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1

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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2

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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3

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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5

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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6

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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7

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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8

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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9

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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10

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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11

Jiang, Jie, and Yang Kuang. "The Research of Assembling Computer Based on Augmented Reality." Applied Mechanics and Materials 713-715 (January 2015): 1171–74. http://dx.doi.org/10.4028/www.scientific.net/amm.713-715.1171.

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In this paper, author uses the camera as a capture tool for video, and then uses the ARToolKit, develops a assembling computer experiment based on augmented reality. It can run leave from the hardware environment, save equipment, reduce equipment loss and save the experimental cost. If this method is applied to high cost or dangerous operating experiment, it is helpful.
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12

Jiang, Jie, and Yang Kuang. "The Research of Developing Virtual Jewelry Worn System Based on ARToolkit." Applied Mechanics and Materials 713-715 (January 2015): 2382–86. http://dx.doi.org/10.4028/www.scientific.net/amm.713-715.2382.

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This paper describes how to realize the virtual jewelry worn system based on ARToolkit technology. This technology can help consumers experience the jewelry worn on his body effect before receive the actual product, it can enrich people's online shopping experience. Augmented Reality technology lets online shoppers use the virtual goods to resolve the gap is larger between apparel goods and photos of them.
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13

TSUCHIHASHI, Issei, Eiji TAKAHASHI, and Yasuo HAYASHIBARA. "2A1-B25 Navigation of Autonomous Mobile Robot by Sign with ARToolKit." Proceedings of JSME annual Conference on Robotics and Mechatronics (Robomec) 2010 (2010): _2A1—B25_1—_2A1—B25_3. http://dx.doi.org/10.1299/jsmermd.2010._2a1-b25_1.

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JANG, Minho, Hyundeok LEE, Sangjae KIM, Shinji KURIHARA, Geoffrey BIGGS, and Noriaki ANDO. "2P1-B03 RT-Components for Augmented Reality Systems using the ARToolKit." Proceedings of JSME annual Conference on Robotics and Mechatronics (Robomec) 2010 (2010): _2P1—B03_1—_2P1—B03_3. http://dx.doi.org/10.1299/jsmermd.2010._2p1-b03_1.

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15

朱, 超翼. "Research and Experiment of Underground Engineering Augment Reality Based on ARToolkit." Hans Journal of Civil Engineering 02, no. 01 (2013): 20–25. http://dx.doi.org/10.12677/hjce.2013.21004.

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Baasandorj, Bayanjargal, Aamir Reyaz, Batmunkh Battulga, Deok Jin Lee, and Kil To Chong. "Formation of Multiple-Robots Using Vision Based Approach." Applied Mechanics and Materials 419 (October 2013): 768–73. http://dx.doi.org/10.4028/www.scientific.net/amm.419.768.

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Multi-robots system has grown enormously with a large variety of topics being addressed. It is an important research area within the robotics and artificial intelligence. By using the vision based approach this paper deals with the formation of multiple-robots. Three NXT robots were used in the experiment and all the three robots work together as one virtual mobile robot. In addition to these things we also used TCP/IP socket, ArToolKit, NXT robot, Bluetooth communication device. And for programming C++ was used. Results achieved from the experiment were highly successful.
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17

YANO, Yuki, Yoshiki ITO, and Hirofumi MAEDA. "502 Self-localization measurement of the piping inspection robot by a ARtoolkit." Proceedings of Conference of Chugoku-Shikoku Branch 2016.54 (2016): _502–1_—_502–2_. http://dx.doi.org/10.1299/jsmecs.2016.54._502-1_.

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18

Liu, Kun, Tingting Guo, and Yao Fu. "ARToolKit Target Tracking and Animation Fusion Technology Based on Edge Computing and Augmented Reality." Wireless Communications and Mobile Computing 2023 (April 26, 2023): 1–15. http://dx.doi.org/10.1155/2023/4121255.

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Since the beginning of the 21st century, computer network technology has been developing at a rapid speed. Many things that people thought were remote or even impossible 10 years ago can now become a reality, such as AR. AR is augmented reality. After simulating computer-generated text, image, 3D models, music, video, and other virtual information and applied to the real world, the two kinds of information complement each other, so as to achieve the “enhancement” of the real world. AR is augmented reality, a new field that is currently emerging. Using AR technology can add a realistic and virtual atmosphere to the real environment, giving users a better visual experience. Edge computing is a more efficient algorithm based on cloud computing. Traditional cloud computing, which requires all terminal devices to go from the cloud to the edge, consumes more energy and time, while using edge computing is more efficient. Applying edge computing to AR can render videos and pictures in real time, giving users a better experience. This paper is aimed at studying the ARToolKit target tracking and animation fusion technology based on edge computing and augmented reality and using this technology to propose and design an AR computing edge model. And compared with the traditional AR technology, the final experimental results show that the use of ARToolKit target tracking and animation fusion technology based on edge computing and augmented reality can reduce the minimum delay time by 1/3 compared with traditional cloud computing. The signal-to-noise ratio of the fused animation effect is significantly increased. Compared with the traditional gray value fusion, it only needs 1/2 of the number of calculations to achieve the same fusion effect.
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19

Зелінська, Сніжана, Альберт Азарян, and Володимир Азарян. "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." Педагогіка вищої та середньої школи 51 (December 13, 2018): 263–75. http://dx.doi.org/10.31812/pedag.v51i0.3674.

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Zelinska S.O., Azaryan A.A. and Azaryan V.A. 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.
 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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20

Suzuki, Kenji, Nobuatsu Tanaka, and Seiya Katsuta. "320 Analysis of Behavior of MDOF Wave Power Generator on Free Surface using ARToolkit." Proceedings of Ibaraki District Conference 2015.23 (2015): 159–60. http://dx.doi.org/10.1299/jsmeibaraki.2015.23.159.

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21

KATSUTA, Seiya, Kenji SUZUKI, and Nobuatsu TANAKA. "E222 Behavior analysis using ARToolkit of small and multi-degree-of-freedom wave-power generator." Proceedings of the National Symposium on Power and Energy Systems 2015.20 (2015): 331–32. http://dx.doi.org/10.1299/jsmepes.2015.20.331.

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22

Khan, Dawar, Sehat Ullah, Dong-Ming Yan, et al. "Robust Tracking Through the Design of High Quality Fiducial Markers: An Optimization Tool for ARToolKit." IEEE Access 6 (2018): 22421–33. http://dx.doi.org/10.1109/access.2018.2801028.

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23

Vista, Felipe, Deok Jin Lee, and Kil To Chong. "Remote activation and confidence factor setting of ARToolKit with data association for tracking multiple markers." International Journal of Control and Automation 6, no. 6 (2013): 243–52. http://dx.doi.org/10.14257/ijca.2013.6.6.23.

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24

Mobile Computing, Wireless Communications and. "Retracted: ARToolKit Target Tracking and Animation Fusion Technology Based on Edge Computing and Augmented Reality." Wireless Communications and Mobile Computing 2023 (December 13, 2023): 1. http://dx.doi.org/10.1155/2023/9891871.

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25

Hanifi Elhachemi Amar, Reda, Laredj Benchikh, Hakima Dermeche, Ouamri Bachir, and Zoubir Ahmed-Foitih. "Trajectory reconstruction for robot programming by demonstration." International Journal of Electrical and Computer Engineering (IJECE) 10, no. 3 (2020): 3066. http://dx.doi.org/10.11591/ijece.v10i3.pp3066-3073.

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The reproduction of hand movements by a robot remains difficult and conventional learning methods do not allow us to faithfully recreate these movements because it is very difficult when the number of crossing points is very large. Programming by Demonstration gives a better opportunity for solving this problem by tracking the user’s movements with a motion capture system and creating a robotic program to reproduce the performed tasks. This paper presents a Programming by Demonstration system in a trajectory level for the reproduction of hand/tool movement by a manipulator robot; this was realized by tracking the user’s movement with the ArToolkit and reconstructing the trajectories by using the constrained cubic spline. The results obtained with the constrained cubic spline were compared with cubic spline interpolation. Finally the obtained trajectories have been simulated in a virtual environment on the Puma 600 robot.
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Dembogurski, Renan Augusto, Bruno José Dembogurski, José Luiz Ribeiro De Souza Filho, Dhiego Oliveira Sad, Rodrigo De Souza Silva, and Marcelo Bernardes Vieira. "Interactive Virtual Terrain Generation using Augmented Reality Markers." Journal on Interactive Systems 3, no. 3 (2013): 1. http://dx.doi.org/10.5753/jis.2012.619.

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This paper presents an application that allows the generation of virtual terrains interactively, using augmented reality markers. This application also allows the user to navigate in the generated virtual environment. To demonstrate how the process is done, a terrain generation scenario was chosen. Virtual objects were augmented using markers and the detection is done through the ARToolKit framework. A particle system was used to simulate deformation to better incorporate the needs of terrain generation. The deformation itself follows an interparticle force between the particles attached to a movable physical marker and the particles attached to a fixed multi-marker representing the mesh. A viscous force is also used to generate a plastic material effect ensuring permanent deformation. The resulting application although conceptually simple and easy to use, can produce an immersive output environment that the user can freely navigate.
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Reda, Hanifi Elhachemi Amar, Benchikh Laredj, Dermeche Hakima, Bachir Ouamri, and Ahmed-Foitih Zoubir. "Trajectory reconstruction for robot programming by demonstration." International Journal of Electrical and Computer Engineering (IJECE) 10, no. 3 (2020): 3066–73. https://doi.org/10.11591/ijece.v10i3.pp3066-3073.

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The reproduction of hand movements by a robot remains difficult and conventional learning methods do not allow us to faithfully recreate these movements because it is very difficult when the number of crossing points is very large. Programming by Demonstration gives a better opportunity for solving this problem by tracking the user’s movements with a motion capture system and creating a robotic program to reproduce the performed tasks. This paper presents a Programming by Demonstration system in a trajectory level for the reproduction of hand/tool movement by a manipulator robot; this was realized by tracking the user’s movement with the ArToolkit and reconstructing the trajectories by using the constrained cubic spline. The results obtained with the constrained cubic spline were compared with cubic spline interpolation. Finally the obtained trajectories have been simulated in a virtual environment on the Puma 600 robot.
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YAMAUCHI, Makoto, and Kazuyo IWAMOTO. "2P2-E06 Task support using augmented reality II : Accuracy of position and pose detection by ARToolKit." Proceedings of JSME annual Conference on Robotics and Mechatronics (Robomec) 2008 (2008): _2P2—E06_1—_2P2—E06_4. http://dx.doi.org/10.1299/jsmermd.2008._2p2-e06_1.

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Wang, Yue, Shusheng Zhang, Sen Yang, Weiping He, and Xiaoliang Bai. "Mechanical assembly assistance using marker-less augmented reality system." Assembly Automation 38, no. 1 (2018): 77–87. http://dx.doi.org/10.1108/aa-11-2016-152.

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Purpose This paper aims to propose a real-time augmented reality (AR)-based assembly assistance system using a coarse-to-fine marker-less tracking strategy. The system automatically adapts to tracking requirement when the topological structure of the assembly changes after each assembly step. Design/methodology/approach The prototype system’s process can be divided into two stages: the offline preparation stage and online execution stage. In the offline preparation stage, planning results (assembly sequence, parts position, rotation, etc.) and image features [gradient and oriented FAST and rotated BRIEF (ORB)features] are extracted automatically from the assembly planning process. In the online execution stage, too, image features are extracted and matched with those generated offline to compute the camera pose, and planning results stored in XML files are parsed to generate the assembly instructions for manipulators. In the prototype system, the working range of template matching algorithm, LINE-MOD, is first extended by using depth information; then, a fast and robust marker-less tracker that combines the modified LINE-MOD algorithm and ORB tracker is designed to update the camera pose continuously. Furthermore, to track the camera pose stably, a tracking strategy according to the characteristic of assembly is presented herein. Findings The tracking accuracy and time of the proposed marker-less tracking approach were evaluated, and the results showed that the tracking method could run at 30 fps and the position and pose tracking accuracy was slightly superior to ARToolKit. Originality/value The main contributions of this work are as follows: First, the authors present a coarse-to-fine marker-less tracking method that uses modified state-of-the-art template matching algorithm, LINE-MOD, to find the coarse camera pose. Then, a feature point tracker ORB is activated to calculate the accurate camera pose. The whole tracking pipeline needs, on average, 24.35 ms for each frame, which can satisfy the real-time requirement for AR assembly. On basis of this algorithm, the authors present a generic tracking strategy according to the characteristics of the assembly and develop a generic AR-based assembly assistance platform. Second, the authors present a feature point mismatch-eliminating rule based on the orientation vector. By obtaining stable matching feature points, the proposed system can achieve accurate tracking results. The evaluation of the camera position and pose tracking accuracy result show that the study’s method is slightly superior to ARToolKit markers.
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Ogawa, Yohei, and Takayuki Nakamura. "1P1-Q01 Development of Life-support Robotic Arm Control System using Kinect and ARToolkit(Robots for Works (2))." Proceedings of JSME annual Conference on Robotics and Mechatronics (Robomec) 2013 (2013): _1P1—Q01_1—_1P1—Q01_2. http://dx.doi.org/10.1299/jsmermd.2013._1p1-q01_1.

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AKIBA, Naoki, and Mitsuhiro YAMANO. "1P1-C06 Development of RT component Using Kinect and ARToolKit for Human-friendly Robots(RT Middleware and Open System)." Proceedings of JSME annual Conference on Robotics and Mechatronics (Robomec) 2013 (2013): _1P1—C06_1—_1P1—C06_2. http://dx.doi.org/10.1299/jsmermd.2013._1p1-c06_1.

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32

Partiwi, Arini. "PENGENALAN PEMICU PEMANASAN GLOBAL MENGGUNAKAN TEKNOLOGI AUGMENTED REALITY BERBASIS DESKTOP." Jurnal Ilmiah Teknologi dan Rekayasa 24, no. 1 (2019): 46–57. http://dx.doi.org/10.35760/tr.2019.v24i1.1933.

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Kemajuan teknologi semakin meningkat seiring dengan perkembangan zaman. Bermacam teknologi telah diciptakan untuk berbagai keperluan dan pada berbagai bidang ilmu, terutama di dalam bidang informasi, edukasi dan komunikasi. Kemajuan teknologi dapat digunakan sebagai sarana edukasi serta adanya perkembangan informasi dan komunikasi dapat membantu manusia dalam melakukan pekerjaannya. Salah satu teknologi yang berkembang saat ini adalah Augmented Reality (AR) yaitu suatu teknologi yang menggabungkan benda maya dua dimensi ataupun tiga dimensi ke dalam sebuah lingkungan nyata, lalu memproyeksikan benda-benda maya tersebut secara real time. Salah satu implementasi dari AR ini dibangun dengan memasukan teknologi Augmented Reality ke dalam kartu sebagai media interaktif pengenalan pemicu pemanasan global. Pengenalan pemicu pemanasan global yang dibangun dengan teknologi AR diharapkan dapat membantu dalam menampilkan serta menyampaikan informasi yang dapat menarik minat masyarakat untuk lebih mengetahui tentang pemicu terjadinya pemanasan global. Pembuatan aplikasi AR menggunakan metode SDLC (System Development Life Cycle), model rancangan pengembangan yang digunakan adalah Unified Modelling Languange (UML) dan pembuatan AR menggunakan software library ARToolkit. Faktor pemicu pemanasan gobal yang terdiri dari AC, asap mobil, asap pabrik dan penebangan pohon masing-masing telah berhasil disajikan dalam objek 3D.
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Lailiyah, Siti, Reza Andrea, and Mira Dewi Yustina. "MEMBANGUN VISUALISASI 3D GEDUNG STMIK WIDYA CIPTA DHARMA BERBASIS AUGMENTED REALITY PADA BROSUR PENERIMAAN MAHASISWA BARU." Sebatik 15, no. 1 (2016): 7–11. http://dx.doi.org/10.46984/sebatik.v15i1.69.

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Penyajian informasi dalam media promosi masih banyak menggunakan cara konvensional dan belum memadukan unsur -unsur teknologi modern. Augmented Reality (AR) adalah bidang penelitian komputer yang menggabungkan data grafis 3 dimensi dengan dunia nyata atau dengan kata lain realita yang ditambahkan ke suatu media. Kegiatan pengenalan kampus STMIK Widya Cipta Dharma saat ini menggunakan media brosur yang berisi gambar 2 dimensi dan informasi mengenai kampus sehingga banyak calon mahasiswa baru yang kurang tertarik karena kurangya informasi mengenai fasilitas gedung yang dimiliki, namun akan sangat menarik jika gambar pada brosur disajikan dengan berbentuk 3 dimensi.
 Visualisasi 3D gedung STMIK Widya Cipta Dharma berbasis augmented reality pada brosur penerimaan mahasiswa baru diawali dengan penginstalan software pendukung augmented reality, ARToolKit, kemudian merancang desain 3D objek gedung STMIK Widya Cipta Dharma menggunakan Google SketchUp, selanjutnya merancang desain marker dan desain brosur penerimaan mahasiswa baru menggunakan Adobe Photoshop CS3.
 Berdasarkan hasil pengujian beta, Visualisasi 3D Gedung STMIK Widya Cipta Dharma Berbasis Augmented Reality pada Brosur Penerimaan Mahasiswa Baru ini dapat menjadi salah satu media alternatif untuk promosi pada calon mahasiswa baru dan menarik sebagai media promosi yang memperkenalkan bangunan STMIK Widya Cipta Dharma dengan cara yang lebih interaktif.
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Dharmayanti, Dharmayanti, and Dimas Dwi Permana. "Supplementary Factual Data An Encyclopaedia of Land Transportation Models in Jakarta Using Multimedia Technologies." Journal of Multimedia Trend and Technology 3, no. 2 (2024): 113–21. http://dx.doi.org/10.35671/jmtt.v3i2.73.

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The development of multimedia technology in various learning applications shows an increasing trend. According to the source (Head of IT Division AR & Co Indonesia) "the future of Augmented Reality has many advantages compared to Virtual Reality because users can see and touch digital objects and can interact with digital elements. Using Augmented Reality technology means that it will give birth to a new type of interaction between humans and computers". Therefore, research was conducted to create an encyclopedia of Jakarta transportation using augmented reality technology. This encyclopedia book is in the form of a book containing seven models of Jakarta transportation with a marker in the form of a QR-code. Each marker on each page displays a three-dimensional model of transportation along with its animation. This encyclopedia book about Jakarta transportation was created using the ARToolkit library software. To create a three-dimensional organ using the Blender 2.64 application, while making the marker using Adobe Photoshop CS4. The output of this application is in the form of a three-dimensional vehicle model along with animation that will be seen and the webcam is highlighted on the marker.
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Yamauchi, Makoto, and Kazuyo Iwamoto. "Combination of optical shape measurement and augmented reality for task support: I. Accuracy of position and pose detection by ARToolKit." Optical Review 17, no. 3 (2010): 263–68. http://dx.doi.org/10.1007/s10043-010-0046-z.

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36

Yulsilviana, Ekawati, Basrie Basrie, and Ary Wida Saputra. "IMPLEMENTASI AUGMENTED REALITY PEMASARAN RUMAH PT. RIKA BERSAUDARA SAKTI MENGGUNAKAN METODE MARKER BASED TRACKING PADA BROSUR PERUMAHAN." Sebatik 17, no. 1 (2017): 11–15. http://dx.doi.org/10.46984/sebatik.v17i1.80.

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Kebutuhan informasi dalam media promosi masih banyak menggunakan cara konvensional dan belum memadukan unsur-unsur teknologi modern. Augmented Reality (AR) adalah bidang penelitian komputer yang menggabungkan data grafis 3 dimensi dengan dunia nyata atau dengan kata lain realita yang ditambahkan ke suatu media. Media pemasaran yang digunakan oleh PT. Rika Bersaudara Sakti saat ini menggunakan media brosur yang berisi gambar 2 dimensi dan informasi tentang rumah yang dipasarkan sehingga banyak para pembeli yang kurang tertarik karena pembeli tidak bisa melihat bentuk rumah secara lagsung, namun akan sangat menarik jika gambar pada brosur disajikan dengan berbentuk 3 dimensi.
 Implementasi augmented reality pemasaran rumah PT.Rika Bersaudara Sakti menggunakan metode marker based tracking pada brosur perumahan ini diawali dengan penginstalan software pendukung augmented reality yaitu ARToolKit. Merancang desain 3D objek rumah yang dipasarkan PT,Rika Bersaudara Sakti menggunakan Google SketchUp, merancang desain marker dan desain brosur perumahan PT. Rika Bersaudara Sakti menggunakan Adobe Photoshop CS4.
 Berdasarkan hasil pengujian beta, Implementasi augmented reality pemasaran rumah PT.Rika Bersaudara Sakti menggunakan metode marker based tracking pada brosur perumahan ini dapat menjadi salah satu media alternatif untuk promosi kepada calon pembeli dan menarik sebagai media promosi yang memperlihatkan rumah-rumah yang dipasarkan PT. Rika Bersaudara Saktidengan cara yang lebih interaktif.
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Aryanti, Putri Gea, Rasiban, Frencis Matheos Sarimole, and Tundo. "Pengembangan Media Pembelajaran Berbasis Teknologi Augmented Reality (AR) dengan Algoritma Vuforia SDK pada Mata Pelajaran IPA Kelas VIII di Madrasah Al-Aqsha (MTS)." Jurnal Indonesia : Manajemen Informatika dan Komunikasi 5, no. 3 (2024): 3004–19. http://dx.doi.org/10.35870/jimik.v5i3.998.

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This research aims to develop learning media in the form of an Android-based Augmented Reality application on human respiratory system material which can provide information about the introduction of respiratory system organs and their processes, and markerless images of the shapes of the organs which have been input into the Vuforia SDK library. This research develops an Augmented Reality application as an introduction to the organs of the respiratory system using several tools such as: MDLC, Unity, ARToolkit to better understand students about the respiratory system. The application of Augmented Reality in this research uses the Marker Based methods. The Augmented Reality application for recognizing the respiratory system in humans was tested using BlackBox with results of passing the system functional test 100% and usability testing results using a questionnaire. The learnability aspect was 4.47, efficiency 4.43, memorability 4.2, errors 4.5, and satisfaction 4.52, this application was tested in the "Good" category. Although there are problems with the quality of the camera and lighting, the test results show that this application is interesting and worthy of being developed again, so the implementation of Augmented Reality on MTS Al-Aqsa is the right step to support the method concept learning.
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Ikeda, Hidetoshi, Shinya Atoji, Manami Amemiya, et al. "Recovery Strategy for Overturned Wheeled Vehicle Using a Mobile Robot and Experimental Validation." Sensors 22, no. 16 (2022): 5952. http://dx.doi.org/10.3390/s22165952.

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This paper describes mobile robot tactics for recovering a wheeled vehicle that has overturned. If such a vehicle were to tip over backward off its wheels and be unable to recover itself, especially in areas where it is difficult for humans to enter and work, overall work efficiency could decline significantly, not only because the vehicle is not able to perform its job, but because it becomes an obstacle to other work. Herein, the authors propose a robot-based recovery method that can be used to recover such overturned vehicles, and the authors evaluate its effectiveness. The recovery robot, which uses a mounted manipulator and hand to recover the overturned vehicle, is also equipped with a camera and a personal computer (PC). The ARToolKit software package installed on the PC detects AR markers attached to the overturned vehicle and uses the information they provide to orient itself in order to perform recovery operations. A statics analysis indicates the feasibility of the proposed method. To facilitate these operations, it is also necessary to know the distance between the robotic hand and the target position for grasping of vehicle. Therefore, a theoretical analysis is conducted, and a control system based on the results is implemented. The experimental results obtained in this study demonstrate the effectiveness of the proposed system.
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Maraza-Quispe, Benjamín, Olga Melina Alejandro-Oviedo, Kelly Shirley Llanos-Talavera, Walter Choquehuanca-Quispe, Simón Angel Choquehuayta-Palomino, and Nicolas Esleyder Caytuiro-Silva. "Towards the Development of Emotions through the Use of Augmented Reality for the Improvement of Teaching-Learning Processes." International Journal of Information and Education Technology 13, no. 1 (2023): 56–63. http://dx.doi.org/10.18178/ijiet.2023.13.1.1780.

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This research aims to determine how the use of Augmented Reality technology propiciates learning achievements through generate emotions in students. The metodology used for development of this research was the selection and application of ARToolKit open-source software, specialized in augmented reality implementation, after that, we implemented a 3D model on the topic “Cell Biology” developed in “Unity3D”. A Likert scale test according to main emotions is applied to a sample of 50 students selected through simple random sampling from a total population of 100 students. The sample is divided into two groups, 25 students for the experimental group and 25 students for the control group. In experimental group, Augmented Reality will be used during three learning sessions. In control group Augmented Reality is not used. In both cases the Likert scale test will be applied after each learning session. At the end of the three learning sessions, a competency-based evaluation is applied according to selected criteria. The results show that 80% of the 25 students in the experimental group improved their academic performance with respect to the control group, which maintained a standard average academic performance of 50%. In conclusion, we can say that the use of Augmented Reality technology in the development of sessions in teaching-learning process, generate emotions in students who are enable to improve their learnings.
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Birlo, Manuel, Philip J. Eddie Edwards, Soojeong Yoo, et al. "CAL-Tutor: A HoloLens 2 Application for Training in Obstetric Sonography and User Motion Data Recording." Journal of Imaging 9, no. 1 (2022): 6. http://dx.doi.org/10.3390/jimaging9010006.

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Obstetric ultrasound (US) training teaches the relationship between foetal anatomy and the viewed US slice to enable navigation to standardised anatomical planes (head, abdomen and femur) where diagnostic measurements are taken. This process is difficult to learn, and results in considerable inter-operator variability. We propose the CAL-Tutor system for US training based on a US scanner and phantom, where a model of both the baby and the US slice are displayed to the trainee in its physical location using the HoloLens 2. The intention is that AR guidance will shorten the learning curve for US trainees and improve spatial awareness. In addition to the AR guidance, we also record many data streams to assess user motion and the learning process. The HoloLens 2 provides eye gaze, head and hand position, ARToolkit and NDI Aurora tracking gives the US probe positions and an external camera records the overall scene. These data can provide a rich source for further analysis, such as distinguishing expert from novice motion. We have demonstrated the system in a sample of engineers. Feedback suggests that the system helps novice users navigate the US probe to the standard plane. The data capture is successful and initial data visualisations show that meaningful information about user behaviour can be captured. Initial feedback is encouraging and shows improved user assessment where AR guidance is provided.
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G, Kokila Selva Kumari Dr S. R. Sundaravalli. "AUGMENTED REALITY: AN EMERGING TECHNOLOGY." International Journal of Advance and Applied Research 2, no. 17 (2022): 207–12. https://doi.org/10.5281/zenodo.7053507.

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<strong><em>Abstract</em></strong> <em>The more modern and sophisticated technology of today are undergoing constant transformation. Every area of our life, including education, has changed as a result of contemporary computing technologies. Digital tools are used to enhance the traditional teaching method. Additionally, a lot of software with varied functions is being used. A single one of them is augmented reality (AR). AR gives kids access to real-world experiences. A knowledge-based society, where knowledge is a tremendous power, economy, and potency of an individual and the benefit of a country, has benefited greatly from the advances in science and technology and their application. Its greatness and expansion both have a magnificent detonation. To access and effectively use this rapidly developing technology, we require innovative knowledge. It necessitates total access to and control over the knowledge acquisition process. With the aid of information and communication technological science, it is possible. Over the past ten years, augmented reality (AR) interfaces have proliferated, with an increase in user-based trials. Chemistry note cards have long been a mainstay for remembering new concepts; with AR, they now offer greater content for learning. An open-source computer tracking framework called ARToolkit is used to build powerful augmented reality apps. A digital content repository with the construction of coursework, learning games and simulations, augmented reality, and virtual reality will be developed with efficiency and perfection, according to the National Education Policy (NEP, 2020). The current status, various device types, hardware, software, applications, and content for augmented reality are discussed in this paper.</em>
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Taketo, Kamasaka, Miyamoto Kodai, Ishizu Takahiro, Aoki Kenji, and Sakamoto Makoto. "Intuitive Manipulation of Virtual Clay in Augmented Reality." International Journal of Recent Technology and Engineering (IJRTE) 10, no. 3 (2021): 79–84. https://doi.org/10.35940/ijrte.C6435.0910321.

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In recent years, there has been a lot of research on how to achieve interaction between users and virtual objects using augmented reality. Interaction technologies in augmented reality need to enable users to handle virtual objects intuitively. In addition, since hands are the main means of interaction with objects in real life, it is also necessary to enable interaction operations with hands on virtual objects [1]. In order to make it possible to intuitively handle objects in virtual space using hands in real space, it is necessary to consider whether physical phenomena in real space and virtual space are correctly superimposed (physical consistency). In this study, we proposed a system that allows users to intuitively handle the deformation, movement, and merging of virtual objects in augmented reality. The system was then used by four university students to compare it with existing studies [2].
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Harahap, Ardiansyah, Adi Sucipto, and Jupriyadi Jupriyadi. "PEMANFAATAN AUGMENTED REALITY (AR) PADA MEDIA PEMBELAJARAN PENGENALAN KOMPONEN ELEKTRONIKA BERBASIS ANDROID." Jurnal Ilmiah Infrastruktur Teknologi Informasi 1, no. 1 (2020): 20–25. http://dx.doi.org/10.33365/jiiti.v1i1.266.

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@font-face{ font-family:"Times New Roman"; } @font-face{ font-family:"宋体"; } p.MsoNormal{ mso-style-name:Normal; mso-style-parent:""; margin:0pt; margin-bottom:.0001pt; font-family:'Times New Roman'; } p.MsoFooter{ mso-style-name:Footer; margin:0pt; margin-bottom:.0001pt; font-family:'Times New Roman'; } p.MsoHeader{ mso-style-name:Header; margin:0pt; margin-bottom:.0001pt; font-family:'Times New Roman'; } mso-style-name:"Abstract Text"; margin-top:6.0000pt; margin-bottom:6.0000pt; text-align:justify; text-justify:inter-ideograph; font-family:'Times New Roman'; font-size:12.0000pt; } span.msoIns{ mso-style-type:export-only; mso-style-name:""; text-decoration:underline; text-underline:single; color:blue; } span.msoDel{ mso-style-type:export-only; mso-style-name:""; text-decoration:line-through; color:red; } } div.Section0{page:Section0;}Perkembangan teknologi di bidang elektronika menuntut kalangan pelajar dan pengajar untuk dapat mengenali, mengetahui dan memahami komponen-komponen yang berhubungan dengan elektronika. Penelitian ini bertujuan merancang suatu aplikasi yang dapat memberikan informasi tentang symbol komponen elektronika berupa nama, fungsi dan gambar bentuk fisik sesuai dengan markerless yang telah diinput kedalam library Vuforia SDK. Penelitian ini mengembangkan aplikasi Augmented Reality sebagai pengenalan Komponen Elektronika dengan menggunakan beberapa tools seperti : MDLC, Unity, ARToolkit, dan Blender agar semakin mengenali pelajar tentang Komponen Elektronika. Penerapan Augmented Reality pada penelitian ini menggunakan metode Marker Based dan Monitor Based System. Aplikasi Augmented Reality Komponen Elektronika diuji menggunakan BlackBox dengan hasil lulus uji fungsional sistem 100% dan hasil pengujian usability menggunakan kuesioner Aspek learnability 4,47, efficiency 4,43, memorability 4,2, errors 4,5, dan satisfaction 4,52, aplikasi ini teruji dalam kategori “Baik”, Meskipun kendala terdapat pada kualitas kamera dan pencahayaan namun hasil pengujian menunjukan bahwa aplikasi ini menarik,dan layak untuk dikembangkan kembali, sehingga penerapan Augmented Reality di SMK Nusantara 1 Kotabumi merupakan langkah tepat guna mendukung konsep metode pembelajaran.Kata Kunci: simbol, komponen elektronika, Augmented Reality, Unity, Marker based
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44

Lichty, Patrick. "The Aesthetics of Liminality: Augmentation as Artform." Leonardo 47, no. 4 (2014): 325–36. http://dx.doi.org/10.1162/leon_a_00837.

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From ARToolkit’s emergence in the 1990s to the emergence of augmented reality (AR) as an art medium in the 2010s, AR has developed as a number of evidential sites. As an extension of virtual media, it merges real-time pattern recognition with goggles (finally realizing William Gibson’s sci-fi fantasy) or handheld devices. This creates a welding of real-time media and virtual reality, or an optically registered simulation overlaid upon an actual spatial environment. Commercial applications are numerous, including entertainment, sales, and navigation. Even though AR-based works can be traced back to the late 1990s, AR work requires some understanding of coding and tethered imaging equipment. It was not until marker-based AR, affording lower entries to usage, as well as geo-locational AR-based media, using handheld devices and tablets, that augmented reality as an art medium would propagate. While one can argue that AR-based art is a convergence of handheld device art and virtual reality, there are intrinsic gestures specific to augmented reality that make it unique. The author looks at some historical examples of AR as well as critical issues of AR-based gestures such as compounding the gaze, problematizing the retinal, and the representational issues of informatic overlays. This generates four gestural vectors, analogous to those defined in “The Translation of Art in Virtual Worlds,” which is examined through case studies. From this, a visual theory of augmentation will be proposed.
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Mohamed, Badeche, and Benmohammed Mohamed. "Classification of the Latin Alphabet as Pattern on ARToolkit Markers for Augmented Reality Applications." September 27, 2012. https://doi.org/10.5281/zenodo.1059944.

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augmented reality is a technique used to insert virtual objects in real scenes. One of the most used libraries in the area is the ARToolkit library. It is based on the recognition of the markers that are in the form of squares with a pattern inside. This pattern which is mostly textual is source of confusing. In this paper, we present the results of a classification of Latin characters as a pattern on the ARToolkit markers to know the most distinguishable among them.
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46

Apriansyah, Dodi. "TEKNOLOGI AUGMENTED REALITY PENGENALAN RUMAH ADAT DI SUMATERA UNTUK ANAK SEKOLAH DASAR." Jurnal Alih Teknologi Komputer (ALTEK) 1, no. 1 (2020). http://dx.doi.org/10.57084/altek.v1i1.337.

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Augmented Reality (AR) adalah Teknologi yang menggabungkan benda maya kedalam lingkungan nyata secara realtime. Augmented Reality diterapkan di berbagai bidang, salah satunya dibidang pendidikan sebagai media pembelajaran. Dalam penelitian ini teknologi Augmented Reality dimasukkan kedalam buku pengenalan buah pada anak usia dini dengan tujuan untuk membuat media pembelajaran pengenalan buah untuk anak usia dini ini menjadi lebih menarik dan interaktif. Aplikasi dirancang kemudian direalisasikan menggunakan fungsi-fungsi dalam library ARToolKit untuk aktifasi kamera, tracking marker dan menampilkan objek virtual 3D dari buah diatas marker yang terdapat di dalam buku pengenalan buah Dengan adanya aplikasi ini diharapkan dapat meningkatkan minat belajar anak untuk lebih mengenal buah. Kata kunci: Augmented Reality, buku, ARToolkit, virtual, 3D.
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HAN, Cheng, Li-juan BAI, Bao-xing BAI, Chao ZHANG, and Yun-bo YANG. "The Calibration of Kinect Camera Based on ARtoolkit." DEStech Transactions on Engineering and Technology Research, mcae (November 27, 2017). http://dx.doi.org/10.12783/dtetr/mcae2017/15957.

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48

Blagoj, Nenovsk. "Recognizing and Tracking Outdoor Objects by Using Artoolkit Markers." January 16, 2020. https://doi.org/10.5281/zenodo.3610004.

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We created an augmented reality platform for spatial exploration that recognizes buildings facades and displays various multimedia for different time points. In order to provide the user with the best user experience fast recognition and stable tracking are the key elements of any augmented reality app. In an outdoor environment, lighting, reflective surfaces and occlusion can drastically affect the user experience. In a setup where these conditions are similar, marker creation methodology and the app parameters are key. In this paper we focus on resizing the photo prior marker creating and the importance of camera calibration and resolution and their effect on the recognition speed and quality of tracking outdoor objects.
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Jaya, Yoga Putra, Agus Efendi, and Endar Suprih Wihidayat. "Development of Augmented Reality Learning Media for Plantae Material in Class X Biology Subjects Using Arttoolkit." Journal of Informatics and Vocational Education 6, no. 1 (2023). http://dx.doi.org/10.20961/joive.v6i1.64253.

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&lt;p&gt;A lot of material discusses Plantae, so interesting learning is needed so that students can easily accept and understand the material provided. AR technology can facilitate learning Plantae in the classroom. This research develops AR-based "Plantar" media. The application was developed based on Android to make it easier for students to learn plantae material in biology subjects. Plantar was developed using the Ionic platform and ARToolkit as the AR feature development library. Plantar uses a PWA (Progressive Web App) type to open its use via a browser. Field tests were conducted on 36 Kebakkramat SMA students to assess presence, affordance, and usability. The results showed that the Plantar media received a very good rating and did not require repair. So that the general public can use the Plantar application, especially high school students, to study Plantae material in an exciting way using the AR feature. In the future, it is hoped that the Plantar application will be useful in helping the learning process of Plantae material. &lt;/p&gt;&lt;p&gt;Keywords: Learning Media, Augmented Reality, ARToolkit&lt;/p&gt;
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"COMPARATIVA TÉCNICA DE HERRAMIENTAS PARA REALIDAD AUMENTADA: WIKITUDE, VUFORIA Y ARTOOLKIT." AXIOMA 2, no. 19 (2018): 86–96. http://dx.doi.org/10.26621/xv19.2018.12.a08.pucesi.2550.6684.

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