Download or read book Perspective Correct Hand held Augmented Reality for Improved Graphics and Interaction written by Ali Samini and published by Linköping University Electronic Press. This book was released on 2018-05-23 with total page 69 pages. Available in PDF, EPUB and Kindle. Book excerpt: With Augmented Reality, also termed AR, a view of the real world is augmented by superimposing computer-generated graphics, thereby enriching or enhancing the perception of the reality. Today, lots of applications benefit from AR in different areas, such as education, medicine, navigation, construction, gaming, and multiple other areas, using primarily head-mounted AR displays and AR on hand-held smart devices. Tablets and phones are highly suitable for AR, as they are equipped with high resolution screens, good cameras and powerful processing units, while being readily available to both industry and home use. They are used with video see-through AR, were the live view of the world is captured by a camera in real time and subsequently presented together with the computer graphics on the display. In this thesis I put forth our recent work on improving video see-through Augmented Reality graphics and interaction for hand-held devices by applying and utilizing user perspective. On the rendering side, we introduce a geometry-based user perspective rending method aiming to align the on screen content with the real view of the world visible around the screen. Furthermore, we introduce a device calibration system to compensate for misalignment between system parts. On the interaction side we introduce two wand-like direct 3D pose manipulation techniques based on this user perspective. We also modified a selection technique and introduced a new one suitable to be used with our introduced manipulation techniques. Finally, I present several formal user studies, evaluating the introduced techniques and comparing them with concurrent state-of-the-art alternatives.
Download or read book Perspective Correct Hand held Augmented Reality for Improved Graphics and Interaction written by Ali Samini and published by . This book was released on 2018 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: With Augmented Reality, also termed AR, a view of the real world is augmented by superimposing computer-generated graphics, thereby enriching or enhancing the perception of the reality. Today, lots of applications benefit from AR in different areas, such as education, medicine, navigation, construction, gaming, and multiple other areas, using primarily head-mounted AR displays and AR on hand-held smart devices. Tablets and phones are highly suitable for AR, as they are equipped with high resolution screens, good cameras and powerful processing units, while being readily available to both industry and home use. They are used with video see-through AR, were the live view of the world is captured by a camera in real time and subsequently presented together with the computer graphics on the display. In this thesis I put forth our recent work on improving video see-through Augmented Reality graphics and interaction for hand-held devices by applying and utilizing user perspective. On the rendering side, we introduce a geometry-based user perspective rending method aiming to align the on screen content with the real view of the world visible around the screen. Furthermore, we introduce a device calibration system to compensate for misalignment between system parts. On the interaction side we introduce two wand-like direct 3D pose manipulation techniques based on this user perspective. We also modified a selection technique and introduced a new one suitable to be used with our introduced manipulation techniques. Finally, I present several formal user studies, evaluating the introduced techniques and comparing them with concurrent state-of-the-art alternatives.
Download or read book Augmented Reality written by Dieter Schmalstieg and published by Addison-Wesley Professional. This book was released on 2016-06-01 with total page 751 pages. Available in PDF, EPUB and Kindle. Book excerpt: Today’s Comprehensive and Authoritative Guide to Augmented Reality By overlaying computer-generated information on the real world, augmented reality (AR) amplifies human perception and cognition in remarkable ways. Working in this fast-growing field requires knowledge of multiple disciplines, including computer vision, computer graphics, and human-computer interaction. Augmented Reality: Principles and Practice integrates all this knowledge into a single-source reference, presenting today’s most significant work with scrupulous accuracy. Pioneering researchers Dieter Schmalstieg and Tobias Höllerer carefully balance principles and practice, illuminating AR from technical, methodological, and user perspectives. Coverage includes Displays: head-mounted, handheld, projective, auditory, and haptic Tracking/sensing, including physical principles, sensor fusion, and real-time computer vision Calibration/registration, ensuring repeatable, accurate, coherent behavior Seamless blending of real and virtual objects Visualization to enhance intuitive understanding Interaction–from situated browsing to full 3D interaction Modeling new geometric content Authoring AR presentations and databases Architecting AR systems with real-time, multimedia, and distributed elements This guide is indispensable for anyone interested in AR, including developers, engineers, students, instructors, researchers, and serious hobbyists.
Download or read book Augmented Reality Virtual Reality and Computer Graphics written by Lucio Tommaso De Paolis and published by Springer. This book was released on 2016-06-10 with total page 415 pages. Available in PDF, EPUB and Kindle. Book excerpt: The 2-volume set LNCS 9768 and 9769 constitutes the refereed proceedings of the Third International Conference on Augmented Reality, Virtual Reality and Computer Graphics, AVR 2016, held in Lecce, Italy, in June 2016. The 40 full papers and 29 short papers presented werde carefully reviewed and selected from 131 submissions. The SALENTO AVR 2016 conference intended to bring together researchers, scientists, and practitioners to discuss key issues, approaches, ideas, open problems, innovative applications and trends on virtual and augmented reality, 3D visualization and computer graphics in the areas of medicine, cultural heritage, arts, education, entertainment, industrial andmilitary sectors.
Download or read book Handheld Augmented Reality Interaction written by Thomas Vincent and published by . This book was released on 2014 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: We explored interaction within the context of handheld Augmented Reality (AR), where a handheld device is used as a physical magic lens to 'augment' the physical surrounding. We focused, in particular, on the role of spatial relations between the on-screen content and the physical surrounding. On the one hand, spatial relations define opportunities for mixing environments, such as the adaptation of the digital augmentation to the user's location. On the other hand, spatial relations involve specific constraints for interaction such as the impact of hand tremor on on-screen camera image stability. The question is then, how can we relax spatial constraints while maintaining the feeling of digital-physical collocation. Our contribution is three-fold. First, we propose a design space for handheld AR on-screen content with a particular focus on the spatial relations between the different identified frames of reference. This design space defines a framework for systematically studying interaction with handheld AR applications. Second, we propose and evaluate different handheld AR pointing techniques to improve pointing precision. Indeed, with handheld AR set-up, both touch-screen input and the spatial relations between the on-screen content and the physical surrounding impair the precision of pointing. Third, as part of a collaborative research project involving AIST-Tsukuba and Schneider- France and Japan, we developed a toolkit supporting the development of handheld AR applications. The toolkit has been used to develop several demonstrators.
Download or read book Spatial Augmented Reality written by Oliver Bimber and published by CRC Press. This book was released on 2005-08-08 with total page 386 pages. Available in PDF, EPUB and Kindle. Book excerpt: Like virtual reality, augmented reality is becoming an emerging platform in new application areas for museums, edutainment, home entertainment, research, industry, and the art communities using novel approaches which have taken augmented reality beyond traditional eye-worn or hand-held displays. In this book, the authors discuss spatial augmented r
Download or read book Encyclopedia of Computer Graphics and Games written by Newton Lee and published by Springer Nature. This book was released on 2024-01-19 with total page 2150 pages. Available in PDF, EPUB and Kindle. Book excerpt: Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games. Editor Newton Lee, Institute for Education, Research, and Scholarships, Los Angeles, CA, USA Academic Co-Chairs Shlomo Dubnov, Department of Music and Computer Science and Engineering, University of California San Diego, San Diego, CA, USA Patrick C. K. Hung, University of Ontario Institute of Technology, Oshawa, ON, Canada Jaci Lee Lederman, Vincennes University, Vincennes, IN, USA Industry Co-Chairs Shuichi Kurabayashi, Cygames, Inc. & Keio University, Kanagawa, Japan Xiaomao Wu, Gritworld GmbH, Frankfurt am Main, Hessen, Germany Editorial Board Members Leigh Achterbosch, School of Science, Engineering, IT and Physical Sciences, Federation University Australia Mt Helen, Ballarat, VIC, Australia Ramazan S. Aygun, Department of Computer Science, Kennesaw State University, Marietta, GA, USA Barbaros Bostan, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Anthony L. Brooks, Aalborg University, Aalborg, Denmark Guven Catak, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Alvin Kok Chuen Chan, Cambridge Corporate University, Lucerne, Switzerland Anirban Chowdhury, Department of User Experience and Interaction Design, School of Design (SoD), University of Petroleum and Energy Studies (UPES), Dehradun, Uttarakhand, India Saverio Debernardis, Dipartimento di Meccanica, Matematica e Management, Politecnico di Bari, Bari, Italy Abdennour El Rhalibi, Liverpool John Moores University, Liverpool, UK Stefano Ferretti, Department of Computer Science and Engineering, University of Bologna, Bologna, Italy Han Hu, School of Information and Electronics, Beijing Institute of Technology, Beijing, China Ms. Susan Johnston, Select Services Films Inc., Los Angeles, CA, USA Chris Joslin, Carleton University, Ottawa, Canada Sicilia Ferreira Judice, Department of Computer Science, University of Calgary, Calgary, Canada Hoshang Kolivand, Department Computer Science, Faculty of Engineering and Technology, Liverpool John Moores University, Liverpool, UK Dario Maggiorini, Department of Computer Science, University of Milan, Milan, Italy Tim McGraw, Purdue University, West Lafayette, IN, USA George Papagiannakis, ORamaVR S.A., Heraklion, Greece; FORTH-ICS, Heraklion Greece University of Crete, Heraklion, Greece Florian Richoux, Nantes Atlantic Computer Science Laboratory (LINA), Université de Nantes, Nantes, France Andrea Sanna, Dipartimento di Automatica e Informatica, Politecnico di Torino, Turin, Italy Yann Savoye, Institut fur Informatik, Innsbruck University, Innsbruck, Austria Sercan Şengün, Wonsook Kim School of Art, Illinois State University, Normal, IL, USA Ruck Thawonmas, Ritsumeikan University, Shiga, Japan Vinesh Thiruchelvam, Asia Pacific University of Technology & Innovation, Kuala Lumpur, Malaysia Rojin Vishkaie, Amazon, Seattle, WA, USA Duncan A. H. Williams, Digital Creativity Labs, Department of Computer Science, University of York, York, UK Sai-Keung Wong, National Chiao Tung University, Hsinchu, Taiwan Editorial Board Intern Sam Romershausen, Vincennes University, Vincennes, IN, USA
Download or read book Cognitive Computing in Technology Enhanced Learning written by Lytras, Miltiadis D. and published by IGI Global. This book was released on 2019-05-31 with total page 345 pages. Available in PDF, EPUB and Kindle. Book excerpt: Various technologies and applications such as cognitive computing, artificial intelligence, and learning analytics have received increased attention in recent years. The growing demand behind their adoption and exploitation in different application contexts has captured the attention of learning technology specialists, computer engineers, and business researchers who are attempting to decipher the phenomenon of personalized e-learning, its relation to already conducted research, and its implications for new research opportunities that effect innovations in teaching. Cognitive Computing in Technology-Enhanced Learning is a critical resource publication that aims to demonstrate state-of-the-art approaches of advanced data mining systems in e-learning, such as MOOCs and other innovative technologies, to improve learning analytics, as well as to show how new and advanced user interaction designs, educational models, and adoptive strategies can expand sustainability in applied learning technologies. Highlighting a range of topics such as augmented reality, ethics, and online learning environments, this book is ideal for educators, instructional designers, higher education faculty, school administrators, academicians, researchers, and students.
Download or read book Augmented Reality for Engineering Graphics written by Vitalii Ivanov and published by Springer Nature. This book was released on 2023-09-28 with total page 101 pages. Available in PDF, EPUB and Kindle. Book excerpt: This open access book offers a timely snapshot of Augmented Reality (AR) technology, with an emphasis on its application within the mechanical and manufacturing engineering domains, for both educational and industrial purposes. Reporting on the experience of the authors, the book introduces readers to the principles of product design, with an emphasis on modern strategies and approaches for user-centered design, creativity, and design for manufacturing and sustainability. It guides to the application augmented reality and visualization techniques in the design process. In turn, it describes an AR mobile application developed by the authors to transform 2D drawings into dynamic 3D objects. The book also includes exercises. All in all, this book offers a practice-oriented guide to Augmented Reality applications in mechanical engineering and education, addressing advanced undergraduate students, lecturers, and professionals in the engineering field. This is an open access book.
Download or read book The Oxford Handbook of Virtuality written by Mark Grimshaw and published by Oxford Handbooks. This book was released on 2014-02 with total page 794 pages. Available in PDF, EPUB and Kindle. Book excerpt: The book is a compendium of thinking on virtuality and its relationship to reality from the perspective of a variety of philosophical and applied fields of study. Topics covered include presence, immersion, emotion, ethics, utopias and dystopias, image, sound, literature, AI, law, economics, medical and military applications, religion, and sex.
Download or read book Genetic and Evolutionary Computing written by Shu-Chuan Chu and published by Springer Nature. This book was released on 2022-01-04 with total page 736 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book contains selected papers presented at ICGEC 2021, the 14th International Conference on Genetic and Evolutionary Computing, held from October 21-23, 2021 in Jilin City, China. The conference was technically co-sponsored by Springer, Northeast Electric Power University Fujian University of Technology, Shandong University of Science and Technology, and Western Norway University of Applied Sciences. It is intended as an international forum for the researchers and professionals in all areas of genetic and evolutionary computing. And the readers may learn the up-to-date techniques of the mentioned topics, including swarm intelligence, artificial intelligence, information hiding and data mining techniques, which can help them to bring new ideas or apply the designed approaches from the collected papers to their professional jobs.
Download or read book Handheld Augmented Reality Interaction Technique written by Shahan Ahmad Chowdhury and published by . This book was released on 2013 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Virtual Reality and Augmented Reality written by Patrick Bourdot and published by Springer. This book was released on 2018-10-15 with total page 261 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 15th International Conference on Virtual Reality and Augmented Reality, EuroVR 2018, held in London, UK, in October 2018. The 9 full papers and 6 short papers presented were carefully reviewed and selected from 39 submissions. The papers are organized in 5topical sections: vision-based motion tracking; 3D acquisition and 3D reconstruction; haptics and 3D audio; perception and cognition; interactive techniques and use-case studies.
Download or read book Mixed and Augmented Reality in Medicine written by Terry M. Peters and published by CRC Press. This book was released on 2018-10-26 with total page 244 pages. Available in PDF, EPUB and Kindle. Book excerpt: Augmented reality (AR) is transforming how we work, learn, play and connect with the world, and is now being introduced to the field of medicine, where it is revolutionising healthcare as pioneering virtual elements are being added to real images to provide a more compelling and intuitive view during procedures. This book, which had its beginnings at the AE-CAI: Augmented Environments for Computer-Assisted Interventions MICCAI Workshop in Munich in 2015, is the first to review the area of mixed and augmented reality in medicine. Covering a range of examples of the use of AR in medicine, it explores its relevance to minimally-invasive interventions, how it can improve the accuracy of a procedure and reduce procedure time, and how it may be employed to reduce radiation risks. It also discusses how AR can be an effective tool in the education of physicians, medical students, nurses and other health professionals. Features: An ideal practical guide for medical professionals and students looking to understand the implementation, applications, and future of AR Contains the latest developments and technologies in this innovative field Edited by highly respected pioneers in the field, who have been immersed in AR as well as virtual reality and image-guided surgery since their inception, with chapter contributions from subject area specialists working with AR
Download or read book Human Factors in Augmented Reality Environments written by Weidong Huang and published by Springer Science & Business Media. This book was released on 2012-09-19 with total page 275 pages. Available in PDF, EPUB and Kindle. Book excerpt: Advances in hardware and networking have made possible a wide use of augmented reality (AR) technologies. However, simply putting those hardware and technologies together does not make a “good” system for end users to use. New design principles and evaluation methods specific to this emerging area are urgently needed to keep up with the advance in technologies. Human Factors in Augmented Reality Environments is the first book on human factors in AR, addressing issues related to design, development, evaluation and application of AR systems. Topics include surveys, case studies, evaluation methods and metrics, HCI theories and design principles, human factors and lessons learned and experience obtained from developing, deploying or evaluating AR systems. The contributors for this cutting-edge volume are well-established researchers from diverse disciplines including psychologists, artists, engineers and scientists. Human Factors in Augmented Reality Environments is designed for a professional audience composed of practitioners and researchers working in the field of AR and human-computer interaction. Advanced-level students in computer science and engineering will also find this book useful as a secondary text or reference.
Download or read book Biomedical Visualisation written by Paul M. Rea and published by Springer Nature. This book was released on 2019-12-10 with total page 142 pages. Available in PDF, EPUB and Kindle. Book excerpt: With the rapid advances of technology, visualisation in the sciences using computers, is a rapidly expanding and evolving area. Visualisation in its broadest sense represents how objects, situations, applications, methodologies and information can be seen and presented. This proposal is to incorporate work in the field of biomedical visualisation and will encompass techniques of using computers to visualise information. This will include photogrammetry, virtual and augmented reality, 3D printing, e-tutorial and website design and digital reconstructions and animations. It will showcase research, innovations and current work in the field of biomedicine, life sciences, veterinary medicine and computing sciences presenting data in an innovative and engaging way to showcase complex data and information in an easier to access format.
Download or read book Geographic Information Systems and Science written by Paul A. Longley and published by John Wiley & Sons. This book was released on 2010-08-09 with total page 560 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Third Edition of this bestselling textbook has been fully revised and updated to include the latest developments in the field and still retains its accessible format to appeal to a broad range of students. Now divided into five clear sections the book investigates the unique, complex and difficult problems that are posed by geographic information and together they build into a holistic understanding of the key principles of GIS. This is the most current, authoritative and comprehensive treatment of the field, that goes from fundamental principles to the big picture of: GIS and the New World Order security, health and well-being digital differentiation in GIS consumption the core organizing role of GIS in Geography the greening of GIS grand challenges of GIScience science and explanation Key features: Four-colour throughout Associated website with free online resources Teacher’s manual available for lecturers A complete learning resource, with accompanying instructor links, free online lab resources and personal syllabi Includes learning objectives and review boxes throughout each chapter New in this edition: Completely revised with a new five part structure: Foundations; Principles; Techniques; Analysis; Management and Policy All new personality boxes of current GIS practitioners New chapters on Distributed GIS, Map Production, Geovisualization, Modeling, and Managing GIS