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1

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 meaningful insights and lastly communicate it efficiently so that the value of it is not lost along the way. Therefore this study focuses on how augmented reality (AR) as an emerging digital technology is able to dissect and communicate information and bring value to those who are implementing it. What is more interesting in this study is to see the usefulness and ease of using AR from commercial and non-commercial aspects in B2B field. This study was conducted through a qualitative research approach with semi-structured interviews with five companies providing and using AR applications. In conclusion, AR brings value by transferring data faster and communicating it effectively through visualization of integrating computer-generated information with the real world as one. From commercial aspect, companies could use this technology in their marketing communication to increase customer involvement and perception of the brand. In contrast, from non-commercial perspective, companies could use AR as an internal resource to increase efficiency in operation process.
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Larsson, Sofia, and Jimmy Åkesson. "Subtly Influencing Gaze Direction Using a Handheld Augmented Reality Device." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20760.

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Smarta och hjälpsamma teknologier kommer ut varje år och blir snabbt en del avvår vardag. Teknologierna blir mer och mer medvetna om när och var vi behöverdem och stödjer oss i att nå personliga mål såsom att ta cykeln istället för bilen tilljobbet. Dock har dessa teknologier begränsad funktionalitet när vi inte interagerarmed dem, vilket resulterar i att vi behöver interagera med dem och förlorar fokusfrån andra uppgifter.Vi tror att det ett decennium fram kommer att finnas enkla applikationsgränssnitti glasögon med förstärkt verklighet (AR-glasögon). Förstärkt verklighet kan vara ettkraftfullt verktyg för att skapa ett skikt över den riktiga världen så önskar vi ocksåatt gränssnitten inte stör upplevelsen av den riktiga världen.I denna studie har vi undersökt vilka möjligheter det finns i att skicka visuellastimuli till en användare på ett subtilt eller subliminalt sätt. Slutsatsen är att detinte uppenbarligen går att säga att det visuella stimuli i systemet somimplementerades i denna studie var subliminalt. Dock så kunde vi dra slutsatsenatt tiden det tar att upptäcka ett visuellt stimuli som gradvis ökar med tiden skiljersig mellan användare och att användare är mer benägna att fokusera på objekt somär placerade i ögonhöjd, vilket bör beaktas när man ska bestämma vart visuellastimuli ska placeras.<br>Smart and helpful technologies are released every year and are quick to become partof our everyday lives. Technologies are becoming more aware of when and where weneed them and help us to achieve personal goals, such as taking the bike instead ofthe car to work. Still, many of these smart technologies have only limitedfunctionality without us interacting with them, resulting in us having to interactwith them and losing focus on other tasks.We believe that a decade from now, some future application interfaces will reside inaugmented reality smart glasses. While augmented reality can be a powerful toolwhen overlaying the real world, we also wish that the augmented reality interfacesdo not break the immersion of everyday life.In this study, we have explored the possibilities of sending visual cues to a user in asubtle or even a subliminal way in an augmented reality setting. In conclusion, thereis no obvious answer to whether a cue in the system that was implemented in thisstudy was subliminal. However, we found that the time it took to perceive a cue thatgradually intensifies with time differed between people and that people are moreinclined to focus on objects placed at an eye-level height which should be taken inconsideration when deciding on where to place visual cues.
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Danielsson, Oscar. "Augmented reality smart glasses as assembly operator support : Towards a framework for enabling industrial integration." Licentiate thesis, Högskolan i Skövde, Institutionen för ingenjörsvetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-19339.

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Operators are likely to continue to play an integral part in industrial assembly for the foreseeable future. This is in part because increasingly shorter life-cycles and increased variety of products makes automation harder to achieve. As technological advancements enables greater digitalization, the demands for increased individual designs of products increases. These changes, combined with a global competition, does put an increasing strain on operators to handle large quantities of information in a short timeframe. Augmented reality (AR) has been identified as a technology that can present assembly information to operators in an efficient manner. AR smart glasses (ARSG) is an implementation of AR suitable for operators since they are hands-free and can provide individual instructions in the correct context directly in their real work environment. There are currently early adopters of ARSG in production within industry and there are many predictions that ARSG usage will continue to grow. However, to fully integrate ARSG as a tool among others in a modern and complex factory there are several perspectives that a company need to take into consideration. This thesis investigates both the operator perspective and the manufacturing engineering perspective to support industry in how to make the correct investment decisions as regards to ARSG. The aim of this licentiate thesis is to provide a basis for a framework to enable industry to choose and integrate ARSG in production as a value adding operator support. This is achieved by investigating the theoretical basis of ARSG related technology and its maturity as well as the needs operators have in ARSG for their usage in assembly. The philosophical paradigm that is followed is that of pragmatism. The methodology used is design science, set in the research paradigm of mixed methods. Data has been collected through experiments with demonstrators, interviews, observations, and literature reviews. This thesis provides partial answers to the overall research aim. The thesis shows that the topic is feasible, relevant to industry, and a novel scientific contribution. Observations, interviews, and a literature review gave an overview of the operator perspective. Some highlights from the results are that operators are willing to work with ARSG, that operators need help in unlearning old tasks as well as learning new ones, and that optimal weight distribution of ARSG is dependent on the operators’ head-positioning. Highlights from the preliminary findings for the manufacturing engineering perspective include a general lack of standards for AR as regards vertical industrial application, improved tools for faster instruction generation, and large variations in specifications of available ARSG. Future work includes a complete answer to the manufacturing engineering perspective as well as combining all the results to create a framework for ARSG integration in industry.<br>Operatörer kommer sannolikt fortsätta att vara en integral del av industriell montering inom en överskådlig framtid. Detta beror delvis på allt kortare livscykler och ökad variation på produkter gör det svårare att automatisera produktionen. Samtidigt som tekniska framsteg möjliggör mer digitalisering så ökar efterfrågan på individuellt designade produkter. De här förändringarna, i kombination med en global konkurrens, skapar en ökad press på operatörer att hantera stora mängder information inom en kort tidsram. Förstärkt verklighet (förkortat AR från engelska ”augmented reality”) har identifierats som en teknologi som effektivt kan presentera monteringsinstruktioner för operatörer. Smarta AR glasögon (förkortat ARSG från engelska ”AR smart glasses”) är en implementering av AR som är lämplig för operatörer eftersom de inte behöver använda sina händer för att bära dem och för att de kan presentera individuella instruktioner i rätt kontext direkt i deras verkliga arbetsmiljö. Det finns industriföretag som redan har börjat använda ARSG i produktion och det finns många förutsägelser om att ARSG kommer fortsätta att växa. För att kunna fullt integrera ARSG som ett bland många verktyg i en modern och komplex fabrik så måste dock ett företag ta hänsyn till ett flertal perspektiv. Den här avhandlingen undersöker både operatörs-perspektivet och beredningsperspektivet för att stödja industrins investeringsbeslut rörande ARSG. Målet med den här licentiatavhandlingen är att bidra med en grund för ett ramverk som kan möjliggöra för industrin att välja, integrera och underhålla ARSG i produktion som ett värdeskapande operatörsstöd. Det här åstadkoms genom att undersöka den teoretiska grunden för ARSG-relaterad teknologi och dess mognad och även operatörernas behov i ARSG när de används i montering. Det filosofiska paradigm som har följts är pragmatism. Metodologin som har används är designvetenskap, kopplat till forskningsparadigmet blandade metoder. Data har samlats in genom demonstratorexperiment, intervjuer, observationer och litteraturstudier. Den här avhandlingen ger partiellt svar till det övergripande forskningsmålet. Avhandlingen visar att ämnet är möjligt att genomföra, relevant för industrin och ett originellt vetenskapligt bidrag. Observationer, intervjuer och en litteraturstudie gav en översikt av operatörsperspektivet. Några exempel från resultaten att lyfta fram är att operatörer är villiga att arbeta med ARSG, att operatörer behöver hjälp med att avlära sig gamla uppgifter såväl som att lära sig nya och att den optimala viktspridningen av ARSG beror på operatörernas huvudpositionering. Bland de preliminära resultaten från beredningsperspektivet inkluderas en generell avsaknad av standarder för AR gällande vertikala industriella tillämpningar, förbättrade verktyg för instruktionsskapande som stödjer snabbare instruktionsgenerering och stora variationer gällande specifikationer i tillgängliga ARSG. Framtida arbete inkluderar ett komplett svar till beredningsperspektivet samt att kombinera alla resultaten för att skapa ett ramverk för ARSG integration i industrin.<br><p>PUBLICATIONS WITH LOWER RELEVANCE</p><p>1. Holm, M., Danielsson, O., Syberfeldt, A., &amp; Moore, P. (2017). Adaptive instructions to novice shop-floor operators using augmented reality. Journal of Industrial and Production Engineering, 34, 362-374.</p><p>2. Syberfeldt, A., Danielsson, O., &amp; Gustavsson, P. (2017). Augmented Reality Smart Glasses in the Smart Factory: Product Evaluation Guidelines and Review of Available Products. IEEE Access, 5, 9118-9130.</p><p>3. Syberfeldt, A., Danielsson, O., Holm, M., &amp; Wang, L. (2016). Dynamic operator in-structions based on augmented reality and rule-based expert systems. Proceedings of the 48thCIRP Conference on Manufacturing Systems, 41, 346-351.</p><p>4. Syberfeldt, A., Holm, M., Danielsson, O., &amp; Wang, L. (2016). Support systems on the industrial shop-floors of the future: operators’ perspective on augmented reality. 6th CIRP Conference on Assembly Technologies and Systems, 44, 108-113.</p><p>5. Syberfeldt, A., Holm, M., Danielsson, O., &amp; Wang, L. (2015). Visual Assembling Guidance Using Augmented Reality. Procedia Manufacturing, 1, 98-109.</p><p>6. Syberfeldt, A., Danielsson, O., Holm, M., &amp; Ekblom, T. (2014). Augmented Reality at the Industrial Shop-Floor. Augmented and Virtual Reality, 1, 201-209.</p>
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4

Mazouzi, M. (Mounib). "Exploring the use of smart glasses, gesture control, and environmental data in augmented reality games." Master's thesis, University of Oulu, 2017. http://jultika.oulu.fi/Record/nbnfioulu-201803061300.

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Abstract. In the last decade, augmented reality has become a popular trend. Big corporations like Microsoft, Facebook, and Google started to invest in augmented reality because they saw the potential that it has especially with the rising of the consumer version of the head mounted displays such as Microsoft’s HoloLens and the ODG’s R7. However, there is a gap in the knowledge about the interaction with such devices since they are fairly new and an average consumer cannot yet afford them due to their relatively high prices. In this thesis, the Ghost Hunters game is described. The game is a mobile augmented reality pervasive game that uses the environment light data to charge the in-game “goggles”. The game has two different versions, a smartphone and smart glasses version. The Ghost Hunters game was implemented for exploring the use of two different types of interactions methods, buttons and natural hand gestures for both smartphones and smart glasses. In addition to that, the thesis sought to explore the use of ambient light in augmented reality games. First, the thesis defines the essential concepts related to games and augmented reality based on the literature and then describes the current state of the art of pervasive games and smart glasses. Second, both the design and implementation of the Ghost Hunters game are described in detail. Afterwards, the three rounds of field trials that were conducted to investigate the suitability of the two previously mentioned interaction methods are described and discussed. The findings suggest that smart glasses are more immersive than smartphones in context of pervasive AR games. Moreover, prior AR experience has a significant positive impact on the immersion of smart glasses users. Similarly, males were more immersed in the game than females. Hand gestures were proven to be more usable than the buttons on both devices. However, the interaction method did not affect the game engagement at all, but surprisingly it did affect the way users perceive the UI with smart glasses. Users that used the physical buttons were more likely to notice the UI elements than the users who used the hand gestures.
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Ceccarini, Chiara. "Sistema di navigazione aumentata per Smart Glasses." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amslaurea.unibo.it/11895/.

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Questa tesi si pone come obiettivo di arricchire l’applicazione per dispositivi Android creata da OpenTripPlanner, aggiungendo funzionalità di navigazione aumentata, rendendola utilizzabile da Smart Glasses. L’utente sarà guidato a passo a passo nel percorso grazie a informazioni visive e uditive sulle direzioni da prendere. L’applicazione può essere personalizzata per l’utente che la sta utilizzando grazie alla possibilità di inserire le proprie generalità e informazioni, utili per calcolare le calorie bruciate dall’utente durante il tragitto. All’applicazione l’utente può anche connettere, tramite Bluetooth, un mi band. In questo modo, una volta raggiunta la destinazione prescelta l’utente può avere informazioni sul numero di passi effettuati durante il tragitto e le calorie bruciate.
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Tinti, Angelo. "Realtà aumentata: una visione dal suo passato agli utilizzi odierni." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2021. http://amslaurea.unibo.it/24814/.

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La presente tesi mira a mostrare il percorso della realtà aumentata nella storia fino al giorno d'oggi, mostrando anche le tecnologie attuali che vengono utilizzate per implementare sistemi di questo tipo. Vengono inoltre illustrati i suoi possibili ambiti di utilizzo e alcuni casi di studio che hanno mostrato che effetti nelle persone essa può portare, indirettamente e direttamente. Si cerca oltre a ciò, di fare chiarezza su quali contesti possono essere definiti di realtà aumentata e quali di realà virtuale.
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Hatami, Javad. "Smart view : A study on students´ attitude toward employing smart glasses as a medium for e-learning." Thesis, Umeå universitet, Institutionen för informatik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-122669.

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User attitude and their perceptions are increasingly being explored by a variation of methods. This thesis addresses the perception that one might have for employing smart glasses as a potential online educational tool. Furthermore, it explores the challenges that are associated with designing educational apps for smart glasses as a medium for e-learning in general. For addressing and identifying these challenges and exploring user attitude, this thesis employs two different approaches. Firstly, by identifying the current challenges associated with e-learning in literature-related studies and secondly, based on the related literature surrounding the topic of e-learning and augmented reality, this thesis conducts a field study using semi-structured interviews. This study proposes the final conclusion based on the field study and by reviewing identified challenges in literature.
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Combier, Jessica. "Conception et développement de composants logiciels et matériels pour un dispositif ophtalmique." Thesis, Toulouse 3, 2019. http://www.theses.fr/2019TOU30014.

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Les recherches menées au cours de cette thèse de Doctorat s'inscrivent dans les activités du laboratoire commun OPERA (OPtique EmbaRquée Active) impliquant ESSILOR-LUXOTTICA et le CNRS. L’objectif est de contribuer au développement des “lunettes du futur” intégrant des fonctions d'obscurcissement, de focalisation ou d'affichage qui s’adaptent en permanence à la scène et au regard de l’utilisateur. Ces nouveaux dispositifs devront être dotés de capacités de perception, de décision et d’action, et devront respecter des contraintes d'encombrement, de poids, de consommation énergétique et de temps de traitement. Ils présentent par conséquent des connexions évidentes avec la robotique. Dans ce contexte, les recherches ont consisté à investiguer la structure et la construction de tels systèmes afin d’identifier leurs enjeux et difficultés. Pour ce faire, la première tâche a été de mettre en place des émulateurs de divers types de lunettes actives, qui permettent de prototyper et d’évaluer efficacement diverses fonctions. Dans cette phase de prototypage et de test, ces émulateurs s’appuient naturellement sur une architecture logicielle modulaire typique de la robotique. La seconde partie de la thèse s'est focalisée sur le prototypage d’un composant clé des lunettes du futur, qui implique une contrainte supplémentaire de basse consommation : le système de suivi du regard, aussi appelé oculomètre. Le principe d’un assemblage de photodiodes et d’un traitement par réseau de neurones a été proposé. Un simulateur a été mis au point, ainsi qu’une étude de l'influence de l'agencement des photodiodes et de l’hyper-paramétrisation du réseau sur les performances de l'oculomètre<br>The research carried out during this doctoral thesis takes place within the OPERA joint laboratory (OPtique EmbaRquée Active) involving ESSILOR-LUXOTTICA and the CNRS. The aim is to contribute to the development of "glasses of the future", which feature obscuration, focus or display capabilities that continuously adapt to the scene and the user gaze. These new devices will be endowed with perception, decision and action capabilities, and will have to respect constraints of space, weight, energy consumption and processing time. They therefore show obvious connections with robotics. In this context, the structure and building of such systems has been investigated in order to identify their issues and difficulties. To that end, the first task was to set up emulators of various types of active glasses, which enable the prototyping and effective testing of various functions. In this prototyping and testing phase, these emulators naturally rely on a modular software architecture typical of robotics. The second part of the thesis focused on the prototyping of a key component which implies an additional constraint on low consumption, namely the eye tracking system, also known as gaze tracker. The principle of a photodiode assembly and of a neural network processing has been proposed. A simulator has been developed, as well as a study of the influence of the arrangement of photodiodes and the hyper-parametrization of the network on the performance of the oculometer
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Eksvärd, Siri, and Julia Falk. "Evaluating Speech-to-Text Systems and AR-glasses : A study to develop a potential assistive device for people with hearing impairments." Thesis, Uppsala universitet, Avdelningen för visuell information och interaktion, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-437608.

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Suffering from a hearing impairment or deafness has major consequences on the individual's social life. Today, there exist various aids, but there are some challenges with these, like availability, reliability and high cognitive load when the user trying to focus on both the aid and the surrounding context. To overcome these challenges, one potential solution could make use of a combination of Augmented Reality (AR) and speech-to-text systems, where speech is converted into text that is then presented in AR glasses. However, in AR, one crucial problem is the legibility and readability of text under different environmental conditions. Moreover, different types of AR-glasses have different usage characteristics, which implies that a certain type of glasses might be more suitable for the proposed system than others. For speech-to-text systems, it is necessary to consider factors such as accuracy, latency and robustness when used in different acoustic environments and with different speech audio.  In this master thesis, two different AR-glasses are being evaluated based on the different characteristics of the glasses, such as optical, visual and ergonomic. Moreover, user tests are conducted with 23 normal hearing individuals to evaluate the legibility and readability of text under different environmental contexts. Due to the pandemic, it was not possible to conduct the tests with hearing impaired individuals. Finally, a literature review is performed on speech-to-text systems available on the Swedish market.   The results indicate that the legibility and readability are affected by several factors, such as ambient illuminance, background properties and also how the text is presented with respect to polarity, opacity, size and number of lines. Moreover, the characteristics of the glasses impact the user experience, but which glasses are preferable depends on the individual's preferences.   For the choice of a speech-to-text system, four speech-to-text APIs available on the Swedish market were identified. Based on our research, Google Cloud Speech API is recommended for the proposed system. However, a more extensive evaluation of these systems would be required to determine this.<br>Speech-to-Text System using Augmented Reality for People with Hearing Deficits
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Gharbi, Safa. "La réalité augmentée au service de l'optimisation des opérations de picking et putting dans les entrepôts." Thesis, Ecole centrale de Lille, 2015. http://www.theses.fr/2015ECLI0028/document.

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Ces travaux de recherche présentés dans cette thèse s’intègrent dans le cadre d’un partenariat entre Generix Group, éditeur de logiciels collaboratifs pour l’écosystème du commerce, et l’École Centrale de Lille portant sur la réalisation d’un système d’aide au déplacement des opérateurs intégrant la Réalité Augmentée (RA) dans le domaine de la supply chain. Dans la gestion des entrepôts, la préparation des commandes représente un processus important. Avoir une gestion optimisée des entrepôts en aidant les opérateurs à travailler dans des meilleures conditions est un enjeu majeur. Le but de cette thèse est de proposer un Système d’Aide à la Décision (SAD) dans les entrepôts pour l’optimisation des processus de picking et putting. L’aspect dynamique et ouvert du problème nous a conduits à adopter une modélisation multi-agent. Le système multi-agent proposé s’appuie sur les méta heuristiques pour gérer l’affectation aux opérateurs des chemins optimisés de préparation de commandes. Le système d’Alliance entre l’Optimisation et les Systèmes Multi-agent (AOSMA) proposé est basé sur une approche de modélisation, optimisation et simulation orientée agent intégrant la technologie des lunettes à RA. En effet, les lunettes connectées permettent d’afficher d’une manière confortable dans le champ de vision de l’opérateur les informations nécessaires afin d’améliorer l’efficacité et le rendement et de réduire les erreurs de picking et putting. Les résultats expérimentaux présentés dans cette thèse justifient l’alliance entre les Systèmes Multi-Agent et l’optimisation tout en intégrant la nouvelle technologie de RA pour assurer le pilotage des parcours de picking et putting<br>The research presented in this thesis belongs to a partnership between Generix Group, collaborative software vendor for Retail ecosystem, and the Ecole Centrale of Lille which aims to implement a Support System for Travel (SST) distance of pickers integrating Augmented Reality (AR) in the area of the supply chain. In warehouse management, order picking is an important process. Having an optimized warehouse management by helping order pickers to work in better conditions is a major issues. The aim of this thesis is to propose a Decision Support System (DSS) in warehouses to optimize picking and putting processes. The dynamic and open aspect of the problem has led us to adopt a multi-agent modelling approach. The proposed multi-agent system is based on metaheuristics to manage the optimized paths allocation to order pickers. The Alliance between the Optimization and Multi-Agent System (AOMAS) proposed is based on a modeling approach, optimization and agent-oriented simulation integrating Augmented Reality (AR) Smart Glasses. Indeed, the connected glasses can display in the operator's field of vision the necessary information to improve efficiency and effectiveness and reduce errors in picking and putting. The experimental results presented in this thesis, justify the alliance between the multi-agent systems and optimization integrating the new AR technology to ensure the piloting of picking and putting path
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Danielsson, Oskar. "Utveckling av utvärderingsmetod för Augmented Reality-gränssnitt inom prehospital vård." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-120074.

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Sjukvården är ett område som man ständigt försöker förbättra med ny teknik för att kunna ge bättre vård och rädda fler liv. En teknik som på senaste åren hamnat allt mer i fokus inom sjukvården är Augmented Reality. Det här arbetet har utförts med målet att utveckla en heuristisk utvärderingsmetod som ska kunna appliceras på Augmented Reality-teknik inom prehospital vård. För att nå målet så utvecklades en Augmented Reality-prototyp som till plattformen Google Glass. Med hjälp av resultat från användartester av prototypen som genomförts av sjukvårdare så utvecklades en lista bestående av 11 stycken heuristiker. Heuristikerna har använts för att utvärdera prototypen som utvecklades och heuristikerna var effektiva för att hitta designproblem hos prototypen.
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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 Verfahren zur automatischen Adaptierung der Optikbrennweite vorgeschlagen. Für die Brennweitenadaptierung wird ein Ansatz zur Pupillendetektion in Kombination mit einer 3D-Umgebungskamera vorgestellt. Da geläufige Algorithmen zur Pupillendetektion nicht für die Verwendung auf eingebetteten Systemen optimiert sind, wird der Schwerpunkt auf die Entwicklung eines geeigneten ressourcenarmen Algorithmus gelegt. Die nötige Relation zwischen dem menschlichen Auge und der 3D-Kamera wird dabei über einen Ansatz der mehrstufigen Ebenenkalibrierung realisiert. Die gewonnenen 3D-Tiefeninformationen werden anschließend mithilfe einer adaptiven Flüssiglinse zur Brennweitenjustierung der Optik genutzt. Da aktuell keine Datenbrillen mit den genannten Komponenten erhältlich sind, wurde eine eigenes Konzept realisiert. Die später beabsichtigte Anwendung soll dem Nutzer dabei Informationen zur Umsetzung aktueller Aufgaben anzeigen und diese direkt auf die Brennweite des Auges anpassen, um dessen kognitive Belastung zu reduzieren.:1 Einleitung 1 1.1 Aktueller Stand der Technik 2 1.2 Systemübersicht 6 1.3 Inhaltliche Gliederung 8 1.4 Wissenschaftlicher Beitrag 9 2 Theoretische Vorbetrachtungen 11 2.1 Augmentierte Realität 11 2.1.1 Übersicht 11 2.1.2 Videoaufnahme in Echtzeit 13 2.1.3 Tracking 13 2.1.4 Registrierung 15 2.1.5 Visuelle Ausgabemöglichkeiten 16 2.1.6 Eye-Tracking in AR 17 2.2 Das menschliche Auge 18 2.2.1 Anatomie 19 2.2.2 Das Auge als dioptrischer Apparat 22 2.2.3 Die Pupille 25 2.2.4 Verhaltensanalyse des Auges 26 2.2.5 Die retinale Signalverarbeitung 27 2.3 3D-Umgebungen 29 2.3.1 Kameramodell 29 2.3.2 Stereoskopie 32 2.3.3 Strukturiertes Licht 37 2.3.4 Time of Flight 39 3 Entwurf einer AR-Datenbrille mit blickpunktabhängiger Brennweitenadaptierung 42 3.1 Gesamtsystem 42 3.2 Infrarotbeleuchtung für die Eye-Tracking-Kamera 44 3.2.1 Gefährdung der Kornea durch IR-A Strahlen 47 3.2.2 Thermische Netzhautgefährdung – schwacher visueller Reiz 48 3.2.3 Überprüfung der Einhaltung der Grenzwerte der selektierten IR-LED 50 3.3 Optisches System 53 3.4 Adaptive Linse 55 3.5 3D-Umgebungskamera 56 3.6 Recheneinheit 58 4 Eye-Tracking 59 4.1 Einleitung 59 4.2 Voruntersuchungen 64 4.3 Eye-Tracking-Algorithmus „Fast Ellipse Fitting “(FEF) 67 4.3.1 Stand der Forschung 67 4.3.2 Übersicht 69 4.3.3 Schwellwertapproximation 70 4.3.4 ROI-Findung / hochaufgelöste Schwellwertsuche 72 4.3.5 Pupillendetektion 75 4.3.6 Anfälligkeiten 76 4.4 Validierung 81 4.5 Zusammenfassung 85 4.6 Diskussion 86 5 Blickpunktschätzung 87 5.1 Einleitung 87 5.2 2D-Blickpunktschätzung 89 5.2.1 Einleitung 89 5.2.2 Evaluierung 92 5.3 3D-Blickpunktschätzung 100 5.3.1 Stand der Technik 100 5.3.2 Aufnahme von Kalibrierungspunkten im 3D-Raum 103 5.3.3 Algorithmen zur 3D-Blickpunktschätzung 104 5.3.4 Evaluierung 108 5.4 Zusammenfassung 111 5.5 Diskussion 111 6 Blickpunktanalyse 113 6.1 Filterung der Augenbewegungen/Glint-Vektoren 113 6.1.1 Stand der Forschung 113 6.1.2 Glättung der Glint-Vektoren 116 6.2 Blickpunktauswertung 117 6.2.1 Display-Steuerung 119 6.2.2 Eye-Tracking zur Informationsergänzung 125 6.2.3 Validierung der 3D-Blickpunktschätzung 131 6.3 Zusammenfassung 135 6.4 Diskussion 136 7 Zusammenfassung 138 8 Ausblick 140 9 Literaturverzeichnis 142 A Anhang 151
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Leardini, Andrea. "Sistemi hands-free basati su smart-glass a supporto di attivita di customer care di un'impresa." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2015. http://amslaurea.unibo.it/9240/.

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Da alcuni anni in ambito business ed enterprise si sta diffondendo l'utilizzo di dispositivi wearable al fine di rendere più efficiente ed efficace la gestione di molteplici attività e processi aziendali. I sistemi hand-held comunemente utilizzati in ambito lavorativo, tra cui smartphone e tablet, spesso non risultano idonei in contesti in cui un operatore debba interagire con il dispositivo mentre ha le proprie mani impegnate con attrezzature e strumenti di lavoro. I sistemi hands-free rimediano a tali problematiche supportando tecniche di interazione non convenzionali che consentono all'operatore di mantenere libere le proprie mani durante la consultazione del dispositivo e di rimanere concentrato sull'attività che sta svolgendo. I sistemi basati su smart-glass, oltre ad offrire funzionalità hands-free, presentano l'ulteriore vantaggio di poter presentare all'interno del campo visivo dell'utente importanti informazioni di supporto inerenti all'attività che sta svolgendo, avvalendosi anche dell'utilizzo di tecnologie di realtà aumentata. La sinergia tra dispositivi basati su smart-glass e tecniche di realtà aumentata sta destando un crescente interesse sia in ambito accademico che industriale; esiste la possibilità che in un prossimo futuro questa tipologia di sistemi divenga la nuova piattaforma computazionale enterprise di riferimento. L'obiettivo di questo lavoro di tesi è stato lo studio e la progettazione di una soluzione hands-free basata su smart-glass in grado di supportare alcune attività di customer care del Gruppo Loccioni, una società che si occupa dello sviluppo di sistemi automatici di misura e controllo per migliorare la qualità, l'efficienza e la sostenibilità di prodotti, processi ed edifici. In particolare, il sistema sviluppato ha consentito di migliorare la gestione dei processi di manutenzione e riparazione degli impianti energetici sostenibili che il Gruppo Loccioni installa presso le sedi di imprese clienti.
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Enblom, Gustav, and Hannes Eskebaek. "Real Time Vehicle Diagnostics Using Head Mounted Displays." Thesis, Linköpings universitet, Programvara och system, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-119657.

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This thesis evaluates how a head mounted display (HMD) can be used to increase usability compared to existing computer programs that are used during maintenance work on vehicles. Problems identified during a case study in a vehicle workshop are first described. As an attempt to solve some of the identified problems a prototype application using a HMD was developed. The prototype application aids the user during troubleshooting of systems on the vehicle by leading the mechanic with textual information and augmented reality (AR). Assessment of the prototype application was done by comparing it to the existing computer program and measuring error rate and time to completion for a predefined task. Usability was also measured using the System Usability Scale. The assessment showed that HMDs can provide higher usability in terms of efficiency and satisfaction. Furthermore, the thesis describes and discusses other possibilities and limitations that usage of HMDs and AR can lead to that were identified both from theory and during implementation.
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Bottazzi, Manuel. "Studio e sviluppo di un Framework in ambiente Android per la realizzazione di Interfacce Utente Innovative basate su Smart Glass." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amslaurea.unibo.it/10366/.

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La tesi tratta dell'esplorazione di una possibile interfaccia utente per Smart Glass in un contesto di utilizzo hands-free con elementi virtuali appartenenti ad un sistema di riferimento solidale all'utente e non al dispositivo, e la conseguente realizzazione di un Framework per lo sviluppo di applicazioni Andoid rispondenti a tale interfaccia e relativo test.
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Franco, Jéssica Spínola. "Augmented reality selection through smart glasses." Master's thesis, 2019. http://hdl.handle.net/10400.13/2663.

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O mercado de óculos inteligentes está em crescimento. Este crescimento abre a possibilidade de um dia os óculos inteligentes assumirem um papel mais ativo tal como os smartphones já têm na vida quotidiana das pessoas. Vários métodos de interação com esta tecnologia têm sido estudados, mas ainda não é claro qual o método que poderá ser o melhor para interagir com objetos virtuais. Neste trabalho são mencionados diversos estudos que se focam nos diferentes métodos de interação para aplicações de realidade aumentada. É dado destaque às técnicas de interação para óculos inteligentes tal como às suas vantagens e desvantagens. No contexto deste trabalho foi desenvolvido um protótipo de Realidade Aumentada para locais fechados, implementando três métodos de interação diferentes. Foram também estudadas as preferências do utilizador e sua vontade de executar o método de interação em público. Além disso, é extraído o tempo de reação que é o tempo entre a deteção de uma marca e o utilizador interagir com ela. Um protótipo de Realidade Aumentada ao ar livre foi desenvolvido a fim compreender os desafios diferentes entre uma aplicação de Realidade Aumentada para ambientes interiores e exteriores. Na discussão é possível entender que os utilizadores se sentem mais confortáveis usando um método de interação semelhante ao que eles já usam. No entanto, a solução com dois métodos de interação, função de toque nos óculos inteligentes e movimento da cabeça, permitem obter resultados próximos aos resultados do controlador. É importante destacar que os utilizadores não passaram por uma fase de aprendizagem os resultados apresentados nos testes referem-se sempre à primeira e única vez com o método de interação. O que leva a crer que o futuro de interação com óculos inteligentes possa ser uma fusão de diferentes técnicas de interação.<br>The smart glasses’ market continues growing. It enables the possibility of someday smart glasses to have a presence as smartphones have already nowadays in people's daily life. Several interaction methods for smart glasses have been studied, but it is not clear which method could be the best to interact with virtual objects. In this research, it is covered studies that focus on the different interaction methods for reality augmented applications. It is highlighted the interaction methods for smart glasses and the advantages and disadvantages of each interaction method. In this work, an Augmented Reality prototype for indoor was developed, implementing three different interaction methods. It was studied the users’ preferences and their willingness to perform the interaction method in public. Besides that, it is extracted the reaction time which is the time between the detection of a marker and the user interact with it. An outdoor Augmented Reality application was developed to understand the different challenges between indoor and outdoor Augmented Reality applications. In the discussion, it is possible to understand that users feel more comfortable using an interaction method similar to what they already use. However, the solution with two interaction methods, smart glass’s tap function, and head movement allows getting results close to the results of the controller. It is important to highlight that was always the first time of the users, so there was no learning before testing. This leads to believe that the future of smart glasses interaction can be the merge of different interaction methods.
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Chang, Hsiang-Ling, and 張湘菱. "A Smart-Glasses-based Augmented Reality Assisted System." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/5gpbj4.

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碩士<br>國立中央大學<br>資訊工程學系<br>106<br>Recently, the application of augmented reality has become more and more prevalent. With the advent of smart-glasses, the related research of augmented reality has been grown vigorously. Therefore, this dissertation proposes an augmented reality assisted system which will be set up on the smart-glasses. By setting the system on the smart glasses, the user will be able to use the system in personal perspective. There are three main features in the system.(1)With a set of simple procedure, the system will set up dataset of objects on the device. Moreover, the system can identify the object and its position on the device automatically by using the Mask R-CNN method.(2)By capturing pointing gesture from the image and analyzing the pointing direction, the system will display the object information according to the finger pointing direction.(3)Using the calibrating object to analyze the rotation angles of virtual tools. The aim of this system is to provide a system that can assist technicians in training. With the finger pointing, the system can show the object information which the user wants to know on the smart-glasses immediately. According to the results of the experiments, the percentage of recognition of object detection is 95.5%, the Kappa value of recognition of gesture detection is 0.93, and the average time for detecting pointing gesture is 0.26 seconds. Furthermore, even under different light, the proportion of accuracy of the pointing analysis is up to 79%. Based on the results of the experiments, it was proved that the method which was applied in this dissertation is applicable.
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CHEN, CHIH-YANG, and 陳志揚. "The Immersive Haptic Interaction Technique with Augmented Reality Glasses." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/wtnchd.

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碩士<br>國立高雄第一科技大學<br>電機工程研究所碩士班<br>106<br>Augmented Reality(AR) applies various fields widely,but traditional AR only focuses on visual sense and lacks tactile sense. In our reasearch,we combine the haptic devices in AR,it can make us touch the 3D objects and have force feedback.The 3D objects haptic sensation based on the cursor,but the moving range of the cursor is limited by the haptic device. Hence,the mouse simulation method is developed to solve this problem. Because the fixed camera and the computer screen are wired and the vision is limited,the smart glasses BT300 is employed to release them. Hence,users can watch and touch the 3D objects naturally when moving posture. To show the real world will occur in the physical phenomenon,we adds a physical simulation to present events that occur in real world objects, Assess the touching the ball in AR environment, The ANOVA (Analysis of Variance) is used for evaluating the effectiveness of each factor. Keywords: Augmented Reality, haptic devices,video streaming
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Wu, Shanshan. "Augmented reality for high-throughput phenotyping." Thesis, 2019. http://hdl.handle.net/2097/39470.

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Master of Science<br>Department of Computer Science<br>Mitchell L. Neilsen<br>Smart glasses, like smart phones, have separate operating systems, and can execute many different kinds of software and games. Smart glasses can be used to add a schedule, map navigation, interact with friends, take photos and videos, and make video calls with friends through voice control. They can support wireless network access through a mobile communication network. Bluetooth is a radio technology that supports short-range communication between of the devices. It can exchange information between devices including mobile phones, wireless headsets, laptops, etc. Bluetooth technology can effectively simplify the communication between mobile devices. This thesis focuses on smart glasses applications for high-throughput phenotyping which requires a data monitor, data synchronization, Bluetooth service, and voice control between devices. On the Android side, the application, which is extended, is called Field Book. The new software called Field Book AR, includes a data monitor module and a Bluetooth server module to achieve data exchange with smart glasses. On the smart glasses side, the application is called DataReceiver. It receives voice commands from users and controls the actions of Field Book AR. Also, when Field Book detects data changing, it accepts new data and shows changes to the users.
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Lin, Yu-Chih, and 林于智. "PeriText: Utilizing Peripheral Vision for Reading Text on Augmented Reality Smart Glasses." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/5fd8kh.

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碩士<br>國立臺灣大學<br>資訊工程學研究所<br>106<br>Augmented Reality (AR) provides real-time information by superimposing virtual information onto users&apos;&apos; view of the real world. Our work is the first to explore how peripheral vision, instead of central vision, can be used to read text on AR and smart glasses. We present PeriText, a multiword reading interface using rapid serial visual presentation (RSVP). This enables users to observe the real world using central vision, while using peripheral vision to read virtual information. We first conducted a lab-based study to compare reading efficiency among 6 different text transformation, 2 retinal eccentricities, and 3 different numbers of words for RSVP paradigm. Another lab-based study followed, investigating the performance of the reading interface design derived from the previous study. Finally, we conducted a field study to collect user feedback while using PeriText in real-world walking scenarios.
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CHEN, WEI-LIN, and 陳韋霖. "Physically-Based Simulation Interaction Haptics Technique of Virtual-Objects on Augmented Reality Glasses." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/n67pge.

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碩士<br>國立高雄科技大學<br>電機工程系<br>107<br>In our research, the image recognition technology is used to identify multiple markers in Augmented Reality to create virtual objects and enables us to touch the perception of virtual objects with Haptic Devices. In addition, the smart glasses BT300 combined with image compression streaming is employed to free the restrictions of user workspace to achieve augmented reality and Haptics Device applications. Since the camera and the screen are all combined on the smart glasses BT300 will follow the user's head. The image captured by the camera will appear in front of the glasses. Hence the user through glasses will see an overlapping markers in the real world. Therefore, the virtual objects calibration approach is proposed for fixing virtual objects on markers with naturally the user's perspective. Finally, addition some physical simulations with haptics feedback interaction in augmented reality world.
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Chen, Hsin-Ting, and 陳信廷. "Off-axial optical architecture with single microdisplay for stereo augmented reality sport glasses." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/924r37.

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碩士<br>國立交通大學<br>光電工程研究所<br>107<br>There is a huge variety of AR glasses in the market recently. However, each type of AR glasses can only fit in some specific niche application. The reason why that the diversity of AR glasses exists is that different AR application scenarios request different form factor, such as ID design and content display. Technology nowadays just cannot meet all the different situation needs with a single model.  In order to solve this problem, an off-axis optical architecture with single microdisplay is proposed in this study. The concept of this experiment is to add AR display function to currently exists glasses without changing its form factor and ID design with minimizing extra weight loading. Due to the very little space between face and the glasses, inserting optical light path can be hard. We make the major extra weight be added over nose and ear, where direct support is underneath.  The sport glasses chosen for the prototype is a ski goggle provided by Argus Vision. A free-form surface is chosen for optical component use. To reduce the eye relief and increase the field of view through the configuration of the optical architecture, in which only single display panel is used for both views. Although the resolution has to be diminished into half for each view, it still sufficient for sporting application scenarios, such as heart beating rate, blood sugar, PM2.5, and direction pointing arrow. Finally, we successfully develop a prototype of glasses through ultra-precision machining.
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Tai, An-Ting, and 戴安庭. "Information Display Evaluation of Augmented Reality Based Machine Assisted Operation Instruction System on Smart Glasses." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/p72wha.

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Lin, Yu-Hua, and 林育樺. "An Augmented Reality-based System for Art-exhibition Guidance by Computer Vision Techniques Using Smart Glasses." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/01670963607930273882.

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碩士<br>國立交通大學<br>多媒體工程研究所<br>104<br>When people visit a new indoor art exhibition, they usually need a guidance system to tell them how to arrive artworks desired to see. In this study, a real-time augmented reality (AR)-based guidance system built on a pair of smart-glasses for use in indoor art-exhibition spaces has been proposed. The system is based on computer vision and AR techniques to achieve automatic guidance functions. At first, the system is designed to be based on image matching for user localization in the exhibition space, and so an environment map, which includes a plan drawing of the exhibition space, a database of artwork images in the environment, and all artwork information, is established. The artwork images are taken according to a grid-like arrangement of space nodes with eight images taken around 360o at each node. All the learned data are saved into a database for use in the guidance phase. Next, a method for user localization is proposed for use by the system. Specifically, the server-side of the system receives the image taken by the client-side camera and matches the image against the image database using speeded up robust features (SURFs) extracted from the images. Then, the system derives the user’s orientation and position parameters according to the corresponding relationship between the image taken by the user and the matching result. Finally, the client-side receives the result of user localization from the sever-side for use in drawing an AR guidance arrow on the smart-glasses screen. To realize real-time guidance, methods for speeding up image transmission and processing are also proposed for uses both in the learning phase and in the guidance phase. Consequently, user localization can be updated, and the AR guidance arrow and the information of the artwork can be displayed on the screen of the smart-glasses, all in real-time. Finally, a method for path planning and AR-based guidance and is proposed. Based on the derived user’s position, the system plans a shortest path from the user’s location to a pre-selected destination artwork by use of the Dijkstra algorithm. Furthermore, the AR guidance arrow is rendered in a 3D fashion and augmented on the smart-glasses screen to guide the user where to go and which direction to turn to. When the user arrives at the desired artwork, the detailed information of the artwork is augmented on the screen for appreciation. Good experimental results are also presented, which show the feasibility of the proposed methods and the system for real-time art-exhibition guidance applications.
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Ko, Ting-Wen, and 柯婷文. "A Real-time Mobile Augmented-reality System for Street-area Exploration by Computer Vision Techniques Using Smart Glasses." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/878972.

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碩士<br>國立交通大學<br>資訊科學與工程研究所<br>104<br>In this study, a realtime augmented reality (AR)-based tour guidance system for outdoor street-area exploration has been proposed. The system is based on computer vision techniques for uses while visiting outdoor street areas. It solves a tourist’s problem of getting lost in unfamiliar streets, having no idea about reaching a desired location, or even being unable to comprehend a map of the area. The system has the following functions. Firstly, a simple way to learn the street-area environment before touring is provided. Secondly, accurate user positions and orientations are computed. Thirdly, the latest user position and orientation are updated in a realtime fashion so that the user can always know where he/she is at any moment. Fourthly, a proper and shortest guidance path is planned to guide the user and update an augmented guidance arrow shown on the display of a pair of smart glasses dynamically when the user is walking toward a wrong direction. Finally, the information about the traversed or visited buildings is displayed on the device in an AR manner, by which the user can get more knowledge about the buildings. To implement such a system, at first an environment map is generated in the learning phase, which includes a top-view map of the selected tour paths and the information about the along-path buildings. In addition, the images of the buildings taken by the camera of the smart glasses and the corresponding building locations along the entire tour path are also learned. All the learned data are saved into a database for use in the guidance phase. Next, a method for user localization is proposed, which is based on image matching using speeded up robust features (SURFs). At first, the server-side of the system receives the image taken by the camera of the smart glasses. Secondly, image matching is conducted against the pre-constructed image database by an SURF matching algorithm. Then, three methods of speeding up the feature-matching work are applied. Finally, user localization is conducted by the system to obtain the user’s position and orientation parameters according to the perspective relationship between the image taken by the user and the matching result. Furthermore, to realize realtime guidance, methods of speeding up images transmission and image processing are also proposed for use both in the learning phase and in the guidance phase, so that the AR information and guidance arrow can be updated and displayed on the screen of the smart device in realtime. Finally, a method for AR-based guidance and building-information introduction is proposed. Based on the user’s position and orientation, a shortest path from the user’s location to the pre-selected destination is planned by use of the Dijkstra algorithm. Accordingly, an AR-based arrow is rendered and augmented on the acquired along-path scene image on the screen to guide the user where to go. Also augmented on the screen is the information of the building according to the user localization result. Good experimental results are also presented to show the feasibility of the proposed methods and the system for real applications.
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Metzger, Dirk Walther. "Wearable Systems Engineering - Anforderungsanalyse, Modellierung und Implementierung Datenbrillen-basierter Informationssysteme." Doctoral thesis, 2017. https://repositorium.ub.uni-osnabrueck.de/handle/urn:nbn:de:gbv:700-2017091316244.

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Im Rahmen der Dissertation wurde Gestaltungswissen für Datenbrillen-basierte Informationssysteme erarbeitet. Dazu wurde primär dem gestaltungsorientierten Forschungsparadigma, welches von besonderer Relevanz für die konstruktionsorientierte deutsche Wirtschaftsinformatik ist, gefolgt. Die beiden Technologien Smart Glasses sowie Virtual Reality-Brillen wurden zur Untersuchung herangezogen und diverse Artefakte konstruiert, um vier Forschungsfragen beantworten zu können. Eine Sonderstellung nehmen die drei vorgestellten Implementierungen von Informationssystemen zur Aufnahme von Prozessen, der prozessorientierten Unterstützung von Technikern vor Ort und der Aus- und Weiterbildung von Technikern in virtuellen Lernszenarien ein.
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王文沛. "Looking-Glass Self A Study of the Creation of Augmented Reality Art." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/348ya4.

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碩士<br>國立臺灣師範大學<br>美術學系在職進修碩士班<br>101<br>Self-examination forms the basis of this study. Observation of one's specular image stimulates a new dialogue between the observer and their self-awareness and spirit. In his work the Mirror Stage, French psychoanalyst Jacques Marie Emile Lacan (1901-1981) states that, ' The specular image of the subject produces self-awareness, which confirms the unity of the body (Du Sheng-Feng, 1997). The 'specular image' referred to by Lacan doesn't just include the image in the mirror; the existence of others is also a kind of specular image. In his theory of the 'looking glass self,' American sociologist Charles Horton Cooley (1864-1929) posits that the self is a product of society. Society resembles a mirror, and a person's self is shaped by the perceptions of others (Song Zhen-Zhao, 1997). Furthermore, these various kinds of self image, which result from the influence of others, point to the existence of a kind of imagination and illusion – as well to self-awareness as constituted by the other. This study attempts to employ augmented reality to extend a virtual image to the observer's actual image. It uses the virtual image to express and deliberate the phenomenon of the 'otherness' of the self. It also attempts to use the Arduino control panel to develop an interactive device interface that encourages the observer to participate in the work, and which also promotes new discussion of the 'self.' The study explores and experiments with the use of augmented reality technology to engage in a new form of artistic creation through interactive technology. This study is divided into five chapters: Chapter One is an introduction, and describes the background to the research, its motives, objectives, scope and limits. This chapter also includes a discussion of the research framework and definitions of terms used. Chapter Two discusses the literature relating to this field, and, using Lacan's Mirror Stage, discusses the production of the self and the phenomenon of the otherness of the self. Furthermore, using Cooley's theory of the 'looking glass self,' it discusses the influence of society on the self. From this are derived the discussion and analysis of the topics of this study. Chapter Two then discusses definitions, development, characteristics and case analyses of contemporary techno-art. Chapter Three focuses on the discussion of augmented reality, interactive programming environments, and interactive device interfaces, as well as case analyses of the commercial applications of augmented reality. Chapter Four includes a discourse on concept and form, a process explanation, a work explanation, and an explanation of exhibition design. Chapter Five is the conclusion. The main value of this study lies in its exploration of the 'self' through the use of technology. It uses augmented reality to extend virtual reality to actual images and express and state the essence of the 'self.' Furthermore, through the use of interactive device technology, it permits the observer to personally take part in the work, allowing the discussion and realization of the multiple textual meaning of the artistic work. We also expect that this research will form a basic discussion of practical models of related levels of techno-art creation, art teaching and research, commercial advertising, and commercial interactive design, etc.
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Tsai, Ni-Hsin, and 蔡妮馨. "Usability Evaluation of Augmented Reality Based Mobile Phone Maintenance System on Google Glass." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/hq5dsv.

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29

Werning, Sebastian. "Smart Logistic Systems Engineering - Gestaltung logistischer Wertschöpfungssysteme durch augmentierte Prozessunterstützung." Doctoral thesis, 2021. https://repositorium.ub.uni-osnabrueck.de/handle/urn:nbn:de:gbv:700-202101203984.

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Abstract:
Innerhalb der Fachdomäne Logistik ist ein ausgeprägter Bedarf zur Unterstützung von immer komplexer werdenden und dynamischen Dienstleistungsprozessen durch mobile Informationssysteme festzustellen. Besonders neue Kommunikationstechnologien ermöglichen die Neugestaltung zugehöriger logistischer Wertschöpfungssysteme durch die Vernetzung von produzierenden Unternehmen, Dienstleistern und Endkunden entlang der Supply Chain. Für die Logistik wird die Technologie Augmented Reality (AR) als nutzenstiftendes Werkzeug zur Prozessunterstützung und Realisierung von zwischenmenschlichen Kollaborationen als auch Mensch-Maschine-Kollaborationen bewertet. Hierzu zählen besonders Datenbrillen, sogenannte „Smart Glasses“, die als Trägersystem für die augmentierte Prozessunterstützung zum Einsatz kommen. Zielsetzung dieser Forschungsarbeit ist die Gestaltung von logistischen Wertschöpfungssystemen mittels augmentierter Prozessunterstützung auf Basis Smart-Glasses-basierter Assistenzsysteme. Dazu werden zunächst (1) domänenspezifische als auch branchenübergreifende nutzenstiftende Anwendungsfälle identifiziert und aggregiert, (2) ein Vorgehensmodell zur Konzeption, Integration und Implementierung von entsprechen mobilen Informationssystemen erstellt und (3) Gestaltungsrichtlinien für mensch-zentrierte Assistenzsysteme und zugehörige Kollaborationsfunktionen mit Fokus auf die Gebrauchstauglichkeit (engl. Usability) etabliert. Mittels eines gestaltungsorientierten Vorgehens (Design Science Research) wird der identifizierte Forschungsbedarf mit Erkenntnissen aus einem in der Dienstleistungslogistik verorteten Konsortialforschungsprojekt als auch mehreren prototypischen Instanziierungen praktisch fundiert. Die vorliegende Arbeit erweitert durch die Gestaltung von gebrauchstauglichen Smart-Glasses-basierten Assistenzsystemen und die Schaffung entsprechender Kollaborationsfunktionen das Forschungsgebiet der Mensch-Computer-Interaktion und hier speziell den Forschungsbereich der Computer-Supported Cooperative Work. Zusätzlich wird der Bereich des Service Systems Engineering als Teildisziplin der Wirtschaftsinformatik mit Gestaltungswissen ergänzt. Zugleich wird die Wissensbasis der Fachdomäne Logistik (und hier speziell der Dienstleistungslogistik) um konkrete Anwendungsfälle für eine augmentierte Prozessunterstützung erweitert.
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30

Huang, Sz-Chi, and 黃思齊. "Developing an Enhanced Triangulation Positioning Algorithm with Google Glass and Augmented Reality Technologies for Indoor Guidance." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/9s9fy3.

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碩士<br>國立臺中科技大學<br>資訊管理系碩士班<br>104<br>Nowadays, Wi-Fi wireless network technology is used widely. Wi-Fi chip is a standard equipment in most smart devices, and is used to connect the Internet and transfer data to each device. It can detect connection quality of the Internet and signal strength of Wi-Fi access point which named RSSI (Received signal strength indication). Subsequently, there is more and more indoor positioning applications seen in the literature. However, traditional triangulation positioning algorithm has been unable to provide accuracy. One of the main goals is to develop an indoor positioning algorithm to improve the accuracy. In order to prove the usability, this study develops an enhanced triangulation positioning algorithm with Google Glass for indoor guidance. The results present the proposed algorithm has better accuracy and is applicable in a simulated exhibition room with a few art works. Furthermore, positive feedback is found from 68 users.
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31

Chen, Chun-yi, and 陳駿逸. "A Study on User Interface of Memory Carrier with Wearable Augmented Reality-From Space‐Glass to New Palace of Memory." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/44605075770054551587.

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碩士<br>國立成功大學<br>建築學系碩博士班<br>96<br>The next revolutionary human-computer interaction will explore ubiquitous technology to reflect natural human needs and to support human life in reality. One of the most important applications for human-computer interaction is human memory assistance. It is argued that future should be smart enough to store and retrieve human memory, which can link human emotion to physical context. This paper presents a conceptual framework with a matrix of ubiquitous computing applications. The thesis explores user interface of spatial memory carrier with wearable augmented reality, allowing representing emotional human memory in smart space. Users can perceive virtual information in the physical space directly through embodied interaction with the wearable augmented reality device called “space-glass". Finally, the thesis concludes with a proposal of "space-glass" augmented reality device based on the idea of co-existence of virtual and physical experience. A prototype of space-glass has been implemented, linking the physical space with virtual memory information. Users can reload digital information represent emotional memory, and control the physical display of virtual memory remotely.
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