component. In addition, the person must be trained regularly because of the ever-growing and changing technology. Generally, the cost of this training is very high. Augmented Reality (AR) technology reduces the cost of training radically and improves the effectiveness of the training. In this study, the usage of AR technology in the aviation industry has been investigated and the effectiveness of AR with heads-up display glasses has been examined. An application has been developed for comparison of production process with AR and manual one.
Abstract: Game-based learning can enhance the learning
motivation of students and provide a means for them to learn through
playing games. This study used augmented reality technology to
develop an interactive card game as a game-based teaching aid for
delivering elementary school science course content with the aim of
enhancing student learning processes and outcomes. Through playing
the proposed card game, students can familiarize themselves with
appearance, features, and foraging behaviors of insects. The system
records the actions of students, enabling teachers to determine their
students’ learning progress. In this study, 37 students participated in an
assessment experiment and provided feedback through questionnaires.
Their responses indicated that they were significantly more motivated
to learn after playing the game, and their feedback was mostly
positive.
Abstract: Machine visualization is an area of interest with fast
and progressive development. We present a method of machine
visualization which will be applicable in real industrial conditions
according to current needs and demands. Real factory data were
obtained in a newly built research plant. Methods described in this
paper were validated on a case study. Input data were processed and
the virtual environment was created. The environment contains
information about dimensions, structure, disposition, and function.
Hardware was enhanced by modular machines, prototypes, and
accessories. We added functionalities and machines into the virtual
environment. The user is able to interact with objects such as testing
and cutting machines, he/she can operate and move them. Proposed
design consists of an environment with two degrees of freedom of
movement. Users are in touch with items in the virtual world which
are embedded into the real surroundings. This paper describes development of the virtual environment. We
compared and tested various options of factory layout virtualization
and visualization. We analyzed possibilities of using a 3D scanner in
the layout obtaining process and we also analyzed various virtual
reality hardware visualization methods such as: Stereoscopic (CAVE)
projection, Head Mounted Display (HMD) and augmented reality
(AR) projection provided by see-through glasses.
Abstract: Augmented Reality is a technology that involves the
overlay of virtual content, which is context or environment sensitive,
on images of the physical world in real time. This paper presents the
development of a catalog system that facilitates and allows the
creation, publishing, management and exploitation of augmented
multimedia contents and Augmented Reality applications, creating an
own space for anyone that wants to provide information to real
objects in order to edit and share it then online with others. These
spaces would be built for different domains without the initial need of
expert users. Its operation focuses on the context of Web 2.0 or
Social Web, with its various applications, developing contents to
enrich the real context in which human beings act permitting the
evolution of catalog’s contents in an emerging way.
Abstract: Due the proliferation of smartphones in everyday use, several different outdoor navigation systems have become available. Since these smartphones are able to connect to the Internet, the users can obtain location-based information during the navigation as well. The users could interactively get to know the specifics of a particular area (for instance, ancient cultural area, Statue Park, cemetery) with the help of thus obtained information. In this paper, we present an Augmented Reality system which uses Semantic Web technologies and is based on the interaction between the user and the smartphone. The system allows navigating through a specific area and provides information and details about the sight an interactive manner.
Abstract: We developed a prototype system for multiplayer RC-car driving in a collaborative augmented reality (AR) environment. The tele-existence environment is constructed by superimposing digital data onto images captured by a camera on an RC-car, enabling players to experience an augmented coexistence of the digital content and the real world. Marker-based tracking was used for estimating position and orientation of the camera. The plural RC-cars can be operated in a field where square markers are arranged. The video images captured by the camera are transmitted to a PC for visual tracking. The RC-cars are also tracked by using an infrared camera attached to the ceiling, so that the instability is reduced in the visual tracking. Multimedia data such as texts and graphics are visualized to be overlaid onto the video images in the geometrically correct manner. The prototype system allows a tele-existence sensation to be augmented in a collaborative AR environment.
Abstract: Augmented Reality is an application which combines a live view of real-world environment and computer-generated images. This paper studies and demonstrates an efficient Augmented Reality development in the mobile Android environment with the native Java language and Android SDK. Major components include Barcode Reader, File Loader, Marker Detector, Transform Matrix Generator, and a cloud database.
Abstract: Appropriate selection of lifting equipments for a high-rise building construction project is one of the important factors to the project’s success. Proper position of a tower crane on a construction site is so important to be determined by an expert or an experienced construction manager who draws working range of a tower crane and moves it over a 2D (dimensional) site layout plan. But it is not usual to use 3D CAD, BIM or virtual reality for temporary facility planning or selection of a tower crane. This study proposes a method to use augmented reality to select proper position of tower cranes. An augmented reality prototype is implemented on a smart device to verify the practicability of the proposed method.
Abstract: The computer aided for design, analysis, control, visualization and simulation of robotized workcells is very interesting in this time. Computer Aided Robot Control (CARC) is a subsystem of the system CIM including the computer aided systems of all activities connected with visualization and working of robotized workcells. There are three basic ideas: current CAD/CAM/CAE systems for design and 3D visualization, special PC based control and simulation systems and Augmented Reality Aided Manufacturing (ARAM) systems. This paper describes example of Open Source software application that can to be utilized at planning of the robotized workcells, visualization and off-line programming the automated processes realized by authors.
Abstract: In this paper we discuss the development of an Augmented Reality (AR) - based scientific visualization system prototype that supports identification, localisation, and 3D visualisation of oil leakages sensors datasets. Sensors generates significant amount of multivariate datasets during normal and leak situations. Therefore we have developed a data model to effectively manage such data and enhance the computational support needed for the effective data explorations. A challenge of this approach is to reduce the data inefficiency powered by the disparate, repeated, inconsistent and missing attributes of most available sensors datasets. To handle this challenge, this paper aim to develop an AR-based scientific visualization interface which automatically identifies, localise and visualizes all necessary data relevant to a particularly selected region of interest (ROI) along the virtual pipeline network. Necessary system architectural supports needed as well as the interface requirements for such visualizations are also discussed in this paper.
Abstract: Spatial understanding and the understanding of
dynamic change in the spatial structure of molecules during a
reaction is essential for designing new molecules. Knowing the
physical processes in the reactions helps to speed up the designing
process. To support the designer with the correct representation of
the designed molecule as well as showing the dynamic behavior of
the whole reacting system is the goal of our application. Our system
shows the spatial deformation of the molecules at every time interval
by minimizing the energy level of the molecules. The position and
orientation of the molecules can be intuitively controlled by
manipulating objects of the real world using Augmented Reality
techniques. Our approach has the potential to speed up the design of
new molecules and help students to understand the chemical
processes better.
Abstract: In geometrical camera calibration, the objective is to
determine a set of camera parameters that describe the mapping
between 3D references coordinates and 2D image coordinates. In this
paper, a technique of calibration and tracking based on both a least
squares method is presented and a correlation technique developed as
part of an augmented reality system. This approach is fast and it can
be used for a real time system
Abstract: This paper describes a 3D modeling system in
Augmented Reality environment, named 3DARModeler. It can be
considered a simple version of 3D Studio Max with necessary
functions for a modeling system such as creating objects, applying
texture, adding animation, estimating real light sources and casting
shadows. The 3DARModeler introduces convenient, and effective
human-computer interaction to build 3D models by combining both
the traditional input method (mouse/keyboard) and the tangible input
method (markers). It has the ability to align a new virtual object with
the existing parts of a model. The 3DARModeler targets nontechnical
users. As such, they do not need much knowledge of
computer graphics and modeling techniques. All they have to do is
select basic objects, customize their attributes, and put them together
to build a 3D model in a simple and intuitive way as if they were
doing in the real world. Using the hierarchical modeling technique,
the users are able to group several basic objects to manage them as a
unified, complex object. The system can also connect with other 3D
systems by importing and exporting VRML/3Ds Max files. A
module of speech recognition is included in the system to provide
flexible user interfaces.
Abstract: Mobile robots are used in a large field of scenarios,
like exploring contaminated areas, repairing oil rigs under water,
finding survivors in collapsed buildings, etc. Currently, there is no
unified intuitive user interface (UI) to control such complex mobile
robots. As a consequence, some scenarios are done without the
exploitation of experience and intuition of human teleoperators.
A novel framework has been developed to embed a flexible and
modular UI into a complete 3-D virtual reality simulation system.
This new approach wants to access maximum benefits of human
operators. Sensor information received from the robot is prepared for
an intuitive visualization. Virtual reality metaphors support the
operator in his decisions. These metaphors are integrated into a real
time stereo video stream. This approach is not restricted to any
specific type of mobile robot and allows for the operation of different
robot types with a consistent concept and user interface.