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1

Ruiz, Aleksandr. "Mixed Reality Book." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21540.

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This report covers the methodology, research, and design process of my Thesis Project I: The Mixed Reality Book. The project is a proof-of-concept system that adds contextual periphery effects to regular paper books, using Spatial Augmented Reality. The intention is to enhance reading experiences within public libraries – amongst children and students. In this brief study we investigate how Projected Periphery can create, improve, and augment reading by manipulating the physical book, and the area around it, using projections. Throughout the study, I conduct design engagements, rapid prototyping, and workshops with the intention of identifying meaningful interactions. Two primary contexts of use are identified and analysed with an emphasis on developing usable design conventions and laying the foundation for a Mixed Reality Book system. The result is a working prototype, analysis of the research and challenges, and an exploration of how this technology could be shaped further and deployed.
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2

Karlgren, Kasper. "Perceived physical presence in Mixed reality embodiment vs Augmented reality robot interaction." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-265568.

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This thesis presents a novel interaction model using mixed reality simulating a robot human interaction; a clay embodiment is overlaid with animated facial features using mobile augmented reality. One of the challenges when building a social agent, whether it is for education or solely social interaction, is to achieve social presence. One way to increase the feeling of presence is to have the agent physically embodied by using a robot. Earlier research has found that users listen more to robots that are present, than robots that are presented through a screen. But there are problems that come with robots that are not yet solved. Robot are expensive, they break, they are hard to update and they are very limited to the realm and problems they are built for: even standing up can be a challenge. This thesis tests if the theory of embodiment as a tool to heighten presence can be achieved, even if the robot and the interaction is only present in a screen. The clay embodiment is built by hand and later 3D scanned. The clay embodiment is tracked using Vuforia’s object recognition of the scan and is given an animatable face in a mixed reality setting through unity. The interaction of comparison and the basis of evaluation consist of a fully virtual robot head placed in 3D space using ground plane tracking. These interactions are compared separately and test subjects are only exposed to one type of interaction. Through the study the participants interacting with the clay embodiment rated the exeprience higher in respect to physical presences and scored better ability to recall details than the one with the fully augmented robot human interaction. The results were significant and indicate, with the reservation of false positives given the small participation sample, that mobile augmented reality agent interactions are improved, in respect to attention allocation and physical presence, by the use of mixed reality embodiments. Overall the interaction was very well perceived. Both conditions were highly enjoyed and critique mostly focused on the lack of complexity in the dialogue - the participants wanted more. Initial positive feedback states that this can and should be tested further.
Den här uppsatsen presenterar en ny interaktionsmodell i mixed reality (förstärkt verklighet). Modellen simulerar en interaktion mellan en robot och en användare: en robotfigur gestaltad i lera är förstärkt med animerade ansiktsdrag som visas i en mixed reality - miljö genom en mobiltelefon. Interaktionsmodellen med den fysiska robotfiguren kombinerad med animerade ansiktsdrag testas mot en likadan interaktion med en helt virtuellt robot utan fysisk gestaltning. En av utmaningarna vid skapandet av sociala agenter, oavsett om de är byggda för undervisningsmiljöer eller enbart rent sociala interaktioner, är att åstadkomma en upplevelse av social närvaro. Ett sätt att öka känslan av närvaro är att använda sig av en fysisk gestaltning i form av en robot. Tidigare forskning har funnit att användare lyssnar mer på robotar som finns fysiskt närvarande än robotar som presenteras via en skärm. Problemet med robotar är att de är dyra, de går sönder, de är svåra att uppdatera och de kan vara väldigt fysiskt begränsade: till och med att gå kan vara en utmaning. Den här uppsatsen testar ifall fysisk gestaltning ökar känslan av social närvaro, trots att all interaktion sker via en skärm. Ler-gestaltningen är skulpterad för hand, 3D-skannad och sedan spårad med hjälp av Vuforias objektigenkän- ning. Ler-gestaltningen får animerbara ansiktsdrag i mobilen. Denna interaktion jämförs mot en interaktion utan fysisk gestaltning: ett enbart virtuellt robothuvud med samma ansiktsdrag som är virtuellt positionerad i det fysiska rummet med hjälp av yt- och plan-igenkänning. Resultaten visade att interaktion mellan en människa och en virtuell agent har en ökad upplevelse av fysisk närvaro och att en virtuell agent tilldelas mer uppmärksamhet av den mänskliga parten ifall agenten har en fysisk gestaltning. Resultaten är statistiskt signifikanta med viss reservation för deltagarantalet i studien. Överlag upplevdes interaktionerna väldigt positivt. Deltagare från bägge interaktionerna gillade upplevelse. Deltagarnas tydligaste kritiska synpunkter gällde brist på komplexitet i konversationen - deltagarna ville ha en rikare interaktion. Den positiva responsen visar att interaktionssättet kan och bör studeras yttligare.
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3

Barba, Evan. "A multiscale framework for mixed reality walking tours." Diss., Georgia Institute of Technology, 2013. http://hdl.handle.net/1853/47554.

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Mixed Reality experiences, that blend physical and virtual objects, have become commonplace on handheld computing devices. One common application of these technologies is their use in cultural heritage "walking tours." These tours provide information about the surrounding environment in a variety of contexts, to suit the needs and interests of different groups of participants. Using the familiar "campus tour" as a canonical example, this dissertation investigates the technical and cognitive processes involved in transferring this tour from its physical and analog form into Mixed Reality. Using the concept of spatial scale borrowed from cognitive geography, this work identifies the need to create and maintain continuity across different scales of spatial experience as being of paramount importance to successful Mixed Reality walking tours. The concepts of scale transitions, coordination of representations across scales, and scale-matching are shown to be essential to maintaining the continuity of experience. Specific techniques that embody these concepts are also discussed and demonstrated in a number of Mixed Reality examples, including in the context of a successful deployment of a Mixed Reality Tour of the Georgia Tech campus. The potential for a "Language of Mixed Reality" based on the concepts outlined in this work is also discussed, and a general framework, called the Mixed Reality Scale Framework is shown to meet all the necessary criteria for being a cognitive theory of Human-Centered Computing in the context of Mixed Reality.
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4

Kopsida, Marianna. "Automated progress monitoring using mixed reality." Thesis, University of Cambridge, 2018. https://www.repository.cam.ac.uk/handle/1810/274926.

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This thesis presents a real-time automated building progress monitoring solution for indoor environments using a mobile device. Such a system could prompt accurate and timely assessment of work progress that would allow managers to make adjustments and minimise both time and cost overrun when deviations from the schedule occur. Although many researchers have proposed approaches for progress monitoring in outdoor scenes, these cannot perform in real-time and shift into the complex interior environment. Research efforts for indoor environments are not fully automated and lead to errors in more complex scenes. Systems based on mobile devices could potentially enhance the inspection process and reduce the required time by allowing the inspector to acquire progress data by simply walking around the site. The main challenge of these systems is the tracking of the pose of the camera to achieve accurate alignment between the 3D design model and the real-world scene. Methods for estimating the user’s pose rely on a) tags on each target of interest, which require additional time and cost for installation and maintenance; b) pre-selected user locations, which restricts the user to those locations only; or c) GPS on the augmented reality headset, which only applies to outdoor inspections. Additionally, current mobile-based inspection systems do not perform any comparison between the captured as-built and the as-planned data. In this research, different marker-less Augmented Reality (AR) potential methods were implemented and tested for finding the most robust tracking solution. The Microsoft HoloLens was found to be the top performer for tracking the user’s pose and for overall user-experience. Next, a semi-automated method was developed for initially registering the 3D model to the real environment by exploiting information from detected floor and wall surfaces. Results showed that this method reduces the time of the initial registration by 58%. Having the 3D model aligned to the real environment and knowing the pose of the camera at every moment, an automated method was developed that exploits the captured as-built surface mesh data from the mobile device, compares it against the 3D design model and identifies in real-time whether an object has been built according to plan. Different parameters were tested for finding the optimum combination based on the current quality of mesh data. If quality of mesh data changes, then new parameters should be explored. Finally, the proposed solution was tested in real site conditions resulting in 76.6% precision, 100.0% recall, and 83.5% accuracy.
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5

Lagerqvist, Teodor. "Studies of Delay in Collaborative Augmented Reality." Thesis, Linköping University, Department of Computer and Information Science, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-57437.

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6

Freeman, R. M. "Rapid interactive modelling and tracking for mixed and augmented reality." Thesis, University College London (University of London), 2011. http://discovery.ucl.ac.uk/1318079/.

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We present a novel approach to mixed reality setup and configuration that is rapid, interactive, live, and video-based. Where the operator is directly involved in a responsive modelling process and can specify, define and semantically label the reconstruction. By using commonly available hardware and making minimal demands on the operator’s skill, our approach makes mixed reality more accessible for wider application. Some tasks vital to a mixed reality system are either too time consuming or too complex to be carried out whilst the system is active. 3-dimensional scene modelling, specification and registration are such tasks, commonly performed by skilled operators in an off-line initialisation phase prior to system activation. In this thesis we propose a new on-line interactive method, where a creative video-based modelling process is performed during the run-time phase of operation. Using primitive shape-based modelling techniques, traditionally applied to still photographic image reconstruction, we demonstrate how extrinsic camera calibration, scene reconstruction, specification and registration can be effectively achieved whilst a mixed reality system is active. The two steps required to realise manual on-line video-based modelling are described in this thesis. The first step shows how such modelling techniques can be applied to live video. The second step shows how freely moving cameras can be used to support the modelling processes by combining tracking techniques into a single application. To estimate the potential reconstruction accuracy for both steps a series of tests are performed. Underlying our video-based modelling approach, we present two new algorithms for translating 2-dimensional user interactions into well specified 3-dimensional geometric models, as well as a new approach to combined modelling and tracking that utilises both markers and appearance based tracking techniques in a single solution. Finally, we present a new algorithm for estimating tracking error in real-time, which we use to aid our modelling processes and support our accuracy testing.
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7

Savage, Ruthann. "TRAINING WAYFINDING: NATURAL MOVEMENT IN MIXED REALITY." Doctoral diss., University of Central Florida, 2006. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3929.

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The Army needs a distributed training environment that can be accessed whenever and wherever required for training and mission rehearsal. This paper describes an exploratory experiment designed to investigate the effectiveness of a prototype of such a system in training a navigation task. A wearable computer, acoustic tracking system, and see-through head mounted display (HMD) were used to wirelessly track users' head position and orientation while presenting a graphic representation of their virtual surroundings, through which the user walked using natural movement. As previous studies have shown that virtual environments can be used to train navigation, the ability to add natural movement to a type of virtual environment may enhance that training, based on the proprioceptive feedback gained by walking through the environment. Sixty participants were randomly assigned to one of three conditions: route drawing on printed floor plan, rehearsal in the actual facility, and rehearsal in a mixed reality (MR) environment. Participants, divided equally between male and female in each group, studied verbal directions of route, then performed three rehearsals of the route, with those in the map condition drawing it onto three separate printed floor plans, those in the practice condition walking through the actual facility, and participants in the MR condition walking through a three dimensional virtual environment, with landmarks, waypoints and virtual footprints. A scaling factor was used, with each step in the MR environment equal to three steps in the real environment, with the MR environment also broken into "tiles", like pages in an atlas, through which participant progressed, entering each tile in succession until they completed the entire route. Transfer of training testing that consisted of a timed traversal of the route through the actual facility showed a significant difference in route knowledge based on the total time to complete the route, and the number of errors committed while doing so, with "walkers" performing better than participants in the paper map or MR condition, although the effect was weak. Survey knowledge showed little difference among the three rehearsal conditions. Three standardized tests of spatial abilities did not correlate with route traversal time, or errors, or with 3 of the 4 orientation localization tasks. Within the MR rehearsal condition there was a clear performance improvement over the three rehearsal trials as measured by the time required to complete the route in the MR environment which was accepted as an indication that learning occurred. As measured using the Simulator Sickness Questionnaire, there were no incidents of simulator sickness in the MR environment. Rehearsal in the actual facility was the most effective training condition; however, it is often not an acceptable form of rehearsal given an inaccessible or hostile environment. Performance between participants in the other two conditions were indistinguishable, pointing toward continued experimentation that should include the combined effect of paper map rehearsal with mixed reality, especially as it is likely to be the more realistic case for mission rehearsal, since there is no indication that maps should be eliminated. To walk through the environment beforehand can enhance the Soldiers' understanding of their surroundings, as was evident through the comments from participants as they moved from MR to the actual space: "This looks like I was just here", and "There's that pole I kept having trouble with". Such comments lead one to believe that this is a tool to continue to explore and apply. While additional research on the scaling and tiling factors is likely warranted, to determine if the effect can be applied to other environments or tasks, it should be pointed out that this is not a new task for most adults who have interacted with maps, where a scaling factor of 1 to 15,000 is common in orienteering maps, and 1 to 25,000 in military maps. Rehearsal time spent in the MR condition varied widely, some of which could be blamed on an issue referred to as "avatar excursions", a system anomaly that should be addressed in future research. The proprioceptive feedback in MR was expected to positively impact performance scores. It is very likely that proprioceptive feedback is what led to the lack of simulator sickness among these participants. The design of the HMD may have aided in the minimal reported symptoms as it allowed participants some peripheral vision that provided orientation cues as to their body position and movement. Future research might include a direct comparison between this MR, and a virtual environment system through which users move by manipulating an input device such as a mouse or joystick, while physically remaining stationary. The exploration and confirmation of the training capabilities of MR as is an important step in the development and application of the system to the U.S. Army training mission. This experiment was designed to examine one potential training area in a small controlled environment, which can be used as the foundation for experimentation with more complex tasks such as wayfinding through an urban environment, and or in direct comparison to more established virtual environments to determine strengths, as well as areas for improvement, to make MR as an effective addition to the Army training mission.
Ph.D.
Department of Psychology
Sciences
Psychology
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8

Lindqvist, Johan. "Edge Computing for Mixed Reality." Thesis, Linköpings universitet, Programvara och system, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-162133.

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Mixed reality, or augmented reality, where the real and the virtual worlds are combined, has seen an increase in interest in recent years with the release of tools like Google ARCore and Apple ARkit. Edge computing, where the distributed computing resources are located near the end device at the edge of the network, is a paradigm that enables offloading of computing tasks with latency requirements to dedicated servers. This thesis studies how edge computing can be used to bring mixed reality capabilities to mobile end devices that lack native support for that. It presents a working prototype for delivering mixed reality, evaluates the different technologies in it in relation to stability, responsiveness and resource usage, and studies the requirements on the end and edge devices. The experimental evaluation revealed that transmission time is the most significant chunk of end-to-end latency for the developed application. Reducing that delay will have a significant impact on future deployments of such systems. The thesis also presents other bottlenecks and best practices found during the prototype’s development, and how to proceed from here.
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9

Dahl, Tyler. "Real-Time Object Removal in Augmented Reality." DigitalCommons@CalPoly, 2018. https://digitalcommons.calpoly.edu/theses/1905.

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Diminished reality, as a sub-topic of augmented reality where digital information is overlaid on an environment, is the perceived removal of an object from an environment. Previous approaches to diminished reality used digital replacement techniques, inpainting, and multi-view homographies. However, few used a virtual representation of the real environment, limiting their domains to planar environments. This thesis provides a framework to achieve real-time diminished reality on an augmented reality headset. Using state-of-the-art hardware, we combine a virtual representation of the real environment with inpainting to remove existing objects from complex environments. Our work is found to be competitive with previous results, with a similar qualitative outcome under the limitations of available technology. Additionally, by implementing new texturing algorithms, a more detailed representation of the real environment is achieved.
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10

Johansson, Daniel. "Convergence in mixed reality-virtuality environments : facilitating natural user behavior." Doctoral thesis, Örebro universitet, Institutionen för naturvetenskap och teknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-21054.

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This thesis addresses the subject of converging real and virtual environments to a combined entity that can facilitate physiologically complying interfaces for the purpose of training. Based on the mobility and physiological demands of dismounted soldiers, the base assumption is that greater immersion means better learning and potentially higher training transfer. As the user can interface with the system in a natural way, more focus and energy can be used for training rather than for control itself. Identified requirements on a simulator relating to physical and psychological user aspects are support for unobtrusive and wireless use, high field of view, high performance tracking, use of authentic tools, ability to see other trainees, unrestricted movement and physical feedback. Using only commercially available systems would be prohibitively expensive whilst not providing a solution that would be fully optimized for the target group for this simulator. For this reason, most of the systems that compose the simulator are custom made to facilitate physiological human aspects as well as to bring down costs. With the use of chroma keying, a cylindrical simulator room and parallax corrected high field of view video see-though head mounted displays, the real and virtual reality are mixed. This facilitates use of real tool as well as layering and manipulation of real and virtual objects. Furthermore, a novel omnidirectional floor and thereto interface scheme is developed to allow limitless physical walking to be used for virtual translation. A physically confined real space is thereby transformed into an infinite converged environment. The omnidirectional floor regulation algorithm can also provide physical feedback through adjustment of the velocity in order to synchronize virtual obstacles with the surrounding simulator walls. As an alternative simulator target use, an omnidirectional robotic platform has been developed that can match the user movements. This can be utilized to increase situation awareness in telepresence applications.
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11

Golinucci, Simone. "Il progetto Augmented Room." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2018.

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La tesi è strutturata principalmente su quattro capitoli. I primi incentrati sul fornire una conoscenza base sui concetti utili per lo sviluppo del progetto. Gli ultimi due capitoli, invece, sono incentrati sulla analisi e progettazione del prototipo prodotto e sulla sua validazione. Capitolo 1 - Progetto Augmented Room in Mixed Reality: Il primo capitolo ha il compito di introdurre il progetto di questa tesi e la tecnologia su cui si basa, ovvero la Mixed Reality(MR), con un focus più specifico sulla Realtà Aumentata (AR). Vengono inoltre definite altre tipologie di Mixed Reality differenti come, ad esempio, la Realatà Virtuale (VR). Capitolo 2 - Microsoft Hololens: Nel secondo capitolo, viene presentato il dispositivo utilizzato per il progetto. In questo capitolo vengono descritte le caratteristiche tecniche di tale prodotto e viene anche mostrato un esempio di applicazione base creata per mezzo del Mixed Reality ToolKit - Unity. Capitolo 3 - Augmented Room: Nel terzo capitolo si descrive la soluzione proposta per eseguire il posizionamento e vengono definiti gli algoritmi per che ci portano al risultato finale Capitolo 4 - Validazione Quest’ultimo capitolo spiega come sono stati condotti i test sul software. Inoltre, viene fatta visualizzare, mediante figure, un test condotto mediante l’utilizzo di Hololens.
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12

Santos, Lages Wallace. "Walk-Centric User Interfaces for Mixed Reality." Diss., Virginia Tech, 2018. http://hdl.handle.net/10919/84460.

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Walking is a natural part of our lives and is also becoming increasingly common in mixed reality. Wireless headsets and improved tracking systems allow us to easily navigate real and virtual environments by walking. In spite of the benefits, walking brings challenges to the design of new systems. In particular, designers must be aware of cognitive and motor requirements so that walking does not negatively impact the main task. Unfortunately, those demands are not yet fully understood. In this dissertation, we present new scientific evidence, interaction designs, and analysis of the role of walking in different mixed reality applications. We evaluated the difference in performance of users walking vs. manipulating a dataset during visual analysis. This is an important task, since virtual reality is increasingly being used as a way to make sense of progressively complex datasets. Our findings indicate that neither option is absolutely better: the optimal design choice should consider both user's experience with controllers and user's inherent spatial ability. Participants with reasonable game experience and low spatial ability performed better using the manipulation technique. However, we found that walking can still enable higher performance for participants with low spatial ability and without significant game experience. In augmented reality, specifying points in space is an essential step to create content that is registered with the world. However, this task can be challenging when information about the depth or geometry of the target is not available. We evaluated different augmented reality techniques for point marking that do not rely on any model of the environment. We found that triangulation by physically walking between points provides higher accuracy than purely perceptual methods. However, precision may be affected by head pointing tremors. To increase the precision, we designed a new technique that uses multiple samples to obtain a better estimate of the target position. This technique can also be used to mark points while walking. The effectiveness of this approach was demonstrated with a controlled augmented reality simulation and actual outdoor tests. Moving into the future, augmented reality will eventually replace our mobile devices as the main method of accessing information. Nonetheless, to achieve its full potential, augmented reality interfaces must support the fluid way we move in the world. We investigated the potential of adaptation in achieving this goal. We conceived and implemented an adaptive workspace system, based in the study of the design space and through user contextual studies. Our final design consists in a minimum set of techniques to support mobility and integration with the real world. We also identified a set of key interaction patterns and desirable properties of adaptation-based techniques, which can be used to guide the design of the next-generation walking-centered workspaces.
Ph. D.
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13

Rosales, Vizuete Jonathan P. "IIoT based Augmented Reality for Factory Data Collection and Visualization." University of Cincinnati / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1592136317716895.

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14

Gaebel, Ethan Daniel. "Looks Good To Me (LGTM): Authentication for Augmented Reality." Thesis, Virginia Tech, 2016. http://hdl.handle.net/10919/71638.

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Augmented reality is poised to become the next dominant computing paradigm over the course of the next decade. With the three-dimensional graphics and interactive interfaces that augmented reality promises it will rival the very best science fiction novels. Users will want to have shared experiences in these rich augmented reality scenarios, but surely users will want to restrict who can see their content. It is currently unclear how users of such devices will authenticate one another. Traditional authentication protocols reliant on centralized authorities fall short when different systems with different authorities try to communicate and extra infrastructure means extra resource expenditure. Augmented reality content sharing will usually occur in face-to-face scenarios where it will be advantageous for both performance and usability reasons to keep communications and authentication localized. Looks Good To Me (LGTM) is an authentication protocol for augmented reality headsets that leverages the unique hardware and context provided with augmented reality headsets to solve an old problem in a more usable and more secure way. LGTM works over point to point wireless communications so users can authenticate one another in any circumstance and is designed with usability at its core, requiring users to perform only two actions: one to initiate and one to confirm. LGTM allows users to intuitively authenticate one another, using seemingly only each other's faces. Under the hood LGTM uses a combination of facial recognition and wireless localization to ensure secure and extremely simple authentication.
Master of Science
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Davis, Benjamin Charles. "The augmented reality framework : an approach to the rapid creation of mixed reality environments and testing scenarios." Thesis, Heriot-Watt University, 2009. http://hdl.handle.net/10399/2229.

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Debugging errors during real-world testing of remote platforms can be time consuming and expensive when the remote environment is inaccessible and hazardous such as deep-sea. Pre-real world testing facilities, such as Hardware-In-the-Loop (HIL), are often not available due to the time and expense necessary to create them. Testing facilities tend to be monolithic in structure and thus inflexible making complete redesign necessary for slightly different uses. Redesign is simpler in the short term than creating the required architecture for a generic facility. This leads to expensive facilities, due to reinvention of the wheel, or worse, no testing facilities. Without adequate pre-real world testing, integration errors can go undetected until real world testing where they are more costly to diagnose and rectify, e.g. especially when developing Unmanned Underwater Vehicles (UUVs). This thesis introduces a novel framework, the Augmented Reality Framework (ARF), for rapid construction of virtual environments for Augmented Reality tasks such as Pure Simulation, HIL, Hybrid Simulation and real world testing. ARF’s architecture is based on JavaBeans and is therefore inherently generic, flexible and extendable. The aim is to increase the performance of constructing, reconfiguring and extending virtual environments, and consequently enable more mature and stable systems to be developed in less time due to previously undetectable faults being diagnosed earlier in the pre-real-world testing phase. This is only achievable if test harnesses can be created quickly and easily, which in turn allows the developer to visualise more system feedback making faults easier to spot. Early fault detection and less wasted real world testing leads to a more mature, stable and less expensive system. ARF provides guidance on how to connect and configure user made components, allowing for rapid prototyping and complex virtual environments to be created quickly and easily. In essence, ARF tries to provide intuitive construction guidance which is similar in nature to LEGOR pieces which can be so easily connected to form useful configurations. ARF is demonstrated through case studies which show the flexibility and applicability of ARF to testing techniques such as HIL for UUVs. In addition, an informal study was carried out to asses the performance increases attributable to ARF’s core concepts. In comparison to classical programming methods ARF’s average performance increase was close to 200%. The study showed that ARF was incredibly intuitive since the test subjects were novices in ARF but experts in programming. ARF provides key contributions in the field of HIL testing of remote systems by providing more accessible facilities that allow new or modified testing scenarios to be created where it might not have been feasible to do so before. In turn this leads to early detection of faults which in some cases would not have ever been detected before.
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16

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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Panahi, Aliakbar. "Big Data Visualization Platform for Mixed Reality." VCU Scholars Compass, 2017. https://scholarscompass.vcu.edu/etd/5198.

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The visualization of data helps to provide faster and deeper insight into the data. In this work, a system for visualizing and analyzing big data in an interactive mixed reality environment is proposed. Such a system can be used for representing different types of data such as temporal, geospatial, network graph, and high dimensional. Also, an implementation of this system for four different data types are created. The data types include network data, volumetric data, high dimensional, and spectral data for different mixed reality devices such as Microsoft HoloLens, Oculus Rift, Samsung Gear VR, and Android ARCore were created. It was shown that such a system could store and use billions of samples and represent millions of them at once.
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18

Le, Roux Christiaan Johannes Hendrik. "Development of a stereo vision mixed reality framework." Thesis, Stellenbosch : Stellenbosch University, 2012. http://hdl.handle.net/10019.1/20034.

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Thesis (MScEng)--Stellenbosch University, 2012.
ENGLISH ABSTRACT: Augmented reality is a fairly young research field, still in an infancy stage at Stellenbosch University. Since this is one of the first augmented reality projects, one goal is to present a theoretical study of augmented reality. This study is given in the literature study, along with a review of the available development solutions. While there are various tools available with which one can create markerbased augmented reality applications, these tools are not meant for testing new techniques and algorithms in an augmented or mixed reality. The remaining goals of this project is to create a platform for the rapid design of augmented reality applications, and to expand the capabilities of this platform beyond marker-based augmented reality. In this project we present the design and implementation of a pragmatic mixed-reality framework capable of a wider variety of applications. A design is shown where marker tracking can be used alongside other computer vision techniques to design new applications. The framework utilises stereo cameras to find the position of real world objects, and a 3D display to make the mixed reality environment as immersive as possible. Proof of concept test applications built with the framework are presented. Colour based techniques are used to find a user’s hand and create a virtual representation of it. This allows the user to interact with a virtual object in an augmented reality scene by ‘touching’ it with her hand.
AFRIKAANSE OPSOMMING: Toegevoegde realiteit is ’n jong navorsingsveld by Universiteit Stellenbosch. Aangesien hierdie een van die eerste projekte is wat fokus op toegevoegde realiteit, is ’n teoretiese studie van toegevoegde realiteit as ’n doel gestel. Dit word verskaf in die literatuurstudie, tesame met ’n oorsig oor bestaande oplossings vir die ontwikkeling van toegevoegde realiteit sagteware. Bestaande oplossings is gefokus op die ontwikkeling van merker-gebaseerde toegevoegde realiteit, maar los min ruimte vir die toets van nuwe tegnieke toepasbaar op die veld. Dit lei tot die oorblywende doelwitte van die projek: om ’n platform te ontwerp vir die ontwikkeling van merker-gebaseerde toegevoegde realiteit programme, asook om die platform uit te brei. Ons lewer ’n pragmatiese ontwikkelingsraamwerk wat dit moontlik maak om ’n verskeidenheid nuwe toegevoegde realiteit programme te ontwikkel. Die raamwerk is ontwerp sodat die ontwikkelaar merkers saam met ander rekenaarvisie tegnieke kan gebruik om sagteware te skep. Stereo kameras word gebruik om die posisie van werklike voorwerpe te vind. Die raamwerk maak ook gebruik van ’n 3D skerm om virtuele objekte te vertoon. Toetsprogramme gebou as ’n bewys van die konsep, word vertoon en bespreek. ’n Kleur-gebaseerde tegniek word gebruik om ’n gebruiker se hand te vind, en ’n virtuele voorstelling van die hand word geskep. Die gebruiker kan virtuele voorwerpe laat reageer deur dit met haar hand aan te raak.
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19

Orraryd, Pontus. "Exploring the potential use of augmented reality in medical education." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-141685.

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Human anatomy is traditionally taught using textbooks and dissections. With the advent of computer graphics, using 3D applications have started to see much more use in medical educations around the world. Today, technology such as Augmented Reality and Virtual Reality are on everybody’s lips, and many are now curious what we can do with this new technology. This thesis explores how Augmented Reality can be used in medical education to teach human anatomy. Two application prototypes were developed for the Microsoft Hololens that together tests different ways to use and interact with Augmented Reality. These applications were then tested in a case study with six medical students. From this study a number of hypotheses were formulated.
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Serra, Eugenio. "Quality Training Center certification path and introduction of Augmented Reality techniques." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2019.

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Questa Tesi Magistrale, sviluppata in collaborazione con il Quality Training Center (QTC) del Reparto Qualità di Automobili Lamborghini, presenta principalmente due progetti che hanno come obiettivo quello di innovare e sviluppare nuovi metodi per formare i dipendenti di Lamborghini: la certificazione del QTC da parte di Volkswagen come centro di formazione del gruppo e l’introduzione di Microsoft Hololens nei corsi di tutti i giorni. Il primo progetto consiste nell’allineamento dei materiali didattici e strumentazione (quindi teoria e pratica) con quelli utilizzati da Audi e Volkswagen; l’obiettivo è garantire una formazione uniforme a tutti i dipendenti del gruppo. Con il secondo si vuole introdurre la Realtà Mista nei corsi come nuovo metodo per migliorare l’apprendimento del personale.
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21

Capucci, Mattia. "Estensione di un'infrastruttura per ambienti cooperativi di mixed reality: integrazione del framework Google ARCore e tecnologie mobile avanzate." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2019. http://amslaurea.unibo.it/18437/.

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La grande rivoluzione tecnologica che è avvenuta negli ultimi anni ha portato la realtà aumentata a essere uno degli argomenti di studio di maggior interesse. La convinzione di poter eseguire operazioni quotidiane coadiuvate da un insieme di elementi virtuali e digitali si è concretizzata nello sviluppo e rilascio di dispositivi fisici - quali visori - e kit di sviluppo software. Quest'ultimi, in particolare, hanno recentemente raggiunto una maturità tale da permettere a device di tutti i giorni, quali smartphone e tablet, di poter sfruttare tecniche avanzate di analisi delle immagini, consentendo di essere anch'essi il veicolo per esperienze di augmented e mixed reality. Ci stiamo avvicinando a una realtà in cui elementi digitali coesistono nel mondo reale e le persone sono in grado di percepirli e interagire con essi, in modo condiviso. In questo contesto emergente, la ricerca è indirizzata nello studio di un modello e/o infrastruttura, che permetta di sfruttare le potenzialità delle tecnologie oggi disponibili e possa essere un punto di riferimento nello sviluppo di sistemi di augmented e mixed reality. Su questo fronte, spicca il modello di augmented worlds, punto di partenza del lavoro di questa tesi. Infatti, dall'analisi di detto modello e dell'infrastruttura a esso associata, si propone una possibile estensione che permetta a un qualsiasi utente, dotato di smartphone o tablet, di accedere a esperienze cooperative di mixed reality, incapsulando le funzionalità di comprensione dell'ambiente e motion tracking, che sono tipiche nelle tecnologie software mobili odierne.
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22

Salvatori, Riccardo. "Progettazione e sviluppo di un'applicazione di Mixed Reality per la modellazione di mondi aumentati basata su tecnologia Meta." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/16806/.

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Negli ultimi anni il continuo sviluppo della tecnologia ha permesso l'inserimento della computazione in maniera pervasiva nella vita quotidiana, prima creando ambienti connessi e intelligenti, poi portandola addirittura nelle proprie tasche. Il prossimo grande passo avanti nell'era della tecnologia è quello della realtà aumentata. Augmented Reality (AR), Mixed Reality (MR) e Virtual Reality (VR) stanno giocando infatti un ruolo fondamentale nella progettazione del nostro futuro, intensificando il modo in cui viviamo il mondo e aumentando le capacità con cui lo percepiamo. L'innovazione portata dall'AR toccherà, e cambierà radicalmente la maggior parte degli aspetti della vita quotidiana, dal lavoro alla società, sviluppando ambienti sempre più intelligenti e interattivi. L'AR si presenta porprio come il porssimo grande passo per l'uomo da compiere nella tecnologia. Questa tesi si inserisce nell'ambito dell'augmented e mixed reality, prendendo come punto di riferimento il modello di Augmented World (AW). Nella costruzione di un AW è di fondamentale importanza la rappresentazione digitale degli oggetti fisici in entità aumentate all'interno del mondo. Si deve in questo senso ideare un approccio che permetta di generare e gestire un accoppiamento efficace delle due realtà: fisica e digitale. L'obiettivo principale di questa tesi è quello di offrire uno strumento per la modellazione di oggetti fisici all'interno di un AW, rappresentandoli con entità digitali dotate di posizione, estensione e stato.
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Lafargue, David. "The Influence of Mixed Reality Learning Environments in Higher Education STEM Programs| A Study of Student Perceptions of Mixed Reality Self-Efficacy, Engagement, and Motivation Using Augmented and Virtual Reality." Thesis, University of Louisiana at Lafayette, 2019. http://pqdtopen.proquest.com/#viewpdf?dispub=10932912.

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Mixed Reality is a technology quickly advancing and becoming more readily available to the average consumer. The continually improving availability of Mixed Reality technology is due to advancements with software platforms and integration of miniaturized hardware for mobile devices. Mixed Reality is becoming more available for use within higher education but limited data is available supporting the relevance and effectiveness of this technology for helping students to learn.

The intent of this study was purposed to explore how Mixed Reality influences learning within a Science, Technology, Engineering, and Mathematics (STEM) higher education program when learning within a Mixed Reality Learning Environment (MRLE). Mixed Reality Self-efficacy, student engagement, and student motivation were used as part of the Mixed Reality Self-efficacy, Engagement, and Motivation (MRSEM) survey. The MRSEM survey captured demographic information but primarily focused on the variables of self-efficacy, engagement, and motivation of post-secondary STEM students within a MRLE.

The results from this study provided data indicating how gender influences student acceptance of Mixed Reality, significant relationships among student engagement and student motivation when using Mixed Reality along with observed mobile device usage. These findings can provide administrators with useful information needed to target specific population groups to effectively integrate this new technology. Incorporating Mixed Reality as a learning resource is an approach if done correctly can reap benefits for all stakeholders involved.

The final outcome originating from the findings and observations resulted in the development of a best practices guide and recommendations for administrators and practitioners considering Mixed Reality. The guide and recommendations are intended for stakeholders within STEM areas of concentration considering this technology as a resource to improve instructional methods by engaging, motivating, retaining and ultimately improving a student’s Mixed Reality Self-efficacy (MRSe).

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Ustinova, Valentina. "Interaction Design Meets Marine Sustainability – Mixed Reality Tour Near the Oresund Bridge." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23375.

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This study investigates an Interaction Design approach as a tool to unfold complex topics. By making a bridge between IxD and AR/MR, it addresses a field of Marine Sustainability to find a way how IxD can contribute to it while coinciding with its values and goals. The design process results with the development of Mixed Reality tour where following the narrative, users move across three locations investigating past, present and possible futures of the Oresund strait. The final concept contributes to the discussion about the role of IxD in addressing experiential qualities of AR/MR and demonstrates how Interaction Design can contribute to Marine Sustainability in a way that is different from a technology-driven approach.
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Ehmann, Markus Friedrich. "Developing a methodical approach for the systematic identification of innovative technological applications, based on mixed reality in manual order picking." Thesis, University of Plymouth, 2014. http://hdl.handle.net/10026.1/3027.

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The need to be economically successful is the key driver for companies to be innovative and implement new technologies with increasing efficiency and effectiveness. Uncertainty about whether to use new technologies and missing knowledge about their advantages lead to staggering and withholding from fast diffusion of innovations. Focusing on the industry of logistics and the technology Mixed Reality, this research project developed a methodical approach for evaluating the fitness of an innovative technology and a specific process of application. A mixed methods approach was derived, based on interviews and experiments. The main methodologies used, were semi-structured interviews with decision makers in logistics companies to elaborate triggering criteria in the investment process and laboratory experiments for the evaluation of competing technologies. These methods were framed by an initial field experiment and feedback interviews after the analysis for the validation of the approach. The research proved the competitively viable applicability of Mixed Reality and its specific strengths and weaknesses in manual order picking. This set the foundation for possible further development and implementation of the technology. The developed methodological approach proved to be a valid and reliable assessment of the intersection between a technology and specified process of application. This can greatly enhance the speed of implementing new innovations and gaining competitive advantages for companies.
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Orazi, Federico. "Realizzazione di sistemi di realtà aumentata multi-marker e multi-utente basati sul framework MiRAgE." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/16817/.

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La tesi è incentrata su tematiche legate alla Augmented Reality e alla Mixed Reality applicate per la realizzazione di mondi aumentati con l'obiettivo di introdurre miglioramenti al CSCW (Collaborative Supported Cooperative Work). Si è fatto uso del framework MiRAgE, attualmente disponibile per scopi sperimentali e di ricerca, e delle tecnologie su cui esso si basa, in particolare Vuforia, per la realizzazione di mondi aumentati all'interno dei quali oggetti virtuali e oggetti reali convivono e più utenti sono in grado di sperimentare la stessa esperienza, visualizzando allo stesso modo gli oggetti virtuali presenti sulla scena. In particolare, ci si è concentrati sull'estensione delle funzionalità messe a disposizione da tale framework, in modo da consentire la possibilità di creare sistemi di realtà aumentata basati su un approccio multi-marker, eventualmente anche di vaste dimensioni, nei quali più utenti sono in grado di muoversi liberamente nello spazio fisico disponibile, all'interno del quale vengono preventivamente posizionati dei marker in punti strategici, e di visualizzare, in maniera condivisa tra tutti gli utenti presenti, gli oggetti virtuali disposti sulla scena, a patto di mantenere inquadrato almeno uno dei marker, attraverso l'utilizzo di un dispositivo mobile. E' stato necessario estendere le funzionalità di Vuforia, componente software che in MiRAgE viene utilizzato come AR toolkit abilitante, per fare in modo di visualizzare gli oggetti virtuali sulla scena considerando un punto di riferimento unico per tutti, in modo tale da farli comparire sempre nella giusta posizione e con le giuste caratteristiche geometriche, a prescindere dal marker inquadrato. La tesi si sviluppa in due fasi strutturate in quattro capitoli. La prima fase, dedicata all'approfondimento delle tematiche teoriche, è descritta nei primi tre capitoli. Il quarto capitolo, invece, descrive la successiva fase di analisi, progettazione e sviluppo di quanto si intende realizzare.
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Karlsson, Adam. "Mixed Reality Displays in Warehouse Management : A study revealing new possibilities for Warehouse Management and Tangar." Thesis, KTH, Skolan för industriell teknik och management (ITM), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-263878.

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This work has investigated how head-mounted-displays can enable more efficient and better work conditions for warehouse workers. Head-mounted-displays have increased in popularity among companies because of an increase in the field of e-commerce, therefore warehouse labour was an interesting area to review. The purpose of this project has been to investigate how head-mounted-displays can simplify warehouse work and to find an area where Tangar can be utilized. Tangar is an application to facilitate indoor navigation by helping users to reach points of interest. Through a mixed methodology approach that utilizes both quantitative and qualitative methods, a broad understanding in warehouse and inventory management have been established. The potentials of head-mounted display were evaluated using empirical and theoretical studies. Based on an early concept that was evaluated by a collaboration with a warehouse-solution company, factors that are of importance in warehouse management were identified. A decision to direct the project towards order picking was taken as it is a fundamental process within warehouse management. Three concepts were generated that harness the benefits of head-mounted-displays. With an informed decision the benefits for each of the concepts were compared with important parameters for a profitable warehouse management. It turned out that "Pick-by-Light", a common system in warehouse management, can be made virtual using head-mounted-displays. Since the system had never previously been operated virtually, an extensive study needed to be done in order to evaluate the viability in order-picking to propose a final concept. An experimental environment was set for the empirical studies, and two other common order picking systems were compared to the virtual Pick-by-Light system. Quantitative data in the form of time measurements from the order picking as well as picking errors and qualitative data from a NASA-TLX survey, was extracted from twelve users. A total of 360 samples from the quantitative study and 36 questionnaires from the qualitative study was then analysed. The result resembled those from similar studies with a conventional Pick-by-Light system. Thus, parallels were drawn that indicated that the virtual system had good potential to perform at least as well as a regular Pick-by-Light. A virtual Pick-by-Light system might be able to reduce implementation-, work- and operational costs as the use of material is replaced by a virtual product, and also no installation is required. With the combination of Tangar, there is also a potential that a virtual Pick-by-Light system could be more efficient and accurate. The disadvantages of the conventional Pick-by-Light system are also that confirmations are ineffective and that workers find it difficult to get an overview of pickplaces. Which can potentially be eliminated with the proposed concept. However, a new generation of hardware and further studies are required in order to establish a final concept. The Magic Leap One, which is the head-mounted-display used in the project, is new. Many problems regarding the display have been discovered during the project and affected the results of the user studies. Further studies need to be done with other displays to determine the validity of the results of this work. In summary, this work gives an introduction in how "Mixed-reality" can be used in warehouse management and recommendations for continued work.
Det här arbetet har undersökt hur huvudmonterade skärmar kan möjliggöra ett effektivare och bättre arbete för lager-personal. Huvudmonterade skärmar har ökat i popularitet bland företaget på grund av ökningen inom e-handel och därför var lagerarbete ett intressant område att undersöka. Syftet med det här projektet har varit att undersöka hur huvudmonterade skärmar fortsatt skulle kunna förenkla lagerarbete samt att ta hitta ett område där Tangar kan användas. Tangar är en applikation som förenklar inomhus navigering genom att leda användaren till valda intressepunkter. Genom en metodisk undersökning som utnyttjar både kvantitativa och kvalitativa metoder, har en bred bakgrund inom lagerhantering kunnat upprättas. Potentialen av att använda huvudmonterade skärmar har undersökts genom empiriska och teoretiska studier. Baserat på ett tidigt koncept som utvärderas genom ett samarbete med ett sakkunnigt företag, identifierades flertalet faktorer som är av vikt i lagerhantering. Ett beslut om att rikta projektet mot order-plockning togs då det är en fundamental process inom lagerabete. Tre koncept genererades som utnyttjar fördelarna med huvudmonterade skärmar. Genom att ta ett informativt beslut, kunde fördelarna för var och ett av koncepten jämföras med viktiga parametrar för ett lönsamt lagerarbete. Det visade sig att ”Pick-by-Light”, ett vanligt system inom lagerhantering, kunde göras virtuellt med hjälp av huvudmonterade skärmar. I och med att systemet tidigare aldrig utförts virtuellt, behövdes en omfattande studie göras för att evaluera dess potential inom order-plockning för att kunna föreslå ett slutgiltigt koncept. En experimentell miljö sattes upp som ram för de empiriska studierna och två andra vanliga order-plocknings system kunde jämföras mot det virtuella Pick-by-Light systemet. Kvantitativa data i form av orderplockningstider samt plock-fel och kvalitativa data från observationer samt en NASA-TLX enkät, kunde extraheras från tolv användare. Totalt kunde 360 stickprov från den kvantitative studien och 36 enkäter från den kvalitative studien därefter analyseras. Resultatet liknade det som observerats i liknande studier där ett vanligt Pick-by-Light system evaluerats. Därmed kunde paralleller dras som visade att det virtuella systemet hade god potential till att kunna prestera åtminstone lika bra som ett vanliga Pick-by-Light systemet och ett koncept togs fram för vidare utveckling. Ett virtuellt Pick-by-Light system skulle kunna reducera implementerings-, arbetes- samt driftkostnader i och med att materialåtgången ersätts av en virtuell produkt, samt att ingen installation krävs. I och med kombinationen av Tangar finns det även potential att konceptet är mer effektivt och exakt. De nackdelar med det traditionella Pick-by-Light systemet är också att plock-bekräftelser görs ineffektivt och att arbetare har svårt att få en överblick gällande plockställen. Vilket skulle kunna elimineras med det föreslagna konceptet. Dock krävs en ny generation hårdvara och vidare studier för att kunna fastställa ett slutgiltigt koncept. Magic Leap One, som är den huvudmonterade skärmen som används i projektet är väldigt ny. Många problem gällande displayen har upptäckts under projektet och påverkat resultatet av användarstudierna. Fortsatta studier skulle behöva göras med andra displayer för att fastställa validiteten av resultaten från det här arbetet. Sammanfattningsvis ger det här arbetet en introduktion om hur ”Mixed-reality” kan användas inom lagerhantering samt rekommendationer till fortsatt arbete.
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Beato, Nicholas. "Towards Real-time Mixed Reality Matting in Natural Scenes." Doctoral diss., University of Central Florida, 2012. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/5119.

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In Mixed Reality scenarios, background replacement is a common way to immerse a user in a synthetic environment. Properly identifying the background pixels in an image or video is a difficult problem known as matting. In constant color matting, research identifies and replaces a background that is a single color, known as the chroma key color. Unfortunately, the algorithms force a controlled physical environment and favor constant, uniform lighting. More generic approaches, such as natural image matting, have made progress finding alpha matte solutions in environments with naturally occurring backgrounds. However, even for the quicker algorithms, the generation of trimaps, indicating regions of known foreground and background pixels, normally requires human interaction or offline computation. This research addresses ways to automatically solve an alpha matte for an image in real-time, and by extension video, using a consumer level GPU. It do so even in the context of noisy environments that result in less reliable constraints than found in controlled settings. To attack these challenges, we are particularly interested in automatically generating trimaps from depth buffers for dynamic scenes so that algorithms requiring more dense constraints may be used. We then explore a sub-image based approach to parallelize an existing hierarchical approach on high resolution imagery by taking advantage of local information. We show that locality can be exploited to significantly reduce the memory and compute requirements of previously necessary when computing alpha mattes of high resolution images. We achieve this using a parallelizable scheme that is both independent of the matting algorithm and image features. Combined, these research topics provide a basis for Mixed Reality scenarios using real-time natural image matting on high definition video sources.
Ph.D.
Doctorate
Computer Science
Engineering and Computer Science
Computer Science
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Jiddi, Salma. "Photometric registration of indoor real scenes using an RGB-D camera with application to mixed reality." Thesis, Rennes 1, 2019. http://www.theses.fr/2019REN1S015/document.

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L'objectif principale de la Réalité Mixte (RM) est de donner aux utilisateurs l'illusion que les objets virtuels et réels coexistent indistinctement dans le même espace. Une illusion efficace nécessite un recalage précis entre les deux mondes. Ce recalage doit être cohérent du point de vue géométrique et photométrique. Dans cette thèse, nous proposons de nouvelles méthodes de recalage photométrique pour estimer l'illumination et la réflectance de scènes réelles. Plus précisément, nous proposons des approches en nous attaquant à trois grands défis : (1) utilisation d'une seule caméra RGB-D. (2) estimation des propriétés de réflectance diffuse et spéculaire. (3) estimation de la position 3D et de la couleur de sources lumineuses dynamiques multiples. Dans notre première contribution, nous considérons des scènes réelles d’intérieurs où la géométrie et l'éclairage sont statiques. En observant la scène à partir d’une caméra mobile, des réflexions spéculaires peuvent être détectées tout au long de la séquence d'images RGB-D. Ces indices visuels sont très instructifs sur l'éclairage et la réflectance des surfaces des scènes. Par conséquent, nous les modélisons pour estimer à la fois les propriétés de réflectance diffuse et spéculaire ainsi que la position 3D de sources lumineuses multiples. Notre algorithme permet d'obtenir des résultats de RM convaincants tels que des ombres virtuelles réalistes ainsi qu'une suppression correcte de la spécularité réelle. Les ombres sont omniprésentes et représentent l’occultation de la lumière par la géométrie existante. Elles représentent donc des indices intéressants pour reconstituer les propriétés photométriques de la scène. La présence de texture dans ce contexte est un scénario critique. En effet, la séparation de la texture et des effets d'éclairage est souvent gérée par des approches qui nécessitent l’intervention de l'utilisateur ou qui ne répondent pas aux exigences du temps de traitement de la réalité mixte. Nous abordons ces limitations et proposons une méthode d'estimation de la position et de l'intensité des sources lumineuses. L'approche proposée gère les lumières dynamiques et fonctionne en temps quasi-réel. L'existence d'une source lumineuse est plus probable si elle est soutenue par plus d'un indice visuel. Nous abordons donc le problème de l'estimation des propriétés d’éclairage et de réflectance en analysant conjointement les réflexions spéculaires et les ombres projetées. L'approche proposée tire parti de l'information apportée par les deux indices pour traiter une grande variété de scènes. Notre approche est capable de traiter n'importe quelle surface texturée et tient compte à la fois des sources lumineuses statiques et dynamiques. Son efficacité est démontrée par une gamme d'applications, incluant la réalité mixte et la re-texturation. La détection des ombres projetées et des réflexions spéculaires étant au cœur de cette thèse, nous proposons finalement une méthode d'apprentissage approfondi pour détecter conjointement les deux indices visuels dans des scènes réelles d’intérieurs
The overarching goal of Mixed Reality (MR) is to provide the users with the illusion that virtual and real objects coexist indistinguishably in the same space. An effective illusion requires an accurate registration between both worlds. This registration must be geometrically and photometrically coherent. In this thesis, we propose novel photometric registration methods to estimate the illumination and reflectance of real scenes. Specifically, we propose new approaches which address three main challenges: (1) use of a single RGB-D camera. (2) estimation of both diffuse and specular reflectance properties. (3) estimation of the 3D position and color of multiple dynamic light sources. Within our first contribution, we consider indoor real scenes where both geometry and illumination are static. As the sensor browses the scene, specular reflections can be observed throughout a sequence of RGB-D images. These visual cues are very informative about the illumination and reflectance of scene surfaces. Hence, we model these cues to recover both diffuse and specular reflectance properties as well as the 3D position of multiple light sources. Our algorithm allows convincing MR results such as realistic virtual shadows and correct real specularity removal. Shadows are omnipresent and result from the occlusion of light by existing geometry. They therefore represent interesting cues to reconstruct the photometric properties of the scene. Presence of texture in this context is a critical scenario. In fact, separating texture from illumination effects is often handled via approaches which require user interaction or do not satisfy mixed reality processing time requirements. We address these limitations and propose a method which estimates the 3D position and intensity of light sources. The proposed approach handles dynamic light sources and runs at an interactive frame rate. The existence of a light source is more likely if it is supported by more than one cue. We therefore address the problem of estimating illumination and reflectance properties by jointly analysing specular reflections and cast shadows. The proposed approach takes advantage of information brought by both cues to handle a large variety of scenes. Our approach is capable of handling any textured surface and considers both static and dynamic light sources. Its effectiveness is demonstrated through a range of applications including real-time mixed reality and retexturing. Since the detection of cast shadows and specular reflections are at the heart of this thesis, we further propose a deep-learning framework to jointly detect both cues in indoor real scenes
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Peillard, Etienne. "Vers une caractérisation des biais perceptifs en réalité mixte : une étude de facteurs altérant la perception des distances." Thesis, Ecole centrale de Nantes, 2020. http://www.theses.fr/2020ECDN0030.

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Réalité Virtuelle, Réalité Augmentée, Réalité Mixte, ces mots comme les applications qui les accompagnent entrent peu à peu dans l’usage commun. Cependant, la réalité proposée par ces technologies n’est pas identique à notre réalité ordinaire. Le présent ouvrage se propose de mettre en évidence certains biais perceptifs en réalité mixte. Dans un premier temps nous étudierons un biais perceptif lié à l’observateur : l’anisotropie de la perception egocentrique des distances en réalité virtuelle. Dans un second temps nous examinerons la perception exocentrique des distances en Réalité Augmentée (RA). En effet la sous-estimation des distances egocentriques est un phénomène souvent observé et il est donc intéressant d’étudier son potentiel transfert à la perception exocentrique. Puis nous étudierons plus en avant d’autres biais potentiels en RA en s’attachant en particulier à évaluer l’impact des indices de profondeur sur la perception des distances. En particulier, nous analyserons dans ce chapitre l’effet de deux indices de profondeurs en RA: l’impact de la position et de la forme des ombres sur la perception des distances, puis l’influence de l’accommodation sur la perception des distances en utilisant une technologie d’affichage spécifique : les dispositifs de projection rétinienne. Enfin nous discuterons le potentiel impact des techniques d’interaction sur la perception des distances et proposerons un protocole permettant d’évaluer l’effet de certaines interactions sur la perception des distances en RA, afin peut-être de parvenir à rapprocher celle-ci de la perception réelle
Virtual Reality, Augmented Reality, Mixed Reality, these words as well as their applications are gradually becoming common usage. However, the reality proposed by these technologies is not identical to our regular reality. This work aims to highlight some perceptual biases in Mixed Reality. First we study a perceptual bias linked to the observer: the anisotropy of the egocentric distances perception in virtual reality. In a second part, we study the exocentric perception of distances in Augmented Reality (AR). Indeed the under estimation of egocentric distances is a phenomen on frequently observed and it is therefore interesting to consider its potential transfer tothe exocentric perception. Then we further study other potential biases in AR by focusing in particular on evaluating the impact of depth cues on the perception of distances. In particular, we investigate in this chapter the effect of two depth cues in AR: the impact of the position and shape of shadows on distance perception, and then the influence of accommodation on distance perception using a specific display technology: retinal projection devices. Finally, we discuss the potential impact of interaction techniques on distance perception and propose a protocol to evaluate the effect of certain interactions on distance perception in AR, in order to perhaps bring it closer to real perception
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George, Lenard. "COMPUTATIONAL THINKING FOR ADULTS- DESIGNING AN IMMERSIVE MULTI-MODAL LEARNING EXPERIENCE USING MIXED REALITY." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23635.

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32

Pouke, M. (Matti). "Augmented virtuality:transforming real human activity into virtual environments." Doctoral thesis, Oulun yliopisto, 2015. http://urn.fi/urn:isbn:9789526208343.

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Abstract The topic of this work is the transformation of real-world human activity into virtual environments. More specifically, the topic is the process of identifying various aspects of visible human activity with sensor networks and studying the different ways how the identified activity can be visualized in a virtual environment. The transformation of human activities into virtual environments is a rather new research area. While there is existing research on sensing and visualizing human activity in virtual environments, the focus of the research is carried out usually within a specific type of human activity, such as basic actions and locomotion. However, different types of sensors can provide very different human activity data, as well as lend itself to very different use-cases. This work is among the first to study the transformation of human activities on a larger scale, comparing various types of transformations from multiple theoretical viewpoints. This work utilizes constructs built for use-cases that require the transformation of human activity for various purposes. Each construct is a mixed reality application that utilizes a different type of source data and visualizes human activity in a different way. The constructs are evaluated from practical as well as theoretical viewpoints. The results imply that different types of activity transformations have significantly different characteristics. The most distinct theoretical finding is that there is a relationship between the level of detail of the transformed activity, specificity of the sensors involved and the extent of world knowledge required to transform the activity. The results also provide novel insights into using human activity transformations for various practical purposes. Transformations are evaluated as control devices for virtual environments, as well as in the context of visualization and simulation tools in elderly home care and urban studies
Tiivistelmä Tämän väitöskirjatyön aiheena on ihmistoiminnan muuntaminen todellisesta maailmasta virtuaalitodellisuuteen. Työssä käsitellään kuinka näkyvästä ihmistoiminnasta tunnistetaan sensoriverkkojen avulla erilaisia ominaisuuksia ja kuinka nämä ominaisuudet voidaan esittää eri tavoin virtuaaliympäristöissä. Ihmistoiminnan muuntaminen virtuaaliympäristöihin on kohtalaisen uusi tutkimusalue. Olemassa oleva tutkimus keskittyy yleensä kerrallaan vain tietyntyyppisen ihmistoiminnan, kuten perustoimintojen tai liikkumisen, tunnistamiseen ja visualisointiin. Erilaiset anturit ja muut datalähteet pystyvät kuitenkin tuottamaan hyvin erityyppistä dataa ja siten soveltuvat hyvin erilaisiin käyttötapauksiin. Tämä työ tutkii ensimmäisten joukossa ihmistoiminnan tunnistamista ja visualisointia virtuaaliympäristössä laajemmassa mittakaavassa ja useista teoreettisista näkökulmista tarkasteltuna. Työssä hyödynnetään konstrukteja jotka on kehitetty eri käyttötapauksia varten. Konstruktit ovat sekoitetun todellisuuden sovelluksia joissa hyödynnetään erityyppistä lähdedataa ja visualisoidaan ihmistoimintaa eri tavoin. Konstrukteja arvioidaan sekä niiden käytännön sovellusalueen, että erilaisten teoreettisten viitekehysten kannalta. Tulokset viittaavat siihen, että erilaisilla muunnoksilla on selkeästi erityyppiset ominaisuudet. Selkein teoreettinen löydös on, että mitä yksityiskohtaisemmasta toiminnasta on kyse, sitä vähemmän tunnistuksessa voidaan hyödyntää kontekstuaalista tietoa tai tavanomaisia datalähteitä. Tuloksissa tuodaan myös uusia näkökulmia ihmistoiminnan visualisoinnin hyödyntämisestä erilaisissa käytännön sovelluskohteissa. Sovelluskohteina toimivat ihmiskehon käyttäminen ohjauslaitteena sekä ihmistoiminnan visualisointi ja simulointi kotihoidon ja kaupunkisuunnittelun sovellusalueilla
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Montagna, Pierluigi. "Design and development of a Unity based framework for augmented worlds." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amslaurea.unibo.it/11154/.

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The way we've always envisioned computer programs is slowly changing. Thanks to the recent development of wearable technologies we're experiencing the birth of new applications that are no more limited to a fixed screen, but are instead sparse in our surroundings by means of fully fledged computational objects. In this paper we discuss proper techniques and technologies to be used for the creation of "Augmented Worlds", through the design and development of a novel framework that can help us understand how to build these new programs.
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Läbom, Malin. "Utformning av projektorsystem." Thesis, Tekniska Högskolan, Högskolan i Jönköping, JTH, Maskinteknik, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-13320.

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Det här examensarbetet på D-nivå har utförts i samarbete men företaget XM reality i Linköping. Företaget jobbar med att ta fram olika system inom området mixed reality, som på svenska översätts till förhöjd verklighet.   Syftet med projektet var att utforma två olika handhållna projektorsystem. Produkterna skulle utformas för att passa in i sjukhusmiljö. Båda enheterna har samma funktion men innehåller olika komponenter. Produkterna är anpassade till en ny teknik som företaget har utvecklat. Den nya tekniken är en mixed reality applikation som gör det möjligt att projicera skiktscanningar, CT eller MRI, direkt på patientens kropp. Målet med projektet var att göra två fungerade modeller. Modellerna skall fungera som prototyper i den medicinska forskarstudien som projektet ingår i.   En designstrategi utformades till företaget som skall uttrycka företagets image och vision. I arbetet med designstrategin togs ett antal kärnvärden fram. Kärnvärdena blev high tech, professionell, framtid, exklusiv, kvalité, hållbar samt kompakt vilket skall gälla för företagets samtliga produkter. Till produktsegmentet sjukhusprodukter tillades kärnvärdena ergonomisk samt dynamisk.   Arbetet med att utveckla produkterna började med litterära ergonomiska studier som följdes upp av fysiska användarstudier. Under arbetats gång har flera olika metoder tillämpats. Metoderna har används för att fatta beslut men även som stöd i den kreativa gestaltningsprocessen.   Resultatet är två ergonomiskt anpassade handhållna enheter. Enheterna är utformade för att passa in i sjukhusmiljön. De är smidiga samt enkla att använda. Båda produkterna är utformade efter designstrategin och för att förmedla företagets image. De fysiska modeller som gjordes innehåller fungerande komponenter som går att bytas ut.
This thesis D-level is done in collaboration with the company XM reality that is located in Linköping, Sweden. The company is working with the development of various systems in the field of mixed reality.   The task was to design two different hand-held projector systems. The products should be designed to fit in to the hospital environment. Both products have the same function but contain different components. The products are adapted to a new technology that the company has developed. The new technology is a mixed reality application that makes it possible to project CT or MRI scans directly on to the patient's body. The goal of the project was to make two functioning models. The models are to be used as prototypes in the medical research study the project is a part of.   A design strategy was created for the company to reflect the company’s image and vision. In the process of developing the design strategy, a number of core values were established. The core values were high-tech, professional, futuristic, exclusive, quality, durable and compact, which should to be valid for all the company’s products. To the product segment of hospital products were the core values ergonomic and dynamic added.   The work to develop the products began with literary ergonomic studies that were followed up by user studies. During the working process, several different methods were used. The methods were used not only to make decisions but also to help the creative design process.   The result is two ergonomically designed hand-held devices. The products are designed to fit into the hospital environment. They are slim and easy to use. Both products are designed along the design strategy and to communicate the company's image. The physical models that were made contain functional components that can be changed.
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35

Giulianini, Daniele. "Studio e sviluppo prototipale di un sistema per la visualizzazione e la manipolazione di contenuti DICOM in realtà aumentata." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2019. http://amslaurea.unibo.it/19566/.

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Negli ultimi anni c’è stato un notevole incremento dell’interesse nei confronti della realtà aumentata, dovuto soprattutto ai recenti sviluppi tecnologici che hanno permesso la sua introduzione al grande pubblico. Sulle sue incredibili potenzialità a lungo termine, alcuni ricercatori si sono espressi individuandola come la maggiore candidata a soppiantare la tecnologia degli smartphone e a divenire l’interfaccia dominante d’accesso all’informazione. L’estensione della percezione umana mediante la sovrapposizione di un layer informativo digitale, volto a potenziarla, preservando comunque l’interazione con l’ambiente circostante pone le basi per numerose applicazioni, in svariati ambiti e modalità. L’AR è in questo senso un esempio specifico di ciò che Fred Brooks definisce “amplificazione dell’intelligenza” (IA): utilizzare un dispositivo computazionale per rendere le attività umane più facili da eseguire. L’idea da cui si sviluppa il lavoro di tesi è quella di esplorare le potenzialità della realtà aumentata nel contesto biomedicale ed implementare un sistema per la visualizzazione e la manipolazione delle immagini di diagnostica, che possa rappresentare un’alternativa innovativa ed efficace alle metodologie tradizionali attualmente disponibili in ambito ospedaliero. L’ottica complessiva nella quale il progetto si inserisce è quella di predisporre un workbench virtuale, tramite il quale il medico, o un team di medici, possa interagire, mediante la realtà aumentata, con la controparte virtuale della propria strumentazione di lavoro, che si sostituisce dunque a quella tradizionale, eliminando la necessità di usufruire del supporto fisico di monitor, scrivanie ed altro. La tesi ha richiesto lo studio di DICOM, lo standard internazionale che definisce i criteri, fra gli altri, di memorizzazione dei dati biomedicali, oltre che delle principali tecnologie attualmente disponibili per lo sviluppo nell’ambito della realtà aumentata e mista.
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Trevisan, Daniela. "Design, implementation and evaluation for continuous interaction in image-guided surgery." Université catholique de Louvain, 2006. http://edoc.bib.ucl.ac.be:81/ETD-db/collection/available/BelnUcetd-03142006-161703/.

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Recent progress in the overlay and registration of digital information on the users workspace in a spatially meaningful way has allowed mixed reality (MR) to become a more effective operational medium. In the area of medical surgery, surgeons are conveyed with information such as the incisions location, regions to be avoided, diseased tissues, etc, while staying in and keeping their original working environment. The main objective of this Thesis is identifying theoretical and practical basis for how mixed reality interfaces might provide support and augmentation maximizing the continuity of interaction. We start proposing a set of design principles organized in a design space which allows to identify continuity interaction properties at an early stage of the development system. Once the abstract design possibilities have been identified and a concrete design decision has been taken, an implementational strategy can be developed. Two approaches were investigated: markerless and marker-based. The last one is used to provide surgeons with guidance on an osteotomy task in the maxillo-facial surgery. The evaluation process applies usability tests with users to validate the augmented guidance in different scenarios and to study the influence of different design variables in the final user interaction. As a result we have found a model to describe the contribution factors of each variable for the continuity of the user interaction. We suggest that this methodology can be applied mainly to those applications in which smooth connections and interactions, with virtual and real environments, are critical for the system; i.e. surgery, drivers applications or pilot simulations.
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Pola, Sai Vijay. "Evaluating the User Experience of Microsoft HoloLens and Mobile Device Using an Augmented Reality Application." Thesis, Blekinge Tekniska Högskola, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-17840.

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Context: In recent years, everyone is completely relying on using computers and smartphones in our daily activities. Augmented Reality will superimpose virtual and computer-generated information on top of the real world. Volvo Construction Equipment (VCE) team is planning to use Augmented Reality applications on a real construction site to track the details of the vehicles without going to the laboratory. An Augmented reality application is developed for Microsoft HoloLensand Mobile device and the user experience is evaluated. This research has been conducted at PDRL-BTH, in collaboration with VCE. Objectives: In this research, the key attributes are collected, which should be displayed in both the devices and compare the user experience using the user satisfaction score. Furthermore, this research involves exploring and evaluating the difference in the user experience between both the devices. Methods: In this study first an interview is carried out with the design engineers of the VCE team. Some open-ended questions were asked to the VCE team. The information required from the VCE team is collected and documented and further an experiment on the user experience has been conducted to calculate the User Satisfaction Score between the Microsoft HoloLens and Mobile device. After the experiment, the significant difference has been measured using statistical techniques among the two devices. To measure the size of the difference Cohen’s D effect size is used. Results: The significant difference between the User Satisfaction Score of the two devices has been done using T-test. The results state that the significant value is less than 0.05 and hence the null hypothesis is rejected. The measurable difference states that Microsoft HoloLens has a better user interface than the Mobile device with respect to the user satisfaction Score. Conclusions: After obtaining the results and analyzing the data, we conclude that there is a significant difference in the user experience of Microsoft HoloLens when compared to Mobile device. We also conclude that Microsoft HoloLens has better user experience when compared to the Mobile device.
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Andruccioli, Matteo. "Studio e applicazione della piattaforma ARCore per lo sviluppo di sistemi di realtà aumentata: Rocca delle Caminate come caso di studio." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/16972/.

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La tesi si pone come obiettivo quello di indagare l'ambito della mixed reality per dispositivi mobili Android, concentrandosi sull'sdk fornito da Google ARCore per Unity come esempio di software che abilita allo sviluppo di applicazioni di mixed reality sfruttando il sistema di tracking SLAM. La tesi si è articolata in due fasi principali. La prima parte è stata dedicata al lato teorico: inizialmente mi sono informato sulle differenze tra AR, VR, MR, e sui dispositivi che abilitano all'utilizzo di tali tecnologie. Successivamente sono passato allo studio delle tecniche che consentono il tracciamento degli elementi fisici e la registrazione di quelli virtuali in un contesto di mixed reality. Ho quindi deciso di approfondire Google ARCore, che sfrutta la tecnica SLAM per ottenere il mapping dell'ambiente fisico in tempo reale, ovvero contestualmente all'esplorazione dell'ambiente. Completato lo studio teorico, ho poi messo in pratica quanto appreso cimentandomi nello sviluppo di una applicazione di mixed reality che si va ad inserire in un contesto di valorizzazione del patrimonio culturale del territorio.
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Sténson, Carl. "Object Placement in AR without Occluding Artifacts in Reality." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-211112.

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Placement of virtual objects in Augmented Reality is often done without regarding the artifacts in the physical environment. This thesis investigates how placement can be done with the artifacts included. It only considers placement of wall mounted objects. Through the development of two prototypes, using detected edges in RGB-images in combination with volumetric properties to identify the artifacts, arreas will be suggested for placement of virtual objects. The first prototype analyze each triangle in the model, which is an intensive and with low precision on the localization of the physical artifacts. The second prototype analyzed the detected RGB-edges in world space, which proved to detect the features with precise localization and a reduce calculation time. The second prototype manages this in a controlled setting. However, a more challenging environment would possibly pose other issues. In conclusion, placement in relation to volumetric and edge information from images in the environment is possible and could enhance the experience of being in a mixed reality, where physical and virtual objects coexist in the same world.
Placering av virtuella objekt i Augumented Reality görs ofta utan att ta hänsyn till objekt i den fysiska miljön. Den här studien utreder hur placering kan göras med hänsyn till den fysiska miljön och dess objekt. Den behandlar enbart placering av objekt på vertikala ytor. För undersökningen utvecklas två prototyper som använder sig av kantigenkänning i foton samt en volymmetrisk representation av den fysiska miljön. I denna miljö föreslår prototyperna var placering av objekt kan ske. Den första prototypen analyserar varje triangel i den volymmetriska representationen av rummet, vilket visade sig vara krävande och med låg precision av lokaliseringen av objekt i miljön. Den andra prototypen analyserar de detekterade kanterna i fotona och projicerar dem till deras positioner i miljön. Vilket var något som visade sig hitta objekt i rummet med god precision samt snabbare än den första prototypen. Den andra prototypen lyckas med detta i en kontrollerad miljö. I en mer komplex och utmanande miljö kan problem uppstå. Placering av objekt i Augumented Reality med hänsyn till både en volymmetrisk och texturerad representation av en miljö kan uppnås. Placeringen kan då ske på ett mer naturligt sätt och därmed förstärka upplevelsen av att virtuella och verkliga objekt befinner sig i samma värld.
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40

Knierim, Pascal [Verfasser], and Albrecht [Akademischer Betreuer] Schmidt. "Enhancing interaction in mixed reality : the impact of modalities and interaction techniques on the user experience in augmented and virtual reality / Pascal Knierim ; Betreuer: Albrecht Schmidt." München : Universitätsbibliothek der Ludwig-Maximilians-Universität, 2020. http://d-nb.info/123491199X/34.

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41

Vagnoni, Alberto. "Tecnologie digitali per l'educazione e fruizione museale in ambito scientifico." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2020.

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Viene proposta una raccolta bibliografica sulle tecnologie di Internet of Things, Virtual Reality, Augmented Reality, Mixed Reality ed alcuni esempi di come queste possano essere utilizzate in contesto educativo all'interno di musei scientifici e non. Infine, viene proposto uno dei possibili iter di sviluppo per un'applicazione Augmented Reality con potenzialità ludico-educative.
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42

Nóbrega, Rui Pedro da Silva. "Interactive acquisition of spatial information from images for multimedia applications." Doctoral thesis, Faculdade de Ciências e Tecnologia, 2013. http://hdl.handle.net/10362/11079.

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Dissertação para obtenção do Grau de Doutor em Informática
This dissertation addresses the problem of creating interactive mixed reality applications where virtual objects interact in a real world scenario. These scenarios are intended to be captured by the users with cameras. In other words, the goal is to produce applications where virtual objects are introduced in photographs taken by the users. This is relevant to create games and architectural and space planning applications that interact with visual elements in the images such as walls, floors and empty spaces. Introducing virtual objects in photographs or video sequences presents several challenges, such as the pose estimation and the visually correct interaction with the boundaries of such objects. Furthermore, the introduced virtual objects should be interactive and respond to the real physical environments. The proposed detection system is semi-automatic and thus depends partially on the user to obtain the elements it needs. This operation should be significantly simple to accommodate the needs of a non-expert user. The system analyzes a photo captured by the user and detects high-level features such as vanishing points, floor and scene orientation. Using these features it will be possible to create virtual mixed and augmented reality applications where the user takes one or more photos of a certain place and interactively introduces virtual objects or elements that blend with the picture in real time. This document discusses computer vision, computer graphics and human-computer interaction techniques required to acquire images and information about the scenario involving the user. To demonstrate the framework and the proposed solutions, several proof-of-concept projects are presented and studied. Additionally, to validate the solution several system tests are described and each case-study interface was subject of different user-studies.
Fundação para a Ciência e Tecnologia - research grant SFRH/BD/47511/2008
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Oriani, Mattia. "Applicazioni di Mixed Reality e Microsoft Hololens: studio e riprogettazione del concetto di ologramma e della relativa gestione all'interno di un'applicazione olografica." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amslaurea.unibo.it/11003/.

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La tesi presenta una panoramica sull'augmented, virtual e mixed reality, descrivendone le caratteristiche e le modalità di sviluppo. Come caso di studio viene analizzato il dispositivo Microsoft Hololens, descrivendone le caratteristiche concettuali, hardware e software. Per le applicazioni di questo dispositivo viene effettuata una riprogettazione della gestione e del concetto di ologramma all'interno di un'applicazione olografica, analizzandone i motivi e i vantaggi. E' fornita una overview sui dettagli implementativi della riprogettazione al fine di chiarire ogni aspetto dell'applicazione.
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44

Pancisi, Emanuele. "Integrazione della tecnologia di realta aumentata Meta 2 con il framework MiRAgE e sviluppo del sistema di gestione dell'input dell'utente." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/16181/.

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La realtà aumentata è diventata, negli ultimi anni, una delle maggiori aree di interesse nello studio e nello sviluppo di applicazioni e tecnologie innovative in ambito ICT. Questo successo deriva dal grande potenziale e dai grandi benefici che questa tecnologia può portare nella vita di tutti i giorni. La possibilità di estendere il mondo reale sovrapponendovi informazioni e oggetti virtuali apre grandi scenari di sviluppo nei contesti applicativi più disparati. La realtà aumentata può avere un grande impatto da un punto di vista applicativo rimodellando l'ambiente in cui le persone lavorano e vivono e cambiando notevolmente il modo in cui interagiscono e collaborano. Queste potenzialità vengono ulteriormente amplificate se integrate e messe in sinergia con le tecnologie hardware emergenti in ambito Internet of Things (IoT) e Web of Things(WoT) andando a delineare dei veri e propri ambienti intelligenti. L'obiettivo di questa tesi di laurea è duplice: integrare il dispositivo per realtà aumentata Meta 2 con il framework per lo sviluppo di mondi aumentati MiRAgE e sviluppare successivamente una astrazione per la gestione degli eventi e degli input che prescinda dal particolare dispositivo utilizzato.
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Rossi, Daniele. "Integrazione della tecnologia di realtà aumentata Meta 2 con il framework MiRAgE e sviluppo di una libreria di oggetti aumentati." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/16182/.

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Questa tesi si prefigge, dopo aver introdotto i concetti di realtà aumentata, mixata ed una panoramica sulle soluzioni hardware e software in questi campi, un duplice obiettivo: integrare un occhiale per AR, Meta 2, con il framework per la creazione di mondi aumentati (AW) MiRAgE e sviluppare una libreria di oggetti per consentire al programmatore di AW una creazione di entità aumentate semplice e indipendente dall’engine utilizzato per la gestione degli ologrammi.
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46

Martins, Ricardo F. "A wearable head-mounted projection display." Doctoral diss., University of Central Florida, 2010. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4524.

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Conventional head-mounted projection displays (HMPDs) contain of a pair of miniature projection lenses, beamsplitters, and miniature displays mounted on the helmet, as well as a retro-reflective screen placed strategically in the environment. We have extened the HMPD technology integrating the screen into a fully mobile embodiment. Some initial efforts of demonstrating this technology has been captured followed by an investigation of the diffraction effects versus image degradation caused by integrating the retro-reflective screen within the HMPD. The key contribution of this research is the conception and development of a mobile-HMPD (M-HMPD). We have included an extensive analysis of macro- and microscopic properties that encompass the retro-reflective screen. Furthermore, an evaluation of the overall performance of the optics will be assessed in both object space for the optical designer and visual space for the possible users of this technology. This research effort will also be focused on conceiving a mobile M-HMPD aimed for dual indoor/outdoor applications. The M-HMPD shares the known advantage such as ultra-lightweight optics (i.e. 8g per eye), unperceptible distortion (i.e.less or equal to]2.5%), and lightweight headset (i.e.less than or equal to]2.5 lbs) compared with eyepiece type head-mounted displays (HMDs) of equal eye relief and field of view. In addition, the M-HMPD also presents an advantage over the preexisting HMPD in that it does not require a retro-reflective screen placed strategically in the environment. This newly developed M-HMPD has the ability to project clear images at three different locations within near- or far-field observation depths without loss of image quality. This particular M-HMPD embodiment was targeted to mixed reality, augmented reality, and wearable display applications.
ID: 029050744; System requirements: World Wide Web browser and PDF reader.; Mode of access: World Wide Web.; Thesis (Ph.D.)--University of Central Florida, 2010.; Includes bibliographical references (p. 113-121).
Ph.D.
Doctorate
Department of Modeling and Simulation
Sciences
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47

Peruzzi, Manuel. "Studio e prototipazione di un'architettura software di alto livello per lo sviluppo di applicazioni di mixed reality su piattaforma HoloLens." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amslaurea.unibo.it/10997/.

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La tesi si pone come obiettivo quello di realizzare un'architettura di alto livello per lo sviluppo di applicazioni dirette alla piattaforma HoloLens. Per conseguire tale risultato si è rivelata necessaria una prima parte di studio dei concetti di mixed reality, con riferimento particolare al caso specifico HoloLens, per poi dirigere l'attenzione alla comprensione dell'architettura di applicazioni olografiche. L'analisi delle API rilasciate per lo sviluppo di applicazioni HoloLens ha permesso di riscontrare varie criticità, alle quali si è posto rimedio tramite l'introduzione di un livello di astrazione, che possa consentire uno sviluppo di applicazioni ad un livello più alto. Si è poi introdotto il concetto di augmented worlds (mondi aumentati), i cui principi cardine hanno fornito le basi per la progettazione e lo sviluppo di un sistema client-server, nel quale il dispositivo HoloLens agisce come un client e la logica di controllo degli elementi del modello dell'applicazione viene gestita lato server.
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48

Roo, Joan sol. "one reality : augmenting the human experience through the combination of physical and digital worlds." Thesis, Bordeaux, 2017. http://www.theses.fr/2017BORD0874/document.

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Alors que le numérique a longtemps été réservé à des usages experts, il fait aujourd’hui partie intégrante de notre quotidien, au point, qu’il devient difficile de considérer le monde physique dans lequel nous vivons indépendamment du monde numérique. Pourtant, malgré cette évolution, notre manière d’interagir avec le monde numérique a très peu évolué, et reste toujours principalement basé sur l’utilisation d’écrans, de claviers et de souris. Dans les nouveaux usages rendus possible par le numérique, ces interfaces peuvent se montrer inadaptées, et continuent à préserver la séparation entre le monde physique et le monde numérique. Au cours de cette thèse, nous nous sommes concentrés à rendre cette frontière entre mondes physique et numérique plus subtil au point de la faire disparaître. Cela est rendu possible en étendant la portée des outils numériques dans le monde physique, puis en concevant des artefacts hybrides (des objets aux propriétés physique et numérique), et enfin en permettant les transitions dans une réalité mixte (physique-numérique), laissant le choix du niveau d’immersion à l’utilisateur en fonction de ses besoins. L’objectif final de ce travail est d’augmenter l’expérience de la réalité. Cela comprend non seulement le support de l’interaction avec le monde extérieur, mais aussi avec notre monde intérieur. Cette thèse fournit aux lecteurs les informations contextuelles et les connaissances techniques requises pour pouvoir comprendre et concevoir des systèmes de réalité mixte. A partir de ces fondements, nos contributions, ayant pour but de fusionner le monde physique et le monde virtuel, sont présentées. Nous espérons que ce document inspirera et facilitera des travaux futurs ayant pour vision d’unifier le physique et le virtuel
In recent history, computational devices evolved from simple calculators to now pervasive artefacts, with which we share most aspects of our lives, and it is hard to imagine otherwise. Yet, this change of the role of computers was not accompanied by an equivalent redefinition of the interaction paradigm: we still mostly depend on screens, keyboards and mice. Even when these legacy interfaces have been proven efficient for traditional tasks, we agree with those who argue that these interfaces are not necessarily fitting for their new roles. Even more so, traditional interfaces preserve the separation between digital and physical realms, now counterparts of our reality.During this PhD, we focused the dissolution of the separation between physical and digital, first by extending the reach of digital tools into the physical environment, followed by the creation of hybrid artefacts (physical-digital emulsions), to finally support the transition between different mixed realities, increasing immersion only when needed. The final objective of this work is to augment the experience of reality. This comprises not only the support of the interaction with the external world, but also with the internal one. This thesis provides the reader contextual information along with required technical knowledge to be able to understand and build mixed reality systems. Once the theoretical and practical knowledge is provided, our contributions towards the overarching goal of merging physical and digital realms are presented. We hope this document will inspire and help others to work towards a world where the physical and digital, and humans and their environment are not opposites, but instead all counterparts of a unified reality
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49

Pederson, Thomas. "From Conceptual Links to Causal Relations — Physical-Virtual Artefacts in Mixed-Reality Space." Doctoral thesis, Umeå : Univ, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-137.

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50

Berggrén, Rasmus. "In pursuit of consumer-accessible augmented virtuality." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-209548.

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This project is an examination of the possibility of using existing software to develop Virtual Reality (VR) software that includes key aspects of objects in a user’s surroundings into a virtual environment, producing Augmented Virtuality (AV). A defining limitation is the requirement that the software be consumer-accessible, meaning it needs run on a common smartphone with no additional equipment. Two related AV concepts were considered: shape reconstruction and positional tracking. Two categories of techniques were considered for taking the measurements of reality necessary to achieve those AV concepts using only a monocular RGB camera as sensor: monocular visual SLAM (mvSLAM) and Structure from Motion (SfM). Two lists of requirements were constructed, formalising the notions of AV and consumer-accessibility. A search process was then conducted, where existing software packages were evaluated for their suitability to be included in a piece of software fulfilling all requirements. The evaluations of SfM systems were made in combination with Multi-View Stereo (MVS) systems – a necessary complement for achieving visible shape reconstruction using a system that outputs point clouds. After thoroughly evaluating a variety of software, it was concluded that consumer-accessible AV can not currently be achieved by combining existing packages, due to several issues. While future hardware performance increases and new software implementations would solve complexity and availability issues, some inaccuracy and usability issues are inherent to the limitation of using a monocular camera.
Detta projekt är en undersökning av möjligheten att använda befintlig programvara till att utveckla Virtual Reality (VR)-programvara som infogar framstående aspekter av objekt från en användares omgivning in i en virtuell miljö och därmed skapar Augmented Virtuality (AV). En definierande begränsning är kravet på att programvaran skall vara konsumenttillgänglig, vilket innebär att den behöver kunna köras på en vanlig smartphone utan extra utrustning. Två besläktade AV-koncept beaktades: formrekonstruktion och positionsspårning. Två kategorier av tekniker togs i beaktande, vilka kunde användas för att göra de uppmätningar av verkligheten som var nödvändiga för att uppnå de tänkta AV-koncepten med hjälp av endast en monokulär RGB-kamera som sensor: monocular visual SLAM (mvSLAM) och Structure from Motion (SfM). Två listor med kriterier konstruerades, vilka formaliserade begreppen AV och konsumenttillgänglighet. En sökprocess utfördes sedan, där befintliga programvarupaket utvärderades för sin lämplighet att inkluderas i en programvara som uppfyllde alla kriterier. Utvärderingarna av SfM-system gjordes i kombination med Multi-View Stereo (MVS)-system – ett nödvändigt komplement för att uppnå synlig formrekonstruktion med ett system vars utdata är punktmoln. Efter att noggrant ha utvärderat en mängd programvara var slutsatsen att konsumenttillgänglig AV inte för närvarande kan uppnås genom att kombinera befintliga programvarupaket, på grund av ett antal olika problem. Medan framtida prestandaökningar hos maskinvara och nya programvarutillämpningar skulle lösa problem med komplexitet och tillgänglighet, är vissa problem med tillförlitlighet och användbarhet inneboende hos begränsningen till att använda en monokulär kamera.
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