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1

Lu, Fangfang, Hao Zhou, Lingling Guo, Jingjing Chen, and Licheng Pei. "An ARCore-Based Augmented Reality Campus Navigation System." Applied Sciences 11, no. 16 (August 16, 2021): 7515. http://dx.doi.org/10.3390/app11167515.

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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.
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Zhang, Menghe, Karen Lucknavalai, Weichen Liu, and Jürgen P. Schulze. "CalAR: A C++ Engine for Augmented Reality Applications on Android Mobile Devices." Electronic Imaging 2020, no. 13 (January 26, 2020): 364–1. http://dx.doi.org/10.2352/issn.2470-1173.2020.13.ervr-363.

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With the development of Apple’s ARKit and Google’s ARCore, mobile augmented reality (AR) applications have become much more popular. For Android devices, ARCore provides basic motion tracking and environmental understanding. However, with current software frameworks it can be difficult to create an AR application from the ground up. Our solution is CalAR, which is a lightweight, open-source software environment to develop AR applications for Android devices, while giving the programmer full control over the phone’s resources. With CalAR, the programmer can create marker-less AR applications which run at 60 frames per second on Android smartphones. These applications can include more complex environment understanding, physical simulation, user interaction with virtual objects, and interaction between virtual objects and objects in the physical environment. With CalAR being based on CalVR, which is our multi-platform virtual reality software engine, it is possible to port CalVR applications to an AR environment on Android phones with minimal effort. We demonstrate this with the example of a spatial visualization application.
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Kamalam, G. K., Shubham Joshi, Manish Maheshwari, K. Senthamil Selvan, Sajjad Shaukat Jamal, S. Vairaprakash, and Musah Alhassan. "Augmented Reality-Centered Position Navigation for Wearable Devices with Machine Learning Techniques." Journal of Healthcare Engineering 2022 (April 7, 2022): 1–10. http://dx.doi.org/10.1155/2022/1083978.

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People have always relied on some form of instrument to assist them to get to their destination, from hand-drawn maps and compasses to technology-based navigation systems. Many individuals these days have a smartphone with them at all times, making it a common part of their routine. Using GPS technology, these cellphones offer applications such as Google Maps that let people find their way around the outside world. Indoor navigation, on the other hand, does not offer the same level of precision. The development of indoor navigation systems is continuously ongoing. Bluetooth, Wi-Fi, RFID, and computer vision are some of the existing technologies used for interior navigation in current systems. In this article, we discuss the shortcomings of current indoor navigation solutions and offer an alternative approach based on augmented reality and ARCore. Navigating an indoor environment is made easier with ARCore, which brings augmented reality to your smartphone or tablet.
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Danji, David. "PRIMENA PROŠIRENE STVARNOSTI ZA UREĐIVANJE ENTERIJERA NA ANDROID MOBILNIM UREĐAJIMA." Zbornik radova Fakulteta tehničkih nauka u Novom Sadu 36, no. 04 (April 4, 2021): 725–28. http://dx.doi.org/10.24867/12fa06danji.

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Ovaj rad opisuje teorijske osnove proširene stvarnosti kao i njenu primenu za uređivanje enterijera na Android mobilnim uređajima. Sa proši­renom stvarnošću generišu se virtuelne elemente u stvarni svet pomoću digitalnih uređaja i time se dobija proširena slika stvarnog sveta. Cilj master rada je izrada aplikacije za Android mobilnu platformu koja pomoću kamere i proširene stvarnosti korisniku omogućuje dodavanje i vizualizaciju trodimenzionalnih modela arhitektonskih objekata u stvarni prostor. Aplikacija je izrađena pomoću programa Unity sa programskim dodacima Vuforia i ARCore.
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Alkandari, Abdulrahman, Nayfah Mohsen Almutairi, Wasmya Alhayyan, and Abeer Essa Alomairi. "Google Project Tango and ARCore Under the View of Augmented Reality." Journal of Computational and Theoretical Nanoscience 16, no. 3 (March 1, 2019): 1127–33. http://dx.doi.org/10.1166/jctn.2019.8007.

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Syahputra, M. F., F. Hardywantara, and U. Andayani. "Augmented Reality Virtual House Model Using ARCore Technology Based on Android." Journal of Physics: Conference Series 1566 (June 2020): 012018. http://dx.doi.org/10.1088/1742-6596/1566/1/012018.

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Yoon, Young-Suk, and Jae-Won Suh. "Augmented Reality Service Using ARCore for National Treasure No. 287 Great Gilt-bronze Incense Burner of Baekje." Journal of Next-generation Convergence Technology Association 5, no. 3 (June 30, 2021): 340–46. http://dx.doi.org/10.33097/jncta.2021.05.03.340.

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8

Asaad, Renas R., Zhvan A. Sulaiman, and Suha S. Abdulmajeed. "Proposed System for Education Augmented Reality Self English Learning." Academic Journal of Nawroz University 8, no. 3 (August 31, 2019): 27. http://dx.doi.org/10.25007/ajnu.v8n3a366.

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The AR Self Learning Application is an educational project that base on augmented reality using AR Foundation package which is combination between ARkit and ARCore, the main idea of project is self-learning without needing any tutor as it show in front of user a 3D character which will be user’s private tutor, it introduce each section and start teaching user names of every object in that section and show him animated 3d object which make it easier for user to memorize name of each object.
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Zhang, Xiaochen, Xiaoyu Yao, Yi Zhu, and Fei Hu. "An ARCore Based User Centric Assistive Navigation System for Visually Impaired People." Applied Sciences 9, no. 5 (March 9, 2019): 989. http://dx.doi.org/10.3390/app9050989.

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In this work, we propose an assistive navigation system for visually impaired people (ANSVIP) that takes advantage of ARCore to acquire robust computer vision-based localization. To complete the system, we propose adaptive artificial potential field (AAPF) path planning that considers both efficiency and safety. We also propose a dual-channel human–machine interaction mechanism, which delivers accurate and continuous directional micro-instruction via a haptic interface and macro-long-term planning and situational awareness via audio. Our system user-centrically incorporates haptic interfaces to provide fluent and continuous guidance superior to the conventional turn-by-turn audio-guiding method; moreover, the continuous guidance makes the path under complete control in avoiding obstacles and risky places. The system prototype is implemented with full functionality. Unit tests and simulations are conducted to evaluate the localization, path planning, and human–machine interactions, and the results show that the proposed solutions are superior to those of the present state-of-the-art solutions. Finally, integrated tests are carried out with low-vision and blind subjects to verify the proposed system.
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Poletanović, Goran, and Neda Milić. "IZRADA APLIKACIJE MEŠOVITE STVARNOSTI." Zbornik radova Fakulteta tehničkih nauka u Novom Sadu 35, no. 02 (January 21, 2020): 262–65. http://dx.doi.org/10.24867/06ef05poletanovic.

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U okviru rada date su teorijske osnove tehnologije i primene mešovite stvarnosti, kao i poređenje sa proširenom i virtuelnom stvarnosti. Rezultat rada predstavlja funkcionalna aplikacija mešovite stvarnosti sa namenom prezentovanja određene kompjuterski generi­sane prostorije (stvarne ili imaginarne) unutar realnog okruženja. Razvijena aplikacija omogućava da se na skeniranu ravnu površinu postavi prolaz koji vodi u digitalni svet. Postupak izrade aplikacije detaljno je opi­san u praktičnom delu, uz opis razvojnog okruženja (Unity) i softverskih dodataka korišćenih za izradu apli­kacije (ARCore SDK, Android SDK). Za potvrdu isprav­nosti, aplikacija je testirana na različitim uređajima pri različitim uslovima osvetljenja i na otvorenom i u zatvo­renom prostoru.
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Wolf, Ádám, Péter Troll, Stefan Romeder-Finger, Andreas Archenti, Károly Széll, and Péter Galambos. "A Benchmark of Popular Indoor 3D Reconstruction Technologies: Comparison of ARCore and RTAB-Map." Electronics 9, no. 12 (December 8, 2020): 2091. http://dx.doi.org/10.3390/electronics9122091.

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The fast evolution in computational and sensor technologies brings previously niche solutions to a wider userbase. As such, 3D reconstruction technologies are reaching new use-cases in scientific and everyday areas where they were not present before. Cost-effective and easy-to-use solutions include camera-based 3D scanning techniques, such as photogrammetry. This paper provides an overview of the available solutions and discusses in detail the depth-image based Real-time Appearance-based Mapping (RTAB-Map) technique as well as a smartphone-based solution that utilises ARCore, the Augmented Reality (AR) framework of Google. To qualitatively compare the two 3D reconstruction technologies, a simple length measurement-based method was applied with a purpose-designed reference object. The captured data were then analysed by a processing algorithm. In addition to the experimental results, specific case studies are briefly discussed, evaluating the applicability based on the capabilities of the technologies. As such, the paper presents the use-case of interior surveying in an automated laboratory as well as an example for using the discussed techniques for landmark surveying. The major findings are that point clouds created with these technologies provide a direction- and shape-accurate model, but those contain mesh continuity errors, and the estimated scale factor has a large standard deviation.
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Kerthyayana Manuaba, Ida Bagus. "Mobile based Augmented Reality Application Prototype for Remote Collaboration Scenario Using ARCore Cloud Anchor." Procedia Computer Science 179 (2021): 289–96. http://dx.doi.org/10.1016/j.procs.2021.01.008.

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Rizvi, Syeda Aqsa Fatima, Mahnoor Javaid, and Maryam Bukhari. "A Smart and Efficient Interior Home Designing Framework using Augmented Reality with ARCore and SLAM." Journal of Contents Computing 3, no. 1 (June 30, 2021): 237–49. http://dx.doi.org/10.9728/jcc.2021.06.3.1.237.

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Real, Santiago, and Alvaro Araujo. "VES: A Mixed-Reality System to Assist Multisensory Spatial Perception and Cognition for Blind and Visually Impaired People." Applied Sciences 10, no. 2 (January 10, 2020): 523. http://dx.doi.org/10.3390/app10020523.

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In this paper, the Virtually Enhanced Senses (VES) System is described. It is an ARCore-based, mixed-reality system meant to assist blind and visually impaired people’s navigation. VES operates in indoor and outdoor environments without any previous in-situ installation. It provides users with specific, runtime-configurable stimuli according to their pose, i.e., position and orientation, and the information of the environment recorded in a virtual replica. It implements three output data modalities: Wall-tracking assistance, acoustic compass, and a novel sensory substitution algorithm, Geometry-based Virtual Acoustic Space (GbVAS). The multimodal output of this algorithm takes advantage of natural human perception encoding of spatial data. Preliminary experiments of GbVAS have been conducted with sixteen subjects in three different scenarios, demonstrating basic orientation and mobility skills after six minutes training.
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Lee, Juhwan, Sangwon Hwang, Jisun Lee, and Seungwoo Kang. "Comparative Performance Characterization of Mobile AR Frameworks in the Context of AR-Based Grocery Shopping Applications." Applied Sciences 10, no. 4 (February 24, 2020): 1547. http://dx.doi.org/10.3390/app10041547.

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A number of Augmented Reality (AR) frameworks are now available and used to support the development of mobile AR applications. In this paper, we measure and compare the recognition performance of the commercial AR frameworks and identify potential issues that can occur in the real application environment. For experiments, we assume a situation in which a consumer purchases food products in a grocery store and consider an application scenario in which AR content related to the products is displayed on a smartphone screen by recognizing such products. We use four performance metrics to compare the performance of the selected AR frameworks, Vuforia, ARCore, and MAXST. Experimental results show that Vuforia is relatively superior to the others. The limitation of the AR frameworks is also identified when they are used in a real grocery store environment.
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Cannella, M. "AR METHODS FOR THE VISUALIZATION OF THE LOST MARBLE “TRIBUNA” IN THE MAIN APSE OF THE CATHEDRAL OF PALERMO." International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLVI-2/W1-2022 (February 25, 2022): 129–34. http://dx.doi.org/10.5194/isprs-archives-xlvi-2-w1-2022-129-2022.

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Abstract. In recent years research works have shown that augmented reality tools can offer effective support for the dissemination of architectural heritage, when integrated into the information data extracted with surveying and representation tools and further data from other sources, e.g., history.The development and permanent updating of software platforms dedicated to augmented reality, i.e., Apple's ARKit and Google's ARCore, as well as the introduction of new features, offer today affordable support for the development of AR solutions.Some operational difficulties are due to the rapid and constant evolution of the technologies; the available solutions can be compared to prototypes and the development of user experience effective solutions appears still lacking. The main subject in the construction of AR solutions is still linked to the development of effective methods to properly set up the visualization of 3D models and their interaction with the real scene. The chosen case study for the test of persistent AR solution for the visualization of works of art is the ‘Tribuna’, i.e., a monumental and sculptural marble apparatus, that decorated the main apse of the Cathedral of Palermo.
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Aji, Selo, Eneng Tita Tosida, and Aries Maesya. "INTEGRASI SIMULASI DALAM AUGMENTED REALITY PADA SISTEM PERNAPASAN MANUSIA." Komputasi: Jurnal Ilmiah Ilmu Komputer dan Matematika 16, no. 1 (December 23, 2019): 213–26. http://dx.doi.org/10.33751/komputasi.v16i1.1592.

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Sistem pernapasan adalah proses mengambil oksigen, melepaskan CO2 dan menggunakan energi yang dihasilkan. Sistem pernapasan terdiri dari rongga hidung, faring, laring, trakea, cabang bronkial, dan paru-paru. Sistem pernapsan pada manusia dapat dipelajari secara langsung dan tidak langsung. Namun, sumber belajar ini kurang menarik dan kurang interaktif. Oleh karena itu teknologi Augmented reality (AR) adalah solusi yang tepat untuk mengatasi masalah ini. Penelitian ini bertujuan untuk membuat aplikasi menggunakan teknologi augmented reality Tracking Markerkess Based dengan mengintegrasikan simulasi pernaapasan dengan animasi 3d. Sehingga memanfaatkan fitur kamera pada perangkat smartphone untuk mendeteksi permukaan datar, simuali animasi 3D akan muncul. Augmented reality adalah penggabungan suatu objek yang ada di dunia nyata (virtual) ke duania nyata dalam bentuk 2D atau 3D yang dapat dilihat dan didengar secara real time. Metode yang digunakan dalam penelitian ini adalah Markerless Based Tracking. Aplikasi integrase simulai dalam system pernapasan manusia augmented reality dapat digunakan oelh siswa, mahasiswa, generasi milenial dan masyarakat umum, sehingga memanfaatkan fitur kamera pada perangkat smartphone untuk mendeteksi permukaan data, simulasi animasi 3D akan muncul. Aplikasi ini akan berjalan pada platform mobile Android 7.0 (Nougeat) dan mendukung ArCore dengan kapasitas aplikasi 36,4MB.
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Zhang, Yunfan, Tim Scargill, Ashutosh Vaishnav, Gopika Premsankar, Mario Di Francesco, and Maria Gorlatova. "InDepth." Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies 6, no. 1 (March 29, 2022): 1–25. http://dx.doi.org/10.1145/3517260.

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Mobile Augmented Reality (AR) demands realistic rendering of virtual content that seamlessly blends into the physical environment. For this reason, AR headsets and recent smartphones are increasingly equipped with Time-of-Flight (ToF) cameras to acquire depth maps of a scene in real-time. ToF cameras are cheap and fast, however, they suffer from several issues that affect the quality of depth data, ultimately hampering their use for mobile AR. Among them, scale errors of virtual objects - appearing much bigger or smaller than what they should be - are particularly noticeable and unpleasant. This article specifically addresses these challenges by proposing InDepth, a real-time depth inpainting system based on edge computing. InDepth employs a novel deep neural network (DNN) architecture to improve the accuracy of depth maps obtained from ToF cameras. The DNN fills holes and corrects artifacts in the depth maps with high accuracy and eight times lower inference time than the state of the art. An extensive performance evaluation in real settings shows that InDepth reduces the mean absolute error by a factor of four with respect to ARCore DepthLab. Finally, a user study reveals that InDepth is effective in rendering correctly-scaled virtual objects, outperforming DepthLab.
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Lee, Chun-I., Fu-Ren Xiao, and Yi-Wen Hsu. "AR Book-Finding Behavior of Users in Library Venue." Applied Sciences 10, no. 20 (October 20, 2020): 7349. http://dx.doi.org/10.3390/app10207349.

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ARKit and ARCore, key technologies in recent augmented reality (AR) development, have allowed AR to become more integrated in our lives. However, how effective AR is in an auxiliary role in venue guidance and how to collect the actual behaviors of users in physical venues are worth exploring. This study used navAR, a spatial behavior analysis system app that our research team developed, to collect the actual behaviors of participants in physical space via a smartphone, such as time, distance travelled, and trajectory, and compared their book-finding behaviors in a library venue in a text scenario and an AR scenario without any additional sensors or cameras. The experiment results revealed that (1) AR targets made a significant difference in book search time, and the participants found some of the books significantly faster; (2) the participants presented no significant differences in distance travelled; (3) with an AR target, the book-finding trajectories of the participants were significantly more regular; (4) the AR guidance system had good usability. The results of this study can facilitate planning with AR in indoor venue routes, improve venue and exhibition tour experiences, and enable AR to be used for crowd flow diversion. Furthermore, this study provides a methodology for future analyses on user behavior in physical spaces.
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Opu, Md Nahidul Islam, Md Rakibul Islam, Muhammad Ashad Kabir, Md Sabir Hossain, and Mohammad Mainul Islam. "Learn2Write: Augmented Reality and Machine Learning-Based Mobile App to Learn Writing." Computers 11, no. 1 (December 27, 2021): 4. http://dx.doi.org/10.3390/computers11010004.

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Augmented reality (AR) has been widely used in education, particularly for child education. This paper presents the design and implementation of a novel mobile app, Learn2Write, using machine learning techniques and augmented reality to teach alphabet writing. The app has two main features: (i) guided learning to teach users how to write the alphabet and (ii) on-screen and AR-based handwriting testing using machine learning. A learner needs to write on the mobile screen in on-screen testing, whereas AR-based testing allows one to evaluate writing on paper or a board in a real world environment. We implement a novel approach to use machine learning for AR-based testing to detect an alphabet written on a board or paper. It detects the handwritten alphabet using our developed machine learning model. After that, a 3D model of that alphabet appears on the screen with its pronunciation/sound. The key benefit of our approach is that it allows the learner to use a handwritten alphabet. As we have used marker-less augmented reality, it does not require a static image as a marker. The app was built with ARCore SDK for Unity. We further evaluated and quantified the performance of our app on multiple devices.
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Guzman, Jaybie Agullo de, Aruna Seneviratne, and Kanchana Thilakarathna. "Unravelling Spatial Privacy Risks of Mobile Mixed Reality Data." Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies 5, no. 1 (March 19, 2021): 1–26. http://dx.doi.org/10.1145/3448103.

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Previously, 3D data---particularly, spatial data---have primarily been utilized in the field of geo-spatial analyses, or robot navigation (e.g. self-automated cars) as 3D representations of geographical or terrain data (usually extracted from lidar). Now, with the increasing user adoption of augmented, mixed, and virtual reality (AR/MR/VR; we collectively refer to as MR) technology on user mobile devices, spatial data has become more ubiquitous. However, this ubiquity also opens up a new threat vector for adversaries: aside from the traditional forms of mobile media such as images and video, spatial data poses additional and, potentially, latent risks to users of AR/MR/VR. Thus, in this work, we analyse MR spatial data using various spatial complexity metrics---including a cosine similarity-based, and a Euclidean distance-based metric---as heuristic or empirical measures that can signify the inference risk a captured space has. To demonstrate the risk, we utilise 3D shape recognition and classification algorithms for spatial inference attacks over various 3D spatial data captured using mobile MR platforms: i.e. Microsoft HoloLens, and Android with Google ARCore. Our experimental evaluation and investigation shows that the cosine similarity-based metric is a good spatial complexity measure of captured 3D spatial maps and can be utilised as an indicator of spatial inference risk.
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Torresani, A., S. Rigon, E. M. Farella, F. Menna, and F. Remondino. "UNVEILING LARGE-SCALE HISTORICAL CONTENTS WITH V-SLAM AND MARKERLESS MOBILE AR SOLUTIONS." International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLVI-M-1-2021 (August 28, 2021): 761–68. http://dx.doi.org/10.5194/isprs-archives-xlvi-m-1-2021-761-2021.

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Abstract. Augmented Reality (AR) is already transforming many fields, from medical applications to industry, entertainment and heritage. In its most common form, AR expands reality with virtual 3D elements, providing users with an enhanced and enriched experience of the surroundings. Until now, most of the research work focused on techniques based on markers or on GNSS/INS positioning. These approaches require either the preparation of the scene or a strong satellite signal to work properly. In this paper, we investigate the use of visual-based methods, i.e., methods that exploit distinctive features of the scene estimated with Visual Simultaneous Localization and Mapping (V-SLAM) algorithms, to determine and track the user position and attitude. The detected features, which encode the visual appearance of the scene, can be saved and later used to track the user in successive AR sessions. Existing AR frameworks like Google ARCore, Apple ARKit and Unity AR Foundation recently introduced visual-based localization in their frameworks, but they target mainly small scenarios. We propose a new Mobile Augmented Reality (MAR) methodology that exploits OPEN-V-SLAM to extend the application range of Unity AR Foundation and better handle large-scale environments. The proposed methodology is successfully tested in both controlled and real-case large heritage scenarios. Results are available also in this video: https://youtu.be/Q7VybmiWIuI.
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Kharroubi, A., R. Billen, and F. Poux. "MARKER-LESS MOBILE AUGMENTED REALITY APPLICATION FOR MASSIVE 3D POINT CLOUDS AND SEMANTICS." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLIII-B2-2020 (August 12, 2020): 255–61. http://dx.doi.org/10.5194/isprs-archives-xliii-b2-2020-255-2020.

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Abstract. Mobile Augmented Reality (MAR) attracts significant research and development efforts from both the industry and academia, but rarely integrate massive 3D dataset’s interactions. The emergence of dedicated AR devices and powerful Software Development Kit (ARCore for android and ARKit for iOS) improves performance on mobile devices (Smartphones and tablets). This is aided by new sensor integration and advances in computer vision that fuels the development of MAR. In this paper, we propose a direct integration of massive 3D point clouds with semantics in a web-based marker-less mobile Augmented Reality (AR) application for real-time visualization. We specifically investigate challenges linked to point cloud data structure and semantic injection. Our solution consolidates some of the overarching principles of AR, of which pose estimation, registration and 3D tracking. The developed AR system is tested on mobile phones web-browsers providing clear insights on the performance of the system. Promising results highlight a number of frame per second varying between 27 and 60 for a real-time point budget of 4.3 million points. The point cloud tested is composed of 29 million points and shows how our indexation strategy permits the integration of massive point clouds aiming at the point budget. The results also gives research directions concerning the dependence and delay related to the quality of the network connection, and the battery consumption since portable sensors are used all the time.
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Boutsi, A. M., N. Bakalos, and C. Ioannidis. "POSE ESTIMATION THROUGH MASK-R CNN AND VSLAM IN LARGE-SCALE OUTDOORS AUGMENTED REALITY." ISPRS Annals of the Photogrammetry, Remote Sensing and Spatial Information Sciences V-4-2022 (May 18, 2022): 197–204. http://dx.doi.org/10.5194/isprs-annals-v-4-2022-197-2022.

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Abstract. Deep Learning (DL) ingrained into Mobile Augmented Reality (MAR) enables a new information-delivery paradigm. In the context of 6 DoF pose estimation, powerful DL networks could provide a direct solution for AR systems. However, their concurrent operation requires a significant number of computations per frame and yields to both misclassifications and localization errors. In this paper, a hybrid and lightweight solution on 3D tracking of arbitrary geometry for outdoor MAR scenarios is presented. The camera pose information obtained by ARCore SDK and vSLAM algorithm is combined with the semantic and geometric output of a CNN-object detector to validate and improve tracking performance in large-scale and uncontrolled outdoor environments. The methodology involves three main steps: i) training of the Mask-R CNN model to extract the class, bounding box and mask predictions, ii) real-time detection, segmentation and localization of the region of interest (ROI) in camera frames, and iii) computation of 2D-3D correspondences to enhance pose estimation of a 3D overlay. The dataset holds 30 images of the rock of St. Modestos – Modi in Meteora, Greece in which the ROI is an area with characteristic geological features. The comparative evaluation between the prototype system and the original one, as well as with R-CNN and FAST-R CNN detectors demonstrates higher precision accuracy and stable visualization at half a kilometre distance, while tracking time has decreased at 42% during far-field AR session.
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Kamalasanan, V., and M. Sester. "BEHAVIOUR CONTROL WITH AUGMENTED REALITY SYSTEMS FOR SHARED SPACES." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLIII-B4-2020 (August 25, 2020): 591–98. http://dx.doi.org/10.5194/isprs-archives-xliii-b4-2020-591-2020.

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Abstract. Augmented Reality (AR) in a traffic context has mainly been used in navigation with path augmentation, focused around safely guiding the user with prior knowledge of the route and the destination. Other works are reported to warn drivers by visualizing other traffic participants or dangers, which are yet currently out of sight. However they do not cover aspects of mediating control by recommending users with actions, even when such efforts are expected to foster collaboration in a multiagent environment. To the best of our knowledge, AR has not yet been applied to visualize virtual control information, e.g. virtual lanes or signposts, notably in the context of shared spaces. Such an environment should support spatial understanding of proximate participants with adaptive augmented controls to recommend actions to each user. However when such systems work in context where a conflict of interest would arise, a rule based control logic centered on priority should be accounted for. Traditionally, these rules are defined by traffic management. This paper presents a Behaviour Control with AR (BCAR) Systems based framework for control of user behaviour in a shared space via augmentation and proposes how a control logic can be part of it. The framework which incorporates navigation focuses on mapping users from real to the virtual world .This framework also enables simulations and visualization of multiagent interactions and proposing controls for user actions leveraging the environment complexity reduction achieved through the real to virtual transfer. A prototype implementation of the proposed framework with ARCore and unity3D has been evaluated for pedestrian behaviour control to understand its feasibility.
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Vidal-Balea, Aida, Óscar Blanco-Novoa, Paula Fraga-Lamas, and Tiago M. Fernández-Caramés. "Developing the Next Generation of Augmented Reality Games for Pediatric Healthcare: An Open-Source Collaborative Framework Based on ARCore for Implementing Teaching, Training and Monitoring Applications." Sensors 21, no. 5 (March 7, 2021): 1865. http://dx.doi.org/10.3390/s21051865.

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Augmented Reality (AR) provides an alternative to the traditional forms of interaction between humans and machines, and facilitates the access to certain technologies to groups of people with special needs like children. For instance, in pediatric healthcare, it is important to help children to feel comfortable during medical procedures and tests that may be performed on them. To tackle such an issue with the help of AR-based solutions, this article presents the design, implementation and evaluation of a novel open-source collaborative framework that enables to develop teaching, training, and monitoring pediatric healthcare applications. Specifically, such a framework allows for building collaborative applications and shared experiences for AR devices, providing functionalities for connecting with other AR devices and enabling real-time visualization and simultaneous interaction with virtual objects. Since all the communications involved in AR interactions are handled by AR devices, the proposed collaborative framework is able to operate autonomously through a Local Area Network (LAN), thus requiring no cloud or external servers. In order to demonstrate the potential of the proposed framework, a practical use case application is presented. Such an application has been designed to motivate pediatric patients and to encourage them to increase their physical activity through AR games. The presented games do not require any previous configuration, as they use ARCore automatic surface detection technology. Moreover, the AR mobile gaming framework allows multiple players to engage in the same AR experience, so children can interact and collaborate among them sharing the same AR content. In addition, the proposed AR system provides a remote web application that is able to collect and to visualize data on patient use, aiming to provide healthcare professionals with qualified data about the mobility and mood of their patients through an intuitive and user-friendly web tool. Finally, to determine the performance of the proposed AR system, this article presents its evaluation in terms of latency and processing time. The results show that both times are low enough to provide a good user experience.
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Zhang, Xiaochen, Xiaoyu Yao, Lanxin Hui, Fuchuan Song, and Fei Hu. "A Bibliometric Narrative Review on Modern Navigation Aids for People with Visual Impairment." Sustainability 13, no. 16 (August 6, 2021): 8795. http://dx.doi.org/10.3390/su13168795.

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The innovations in the field of specialized navigation systems have become prominent research topics. As an applied science for people with special needs, navigation aids for the visually impaired are a key sociotechnique that helps users to independently navigate and access needed resources indoors and outdoors. This paper adopts the informetric analysis method to assess the current research and explore trends in navigation systems for the visually impaired based on bibliographic records retrieved from the Web of Science Core Collection (WoSCC). A total of 528 relevant publications from 2010 to 2020 were analyzed. This work answers the following questions: What are the publication characteristics and most influential publication sources? Who are the most active and influential authors? What are their research interests and primary contributions to society? What are the featured key studies in the field? What are the most popular topics and research trends, described by keywords? Additionally, we closely investigate renowned works that use different multisensor fusion methods, which are believed to be the bases of upcoming research. The key findings of this work aim to help upcoming researchers quickly move into the field, as they can easily grasp the frontiers and the trend of R&D in the research area. Moreover, we suggest the researchers embrace smartphone-based agile development, as well as pay more attention to phone-based prominent frameworks such as ARCore or ARKit, to achieve a fast prototyping for their proposed systems. This study also provides references for the associated fellows by highlighting the critical junctures of the modern assistive travel aids for people with visual impairments.
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Hoefnagel, Anthonius J., and Bartholomeus M. Wepster. "Further studies an the extended Hammett equation comprising the hydrophobic constant: Reactivity data for benzoic acids, arylacetic acids, β-arylpropionic acids, trans- and cis-cinnamic acids, methyl benzoates; dissociation constants, DDM reaction and alkaline hydrolysis in various water-organic solvent mixtures." Collection of Czechoslovak Chemical Communications 55, no. 1 (1990): 119–35. http://dx.doi.org/10.1135/cccc19900119.

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The extended Hammett eguaition Δ = ρs + hπ comprising the hydrophobic constant π is found to be effective in the title compounds and reactivities in various solvent mixtures. In 32 vol.% tert-butanol-water hmdecreases in the order ArCOOMe (-0.25), cis-ArCH=CHCOOH (-0.18), ArCOOH and ArCH2COOH (-0.16), ArCH2CH2COOH and trans-ArCH=CHCOOH (-0.07). For ArCOOH, mixtures like 40-60% methanol, 50% ethanol, 50% acetone and 50% dioxane give similar hm values of circa -0.05. For ArCH2COOH the effects of 3-iodo and 4-iodo substituents are acid-weakening in 32% tert-butanol. The consequences of the hπ term for ρ, σ, and the averaging of σ values, are discussed.
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Jurado, David, Juan M. Jurado, Lidia Ortega, and Francisco R. Feito. "GEUINF: Real-Time Visualization of Indoor Facilities Using Mixed Reality." Sensors 21, no. 4 (February 5, 2021): 1123. http://dx.doi.org/10.3390/s21041123.

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Mixed reality (MR) enables a novel way to visualize virtual objects on real scenarios considering physical constraints. This technology arises with other significant advances in the field of sensors fusion for human-centric 3D capturing. Recent advances for scanning the user environment, real-time visualization and 3D vision using ubiquitous systems like smartphones allow us to capture 3D data from the real world. In this paper, a disruptive application for assessing the status of indoor infrastructures is proposed. The installation and maintenance of hidden facilities such as water pipes, electrical lines and air conditioning tubes, which are usually occluded behind the wall, supposes tedious and inefficient tasks. Most of these infrastructures are digitized but they cannot be visualized onsite. In this research, we focused on the development of a new application (GEUINF) to be launched on smartphones that are capable of capturing 3D data of the real world by depth sensing. This information is relevant to determine the user position and orientation. Although previous approaches used fixed markers for this purpose, our application enables the estimation of both parameters with a centimeter accuracy without them. This novelty is possible since our method is based on a matching process between reconstructed walls of the real world and 3D planes of the replicated world in a virtual environment. Our markerless approach is based on scanning planar surfaces of the user environment and then, these are geometrically aligned with their corresponding virtual 3D entities. In a preprocessing phase, the 2D CAD geometry available from an architectural project is used to generate 3D models of an indoor building structure. In real time, these virtual elements are tracked with the real ones modeled by using ARCore library. Once the alignment between virtual and real worlds is done, the application enables the visualization, navigation and interaction with the virtual facility networks in real-time. Thus, our method may be used by private companies and public institutions responsible of the indoor facilities management and also may be integrated with other applications focused on indoor navigation.
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Xie, Yichen, Andy Chou, and Dawson Engler. "ARCHER." ACM SIGSOFT Software Engineering Notes 28, no. 5 (September 2003): 327–36. http://dx.doi.org/10.1145/949952.940115.

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31

Harper, Robert. "Archie." ACM SIGBIO Newsletter 12, no. 3 (September 1992): 13–20. http://dx.doi.org/10.1145/147126.147128.

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32

SCHOR, ESTHER. "ARCADE." Yale Review 107, no. 3 (July 2019): 98–99. http://dx.doi.org/10.1111/yrev.13533.

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Mullen, Harryette, and Erica Hunt. "Arcade." Antioch Review 56, no. 2 (1998): 244. http://dx.doi.org/10.2307/4613694.

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SCHOR, ESTHER. "ARCADE." Yale Review 107, no. 3 (2019): 98–99. http://dx.doi.org/10.1353/tyr.2019.0043.

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35

Hardenberg, Achaz von, Bill Shipley, and Marco Festa-Bianchet. "Another one bites the dust: Does incisor-arcade size affect mass gain and survival in grazing ungulates?" Canadian Journal of Zoology 81, no. 9 (September 1, 2003): 1623–29. http://dx.doi.org/10.1139/z03-141.

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Incisor-arcade size affects foraging efficiency in grazing ungulates and should be under strong selective pressure. We investigated individual variation in incisor-arcade size and its relationship with body mass and survival in bighorn sheep (Ovis canadensis) at Ram Mountain, Alberta, Canada, over 9 years. In adult ewes, incisor-arcade breadth and depth decreased with age, probably as a result of tooth wear. We found no effects of incisor-arcade size on survival of lambs or adult ewes. In adult ewes, an apparent positive effect of incisor-arcade size on survival disappeared when age was accounted for. Incisor-arcade breadth and depth had no effect on summer mass gain in lambs or adult ewes. Although linear models suggested that arcade breadth in lambs was correlated with summer mass gain, a latent variable path analysis model revealed that the correlation was due to an allometric relationship of arcade breadth with body size. Variation in incisor-arcade size in bighorn sheep appears to be due to individual variation in body size and age rather than to directional selection.
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CAETANO, EDIE BENEDITO, JOÃO JOSÉ SABONGI NETO, LUIZ ANGELO VIEIRA, MAURÍCIO FERREIRA CAETANO, JOSÉ EDUARDO DE BONA, and THAIS MAYOR SIMONATTO. "ARCADE OF FLEXOR DIGITORUM SUPERFICIALIS MUSCLE: ANATOMICAL STUDY AND CLINICAL IMPLICATIONS." Acta Ortopédica Brasileira 26, no. 1 (February 2018): 36–40. http://dx.doi.org/10.1590/1413-785220182601174278.

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ABSTRACT Objective: The arcade of the flexor digitorum superficialis muscle (FDS) is an anatomical structure which has not yet been widely studied and is a site of nerve compression. The aim of this study was to analyze the arcade of the FDS muscle and its relations with the median and anterior interosseous nerves through anatomic dissections. Method: Fifty arms from 25 adult cadavers (21 males and 4 females) were dissected; 18 were previously preserved in formalin and glycerin and 7 fresh specimens were dissected in the Laboratory of Anatomy. Results: The arcade of the superficial flexor muscle was identified in all dissected limbs. The radial and humeral heads were present in all specimens, and the ulnar head in 16 (32%). We identified two varieties of the arcade structure: a fibrous arcade in 32 specimens (64%), and a muscular arcade in 11 specimens (22%). In 4 specimens (8%) the arcade was very fine and so transparent that the nerve could be seen within the arcade. In 3 forearms the arcade was considered irregular because of discontinuity between the fibers that comprised this structure. Conclusion: The fibrous arcade of the FDS muscle may be a potential cause of nerve compression of the median and interosseous anterior nerves. Level of Evidence IV; Case series.
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37

Roca, Florencia. "Family business valuation in emerging economies: the arcor case." Emerald Emerging Markets Case Studies 11, no. 4 (December 14, 2021): 1–52. http://dx.doi.org/10.1108/eemcs-02-2021-0057.

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Learning outcomes This case can be used to help students achieve the following objectives: To project financial statements and assemble different pieces of financial information to create a valuation model (objective #1, create), To calculate a value for Arcor shares, supporting the estimated value with the chosen assumptions and methodologies (objective #2, evaluate), To draw connections between four different approaches to valuation (DCF, EVA, RV and VI), contrasting them and weighting their advantages and limitations (objective #3, analyze), To examine the relationship between forecasted financial statements and valuation (objective #3, analyze), To discuss the calculation of the Weighted Average Cost of Capital in a new situation as is an emerging economy, with the corresponding country-risk adjustment (objective #4, apply), To discuss the sources of value creation in a family-owned private company in a developing economy (objective #4, apply), To understand the dilemma that the head of a company was facing, identifying the three possible financing alternatives discussed in the text as follows: corporate bonds, earnings reinvestment and an IPO (objective #5, understand). To recall basic facts, as the main character’s opinion on the direction of the local economy or the fact that Arcor already complies with the information requirements of a public company (objective #7, remember). Case overview/synopsis This case is based on the valuation of the world’s largest candy maker, Arcor S.A.I.C., originally a Latin American company, which remains a private family business. The key problem presented by the case is the use of different valuation approaches to price Arcor shares, in view of a possible Initial Public Offer. The case illustrates the application of four main valuation approaches as follows: Discounted Cash Flow (DCF), Economic Value Added (EVA), Relative Valuation (RV) and Value Investing (VI). Additionally, it includes a fundamental analysis of eight years of historical financial information and the preparation of forecasted financial statements. Set in a developing economy, the Arcor case introduces the complexities of calculating the cost of capital with the inclusion of country risk, as well as the financial analysis distortions caused by an environment of high inflation. Complexity academic level The Arcor case is appropriate to be used in graduate courses of Corporate Finance, Valuation or Private Equity. Supplementary materials Teaching notes are available for educators only. Subject code CSS 1: Accounting and Finance.
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Potvin, Sarah, and Catherine Coker. "Arcane Magic." Reference & User Services Quarterly 53, no. 1 (September 1, 2013): 51–59. http://dx.doi.org/10.5860/rusq.53n1.51.

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39

Paul-Lévy, Françoise. "Arcane d'Idoménée." L'Homme 29, no. 111 (1989): 106–30. http://dx.doi.org/10.3406/hom.1989.369153.

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40

Or, Amir, and Peter Cole. "Archer/Home." Poem 1, no. 1 (January 2013): 40–41. http://dx.doi.org/10.1080/20519842.2013.11415321.

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41

Culp, K. "Archie Cochrane." Scottish Medical Journal 47, no. 4 (August 2002): 89–90. http://dx.doi.org/10.1177/003693300204700405.

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42

Ciccotelli. "Reflections Arcade." Antioch Review 78, no. 1 (2020): 182. http://dx.doi.org/10.7723/antiochreview.78.1.0182.

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43

Miller, Nicholas E. "“Now That It's Just Us Girls”." Feminist Media Histories 4, no. 3 (2018): 205–26. http://dx.doi.org/10.1525/fmh.2018.4.3.205.

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Archie comics have long faced pressures to confront social issues and produce more diverse, inclusive narratives. With Riverdale, the Archie-verse has newly asserted its cultural relevance by simultaneously embracing and revising a nostalgia for earlier Archie comics and characters. This essay explores how the social media paratexts of the Riverdale actors negotiate between the feminist aspirations of the television show and the less progressive politics of earlier Archie comics. Examining these transmedial paratexts, it demonstrates how the beloved Archie characters from earlier comics become newly embodied and vocalized by the actors who portray them in Riverdale, thus inviting comics readers and television fans to embrace a new feminist vision for the Archie-verse while also opening it up to postfeminist critiques.
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Su, Ying Ming, and Hui Ting Chang. "Influence of Summer Outdoor Pedestrian Wind Environment Comfort with Height-to-Width Ratios of Arcade in Taiwan." Applied Mechanics and Materials 851 (August 2016): 633–38. http://dx.doi.org/10.4028/www.scientific.net/amm.851.633.

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Arcade, a regional architecture style in Taiwan, is gradually replaced by sidewalk with the prevailing global trends of architecture design, thereby bringing greater challenges to pedestrians comfort. Past researches suggest optimal urban wind regime can mitigate heat island effect and enhance pedestrians comfort level. Therefore, the relationship between arcade and pedestrian wind comfort as well as the influence of arcade’s height-to-width ratios (H/W) on urban wind environment are worth a thorough research. This study takes Farglory Kyoto Community as the example. Arcades in three varied sizes are compared: In Case 1, height-to-width ratio (H/W) =1.25; Case 2(H/W=1.54); Case 3(H/W=0.75). In Aug 2016, field measurement was conducted comparable anal++ysis on outdoor environmental comfort. The field measurement result indicates that, wind environment is more stable for arcade than sidewalk, and that air temperature of arcade is 3.9 °C lower than sidewalk, thereby concluding arcade tends to generate more pedestrian wind comfort in summer. The measurement result of Thermo GEAR G100EXD suggests, during the hottest time at noon, the difference between air temperature on sidewalk and on arcade reaches 8 °C. This study also proves that in subtropical climates, arcade is more likely to provide pedestrians with higher comfort level, and that air temperature on arcade is 3.9°C lower than outdoors. The lower the height-to-width ratio is, the more comfortable the environment appears to be.
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Wu, Zhuo Jia, and Zi Lin Li. "Study on Constructing Arch-Centre Structure of Wood Arcade Bridges." Applied Mechanics and Materials 484-485 (January 2014): 682–86. http://dx.doi.org/10.4028/www.scientific.net/amm.484-485.682.

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The arcade bridge is the crystallization of the ancient working people's time and wisdom, and owns a high scientific, cultural, historical, and artistic value. Each wood arcade bridge is different in the form. In this paper, the core technology for constructing the arch-centre structure of wood arcade bridges in southern Zhejiang is studied.
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46

Wimmers, Anthony J., and Christopher S. Velden. "Advancements in Objective Multisatellite Tropical Cyclone Center Fixing." Journal of Applied Meteorology and Climatology 55, no. 1 (January 2016): 197–212. http://dx.doi.org/10.1175/jamc-d-15-0098.1.

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AbstractAn improved version of the Automated Rotational Center Hurricane Eye Retrieval (ARCHER) tropical cyclone (TC) center-fixing algorithm, introduced here as “ARCHER-2,” is presented with a characterization of its accuracy and precision and a comparison with alternative methods. The algorithm is calibrated for 37- and 85–92-GHz microwave imagers; geostationary imagery at visible, near-infrared, and longwave infrared window channels; and scatterometer ambiguities. In addition to a center fix, ARCHER-2 produces a quantitative estimate of expected error that can be used automatically or manually to evaluate the suitability of a result. The median center-fix error ranges from 24 (using scatterometer) to 49 (using infrared window) km relative to the National Hurricane Center best track. Multisatellite, multisensor results can also be used together to produce a TC-track estimate that selects from the best of all of the available imagery in the ancillary “ARCHER-Track” product. The median error of ARCHER-Track varies between 17 and 38 km, depending on TC intensity and data latency. The bias of the product’s expected error varies between 0% and 12%, which translates to an average of only 4 km. When compared with operational, subjective center-fix estimates, the ARCHER-Track approach improves on 29%–43% of these cases at the tropical-depression and tropical-storm stages, at which further assistance is typically sought. This result demonstrates that ARCHER-2 and ARCHER-Track can complement and accelerate operational forecasting where needed and can furnish other automated TC-analysis methods with well-characterized center-fix information.
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Li, Wen Li, and Bin Zhang. "The Conception of Sustainable Development on Architectural Configuration of Traditional Arcade." Applied Mechanics and Materials 438-439 (October 2013): 1657–61. http://dx.doi.org/10.4028/www.scientific.net/amm.438-439.1657.

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The contradiction between traditional arcade building and modernization process arose gradually and restricted the development of arcade. With the accelerated urbanization, the interruption of inheritance and continuation of this type of architecture with regional characteristics turned up. Based on the theory of modern urban space, the architectural configuration is regarded as the breakthrough point, where the arcade building is deeply analyzed from three aspects of spatial configuration enrichment, substance function expansion and place spirit deepening. To provide the basic idea and method for achieving sustainable development, some relevant strategies and conceptions on inheritance and development of arcade building are put forward.
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Kluge, Alexander. "Histoires d’Able Archer." Cahiers d’études germaniques 2015, no. 69 (December 18, 2015): 33–38. http://dx.doi.org/10.4000/ceg.1071.

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Powicke, Michael R., and Jim Bradbury. "The Medieval Archer." American Historical Review 92, no. 1 (February 1987): 116. http://dx.doi.org/10.2307/1862812.

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Plachouras, Vassilis, Florent Carpentier, Muhammad Faheem, Julien Masanès, Thomas Risse, Pierre Senellart, Patrick Siehndel, and Yannis Stavrakas. "ARCOMEM Crawling Architecture." Future Internet 6, no. 3 (August 19, 2014): 518–41. http://dx.doi.org/10.3390/fi6030518.

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