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Dissertations / Theses on the topic 'Mobile AR'

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1

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.

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This thesis describes the research on developing an authoring tool for mobile phone Augmented Reality (AR) applications. This work is based on earlier work at the HIT Lab NZ on ComposAR, a tool for authoring PC based AR applications. We describe modifications to ComposAR that allows end-users to prototype mobile AR applications on a PC, and player software that allows prototype AR applications to be delivered on a mobile phone. In this way, end-users with little programming experience can develop simple mobile AR applications. To prove the applicability of this authoring tool, a user evaluation was conducted with some users and performance compared between programmers and non-programmers and across different authoring tools.
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Alvarez, 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.

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The present work is based on the research and design of a mobile AR experiment performed in the context of the emerging interdisciplinary fields of digital heritage and experience design. In an attempt to find a method to support the justification and discovery of elements that can influence the user towards the fulfilment of an objective in a heritage experience, my experimental research reveals that a combination of play moments including elements of embodiment and sensuousness in mobile AR are most suitable to convey a story. Determining suitable gameplay and game mechanics requires an appropriate setting and context for a user’s encounter with digital heritage. My research outlines a design methodology to reveal how the aesthetics of mobile AR technology can be designed to support critical user experiences through play and discovery.
Designing Digital Heritage. Seeing Secrets
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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.

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Despite the rapidly growing adoption of augmented reality (AR) applications, existing methods for interacting with AR content are rated poorly, with surveyors of the area calling for better means of interaction, while researchers strive to create more natural input methods, mainly focusing on gesture input. This thesis aims to contribute to the aforementioned efforts by recognizing that technologies for consumer-grade smartphone-based pose estimation have been rapidly improving in recent years and due to their increased accuracy may have untapped potential ready to be utilized for user input. To this end, a rudimentary system for pose based input is integrated into prototype applications, which are constructed with both pose based input and touch input in mind. In this work, pose, pose estimation, and posed based input refer to using the distance and orientation of the user (or more precisely, the distance and orientation of their device) in relation to the AR content. Using said prototypes within a user interaction study allowed the identification of user preferences which indicate the approaches that future efforts into utilizing pose for input in an AR context ought to adopt. By comparing questionnaire answers and logged positional data across four prototype scenarios, it can be clearly identified that to perceive pose input as intuitive, the AR experiences shouldn’t employ a scale which is so large that it requires substantial shifts in the position of the user, as opposed to merely shifts in the position of the user’s device.
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Baiocchi, 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/.

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Negli ultimi anni, la sostenibilità è diventata una tematica sempre più importante e argomento di discussione per molte persone. L’Università di Bologna ha contribuito all’informazione e l’educazione dei propri studenti riguardo alla sostenibilità, in particolare porta avanti insegnamenti e progetti di ricerca basati sugli obiettivi dello sviluppo sostenibile. Questi ultimi sono anche chiamati SDGs, acronimo di Sustainable Development Goals, e descrivono i 17 obiettivi stilati nell’Agenda 2030, un programma definito e pubblicato dall’ONU che si ha l’intento di portare a compimento entro l’anno 2030. Dall’opportunità data dalla progettazione del parco pubblico, che si troverà a fianco del nuovo campus universitario di Cesena, è nato il seguente progetto di tesi. Il progetto ha come obiettivo lo sviluppo di un’applicazione mobile con funzionalità di realtà aumentata per la sensibilizzazione ai SDGs. L’augmented reality (AR) ha negli ultimi anni compiuto passi giganteschi, riuscendo ad inoltrarsi in diversi ambiti, come ad esempio quello ludico, lavorativo e sportivo. Oltre a quelli appena citati, l’AR viene utilizzata nel contesto scolastico ed educativo, dove si dimostra essere utile e dilettevole. Per la realizzazione dell’app si è deciso di utilizzare React Native. Questo framework permette di implementare applicazioni mobile native sia per il sistema operativo Android che iOS con la scrittura di un unico codice sorgente. React Native permette quindi una riduzione considerevole del tempo di sviluppo mantenendo contemporaneamente prestazioni elevate dell’applicazione.
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Partridge, Michael Jonathan. "Developing a Client/Server Architecture for a Mobile AR Urban Design Application." Thesis, University of Canterbury. HITLabNZ, 2013. http://hdl.handle.net/10092/8434.

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This thesis describes research into developing a client/server ar- chitecture for a mobile Augmented Reality (AR) application. Following the earthquakes that have rocked Christchurch the city is now changed forever. CityViewAR is an existing mobile AR application designed to show how the city used to look before the earthquakes. In CityViewAR 3D virtual building models are overlaid onto video captured by a smartphone camera. However the current version of CityViewAR only allows users to browse information stored on the mobile device. In this research the author extends the CityViewAR application to a client-server model so that anyone can upload models and annotations to a server and have this information viewable on any smartphone running the application. In this thesis we describe related work on AR browser architectures, the system we developed, a user evaluation of the prototype system and directions for future work.
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Sundström, Emil. "Shared Augmented Reality : Developing a Multiplayer AR Mobile Game to Study Playability." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-75952.

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The purpose of this study has been to investigate if the Pervasive GameFlow Model is suitable for evaluating Player Experience in Augmented Reality games. The work has described a definition of Augmented Reality, how it generally operates and reviewed common challenges when developing Augmented Reality applications. A prototype game has been developed, based on a previous concept of merging board games with computer games using Augmented Reality. After development, the game has been tested with a method based on the Pervasive GameFlow Model. Results showed the model to be suitable for future tests and evaluations, but did not produce data for evolving the game design. Generating such data would require execution of additional testing methods.
Syftet 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.
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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.

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Recent advances in mobile Augmented Reality (AR) create promising opportunities for novel, engaging, potentially scalable, interactive products. However, evaluating the usability and UX of mobile AR can be tricky given that the interface is highly adaptable, often ambiguous, and varies depending on context. This project will recount the evaluation of a foot scanner that is guided via mobile AR interaction, in doing so offering one way to approach mobile AR evaluation. Some themes that will be discussed are the importance of iterative in-situ evaluation and the benefits of both in-lab and remote usability testing, as well as how to identify user insights given the perceptual complexity and technical ambiguity of mobile AR interaction. Furthermore, design implications to enhance the usability and experiential aspects for mobile AR will be proposed, including how to guide and instruct users, techniques for movement-based interaction design, and how to utilize the various input types in mobile AR. Lastly, an overview of inserting mobile AR user-evaluation in an Agile product environment, including iterative lo-fi testing, insight communication, team collaboration, and the use of evaluation measures, will be discussed. The hopes of this project is to provide a valuable resource to help push future mobile AR designers and evaluators in the right direction.
Nya 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.
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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.

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9

Skarin, Rebecka. "UX Design of Augmented Reality House Configurator : Mobile AR Application and Web Administration Interface Design." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-79741.

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Many of us find it difficult to make big decisions, building ahouse is one of them. It is perhaps the biggest investment andproject that one takes on. During a house building project, thereare many things that needs to come together, you have to finda plot, choose a house model and lastly all those other choicesas for example the kitchen and bathroom details. It is in thisdecision process that it can be useful to be able to test differenthouse models and materials before the final decision is made.It is this process that is the focus of the thesis, or rather, a tool tofacilitate decisions. There are existing solutions today where the usercan change materials in houses online in virtual reality, this thesisexplores how this functionality could be conceived in an AR (AugmentedReality) environment. With this, the user can see their housein real size on the site before the construction has even begun.Neava AB has developed an application called Arvue where it is possibleto view an AR model of a house in real size. The houses NeavaAB produce belong to their customers, who are house companies.But as the team at Neava AB worked on developing customized configuratorsfor virtual reality, some challenges began to emerge.It takes a long time to agree with the customer which colour shadeis correct and the communication between the two at this stage ofproduction can sometimes take a long time. During which Neavahas to wait for the customer’s reply before they can continue theirwork. The problem regarding to the colours is also connected to thecustomers brand identity as the house companies all have their ownspecific appearance and want both the interface and images to reflectthis as strongly as possible. This increases the communicationbetween the two even further.The aim of the thesis is to design a tool where the house companycan administrate their own interface in the interactive AR configurator.The interface design is focused on user experience and evaluatedby measuring the usability and user experience.The work presented in this thesis applied a user centered designprocess, in which the most important part is to involve the users inthe design and to base the decisions upon their needs and feedbackin different ways. This work applied interviews, surveys, evaluationsand user testing continuously to control how well the results were inline with the identified needs.The thesis presents a proof of concept for how this tool for the housecompanies could be conceived by designing both the interface to administrateand the tool itself. By developing this tool Neava AB wouldboth reduce the time they spend on communication but also have aprogressive and innovative product service which could help reducethe environmental impact of building new houses. This is achievedby helping the users make better decisions and reduce the amountof re-buildt houses.
För 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.
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Xu, Yinan. "Exploring the benefits and challenges of AR in an outdoor tourism experience." Thesis, KTH, Medieteknik och interaktionsdesign, MID, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-235328.

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With the development of resilient computer vision algorithms, mobile augmented reality (MAR) technology is now accessible for most smartphone users. There are a lot of MAR applications available on the App Store and Google Play. However, most of the applications are games for indoor usage. Outdoor MAR commercial applications are rare. Evidently, outdoor MAR in tourism is a promising and challenging field. This study focuses on Djurgården, an island in Stockholm. The purpose is to develop a MAR prototype for some underexplored places on the island and see the benefits and challenges of AR as a method for helping tourists in sightseeing. A MAR application was developed to explore the research question surrounding its benefits and challenges. a user study was conducted to compare the MAR prototype with general usage of smartphone applications, where both quantitative and qualitative data was gathered. The results indicate that MAR has an advantage in providing more immersive, content travelling experience as well as reducing feelings of boredom. However, MAR also has challenges in avoiding collision with real objects and limiting possible risks.
Utvecklingen 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.
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Drugge, Niclas. "Evaluating the use of mobile Augmented Reality as a digital communication tool." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-148948.

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For over a century, mankind has been dreaming about technologies that combined reality with the wonders of the virtual world. Nowadays, Augmented Reality (AR) is doing just that, and with an emergence of AR in many new fields, there is reason to believe that it will be a widely used communication tool in the future. However, it is important to know what the benefits and disadvantages of AR is, not just from a user perspective, but also from a developer perspective. Therefore, a literature study on human communication and AR was performed in this thesis, along with the development of a mobile AR application, and also two surveys inquiring about the attitudes regarding AR present in people in the communications industry. The literature study showed that AR can help people process information by increasing the visualization aspect, and that it is a durable technology to the changes that languages go through. There is, however, a risk that AR can be an excluding technology, especially for older people, and the application development process also showed that there are compatibility issues to consider before developing.
I 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.
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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.

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Moreno, 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.

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El propósito del presente proyecto de tesis, ha sido el implementar los conocimientos y habilidades, adquiridas durante el transcurso de la Licenciatura en Informática Administrativa, en el Centro Universitario UAEM Texcoco; así mismo, los obtenidos de manera autodidacta; sobre las metodologías ágiles de desarrollo para software móvil (Apps, por su acrónimo en el idioma inglés) y la manipulación de las nuevas tecnologías en el rubro de la realidad aumentada (AR, por sus siglas en el idioma inglés).
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Palm, 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.

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Augmented Reality (AR), a concept where the real word is being enhanced with computer generated objects and text, has evolved and become a popular tool to communicate information through. Research on how the technique can be optimized regarding the technical aspects has been made, but not regarding how typography in three dimensions should be designed and used in AR applications. Therefore this master’s thesis investigates three different design attributes of typography in three dimensions. The three attributes are: typeface style, color, and weight including depth, and how they affect the visibility of the text in an indoor AR environment. A user study was conducted, both with regular users but also with users that were considered experts in the field of typography and design, to investigate differences of the visibility regarding the typography’s design attributes. The result shows noteworthy differences between two pairs of AR simulations containing different typography among the regular users. This along with a slight favoritism of bright colored text against dark colored text, even though no notable different could be seen regarding color alone. Discussions regarding the design attributes of the typography affect the legibility of the text, and what could have been done differently to achieve an even more conclusive result. To summarize this thesis, the objective resulted in design guidelines regarding typography for indoor mobile AR applications.
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Kröber, Cindy, Kristina Friedrichs, and Nicole Filz. "HistStadt4D – A four dimensional access to history." TUDpress, 2016. https://tud.qucosa.de/id/qucosa%3A33991.

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Purpose – We propose a multidisciplinary approach based on an extensive data base which provides digitalized photographic material from the end of the 19th century up to recent times. Thus a large amount of photographic evidence will be exploited, structured and enriched by additional sources to serve as a foundation for an application relying on 3D visualizations. The application addresses scholars as well as the general public and will provide different kinds of information and tools for research and knowledge transfer. Design/methodology/approach – The method applied will be diachronic: the virtual model may show one point in urban history depicting a certain state of past Dresden and also its development through the various eras. In addition the method works in a dualistic mode: on the one hand the physical development of the urban area will be explored and presented in detail, on the other hand the analysis of the pictures will give profound insights in the specific perception of the urban space. Originality/value – This methodology aims to make large repositories more accessible and proactive in information-seeking. Using a 3D application as an access for media repositories, research tools and functionalities which can improve the scientific handling of the data will be considered. How should the data and information be processed to meet the researcher’s needs? Which information can be retrieved from the visual media? What needs to be considered to ensure scientific standards and motivation while working with the image repositories? Users of the virtual archives can benefit extensively form effective searching functions and tools which work not only content- and theme-based but also location-based. Practical implications – The outcomes of the research will be presented in a 4D browser and available in an Augmented Reality presentation. The design will comply with the requirements of the field of application, whether aiming at a scientific, educative or touristic purpose. The paper itself considers three different approaches to the topic highlighting the multidisciplinary strategy and opportunities of the project. The first one considers research questions from art history. The second one reflects on concepts from information science, photogrammetry and computer vision for visualizations and the third one introduces an interaction concept for an AR application for the Zwinger in Dresden.
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Holstensson, 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.

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Augmented Reality (AR) is a fast-emerging technology and it has been applied in many fields e.g. education, health, entertainment, gaming and tracking systems in logistics. AR technology combines the virtual world with the reality by superimposing digital information onto the physical world. This study evaluates the usability of the AR in industrial environment focusing on effectiveness, efficiency, and user acceptance in comparison to other instructional medium e.g. paper-based instructions or manuals. An AR prototype was developed to be used in the usability evaluation. To evaluate the AR application in the field of industry an experiment was conducted. To get the user experience and acceptance questionnaires and interviews were used involving real assembly workers where they used the AR prototype. The results of the study show that when using AR as assistance in the assembly assurance process, the number of faults and task completion time were reduced significantly compared to the traditional methods. Also, the users had a positive attitude and a high level of satisfaction when using AR.
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Han, 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/.

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Technology has been widely implemented in tourism to enhance the tourism product and tourist experience. However, it remains a challenge for many tourism businesses in urban heritage areas to identify technological solutions and successfully implement them into their business strategy. Particularly for urban heritage sites, it is often challenging to provide information within and around a heritage site without disturbing or destroying the heritage image. Augmented Reality (AR) was identified as a suitable technology to overcome this challenge. However, while AR is not considered a new technology in many industries, and mobile tourism applications with AR functions exist, it has provided limited benefits to tourists due to the lack of using AR functions meaningfully. In addition, the development of wearable devices is increasingly focused on the use of augmented and virtual reality to enhance the user experience. Therefore, there is a need to explore methods of meaningful implementation of such technologies for the tourism industry. This study will investigate current standards of AR technology and tourist requirements in order to examine how to develop meaningful mobile AR tourism applications. For the development of a beneficial product, Quality Function Deployment (QFD), as a tool within Total Quality Management (TQM) was identified as the suitable theoretical background for the purpose of this study. QFD was developed in the theory of quality management, in particular TQM. QFD has since been employed across many industries including the hospitality and tourism sector in a number of studies. However, it has not yet been implemented in the urban heritage tourism context, presenting a knowledge gap. As QFD is designed to incorporate the customers’ view into the product design stage, the aim is to design a meaningful product that is valuable for the visitor and benefit the destination. Therefore, this research aims to eliminate the gap by generating a QFD model for the development of mobile AR tourism applications in the context of urban heritage tourism. Dublin was selected as the research site due to its rich urban heritage. After Dublin’s re-branding strategy in 2013, it has marketed itself with the brand image of ‘Digital Dublin’ in order to encourage the implementation of technology for the purpose of promoting urban heritage tourism. Therefore, Dublin was considered as the suitable research site for the purpose of this study. To achieve the research aim, a mixed method approach was employed for the primary research including semi-structured interviews, focus groups and questionnaires. The study was divided into three research phases. Research phase 1 investigates requirements of tourists, mobile AR application developers and industry experts from Dublin’s tourism industry for the development and use of mobile AR tourism applications in urban heritage tourism. 26 in-depth interviews were conducted with international tourists visiting Dublin in addition to 9 interviews with mobile AR application developers and industry experts from Dublin. Findings were analysed using thematic analysis, providing the knowledge base for Research Phase 2 – focus groups. The second research phase was conducted with tourists as a post-experience study. It aimed to confirm identified tourist requirements from the literature and Research Phase 1, and examine additional findings to design the questionnaire for the quantitative Research Phase 3. Research Phase 3 was conducted with domestic and international tourists in Dublin and provided an importance rating of identified tourist requirements for the development of the final QFD model for mobile AR tourism applications in the urban heritage tourism context. The outcomes from the quantitative research were analysed using confirmatory factor analysis (CFA) to reduce tourist requirements for the final QFD model. By identifying tourist requirements and translating them into respective technical characteristics, this study provides a set of technological elements in hierarchical order for the design of meaningful mobile AR tourism applications in urban heritage tourism. The final 18 requirements are in close alignment with the outcomes of the qualitative research of this study highlighting the need of immediate access to information regardless of time and place, while being able to filter the available information to the tourists’ interest and needs. The final QFD model for the development of mobile AR tourism applications in urban heritage tourism was presented as the outcome of this research. The main contribution to theory is the extension in the identification process of customer requirements for the QFD model. While previous studies in QFD have mainly focused on product functions, such as software and hardware capabilities, the QFD model in this study aims to provide a balance between functional requirements and behavioural characteristics of tourists that are driven by psychological aspects. This study not only explored tourist requirements as in previous studies, but furthermore user resistance factors that would result in avoiding mobile AR tourism applications in urban heritage tourism. Including these criteria as customer attributes in the HOQ, the QFD model was extended to include behavioural and psychological attributes of customers, which is valuable for further implementation of QFD particularly in social studies. This research will furthermore contribute to professionals, Destination Marketing Organisations (DMO) as well as mobile AR application developers alike, by providing a model for the development of mobile AR applications in the context of urban heritage tourism that has incorporated tourist requirements as well as mobile AR application developer considerations. Furthermore, it needs to be acknowledged that the requirements are not limited to mobile AR applications, but are considered particularly valuable for further research in the area of mobile application development for tourism purposes and are expected to be partially transferable to other technology implementations for tourism products.
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Redfearn, 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.

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As Mixed Reality (MR) technologies become more prevalent, it is important for researchers to design and prototype the kinds of user interface and user interactions that are most effective for end-user consumers. Creating these standards now will aid in technology development and adoption in MR overall. In the current climate of this domain, however, the interface elements and user interaction styles are unique to each hardware and software vendor and are generally proprietary in nature. This results in confusion for consumers. To explore the MR interface and interaction space, this research employed a series of standard user-centered design (UCD) methods to rapidly prototype 3D head-worn display (HWD) systems in the first responder domain. These methods were performed across a series of 13 experiments, resulting in an in-depth analysis of the most effective methods experienced herein and providing suggested paths forward for future researchers in 3D MR HWD systems. Lessons learned from each individual method and across all of the experiments are shared. Several characteristics are defined and described as they relate to each experiment, including interface, interaction, and cost.
Ph. D.
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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/.

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Scopo primario della tesi è studiare e progettare un sistema informatico che proponga un buon livello di innovazione tecnologica in relazione al contesto applicativo di riferimento, ovvero relativamente al supporto al lavoro cooperativo di operatori in scenari d'emergenza. In particolare, la tesi si concentra sul'ecosistema software che ruota attorno al singolo operatore con l'obiettivo di dotarlo di uno strumento informatico che gli consenta di avvalersi di un efficace ed efficiente supporto per l'esecuzione delle proprie azioni sul campo (in generale, per la prima assistenza ai pazienti, triage e monitoraggio di parametri vitali). A tal proposito, l'ambito tecnologico di riferimento è quello del Pervasive Mobile Computing, con specifico riferimento ai sistemi context-aware e a quelli con comportamenti fortemente autonomi. Inoltre, al fine di dotare l'operatore di un supporto per l'interazione con il sistema stesso in modalità hands-free, sono stati analizzati i dispositivi wearable di tipo "see-through"; in particolare, i recenti glasses per realtà aumentata. La progettazione del sistema e il conseguente sviluppo del prototipo (che implementa le caratteristiche più significative ed innovative), è stata guidata da un'ispirazione basata sul modello ad agenti (integrato a quello ad oggetti), rivisitando opportunamente l'utilizzo dei componenti offerti dalla tecnologia Android, al fine di ottenere un prodotto software robusto e modulare facilmente manutenibile ed estendibile. Infine, per garantire a ciascun operatore rapida fruibilità del sistema sono state sfruttate le potenzialità offerte dall'uso di smartcard NFC ed inoltre è stato progettato un protocollo di comunicazione ad hoc, basato su stack Bluetooth, per l'integrazione degli AR-Glasses all'intero sistema.
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Herr, 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.

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This is a project exploring a possible future of embedded mobile augmented reality services in people's daily routine. The project was conduct- ed at Umeå Institute of Design as a MFA Thesis in Interaction Design. The constant development of technologies along- side with society’s increased usage of the mobile phone makes this medium more and more inter- esting amongst all age groups. The existing solu- tions focus on ways of communicating through short time interactions as well as on gameplays with a focus on storytelling. So far, these existing solutions are rarely implementing a service aspect for people's daily routine. The mobile augmented reality technology has the power to serve a variety of purposes, which are for now, not discovered. This lack of exploration creates challenges for the market and the user which leads to discourage in that medium. To understand the needs of the people and the language of the technology, I immersed myself into the augmentation of realities and conducted a thorough research with conversations with the target group and experts in the field, opportunity evaluations, and concepts testing. The insights gathered during the research brought the conclu- sion that the medium has the power to transfer knowledge by having the user experiencing rath- er than observing. This increases the chances of understanding and participating with information. This is why the project’s goal is to form a mobile AR service example, where the user feels motivat- ed to engage with their surroundings in their daily routine. The final outcome of the project consists of a plat- form which allows the user to explore the history of their current location. The platform is clustered in two areas. On the one hand a content library gathers information about explored locations. This information is displayed through a list and detail view of written information as well as through an immersive gallery. This gives the user the oppor- tunity to easily explore and share their discoveries with their communities. On the other hand an interactive map as well as a lens filter enables the user during their exploration to discover the infor- mation. Based on a data preview visualisation the user is able to create their own contextual digital gallery. This experience motivates the user to easily start discovering their location as well as building up routines based on that kind of interaction. This new service showcases possibilities to design for mobile AR as well as strengthen the relation be- tween the users and their environment.
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Raska, 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.

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Augmented reality (AR) allows the enrichment of the physical world by adding virtual computer-generated digital information in real time to it (Furht, 2014). This provides marketers with previously unimagined options for reaching out and engaging with customers. Having the power to put the (virtual) products in the hand of customers, creates interesting opportunities for the users to engage with a brand, service or product (Yaoyuneyong et al., 2016). Although the AR market is expected to grow exponentially by the year 2020 (Digi-Capital, 2016) and several companies already tried to expand their business with the technology, little is known about whether AR is able to enrich the customers’ shopping behaviour and thus yield favourable outcomes such as increased product knowledge, positive attitudes and higher purchase intentions. This thesis quantitatively addresses the research gap with an experimental method to determine the causal effect of the IKEA AR application on these customer dimensions in comparison to a product experience on the website. Generation Y has been chosen as an appropriate sample to experimentally discover effects on shopping behaviour. Finally, the shopping-oriented AR application is perceived as highly enjoyable and useful, and further evoked higher purchase intentions than its website counterpart. Moreover, the attitude towards the product was not found to be a main driver, but the engaging experience and the conveyed unique product knowledge itself.
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Adámek, 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.

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This thesis deals with the design and construction of a four-wheeled mobile robot designed for an interactive exhibit and educational purposes. This robot is capable of wireless image transmission and manipulation with objects. In addition, this thesis deals with the construction of a charging station and user interface for controlling the robot which contains elements of augmented reality and minigames.
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Ogletree, Xavian Alexander. "Human-AI Teaming for Dynamic Interpersonal Skill Training." Wright State University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=wright1621853024907269.

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Torres, 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/.

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O uso de dispositivos móveis ou handheld devices na implementação de um sistema de Realidade Aumentada (RA) é denominado Handheld Augmented Reality ou simplesmente Handheld AR. Aplicações do tipo Handheld AR utilizam a câmera integrada no dispositivo móvel para reconhecer marcadores (inseridos no ambiente), o que permite a entrada de dados para o sistema de RA. As informações geradas nestas aplicações são apresentadas como imagens virtuais (gráficos 3D) nas telas dos dispositivos móveis. Já aplicações do tipo Handheld AR mais complexas e recentes, utilizam dispositivos sensores (com interfaces de comunicação sem fio) como RFID tags, Redes de Sensores Sem Fio (RSSF) e sistemas de GPS (Global Positioning System), como fontes de entrada de dados dinâmicos para o sistema de RA, junto à câmera e os marcadores. Aplicações deste tipo apresentam características interessantes para áreas de aplicação como: sensoriamento, monitoramento, visualização e interação em ambientes inteligentes e ubíquos. Porém, a carência de documentação e a complexidade no desenvolvimento destas aplicações geram a necessidade de metodologias e ferramentas que colaborem para um rápido e simples processo de desenvolvimento. Neste sentido, esta dissertação apresenta uma Metodologia de Desenvolvimento para aplicações de realidade aumentada em dispositivos móveis, a qual visa ajudar no projeto e facilitar o processo de desenvolvimento de aplicações do tipo Handheld AR, em especial as que utilizem telefones celulares e dispositivos sensores com interfaces de comunicação sem fio, apresentando uma documentação bem definida e um roteiro claro sobre os requisitos e características no desenvolvimento de aplicações deste tipo. Já a nossa metodologia proposta apresenta um cenário geral de aplicação, uma arquitetura e orientações (guidelines) de desenvolvimento para aplicações do tipo Handheld AR. Além disso, são apresentados detalhes de implementação relativos: à aquisição dos dados gerados pelos dispositivos sensores (neste caso uma RSSF), a uma modelagem semântica destes dados (como parte da solução para facilitar a aquisição, armazenamento e gerenciamento de dados), à criação de perfis de usuário (para prover interfaces de interação intuitivas) e à disponibilização destas informações utilizando técnicas de RA, apresentando as informações geradas como objetos virtuais (imagens virtuais, efeitos de vibração e efeitos sonoros), os quais são sobrepostos em um cenário real utilizando o telefone celular como dispositivo de interação com o usuário. Finalmente, nós apresentamos um estudo de caso que desenvolve uma aplicação do tipo Handheld AR (protótipo) para o monitoramento da temperatura na sala de servidores do PAD (Grupo de Sistemas Pervasivos e de Alto Desempenho). Neste estudo de caso, são descritos os materiais, o cenário, os serviços oferecidos, o fluxo de desenvolvimento e as avaliações do protótipo.
Handheld 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.
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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.

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I den här uppsatsen presenteras en studie av rörelsebaserad zoom (Device Movement Based Zoom) och nyp-zoomning (Pinch-zoom). Rörelsebaserad zoom innebär att användaren zoomar in genom att gå närmare ett objekt och zoomar ut genom att gå längre bort från det. Nyp-zoomning innebär att användaren zoomar genom nyp-gester med två fingrar på plattformens pekskärm. Syftet var att undersöka vilka likheter och skillnader som finns mellan de båda systemen ur ett användarperspektiv samt om engagemanget blir större när rörelserna blir större och användaren tvingas vara mer aktiv (med kroppen) vid interaktionen med systemet. De 24 deltagarna i studien testade två olika system, ett med vardera typen av zoom, och både kvalitativ och kvantitativ data samlades in genom enkäter. Resultatet visade att systemen hade nästan lika hög popularitet (på frågan; vilken av de två systemen skulle du föredra?). Däremot var svaren på frågan influerade av vilken telefon de hade till vardags. De som var vana att använda en telefon med knappar för navigering föredrog rörelsebaserad zoom i större utsträckning och de som var vana att använda pekskärm föredrog nyp-zoom i större utsträckning. Samma tendens syntes genomgående i all insamlad data. En tendens till att systemet med rörelsebaserad zoom gav högre engagemang hos användarna gick att se, men inga signifikanta skillnader fanns för hela gruppen. Tendensen var störst för delkategorierna upplevt engagemang och stabilitet. När deltagarna delades upp efter vilken mobiltelefon de var vana att använda syntes tendensen att de båda systemen ansågs mer likvärdiga i självskattat engagemang för de som sen tidigare var vana att använda nyp-zoom. De som inte var vana att använda nyp-zoom (deltagarna som använde knapptelefoner till vardags) märkte en större skillnad på systemen. Signifikanta skillnader sågs här under det totala engagemanget samt för delkategorierna stabilitet och upplevt engagemang. Värt att notera är att gruppstorleken var väldigt ojämn och antalet deltagare som var vana att använda en knapptelefon var väldigt lågt. Rörelsebaserad zoom upplevdes som naturlig och mer fri, medan nyp-zoom är smidigt att använda i vissa situationer då det inte kräver någon plats att gå omkring. En annan fördelmed nyp-zoom är att 3d-modellerna inte försvinner som de kan göra med den rörelsebaserade zoomen eftersom hela markören behöver vara i bild i enhetens kamera för att 3d-modellen ska visas. Däremot verkar nyp-zoom vara relativt svårt att använda för de som inte är vana vilket också syntes i de kvalitativa data. För att kunna säga mer hur väl resultatet kan generaliseras, till exempel med fokus på kroppslig interaktion och om något av sätten att zooma är att föredra över lag uppmuntras fler liknande studier.
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26

Jakova, 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.

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L’obiettivo di questo lavoro di tesi è studiare un prototipo di applicazione per device mobili che offra agli utenti la possibilità di personalizzare percorsi urbani attraverso punti di interesse identificabili come beni culturali tangibili e intangibili, utilizzando meccanismi di augmented reality per ottenere un maggiore engagement da parte loro. Il prototipo realizzato nell’ambito di questo lavoro di tesi, si basa sui punti di interesse geolocalizzati per le città di Bologna e Cesena, per cui l’utente avrà una panoramica dei principali beni culturali tangibili e intangibili. I target users individuati per questo tipo di prototipo non sono solo gli appassionati di beni culturali, viaggiatori, turisti, ma anche semplicemente i cittadini che desiderano raggiungere un punto di interesse in città. Per agevolare l’utilizzo si è deciso di creare una app cross-platform che funzioni sia su Android che su iOS, attraverso l’uso del framework React Native. Il volume di tesi presenta una rassegna delle applicazioni presenti nel panorama attuale che hanno obiettivi simili a quella oggetto di questa tesi, ovvero progetti di intangible cultural heritage, progetti di cultural heritage, augmented reality in ambiente mobile, progetti per il calcolo del percorso personalizzato, con possibilità di configurazione da parte dell’utente e descrive le fasi di design, di implementazione e di testing del prototipo realizzato.
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Miranda, 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.

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En cas de sinistre, les infrastructures de communication peuvent être partiellement ou totalement détruites, ou devenir inefficaces en raison du trafic élevé. Néanmoins, il est nécessaire d'assurer la connexité entre les équipes de secours et le centre de commandement. Par conséquent, des solutions de communication temporaires sont essentielles jusqu'à ce que l'infrastructure soit rétablie. Dans cette thèse, nous nous concentrons sur le déploiement d'une solution de communication appelée réseaux de substitution. Ainsi, nous proposons un algorithme d'auto - déploiement pour permettre aux routeurs mobiles, composant un réseau de substitution, de se répartir pour couvrir la zone cible. Notre algorithme surveille les conditions du réseau pour décider si le routeur doit ou non se déplacer, il règle la position de ce dernier en fonction des informations provenant des nœuds voisins à un saut au moyen de la mesure active, c'est à dire, les paquets sondes. Ces paquets sondes permettent à l'algorithme de surveiller le canal et ses éventuels changements au fil du temps. Nous comparons les différents paramètres pour évaluer la qualité du lien et nous observons le comportement de notre algorithme de déploiement considérant chaque paramètre séparément. Par ailleurs, nous étudions comment la mobilité contrôlée des routeurs affecte la performance du réseau au moyen des simulations. Afin d'évaluer la qualité de la liaison, la plupart des algorithmes de déploiement utilisent des techniques de la mesure active. Ces techniques nécessitent que les nœuds envoyent des paquets sondes sur le réseau pour obtenir des mesures. La précision de telles mesures dépend de la fréquence des paquets sondes transmis. Cette précision est importante lorsque les caractéristiques du canal changent au fil du temps. Néanmoins, il existe un compromis entre le taux de transmission des paquets sondes et la précision des mesures. Si le taux de transmission des paquets est suffisamment élevé, les connaissances obtenues seront exactes, cependant, le coût augmentera proportionnellement en consommant plus de ressources réseau. D'ailleurs, puisque notre algorithme de déploiement dépend de la mesure de la qualié du lien pour prendre une décision, si on réduit le taux de transmission des paquets sondes, on augmente le temps nécessaire au routeur pour rassembler des informations pour prendre la décision de mouvement et, en conséquence on augmente le temps de déploiement. C'est pourquoi, nous proposons d'utiliser des données de substitution obtenues au moyen d'un estimateur autorégressif pour réduire la surcharge sans impacter notre algorithme de déploiement. Nous montrons par simulation l'efficacité des deux algorithmes et de leurs performances en termes de temps de déploiement, de délai, de gigue et de débit.
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Cheng, Yuan-Chou, and 鄭淵舟. "AR-based Positioning on Mobile Devices." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/45665876104583261379.

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碩士
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.
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Carvalho, Pedro Nicolau Machado. "Mobile AR for large 3D scenes using markers." Master's thesis, 2017. http://hdl.handle.net/1822/62493.

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Dissertação de mestrado em Computer Science
Augmented 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.
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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.

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碩士
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.
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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.

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碩士
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.
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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.

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碩士
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
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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.

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Sun, 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.

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碩士
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.
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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.

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The synergy of smartphone, mobile applications (apps) and Augmented Reality (AR) technology has the potential to mediate tourism experiences to great extents. The advent of AR apps on smartphones provides a dynamic solution for tourists by helping convey destinations’ meanings and creates positive experiences via interactive tourist information and services almost anywhere, anytime. As a result, tourists are increasingly using AR travel apps at destinations to create more memorable travel experiences. Despite vast literature on tourists’ experiences, there is limited research focusing on understanding the use of smartphones and AR apps for tourism. A critical review of the literature indicates that there is a need to develop a richer theoretical framework that describes the use of smartphones and AR apps for travel. In addition, there is a need to understand tourists’ experiences with smartphone-mediated technology. In particular, literature on understanding of the use of smartphones and apps for travel is largely established from a quantitative perspective, and it is argued that this perspective cannot provide an in-depth understanding of the mechanisms that affect the use of smartphones and travel apps, which in turn shapes the travel experience. The present qualitative study was designed to understand the current use and possible benefits of smartphone-mediated tourism experiences with AR apps. Specifically, the purpose of this study was to examine the influence of AR apps on tourists’ experiences. The study sought to understand how tourists used AR apps, which specific interactions with the mobile devices were afforded, what emotions were evoked through interaction with the AR technology, and how the technology mediated tourist’s experiences. Based on this notion, the study attempted to generate an inductive middle-range theory on smartphone-mediated tourism experiences using grounded theory method. An iPhone AR app was developed for the Texas A&M University campus to better understand how tourists used the AR app and how this use influenced their travel experiences. Forty-four participants inclusive of students, prospective students and visitors of Texas A&M University were recruited for the study. To aid theory building and enhance the solidity of the smartphone-mediated travel experience theory, the study included a control group, which involve individual, group and guided tours that only use a brochure/campus booklet or listen to a human tour guide. The AR app was tested on 10 individuals and 10 groups. For the control group, 6 individuals and 6 groups used brochure/campus booklet while touring the sites and 6 individuals and 6 groups listen to the tour-guide. This comparison provided detailed understanding of what happens in the absence of technology in travel experience, and a focus on apprehending what AR technology adds. Data were collected through face-to-face in-depth interviews with the participants and then transcribed and imported into ATLAS.TI 7.0 software for analysis. A grounded theory approach was used to analyze the data. The interview data were coded and presented in five major sections representing the research questions. The results of the study provided theoretical contributions in understanding the smartphone-mediated tourism experiences and offered practical implications for app design and interpretative services for tourist sites.
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Ramos, Raquel Oliveira. "Sistema móvel para divulgação do estado e previsão da qualidade do ar." Master's thesis, 2019. http://hdl.handle.net/10773/29598.

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Nowadays, air quality is becoming a more relevant aspect and is considered to be a determining component for public health and ecosystem balance. Air quality monitoring is part of the mission of public agencies and research institutes such as IDAD. An ongoing job in this area is to conduct sensor-based data collection campaigns to characterize air quality in different contexts (e.g., airports). Data is collected with proprietary and independent systems, and aggregated into a single platform. This paper presents a web environment for integrated access to monitor data from different campaigns collected by different devices. Also, a mobile application has been developed to communicate air quality information. The application can be used by a researcher or IDAD client by providing weather and air quality forecast information, allowing access to the air quality parameters of the relevant campaigns. IDAD teams have been using both platforms.
A 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
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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.

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碩士
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.
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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.

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碩士
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?
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39

Chang, William. "AUGMENTED REALITY FOR LOCATION-BASED ADAPTIVE MOBILE LEARNING." 2013. http://hdl.handle.net/10791/22.

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Augmented Reality (AR) has become a popular interactive technique in the last few years. One of the critical challenges is to identify the real-life objects. Further, how to fully exert the advantages of the AR technique under the limited resources available on the mobile devices is another critical challenge. To resolve the above issue, firstly this thesis reviewed the real-life object tagging and identification techniques. Secondly this thesis studied the Human Computer Interaction (HCI) Interface and the environmental sensors on the mobile phones. Lastly this thesis implemented a Multiple Real-life Object Identification Algorithm along with the development of the Multi Object Identification Augmented Reality (MOIAR) application. Subsequently, the MOIAR application has been implemented in the location-based mobile learning environment, where the Legislative Assembly of Alberta is included as an example real-life learning object. This MOIAR implementation has applied the tagging and identification technique review as well as the HCI and sensors study, to prove the usability and practicability of the MOIAR application.
2012-01
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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.

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碩士
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.
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41

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.

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Characteristic for upcoming technology is that it is growing, constantly developing and fast implemented in people's lives. Augmented reality (AR) is one of these technologies and more companies are implementing AR in their daily operations. AR can be described as a large amount of data, being transformed into images that are attached to the real world. The technique takes digital images and applies it to the reality through a mobiles camera lens. When used for mobile application it is called mobile augmented reality (MAR). MAR applications are expected to be as successful as smartphones was when it was first released. The revenue is set to be over $120 billion dollars by 2020. Even though it sees huge potential, few studies are done on user experience (UX) and satisfaction for the end user. This information could be a crucial asset for AR stakeholders in the prosperous future. A generation of interest for technology stakeholders is the digital natives who are people born between 1980 and 2000. They have been brought up with technology and they are comfortable with adapting to new technologies and they are not late on trying them out. This study combined the three fields of interest, MAR, UX and the digital natives, for the purpose to develop knowledge of what factors within UX that digital natives’ value as most important for a MAR application. A quantitative method with an inductive approach were used to answer the research question. The researchers used a questionnaire to collect the data that was later analyzed with the help of Google Forms, Microsoft Excel and SPSS. Predetermined factors from a theoretical framework was presented to the participants of the study; perspicuity (easy to learn, easy to understand), dependability (predictable, secure), efficiency (fast, organized), novelty (creative, innovative) and stimulation (exiting, interesting). The study concluded that perspicuity, novelty and efficiency were the most important factors of UX in MAR applications according to the digital natives.
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Santo, 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.

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Santo, 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.

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44

Mishra, 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.

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Yes
Online 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.
The full-text of this article will be released for public view at the end of the publisher embargo on 04 Dec 2022.
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45

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.

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Cette thèse s'inscrit dans le cadre des systèmes radiocommunications numériques pour des récepteurs mobiles basés sur la modulation multi-porteuse OFDM. L'objectif est de proposer des algorithmes d'estimation de canal et de suppression d'IEP pour les
récepteurs 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).
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46

Palhinha, João Pedro Pereira. "SpreadNose: Sistema de Monitorização de Poluição em Ambientes Urbanos." Master's thesis, 2018. http://hdl.handle.net/10316/86426.

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Dissertação de Mestrado Integrado em Engenharia Electrotécnica e de Computadores apresentada à Faculdade de Ciências e Tecnologia
Nos 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.
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47

(8803076), Jordan M. McGraw. "Implementation and Analysis of Co-Located Virtual Reality for Scientific Data Visualization." Thesis, 2020.

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Abstract:
Advancements in virtual reality (VR) technologies have led to overwhelming critique and acclaim in recent years. Academic researchers have already begun to take advantage of these immersive technologies across all manner of settings. Using immersive technologies, educators are able to more easily interpret complex information with students and colleagues. Despite the advantages these technologies bring, some drawbacks still remain. One particular drawback is the difficulty of engaging in immersive environments with others in a shared physical space (i.e., with a shared virtual environment). A common strategy for improving collaborative data exploration has been to use technological substitutions to make distant users feel they are collaborating in the same space. This research, however, is focused on how virtual reality can be used to build upon real-world interactions which take place in the same physical space (i.e., collaborative, co-located, multi-user virtual reality).

In this study we address two primary dimensions of collaborative data visualization and analysis as follows: [1] we detail the implementation of a novel co-located VR hardware and software system, [2] we conduct a formal user experience study of the novel system using the NASA Task Load Index (Hart, 1986) and introduce the Modified User Experience Inventory, a new user study inventory based upon the Unified User Experience Inventory, (Tcha-Tokey, Christmann, Loup-Escande, Richir, 2016) to empirically observe the dependent measures of Workload, Presence, Engagement, Consequence, and Immersion. A total of 77 participants volunteered to join a demonstration of this technology at Purdue University. In groups ranging from two to four, participants shared a co-located virtual environment built to visualize point cloud measurements of exploded supernovae. This study is not experimental but observational. We found there to be moderately high levels of user experience and moderate levels of workload demand in our results. We describe the implementation of the software platform and present user reactions to the technology that was created. These are described in detail within this manuscript.
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