Dissertations / Theses on the topic 'Augmented Reality'
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Bernelind, Sarah. "Navigation in Augmented Reality, Navigation i Augmented Reality." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-172907.
Full textNikobonyadrad, Sam. "Augmented Reality for Product Packaging : An Android Augmented Reality App." Thesis, Mittuniversitetet, Institutionen för informationsteknologi och medier, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-16549.
Full textDrews, Timothy. "Shared augmented reality: a framework for networked augmented reality applications." Thesis, McGill University, 2013. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=119674.
Full textDans cette thèse, nous détaillons le développement d'une architecture logicielle dédiée à réalité augmentée en réseau. Nous explorons plusieurs procédés de la vision numérique tels que la détection et suivi de surfaces planes et la localisation spatiale à partir de plusieurs capteurs et discutons de la conception de notre système. Cette thèse se concentre principalement sur la combination d'information sensorielle provenant de plusieurs sources. Notre technique utilise une nouvelle extension du filtre de Kalman qui exploite la structure des rotations. Nous offrons une dérivation extensive de cette formulation et nous validons cette approche d'une part par des données simulées mais aussi par des données réelles obtenues par un système de capture de mouvement.
Scheinerman, Matt. "Exploring augmented reality." Diss., Connect to the thesis, 2009. http://hdl.handle.net/10066/3720.
Full textRyu, Calvin Keetae. "Investigating Augmented Reality Opportunities: Empowering Retail Service Agents With Augmented Reality." Research Showcase @ CMU, 2017. http://repository.cmu.edu/theses/122.
Full textZelený, Martin. "Marketing and Augmented Reality." Master's thesis, Vysoká škola ekonomická v Praze, 2010. http://www.nusl.cz/ntk/nusl-71866.
Full textGankhuyag, 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.
Full textCoelho, Enylton Machado. "Spatially Adaptive Augmented Reality." Diss., Georgia Institute of Technology, 2005. http://hdl.handle.net/1853/7583.
Full textSeichter, Hartmut. "Augmented reality aided design." Thesis, View the Table of Contents & Abstract, 2007. http://sunzi.lib.hku.hk/hkuto/record/B38289052.
Full textZivanovic, Ivan. "Gyroscope based augmented reality." Thesis, Södertörns högskola, Institutionen för kommunikation, medier och it, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-16586.
Full textZabara, M., Інна Олексіївна Зайцева, Инна Алексеевна Зайцева, and Inna Oleksiivna Zaitseva. "Virtual and augmented reality." Thesis, Sumy State University, 2020. https://essuir.sumdu.edu.ua/handle/123456789/77882.
Full textSubhi, Ameer, and Runsten Simon Shahgaldi. "AUGMENTED REALITY I FASTIGHETSFÖRVALTNING." Thesis, Jönköping University, Tekniska Högskolan, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-49681.
Full textPurpose: The purpose of the study is to investigate the usability of Augmented Reality (AR) for facility management tasks. The aim is to develop a specification of a mobile based AR application for facility management. The specification should be general, and it should be possible for many different facility management companies to use it. The specification is created based on the empirical evidence collected during the study. Method: The study includes a case study with literature study, observations and interviews. The literature study was conducted to create a broader and deeper understanding of the subject and to develop the study’s theoretical framework. Observations were conducted to gain a better understanding of the way the collaboration company Vätterhem is working today in their facility management department. Semi-structured interviews were chosen to gain a more in-depth understanding of how facility management companies work today, and their opinion of Augmented Reality. Findings: AR-technology can be used by the facility caretakers in facility management companies to increase time efficiency. The technology can also be used to support quality assurance. AR has proven to be useful for presenting instructions and object related information for the facility managers. This is believed to be useful when teaching new facility managers or when a facility manager will conduct work in a new area. Implications: The study shows that AR-technology can make outdoor inspections and maintenance tasks more time efficient. Further studies can be conducted by developing a mobile based application with the help of the specification presented in this report and use it for an experiment. The next step is also to estimate the costs related to implementing AR-technology. Limitations: The study is limited to playground inspections, which is a part of facility management. A broader investigation, covering other tasks included in the facility caretakers work, would make further findings possible.
Kolčárek, Michal. "Augmented Reality in CAVE." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2013. http://www.nusl.cz/ntk/nusl-236405.
Full textTönnis, Marcus. "Towards automotive augmented reality." kostenfrei, 2008. http://mediatum2.ub.tum.de/node?id=652549.
Full textManja, Philip. "Image Retrieval within Augmented Reality." Master's thesis, Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2017. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-229922.
Full textThe present work investigates the potential of augmented reality for improving the image retrieval process. Design and usability challenges were identified for both fields of research in order to formulate design goals for the development of concepts. A taxonomy for image retrieval within augmented reality was elaborated based on research work and used to structure related work and basic ideas for interaction. Based on the taxonomy, application scenarios were formulated as further requirements for concepts. Using the basic interaction ideas and the requirements, two comprehensive concepts for image retrieval within augmented reality were elaborated. One of the concepts was implemented using a Microsoft HoloLens and evaluated in a user study. The study showed that the concept was rated generally positive by the users and provided insight in different spatial behavior and search strategies when practicing image retrieval in augmented reality
Brasier, Eugénie. "Using Augmented Reality in Everyday Life." Electronic Thesis or Diss., université Paris-Saclay, 2021. http://www.theses.fr/2021UPASG110.
Full textThis manuscript describes the research topics I explored during my Ph.D. regarding the uses of Augmented Reality (AR) in everyday life. I tackle the three following research questions:RQ1 - How to reconsider interaction with wearable AR to better support long-lasting tasks?RQ2 - Can we provide guidelines on how a wearable AR device can enhance a handheld device?RQ3 - How can users be in control of what Augmented Reality tells them?The manuscript is divided into three parts respectively addressing each of these three research questions.To answer our first research question (RQ1), we present the ARPads project. An ARPad has no tangibility but represents a floating interaction plane on which users can move their hands to control a cursor displayed in an AR window. Such indirect input allows users to keep a comfortable posture while interacting with AR, as opposed to direct input that forces users to keep their arms in an upward position towards the content displayed in AR in front of them. After exploring a design space of these ARPads regarding their position and orientation relative to the user, we implement and empirically evaluate some promising combinations. Our results show that indirect input can achieve the same performance as direct input while limiting users' fatigue. From these results, we derive guidelines for future implementations.Regarding our second research question (RQ2), we focus on the association of wearable AR and mobile devices. We adopt a user-centered approach with a workshop organized with users of mobile devices. Based on the feedback derived from this workshop, we define a design space of smartphone-centric applications that could benefit from this association. In particular, we identify two main dimensions: the function and the location of the AR content relative to the main content displayed on the mobile device's screen. This first contribution highlights the creative ways to enhance mobile devices with AR. However, not much can be asserted regarding such enhancements without actual measures about their performance. After prototyping some use cases to show their feasibility, we evaluate some UI component distributions between a phone's screen and AR.Finally, we answer our last question by anticipating a future where users' field of view is frequently augmented with AR content. We introduce the concept of AR de-augmentation as a means to prevent this AR content from interfering with users' perception of the real world. AR de-augmentation gives users agency over the AR content. We first define a taxonomy of such de-augmentation operations regarding three aspects: its scope, its trigger, and its rendering. Then, we illustrate the concept of AR de-augmentation with three scenarios to demonstrate its usefulness in some specific use cases. Finally, we implement a working prototype in which we detail some interactions that allow users to define a de-augmented area. This last project is more theoretical and projective, opening questions and perspectives on future research directions
Strand, Tor Egil Riegels. "Tracking for Outdoor Mobile Augmented Reality : Further development of the Zion Augmented Reality Application." Thesis, Norwegian University of Science and Technology, Department of Computer and Information Science, 2008. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-9789.
Full textThis report deals with providing tracking to an outdoor mobile augmented reality system and the Zion Augmented Reality Application. ZionARA is meant to display a virtual recreation of a 13th century castle on the site it once stood through an augmented reality Head Mounted Display. Mobile outdoor augmented/mixed reality puts special demands on what kind of equipment is practical. After briefly evaluating the different existing tracking methods, a solution based on GPS and an augmented inertial rotation tracker is further evaluated by trying them out in a real setting. While standard unaugmented GNSS trackers are unable to provide the level of accuracy necessary, a differential GPS receiver is found to be capable of delivering good enough coordinates. The final result is a new version of ZionARA that actually allows a person to walk around at the site of the castle and see the castle as it most likely once stood. Source code and data files for ZionARA are provided on a supplemental disc.
Schlaug, Frida. "3D Modeling in Augmented Reality." Thesis, Linköpings universitet, Informationskodning, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-67602.
Full textGroufsky, Michael Edward. "An embedded augmented reality system." Thesis, University of Canterbury. Electrical and Computer Engineer, 2011. http://hdl.handle.net/10092/6259.
Full textJohnston, David John. "Position sensing and augmented reality." Thesis, University of Essex, 2004. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.402787.
Full textEftekhari, Sashah. "Augmented reality and scene examination." Thesis, University of Birmingham, 2011. http://etheses.bham.ac.uk//id/eprint/1773/.
Full textKlein, Georg. "Visual tracking for augmented reality." Thesis, University of Cambridge, 2006. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.614262.
Full textSmith, Devin. "Augmented Reality in Art Education." The University of Arizona, 2016. http://hdl.handle.net/10150/621860.
Full textDietrich, Jannis P. "Augmented Reality-Umgebungen im Urheberrecht." Doctoral thesis, Humboldt-Universität zu Berlin, 2021. http://dx.doi.org/10.18452/22452.
Full textThis study focuses on augmented reality (AR) technology from a copyright perspective. This compara-tively new technical phenomenon is characterized in particular by a dynamic intermingling of reality and virtuality. One of the key aspects of the study is the potential classification of such interactive works as cinemato-graphic works, which is examined and rejected. Consequently, a proposal of a better suited work type, the multimedia work, is presented before the marketability and authorship of such works is analyzed. First, the technical functionality and scope of AR technology are examined (chapter 1) in order to sub-sequently address its protectability (chapter 2). In particular, the similarity to other works defined by a combined aesthetic and technical nature (hybrid works), namely video games, is explored. Based on this, the possibility of protecting the underlying code as a computer program, on the one hand, and protecting the generated AR surface, in particular as a cinematographic work, on the other hand, is analyzed. It is concluded that the classification as cinematographic work, and also as any other known type of work, is to be rejected and furthermore, the prevailing view classifying video games as cine-matographic works is critically questioned. A proposal for an unnamed type of work – the multimedia work – is made. Modern interactive designs, in particular the digital surface of augmented reality environments, can be subsumed as such in a flex-ible and contemporary way. This study concludes with the third chapter, analyzing the practical marketability of such multimedia works as well as their authorship. A particular focus is set on the development of an analogous applica-bility of the legal framework for the exploitation of films (Sec. 88 et seq. German Copyright Act) to the multimedia work proposed here.
McGee, Michael K. "Integral Perception in Augmented Reality." Diss., Virginia Tech, 1999. http://hdl.handle.net/10919/26737.
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Di, Capua Massimiliano. "Augmented reality for space applications." College Park, Md.: University of Maryland, 2008. http://hdl.handle.net/1903/8599.
Full textThesis research directed by: Dept. of Aerospace Engineering. Title from t.p. of PDF. Includes bibliographical references. Published by UMI Dissertation Services, Ann Arbor, Mich. Also available in paper.
Schilling, Thomas. "Augmented reality in der Produktentstehung." Ilmenau : ISLE, 2008. http://d-nb.info/997501154/34.
Full textNicolò, Andrea. "Applicazioni Augmented Reality per Android." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2012. http://amslaurea.unibo.it/3462/.
Full textMichel, Thibaud. "On mobile augmented reality applications based on geolocation." Thesis, Université Grenoble Alpes (ComUE), 2017. http://www.theses.fr/2017GREAM068/document.
Full textApplications for augmented reality can be designed in various ways, but few take advantage of geolocation.However, nowadays, with the many cheap sensors embedded in smartphones and tablets, using geolocation for augmented reality (Geo AR) seems to be very promising.In this work, we have contributed on several aspects of Geo AR: estimation of device positioning and attitude, and the impact of these estimations on the rendering of virtual information.In a first step, we focused on smartphone attitude estimation.We proposed the first benchmark using a motion lab with a high precision for the purpose of comparing and evaluating filters from the literature on a common basis.This allowed us to provide the first in-depth comparative analysis in this context.In particular, we focused on typical motions of smartphones when carried by pedestrians.Furthermore, we proposed a new technique for limiting the impact of magnetic perturbations with any attitude estimation algorithm used in this context.We showed how our technique compares and improves over previous works.In a second step, we studied the estimation of the smartphone's position when the device is held by a pedestrian.Altough many earlier works focused on evaluation of localisation systems, it remains very difficult to find a benchmark to compare technologies in the setting of a commodity smartphone. Once again, we proposed a novel benchmark to analyse localisation technologies including WiFi fingerprinting, WiFi trilateration, SHS (Step and Heading System) and map-matching.In a third step, we proposed a method for characterizing the impact of attitude and position estimations on the rendering of virtual features.This made it possible to identify criteria to better understand the limits of Geo AR for different use cases.We finally proposed a framework to facilitate the design of Geo AR applications.We show how geodata can be used for AR applications.We proposed a new semantics that extends the data structures of OpenStreetMap.We built a viewer to display virtual elements over the camera livestream.The framework integrates modules for geolocation, attitude estimation, POIs management, geofencing, spatialized audio, 2.5D rendering and AR.Three Geo AR applications have been implemented using this framework.TyrAr is an application to display information on mountain summits and cities around the user.AmiAr allows one to monitor lights, shutters, tv in a smart appartment.Venturi Y3 is an AR-Tour of Grenoble with audio description and experiences
Vincent, Thomas. "Handheld augmented reality interaction : spatial relations." Thesis, Grenoble, 2014. http://www.theses.fr/2014GRENM032/document.
Full textWe explored interaction within the context of handheld Augmented Reality (AR), where a handheld device is used as a physical magic lens to 'augment' the physical surrounding. We focused, in particular, on the role of spatial relations between the on-screen content and the physical surrounding. On the one hand, spatial relations define opportunities for mixing environments, such as the adaptation of the digital augmentation to the user's location. On the other hand, spatial relations involve specific constraints for interaction such as the impact of hand tremor on on-screen camera image stability. The question is then, how can we relax spatial constraints while maintaining the feeling of digital-physical collocation. Our contribution is three-fold. First, we propose a design space for handheld AR on-screen content with a particular focus on the spatial relations between the different identified frames of reference. This design space defines a framework for systematically studying interaction with handheld AR applications. Second, we propose and evaluate different handheld AR pointing techniques to improve pointing precision. Indeed, with handheld AR set-up, both touch-screen input and the spatial relations between the on-screen content and the physical surrounding impair the precision of pointing. Third, as part of a collaborative research project involving AIST-Tsukuba and Schneider- France and Japan, we developed a toolkit supporting the development of handheld AR applications. The toolkit has been used to develop several demonstrators
Murín, Michal. "Augmented Reality for Mobile Devices for Precise Urban Navigation." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2013. http://www.nusl.cz/ntk/nusl-236197.
Full textKarlsen, Jørn Skaarud. "Augmented Reality for MR-guided surgery." Thesis, Norwegian University of Science and Technology, Department of Computer and Information Science, 2005. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-9203.
Full textIntra-operative Magnetic Resonance Imaging is a new modality for image-guided therapy, and Augmented Reality (AR) is an important emerging technology in this field. AR enables the development of tools which can be applied both pre-operatively and intra-operatively, thus helping users to see into the body, through organs and visualize the relevant parts useful for a specific procedure. The work presented in this paper aims at solving several problems in order to develop an Augmented Reality system for real-life surgery in an MR environment. Specifically, ways of correctly registering 3D-imagery with the real world is the major problem of both Augmented Reality and this thesis. Emphasis is put on the static registration problem. Subproblems of this include: calibrating a video-see-through Head Mounted Display (HMD) entirely in Augmented Reality, registering a virtual object on a patient by placing a set of points on both the virtual object and patient, and calculating the transformation needed in order for two overlapping tracking systems to deliver tracking signals in the same coordinate system. Additionally, problems and solutions related to the visualization of volume data and internal organs are presented: Specifically, how to view virtual organs as if they were residing inside the body of a patient through a cut, thought no surgical opening of the body has been performed, and the visualization and manipulation of a volume transfer function in a real-time Augmented Reality setting. Implementations use the Studierstube and OpenTracker software frameworks for visualization and abstraction of tracking devices respectively. OpenCV, a computer vision library, is used for image processing and calibraton together with an implementation of Tsai's calibration method by Reg Willson. The Augmented Reality based calibration implementation uses two different calibration methods, referred to in litterature as Zhang and Tsai camera calibration, for calibrating the intrinsic and extrinsic camera parameters respectively. Registering virtual-real objects and overlapping tracking systems is performed using a simplified version of the Iterative Closest Point (ICP) procedure solving a problem commonly referred to as the absolute orientation problem. The virtual-cut implementation works by projecting a rendered texture of a virtual organ and mapping this to a mesh representation of a cut which is placed on the patient in Augmented Reality. The volume transfer functions are implemented as Catmull-Rom curves, and have control points which are movable in Augmented Reality. Histograms represent transfer functions as well as distribution of volume intensities. Results show that the Augmented Reality based camera calibration procedure suffers from inaccuracies in the sampling of points for extrinsic camera calibration due to the dynamics present when wearing an HMD and holding a tracked pen. This type of calibration should occur by sampling statically and averaging over several samples to reduce noise. The virtual real and overlapping tracking systems are also sensitive to sampling, and care has to be taken in order to do this accurately. The virtual-cut technique has been shown to increase the feeling of a virtual object residing within the body of a patient, and the volume transfer function became easier to use after implementing the histogram visualization, reducing the time needed to set up a transfer function. There are many issues which need to be solved in order to set up a useful medical Augmented Reality implementation. This thesis attempts to illustrate some of these problems, and introduces solutions to a few. Further developments are needed in order to bring the results from this paper into a clinical setting, but the possibilities are many if such an integration is achieved.
Boron, Alessandro. "Mobile Augmented Reality for Supporting Reflection." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-13993.
Full textRomblad, Mats. "Visualisering av augmented reality i byggbranschen." Thesis, Uppsala universitet, Institutionen för geovetenskaper, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-183414.
Full textNordfelth, Alexander. "Augmented Reality and its Practical Use." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-159029.
Full textRösler, Amanda. "Augmented Reality Games on the iPhone." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3255.
Full textAugmented reality (förstärkt/utökad verklighet) öppnar upp nya möjligheter för spel där den virtuella världen kombineras med den verkliga. Trots detta så finns det inte många augmented reality-spel tillgängliga, vilket kan bero på att head-mounted displays (som ofta använda till augmented reality) är dyra och inte särskilt lätt att få tag på. Mobiltelefoner är däremot väldigt lättillgängliga och de senaste åren har de blivit mer och mer kraftfulla. Eftersom många av dem dessutom har inbyggda videokameror och relativt stora skärmar, så har mobiltelefoner blivit en potentiell plattform för augmented reality-spel. Denna rapport utforskar några av de problem och möjligheter som är associerade med skapandet av augmented reality-spel för Apples mobiltelefon, iPhone. Ett multi-player augmented reality-spel implementerades för iPhone, och sedan genomfördes ett antal prestanda-tester och en användarstudie. Den viktigaste slutsatsen som drogs var att prestanda är ett stort problem när man skapar augmented reality-spel för iPhone.
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.
Full textWith 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.
Häger, Ellen. "Enhanced Immersion in Augmented Reality Applications." Thesis, Linköpings universitet, Institutionen för systemteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-145217.
Full textHenrysson, Anders. "Bringing Augmented Reality to Mobile Phones." Doctoral thesis, Norrköping : Department of Science and Technology, Linköpings universitet, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-10204.
Full textLu, Yuzhu. "Methods for Augmented Reality E-commerce." [Ames, Iowa : Iowa State University], 2007.
Find full textAdler, Sean. "Montanita: A Modern Augmented Reality System." Scholarship @ Claremont, 2013. http://scholarship.claremont.edu/cmc_theses/789.
Full textAlbihn, Hampus. "Steg mot Informationsvisualisering med Augmented Reality." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-11120.
Full textYoung Operator 2020
Löfvendahl, Björn. "Augmented Reality Applications for Industrial Robots." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-87146.
Full textAbdullah, Junaidi. "Camera self-calibration for augmented reality." Thesis, University of Southampton, 2005. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.427351.
Full textHughes, Chris J. "Utilising the grid for augmented reality." Thesis, Bangor University, 2008. http://usir.salford.ac.uk/50058/.
Full textLaurendi, Joseph Michael. "Augmented reality games : improved data layers." Thesis, Massachusetts Institute of Technology, 2011. http://hdl.handle.net/1721.1/66436.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (p. 73-74).
The Scheller Teacher Education Program has been developing Augmented Reality (AR) games software for a number of years. In addition to allowing students to play AR games, the software allows students to create their own games based on a map, a set of characters, and a plot of their choosing. In an earlier version of the software, students were allowed to add "substances" (e.g. oil spills) to their games. The functionality for doing so did not give the student much control and was unintuitive to use. In this thesis, I propose and analyze a prototype of the design and implementation of a new, improved interface that allows students to add a generalized version of a "substance" to their AR games. This generalization of a "substance" is termed a "data layer"
by Joseph Michael Laurendi.
M.Eng.
Chin, Tze Kwang. "Augmented reality on the iPhone platform." Thesis, Massachusetts Institute of Technology, 2009. http://hdl.handle.net/1721.1/61277.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (p. 69).
In this thesis, I designed and implemented an iPhone implementation of the Outdoor Augmented Reality client developed by the Schellar Teacher Education Program at MIT. The work began as a simple port, but it soon became clear that a redesign of the current system architecture was necessary to provide better cross platform compatibility, especially in light of the possibility of a future Android implementation of the game client. I designed a flexible and extensible new architecture that achieves that purpose. Furthermore, the new architecture also adds more features to the game such as having basic Al for game characters.
by Tze Kwang Chin.
M.Eng.
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.
Full textÖberg, Timmy, and Smail Mulisic. "Augmented Reality : Alternativ metod för träningsinstruktioner." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-106963.
Full textCovid-19 has affected society as we know it in many ways. Social distancing has been called for and this has caused daily activities that once were prominent to become harder to perform. During a period, such as this, alternative methods for training instructions would then be more searched out for. Augmented Reality is a technology which can be used to enhance the user’s world. This is accomplished by using camera technology in synchronization with other technologies to affect the camera and therefore the users view. Which for example could be via 3D models to enhance the world. This technology has been used in other studies with the focus of instructional material and physical training. However, these studies have often used such equipment that is not commonly available, and more concrete research about the use of a mobile based Augmented Reality application with the purpose of visualizing training instructions would be needed. As the interaction with a mobile unit varies a lot in contrast to that with a headset or glasses. This study investigates Augmented Reality in connection to training instructions by using a mobile based prototype with focus on how to design based on instructional structure and usability heuristics. The study has primarily used cognitive load theory as a framework for the prototypes instructional design but also in the analysis and the methods used to answer the research questions. The study conducted user tests with seven participants in total. The result showed that Augmented Reality in a mobile based prototype has potential. However, there are problems that you must think about when designing for AR, instructional structure and the graphical interface. In general, it is about marker based Augmented Reality, interactions with the graphical interface while doing physical actions and the ease of understanding instructions based on structure and graphical user interface.
Stenlund, Jesper. "Augmented Reality och undervisning i förskolan." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-15503.
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