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1

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

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

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Med den digitalisering som sker just nu i den industriella världen väcks stor nyfikenhet på hur framtidens tekniker såsom “Augmented Reality” kan appliceras i industriella tillverkningsprocesser. Målet med examensarbetet var att undersöka om och hur AR-teknik kan utnyttjas i industrin för att förbättra nuvarande arbetsprocesser. Två prototyper utvecklades för AR-glasögonen Microsoft HoloLens och utvärderades genom att jämföra tidigare arbetssätt med nya. Testerna av prototyperna visade att effektiviteten, produktionskvalitén och rörligheten ökade för användaren till en bekostnad av sämre ergonomi.
With the digitization that is happening right now in the industrial world, there is a lot of curiosity about how future technologies like Augmented Reality can be applied in industrial manufacturing processes. The aim of the thesis was to investigate whether and how augmented reality technology can be utilized in industries to improve current work processes. Two prototypes were developed for the augmented reality glasses Microsoft HoloLens and evaluated by comparing previous working methods with new ones. Tests of the prototypes showed that efficiency, production quality and mobility increased for the user at the expense of worse ergonomics.
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Tottmar, Anton, and Victor Berge. "AR på bryggan : Kan kollisioner undvikas med Augmented Reality." Thesis, Linnéuniversitetet, Sjöfartshögskolan (SJÖ), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-103442.

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As the technical progress goes on new ways to improve safe navigation continues to arise. One of these technical possibilities is Augmented Reality (AR) which has already proved its value within the car and flight industry. The purpose of this content analysis was to investigate accidents where human error, the so-called human factor, is behind the accident. This has been done by investigating the underlying factors for collision in over 800 accidents and then categorizing these to get a clearer picture of what leads up to the collision. After analyzing the reports relevant to the study from a scenario where the bridge is equipped with AR technology, the study finds that AR contributes with great benefits for safer navigation, however, some technical work behind the technology is required, which can be costly both financially and in terms of time. The study shows that AR would have been helpful in all collisions that are investigated further, mainly by making the navigator more aware of the surroundings with clearly projected information from the various information sources on the bridge. The study finally formulates the theory that AR can prevent collisions in shipping by making the navigator more aware of potential obstacles to safe navigation.
I samband med teknikens ständiga framstegupp som kan bidra till en säkrare navigation. En av dessa tekniker är Augmented Reality (AR) som redan rönt stor framgång inom såväl bil- som flygindustrin. Syftet med denna studie var att genom en innehållsanalys undersöka haverier under 2010- talet där mänskligt felhandlande, den så kallade mänskliga faktorn, ligger bakom haveriet. Detta har gjorts genom att utreda de bakomliggande faktorerna till kollision i över 800 haverier och kategorisera dessa för att få en tydligare bild över vad som leder fram till haveriet. Efter att ha analyserat de för studien relevanta rapporterna och satt dem i ett scenario där bryggan är utrustad med AR-teknik finner studien att AR skulle ha varit behjälpligt i samtliga fall, då främst genom att göra navigatören mer uppmärksam på omgivningen med tydligt projicerad information från de olika informationskällorna på bryggan. Studien kommer fram till att AR bidrar stora fördelar för en säkrare navigation, dock krävs det en del tekniskt arbete bakom tekniken vilket kan vara kostsamt både ekonomiskt och tidsmässigt. Studien formulerar slutligen teorin att AR kan förebygga kollisioner inom sjöfarten genom att göra navigatören mer uppmärksam på potentiella hinder för säker navigation.
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Edvinsson, Joakim. "AR-park för Android : Augmented Reality park i Sundsvall." Thesis, Mittuniversitetet, Avdelningen för informations- och kommunikationssystem, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-28033.

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Målet med detta projekt är att ta fram en applikationsprototyp för Androidenheter som ska locka användare av applikationen till och tillbaka till broparken i Skönsberg med hjälp av augmented-reality. Applikationen ska känna av om användaren befinner sig inom eller utanför parkens område och visa olika bilder/modeller på specifika GPS-koordinater i det digitala lagret beroende på användarens positionering. Arbetet har genomförts i samarbete med Dohi på uppdrag av Sundsvalls kommun där regelbundna möten hafts med uppdragsgivaren. Utvecklingen av applikationen sker i PhoneGap med Wikitude-plugin. Projektet har resulterat i en applikationsprototyp som använder ActionRanges, som är en typ av GeoFence, för att presentera olika bilder hämtade från en egen server i det digitala lagret beroende på användarens position. Användarna har inom parkens område möjlighet att själv påverka de bilder som visas i det digitala lagret genom att i applikationen ta en bild som laddas upp till servern där bilderna lagras och där bilden som tagits även visar det digitala lagret.
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Björnander, Daniel, Måns Gezelius, Emil Gustafsson, Raymond Leow, Joakim Lidstedt, Ludvig Noring, Nils Petersson, Jonatan Pålsson, and Mikael Ångman. "Utveckling inom Augmented Reality med Unity." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-129595.

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Syftet med den här rapporten är att behandla frågeställningar utifrån projektet, vars mål är att utveckla ett Augmented Reality-ramverk för att skapa värde för en kund, BioOptico. Punkter som programmeringsmiljön Unitys lämplighet vid utveckling av mobila AR-applikationer, hur BioVision kan implementeras så att det ger värde för BioOptico, vilka erfarenheter som kan dokumenteras efter arbetet med projektet och vilket stöd SEMAT Kernel ALPHA ger för det här projektet behandlas i den här rapporten. För att besvara dessa frågor används verktygen Unity och SEMAT Kernel ALPHA state cards under utvecklingen av BioVision. Genom agil utveckling och framtagning av tidiga prototyper undersöks vilka implementationssätt som ger värde för BioOptico och vilken dokumentation av erfarenheter som kan vara intressant för framtida projekt. Som resultat dokumenteras de områden där Unity lämpar sig väl för utveckling av mobila AR-applikationer, vilka de viktigaste beståndsdelarna var för hur BioVision implementerades så att det ger värde för BioOptico och vilka erfarenheter och vilket stöd som ges av utveckling av BioVision respektive användning av SEMAT Kernel ALPHA:s. Som slutsats ses Unity som en lämplig utvecklingsmiljö för utveckling av AR-applikationer, medan SEMAT Kernel ALPHA kan vara användbart, dock överflödigt, vid utveckling av BioVision. De viktigaste lärdomarna att ta med sig från projektet är att planera, utveckla och dokumentera i god tid. Slutligen dras slutsatsen om att strukturen på projektet och inte bara produkten som skapas spelar en stor roll för hur applikationen kan ge värde för BioOptico.
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Sandström, David. "Dynamic Occlusion of Virtual Objects in an 'Augmented Reality' Environment." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-71581.

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This thesis explores a way of increasing the perception of reality within an ''Augmented Reality'' application by making real objects able to obstruct the view of virtual objects. This mimics how real opaque objects occlude each other and thus making virtual objects behave the same way will improve the user experience of Augmented Reality users. The solution uses Unity as the engine with plugins for ARKit and OpenCV. ARKit provides the Augmented Reality experience and can detect real world flat surfaces on which virtual objects can be placed. OpenCV is used for image processing to detect real world objects which can then be translated into virtual silhouettes within Unity that can interact with, and occlude, the virtual objects. The end result is a system that can handle the occlusion in real time, while allowing both the real and virtual objects to translate and rotate within the scene while still maintaining the occlusion. The big drawback of the solution is that it requires a well defined environment without visual clutter and with even lighting to work as intended. This makes it unsuitable for outdoor usage.
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Palm, Fredrik, and Filip Källström. "Prototype of an Augmented Reality User Manual App." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-110210.

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This thesis describes how augmented reality can be used when developing an instructional application. After studying augmented reality apps and papers, a prototype for mobile devices was developed to discover the possibilities that augmented reality offers and show how issues inherent to the technology can be solved. The app was developed with usability in mind, with consideration for how well suited each feature was for augmented reality. Our results show that it is possible to use augmented reality in instructional apps, but that there are issues to consider when working with augmented reality. Among others, we discuss how to deal with the three dimensionality of the interface, augmented reality's physical requirements, and the quality of the tracking that aligns the interface with the real world. Augmented reality also enables plenty of new functionality for apps, like the ability to use physical movement as input and to essentially bind information to a real, physical place. The app was tested and built for an advanced machine. We built guides that use animated instructions to teach the user how to complete a task. There is also an information view that displays details about parts of the machine and an overview that helps the user find parts. We also took efforts to generalize the process, so that the app can be adjusted to suit a variety of products.
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Siewert, Jan Luca, Matthias Neges, and Detlef Gerhard. "Ein Klassifizierungssystem für Industrielle Augmented Reality Anwendungen." Thelem Universitätsverlag & Buchhandlung GmbH & Co. KG, 2021. https://tud.qucosa.de/id/qucosa%3A75882.

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Mit dem Fortschreiten der Digitalisierung in der Industrie findet sich Augmented Reality (AR) in immer mehr Einsatzbereichen. Dennoch bleibt die industrielle Verbreitung trotz sich stetig entwickelnder Technik hinter den Prognosen zurück. Es existieren bereits Arbeiten, die sich mit der Klassifizierung von AR jedoch mit Fokus auf die tatsächliche Implementierung bzw. Umsetzung der Anwendung beschäftigen. Um Anwendungsgebiete und damit die eigentliche Problemstellung, in denen AR einen Mehrwert bieten kann, besser vergleichen und Anforderungen für industrielle Bereiche ableiten zu können, stellt dieser Beitrag ein Klassifizierungssystem für diese Einsatzgebiete vor. Auf vorhergehenden Arbeiten aufbauend wird gezeigt, dass eine Klassifizierung der Einsatzszenarien auf Basis der drei Dimensionen zu unterstützende Aktion, Lebenszyklusphase und Grad der Hilfestellung erfolgen kann. Dazu wird eine systematische Literaturrecherche von industriellen AR Anwendungen und Studien der Jahre 2016 bis 2020 durchgeführt und nach dem vorgeschlagenen Schema klassifiziert. Neben den daraus gewonnen Erkenntnissen werden in den Beiträgen verwendete Technologien, wie die Darstellungstechnik, der Detailierungsgrad, der Reifegrad der Anwendung und die Art der Inhaltserstellung analysiert. Außerdem werden Probleme bei der Umsetzung sowie künftige Forschungsthemen und -schwerpunkte herausgearbeitet.
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Gankhuyag, Azjargal, Bingqing Xiang, and Victoria Bonnevie. "Augmented Reality : The current and potential use of augmented reality in B2B." Thesis, Linnéuniversitetet, Institutionen för marknadsföring (MF), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-45310.

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In today’s world, we live in a technologically advanced environment where information access is huge and limitless. The advantage to this is that, people are able to create more information, share and communicate with each other instantly on the go regardless of where they are in the world. However on the downside, with endless information, it becomes confusing and difficult to filter which information is right for a person’s need. This goes hand-in-hand for business companies, as it requires strategic processes and tools to identify the information from the market, store and evaluate it into meaningful insights and lastly communicate it efficiently so that the value of it is not lost along the way. Therefore this study focuses on how augmented reality (AR) as an emerging digital technology is able to dissect and communicate information and bring value to those who are implementing it. What is more interesting in this study is to see the usefulness and ease of using AR from commercial and non-commercial aspects in B2B field. This study was conducted through a qualitative research approach with semi-structured interviews with five companies providing and using AR applications. In conclusion, AR brings value by transferring data faster and communicating it effectively through visualization of integrating computer-generated information with the real world as one. From commercial aspect, companies could use this technology in their marketing communication to increase customer involvement and perception of the brand. In contrast, from non-commercial perspective, companies could use AR as an internal resource to increase efficiency in operation process.
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Arnmark, Kevin, and Mattias Lundin. "Energimedvetenhet genom djur i Augmented Reality." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-276584.

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Hur kan man visualisera energifotavtryck på ett sätt som berör mottagaren och väcker känslor? I denna uppsats har vi utforskat alternativa sätt att representera energiförbrukning genom Augmented Reality (AR). Genom research through design har vi använt koncept som defamiliarisering för att utforska hur hushållsapparaters energiförbrukning kan representeras på uttrycksfulla sätt. Vår designprocess ledde oss till att utveckla en app där negativ miljöpåverkan påverkar djur i en AR-miljö. Specifikt har vi varit intresserade av hur designvalen för denna app påverkar betraktaren och vilka känslor de väcker. Dessa designval har involverat allt ifrån val av djur till texturer och animationer. I designprocessen har vi använt oss av input från en arbetsgrupp på KTH och utvärderat designvalen i peer reviews. Olika scenarion presenterades för användarna där energikonsumtionen påverkade designen på djuren. Genom att använda en okonventionell designidé har vi hoppats främmandegöra representationen av energi för mottagaren och på så vis öppna upp för tanke och reflektion. Vår slutsats är att AR är ett starkt medium för att förmedla känslor i denna kontext. Vi lyckades uppnå de avsikter vi hade inom ramen för att påverka betraktaren både positivt och negativt beroende på scenario. Den största faktorn som påverkade våra användare var djurens animationer i AR-miljön. P.g.a. att objekten i AR placeras i den verkliga världen bör stora avvägningar ske avseende objektens detaljrikedom och upplösning, något som riskerar att lämna tolkningsutrymme hos betraktaren och därmed inte spegla avsändarens avsikt. Detta arbete har skett under den pågående Corona-pandemin, vilket har påverkat vårt arbetssätt och vårt resultat. Den största förändringen är att användartesterna skett via videokonferens där användaren fick utvärdera en live-presentation av applikationen istället för att använda den själv.
How can we visualize energy footprints in a way that moves the recipient and evokes an emotional response? For this thesis we have explored alternative ways of representing energy usage through Augmented Reality (AR). By research through design we have used concepts such as defamiliarization to explore how the energy usage of household appliances can be represented in expressive ways. Our design process led us to develop an app where a negative impact on the environment affects animals in an AR world. Specifically, we have been interested in how our design choices affect the observer and what feelings they evoke. These design choices include the types of animals, their textures and animations, and more. In this process we have gotten input from a work group at KTH and evaluated our designs in peer reviews. Different scenarios have been presented to the users where the energy consumption have affected the animal designs. Through using unconventional designs, we hope to have made the representation of energy unfamiliar to the user, thereby invoking new perspectives and thoughts. Our conclusion is that AR is a potent medium for conveying emotions in this context. We achieved our intentions related to affecting the user positively and negatively depending on the scenario. The biggest factor in affecting the users was the animation of the animals. Because of AR objects being placed in the real world, the detail and fidelity of the objects should be considered carefully, or it might leave room for interpretation. This thesis work has been done during the ongoing Corona pandemic, which has influenced our work. The biggest change we have made is on our user testing, which had to be done by video conference where the application was presented to the users instead of letting them try it themselves.
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Head-Mears, James Bradley. "Accurate wide-area tracking for architectural, engineering and surveying applications." Thesis, University of Canterbury. HIT Lab NZ, 2013. http://hdl.handle.net/10092/11052.

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Augmented Reality (AR) is a powerful tool for the visualisation of, and interaction with, digital information, and has been successfully deployed in a number of consumer applications. Despite this, AR has had limited success in industrial applications as the combined precision, accuracy, scalability and robustness of the systems are not up to industry standards. With these characteristics in mind, we present a concept Industrial AR (IAR) framework for use in outdoor environments. Within this concept IAR framework, we focus on the improving the precision and accuracy of consumer level devices by focusing on the issue of localisation, utilising LiDAR based point clouds generated as part of normal surveying and engineering workflow. We evaluate key design points to optimise the localisation solution, including the impact of increased field of view on feature matching performance, the filtering of feature matches between real imagery and an observed point cloud, and how pose can be estimated from 2D to 3D point correspondences. The overall accuracy of this localisation algorithm with respect to ground-truth observations is determined, with unfiltered results indicating an on par horizontal accuracy and significantly improved vertical accuracy with best-case consumer GNSS solutions. When additional filtering is applied, results of localisation show a higher accuracy than best-case consumer GNSS.
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Gao, Lei. "Natural Gesture Based Interaction for Handheld Augmented Reality." Thesis, University of Canterbury. Computer Science and Software Engineering, 2013. http://hdl.handle.net/10092/8614.

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The goal of this research thesis is to explore and evaluate a novel interaction interface performing canonical manipulations in 3D space for Augmented Reality (AR) on handheld devices. Different from current handheld AR applications usually using touch-screen based interaction methods, we developed a 3D gesture based interaction approach for handheld AR using an attached RGB-Depth camera to provide intuitive 3D interaction experience in 3D space. By identifying fingertips and mapping their 3D positions into the coordinate system of AR virtual scene, our proposed method allows users to perform operations on virtual objects using their fingers in midair with six-degrees-of-freedom (6DOF). We applied our methods in two systems: (1) a client-server handheld AR system, and (2) a standalone handheld tablet AR system. In order to evaluate the usability of our gesture-based interface we conducted a user study in which we compared the performance to a 2D touch-based interface. From the results, we concluded that traditional 2D touch-based interface performed faster than our proposed 3D gesture-based interface. However, our method proved a high entertainment value, suggesting great possibilities for leisure applications.
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Danielsson, Oscar. "Adaptive AR-system : Adapting manufacturing instructions to worker needs." Thesis, Högskolan i Skövde, Institutionen för ingenjörsvetenskap, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-11631.

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This thesis looks at Augmented Reality (AR) and Expert Systems (ES) and how concepts from these techniques can be used to make instructions simpler for workers in the manufacturing industry. The experiment performed is based on a case study of “Block 9-11” at Volvo GTO in Skövde. A comparative study between the developed AR-system and the currently used instruction format has been made. For practical reasons the tasks and instructions were modified from the original. The results showed a similar time usage for the two systems but with a large amount of steps missed in the control group as well as a lower subjective usability-score from the testers, showing an advantage for the AR-system. In future work the plan is to further develop the adaptability-aspect, an aspect that didn’t give clear results in this study.
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Raber, James A. "ANALYSIS OF MOTIVATION, SITUATIONAL INTEREST, AND AUGMENTED REALITY." Kent State University / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=kent1586366208142576.

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

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This thesis describes the design, development, and evaluation of an interactive Microsoft HoloLens application that projects landscape models in Augmented Reality. The application was developed using the Unity framework and 3D models created in Sketchup. Using the application, students can not only visualize the models in real space but can also interact with the models using gestures. The students can interact with the models using gaze and air-tap gestures. Application testing was conducted with 21 students from the Landscape Architecture and Environmental Planning department at Utah State University. To evaluate the application, students completed a usability survey after using the application. Students also participated in a focus group. Results indicate that students were excited to use the application and found it helpful for learning landscape construction concepts. Some of the students found the application and the HoloLens device cumbersome to use, and they offered suggestions for how to improve the application. The thesis concludes with recommendations for future work.
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Menon, Sadan Suneesh. "ARiSE - Augmented Reality in Surgery and Education." Wright State University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=wright1626967290537148.

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

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Augmented Reality (AR) is a recent technology that allows a seamless composition between virtual objects and the real world. This practice-based research uses the affordances of AR to design an AR textbook for collaborative learning experience. It identifies the key concepts of children s AR textbooks for the designing and evaluation of collaborative learning experiences. These concepts were used to develop a conceptual framework for the AR textbook that considers collaborative experience, learning and usability. Informed by these concepts, the research also has identified the design features which are unique to AR affordances which can be integrated in the school textbooks to develop a collaborative AR textbook for primary school children. The research follows a participatory design approach to involve the users of the AR textbook in the design process. The researcher has conducted three co-design studies involving primary school children and adults using cooperative inquiry techniques. The first study uses low-tech prototyping to find the overall direction of designing the AR textbook. After the development of the first AR textbook prototype, two formative evaluations have been conducted using cooperative inquiry critiquing, and layered elaboration techniques. Throughout these studies, a conceptual framework has been developed namely, Experience, Learn and Use (ELU) for the designing and evaluation of children s AR textbooks for collaborative learning experience. This framework is based on the adaption of Janet Read s Play, Learn, Use (PLU) model that defines children s relationships with the interactive technologies. The research proposes the ELU framework as a useful classification framework in the evaluation process, which informs the design features of the AR textbook which are related to the concepts of collaborative experience, learning and usability. The practical component of the thesis proposes a sample of an AR textbook that is integrated in the regular school curriculum. It demonstrates the design features which can be implemented in other textbooks to support collaborative learning experiences for primary school children. The documentation of the co-design process provides a practical framework for co-designing an AR textbook with children, as well as an evidence of using the ELU framework in practice. 4 This research also contributes in bridging the gap between AR and Child-Computer Interaction (CCI) communities, through the use of common CCI methods in the AR development. This research has resulted in key design principles which contribute original knowledge to the literature of the AR for children s education considering the CCI perspective. These important principles are informed by the collaborative experiences, learning and usability aspects that establish a framework for the design and evaluation of collaborative AR textbook for children. The eight identified principles by this research are, Joint Textbooks, Personalised AR Experience, Interactive AR Book, Communication-Based Learning, Rewarding AR feedback, Audio AR Textbook, Intuitive AR Markers, and Mutual AR Display. The research introduces the definition for each of the concepts and a demonstration of the related design features in the outcome of the AR textbook prototype.
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Knutsson, Pontus, and Oskar Georgsson. "Augmented Reality Navigation Compared to 2D Based Navigation." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20499.

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I nästan tre decennier har GPS-koordinater och rutt-instruktioner visats i en top-down 2D-vy. Först i dedikerade navigationssystem, kommersiellt används för körning, till idag med GPS-system tillgängliga i våra smartphones. Det vanligaste sättet att idag visa GPS koordinater är fortfarande i någon form av 2D-vy som visar användaren var den är och vilka vägar / gator som ska tas. Detta har emellertid några problem som vi tror kan lösas med hjälp av Augmented Reality kombinerat med GPS. I denna uppsats beskrivs om och hur en Augmented Reality baserad navigerings vy kan göra det lättare för gående att navigera genom en stad jämfört med en 2D baserad navigering. För att svara på frågan presenterar denna studie en navigationsapplikation som kombinerar de två teknologierna GPS och Augmented Reality som sedan används i ett användartest. Resultaten från användartesterna och frågeformuläret visar att Augmented Reality-baserad navigering används bäst i scenarier där det finns många gator och det är svårt att berätta på en 2D-karta vilken gata du ska ta.
For almost three decades GPS coordinates and directions have been displayed with a top-down 2D view. At first in dedicated navigation systems, commercially used for driving, into today having GPS systems available in our everyday smartphones. The most common way to display the coordinates today are still by some sort of 2D view showing the user where it is and what roads/streets to take. This however has some problems that we believe can be solved using Augmented Reality combined with GPS. This paper sets out to answer the question if and how Augmented Reality displayed navigation can make it easier for pedestrians to navigate through a city compared to a 2D displayed navigation. In order to answer the question at hand this study presents a navigation application that combines the two technologies GPS and Augmented Reality which then is used in a user test. The results from the user tests and the questionnaire indicates that Augmented Reality based navigation is best used in scenarios where there are a lot of streets and it is hard to tell on a 2D map which street to take.
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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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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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Ho, Charlotte Tsz Wing. "AR in the Wild: Designing an Augmented Reality Tour for Preschool Children." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-139321.

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The goal of this research was to create an educational, outdoor Augmented Reality tour for preschool children using Minnesmark editor and mobile application. It started with an ethnographic pre-study which aimed understand the children’s abilities, characteristics and interests. It was followed by a bodystorming session which allowed the children to contribute to the design process together with the designer. Based on all the findings, a context scenario was created which showed the concept of a practicable tour. All the functional and data requirements were specified before creating the tour. The design was intended to be user-centred and to have positive effect on the children’s learning of sustainability and biodiversity. The tour was refined and created as a final product. 10 children participated in the tour which was executed in a forest behind the preschool and the preschool garden. The tour was evaluated which identified the design problems and their possible solutions.
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Almqvist, Daniel, and Magnus Jansson. "Förbättrat informationsflöde med hjälp av Augmented Reality." Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-177463.

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Augmented Reality är en teknik för att förstärka verkligheten, där digitala objekt placeras framför bilder eller liknande genom att använda kameran på den mobila enhet. Eftersom det finns flera olika metoder att använda Augmented Reality-tekniken har undersökningar och efterforskningar inom området gjorts. Ett exempel på ett område där denna teknik går att använda är reklam. Reklam är något som alla dagligen möts av, men oftast kan ses som tråkiga eller är något många inte lägger märke till. Genom en Augmented Reality prototyp kan användaren registrera respektive mönster eller tal och hämta nödvändig data från en databas. Sedan skapas en interaktiv händelse som visar informationen på ett unikt sätt, där alla, även de funktionshindrade kan ta del av den information de oftast saknar. Denna interaktiva händelse ger även liv till de tidigare tråkiga reklam- eller informationsaffischer. Resultatet av rapporten är en prototyp på mobila plattformen Android som använder Augmented Reality-tekniken och har många funktioner. Den kan acceptera röstigenkänning för att registrera det som talas in och utifrån specifika nyckelord kan prototypen ge information om nyckelordet. Testningen av denna prototyp visar att många är positiva i användningen av prototypen och ser det som ett intressant sätt att få ut informationen. Personerna som har testat prototypen kan tänka sig att använda prototypen själva för att få ut sin egna reklam på ett unikt och lockande sätt.
Augmented Reality is a technology where an object is introduced in front of a picture or a similar media using the camera on a mobile device. There are several different ways to use the Augmented Reality technology, research in the field has therefore been made. An example of an area where the technology can be used is advertisement. Since advertisement is something everyone is confronted with daily, but usually the advertisement can be seen as boring or is something many do not even notice. Through a Augmented Reality prototype, users can register both patterns and speech and get the required data from a database. It can create an interactive event that displays the information in a unique way, where everyone, even people with disabilities can take part of the information they usually can not take part of. This interactive event gives life to the previously tedious advertisement or information posters. The result of the report is a prototype on the mobile platform Android using Augmented Reality technology and the prototype has many features. It can use voice recognition and keywords to access additional information about the keyword. The testing of this prototype shows that many are in favour of the use of the prototype and they see it as an interesting way to get the information. That is why they are willing use the application themselves to get their own advertising in a unique and appealing way.
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Kovacevic, Nedim, Jantje Meinzer, and Rainer Stark. "Nutzerzentrierte Entwicklung einer ortsunabhängigen Maschinenabnahme mittels Augmented Reality." Thelem Universitätsverlag & Buchhandlung GmbH & Co. KG, 2021. https://tud.qucosa.de/id/qucosa%3A75883.

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Die Nutzung von Augmented Reality (AR) stellt eine Vielzahl von Lösungsansätzen für Herausforderungen unterschiedlicher Bereiche, z.B. der Industrie, Medizin, Unterhaltungsmedien und Bildung, zur Verfügung. Speziell werden hier die Möglichkeiten von AR in der Fertigungsindustrie, genauer bei der Abnahme elektrischer Antriebe der Siemens AG, betrachtet. Dabei werden unter anderem messbare Größen wie Drehmoment, Ankerstrom, -spannung, Drehzahl, Schwingungen, Fertigungstoleranzen etc. gemessen, aber auch nicht quantifizierbare Größen wie Sichtprüfungen von Schweißnähten und Lackierung in Betracht gezogen. Angestrebt wird eine Methode, welche es zukünftig ermöglicht, die Inbetriebnahme ortsunabhängig zu verfolgen und Inspektionen aus der Ferne durchzuführen. Die Herausforderung liegt dabei darin, eine zumindest gleichwertige, wenn nicht sogar verbesserte Erfahrung und Prüfergebnisvalidität für die Beteiligten gegenüber der vor Ort Abnahme zu erzeugen. Im Rahmen des Forschungsvorhabens wurde in interdisziplinärer Zusammenarbeit zwischen Ingenieur/-innen und Sozialwissenschaftler/-innen ein Demonstrator-Konzept für eine ortsunabhängige Maschinenabnahme entwickelt.
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Hansson, Emmeli. "Investigating Augmented Reality for Improving Child-Robot Interaction." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-258009.

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Communication in HRI, both verbal and non-verbal, can be hard for a robot to interpret and to convey which can lead to misinterpretations by both the human and the robot. In this thesis we look at answering the question if AR can be used to improve communication of a social robot’s intentions when interacting with children. We looked at behaviors such as getting children to pick up a cube, place a cube, give the cube to another child, tap the cube and shake the cube. We found that picking the cube was the most successful and reliable behavior and that most behaviors were slightly better with AR. Additionally, endorsement behavior was found to be necessary to engage the children, however, it needs to be quicker, more responsive and clearer. In conclusion, there is potential for using AR to improve the intent communication of a robot, but in many cases, the robot behavior alone was already quite clear. A larger study would need to be conducted to further explore this.
I Människa-Robot Interaktion kan både verbal och icke-verbal kommunikation vara svårt för en robot att förstå och förmedla vilket kan leda till missförstånd från både människans och robotens håll. I den här rapporten vill vi svara på frågan ifall AR kan användas för att förbättra kommunikationen av en social robots avsikter när den interagerar med barn. De beteenden vi kollade på var att få ett barn att plocka upp en kub, placera den, ge den till ett annat barn, knacka på den och skaka den. Resultaten var att plocka upp kuben var det mest framgångsrika och pålitliga beteendet och att de flesta beteenden var marginellt bättre med AR. Utöver det hittade vi också att bifallsbeteenden behövdes för att engagera barnen men behövde vara snabbare, mer responsiva och tydligare. Sammanfattningsvis finns det potential för att använda AR, men i många fall var enbart robotens beteenden redan väldigt tydliga. En större studie skulle behövas för att utforska detta ytterligare.
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25

Atha, Abdullah, and Nico Moreno. "En jämförelsestudie med Augmented Reality för inlärning i produktion." Thesis, KTH, Hållbar produktionsutveckling (ML), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-298372.

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Tillverkningsindustrin förändras och personalen måste anpassa sig till dessa förändringar som ställer högre krav på arbetsinstruktioner. Augmented Reality (AR) är ett verktyg som underlättar dessa instruktioner och snabbar upp inlärningsprocessen. Detta examensarbete tittar på förändringen som sker i inlärningssystemet vid tillämpningen av AR samt vilka tids-, säkerhets-, och kvalitetsaspekter som uppkommer vid denna tillämpning. Arbetet genomfördes med vetenskapliga artiklar samt intervjuer med kandidater från svenska företag som använder Augmented Reality. Ett Scaniabesök utfördes för att undersöka ett AR-verktyg också. Resultatet visade att AR leder till positiva förändringar gällande tidsaspekten då tekniken reducerar tiden vid inlärning för nya och erfarna användare. I jämförelser med pappersbaserade instruktioner ger AR tydliga instruktioner för användaren vilket snabbar upp inlärningsprocessen. Kvaliteten förbättras under inlärningen då användaren inte har stora kognitiva belastningar vilket leder till färre fel. Inlärningskurvan blir hög eftersom AR-instruktionerna är enkla vilket bidrar till en ökning av användarens förmåga vid inlärningen. Tekniska faktorer sker hos AR-enheterna som försvårar inlärningen såsom utdaterat system eller uppkopplingsproblem. AR ger möjligheten att följa inlärningsprocessen i distans av säkerhetsskäl så användarna utför sin inlärning i en AR-miljö och experimenterar utan fara. Begränsningar tillkommer vid användning av AR, HMD, då det framkallar besvär i ögon samt huvudvärk vid långtidsanvändning. För framtida studier rekommenderas det att utföra svårare uppgifter för att genomföra mätningar kring kvalitets- och träning överföring för AR-användaren.
The manufacturing industry is changing and must adapt to these changes that make higher demands on work instructions. Augmented Reality (AR) is a tool that facilitates these instructions and speeds up the learning process. This thesis explores the changes that occur in the learning system with the implementation of AR and what aspects regarding time, quality and safety arise with it. The work was carried out by researching scientific articles and interviewing candidates from Swedish companies that closely work with Augmented Reality. A visit was conducted to Scania to examine AR tools as well. The results showed positive changes with AR regarding the time aspect since the technology reduces the learning time for both new and experienced users. Compared to the paper-based instructions, AR provides clear instructions for the user that boosts the learning process. The quality is also improved during the learning as the user has lower cognitive loads which in turn leads to fewer errors. The learning curve is high as the instructions are simple and increases the user’s ability in learning. Technical errors occur in AR devices and complicates the learning due to outdated systems or connectivity problems. AR provides the facility to learn remotely in an AR environment for safety reasons as well as to experiment without danger. Limitations apply when using AR HMD, as it causes irritations in the eyes and headaches during long-term use. For future studies it is recommended to perform more difficult tasks to carry out measurements of quality- and training transfer for the AR user.
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Nyqvist, Ida. "Visualisering av vägdata i en AR-app." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-285059.

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I och med smarttelefonens intåg i våra liv har Augmented Reality (AR) kommit att bli en teknik i ropet. Många företag och utvecklare är intresserade av att undersöka dess potentiella användningsområden för just deras nisch. Men det är inte bara fantasin som sätter gränser - även hårdvaran.2018 lanserades ARCore, en uppsättning utvecklingsverktyg för att bygga AR-appar för Android-smartmobiler. ARCore i sig har inte stöd för att bygga positionsbaserade appar, men i och med att smartmobiler och surfplattor är utrustade med GPS och kompass för att kunna avgöra sin position och orientering, syftar detta arbete till att utreda hur en platsbaserad AR-app för Android kan utvecklas, med målet att visa vägdata som AR-objekt.Projektet inleddes med en litteraturstudie för att undersöka teorierna bakom AR, positionsteknik och redan existerande platsbaserade AR-appar. Vidare genomfördes en fallstudie av att utveckla en AR-app för att visa utvald vägdata i stadsmiljö. Appen testades i stadsmiljö, där det upptäcktes att enhetens platsnoggrannhet var för dålig för att kunna placera och visa AR-objekt någorlunda verklighetstroget. Därefter gjordes en uppföljande litteraturstudie på området positionsteknik och platsnoggrannhet hos dagens mobila enheter för att undersöka vilka faktorer som påverkar enheters förmåga att bestämma sin position. Den uppföljande litteraturstudien visade att platsnoggrannheten framförallt påverkas av höga byggnader i närmiljön.
The introduction of the smartphone as we know it today, has made Augmented Reality (AR) a hot technology. Many companies and developers want to explore its potential uses within their area of interest. But not only does the imagination set the limits – the hardware does too.In 2018, ARCore was launched, a software development kit (SDK) for building AR apps for Android smartphones. ARCore itself does not provide support for building location-based apps, but since smartphones and tablets are equipped with a GPS and compass to determine their position, this project aims to explore how to develop a location-based AR app for Android, with the goal of visualizing road data as AR objects.The project started with a literature study to explore the theories behind AR, location technology and pre-existing location-based AR apps. This was followed by a case study of building an AR app to display selected road data in an urban environment. Tests with the app in an urban environment revealed that the location accuracy of the device was too poor to display AR objects in their correct position. To explore the major factors affecting a device’s capability to determine its position, a second literature study was conducted in the area of location technology in practice and accuracy of mobile devices. The second literature study showed that the location accuracy is mainly affected by tall buildings in the nearby area of usage.
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27

Nilsson, Ann-Helén. "Visualizing IoT systems and data with Augmented Reality." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20335.

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Internet of Things (förkortat IoT) representerar den 4:e vågen av digitalisering och harsom fokus att koppla samman smarta enheter (eller Things). De flesta av dagens mobiltelefoner är utrustade med ett flertal sensorer och kamera. Augmented Reality har settutveckling inom industrin och hälsa de senaste åren. Ett återkommande problem för ubikdatateknik är dynamiska miljöer. I detta arbete tar vi dessa observationer i åtanke och medhjälp av Design Science Research Methodology utvecklar en prototyp som utnyttjar Augmented Reality för att visa information om enheter, eller Things, och utvärderar teknikensfördelar och nackdelar för detta syfte. Vi utforskar även Emergent Configurations sominspiration till design, samt design-principer som kan tillämpas i vår prototyp, genom enlitteraturstudie där vi utforskar tidigare studier. Vi finner att Augmented Reality kan användas för att visualisera IoT system och data och att det finns flera designprinciper och nackdelar att överväga.
Internet of Things (IoT for short) represents the 4th wave of digitization and focuses onconnecting smart devices (or Things). Most of today’s mobile phones are equipped withseveral sensors and a camera. Augmented reality has in recent years seen developmentwithin industry and health care. A recurrent problem for ubiquitous computing is thedynamic environment Things, services and applications are presented with. Taking theseobservations into mind and utilizing so called Design Science Research Methodology, wedevelop a prototype that use Augmented Reality to display information and data of devices,or Things, and evaluate the pros and cons of the technique for this purpose. We alsoexplore Emergent Configurations as an inspiration of design and explore design principlesthat could be applicable to our prototype by carrying out a literature study and evaluatingprevious work. We find that Augmented Reality can be used to visualize IoT systems anddata and that there are several design principles as well as drawbacks to consider.
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28

Bleeker, Timo. "Ego- and Exocentric interaction methods formobile AR conferencing." Thesis, University of Canterbury. HITLabNZ, 2013. http://hdl.handle.net/10092/8533.

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Augmented Reality is technology that superimposes virtual content on the real world, typically shown through a see-through head mounted display (HMD) or handheld device. AR has successfully been used for many applications and provides new opportunities for remote collaboration and communication. With the growing availability of commercial HMDs such as Google Glass and the Oculus Rift, more possibilities in the field of AR have opened up. However, interaction with AR content shown on HMDs is still not very well explored. This master's thesis investigates the possibilities of a combined use of head mounted and hand held displays (HHD) for interaction in AR conferencing experiences. Prior research in communication, AR collaboration and HMD-HHD interaction is reviewed before presenting new interaction methods. Two different HHD interfaces and cuing methods were created to support file sharing in an AR conferencing application. A formal evaluation compared four different combinations of the interfaces and cuing methods. The results showed a significant difference between the different conditions where in particular one condition performed better than the others. The results were used to create a set of basic design guidelines for future research and application development.
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Rosales, Vizuete Jonathan P. "IIoT based Augmented Reality for Factory Data Collection and Visualization." University of Cincinnati / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1592136317716895.

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Partridge, Michael Jonathan. "Developing a Client/Server Architecture for a Mobile AR Urban Design Application." Thesis, University of Canterbury. HITLabNZ, 2013. http://hdl.handle.net/10092/8434.

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This thesis describes research into developing a client/server ar- chitecture for a mobile Augmented Reality (AR) application. Following the earthquakes that have rocked Christchurch the city is now changed forever. CityViewAR is an existing mobile AR application designed to show how the city used to look before the earthquakes. In CityViewAR 3D virtual building models are overlaid onto video captured by a smartphone camera. However the current version of CityViewAR only allows users to browse information stored on the mobile device. In this research the author extends the CityViewAR 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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Looser, Julian Conrad Alan. "AR Magic Lenses: Addressing the Challenge of Focus and Context in Augmented Reality." Thesis, University of Canterbury. Computer Science and Software Engineering, 2007. http://hdl.handle.net/10092/1239.

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In recent years, technical advances in the field of Augmented Reality (AR), coupled with the acceleration in computer and graphics processing power, have brought robust and affordable AR within the reach of the wider research community. While the technical issues of AR remain heavily researched, there is also a growing amount of work on user interface development and evaluation, heralding the convergence of traditional Human Computer Interaction (HCI) and AR. Magic Lenses are 2D interface components that provide alternative representations of objects seen through them. In this way, they can be used to provide Focus and Context in the interface, especially when visualising layered information. There are very few, if any, formal evaluations to guide the development of lens-based interfaces. This thesis describes the development and evaluation of Magic Lenses as a tool for AR interfaces. The work starts with a comprehensive survey of many Focus and Context techniques, which are classified based on the way they present views to the users { for example, a Magic Lens is a spatially separated multiple view technique. A formal evaluation of 2D Magic Lenses in a GIS scenario found that users strongly preferred the lens-based interaction technique to others, largely because it reduced the effort of interaction. Accuracy was high with the lenses, but a simple "global view" interface allowed significantly faster performance. This positive result motivated further work on Magic Lenses within AR, where the lens metaphor can reinforce the tangible interaction methods that link virtual and real content. To support rapid exploration of interaction alternatives with AR Magic Lenses, I describe the design and architecture of osgART, an AR development toolkit that is available to the research community as open-source software. Object selection and manipulation is a fundamental interaction requirement for all AR interfaces, and I establish an empirical foundation of performance in this task with a variety of AR interaction techniques, including Magic Lenses. Results show that performance with all techniques is successfully modelled by Fitt's Law, and that Magic Lenses outperformed other techniques. Finally, I examine new interaction techniques based on Magic Lenses, particularly a Flexible Sheet Lens, which allows concurrent bimanual specification of multiple parameters within the visualisation.
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Zhang, Longyu. "A QoE Model to Evaluate Semi-Transparent Augmented-Reality System." Thesis, Université d'Ottawa / University of Ottawa, 2019. http://hdl.handle.net/10393/38833.

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With the development of three-dimensional (3D) technologies, the demand for high-quality 3D content, 3D visualization, and flexible and natural interactions are increasing. As a result, semi-transparent Augmented-Reality (AR) systems are emerging and evolving rapidly. Since there are currently no well-recognized models to evaluate the performance of these systems, we proposed a Quality-of-Experience (QoE) taxonomy for semi-transparent AR systems containing three levels of influential QoE parameters, through analyzing existing QoE models in other related areas and integrating the feedbacks received from our user study. We designed a user study to collect training and testing data for our QoE model, and built a Fuzzy-Inference-System (FIS) model to estimate the QoE evaluation and validate the proposed taxonomy. A case study was also conducted to further explore the relationships between QoE parameters and technical QoS parameters with functional components of Microsoft HoloLens AR system. In this work, we illustrate the experiments in detail and thoroughly explain the results obtained. We also present the conclusion and future work.
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Chen, Jiajian. "Non-photorealistic rendering with coherence for augmented reality." Diss., Georgia Institute of Technology, 2012. http://hdl.handle.net/1853/45749.

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A seamless blending of the real and virtual worlds is key to increased immersion and improved user experiences for augmented reality (AR). Photorealistic and non-photorealistic rendering (NPR) are two ways to achieve this goal. Non-photorealistic rendering creates an abstract and stylized version of both the real and virtual world, making them indistinguishable. This could be particularly useful in some applications (e.g., AR/VR aided machine repair, or for virtual medical surgery) or for certain AR games with artistic stylization. Achieving temporal coherence is a key challenge for all NPR algorithms. Rendered results are temporally coherent when each frame smoothly and seamlessly transitions to the next one without visual flickering or artifacts that distract the eye from perceived smoothness. NPR algorithms with coherence are interesting in both general computer graphics and AR/VR areas. Rendering stylized AR without coherence processing causes the final results to be visually distracting. While various NPR algorithms with coherence support have been proposed in general graphics community for video processing, many of these algorithms require thorough analysis of all frames of the input video and cannot be directly applied to real-time AR applications. We have investigated existing NPR algorithms with coherence in both general graphics and AR/VR areas. These algorithms are divided into two categories: Model Space and Image Space. We present several NPR algorithms with coherence for AR: a watercolor inspired NPR algorithm, a painterly rendering algorithm, and NPR algorithms in the model space that can support several styling effects.
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Catchpole, Jason James. "Adaptive Vision Based Scene Registration for Outdoor Augmented Reality." The University of Waikato, 2008. http://hdl.handle.net/10289/2581.

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Augmented Reality (AR) involves adding virtual content into real scenes. Scenes are viewed using a Head-Mounted Display or other display type. In order to place content into the user's view of a scene, the user's position and orientation relative to the scene, commonly referred to as their pose, must be determined accurately. This allows the objects to be placed in the correct positions and to remain there when the user moves or the scene changes. It is achieved by tracking the user in relation to their environment using a variety of technology. One technology which has proven to provide accurate results is computer vision. Computer vision involves a computer analysing images and achieving an understanding of them. This may be locating objects such as faces in the images, or in the case of AR, determining the pose of the user. One of the ultimate goals of AR systems is to be capable of operating under any condition. For example, a computer vision system must be robust under a range of different scene types, and under unpredictable environmental conditions due to variable illumination and weather. The majority of existing literature tests algorithms under the assumption of ideal or 'normal' imaging conditions. To ensure robustness under as many circumstances as possible it is also important to evaluate the systems under adverse conditions. This thesis seeks to analyse the effects that variable illumination has on computer vision algorithms. To enable this analysis, test data is required to isolate weather and illumination effects, without other factors such as changes in viewpoint that would bias the results. A new dataset is presented which also allows controlled viewpoint differences in the presence of weather and illumination changes. This is achieved by capturing video from a camera undergoing a repeatable motion sequence. Ground truth data is stored per frame allowing images from the same position under differing environmental conditions, to be easily extracted from the videos. An in depth analysis of six detection algorithms and five matching techniques demonstrates the impact that non-uniform illumination changes can have on vision algorithms. Specifically, shadows can degrade performance and reduce confidence in the system, decrease reliability, or even completely prevent successful operation. An investigation into approaches to improve performance yields techniques that can help reduce the impact of shadows. A novel algorithm is presented that merges reference data captured at different times, resulting in reference data with minimal shadow effects. This can significantly improve performance and reliability when operating on images containing shadow effects. These advances improve the robustness of computer vision systems and extend the range of conditions in which they can operate. This can increase the usefulness of the algorithms and the AR systems that employ them.
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Wang, Jue. "A First Experiment in Misplaced Trust in Augmented Reality." Miami University / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=miami1291819200.

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Pettersson, Mikael, and Martin Stengård. "The Impact of Augmented Reality Support in Warehouse Trucks." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-124548.

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

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Creating physical simulations between virtual and real objects in Augmented Reality (AR) is essential for the user experience. Otherwise the user might lose sense of depth, distance and size. One of these simulations is occlusion, meaning that virtual content should be partially or fully occluded if real world objects is in the line-of-sight between the user and the content. The challenge for simulating occlusion is to construct the geometric model of the current AR environment. Earlier studies within the field have all tried to create realistic pixel-perfect occlusion and most of them have either required depth-sensing hardware or a static predefined environment. This study proposes and evaluates an alternative model-based approach to the problem. It uses geospatial data to construct the geometric model of all the buildings in the current environment, making virtual content occluded by all real buildings in the current environment. This approach made the developed function compatible with non depth-sensing devices and in a dynamic outdoor urban environment. To evaluate the solution it was implemented in a sensor-based AR application visualizing a future building in Stockholm. The effect of the developed function was that the future virtual building was occluded as expected. However, it was not pixel-perfect, meaning that the simulated occlusion was not realistic, but results from the conducted user study said that it fulfilled its goal. A majority of the participants thought that their AR experience got better with the solution activated and that their depth perception improved. However, any definite conclusions could not be drawn due to issues with the sensor-based tracking. The result from this study is interesting for the mobile AR field since the great majority of smartphones are not equipped with depth sensors. Using geospatial data for simulating occlusions, or other physical interactions between virtual and real objects, could then be an efficient enough solution until depth-sensing AR devices are more widely used.
För att uppnå en god användarupplevelse i Augmented Reality (AR) så är det viktigt att simulera fysiska interaktioner mellan de virtuella och reella objekten. Om man inte gör det kan användare uppfatta saker som djup, avstånd och storlek felaktigt. En av dessa simulationer är ocklusion som innebär att det virtuella innehållet ska vara delvis eller helt ockluderat om ett reellt objekt finns i siktlinjen mellan användaren och innehållet. För att simulera detta är utmaningen att rekonstruera den geometriska modellen av den nuvarande miljön.Tidigare studier inom fältet har försökt att uppnå en perfekt simulation av ocklusion, men majoriteten av dem har då krävt antingen djupavkännande hårdvara eller en statisk fördefinierad miljö. Denna studie föreslår och utvärderar en alternativ modellbaserad lösning på problemet. Lösningen använder geospatial data för att rekonstruera den geometriska modellen av alla byggnader i den nuvarande omgivningen, vilket resulterar i att det virtuella innehållet blir ockluderat av alla reella byggnader i den nuvarande miljön. Den utvecklade funktionen blev i och med det kompatibel på icke djupavkännande enheter och fungerande i en dynamisk urban miljö. För attutvärdera denna funktion så var den implementerad i en sensorbaserad AR applikation som visualiserade en framtida byggnad i Stockholm. Resultatet visade att den utvecklade funktionen ockluderade den virtuella byggnaden som förväntat. Dock gjorde den ej det helt realistiskt, men resultatet från den utförda användarstudien visade att den uppnådde sitt mål. Majoriteten av deltagarna ansåg att deras AR upplevelse blev bättre med den utvecklade funktionen aktiverad och ett deras uppfattning av djup förbättrades. Dock kan inga definitiva slutsatser dras eftersom AR applikationen hade problem med den sensorbaserade spårningen. Resultaten är intressant för det mobila AR fältet eftersom majoriteten av alla smartphones ej har stöd för djupavkänning. Att använda geospatial data för att simulera ocklusion, eller någon annan fysisk interaktion mellan virtuella och reella objekt, kan då vara en tillräckligt effektiv lösning tills djupavkännande AR enheter används mer.
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Bergquist, Robin, and Nicholas Stenbeck. "Using Augmented Reality to Measure Vertical Surfaces." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-148868.

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Augmented Reality is commonly used for entertainment purposes on today’s smartphones. We intend to aid the evolution of Augmented Reality as a tool as opposed to a toy. With the use of Apple’s ARKit 1.5 release, which features vertical surface recognition, we implement and evaluate a solution to a target problem which aims to contribute to the knowledge of Augmented Reality’s strength and weaknesses. The implementation allows an iPhone user to measure surface areas by placing anchors to mark an area to be measured. We find that our Augmented Reality tool does not provide the same precision as manual measurements but is still reasonably within boundaries if an estimation is acceptable.
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Sténson, Carl. "Object Placement in AR without Occluding Artifacts in Reality." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-211112.

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Placement of virtual objects in Augmented Reality is often done without regarding the artifacts in the physical environment. This thesis investigates how placement can be done with the artifacts included. It only considers placement of wall mounted objects. Through the development of two prototypes, using detected edges in RGB-images in combination with volumetric properties to identify the artifacts, arreas will be suggested for placement of virtual objects. The first prototype analyze each triangle in the model, which is an intensive and with low precision on the localization of the physical artifacts. The second prototype analyzed the detected RGB-edges in world space, which proved to detect the features with precise localization and a reduce calculation time. The second prototype manages this in a controlled setting. However, a more challenging environment would possibly pose other issues. In conclusion, placement in relation to volumetric and edge information from images in the environment is possible and could enhance the experience of being in a mixed reality, where physical and virtual objects coexist in the same world.
Placering av virtuella objekt i Augumented Reality görs ofta utan att ta hänsyn till objekt i den fysiska miljön. Den här studien utreder hur placering kan göras med hänsyn till den fysiska miljön och dess objekt. Den behandlar enbart placering av objekt på vertikala ytor. För undersökningen utvecklas två prototyper som använder sig av kantigenkänning i foton samt en volymmetrisk representation av den fysiska miljön. I denna miljö föreslår prototyperna var placering av objekt kan ske. Den första prototypen analyserar varje triangel i den volymmetriska representationen av rummet, vilket visade sig vara krävande och med låg precision av lokaliseringen av objekt i miljön. Den andra prototypen analyserar de detekterade kanterna i fotona och projicerar dem till deras positioner i miljön. Vilket var något som visade sig hitta objekt i rummet med god precision samt snabbare än den första prototypen. Den andra prototypen lyckas med detta i en kontrollerad miljö. I en mer komplex och utmanande miljö kan problem uppstå. Placering av objekt i Augumented Reality med hänsyn till både en volymmetrisk och texturerad representation av en miljö kan uppnås. Placeringen kan då ske på ett mer naturligt sätt och därmed förstärka upplevelsen av att virtuella och verkliga objekt befinner sig i samma värld.
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Gunillasson, Alexander. "Designing for Augmented Reality in aviation E-Commerce." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-173365.

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In-flight entertainment (IFE) is facing exciting times ahead as more and more technological advancements find its way into the IFE-systems. With the increasing hardware capabilities of IFE-systems, one exciting technology which could be seen infuture IFE-systems is augmented reality (AR). AR could allow for virtual try-on (VTO) in a webshop, where passengers can view virtual representations of for instance, glasses or headpieces, augmented onto themselves through a camera on the IFE-screen. However, integrating VTO in a webshop comes with new challenges, both for the designer and the developer. This thesis has examined design guidelines for AR in a literature study, along with general principles for user experience (UX). Based on the findings from the literature study, a prototype for a webshop with integrated VTO, targeting IFE, has been build in an iterative design process. Furthermore, a small application has been built using Google’s AR-framework ARCore for Android, where users can try different virtual glasses. The literature study, along with usability testing in each design iteration, showed that there are no guidelines which can cover everything when designing for AR; however, the design guidelines presented by Google and Apple are a great place to start. Furthermore, the usability testing showed that people have certain expectations of a webshop, which indicates that VTO should be integrated seamlessly into the application without interfering with the layout. The application development showed that ARCore certainly is a potent tool when it comes to AR-development. However, ARCore is not open source,which could make it less appealing for companies in need of highly flexible solutions.
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Lico, Angjelo, and Johannes Andersson. "Augmented reality inom sjukvården : En studie om utmaningar och möjligheter för AR i sjukvården." Thesis, Umeå universitet, Institutionen för informatik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-165245.

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This essay is about the use of Augmented Reality in healthcare, to highlight the challenges and the opportunities that generate from the subject. With the continual development of technology that is introduced to healthcare, it is important to understand the effects that Augmented Reality has on the workers that use it, and the people who are affected by it. This essay is based on a literature review to be able to examine the information that is best suited to contribute to the work. We created a table to present our findings by identifying two perspectives that are affected by the use of AR. The two perspectives are introduced as Care providers and Care recipients, which are the two main signifiers in hospitals and the healthcare environment. The conclusion of this essay will reveal the opportunities and the challenges of Augmented Reality in healthcare and may serve as a suggestion to what the future of Augmented Reality in healthcare can hold.
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Häggvik, Adrian. "Anymaker AR - Augmented reality as a mean to improve 3D sketching in digital space." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-209411.

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Digital three-dimensional sketching and modeling is a field in computer science that is constantly evolving through new interaction paradigms. Many solutions move away from the traditional modern modeling software and aim to create a more natural and intuitive user experience. This report aims to compare an existing touch-screen solution against a novel implementation using augmented reality, that is made to replicate the way we draw in real life. A comparative task-based user study was performed and objective data was gathered together with a questionnaire and survey. Results indicate that subjects worked faster and preferred certain models when using the existing technology, while using the new implementation reached better or equal results in terms of spatial cognitive abilities, the frequency at which the user needed to redo their work, and wanted to reuse the software. Augmented reality showed good results when creating the simpler geometric shape of pyramids but comparatively worse results for objects of less uniform shapes. With further improvement, augmented reality can be seen as a good mean to improve the way we sketch and model in three di-mensions.
Digital 3D skissande och modellering är ett fält inom datavetenskap som konstant utvecklas genom nya interaktionsparadigmer. Många lösningar rör sig ifrån de traditionella, moderna, programvarorna för att skapa en mer naturlig och intuitiv användarupplevelse. Denna rapport har som mål att utvärdera en existerande pekskärmslösning gentemot en egen implementation som använder förstärkt verklighet i syfte att efterlikna det sätt vi ritar på i verkligheten. En jämförande uppgiftsbaserad användarstudie genomfördes och kvantitativ data samlades tillsammans med ett frågeformulär och en enkät. Resultaten indikerar att man arbetade snabbare och föredrog några modeller gjorda med den existerande programvaran medan den nya implementationen visade bättre eller likvärdiga resultat gällande den spatiala kognitiva förmågan, frekvensen då man ångrade sig samt återanvändbarhet. Förstärkt verklighet påvisade starka resultat gällande den enklare geometriska pyramidformen men jämförelsevis sämre resultat gällande mindre enhetliga former. Med ytterligare förbättringar så kan förstärkt verklighet ses som ett bra medium för att förbättra viset man skissar och modellerar i 3D.
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Gabbard, Joseph L. "Usability Engineering of Text Drawing Styles in Augmented Reality User Interfaces." Diss., Virginia Tech, 2008. http://hdl.handle.net/10919/29093.

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In the coming years, augmented reality, mobile computing, and related technologies have the potential to completely redefine how we interact with and use computers. No longer will we be bound to desktops and laptops, nor will we be bound to monitors, two-dimensional (2D) screens, and graphical user interface (GUI) backgrounds. Instead we will employ wearable systems to move about and augmented reality displays to overlay 2D and three-dimensional (3D) graphics onto the real world. When the computer graphics and user interface communities evolved from text-based user interfaces to 2D GUIs, many in the field noted the need for “new analyses and metrics“ [Shneiderman et al., 1995]; the same is equally true today as we shift from 2D GUI-based user interfaces and environments, to 3D, stereoscopic virtual (VR) and augmented reality (AR) environments. As we rush to advance the state of technology of AR and its capabilities, we need to advance the processes by which these environments are designed, built, and evaluated. Along these lines, this dissertation provides insight into the processes and products of AR usability evaluation. Despite the fact that this technology fundamentally changes the way we visualize, use, and interact with information, very little HCI work in general, and user-centered design and evaluation in particular, have been done to date specifically in AR [Swan & Gabbard, 2005]. While traditional HCI methods can be successfully applied in AR to determine what information should be presented to the user [Gabbard, 2002], these approaches do not tell us, and what, to date, has not been researched, is how information should be presented to the user. A difficulty in producing effective AR user interfaces (UIs) in outdoor AR settings lies in the wide range of environmental conditions that may be present, and specifically large-scale fluctuations in natural lighting and wide variations in likely backgrounds or objects in the scene. In many cases, a carefully designed AR user interface may be easily legible under some lighting and background conditions, and minutes later be totally illegible in others. Since lighting and background conditions may vary from minute to minute in dynamic AR usage contexts, there is a need for basic research to understand the relationship between real-world backgrounds and objects and associated augmenting text drawing styles. This research identifies characteristics of AR text drawing styles that affect legibility on common real-world backgrounds. We present the concept of active text drawing styles that adapt in real-time to changes in the real-world backgrounds. We also present lessons learned on applying traditional usability engineering techniques to outdoor AR application development and propose a modified usability engineering process to support user interface design of novel technologies such as AR. Results of this research provide the following scientific contributions to the field of AR: Empirical evidence regarding effectiveness of various text drawing styles in affording legibility to outdoor AR users. Empirical evidence that real-world backgrounds have an effect on the legibility of text drawing styles. Guidelines to aid AR user interface designers in choosing among various text drawing styles and characteristics of drawing styles produced by the pilot and user-based studies described in this dissertation. Candidate drawing style algorithms to support an active, real-time, AR display system, where sensors interpret real-world backgrounds to determine appropriate values for display drawing style characteristics. Lessons learned on applying traditional usability engineering processes to outdoor AR. A modified usability engineering process to assist developers in identifying effective UI designs vis-à-vis user-based studies.
Ph. D.
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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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Vu, Dieu An. "The AR in Architecture." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22742.

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En vanlig metod inom arkitektonisk visualisering idag är produktion av stillbilder som skapas med 3D-modelleringsprogram. Med sådan avancerad teknik blir det enkelt och effektivt att styra och manipulera vad som visas på stillbilderna, vilket ökar säljbarheten av arkitektoniska projekt. Men vad händer om vi tar det ett steg längre, med hjälp av Alternative Reality-teknik? AR eller Augmented Reality kan vara en annan användbar visualiseringsmetod, men vilka konsekvenser kommer det med, speciellt för de icke-professionella användarna? Om vi inte tänker på vilka konsekvenser det kan ha, på samma sätt som med stillbilder, blir det bara ett annat verktyg för att öka säljbarheten för arkitektoniska projekt. Denna studie kommer därför att försöka svara på frågan ”Hur implementerar vi AR inom arkitektonisk visualisering på ett sätt som är gynnsamt för de icke-professionella användarna?”De centrala begreppen som bör tas till hänsyn när man talar om arkitektonisk visualisering är autonomi, tid, medborgarnas tidiga medverkan, ocularcentrism och konceptet av verklighet. Eftersom arkitekturen måste bero på vardagens sammanhang, bör visualiseringen inte stänga av världen för att skapa ett fint ideal som bara fungerar som falsk annonsering. Att stänga ut medborgarnas röster leder också till att skapa en metaforisk mur mellan människorna inom fältet och människorna utanför, vilket leder till förlust av utbyte av insikter och perspektiv. En av rösterna som talar starkt mot den autonoma synen är Jeremy Till, hans ord från boken Architecture depends kommer därför att spela en central roll i det teoretiska perspektivet av denna studie.För att svara på frågorna i studien kommer observationslinsen vändas till både den professionella sidan och den icke-professionella sidan angående ämnet Alternative Reality inom arkitektur. Detta görs via metoden cyber-etnografi, där Internet kommer att vara det öppna fältet att observera. Potentialerna för AR som uttrycks av de professionella kommer att användas för att jämföras med de icke-professionellas perspektiv och oron. Resultaten av observationerna kommer att användas till ett förslag av en AR-applikation, vilket är denna studies bidrag till diskussionen av vilka sätt AR kan genomföras för de icke-professionella användarnas skull.
A common method within architectural visualization today is the production of still images made with 3D-modeling software. With such advanced technology, it is made easy and efficient to control and manipulate what is shown on those still images, increasing the salability of architectural projects. But what if we take it a step further, using alternative reality technologies? AR, or Augmented Reality can be another useful visualization method, but what implications does it come with, especially for the non-professional users? If we do not consider the impacts it might have, similarly to still images, it will just turn into another tool to increase the salability of architectural projects. This study will therefore seek to answer the question of “How do we implement AR within architectural visualization in a way that is beneficial for the non-professional users?”The central concepts to consider when talking about architectural visualization are autonomy, time, early involvement of citizens, ocularcentrism and the concept of reality. As architecture has to depend on the contexts of our daily lives, the visualization should not shut out the world to create a pretty ideal that only serves as false advertisement. Shutting out the voices of the citizens also serves to create a metaphorical wall between the people within the field and the people outside of it, causing a loss of exchange of insights and perspectives. One of the voices that speak strongly against the autonomous view is Jeremy Till, his words from the book Architecture Depends will therefore play a central role in the theoretical perspective of this study.To answer the questions of this study, the observation lens will be turned to both the professional side and the non-professional side regarding the subject of alternative reality usage within architecture. This is done via the method of cyber-ethnography, in which the Internet will be the open field to observe. The potentials of AR that are expressed by the professionals will be taken to compare to the perspectives and worries of the non-professionals. The results of the observations will be of use towards a proposal of an AR application, which is this study’s contribution to the discussion of which ways AR can be implemented for the sake of the non-professional users.
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Sjöberg, Jesper. "Making use of the environmental space in augmented reality." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-156664.

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

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Many of us find it difficult to make big decisions, building ahouse is one of them. It is perhaps the biggest investment andproject that one takes on. During a house building project, thereare many things that needs to come together, you have to finda plot, choose a house model and lastly all those other choicesas for example the kitchen and bathroom details. It is in thisdecision process that it can be useful to be able to test differenthouse models and materials before the final decision is made.It is this process that is the focus of the thesis, or rather, a tool tofacilitate decisions. 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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48

Penzel, Markus. "Multikamerabasiertes Verfahren zur Fokusebenenbestimmung für eine AR-Datenbrille mit adaptiver Optik." TU Bergakademie Freiberg, 2018. https://tubaf.qucosa.de/id/qucosa%3A34156.

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Logistikmitarbeiter können mit Augmented-Reality-Datenbrillen ausgerüstet werden, um relevante Daten in ihr Sichtfeld einblenden zu lassen. Mithilfe moderner Datenbrillen können Visualisierungen dabei aufgrund der Brennweitendifferenz zwischen dem menschlichen Auge und der Datenbrillenoptik meist nur auf definierte Entfernungen scharf dargestellt werden. Ein Angleich der Brennweite der Optik an die Brennweite des Auges ermöglicht eine scharfe Darstellung der Inhalte innerhalb des Griffbereiches des Mitarbeiters. Zur Realisierung dieses Ansatzes wird in dieser Arbeit ein multikamerabasiertes Verfahren zur automatischen Adaptierung der Optikbrennweite vorgeschlagen. Für die Brennweitenadaptierung wird ein Ansatz zur Pupillendetektion in Kombination mit einer 3D-Umgebungskamera vorgestellt. Da geläufige Algorithmen zur Pupillendetektion nicht für die Verwendung auf eingebetteten Systemen optimiert sind, wird der Schwerpunkt auf die Entwicklung eines geeigneten ressourcenarmen Algorithmus gelegt. Die nötige Relation zwischen dem menschlichen Auge und der 3D-Kamera wird dabei über einen Ansatz der mehrstufigen Ebenenkalibrierung realisiert. Die gewonnenen 3D-Tiefeninformationen werden anschließend mithilfe einer adaptiven Flüssiglinse zur Brennweitenjustierung der Optik genutzt. Da aktuell keine Datenbrillen mit den genannten Komponenten erhältlich sind, wurde eine eigenes Konzept realisiert. Die später beabsichtigte Anwendung soll dem Nutzer dabei Informationen zur Umsetzung aktueller Aufgaben anzeigen und diese direkt auf die Brennweite des Auges anpassen, um dessen kognitive Belastung zu reduzieren.:1 Einleitung 1 1.1 Aktueller Stand der Technik 2 1.2 Systemübersicht 6 1.3 Inhaltliche Gliederung 8 1.4 Wissenschaftlicher Beitrag 9 2 Theoretische Vorbetrachtungen 11 2.1 Augmentierte Realität 11 2.1.1 Übersicht 11 2.1.2 Videoaufnahme in Echtzeit 13 2.1.3 Tracking 13 2.1.4 Registrierung 15 2.1.5 Visuelle Ausgabemöglichkeiten 16 2.1.6 Eye-Tracking in AR 17 2.2 Das menschliche Auge 18 2.2.1 Anatomie 19 2.2.2 Das Auge als dioptrischer Apparat 22 2.2.3 Die Pupille 25 2.2.4 Verhaltensanalyse des Auges 26 2.2.5 Die retinale Signalverarbeitung 27 2.3 3D-Umgebungen 29 2.3.1 Kameramodell 29 2.3.2 Stereoskopie 32 2.3.3 Strukturiertes Licht 37 2.3.4 Time of Flight 39 3 Entwurf einer AR-Datenbrille mit blickpunktabhängiger Brennweitenadaptierung 42 3.1 Gesamtsystem 42 3.2 Infrarotbeleuchtung für die Eye-Tracking-Kamera 44 3.2.1 Gefährdung der Kornea durch IR-A Strahlen 47 3.2.2 Thermische Netzhautgefährdung – schwacher visueller Reiz 48 3.2.3 Überprüfung der Einhaltung der Grenzwerte der selektierten IR-LED 50 3.3 Optisches System 53 3.4 Adaptive Linse 55 3.5 3D-Umgebungskamera 56 3.6 Recheneinheit 58 4 Eye-Tracking 59 4.1 Einleitung 59 4.2 Voruntersuchungen 64 4.3 Eye-Tracking-Algorithmus „Fast Ellipse Fitting “(FEF) 67 4.3.1 Stand der Forschung 67 4.3.2 Übersicht 69 4.3.3 Schwellwertapproximation 70 4.3.4 ROI-Findung / hochaufgelöste Schwellwertsuche 72 4.3.5 Pupillendetektion 75 4.3.6 Anfälligkeiten 76 4.4 Validierung 81 4.5 Zusammenfassung 85 4.6 Diskussion 86 5 Blickpunktschätzung 87 5.1 Einleitung 87 5.2 2D-Blickpunktschätzung 89 5.2.1 Einleitung 89 5.2.2 Evaluierung 92 5.3 3D-Blickpunktschätzung 100 5.3.1 Stand der Technik 100 5.3.2 Aufnahme von Kalibrierungspunkten im 3D-Raum 103 5.3.3 Algorithmen zur 3D-Blickpunktschätzung 104 5.3.4 Evaluierung 108 5.4 Zusammenfassung 111 5.5 Diskussion 111 6 Blickpunktanalyse 113 6.1 Filterung der Augenbewegungen/Glint-Vektoren 113 6.1.1 Stand der Forschung 113 6.1.2 Glättung der Glint-Vektoren 116 6.2 Blickpunktauswertung 117 6.2.1 Display-Steuerung 119 6.2.2 Eye-Tracking zur Informationsergänzung 125 6.2.3 Validierung der 3D-Blickpunktschätzung 131 6.3 Zusammenfassung 135 6.4 Diskussion 136 7 Zusammenfassung 138 8 Ausblick 140 9 Literaturverzeichnis 142 A Anhang 151
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49

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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50

Strandberg, Li, and Ida Nyqvist. "Visualisering av vägdata i en AR-app." Thesis, KTH, Hälsoinformatik och logistik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-284227.

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I och med smarttelefonens intåg i våra liv har Augmented Reality (AR) kommit att bli en teknik i ropet. Många företag och utvecklare är intresserade av att undersöka dess potentiella användningsområden för just deras nisch. Men det är inte bara fantasin som sätter gränser - även hårdvaran. 2018 lanserades ARCore, en uppsättning utvecklingsverktyg för att bygga AR-appar för Android-smartmobiler. ARCore i sig har inte stöd för att bygga positionsbaserade appar, men i och med att smartmobiler och surfplattor är utrustade med GPS och kompass för att kunna avgöra sin position och orientering, syftar detta arbete till att utreda hur en platsbaserad AR-app för Android kan utvecklas, med målet att visa vägdata som AR-objekt. Projektet inleddes med en litteraturstudie för att undersöka teorierna bakom AR, positionsteknik och redan existerande platsbaserade AR-appar. Vidare genomfördes en fallstudie av att utveckla en AR-app för att visa utvald vägdata i stadsmiljö. Appen testades i stadsmiljö, där det upptäcktes att enhetens platsnoggrannhet var för dålig för att kunna placera och visa AR-objekt någorlunda verklighetstroget. Därefter gjordes en uppföljande litteraturstudie på området positionsteknik och platsnoggrannhet hos dagens mobila enheter för att undersöka vilka faktorer som påverkar enheters förmåga att bestämma sin position. Den uppföljande litteraturstudien visade att platsnoggrannheten framförallt påverkas av höga byggnader i närmiljön.
The introduction of the smartphone as we know it today, has made Augmented Reality (AR) a hot technology. Many companies and developers want to explore its potential uses within their area of interest. But not only does the imagination set the limits – the hardware does too. In 2018, ARCore was launched, a software development kit (SDK) for building AR apps for Android smartphones. ARCore itself does not provide support for building location-based apps, but since smartphones and tablets are equipped with a GPS and compass to determine their position, this project aims to explore how to develop a location-based AR app for Android, with the goal of visualizing road data as AR objects. The project started with a literature study to explore the theories behind AR, location technology and pre-existing location-based AR apps. This was followed by a case study of building an AR app to display selected road data in an urban environment. Tests with the app in an urban environment revealed that the location accuracy of the device was too poor to display AR objects in their correct position. To explore the major factors affecting a device’s capability to determine its position, a second literature study was conducted in the area of location technology in practice and accuracy of mobile devices. The second literature study showed that the location accuracy is mainly affected by tall buildings in the nearby area of usage.
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