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1

Larsson, Kristian. "Augmented Reality (AR) : En undersökning av hur ett verk i AR upplevs." Thesis, Konstfack, Institutionen för Bildpedagogik (BI), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-4884.

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Wass, Anton, and Forsberg Eddie Löwenborg. "Augmented reality i en industriell tillverkningsprocess." Thesis, KTH, Data- och elektroteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-208957.

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Med den digitalisering som sker just nu i den industriella världen väcks stor nyfikenhet på hur framtidens tekniker såsom “Augmented Reality” kan appliceras i industriella tillverkningsprocesser. Målet med examensarbetet var att undersöka om och hur AR-teknik kan utnyttjas i industrin för att förbättra nuvarande arbetsprocesser. Två prototyper utvecklades för AR-glasögonen Microsoft HoloLens och utvärderades genom att jämföra tidigare arbetssätt med nya. Testerna av prototyperna visade att effektiviteten, produktionskvalitén och rörligheten ökade för användaren till en bekostnad av sämre ergon
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Edvinsson, Joakim. "AR-park för Android : Augmented Reality park i Sundsvall." Thesis, Mittuniversitetet, Avdelningen för informations- och kommunikationssystem, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-28033.

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Målet med detta projekt är att ta fram en applikationsprototyp för Androidenheter som ska locka användare av applikationen till och tillbaka till broparken i Skönsberg med hjälp av augmented-reality. Applikationen ska känna av om användaren befinner sig inom eller utanför parkens område och visa olika bilder/modeller på specifika GPS-koordinater i det digitala lagret beroende på användarens positionering. Arbetet har genomförts i samarbete med Dohi på uppdrag av Sundsvalls kommun där regelbundna möten hafts med uppdragsgivaren. Utvecklingen av applikationen sker i PhoneGap med Wikitude-plugin.
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Tottmar, Anton, and Victor Berge. "AR på bryggan : Kan kollisioner undvikas med Augmented Reality." Thesis, Linnéuniversitetet, Sjöfartshögskolan (SJÖ), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-103442.

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As the technical progress goes on new ways to improve safe navigation continues to arise. One of these technical possibilities is Augmented Reality (AR) which has already proved its value within the car and flight industry. The purpose of this content analysis was to investigate accidents where human error, the so-called human factor, is behind the accident. This has been done by investigating the underlying factors for collision in over 800 accidents and then categorizing these to get a clearer picture of what leads up to the collision. After analyzing the reports relevant to the study from a
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Björnander, Daniel, Måns Gezelius, Emil Gustafsson, et al. "Utveckling inom Augmented Reality med Unity." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-129595.

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Syftet med den här rapporten är att behandla frågeställningar utifrån projektet, vars mål är att utveckla ett Augmented Reality-ramverk för att skapa värde för en kund, BioOptico. Punkter som programmeringsmiljön Unitys lämplighet vid utveckling av mobila AR-applikationer, hur BioVision kan implementeras så att det ger värde för BioOptico, vilka erfarenheter som kan dokumenteras efter arbetet med projektet och vilket stöd SEMAT Kernel ALPHA ger för det här projektet behandlas i den här rapporten. För att besvara dessa frågor används verktygen Unity och SEMAT Kernel ALPHA state cards under utve
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Sandström, David. "Dynamic Occlusion of Virtual Objects in an 'Augmented Reality' Environment." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-71581.

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This thesis explores a way of increasing the perception of reality within an ''Augmented Reality'' application by making real objects able to obstruct the view of virtual objects. This mimics how real opaque objects occlude each other and thus making virtual objects behave the same way will improve the user experience of Augmented Reality users. The solution uses Unity as the engine with plugins for ARKit and OpenCV. ARKit provides the Augmented Reality experience and can detect real world flat surfaces on which virtual objects can be placed. OpenCV is used for image processing to detect real
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Siewert, Jan Luca, Matthias Neges, and Detlef Gerhard. "Ein Klassifizierungssystem für Industrielle Augmented Reality Anwendungen." Thelem Universitätsverlag & Buchhandlung GmbH & Co. KG, 2021. https://tud.qucosa.de/id/qucosa%3A75882.

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Mit dem Fortschreiten der Digitalisierung in der Industrie findet sich Augmented Reality (AR) in immer mehr Einsatzbereichen. Dennoch bleibt die industrielle Verbreitung trotz sich stetig entwickelnder Technik hinter den Prognosen zurück. Es existieren bereits Arbeiten, die sich mit der Klassifizierung von AR jedoch mit Fokus auf die tatsächliche Implementierung bzw. Umsetzung der Anwendung beschäftigen. Um Anwendungsgebiete und damit die eigentliche Problemstellung, in denen AR einen Mehrwert bieten kann, besser vergleichen und Anforderungen für industrielle Bereiche ableiten zu können, stell
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Palm, Fredrik, and Filip Källström. "Prototype of an Augmented Reality User Manual App." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-110210.

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This thesis describes how augmented reality can be used when developing an instructional application. After studying augmented reality apps and papers, a prototype for mobile devices was developed to discover the possibilities that augmented reality offers and show how issues inherent to the technology can be solved. The app was developed with usability in mind, with consideration for how well suited each feature was for augmented reality. Our results show that it is possible to use augmented reality in instructional apps, but that there are issues to consider when working with augmented reali
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Arnmark, Kevin, and Mattias Lundin. "Energimedvetenhet genom djur i Augmented Reality." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-276584.

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Hur kan man visualisera energifotavtryck på ett sätt som berör mottagaren och väcker känslor? I denna uppsats har vi utforskat alternativa sätt att representera energiförbrukning genom Augmented Reality (AR). Genom research through design har vi använt koncept som defamiliarisering för att utforska hur hushållsapparaters energiförbrukning kan representeras på uttrycksfulla sätt. Vår designprocess ledde oss till att utveckla en app där negativ miljöpåverkan påverkar djur i en AR-miljö. Specifikt har vi varit intresserade av hur designvalen för denna app påverkar betraktaren och vilka känslor de
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Gankhuyag, Azjargal, Bingqing Xiang, and Victoria Bonnevie. "Augmented Reality : The current and potential use of augmented reality in B2B." Thesis, Linnéuniversitetet, Institutionen för marknadsföring (MF), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-45310.

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In today’s world, we live in a technologically advanced environment where information access is huge and limitless. The advantage to this is that, people are able to create more information, share and communicate with each other instantly on the go regardless of where they are in the world. However on the downside, with endless information, it becomes confusing and difficult to filter which information is right for a person’s need. This goes hand-in-hand for business companies, as it requires strategic processes and tools to identify the information from the market, store and evaluate it into
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Head-Mears, James Bradley. "Accurate wide-area tracking for architectural, engineering and surveying applications." Thesis, University of Canterbury. HIT Lab NZ, 2013. http://hdl.handle.net/10092/11052.

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Augmented Reality (AR) is a powerful tool for the visualisation of, and interaction with, digital information, and has been successfully deployed in a number of consumer applications. Despite this, AR has had limited success in industrial applications as the combined precision, accuracy, scalability and robustness of the systems are not up to industry standards. With these characteristics in mind, we present a concept Industrial AR (IAR) framework for use in outdoor environments. Within this concept IAR framework, we focus on the improving the precision and accuracy of consumer level devices
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Gao, Lei. "Natural Gesture Based Interaction for Handheld Augmented Reality." Thesis, University of Canterbury. Computer Science and Software Engineering, 2013. http://hdl.handle.net/10092/8614.

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The goal of this research thesis is to explore and evaluate a novel interaction interface performing canonical manipulations in 3D space for Augmented Reality (AR) on handheld devices. Different from current handheld AR applications usually using touch-screen based interaction methods, we developed a 3D gesture based interaction approach for handheld AR using an attached RGB-Depth camera to provide intuitive 3D interaction experience in 3D space. By identifying fingertips and mapping their 3D positions into the coordinate system of AR virtual scene, our proposed method allows users to perform
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Danielsson, Oscar. "Adaptive AR-system : Adapting manufacturing instructions to worker needs." Thesis, Högskolan i Skövde, Institutionen för ingenjörsvetenskap, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-11631.

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This thesis looks at Augmented Reality (AR) and Expert Systems (ES) and how concepts from these techniques can be used to make instructions simpler for workers in the manufacturing industry. The experiment performed is based on a case study of “Block 9-11” at Volvo GTO in Skövde. A comparative study between the developed AR-system and the currently used instruction format has been made. For practical reasons the tasks and instructions were modified from the original. The results showed a similar time usage for the two systems but with a large amount of steps missed in the control group as well
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Raber, James A. "ANALYSIS OF MOTIVATION, SITUATIONAL INTEREST, AND AUGMENTED REALITY." Kent State University / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=kent1586366208142576.

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Singh, Arshdeep. "Teaching Landscape Construction Using Augmented Reality." DigitalCommons@USU, 2018. https://digitalcommons.usu.edu/etd/7132.

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This thesis describes the design, development, and evaluation of an interactive Microsoft HoloLens application that projects landscape models in Augmented Reality. The application was developed using the Unity framework and 3D models created in Sketchup. Using the application, students can not only visualize the models in real space but can also interact with the models using gestures. The students can interact with the models using gaze and air-tap gestures. Application testing was conducted with 21 students from the Landscape Architecture and Environmental Planning department at Utah State U
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Menon, Sadan Suneesh. "ARiSE - Augmented Reality in Surgery and Education." Wright State University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=wright1626967290537148.

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Alhumaidan, Haifa. "Co-design of Augmented Reality textbook for children's collaborative learning experience in primary schools." Thesis, Loughborough University, 2017. https://dspace.lboro.ac.uk/2134/32810.

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Augmented Reality (AR) is a recent technology that allows a seamless composition between virtual objects and the real world. This practice-based research uses the affordances of AR to design an AR textbook for collaborative learning experience. It identifies the key concepts of children s AR textbooks for the designing and evaluation of collaborative learning experiences. These concepts were used to develop a conceptual framework for the AR textbook that considers collaborative experience, learning and usability. Informed by these concepts, the research also has identified the design features
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Knutsson, Pontus, and Oskar Georgsson. "Augmented Reality Navigation Compared to 2D Based Navigation." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20499.

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I nästan tre decennier har GPS-koordinater och rutt-instruktioner visats i en top-down 2D-vy. Först i dedikerade navigationssystem, kommersiellt används för körning, till idag med GPS-system tillgängliga i våra smartphones. Det vanligaste sättet att idag visa GPS koordinater är fortfarande i någon form av 2D-vy som visar användaren var den är och vilka vägar / gator som ska tas. Detta har emellertid några problem som vi tror kan lösas med hjälp av Augmented Reality kombinerat med GPS. I denna uppsats beskrivs om och hur en Augmented Reality baserad navigerings vy kan göra det lättare för gåend
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Xu, Yinan. "Exploring the benefits and challenges of AR in an outdoor tourism experience." Thesis, KTH, Medieteknik och interaktionsdesign, MID, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-235328.

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With the development of resilient computer vision algorithms, mobile augmented reality (MAR) technology is now accessible for most smartphone users. There are a lot of MAR applications available on the App Store and Google Play. However, most of the applications are games for indoor usage. Outdoor MAR commercial applications are rare. Evidently, outdoor MAR in tourism is a promising and challenging field. This study focuses on Djurgården, an island in Stockholm. The purpose is to develop a MAR prototype for some underexplored places on the island and see the benefits and challenges of AR as a
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Almqvist, Daniel, and Magnus Jansson. "Förbättrat informationsflöde med hjälp av Augmented Reality." Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-177463.

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Augmented Reality är en teknik för att förstärka verkligheten, där digitala objekt placeras framför bilder eller liknande genom att använda kameran på den mobila enhet. Eftersom det finns flera olika metoder att använda Augmented Reality-tekniken har undersökningar och efterforskningar inom området gjorts. Ett exempel på ett område där denna teknik går att använda är reklam. Reklam är något som alla dagligen möts av, men oftast kan ses som tråkiga eller är något många inte lägger märke till. Genom en Augmented Reality prototyp kan användaren registrera respektive mönster eller tal och hämta nö
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Ho, Charlotte Tsz Wing. "AR in the Wild: Designing an Augmented Reality Tour for Preschool Children." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-139321.

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The goal of this research was to create an educational, outdoor Augmented Reality tour for preschool children using Minnesmark editor and mobile application. It started with an ethnographic pre-study which aimed understand the children’s abilities, characteristics and interests. It was followed by a bodystorming session which allowed the children to contribute to the design process together with the designer. Based on all the findings, a context scenario was created which showed the concept of a practicable tour. All the functional and data requirements were specified before creating the tour.
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Sundström, Emil. "Shared Augmented Reality : Developing a Multiplayer AR Mobile Game to Study Playability." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-75952.

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The purpose of this study has been to investigate if the Pervasive GameFlow Model is suitable for evaluating Player Experience in Augmented Reality games. The work has described a definition of Augmented Reality, how it generally operates and reviewed common challenges when developing Augmented Reality applications. A prototype game has been developed, based on a previous concept of merging board games with computer games using Augmented Reality. After development, the game has been tested with a method based on the Pervasive GameFlow Model. Results showed the model to be suitable for future te
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Kovacevic, Nedim, Jantje Meinzer, and Rainer Stark. "Nutzerzentrierte Entwicklung einer ortsunabhängigen Maschinenabnahme mittels Augmented Reality." Thelem Universitätsverlag & Buchhandlung GmbH & Co. KG, 2021. https://tud.qucosa.de/id/qucosa%3A75883.

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Die Nutzung von Augmented Reality (AR) stellt eine Vielzahl von Lösungsansätzen für Herausforderungen unterschiedlicher Bereiche, z.B. der Industrie, Medizin, Unterhaltungsmedien und Bildung, zur Verfügung. Speziell werden hier die Möglichkeiten von AR in der Fertigungsindustrie, genauer bei der Abnahme elektrischer Antriebe der Siemens AG, betrachtet. Dabei werden unter anderem messbare Größen wie Drehmoment, Ankerstrom, -spannung, Drehzahl, Schwingungen, Fertigungstoleranzen etc. gemessen, aber auch nicht quantifizierbare Größen wie Sichtprüfungen von Schweißnähten und Lackierung in Betracht
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Hansson, Emmeli. "Investigating Augmented Reality for Improving Child-Robot Interaction." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-258009.

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Communication in HRI, both verbal and non-verbal, can be hard for a robot to interpret and to convey which can lead to misinterpretations by both the human and the robot. In this thesis we look at answering the question if AR can be used to improve communication of a social robot’s intentions when interacting with children. We looked at behaviors such as getting children to pick up a cube, place a cube, give the cube to another child, tap the cube and shake the cube. We found that picking the cube was the most successful and reliable behavior and that most behaviors were slightly better with A
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Atha, Abdullah, and Nico Moreno. "En jämförelsestudie med Augmented Reality för inlärning i produktion." Thesis, KTH, Hållbar produktionsutveckling (ML), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-298372.

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Tillverkningsindustrin förändras och personalen måste anpassa sig till dessa förändringar som ställer högre krav på arbetsinstruktioner. Augmented Reality (AR) är ett verktyg som underlättar dessa instruktioner och snabbar upp inlärningsprocessen. Detta examensarbete tittar på förändringen som sker i inlärningssystemet vid tillämpningen av AR samt vilka tids-, säkerhets-, och kvalitetsaspekter som uppkommer vid denna tillämpning. Arbetet genomfördes med vetenskapliga artiklar samt intervjuer med kandidater från svenska företag som använder Augmented Reality. Ett Scaniabesök utfördes för att un
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Nyqvist, Ida. "Visualisering av vägdata i en AR-app." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-285059.

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I och med smarttelefonens intåg i våra liv har Augmented Reality (AR) kommit att bli en teknik i ropet. Många företag och utvecklare är intresserade av att undersöka dess potentiella användningsområden för just deras nisch. Men det är inte bara fantasin som sätter gränser - även hårdvaran.2018 lanserades ARCore, en uppsättning utvecklingsverktyg för att bygga AR-appar för Android-smartmobiler. ARCore i sig har inte stöd för att bygga positionsbaserade appar, men i och med att smartmobiler och surfplattor är utrustade med GPS och kompass för att kunna avgöra sin position och orientering, syftar
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Bleeker, Timo. "Ego- and Exocentric interaction methods formobile AR conferencing." Thesis, University of Canterbury. HITLabNZ, 2013. http://hdl.handle.net/10092/8533.

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Augmented Reality is technology that superimposes virtual content on the real world, typically shown through a see-through head mounted display (HMD) or handheld device. AR has successfully been used for many applications and provides new opportunities for remote collaboration and communication. With the growing availability of commercial HMDs such as Google Glass and the Oculus Rift, more possibilities in the field of AR have opened up. However, interaction with AR content shown on HMDs is still not very well explored. This master's thesis investigates the possibilities of a combined use of h
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Nilsson, Ann-Helén. "Visualizing IoT systems and data with Augmented Reality." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20335.

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Internet of Things (förkortat IoT) representerar den 4:e vågen av digitalisering och harsom fokus att koppla samman smarta enheter (eller Things). De flesta av dagens mobiltelefoner är utrustade med ett flertal sensorer och kamera. Augmented Reality har settutveckling inom industrin och hälsa de senaste åren. Ett återkommande problem för ubikdatateknik är dynamiska miljöer. I detta arbete tar vi dessa observationer i åtanke och medhjälp av Design Science Research Methodology utvecklar en prototyp som utnyttjar Augmented Reality för att visa information om enheter, eller Things, och utvärderar
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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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Partridge, Michael Jonathan. "Developing a Client/Server Architecture for a Mobile AR Urban Design Application." Thesis, University of Canterbury. HITLabNZ, 2013. http://hdl.handle.net/10092/8434.

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This thesis describes research into developing a client/server ar- chitecture for a mobile Augmented Reality (AR) application. Following the earthquakes that have rocked Christchurch the city is now changed forever. CityViewAR is an existing mobile AR application designed to show how the city used to look before the earthquakes. In CityViewAR 3D virtual building models are overlaid onto video captured by a smartphone camera. However the current version of CityViewAR only allows users to browse information stored on the mobile device. In this research the author extends the CityViewAR applicati
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Hou, Lei. "Evaluating the use of augmented reality to facilitate assembly." Thesis, Curtin University, 2013. http://hdl.handle.net/20.500.11937/2125.

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Assembly is the process in which two or more objects are joined together through particular sequences and operations. Current practice utilises two-dimensional (2D) drawings as the main visualisation means to guide assembly. Other visualisation means such as three-dimensional (3D) manual and Virtual Reality (VR) technology have also been applied to assist in assembly. As an emerging technology, Augmented Reality (AR) integrates 3D images of virtual objects into a real-world workspace. The insertion of digitalised information into the real-world workspace using AR can provide workers with the m
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Looser, Julian Conrad Alan. "AR Magic Lenses: Addressing the Challenge of Focus and Context in Augmented Reality." Thesis, University of Canterbury. Computer Science and Software Engineering, 2007. http://hdl.handle.net/10092/1239.

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In recent years, technical advances in the field of Augmented Reality (AR), coupled with the acceleration in computer and graphics processing power, have brought robust and affordable AR within the reach of the wider research community. While the technical issues of AR remain heavily researched, there is also a growing amount of work on user interface development and evaluation, heralding the convergence of traditional Human Computer Interaction (HCI) and AR. Magic Lenses are 2D interface components that provide alternative representations of objects seen through them. In this way, they can b
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Zhang, Longyu. "A QoE Model to Evaluate Semi-Transparent Augmented-Reality System." Thesis, Université d'Ottawa / University of Ottawa, 2019. http://hdl.handle.net/10393/38833.

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With the development of three-dimensional (3D) technologies, the demand for high-quality 3D content, 3D visualization, and flexible and natural interactions are increasing. As a result, semi-transparent Augmented-Reality (AR) systems are emerging and evolving rapidly. Since there are currently no well-recognized models to evaluate the performance of these systems, we proposed a Quality-of-Experience (QoE) taxonomy for semi-transparent AR systems containing three levels of influential QoE parameters, through analyzing existing QoE models in other related areas and integrating the feedbacks rece
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Chen, Jiajian. "Non-photorealistic rendering with coherence for augmented reality." Diss., Georgia Institute of Technology, 2012. http://hdl.handle.net/1853/45749.

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A seamless blending of the real and virtual worlds is key to increased immersion and improved user experiences for augmented reality (AR). Photorealistic and non-photorealistic rendering (NPR) are two ways to achieve this goal. Non-photorealistic rendering creates an abstract and stylized version of both the real and virtual world, making them indistinguishable. This could be particularly useful in some applications (e.g., AR/VR aided machine repair, or for virtual medical surgery) or for certain AR games with artistic stylization. Achieving temporal coherence is a key challenge for all NPR a
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Pettersson, Mikael, and Martin Stengård. "The Impact of Augmented Reality Support in Warehouse Trucks." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-124548.

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This Master Thesis analyzes how augmented reality (AR) can be used as assistance for a warehouse truck driver in order to make the driver more safe and efficient. The working environment is observed in an everyday warehouse and solutions are developed for situations based on observations. The AR solutions for the situations will be developed and evaluated. The software will be made for a pair of android see-through AR-glasses. Based on user tests and internal evaluation, the solutions will be evaluated for usage in the industry today or in the future.
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Kasperi, Johan. "Occlusion in outdoor Augmented Reality using geospatial building data." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-204442.

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Creating physical simulations between virtual and real objects in Augmented Reality (AR) is essential for the user experience. Otherwise the user might lose sense of depth, distance and size. One of these simulations is occlusion, meaning that virtual content should be partially or fully occluded if real world objects is in the line-of-sight between the user and the content. The challenge for simulating occlusion is to construct the geometric model of the current AR environment. Earlier studies within the field have all tried to create realistic pixel-perfect occlusion and most of them have ei
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Catchpole, Jason James. "Adaptive Vision Based Scene Registration for Outdoor Augmented Reality." The University of Waikato, 2008. http://hdl.handle.net/10289/2581.

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Augmented Reality (AR) involves adding virtual content into real scenes. Scenes are viewed using a Head-Mounted Display or other display type. In order to place content into the user's view of a scene, the user's position and orientation relative to the scene, commonly referred to as their pose, must be determined accurately. This allows the objects to be placed in the correct positions and to remain there when the user moves or the scene changes. It is achieved by tracking the user in relation to their environment using a variety of technology. One technology which has proven to provide accur
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Wang, Jue. "A First Experiment in Misplaced Trust in Augmented Reality." Miami University / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=miami1291819200.

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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
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Bergquist, Robin, and Nicholas Stenbeck. "Using Augmented Reality to Measure Vertical Surfaces." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-148868.

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Augmented Reality is commonly used for entertainment purposes on today’s smartphones. We intend to aid the evolution of Augmented Reality as a tool as opposed to a toy. With the use of Apple’s ARKit 1.5 release, which features vertical surface recognition, we implement and evaluate a solution to a target problem which aims to contribute to the knowledge of Augmented Reality’s strength and weaknesses. The implementation allows an iPhone user to measure surface areas by placing anchors to mark an area to be measured. We find that our Augmented Reality tool does not provide the same precision as
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Gunillasson, Alexander. "Designing for Augmented Reality in aviation E-Commerce." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-173365.

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In-flight entertainment (IFE) is facing exciting times ahead as more and more technological advancements find its way into the IFE-systems. With the increasing hardware capabilities of IFE-systems, one exciting technology which could be seen infuture IFE-systems is augmented reality (AR). AR could allow for virtual try-on (VTO) in a webshop, where passengers can view virtual representations of for instance, glasses or headpieces, augmented onto themselves through a camera on the IFE-screen. However, integrating VTO in a webshop comes with new challenges, both for the designer and the developer
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Häggvik, Adrian. "Anymaker AR - Augmented reality as a mean to improve 3D sketching in digital space." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-209411.

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Digital three-dimensional sketching and modeling is a field in computer science that is constantly evolving through new interaction paradigms. Many solutions move away from the traditional modern modeling software and aim to create a more natural and intuitive user experience. This report aims to compare an existing touch-screen solution against a novel implementation using augmented reality, that is made to replicate the way we draw in real life. A comparative task-based user study was performed and objective data was gathered together with a questionnaire and survey. Results indicate that su
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Lico, Angjelo, and Johannes Andersson. "Augmented reality inom sjukvården : En studie om utmaningar och möjligheter för AR i sjukvården." Thesis, Umeå universitet, Institutionen för informatik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-165245.

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This essay is about the use of Augmented Reality in healthcare, to highlight the challenges and the opportunities that generate from the subject. With the continual development of technology that is introduced to healthcare, it is important to understand the effects that Augmented Reality has on the workers that use it, and the people who are affected by it. This essay is based on a literature review to be able to examine the information that is best suited to contribute to the work. We created a table to present our findings by identifying two perspectives that are affected by the use of AR.
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Gabbard, Joseph L. "Usability Engineering of Text Drawing Styles in Augmented Reality User Interfaces." Diss., Virginia Tech, 2008. http://hdl.handle.net/10919/29093.

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In the coming years, augmented reality, mobile computing, and related technologies have the potential to completely redefine how we interact with and use computers. No longer will we be bound to desktops and laptops, nor will we be bound to monitors, two-dimensional (2D) screens, and graphical user interface (GUI) backgrounds. Instead we will employ wearable systems to move about and augmented reality displays to overlay 2D and three-dimensional (3D) graphics onto the real world. When the computer graphics and user interface communities evolved from text-based user interfaces to 2D GUIs, many
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Drugge, Niclas. "Evaluating the use of mobile Augmented Reality as a digital communication tool." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-148948.

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For over a century, mankind has been dreaming about technologies that combined reality with the wonders of the virtual world. Nowadays, Augmented Reality (AR) is doing just that, and with an emergence of AR in many new fields, there is reason to believe that it will be a widely used communication tool in the future. However, it is important to know what the benefits and disadvantages of AR is, not just from a user perspective, but also from a developer perspective. Therefore, a literature study on human communication and AR was performed in this thesis, along with the development of a mobile A
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Vu, Dieu An. "The AR in Architecture." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22742.

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En vanlig metod inom arkitektonisk visualisering idag är produktion av stillbilder som skapas med 3D-modelleringsprogram. Med sådan avancerad teknik blir det enkelt och effektivt att styra och manipulera vad som visas på stillbilderna, vilket ökar säljbarheten av arkitektoniska projekt. Men vad händer om vi tar det ett steg längre, med hjälp av Alternative Reality-teknik? AR eller Augmented Reality kan vara en annan användbar visualiseringsmetod, men vilka konsekvenser kommer det med, speciellt för de icke-professionella användarna? Om vi inte tänker på vilka konsekvenser det kan ha, på samma
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Sjöberg, Jesper. "Making use of the environmental space in augmented reality." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-156664.

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Augmented reality (AR) is constantly moving forward and pushing its bound- aries forward. New applications and frameworks for mobile devices are rapidly developing. Head mounted displays are evolving and making an impact on in- dustries and people. In this thesis, we are going to evaluate the concept of how to make use of the environmental space in augmented reality. Within the environmental space, we are going to focus on secondary elements — elements and objects that not are in the focus of the users. Both augmented reality in smartphones and head-mounted displays are going to be considered.
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Skarin, Rebecka. "UX Design of Augmented Reality House Configurator : Mobile AR Application and Web Administration Interface Design." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-79741.

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Many of us find it difficult to make big decisions, building ahouse is one of them. It is perhaps the biggest investment andproject that one takes on. During a house building project, thereare many things that needs to come together, you have to finda plot, choose a house model and lastly all those other choicesas for example the kitchen and bathroom details. It is in thisdecision process that it can be useful to be able to test differenthouse models and materials before the final decision is made.It is this process that is the focus of the thesis, or rather, a tool tofacilitate decisions. The
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Penzel, Markus. "Multikamerabasiertes Verfahren zur Fokusebenenbestimmung für eine AR-Datenbrille mit adaptiver Optik." TU Bergakademie Freiberg, 2018. https://tubaf.qucosa.de/id/qucosa%3A34156.

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Logistikmitarbeiter können mit Augmented-Reality-Datenbrillen ausgerüstet werden, um relevante Daten in ihr Sichtfeld einblenden zu lassen. Mithilfe moderner Datenbrillen können Visualisierungen dabei aufgrund der Brennweitendifferenz zwischen dem menschlichen Auge und der Datenbrillenoptik meist nur auf definierte Entfernungen scharf dargestellt werden. Ein Angleich der Brennweite der Optik an die Brennweite des Auges ermöglicht eine scharfe Darstellung der Inhalte innerhalb des Griffbereiches des Mitarbeiters. Zur Realisierung dieses Ansatzes wird in dieser Arbeit ein multikamerabasiertes Ve
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Strandberg, Li, and Ida Nyqvist. "Visualisering av vägdata i en AR-app." Thesis, KTH, Hälsoinformatik och logistik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-284227.

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I och med smarttelefonens intåg i våra liv har Augmented Reality (AR) kommit att bli en teknik i ropet. Många företag och utvecklare är intresserade av att undersöka dess potentiella användningsområden för just deras nisch. Men det är inte bara fantasin som sätter gränser - även hårdvaran. 2018 lanserades ARCore, en uppsättning utvecklingsverktyg för att bygga AR-appar för Android-smartmobiler. ARCore i sig har inte stöd för att bygga positionsbaserade appar, men i och med att smartmobiler och surfplattor är utrustade med GPS och kompass för att kunna avgöra sin position
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