Dissertations / Theses on the topic 'Mobile AR'
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Wang, Yuan. "An Authoring Tool for Building Mobile Phone AR Applications." Thesis, University of Canterbury. Computer Science and Software Engineering, 2010. http://hdl.handle.net/10092/5071.
Full textAlvarez, Diaz Maria Guadalupe. "Experiencing Play with Digital Heritage through Mobile AR Technology." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12740.
Full textDesigning Digital Heritage. Seeing Secrets
Jakub, Nilsson. "Pose AR: Assessing Pose Based Input in an AR Context." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-89228.
Full textBaiocchi, Gianmarco. "Design e sviluppo di un'app mobile con AR per promuovere i SDGs." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2020. http://amslaurea.unibo.it/21582/.
Full textPartridge, 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.
Full textSundström, 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.
Full textSyftet med denna studie har varit att undersöka om Pervasive GameFlow Modellen är lämplig för att utvärdera spelarupplevelse i Augmented Reality-spel. Arbetet har beskrivit en definition av Augmented Reality, hur det generellt fungerar och granskat vanliga utmaningar vid utveckling av Augmented Reality-applikationer. Ett prototypspel har utvecklats, baserat på ett tidigare koncept för att slå samman brädspel med datorspel med hjälp av Augmented Reality. Efter utveckling har spelet testats med en metod baserad på Pervasive GameFlow Modellen. Resultat visade att modellen var lämplig för framtida tester och utvärderingar, men producerade inte data för att utveckla speldesignen. Generering av sådan data skulle kräva utförande av ytterligare testmetoder.
Skinner, Scott. "User-centered Evaluation of a Mobile AR Product in an Agile Environment." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-280804.
Full textNya framsteg inom mobil Augmented Reality (AR) skapar lovande möjligheter for nya, engagerande, intuitiva och potentiellt skalbara interaktiva produkter. Att utvärdera användbarhet och UX for mobil AR kan dock vara svart eftersom gränssnittet ar mycket anpassningsbart, ofta tvetydigt och varierar beroende på sammanhang. Detta projekt kommer att beskriva utvärderingen av en fotscanner som styrs via mobil AR-interaktion och därmed medföra ett satt att närma sig mobil AR-utvärdering. Några teman som kommer att diskuteras ar vikten av iterativ in-situ-utvärdering, fördelarna med användbarhetstestning i laboratorium och på distans, samt hur man identifierar användar-insikter i relation till den perceptuella komplexiteten och tekniska oklarheten i mobil AR-interaktion. Dessutom föreslås designimplikationer for att förbättra användbarhet och erfarenhetsaspekter for mobil AR, inkluderande hur användare kan vägledas och instrueras, tekniker for rörelsebaserad interaktionsdesign och hur man använder de olika ingångstyperna i mobil AR. Slutligen diskuteras en översikt kring att införa mobil AR-användarutvärdering i en agil produktmiljö, inklusive iterativt lo-fi-testande, insikts-kommunikation, samarbete i teams och användningen av utvärderingsmetoder. Förhoppningarna med detta projekt ar att tillhandahålla en värdefull resurs for att hjälpa till att driva framtida mobila AR-designers och utvärderare i ratt riktning.
Chen, Jia. "mHealth Tracker to Track Postural Stability and Pain History." Case Western Reserve University School of Graduate Studies / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=case1550234203540846.
Full textSkarin, 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.
Full textFör många människor är det svårt att ta stora beslut, att bygga hus är ett av dessa. Det är kanske den största investeringen och projekt som man tar sig an. I ett husbygge är det många saker som ska stämma överrens, man ska hitta en tomt, välja en husmodell och till sist alla de där andra valen som till exempel köks- och badrumsdetaljer. Det är i detta beslutskede som det kan vara skönt att kunna testa olika husmodeller och material innan det slutliga beslutet tas. Det är denna process som är i fokus i detta examensarbete, eller rättare sagt ett verktyg för att underlätta besluten. Det handlar nämligenom en AR-applikation för hus. AR står för augmented reality(förstärkt verklighet) och med hjälp av denna kan användaren se sitt hus i verklig storlek på tomten innan någonting är bestämt eller ens påbörjat. Neava AB har utvecklat en applikation där det i dagsläget går att visa en AR-modell av ett hus i verklig storlek. Deras huvudsakliga kunder är husföretag som bygger modulära hus. Då teamet på Neava AB arbetat med att utveckla kundanpassade konfiguratorer för virtuell verklighet har några utmaningar börjat visa sig.Det tar lång tid att komma överens om vilken färgnyans som är korrekt och kommunikationen i detta skede av produktionen tar iblandväldigt lång tid varvid Neava måste invänta kundens bedöming påderas modeller. Detta problem är också kopplat till kundernas grafiska profil då kunderna alla har en specifik framtoning och vill att både gränssnitt och bilder ska återspegla denna så starkt som möjligt. Målsättningen med arbetet är att utforska hur ett verktyg för husföretagen att skapa sina egna gränssnitt skulle kunna se ut. Gränssnittet designas med fokus på användbarhet och användarupplevelse och utvärderas kontinuerligt jäntemot dessa kriterier. Projektet tillämpar en användarcentrerad designprocess där det centrala är att involvera användarna i designprocessen på olika sätt. Detta arbete tillämpar intervjuer, enkäter, utvärderingar och användartester genomgående för att kontrollera hur väl resultaten stämmer överrens med de identifierade behoven. Designen tas fram med utgånspunkt i de identifierade utmaningar och problem som funnits med hjälp av dessa metoder.Resultatet är ett koncept som illusterar hur detta verktyg skulle kunna se ut och fungera. Både hur en konfigurator för AR men också för hur en administrativ tjänst för en huskonfigurator skulle kunna se ut.Genom att designa gränssnittet för huskonfiguratorn i AR och medföljande administrativa tjänst så kunde ett förslag för detta verktyg presenteras. Om Neava skulle utveckla detta verktyg så skulle det både minska tiden som de lägger på kommunikation, men också ha tagit fram en innovativ och nytänkande produkt som kan bidra till att minska miljöpåverkan av nybyggnation genom säkrare beslut och minskad ombyggnation.
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.
Full textUtvecklingen av robusta och effektiva algoritmer för datorseenede har lett till att de flesta med en smarttelefon idag har tillgång till Mobile Augmented Reality (MAR) teknologi. Det finns många MAR applikationer tillgängliga på App Store och Google Play, däremot är de flesta anpassade för användning inomhus. Kommersiella MAR applikationer för utomhusbruk är ovanliga. Uppenbarligen är utomhusbaserade MAR applikationer inom turism ett lovande och utmanande fält. Den här studien fokuserar på ön Djurgården i Stockholm. Målet är att utveckla en MAR prototyp för några av öns mindre besökta platser och undersöka fördelar och utmaningar med AR som ett verktyg för att hjälpa turistande på ön. En MAR applikation för att undersöka detta utvecklades och en användarstudie genomfördes. Användarstudien jämförde MAR prototypen mot generella applikationer på smarttelefoner, där både kvantitativ och kvalitativ data insamlades. Resultaten visar att MAR har fördelar i att förmedla mer engagerande innehåll för reseupplevelser och i att reducera känslor av tristess och utmattning. Däremot finns det utmaningar inom MAR i att undvika kollisioner med verkliga objekt och att minimera skaderisker.
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.
Full textI mer än ett århundrade har mänskligheten drömt om teknologier som kombinerar verkligheten med den virtuella världens under. Nuförtiden gör Augmented Reality (AR) precis det, och med AR:s framträdande i många nya områden så finns det anledning att tro att det kommer bli ett vida använt kommunikationsverktyg i framtiden. Det är dock viktigt att veta vad AR:s för- och nackdelar är, inte bara från ett användarperspektiv, utan även från ett utvecklarperspektiv. Därmed utfördes i detta examensarbete en litteraturstudie om mänsklig kommunikation och AR, tillsammans med utvecklingen av en mobil AR-applikation, och även två enkäter som undersökte attityden kring AR som fanns hos personer i kommunikationsbranschen. Litteraturstudien påvisade att AR kan hjälpa människor att behandla information genom att öka visualiseringsaspekten, och att det är en teknologi som är hållbar mot de förändringar som språk genomgår. Det finns dock en risk att AR kan vara en exkluderande teknologi, speciellt för äldre människor, och applikationsutvecklingsprocessen visade också att det finns kompabilitetsproblem att överväga före utveckling.
Chen, Yi-Fan. "Design a mobile augmented reality system to facilitate users' companionship needs." Miami University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=miami1512043503277673.
Full textMoreno, Gorgonio Ulises, and Quintero Sandy Trejo. "Aplicación de la metodología MOBILE-D TM para la creación del prototipo de APP caso de estudio: DRAW-HANZI, sustentada en AR." Tesis de Licenciatura, Universidad Autónoma del Estado de México, 2017. http://hdl.handle.net/20.500.11799/100028.
Full textPalm, Kajsa. "Design and use of 3D typography for indoor Augmented Reality mobile applications." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-148619.
Full textKröber, Cindy, Kristina Friedrichs, and Nicole Filz. "HistStadt4D – A four dimensional access to history." TUDpress, 2016. https://tud.qucosa.de/id/qucosa%3A33991.
Full textHolstensson, Erik, Ram Hamid, and Sarbast Jundi. "Evaluation of augmented reality in a manufacturing environment : A feasibility study." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-15766.
Full textHan, Dai-In. "The development of a quality function deployment (QFD) model for the implementation of a mobile augmented reality (AR) tourism application in the context of urban heritage tourism." Thesis, Manchester Metropolitan University, 2016. http://e-space.mmu.ac.uk/617458/.
Full textRedfearn, Brady Edwin. "Rapid Design and Prototyping Methods for Mobile Head-Worn Mixed Reality (MR) Interface and Interaction Systems." Diss., Virginia Tech, 2018. http://hdl.handle.net/10919/82056.
Full textPh. D.
Croatti, Angelo. "Sistemi Informatici Mobili e Realtà Aumentata a supporto del lavoro cooperativo in scenari d'emergenza: studio e realizzazione di un caso applicativo." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2014. http://amslaurea.unibo.it/7740/.
Full textHerr, Maximilian. "Augmented Exploration : Travelling through unknown realities." Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-164606.
Full textRaska, Krystof, and Tobias Richter. "Influence of Augmented Reality on Purchase Intention : The IKEA Case." Thesis, Internationella Handelshögskolan, Högskolan i Jönköping, IHH, Företagsekonomi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-36421.
Full textAdámek, Roman. "Návrh mobilního robotu s uživatelským rozhraním využívajícím rozšířenou realitu." Master's thesis, Vysoké učení technické v Brně. Fakulta strojního inženýrství, 2019. http://www.nusl.cz/ntk/nusl-402532.
Full textOgletree, Xavian Alexander. "Human-AI Teaming for Dynamic Interpersonal Skill Training." Wright State University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=wright1621853024907269.
Full textTorres, Juan Carlos Zuñiga. "Uma metodologia para o desenvolvimento de aplicações de realidade aumentada em telefones celulares utilizando dispositivos sensores." Universidade de São Paulo, 2008. http://www.teses.usp.br/teses/disponiveis/3/3142/tde-18022009-165517/.
Full textHandheld Augmented Reality or Handheld AR is the implementation of Augmented Reality (AR) systems into handheld devices. Handheld AR applications use the handheld device\'s camera to recognize markers (inserted into the environment). This process enables data entry into AR system. The response generated for these applications are presented as virtual images (3D graphics) on the handheld device\'s display. New Handheld AR applications use a mobile phone camera, markers and wireless sensors (inserted into the environment) as elements for dynamic data entry into the AR system. These applications show interesting characteristics for: sensing, visualization and interaction in ambient intelligence (AmI) and ubiquitous environments. But, the lack of documentation and complexity development process produce the need for methodologies and tools for a fast and simple development model. For these reason, this work presents a Methodology for Design and development Handheld AR applications, which present an especial support for mobile phones and wireless sensor networks, making a description and clear roadmap of the requirements and characteristics in the Handheld AR development process model. Our methodology proposed presents a general scenario of application, a software architecture and application development guidelines. Moreover, we present implementation details over: acquisition data process, semantic modeling data, development of user profiles and visualization of the information using AR techniques, showing these information as virtual objects (virtual images, vibration effects and sound effects). These virtual objects use the handheld device as interaction interface between the user and real world. Finally, we present a case study that develops a Handheld AR application (prototype) to monitoring the temperature in the PAD (Pervasive and Distributed Computing Group) server\'s room. In this case study, we describe the materials, the scenario, the services offered, the development process and prototype evaluations.
Holm, Anna. "Ger interaktion genom rörelse högre engagemang? : En studie av två olika zoom-tekniker inom mobil AR." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-78514.
Full textJakova, Gjulio. "Personalizzazione di percorsi urbani attraverso beni culturali tangibili e intangibili: un prototipo per device mobili." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2019.
Find full textMiranda, Karen. "Algorithmes d'auto-déploiement adaptatifs pour des réseaux de substitution mobiles sans fil." Phd thesis, Université des Sciences et Technologie de Lille - Lille I, 2013. http://tel.archives-ouvertes.fr/tel-00918017.
Full textCheng, Yuan-Chou, and 鄭淵舟. "AR-based Positioning on Mobile Devices." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/45665876104583261379.
Full text國立交通大學
資訊科學與工程研究所
100
Augmented Reality (AR) can be used to enrich LBS application by utilizing position and orientation information from a location database of POIs. The AR technique is suitable to develop intuitional Pedestrian Navigation Systems (PNSs). Higher positioning accuracy is needed for displaying AR objects at proper places. However, current commercial positioning solutions, such like outdoor GPS and indoor RF systems, cannot provide required positioning accuracy. In this paper, we propose an AR-based positioning technique for AR users to locate their current locations. First, by utilizing a coarse positioning system, AR objects can be roughly displayed on the touch screen of an AR device. Then, AR objects can be matched with their images on the display via drag-and-drop operations by users. Thus, both the coordinates of the AR objects in the image and in the real world can be known. Based on the coordinates and the known camera focal length, the location at which the photograph was taken can be obtained. The location of the camera can be treated as the location of the user. The proposed positioning technique is very helpful in developing high-precision PNSs.
Carvalho, Pedro Nicolau Machado. "Mobile AR for large 3D scenes using markers." Master's thesis, 2017. http://hdl.handle.net/1822/62493.
Full textAugmented Reality (AR) relies on overlaying 3D objects over a real environment on a screen display. Recently this technology has begun to gain a lot of attention by the common consumer because it is starting to be used in devices available to them, one of those devices being mobile smartphones. Hence, it is relevant to seek the limits and explore the potential that these devices are capable of, in order to build a balanced AR experience. The purpose of this work was to study the limits of developing a localization technique for an Android smartphone which was accurate and fast. This technique was to be used in an AR application which allowed the user to view large 3D environments related to the real scene (e.g a room could be turned into an aquarium). The research was initially targeted at finding the right technique to localize the device, by assessing the accuracy of algorithms like Inertial Navigation Systems, Monocular Visual Odometry and SLAM on a hardware limited device - a smartphone. The results obtained with these algorithms did not meet the precision requirements to avoid misalignments between virtual and real entities. The solution found was to use 2D markers around the real scene with the help of a computer tool which comprised a novel feature which aided the user in positioning the markers with visual cues painted on the 3D model’s surface. Markers detected by the smartphone’s camera allowed the computation of the position of the device. These markers are detected using Vuforia’s SDK Image Target Recognition. Furthermore, some improvements were implemented to provide more robust tracking for large 3D Models. A framework was devised which consists of the android AR application and the computer tool which, aside from helping the user position the markers, can build AR setups and deploy them to the mobile app. Finally, some tests were made which assess the accuracy of the implementation. Example AR scenes were built to examine how the application fares in very different environments, one being a room and the other a public square and streets in a village.
Realidade Aumentada consiste na sobreposição de objetos 3D sobre um ambiente real. A transição para smartphones desta tecnologia tem aumentado a sua popularidade sobre consumidores comuns. Desta forma, torna-se relevante explorar e definir o potencial destes dispositivos, de forma a construir uma experiência equilibrada de Realidade Aumentada. O objetivo desta dissertação é analisar os limites de desenvolver uma técnica de localização para um smartphone Android que seria rápida e precisa. Esta técnica posteriormente foi usada numa aplicação cujo propósito seria permitir ao utilizador a visualização de grandes modelos 3D, que estariam relacionados com o ambiente real (e.g uma sala poderia ser transformada num aquário). O estudo científico focou-se inicialmente em encontrar a técnica mais correta para localizar o dispositivo, ao avaliar a precisão de algoritmos como Inertial Navigation Systems, Monocular Visual Odometry e SLAM num dispositivo limitado em termos de hardware - um smartphone. Os resultados obtidos com estes algoritmos não cumpriram requisitos de precisão de forma a evitar desalinhamentos entre entidades virtuais e reais. A solução formulada consistiu em usar marcadores 2D à volta da cena real com a ajuda de uma ferramenta para computador que suporta uma funcionalidade que ajuda o utilizador a posicionar os marcadores usando cores pintadas nas superfícies do modelo 3D. Marcadores detetados pela câmara do smartphone permitem a computação da posição do dispositivo. Estes marcadores são detetados pelo Image Target Recognition do SDK da Vuforia. Foram ainda efectuadas algumas modificações ao algoritmo base de tracking de forma a fornecer resultados mais robustos para grandes modelos 3D. Foi desenvolvida uma arquitetura que consiste na aplicação Android e na ferramenta para computador, que, além de ajudar o utilizador no posicionamento dos marcadores, também é capaz de construir cenas de Realidade Aumentada e de carregar essas cenas para a aplicação móvel. Alguns testes foram feitos de forma a analisar a robustez da implementação. Algumas cenas exemplo de Realidade Aumentada foram construídas de forma a investigar qualidade da aplicação em diferentes cenários, nomeadamente uma sala e uma praça e ruas adjacentes de uma vila.
Wu, Yen-Bin, and 吳彥彬. "The combination of AR and online shopping on mobile-device." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/627zsv.
Full text大同大學
工業設計學系(所)
106
Modern online shopping has generally entered people's lives, but most of the products are described by photos and texts, and consumers are unable to obtain whether the products meet individual needs. Even though Augmented Reality technology is becoming more and more mature, because the general sellers or merchants do not have such technical resources, such technology can ‘t be directly brought to the average consumer, so this study designed a set of simple Quickly put on the virtual wearable service system, taking the wearable jewelry closest to the consumer as an example, and using the image synthesis and augmented reality technology to present the product in 3D, so that customers can better understand the physical appearance of the product and increase the customer. Desire and experience when purchasing goods and reduce consumer risk. This study uses a framework of service contextual inquiry from the service experience engineering , Implement service experience insights in the form of experience observation and interviews from the user’s perspective, and analyzes the results through the five aspects of activities,environment,interaction,objects and users.Find potential customer needs. The results of this study are as follows: (1) The combination of augmented reality and online shopping will bring a pleasant experience to users. (2) Construct and explain the functions and uses of augmented reality and establish a simple operation process (3) The layout, color, fluency, interactivity, entertainment and comfort of the interface determine whether the user experience is good. (4) Increase the realism of the commodity model, establish an adjustable model ratio, and the richness of the system content.
Chen, Yu-An, and 陳俞安. "ARPilot: Designing and Investigating AR ShootingInterfaces on Mobile Devices for Drone Videography." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/855m35.
Full text國立臺灣大學
資訊工程學研究所
106
Drones offer camera angles that are not possible with traditional cameras and are becoming increasingly popular for videography. However, flying a drone and controlling its camera simultaneously requires manipulating 5-6 degrees of freedom (DOF) that needs significant training. We present ARPilot, a direct-manipulation interface that lets users plan an aerial video by physically moving their mobile devices around a miniature 3D model of the scene, shown via Augmented Reality (AR). The mobile devices act as the viewfinder, making them intuitive to explore and frame the shots. We leveraged AR technology to explore three 6DOF video-shooting interfaces on mobile devices: AR keyframe, AR continuous, and AR hybrid, and compared against a traditional touch interface in a user study. The results show that AR hybrid is the most preferred by the participants and expends the least effort among all the techniques, while the users'' feedback suggests that AR continuous empowers more creative shots. We discuss several distinct usage patterns and report insights for further design.
Meng-Chong, LI, and 李孟崇. "Development of a Mobile AR Travel Guidance System in Kaohsiung City, Taiwan." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/84276420910984424732.
Full text國立勤益科技大學
流通管理系
101
Most people consider travel activities as part of their live which plays an important role in the advanced technical modern society. However, the travel guidance system and the interpretation (display) technology are still using the traditional (obsolete) methods. Traditionally, sightseeing guides can be divided into three categories: QR code, traditional paper or DM and interpretation sign at present. Traditional DM messages often lake of an update information, leading to insufficient tourist information for tourists. Furthermore, the QR code navigation system during the scanning processes spends more time (more than 10 seconds) to get the information from the QR code. In additions, it is not smoothly and wastes traveler’s time to get tourist information.. Therefore, this research focuses on improving the disadvantages of the navigation system to utilize Augmented Reality technology to build a Augmented Reality tourist information system. Therefore, this study tried to build sightseeing navigation system for Kaohsiung City with Augmented Reality after gathering all required information such as historic site, port, ecology, food, etc.. By using mobile camera scanning the specific photo or DM (AR marker), the mobile screen will show the related Kaohsiung’s interest of points and attractions video introductions in Kaohsiung City This study also aims at saving the time for tourists’ trip planning as well as providing a lively and an interactive way for mobile tourist navigation system. Moreover, an in-depth interview was also conducted through frequent travelers to understand the needs of tourists as an Augmented Reality tourist navigation system. Tourists simply use an intelligent mobile AR navigation system camera scanning through a Kaohsiung’s DM. And then the video or text introduction will immediately emerge on the screen of mobile screen. Ultimately, the tourists can immediately receive the interpretation behind the point of interests in Kaohsiung City
Yu, Ming Chun, and 游明峻. "Development of Mobile Augmented Reality: A Design Case Study of SAKURA AR Brochure." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/33152344060181320020.
Full textSun, Wei-Chieh, and 孫薇捷. "The Effect of Conforming Behavior on Behavioral Intention: Evidence of Mobile Application with AR Technology." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/du4pm5.
Full text國立交通大學
科技管理研究所
106
Recently, mobile application with augmented reality is emerging and there are countless apps allowed consumers to choose. When facing various choices, consumers usually turns to the Internet for help; however, it is easier to be overwhelmed by online information. A phenomenon called conforming behavior happens when people refer to others’ opinion and imitate their actions during making a decision. With the intense competition in the mobile application market and the rising of augmented reality, it is important and worthy to examine the consumer behavior for app marketers and developers. This study aims to find out the effect of conforming behavior on the intention of downloading mobile application with AR from the perspective of Taiwanese consumers. A research model is proposed in which three actions (online reviews, social media activities, and non-commercial recommendations), that can be explained by conforming behavior are suggested and identify the antecedents of the intention of downloading mobile apps from the perspective of consumers. The proposed model is empirically evaluated using an online survey of 362 subjects and structural equation modeling(SEM) is used to assess the research model. The results reveal that online reviews, non-commercial recommendations, and social media activities have a positive effect on consumers’ attitude. Further, non-commercial recommendations and social media activities can influence perceived value positively as well. However, the findings imply that conforming behavior does not have a significant influence on behavioral intention in the context of AR apps. Possible reason and general discussion are proposed and further insights into AR apps marketing strategies are provided as well.
Anuar, Faiz Izwan. "Smartphone-Mediated Tourist Experiences: Understanding the Influence of Augmented Reality (AR) Applications in Tourism." Thesis, 2013. http://hdl.handle.net/1969.1/149342.
Full textRamos, Raquel Oliveira. "Sistema móvel para divulgação do estado e previsão da qualidade do ar." Master's thesis, 2019. http://hdl.handle.net/10773/29598.
Full textA qualidade do ar é cada vez mais uma preocupação nos dias de hoje, sendo considerada uma componente determinante para a saúde pública e o equilíbrio dos ecossistemas. A monitorização da qualidade do ar faz parte da missão de agências públicas e institutos de investigação, como é o caso do IDAD. Um dos trabalhos nesta área consiste em realizar campanhas de recolha de dados, obtidos por sensores, para caraterizar a qualidade do ar em diferentes contextos (ex: aeroportos). Os dados são recolhidos com sistemas proprietários e independentes, sendo benéfico poder agregá-los numa plataforma única. Este trabalho apresenta um ambiente web para acesso integrado aos dados de monitorização de diferentes campanhas, recolhidos por diferentes equipamentos. Para além disso, foi desenvolvida uma aplicação para comunicar a informação da qualidade do ar. A aplicação pode ser usada por um investigador ou cliente do IDAD fornecendo acesso a informação meteorológica e de previsão de qualidade do ar, tendo também acesso aos parâmetros da qualidade do ar das campanhas relevantes. Os ambientes encontram-se em utilização piloto pelas equipas do IDAD.
Mestrado em Engenharia de Computadores e Telemática
Tsai, Yu-Syuan, and 蔡宇軒. "Developing a M-learning System for End-Game Strategy and Killing of Chinese Chess Using Mobile Phone AR." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/27444786467940214511.
Full text國立暨南國際大學
資訊工程學系
98
Augmented Reality (AR) is an important and practical research field, which combines real and virtual images. In recent years, as AR technology improves human perspective with enhanced reality and provides better interaction, more and more research is has been devoted to this field. By combining real world scenes with virtual objects and supporting a novel User Interface of AR, the learning curves of users are greatly improved for both purposes of education and entertainment. Chinese chess (Xiangqi) has a long history. Today, Chinese chess is one of the most popular board games in the world. There are many “kifu”, strategic records and tactical patterns of games, being written from ancient times to the present. A kifu of Chinese chess records the playing process, which is very helpful for players to learn and analyze the strategies of Chinese chess at three distinct phases; the opening, middle game, and ending. In this paper, we develop a remote training system for Chinese chess using mobile phone augmented reality. By employing AR technology, we can learn from tutorials and play chess without a real chess board. A virtual board and 3D chess pieces are now visualized throughout the display of the mobile phone. We also provide multimodal user interfaces. Player can “directly” pick up and move a chess piece on the board by the screen of his mobile phone. This approach provides perhaps the most natural Human Machine Interface to play chess for users. Finally, 3D animation of the game records and related kifu is shown for users to further improve their skills. Most importantly, this system provides a “prepare killing” and “end game” tutorial, which can teach novices how to checkmate an opponent more efficiently.
Tsai, Tian-fu, and 蔡添福. "The Future Direct Channel of Retailers Based on the Constructing of Mobile Online Streamings and VR/AR Applications." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/r8khc2.
Full text國立東華大學
國際企業學系
106
With the changes in the technology era, the acceptance of mobile direct streaming and VR/AR technology for the future direct retail channels will enhance the companies' innovative ability to obtain good benefits. The purpose of this study is using the original designed five aspects: “conducting beliefs and assessments of mobile direct streaming that changes the type of TV shopping,” “the conducting beliefs and assessments of changing the virtual goods’ static display,” the both “enhancing normative beliefs and compliant motives of confirmity,” “the VR/AR innovative displays and imporvement of products purchasing scenario,” and “rapidly accumulated fan’s numbers and adhesion in mobile direct streaming and VR/AR innovative display applications” for constructing the research questionnaires. Lately, there are three new indepent variables: “innovative applications,” “dynamic display” and “conformity” were screened and renamed for the steps of SEM analysises and used for forming direct retail channels in the future. This study also analyzes three intermediary variables, such as “acceptance attitudes,” “subjective norms” and “perceived behavior controls,” and the dependent variable “behavioral intention,” to explore the inflential effects of three new indepentent variables mentioned above to form the direct retail channels in the future. To predict the feasibility of forming the direct retail channels in the future, both the three new indepent and three intermediary variables through the questionnaires to obtain required data and then analyzing this data using statistical methods and SEM techniques. This allows enterprises to plan early and understand the issues that may wheather success for forming the direct retail channels in the future or not?
Chang, William. "AUGMENTED REALITY FOR LOCATION-BASED ADAPTIVE MOBILE LEARNING." 2013. http://hdl.handle.net/10791/22.
Full text2012-01
Yen, Fan-Che, and 顏凡哲. "Biomedical Signal based on wavelet transform and AR model with Support Vector Machine for mobile biomedical signal analysis system." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/28688452536906670499.
Full text國立臺灣大學
機械工程學研究所
97
This thesis describes the embedded system technology in the monitoring device for the National Taiwan University Wireless Health Advanced Monitoring Bio-Diagnosis System (WHAM-bios). The WHAM-bios consists of body-embedded sensors, a monitoring device, and a center health care server. A prototype of the monitoring device and the health care center is implemented in this thesis. The monitoring device is a smart phone running Symbian operating system. The biomedical diagnosis system is implemented in the center health care server as well as the smart phone. The thesis uses Electrocardiogram (ECG or EKG) as example. The ECG signal analysis is based on spectral estimation, wavelet transformation and principal component analysis. The diagnosis dealing with healthy state and six other arrhythmia abnormalities is based on support vector machine classification algorithm.
Hellsten, Johanna, Annie Knape, and Sofi Simberg. "User experience in mobile augmented reality applications : The digital native perspective." Thesis, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-21042.
Full textSanto, Mafalda Teles de Moura e. Roxo Espírito. "Bridging physical and digital worlds: The use of AR in mobile commerce apps Social and technological facilitating factors and their influence on consumers." Tese, 2020. https://hdl.handle.net/10216/129637.
Full textSanto, Mafalda Teles de Moura e. Roxo Espírito. "Bridging physical and digital worlds: The use of AR in mobile commerce apps Social and technological facilitating factors and their influence on consumers." Doctoral thesis, 2020. https://hdl.handle.net/10216/129637.
Full textMishra, A., A. Shukla, Nripendra P. Rana, and Y. K. Dwivedi. "From ‘touch’ to a ‘multisensory’ experience: The impact of technology interface and product type on consumer responses." 2020. http://hdl.handle.net/10454/18169.
Full textOnline retailers are increasingly using augmented reality (AR) and virtual reality (VR) technologies to solve mental and physical intangibility issues in a product evaluation. Moreover, the technologies are easily available and accessible to consumers via their smartphones. The authors conducted three experiments to examine consumer responses to technology interfaces (AR/VR and mobile apps) for hedonic and utilitarian products. The results show that AR is easier to use (vs. app), and users find AR more responsive when buying a hedonic (vs. utilitarian) product. Touch interface users are likely to have a more satisfying experience and greater recommendation intentions, as compared to AR, for buying utilitarian products. In contrast, a multisensory environment (AR) results in a better user experience for purchasing a hedonic product. Moreover, multisensory technologies lead to higher visual appeal, emotional appeal, and purchase intentions. The research contributes to the literature on computer-mediated interactions in a multisensory environment and proposes actionable recommendations to online marketers.
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Hijazi, Hussein. "Estimation de canal radio-mobile à évolution rapide dans les systèmes à modulation OFMD." Phd thesis, 2008. http://tel.archives-ouvertes.fr/tel-00373806.
Full textrécepteurs OFDM à grande mobilité en liaison descendante. Notre démarche est d'estimer les paramètres de propagation du canal physique tels que les retards et les variations temporelles des gains complexes du canal à trajet multiples, au lieu du canal discret équivalent. Nous avons développé une approximation à base de polynôme pour l'évolution des gains complexes d'un canal multi-trajet de type Rayleigh avec un spectre de Jakes. En se basant sur cette modélisation polynomiale, nous avons présenté une étude théorique sur les Bornes de Cramér-Rao Bayésiennes (BCRBs) pour l'estimation des gains complexes du canal, en supposant les délais des trajets connus. Enfin, nous avons développé et analysé trois algorithmes itératifs d'estimation des variations temporelles des gains complexes (à l'intérieur d'un symbole OFDM) et de suppression d'IEP pour des récepteurs à grande mobilité. Les deux premiers sont basés sur l'interpolation (passe-bas ou polynomiale) des valeurs moyennes estimées et sur un égaliseur SSI. Ils ont montré de bonnes performances pour des récepteurs à vitesses modérées (i.e., fd.T <= 0.1). Le troisième algorithme est basé sur une modélisation AR et un filtre de Kalman pour estimer les coefficients polynomiaux des gains complexes, et sur un égaliseur QR. Il a fait preuve de bonnes performances pour des récepteurs à vitesses très élevées (i.e. , fd.T> 0.1).
Palhinha, João Pedro Pereira. "SpreadNose: Sistema de Monitorização de Poluição em Ambientes Urbanos." Master's thesis, 2018. http://hdl.handle.net/10316/86426.
Full textNos dias de hoje, o tema da poluição ambiental, causa cada vez mais preocupação, à medida que as consequências causadas pelos efeitos nocivos da mesma são mais evidentes. Assim surge a crescente necessidade para a sensibilização da população, de modo a que sejam alterados hábitos prejudiciais ao meio ambiente e tomadas medidas com o intuito de o preservar. Para tal, é necessário desmascarar este problema, que passa muitas vezes despercebido, criando uma maneira de atribuir um rosto à poluição ambiental de modo a que as pessoas a possam visualizar com outros olhos, e corrigir a sua influência negativa para a qualidade do ar.O trabalho desenvolvido nesta dissertação procura fornecer uma ferramenta que permita monitorizar a poluição ambiental, e posteriormente disponibilizar a informação à população, sobre estado do ar nas zonas urbanas. Para tal, foi considerada a implementação de uma rede de sensores fixos e móveis, de baixo custo, que poderão ser espalhados por toda a área urbana, através da introdução de nós móveis em transportes públicos. O sistema implementado permite realizar medições georreferenciadas no espaço e no tempo, para os poluentes Monóxido de Carbono (CO), Dióxido de Carbono (CO2), Dióxido de Azoto (NO2), Ozono (O3) e Material Particulado (PM), bem como informação sobre a temperatura, humidade relativa do ar, pressão atmosférica e radiação solar. A informação recolhida é armazenada num servidor para posterior análise. Para a demonstração de resultados, foram construídos mapas de poluição sobre um mapa da cidade, utilizando dois métodos de estimação distintos: IDW e Kriging.Após testar o sistema, os resultados obtidos demonstraram-se coerentes com o esperado, atribuindo maiores níveis de poluição para o centro da cidade onde o tráfego rodoviário é mais intenso, e atribuindo menores concentrações de poluição nas áreas circundantes e zonas de maior área florestal.
Nowadays, the environmental pollution is causing more and more concern, as the harmful effects are increasingly evident. As a result, there is a growing need to raise awareness among the population to change harmful habits to the environment and take measures to preserve it. To do so, it’s necessary to unmask this issue, which often passes by invisible, creating some way to attribute a face to environmental pollution, so that people can see it with different eyes and correct its negative influence on air quality.The work developed in this dissertation seeks to provide a tool to monitoring environmental pollution and subsequently provide information to population, about the air quality in urban areas. Therefore, it was considered an implementation of a low-cost network, composed of fixed and mobile sensors, that could be spread throughout the urban area, with the introduction of mobile sensor nodes in public transports. The implemented system allows performing georeferenced measurements in space and time, for the pollutants Carbon Monoxide (CO), Carbon Dioxide (CO2), Nitrogen Dioxide (NO2), Ozone (O3) and Particulate Matter (PM), as well as temperature, air relative humidity, atmospheric pressure, and solar radiation. The collected information is stored on a server for further analysis. For results demonstration, pollution maps are built on a city map, using two distinct estimation methods: IDW and Kriging.After testing the system, the obtained results prove to be consistent, with expected, assigning higher pollution levels in the center of the city, where road traffic is more intense, and assigning lower pollution concentrations in both surrounding and forest areas.
(8803076), Jordan M. McGraw. "Implementation and Analysis of Co-Located Virtual Reality for Scientific Data Visualization." Thesis, 2020.
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