Academic literature on the topic 'ARToolkit'

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Journal articles on the topic "ARToolkit"

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Chang, Yong, Wen Peng Xu, and Lei Wang. "Research on 3D Visualization of Underground Antique Tomb Based on Augmented Reality." Applied Mechanics and Materials 336-338 (July 2013): 1434–38. http://dx.doi.org/10.4028/www.scientific.net/amm.336-338.1434.

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This paper researches on 3D visualization of underground antique tomb based on Augmented Reality .At first,this paper established 3D model of antique tomb with OpenGL in VC++6.0. In order to establish augmented reality 3D model of antique tomb, the OpenGL model of antique tomb was transferred into ARToolKit and realized 3D augmented reality visualization in ARToolKit. As ARToolKit uses computer vision techniques to calculate the real camera position and orientation relative to marked cards,so it is difficult to provide AR applications in outdoor environment. At last, this paper puts forth a new method to allow ARtoolkit to receive the data of GPS and 3D electronic compass, so it can make 3D registration with both computer vision and sensors.
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Khan, Dawar, Inam ur Rehman, Sehat Ullah, et al. "A Low-Cost Interactive Writing Board for Primary Education using Distinct Augmented Reality Markers." Sustainability 11, no. 20 (2019): 5720. http://dx.doi.org/10.3390/su11205720.

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Educational institutions demand cost-effective and simple-to-use augmented reality systems. ARToolKit, an open-source computer tracking library for the creation of augmented reality applications that overlay virtual imagery on the real world, is such a system. It uses a simple camera and black-and-white markers printed on paper. However, due to inter-marker confusion, if the marker distinctions are not ensured, the markers are often miss-recognized. This paper presents an ARToolKit-based Interactive Writing Board (IWB) with a simple mechanism for designing confusion-free marker libraries. The board is used for teaching single characters of Arabic/Urdu to primary level students. It uses a simple ARToolKit marker for the recognition of each character. After marker recognition, the IWB displays the corresponding image, helping students with character understanding and pronunciation. Experimental results reveal that the system improves students’ motivation and learning skills.
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Yang, Wang Gong. "Research of Augmented Reality for Children’s Books on the Basis of Artoolkits." Applied Mechanics and Materials 644-650 (September 2014): 3383–86. http://dx.doi.org/10.4028/www.scientific.net/amm.644-650.3383.

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Nowadays, augmented reality technology is changing our traditional reading way. Children’s books can provide immersive experience which is personally on the scene to children with augmented reality scene, three-dimensional modeling technique, etc. It is no doubt that augmented reality scene not only creates an art present surface of enhancing effect for authors, but also gives an extra process of experience to participators. The paper discusses the key technology of ARToolKit, and applies ARToolKit to children’s books area.
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Adams, Lucas, Thigo B. Trrevisan, Pedro Luis Paula Filho, Fernando Schutz, and Hamilton Pereira da Silva. "Estudo de realidade aumentada através da biblioteca Artoolkit." Revista Eletrônica Científica Inovação e Tecnologia 4, no. 7 (2013): 24. http://dx.doi.org/10.3895/recit.v4.n7.4188.

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Hussen, Hoger Mahmud. "Virtual Object Position Manipulation Using ARToolKit." Journal of University of Human Development 1, no. 2 (2015): 306. http://dx.doi.org/10.21928/juhd.v1n2y2015.pp306-310.

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In this paper the outcome of a project is presented that aims to modify and improve one of the most widely used Augmented Reality tools. Augmented reality (AR), is a fast growing area of virtual reality research.
 Augmented Reality (AR) is a newly emerging technology by which user’s view of the real world is augmented with additional information from a computer model. ARToolKit is one of the most widely used toolkits for Augmented Reality applications. The toolkit tracks optical markers and overlays virtual objects on the markers. In the current version of the toolkit the overlaid object is stationary or loops regardless of the optical target position, this means that the overlaid object cannot be animated or changed based on the movement of the optical target.
 The aim is to improve the toolkit, therefore a design solution to modify it were designed and implement so that users can manipulate the position of the overlaid virtual object, through movements of the optical target. The design solution focuses on developing a mathematically based links between the position of the optical target and the overlaid virtual object.
 To test the solution test cases were developed and the results show that the design solution is effective and the principal idea can be used to develop many applications in different sectors such as education and health.
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An, Jun, Jin Song Fan, Rui Hua, and Da Peng Feng. "Augmented Product Modeling Technique in New Product Development." Advanced Materials Research 156-157 (October 2010): 36–41. http://dx.doi.org/10.4028/www.scientific.net/amr.156-157.36.

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Product modeling or prototype is an important part of new product development. After comparing the characteristics of physical model, digital prototype, and virtual prototype in new development product design, we propose to build augmented products model based on Augmented Reality technology. It has the characteristics of real-time interactivity, short production cycles, real feeling as physical prototype, and small equipment investment. Two model construction techniques are highlighted in the system developed by ARToolKit used as a development platform in the construction of augmented model. One is a direct construction technique based on OpenGL, and the other is an indirect construction technique based on 3D software and OpenGL,the virtual model is integrated into real scene in ARToolKit. Finally, implementations for the two methods are described in detail and examples are given, which indicates that the proposed augmented product modeling technique is practicable and feasible .
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Nakanishi, Hiroaki, and Hiroyuki Hashimoto. "AR-Marker/IMU Hybrid Navigation System for Tether-Powered UAV." Journal of Robotics and Mechatronics 30, no. 1 (2018): 76–85. http://dx.doi.org/10.20965/jrm.2018.p0076.

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Electrically powered unmanned aerial vehicles (UAV) are useful in performing inspection at various infrastructures or plants. A power supply through a tether cable is effective in extending flight time. During inspection activities, some or all satellites may be occluded. UAVs for inspection must be operated even in GPS-denied areas; therefore, a navigation system for GPS-denied areas is required. Depth information cannot be obtained correctly by a monocular camera. The ARToolkit, which is widely applied in augmented reality (AR), is not sufficient as a UAV navigation system. We have proposed a hybrid navigation method that integrates the ARToolkit and an inertial measurement unit (IMU). An analytic solution for both the worst and best estimation of yaw angle can be obtained by simple computation and helps remove outliers in measurements. From experimental results, it was proven that position estimation using the proposed method corresponded reasonably; however, it was necessary to correct the difference between the camera origin and the body’s center of gravity.
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Nenovski, Blagoj, and Igor Nedelkovski. "Recognizing and Tracking Outdoor Objects by Using Artoolkit Markers." International Journal of Computer Science and Information Technology 11, no. 6 (2019): 21–28. http://dx.doi.org/10.5121/ijcsit.2019.11603.

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Khan, Dawar, Sehat Ullah, and Ihsan Rabbi. "Factors affecting the design and tracking of ARToolKit markers." Computer Standards & Interfaces 41 (September 2015): 56–66. http://dx.doi.org/10.1016/j.csi.2015.02.006.

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Demidova, Liliya. "Augmented Reality and ARToolkit for Android: the First Steps." SHS Web of Conferences 29 (2016): 02010. http://dx.doi.org/10.1051/shsconf/20162902010.

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Dissertations / Theses on the topic "ARToolkit"

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Schlaug, Frida. "3D Modeling in Augmented Reality." Thesis, Linköpings universitet, Informationskodning, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-67602.

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This project aims to make 3D modeling easy through the use of augmented reality. Black and white markers are used to augment the virtual objects. Detection of these is done with help from ARToolKit, developed at University of Washington. The model is represented by voxels, and visualised through the marching cubes algorithm. Two physical tools are available to edit the model; one for adding and one for removing volume. Thus the application is similar to sculpting or drawing in 3D. Thee resulting application is both easy to use and cheap in that it does not require expensive equipment.
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Freitas, Rubina de Dória e. "SMART: system of augmented reality for teaching." Master's thesis, Universidade da Madeira, 2008. http://hdl.handle.net/10400.13/107.

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Os computadores e os jogos de consola, são um vocabulário bem comum dos jovens e das crianças de hoje. No entanto, na maior parte das escolas, o processo de ensino-aprendizagem continua a ser feito da forma tradicional através do recurso aos quadros pretos e aos cadernos. Este projecto pretende mostrar que, se as aulas forem dadas de uma forma mais interactiva, as crianças estarão mais motivadas e consequentemente a taxa de aprendizagem terá tendência a aumentar. Pretende-se então, utilizar a tecnologia – a Realidade Aumentada, acreditando que será uma mais valia para o ensino, pois permite estabelecer novas relações com o saber, ultrapassando os limites dos materiais tradicionais e contribuindo para a diminuição da distância entre os alunos e o conhecimento.<br>Orientador: Pedro Filipe Pereira Campos
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Missere, Mattia. "Sistemi di realtà aumentata basati su smart-glasses." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2015. http://amslaurea.unibo.it/9571/.

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Grazie al progresso nel potenziamento dell'hardware sono state sviluppate tecnologie che stanno rivoluzionando drasticamente il modo di interagire con l'ambiente circostante. Una di queste è sicuramente l'avvento degli Smartglasses e della relativa Realtà Aumentata (AR). Sulla scia del rapido diffondersi di questa tecnologia negli ultimi anni, questa tesi vuole mettere in evidenza le opportunità e i benefici legati al suo impiego esponendo come questa aprirà nuove forme di servizi e metterà in discussione il mondo così come lo si conosce. In particolare la tesi è strutturata in questo modo: nel capitolo uno verranno esposte le tre principali tecnologie wearables rispettivamente SmartWatches, FitnessTracker e SmartGlasses, quest'ultimi visti non solo come dei semplici wearables ma come dispositivi per la Realtà Aumentata, mostrando la maggior parte di quelli presenti sul mercato con una relativa descrizione delle caratteristiche hardware. Nel secondo capitolo verrà dunque esposto il concetto di Realtà Aumentata con l'illustrazione di come si progetta generalmente un'applicazione AR ed analizzando alcuni degli innumerevoli scenari applicativi. Nel terzo capitolo verrà presentato come la tecnologia smartglass utilizzi la realtà aumentata e verranno mostrate le proposte applicative che i più importanti prodotti offrono. Nel quarto capitolo invece si parlerà dei vari tools di sviluppo per progettare ed implementare applicazioni di realtà aumentata in particolare per dispositivi smartglasses. Nel quinto capitolo verrà approfondito proprio uno di questi tools: le librerie di ARToolKit raccontandone le caratteristiche principali e mostrando la struttura generale di un'applicazione che ne fa uso. Infine nel sesto capitolo verrà discusso come questa realtà aumentata grazie all'ausilio di tutti questi dispositivi sta cambiando il modo di interagire con tutto l'ambiente, creando scenari futuristici che coinvolgono ambienti intelligenti nei quali si creerà un livello digitale che aumenterà il mondo fisico.
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Lžičař, Radek. "Rozšířená realita pro platformu Android." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2009. http://www.nusl.cz/ntk/nusl-236660.

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This thesis deals with Google Android platform, augmented reality and the ARToolKit library. An application demonstrating augmented reality for Google Android was designed and implemented in this thesis.
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Gaudenzi, Fabio. "Progettazione e sviluppo di applicazioni di augmented reality interattive." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2014. http://amslaurea.unibo.it/6970/.

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Nel 2011, circa 5 milioni di persone usavano regolarmente applicativi mobi-le basati su qualche forma di realtà aumentata. Secondo alcune previsioni entro il 2020 servizi che sfruttano questa tecnologia avranno una base di utenti che rasenta un settimo della popolazione mondiale, rendendo di fatto la realtà aumentata l’ottavo mezzo di comunicazione di massa dopo la stampa, l’audio registrato, il cinema, la radio, la televisione, internet ed infine i servizi multimediali mobile. La tesi si propone di illustrare le caratteristiche di questa tecnologia distinguendo varie tecniche e strumenti a disposizione degli sviluppatori per costruire l’esperienza di augmented reality. Entrando nel merito dello sviluppo software si analizza una architettura di riferimento proposta per sistemi di realtà aumentata e pattern per lo sviluppo dei diversi componenti. Infine vengono confrontati gli SDK oggi più diffusi cercando di evidenziarne caratteristiche comuni e peculiarità.
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Pavlenko, Peter. "Zařízení pro interakci v rozšířené realitě." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2017. http://www.nusl.cz/ntk/nusl-363742.

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This master thesis explores interactive augmented reality. The aim is to design, create andtest device, which allows interaction between user and augmented reality. First analyzesaugmented reality, devices for its displaying and necessary calibration methods. Then, onthe basis of acquired knowledge, shows design and construction of few prototypes of devicelike this. Finally it shows experiments to test correctness of the concept.
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Joonatan, Mänttäri. "Evaluation of Intuitive VR-based HRI for Simulated Industrial Robots." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-24880.

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While the accessibility and technology behind industrial robots is improving as well as becomingless expensive, the installation and conguration of industrial robot cells still proves tobe an expensive venture, especially for small and mid-sized companies. It is therefore of greatinterest to simulate robot cell installations, both for verication of system functionality as wellas for demonstration purposes for clients.However, the construction and conguration of a simulated robot cell is a time-consumingprocess and requires expertise that is often only found in engineers who are experienced withsoftware programming and spacial kinematics. If the process were to be simplied it would bringgreat advantages not only concerning the more ecient use of the time of software engineers butalso in marketing applications.As this paper will show, the use of Virtual Reality (VR) in simulating, displaying andcontrolling robots is a well investigated subject. It has been shown that VR can be used to showrobot simulation in more detail and to specify path movement in task programming. This paperfocuses upon nding and evaluating an intuitive Human Robot Interface (HRI) for interactingwith simulated robots using virtual reality.An HRI is proposed and evaluated, using the Oculus Rift Head Mounted Display (HMD)to display a 3-dimensional (3D) VR environment of a Robot Cell in ABB RobotStudio. Usingmarker-based tracking enabled by ARToolkit, the user's position in real world coordinates isforwarded to the virtual world, along with the position and orientation of a hand-held tool thatallows the user to manipulate the robot targets that are part of the simulated robots program.The system as an HRI was successful in giving the user a strong sense of immersion andgiving them a much better understanding of the robot cell and the positions of the dened robottargets. All participants were also able to dene robot targets much faster with the proposedinterface than when using the standard RobotStudio tools. Results show that the performance ofthe tracking system is adequate with regards to latency and accuracy for updating user positionand hand-held tool when using a video capture resolution of 640x480.
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Tuška, David. "Návrh bytu pomocí rozšířené reality." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2010. http://www.nusl.cz/ntk/nusl-237140.

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This master's thesis is dealing with the usage of augmented reality for a layout of a flat proposition. The aim of this work is to create a system which detects markers on the walls using ARToolKit library. The position of the used in flat is determined by using the markers. Then the system disposes the user's position for operate with a camera in a 3D modelling program called Google SkretchUp. The system is consisted of a server and a client part. The server one copes with the incoming video in which it detects the markers and evaluates the position of user by the help of the markers. The client part of the system is represented by a plugin module for 3D modelling program Google SkretchUp. A client is asking the server for the positions of the user in the flat model and consequently he set the camera in the program Google SkretchUp according to these positions. The client is also asking for the individual pictures from the video which he shows against the background of Google SketchUp and thanks to this, he creates a view of a real scene extended of virtual objects.
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Portalés, Ricart Cristina. "Entornos multimedia de realidad aumentada en el campo del arte." Doctoral thesis, Universitat Politècnica de València, 2008. http://hdl.handle.net/10251/3402.

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La relación ente Ciencia y Arte ha mantenido a lo largo de la historia momentos de proximidad o distanciamiento, llegando a entenderse como dos culturas diferentes, pero también se han producido situaciones interdisciplinares de colaboración e intercambio que en nuestros días mantienen como nexo común la cultura digital y el uso del ordenador. Según Berenguer (2002) desde la aparición del ordenador, científicos y artistas están encontrando un espacio común de trabajo y entendimiento. Mediante el empleo de las nuevas tecnologías, la distancia que separa ambas disciplinas es cada vez más corta. En esta tesis, cuyo título es "Entornos Multimedia de Realidad Aumentada en el Campo del Arte", se presenta una investigación teórico-práctica de la tecnología de realidad aumentada aplicada al arte y campos afines, como el edutainment (educación + entretenimiento). La investigación se ha realizado en dos bloques: en el primer bloque se trata la tecnología desde distintos factores que se han considerado relevantes para su entendimiento y funcionamiento; en el segundo se presentan un total de seis ensayos que constituyen la parte práctica de esta tesis.<br>Portalés Ricart, C. (2008). Entornos multimedia de realidad aumentada en el campo del arte [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/3402<br>Palancia
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Richards, Mark Andrew. "An intuitive motion-based input model for mobile devices." Queensland University of Technology, 2006. http://eprints.qut.edu.au/16556/.

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Traditional methods of input on mobile devices are cumbersome and difficult to use. Devices have become smaller, while their operating systems have become more complex, to the extent that they are approaching the level of functionality found on desktop computer operating systems. The buttons and toggle-sticks currently employed by mobile devices are a relatively poor replacement for the keyboard and mouse style user interfaces used on their desktop computer counterparts. For example, when looking at a screen image on a device, we should be able to move the device to the left to indicate we wish the image to be panned in the same direction. This research investigates a new input model based on the natural hand motions and reactions of users. The model developed by this work uses the generic embedded video cameras available on almost all current-generation mobile devices to determine how the device is being moved and maps this movement to an appropriate action. Surveys using mobile devices were undertaken to determine both the appropriateness and efficacy of such a model as well as to collect the foundational data with which to build the model. Direct mappings between motions and inputs were achieved by analysing users' motions and reactions in response to different tasks. Upon the framework being completed, a proof of concept was created upon the Windows Mobile Platform. This proof of concept leverages both DirectShow and Direct3D to track objects in the video stream, maps these objects to a three-dimensional plane, and determines device movements from this data. This input model holds the promise of being a simpler and more intuitive method for users to interact with their mobile devices, and has the added advantage that no hardware additions or modifications are required the existing mobile devices.
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Books on the topic "ARToolkit"

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Höhl, Wolfgang. Interactive environments with open-source software: 3D walkthroughs and augmented reality for architects with Blender 2.43, DART 3.0 and ARToolKit 2.72. Springer, 2009.

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Interaktive Ambiente mit Open-Source-Software: 3D-Walk-Throughs und Augmented Reality für Architekten mit Blender 2.43, DART 3.0 und ARToolKit 2.72. SpringerWienNewYork, 2009.

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Book chapters on the topic "ARToolkit"

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Zhao, Peng-fei, Tian-en Chen, Wei Wang, and Fang-yi Chen. "Research on Plant Growth Simulation Method Based on ARToolkit." In Computer and Computing Technologies in Agriculture X. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-06155-5_18.

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Hornecker, Eva, and Thomas Psik. "Using ARToolKit Markers to Build Tangible Prototypes and Simulate Other Technologies." In Human-Computer Interaction - INTERACT 2005. Springer Berlin Heidelberg, 2005. http://dx.doi.org/10.1007/11555261_6.

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Khan, Dawar, Sehat Ullah, and Ihsan Rabbi. "Sharp-Edged, De-noised, and Distinct (SDD) Marker Creation for ARToolKit." In Communications in Computer and Information Science. Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-11958-8_32.

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Chien, Jong-Chih, Hoang-Yang Lu, Yi-Sheng Wu, and Li-Chang Liu. "ARToolkit-Based Augmented Reality System with Integrated 1-D Barcode: Combining Colorful Markers with Remote Servers of 3D Data for Product Promotion Purposes." In Computational Collective Intelligence. Technologies and Applications. Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-16696-9_22.

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"Interactive environments with ARToolKit 2.72." In Interactive Environments with Open-Source Software. Springer Vienna, 2009. http://dx.doi.org/10.1007/978-3-211-79170-7_5.

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"Interaktive Ambiente mit ARToolKit 2.72." In Interaktive Ambiente mit Open-Source-Software. Springer Vienna, 2009. http://dx.doi.org/10.1007/978-3-211-79172-1_5.

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Yamauchi Yasushi. "Smart Dry Lab: An Augmented Reality (AR) Based Surgical Training Box." In Studies in Health Technology and Informatics. IOS Press, 2014. https://doi.org/10.3233/978-1-61499-375-9-476.

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Smart Dry Lab (SDL) is a low-cost, AR-based surgical training box, using the ARToolKit API. This is an add-on function for existing surgical training box, which enables quantitative evaluation of forceps maneuver and simulation of soft tissue deformation. In this paper we demonstrate functionality of our prototype system.
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Conference papers on the topic "ARToolkit"

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"DAQRI ARToolKit tutorial." In 2016 IEEE International Symposium on Mixed and Augmented Reality (ISMAR-Adjunct). IEEE, 2016. http://dx.doi.org/10.1109/ismar-adjunct.2016.0016.

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"Developing AR Applications with ARToolKit." In Third IEEE and ACM International Symposium on Mixed and Augmented Reality. IEEE, 2004. http://dx.doi.org/10.1109/ismar.2004.27.

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Dos Santos, Alan Brito, Juliel Bronzati Dourado, and Adriano Bezerra. "ARToolkit and Qualcomm Vuforia: An Analytical Collation." In 2016 XVIII Symposium on Virtual and Augmented Reality (SVR). IEEE, 2016. http://dx.doi.org/10.1109/svr.2016.46.

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He, Zongyi, Yongqi Liu, Yong Chang, and Shenghua Hu. "Designing and implementing outdoor augmented reality system based on ARToolKit." In Geoinformatics 2007, edited by Peng Gong and Yongxue Liu. SPIE, 2007. http://dx.doi.org/10.1117/12.764952.

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Iwasaki, Yohei, Sohei Nishimura, Yuichi Hamada, and Kazutake Kozono. "Development of the MR laboratory for electrical experiment using ARToolKit." In 2010 9th International Conference on Information Technology Based Higher Education and Training (ITHET). IEEE, 2010. http://dx.doi.org/10.1109/ithet.2010.5480055.

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Wang, Huibai, Junli Qin, and Fengquan Zhang. "A new interaction method for augmented reality based on ARToolKit." In 2015 8th International Congress on Image and Signal Processing (CISP). IEEE, 2015. http://dx.doi.org/10.1109/cisp.2015.7407945.

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He, Zongyi, Zongguo Xia, Yong Chang, Weirong Chen, Jinshan Hu, and Xiuqin Wei. "Research on underground pipeline augmented reality system based on ARToolKit." In Geoinformatics 2006: Geospatial Information Technology, edited by Huayi Wu and Qing Zhu. SPIE, 2006. http://dx.doi.org/10.1117/12.713123.

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Qing-xi, Hu, Liu Tao, and Yao Yuan. "An Easy System of Spatial Points Collection Based On ARtoolKit." In 2009 WRI World Congress on Computer Science and Information Engineering. IEEE, 2009. http://dx.doi.org/10.1109/csie.2009.680.

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VanWaardhuizen, Michael, James Oliver, and Jesus Gimeno. "Table Top Augmented Reality System for Conceptual Design and Prototyping." In ASME 2011 World Conference on Innovative Virtual Reality. ASMEDC, 2011. http://dx.doi.org/10.1115/winvr2011-5569.

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The AugmenTable is a desktop augmented reality workstation intended for conceptual design and prototyping. It combines a thin form factor display, inexpensive web cameras, and a PC into a unique system that enables natural interaction with virtual and physical parts. This initial implementation of the AugmenTable takes advantage of the popular open source augmented reality software platform ARToolkit to enable manual interaction with physical parts, as well as interaction with virtual parts via a physically marked pointer or a color-marked fingertip. This paper describes similar previous work, the methods used to create the AugmenTable, the novel interaction it affords users, and a number of avenues for advancing the system in the future.
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Zhang, Weiyi, Wangzihan Zhang, Minghui Xu, Yijun Zheng, and Haobo Wang. "Design and implementation of augmented reality system for paper media based on ARtoolKit." In Applications of Digital Image Processing XLIV, edited by Andrew G. Tescher and Touradj Ebrahimi. SPIE, 2021. http://dx.doi.org/10.1117/12.2594404.

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Reports on the topic "ARToolkit"

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Zelinska, Snizhana O., Albert A. Azaryan, and Volodymyr A. Azaryan. Investigation of Opportunities of the Practical Application of the Augmented Reality Technologies in the Information and Educative Environment for Mining Engineers Training in the Higher Education Establishment. [б. в.], 2018. http://dx.doi.org/10.31812/123456789/2672.

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The augmented reality technologies allow receiving the necessary data about the environment and improvement of the information perception. Application of the augmented reality technologies in the information and educative environment of the higher education establishment will allow receiving the additional instrumental means for education quality increasing. Application of the corresponding instrumental means, to which the platforms of the augmented reality Vuforia, ARToolKit, Kudan can be referred, will allow presenting the lecturers the necessary tools for making of the augmented reality academic programs.
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Semerikov, Serhiy O., Mykhailo M. Mintii, and Iryna S. Mintii. Review of the course "Development of Virtual and Augmented Reality Software" for STEM teachers: implementation results and improvement potentials. [б. в.], 2021. http://dx.doi.org/10.31812/123456789/4591.

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Abstract:
The research provides a review of applying the virtual reality (VR) and augmented reality (AR) technology to education. There are analysed VR and AR tools applied to the course “Development of VR and AR software” for STEM teachers and specified efficiency of mutual application of the environment Unity to visual design, the programming environment (e.g. Visual Studio) and the VR and AR platforms (e.g. Vuforia). JavaScript language and the A-Frame, AR.js, Three.js, ARToolKit and 8th Wall libraries are selected as programming tools. The designed course includes the following modules: development of VR tools (VR and Game Engines; physical interactions and camera; 3D interface and positioning; 3D user interaction; VR navigation and introduction) and development of AR tools (set up AR tools in Unity 3D; development of a project for a photograph; development of training materials with Vuforia; development for promising devices). The course lasts 16 weeks and contains the task content and patterns of performance. It is ascertained that the course enhances development of competences of designing and using innovative learning tools. There are provided the survey of the course participants concerning their expectations and the course results. Reduced amounts of independent work, increased classroom hours, detailed methodological recommendations and increased number of practical problems associated with STEM subjects are mentioned as the course potentials to be implemented.
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