Dissertations / Theses on the topic 'Reality augmented'

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1

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.

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The concept of augmented reality has existed since the 60’s. In this thesis it has been investigated if navigation using a mobile device would benefit, from a usability perspective, if the navigational data were presented using augmented reality instead of a standardized map. The usability principles from which the applications were evaluated are learnability, user satisfaction, efficiency and effectivity. An AR prototype was developed and tested against a standard map, in the form of Google Maps, both used on a smart phone. The experiments were performed using think aloud during the tests and questionnaires before and after to collect both quantitative and qualitative data. The experiment was performed using possible users of AR as test subjects. The results were very similar for both applications but in favor of Google Maps. The author reflects on the results and the method and provides different situations where one might be better than the other.
2

Nikobonyadrad, 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.

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Augmented Reality for smartphones, while still in its initial stages, has a great potential in relation to the future path of mobile marketing and has already shown significant market presence thus far. However, Augmented Reality is an almost new concept, but its basis and techniques have been used for years. By generating enthusiasm in the retail market, Augmented Reality presents many opportunities. Simulating virtual interaction in real-time for an unknown product, encourages customers to experience an advertisement. The sense enhancement that Augmented Reality provides over a real-world environment, might be either the result of the device's location or the environmental images surrounding the device. The latter is called vision Augmented Reality. This study aims to develop a vision-based Augmented Reality application for Android platforms. The idea is based on a proposal offered by a ProductPackaging company, which would like to develop a smartphone application in order to provide shoppers an idea regarding what is inside the package. However, this is only one of the numerous advantages that AR brings and the benefits of this technology appears to be almost limitless in relation toincreasing productivity for customers. Once the goal has been achieved, the application can be used to provide relevant information about the product suchas physical specification, ingredients, animated instruction manual, repair wizard and so on. The main focus of the entire implementation is on integrating an existing ARSDK and a Java rendering library so that they can cooperate together. In addition, the fundamentals associated with the Image Registration process, which is the basis of Augmented Reality, are addressed. Both the advantages and drawbacks of the implementation model are discussed in this paper as arethe problematic issues surrounding the execution steps.
3

Drews, 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.

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In this thesis we detail the development of a software framework for networked augmented reality applications. We discuss vision-based tracking of planar surfaces, sensor fusion based pose estimation, and the overall implementation of our system. The primary focus of this thesis is our sensor fusion based tracking approach, which uses a novel extended Kalman filter formulation that takes advantage of the group structure of rotations. We provide an extensive derivation of this formulation, and validate the approach using both simulation and ground truth data obtained via a motion capture system.
Dans 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.
4

Scheinerman, Matt. "Exploring augmented reality." Diss., Connect to the thesis, 2009. http://hdl.handle.net/10066/3720.

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Ryu, Calvin Keetae. "Investigating Augmented Reality Opportunities: Empowering Retail Service Agents With Augmented Reality." Research Showcase @ CMU, 2017. http://repository.cmu.edu/theses/122.

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This thesis attempts to investigate of how AR can create a beneficial impact on consumers’ lives. The question of AR technology might be used to enhance the in-store shopping experience is investigated, since this has recently been challenged by the emergence and continued growth of online shopping. E-commerce has offered many retail innovations including personalizing information to individual customers. These advances have not been easy to bring to retail environments, which still make up the bulk of people’s shopping. Salespeople want to engage customers on a personal level, and they want to discover a customer’s interests in order to provide high quality, personalized service. They often struggle to understand a customer’s taste and needs, as personal taste is hard to communicate. Augmented reality offers an opportunity to deliver individualized information about customers to salespeople in order to help them personalize service. This thesis project explores opportunities for augmented reality technology to help salespeople to better understand and create personalized relationships with customers. I researched retail salespeople’s experiences to identify design opportunities. Based on the opportunities I identified, I propose an augmented reality platform with tools that can provide real-time, integrated information about customers to salespeople.
6

Zelený, Martin. "Marketing and Augmented Reality." Master's thesis, Vysoká škola ekonomická v Praze, 2010. http://www.nusl.cz/ntk/nusl-71866.

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The main goal of this diploma thesis is to identify the usage of augmented reality in contemporary marketing practice and the expectations of marketers for the future use. This will be achieved by conducting a quantitative and qualitative research among existing creative and advertising companies. Secondary goal is introducing the concept of augmented reality from the theoretical point of view and also description of potential utilization based on known examples. The tools for the practical part are an online questionnaire and personal interviews.
7

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.
8

Coelho, Enylton Machado. "Spatially Adaptive Augmented Reality." Diss., Georgia Institute of Technology, 2005. http://hdl.handle.net/1853/7583.

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One of the most important problems in real-time, mobile augmented reality is *registration error* -- the misalignment between the computer generated graphics and the physical world the application is trying to augment. Such misalignment may either cause the information presented by the application to be misleading to the user or make the augmentation meaningless. In this work, we question the implied assumption that registration error must be eliminated for AR to be useful. Instead, we take the position that registration error will never be eliminated and that application developers can build useful AR applications if they have an estimate of registration error. We present a novel approach to AR application design: *Spatially Adaptive Augmented Reality* (i.e., applications that change their displays based on the quality of the alignment between the physical and virtual world). The computations used to change the display are based on real-time estimates of the registration error. The application developer uses these estimates to build applications that function under a variety of conditions independent of specific tracking technologies. In addition to introducing Spatially Adaptive AR, this research establishes a theoretical model for AR. These theoretical contributions are manifested in a toolkit that supports the design of Spatially Adaptive AR applications: OSGAR. This work describes OSGAR in detail and presents examples that demonstrate how to use this novel approach to create adaptable augmentations as well as how to support user interaction in the presence of uncertainty.
9

Seichter, Hartmut. "Augmented reality aided design." Thesis, View the Table of Contents & Abstract, 2007. http://sunzi.lib.hku.hk/hkuto/record/B38289052.

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Zivanovic, 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.

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This paper describes the development of augmented reality system using the sensor and Bluetooth technologies incorporated together with a 3D program. The system is used to produce a virtual reality that can be augmented through the projector device into real world. The concept is to create 3D environment where the virtual camera, which is placed within the 3D environment, would be controlled by the external controller in real time. The movement of the camera is controlled by the motion of the controller; therefore the projection of the 3D environment corresponds to the position of the controller. The paper also discusses research part of the project and the findings related to the users’ evaluations of the system.
11

Zabara, 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.

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What is virtual and augmented reality? First of all, for a better understating what these two terms mean let me give you a definition. Virtual reality – is a simulated experience that can even be out of this world. When augmented reality is some addons to your life. Examples of virtual reality would be you with the help of technology to go out of this world (basically it has no effect on your real life). Examples of augmented reality can be some devices that would give you the opportunity to effect things in the real world.
12

Subhi, 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.

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Syfte: Studiens syfte är att undersöka hur användbart Augmented Reality (AR) är för fastighetsförvaltning. Målet är att ta fram en kravspecifikation av en AR-baserad mobilapplikation för fastighetsförvaltning som ska vara generell och kunna användas av många olika förvaltningsföretag. Kravspecifikationen är framtagen baserat på den empiri som har samlats in och sedan har blivit analyserad av författarna. Metod: Studien innefattar en fallstudie med litteraturstudie, observationer och intervjuer. Litteraturstudien valdes för att skapa en större förståelse och fördjupning av ämnet och för att bygga upp studiens teoretiska ramverk. Observationsstudie för att få ett bredare perspektiv på hur samarbetsföretaget Vätterhem jobbar idag i förvaltningen. Semistrukturerade intervjuer valdes även för att få ett mer ingående perspektiv på hur fastighetsförvaltningsföretag jobbar idag samt deras syn på AR-tekniken. Resultat: AR-teknik kan användas av fastighetsskötarna i fastighetsförvaltningsföretag för att ge möjlighet till tidseffektivisering. Tekniken kan även fungera som stöd för kvalitetssäkring. AR har visat sig vara lämpligt för att presentera instruerande- och objektrelaterad information för fastighetsskötarna. Detta bedöms vara lämpligt vid upplärning av nya fastighetsskötare eller då en fastighetsskötare ska utföra arbete i ett område som ej är fastighetsskötarens ordinarie område. Konsekvenser: Undersökningen visar att AR-teknik kan tidseffektivisera den utvändiga tillsynen och underhållet i fastighetsförvaltning. Vidare studier kan göras genom att utveckla en mobilapplikation med hjälp av den framtagna kravspecifikationen i denna studie, och använda den i ett experiment. Kostnader för implementering av AR-tekniken bedöms också vara ett lämpligt nästa steg. Begränsningar: Arbetet är avgränsat till att omfatta ronderingar av lekplatser, vilket är en del av fastighetsförvaltning. Ett bredare undersökningsområde skulle möjliggöra chans till att finna fler användningsområden för AR-teknik.
Purpose: 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.
13

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.

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Tato práce se zaměřuje na technologii Cave Automatic Virtual Environment a konkrétně pak na využití principů rozšířené reality v tomto prostředí. Dává si za cíl odpovědět na otázku, zdali je možné použít v prostředí CAVE existující frameworky pro rozšířenou realitu, konkrétně ty, pracující na platformě iOS. Hlavní důraz je kladen na rozpoznávání markerů v tomto prostředí a na zvýšení přesnosti jejich rozpoznání. Práce odpovídá na množství otázek z této oblasti, jako jaké markery je vhodné použít, jaké jsou omezení a největší obtíže. Výstupem je demonstrační aplikace, pracující na platformě iOS, která v je prostředí CAVE otestovaná a plně použitelná. Tato aplikace by měla vylepšit uživatelský vjem z prostředí CAVE tím, že mu poskytne dodatečné informace a také základní možnosti interakce se zobrazenými objekty.
14

Tönnis, Marcus. "Towards automotive augmented reality." kostenfrei, 2008. http://mediatum2.ub.tum.de/node?id=652549.

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Manja, 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.

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Die vorliegende Arbeit untersucht das Potenzial von Augmented Reality zur Verbesserung von Image Retrieval Prozessen. Herausforderungen in Design und Gebrauchstauglichkeit wurden für beide Forschungsbereiche dargelegt und genutzt, um Designziele für Konzepte zu entwerfen. Eine Taxonomie für Image Retrieval in Augmented Reality wurde basierend auf der Forschungsarbeit entworfen und eingesetzt, um verwandte Arbeiten und generelle Ideen für Interaktionsmöglichkeiten zu strukturieren. Basierend auf der Taxonomie wurden Anwendungsszenarien als weitere Anforderungen für Konzepte formuliert. Mit Hilfe der generellen Ideen und Anforderungen wurden zwei umfassende Konzepte für Image Retrieval in Augmented Reality ausgearbeitet. Eins der Konzepte wurde auf einer Microsoft HoloLens umgesetzt und in einer Nutzerstudie evaluiert. Die Studie zeigt, dass das Konzept grundsätzlich positiv aufgenommen wurde und bietet Erkenntnisse über unterschiedliches Verhalten im Raum und verschiedene Suchstrategien bei der Durchführung von Image Retrieval in der erweiterten Realität
The 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
16

Brasier, Eugénie. "Using Augmented Reality in Everyday Life." Electronic Thesis or Diss., université Paris-Saclay, 2021. http://www.theses.fr/2021UPASG110.

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Ce manuscrit présente les recherches que j’ai effectuées dans le cadre de ma thèse de doctorat autour des usages de la Réalité Augmentée (RA) dans la vie de tous les jours. J'y présente trois questions de recherche :QR1 - Comment reconsidérer nos interactions avec la Réalité Augmentée portative pour que celles-ci soient appropriées pour des interactions prolongées ?QR2 - Peut-on énoncer des recommandations sur l'augmentation des appareils mobiles avec la Réalité Augmentée portative ?QR3 - Comment un utilisateur peut-il garder le contrôle sur le contenu qu'il perçoit en Réalité Augmentée ?Le manuscrit est organisé en trois parties répondant respectivement à chacune de ces trois questions de recherche.Pour répondre à notre première question (QR1), nous présentons le projet ARPads. Un ARPad n'a pas de réalité physique, mais représente un plan d'interaction flottant dans l'air dans lequel les mouvements de l'utilisateur sont traduits par des mouvements de curseur dans une fenêtre de RA affichée dans l'environnement. Ce contrôle indirect permet à l'utilisateur d'adopter une posture plus confortable pour manipuler du contenu affiché en RA par opposition au contrôle direct qui force l'utilisateur à maintenir ses bras en l'air en direction du contenu de RA. Après avoir défini les critères de conceptions de ces ARPads en prenant en compte leur position et leur orientation relatives à l'utilisateur, nous avons implémenté et évalué certaines conceptions prometteuses. Nos résultats montrent que le contrôle indirect peut atteindre des performances similaires à celles du contrôle direct, tout en limitant la fatigue perçue par l'utilisateur et identifient les conceptions d'ARPads les plus efficaces.Pour notre deuxième question (QR2), nous nous concentrons sur la combinaison entre les appareils mobiles et la RA. Suite à un atelier de conception mené avec des utilisateurs d'appareils mobiles, nous avons défini un espace de conception d'applications centrées sur le smartphone pouvant bénéficier d'une association avec la RA. En particulier, nous avons identifié deux dimensions principales : la fonction et la position du contenu holographique par rapport au contenu de premier intérêt affiché sur l'appareil mobile. Ce premier travail montre une grande richesse en termes de créativité pour proposer des améliorations possibles pour les appareils mobiles. Cependant, le manque de données quantifiables sur leur performance effective nous empêche encore de poser un avis objectif sur les réels avantages d'une telle association. Après avoir prototypé quelques exemples d'application pour démontrer leur faisabilité, nous nous sommes concentrés sur l'évaluation d'un cas spécifique : les composants d'interface (widgets) traditionnels des smartphones.Enfin, pour notre troisième question (QR3), nous nous projetons dans un futur dans lequel le champ de vision des utilisateurs contient fréquemment du contenu virtuel, et proposons une solution concrète pour que celui-ci n'interfère pas avec leur perception du monde réel. Pour cela, nous introduisons le concept de de-augmentation de la RA. Il s'agit de permettre aux utilisateurs de retirer volontairement certains éléments holographiques de leur champ de vision. Nous commençons par définir une taxonomie des opérations de dé-augmentation qui s'articule autour de trois dimensions : l'objet de la dé-augmentation, son déclencheur, et son rendu graphique. Nous illustrons ensuite ce concept au travers de trois scénarios démontrant l'utilité de telles opérations dans quelques situations particulières. Finalement, nous proposons une implémentation pratique de ce concept avec un prototype opérationnel, dont nous détaillons les différentes interactions qui permettent à l'utilisateur de définir une zone dé-augmentée. Ce dernier projet, plus théorique, ouvre des questionnements et des perspectives sur l'orientation des futurs systèmes de RA
This 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
17

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.

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This 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.

18

Schlaug, Frida. "3D Modeling in Augmented Reality." Thesis, Linköpings universitet, Informationskodning, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-67602.

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This project aims to make 3D modeling easy through the use of augmented reality. Black and white markers are used to augment the virtual objects. Detection of these is done with help from ARToolKit, developed at University of Washington. The model is represented by voxels, and visualised through the marching cubes algorithm. Two physical tools are available to edit the model; one for adding and one for removing volume. Thus the application is similar to sculpting or drawing in 3D. Thee resulting application is both easy to use and cheap in that it does not require expensive equipment.
19

Groufsky, Michael Edward. "An embedded augmented reality system." Thesis, University of Canterbury. Electrical and Computer Engineer, 2011. http://hdl.handle.net/10092/6259.

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This report describes an embedded system designed to support the development of embedded augmented reality applications. It includes an integrated camera and built-in graphics acceleration hardware. An example augmented reality application serves as a demonstration of how these features are accessed, as well as providing an indication of the performance of the device. The embedded augmented reality development platform consists of the Gumstix Overo computer-on-module paired with the custom-built Overocam camera board. This device offers an ARM Cortex-A8 CPU running at 600 MHZ and 256 MB of RAM, along with the ability to capture VGA video at 30 frames per second. The device runs an operating system based on version 2.6.33 of the Linux kernel. The main feature of the device is the OMAP3530 multimedia applications processor from Texas Instruments. In addition to the ARM CPU, it provides an on-board 2D/3D graphics accelerator and a digital signal processor. It also includes a built-in camera peripheral interface, reducing the complexity of the camera board design. A working example of an augmented reality application is included as a demonstration of the device's capabilities. The application was designed to represent a basic augmented reality task: tracking a single marker and rendering a simple virtual object. It runs at around 8 frames per second when a marker is visible and 13 frames per second otherwise. The result of the project is a self-contained computing platform for vision-based augmented reality. It may either be used as-is or customised with additional hardware peripherals, depending on the requirements of the developer.
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Johnston, David John. "Position sensing and augmented reality." Thesis, University of Essex, 2004. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.402787.

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Eftekhari, Sashah. "Augmented reality and scene examination." Thesis, University of Birmingham, 2011. http://etheses.bham.ac.uk//id/eprint/1773/.

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The research presented in this thesis explores the impact of Augmented Reality on human performance, and compares this technology with Virtual Reality using a head-mounted video-feed for a variety of tasks that relate to scene examination. The motivation for the work was the question of whether Augmented Reality could provide a vehicle for training in crime scene investigation. The Augmented Reality application was developed using fiducial markers in the Windows Presentation Foundation, running on a wearable computer platform; Virtual Reality was developed using the Crytek game engine to present a photo-realistic 3D environment; and a video-feed was provided through head-mounted webcam. All media were presented through head-mounted displays of similar resolution to provide the sole source of visual information to participants in the experiments. The experiments were designed to increase the amount of mobility required to conduct the search task, i.e., from rotation in the horizontal or vertical plane through to movement around a room. In each experiment, participants were required to find objects and subsequently recall their location. It is concluded that human performance is affected not merely via the medium through which the world is perceived but moreover, the constraints governing how movement in the world is controlled.
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Klein, Georg. "Visual tracking for augmented reality." Thesis, University of Cambridge, 2006. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.614262.

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Smith, Devin. "Augmented Reality in Art Education." The University of Arizona, 2016. http://hdl.handle.net/10150/621860.

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As digital media changes constantly, art education must stay updated with current and emerging technologies and pedagogies in order to stay relevant. One specific technology that has many potential applications in the art classroom is augmented reality (AR), as its uses are diverse and can offer engaging and collaborative experiences to students. This qualitative research examines possible ways in which AR can be utilized in art education, while also studying whether or not AR can enhance three different learning activities set to students in 3rd-10th grade.
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Dietrich, Jannis P. "Augmented Reality-Umgebungen im Urheberrecht." Doctoral thesis, Humboldt-Universität zu Berlin, 2021. http://dx.doi.org/10.18452/22452.

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Die Studie untersucht mit der Augmented Reality (AR)-Technologie ein vergleichsweise neues techni-sches Phänomen aus urheberrechtlicher Perspektive, das sich insbesondere durch eine dynamische Ver-mischung von Realität und Virtualität kennzeichnet. Schwerpunktmäßig wird die Einordnung solcher interaktiver Werke als Filmwerk untersucht und abge-lehnt, um dann einen konkreten Vorschlag für die passendere Werkart des Multimediawerks zu unter-breiten und die Verkehrsfähigkeit und Urheberschaft hieran zu untersuchen. Konkret werden zunächst die technische Funktionsweise und die Anwendungsfelder der AR-Technologie untersucht (Kapitel 1) um in der Folge auf die Schutzfähigkeit einzugehen (Kapitel 2). Hierbei wird ins-besondere die Verwandtschaft mit anderen Werken mit einer künstlerisch-technischen Doppelnatur (hybride Werke), namentlich den Videospielen, herausgearbeitet. Daran angelehnt wird einerseits die Schutzmöglichkeit des zugrundeliegenden Codes als Computerprogramm und andererseits der erzeug-ten AR-Oberfläche insbesondere als Filmwerk untersucht. Die Einordnung als Film und auch als sonstige bekannte Werkart kann hier im Ergebnis nicht überzeugen und auch die herrschende Ansicht zur Ein-ordnung von Videospielen als Film wird kritisch hinterfragt. Es wird ein Vorschlag für eine unbenannte Werkart – das Multimediawerk – erarbeitet. Hierunter kön-nen moderne interaktive Gestaltungen flexibel und zeitgemäß subsumiert werden, insbesondere auch die digitale Oberfläche von Augmented Reality Umgebungen. Im dritten Kapitel werden dann die praktische Verkehrsfähigkeit sowie die Urheberschaft an entspre-chenden Multimediawerken untersucht. Ein Schwerpunkt liegt dabei insbesondere auf der Herleitung einer analogen Anwendbarkeit der Sonderregelungen zur Verwertung von Filmen (§§ 88 ff. UrhG) auf das hier vorgeschlagene Multimediawerk.
This 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.
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McGee, Michael K. "Integral Perception in Augmented Reality." Diss., Virginia Tech, 1999. http://hdl.handle.net/10919/26737.

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Augmented reality, the superimposing of graphics or text onto an actual visual scene, is intended to enhance a user's understanding of the real world. This research examines the perceptual, cognitive, and human factors implications of combining integrally designed computer-generated imagery with real world scenes. Three experiments were conducted to test the theoretical and practical consequences of integral perception in augmented reality. The first experiment was a psychophysical study that had participants subjectively assess the integrality of 32 scenes comprising four different augmented reality object environments (computer, brain, text, and liquid dynamic model), projected at two transparency levels (opaque, and semi-transparent), and presented with four different graphic textures (color, grayscale, white, and wireframe). The second experiment expanded the psychophysical integrality assessment of augmented scenes to 32 different images composed of four new environments (housing development, computer lab, planetary photo, and trees in countryside), with multiple computer-generated graphics (two, four, six, and eight), at two levels of integrality as defined by experiment one (high, low). The third experiment was an applied study that had two phases: 1) learning tasks using three augmented environments; and, 2) assembly tasks using eight augmented video instructions. The computer-generated graphics for each phase of experiment three were presented at two levels of integrality (high, low) as defined by experiment one. The primary results of the three experiments show that augmented reality scenes with computer-generated imagery presented transparently and in color were perceived most integrally; increasing the number of graphics from two to eight decreased integral perception; and, high integral graphics aided performance in learning and real assembly tasks. From the statistical results and experimenter observation of the three experiments, guidelines for designing integrally perceived graphics in augmented environments were compiled based on principles of human factors, perception, and graphic design. The key themes of the design guidelines were: 1) maintaining true shape information in the computer-generated graphics 2) using highly realistic graphics for naturalistic augmented settings; 3) considering the hardware limitations of the augmented system, particularly the display; and, 4) designing appropriately for the task (simple, complex, hands-on, cognitive, dynamic, static, etc.).
Ph. D.
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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.

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Thesis (M.S.) -- University of Maryland, College Park, 2008.
Thesis 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.
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Schilling, Thomas. "Augmented reality in der Produktentstehung." Ilmenau : ISLE, 2008. http://d-nb.info/997501154/34.

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Nicolò, Andrea. "Applicazioni Augmented Reality per Android." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2012. http://amslaurea.unibo.it/3462/.

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Michel, Thibaud. "On mobile augmented reality applications based on geolocation." Thesis, Université Grenoble Alpes (ComUE), 2017. http://www.theses.fr/2017GREAM068/document.

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Les applications de réalité augmentée peuvent être conçues de différentes manières, mais encore très peu tirent partie de la géolocalisation.Pourtant, aujourd'hui, avec la multitude de capteurs embarqués dans nos smartphones et nos tablettes, l’utilisation de la géolocalisation dans le contexte de la RA (RA Geo) semble très prometteuse.Dans ce travail de thèse, nous avons contribué sur plusieurs aspects fondamentaux de la RA Geo: l'estimation de la position du dispositif, l'estimation de son orientation, ainsi que sur l'impact de ces estimations sur le rendu des informations virtuelles.Dans un premier temps, nous avons étudié l'estimation de l’orientation du téléphone.Nous avons réalisé le premier benchmark dans un motion lab afin de comparer et d'évaluer les différents filtres de la littérature sur une base commune.Celui-ci a permis de produire la première analyse comparative approfondie des différentes approches.Nous avons aussi proposé un nouveau filtre dont le but est de minimiser l’effet des perturbations magnétiques omniprésentes en intérieur et avons quantifié son apport par rapport aux techniques existantes.Dans un deuxième temps, nous avons étudié l'estimation de la position du téléphone lorsqu’il est porté par un piéton.Il existe de nombreux travaux sur les technologies de localisation mais il est difficile de trouver un benchmark qui évalue les différentes technologies dans le cas d’un smartphone grand public. Ainsi, à nouveau nous avons produit le premier benchmark pour analyser de façon comparative les différentes techniques de localisation qui peuvent être utilisées avec un smartphone.Dans un troisième temps, nous avons proposé une méthode pour caractériser l'impact des estimations d'orientation et de positionnement sur le rendu des informations virtuelles.Ceci a permis d'identifier des critères permettant de comprendre plus précisément les limites de faisabilité de différent cas d'utilisation de la RA Geo.Enfin, nous avons proposé un nouveau framework pour faciliter la conception d’applications de la RA Geo.Nous montrons comment les données de cartographie peuvent être utilisées et enrichies à l’aide d’une nouvelle sémantique utilisant OpenStreetMap.Nous avons créé un visualiseur permettant d'afficher des éléments virtuels sur le flux de la caméra.Ce framework intègre différents modules pour la localisation, l’orientation, la gestion des points d'intérêts, le geofencing, l’audio spatialisé, et le rendu 2D ou RA.Finalement, trois exemples d'applications d'AR Géo ont été réalisés à partir de ce framework.TyrAr est une application pour visualiser des informations sur les sommets et les villes environnantes.AmiAr permet de contrôler de certains objets de domotique dans un appartement connecté.Venturi Y3 est une visite guidée de la ville de Grenoble avec des expériences de RA avec de l'audio
Applications 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
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Vincent, Thomas. "Handheld augmented reality interaction : spatial relations." Thesis, Grenoble, 2014. http://www.theses.fr/2014GRENM032/document.

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Nous nous intéressons à l'interaction dans le contexte de la Réalité Augmentée sur dispositifs mobiles. Le dispositif mobile est utilisé comme une lentille magique qui 'augmente' la perception de l'environnement physique avec du contenu numérique. Nous nous sommes particulièrement intéressés aux relations spatiales entre le contenu affiché à l'écran et l'environnement physique. En effet la combinaison des environnements physique et numérique repose sur ces relations spatiales, comme l'adaptation de l'augmentation numérique en fonction de la localisation de l'utilisateur. Mais ces relations spatiales définissent aussi des contraintes pour l'interaction. Par exemple l'effet des tremblements naturels de la main rend instable la vidéo affichée sur l'écran du dispositif mobile et par conséquent a un impact direct sur la précision d'interaction. La question est alors, comment peut-on relâcher ces contraintes spatiales pour améliorer l'interaction sans pour autant casser la co-localisation physique-numérique. Nous apportons trois contributions. Tout d'abord, nous avons établi un espace de conception décrivant le contenu affiché à l'écran dans le contexte de la Réalité Augmentée sur dispositifs mobiles. Cet espace conceptuel met en exergue les relations spatiales entre les différents repères des composants le structurant. Cet espace permet d'étudier systématiquement la conception de techniques d'interaction dans le contexte de la Réalité Augmentée sur dispositifs mobiles. Deuxièmement, nous avons conçu des techniques de pointage améliorant la précision du pointage en Réalité Augmentée sur supports mobiles. Ces techniques de pointage ont été évaluées lors d'expériences utilisateur. Enfin, dans le cadre du projet en partenariat AIST-Tuskuba, Schneider France et Schneider Japon dans lequel s'inscrit cette thèse, nous avons développé une boîte à outils pour le développement d'applications de Réalité Augmentée sur dispositifs mobiles. Cette boîte à outils a été utilisée pour développer plusieurs démonstrateurs
We 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
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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.

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Diplomová práce je zaměřená na rozšířenou realitu a její realizaci pro mobilní platformu Android. V teoretické části je kladen důraz na obeznámení se s principy rozšířené reality, možnostmi její realizace pro mobilní platformu Android, která je také podrobněji představena. V praktické části se dále zaměřuje na návrh a realizaci knihovny a aplikace využívající tuhle knihovnu pro tvorbu rozšířené reality na platformě Android pomocí GPS a polohových senzorů. Aplikace slouží jako navigace a zobrazuje cestu ke konkrétnímu cíly, jak v podobě rozšířené reality, tak i na klasické dvourozměrné mapě. Práce podrobně popisuje navrhované řešení knihovny a aplikace a jejich implementaci. Nakonec popisuje testování, zhodnocuje dosažené výsledky a diskutuje nedostatky výsledného řešení a možnosti jeho vylepšení, respektive rozšíření.
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Karlsen, 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.

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Intra-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.

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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.

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Reflecting on past experiences is crucial for learning from them and reconsider actions that have been taken in order to make better future choices. Different tools have been developed to support reflection both as an individual and collaborative activity. Aim of these tools is to provide individuals with information related to experience in order to make them reflect about it. However reflecting in a setting which is not the one where the object of reflection happened affects the reflective process due to the lack of the context in which the experience took place.This work aims at investigating how the usage of the Augmented Reality can be exploited in order to support reflection. In particular the main goal of the work is to study how Augmented Reality can trigger reflection on work practices that rely on deployment and management of resources in space.The outcome of this work is the analysis of a system that allows users to collect contextual information that has a strong spatial dimension and the design and implementation of an Augmented Reality application for tablet-device in order to visualize the information collected. A high level architecture of both the overall system and the prototype implemented is provided as well as storyboards for the solution proposal. The prototype implemented has been object of an experts evaluation in order to assess the potential usefulness of the application in real settings connected with the Italian Civil Defense. A workshop paper based on the work done in this thesis has been also written in concert with my supervisor Professor Monica Divitini and my co-advisor Simone Mora.
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Romblad, 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.

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Augmented reality is a technology that combines the perception and interaction of virtual objects with the real world. It can allow a user to visually see computer generated models and information interacting with the real world through a hand held device such as a tablet computer. This opens up a range of possibilities, especially in the construction sector. A construction site is permanently changing and the need for precise and updated information is crucial. The ability to enhance the real world with virtual objects and information may make many plans printed on paper absolete. This report describes how workers in the construction sector would benefit from using augmented reality on a tablet in numerous situations and the technology needed to achieve AR on a tablet. A conceptual video which shows a possible future use of the technique has also been made as part of the thesis work.
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Nordfelth, 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.

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Augmented reality is the next step in human/computer interaction. The purpose of this thesis is to further investigate how this can be used to aid in navigation and exploration. This thesis presents a platform-independent framework for outdoor augmented reality. Several interfaces were developed so an evaluation could be made. These interfaces are implemented from scratch since interfaces for augmented reality is very hard to imagine or evaluate without using them. The interfaces proposed are shown to provide a completely new level of augmentation for the user, which was the goal.
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Rösler, 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.

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Augmented reality opens up a lot of possibilities for new types of games, where the real and the virtual world are mixed. Despite this, augmented reality games are still not very common, probably due to the fact that head-mounted displays (which are often used for augmented reality) are expensive. However, in recent years mobile phones have become more and more powerful, and since many of them have built-in cameras and rather large screens, they are a potential platform for augmented reality games. This thesis explores some of the problems and possibilities associated with the creation of augmented reality games for the Apple iPhone. In order to do that, a multi-player augmented reality game for the iPhone was implemented, and then a number of performance tests and a user study were conducted. The most important conclusion that was reached is that performance is a definite problem when creating augmented reality games for the iPhone.
Augmented 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.
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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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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.

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This thesis will examine and evaluate different mechanics that could be used in games using augmented reality. Augmented reality, the technology used to integrate computer-generated images with the real world environment, allows developers to enhance a user's gaming experience.The different mechanics will focus on immersion and on user engagement and examine which of the two is more important in games. This is examined by implementing the different mechanics in an application for a Google Tango tablet. Immersion is created by letting the environment act on virtual objects, via occlusion culling. The virtual agent interacts with the real world to generate engagement. The different methods are surveyed online, and user tests performed with the application. The results showed how the concept of combining the surveyed methods of generating immersion and engagement using augmented reality was successful.
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Henrysson, 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.

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Lu, Yuzhu. "Methods for Augmented Reality E-commerce." [Ames, Iowa : Iowa State University], 2007.

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Adler, Sean. "Montanita: A Modern Augmented Reality System." Scholarship @ Claremont, 2013. http://scholarship.claremont.edu/cmc_theses/789.

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Augmented Reality (AR) applications require novel rendering technologies, sensors, and interaction techniques. This thesis describes the nascent field of AR, and outlines the design of a new college campus annotation application which serves as a concrete example of how to flesh out a full AR system. Code for the application is included in the Appendix. As such, this thesis demonstrates that AR is advanced paradigm that nonetheless constitutes a feasible challenge for independent programmers.
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Albihn, 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.

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Som en del av forskningsprojektet Young Operator 2020 så syftar den här studien till att vara ett första steg mot en produkt, som med hjälp av av tekniken augmented reality ska vara en del av framtidens tillverkningsindustri. Studien utgår från kognitionsvetenskap och människa-datorinteraktion för att ha användaren och användarens interaktion med prototypen i fokus. Eftersom olika typer av användare kan behöva olika saker av ett system, kommer den här studien också att utgå från teorier om kompetensnivåer. Ett system som är användbart för exempelvis en novis behöver inte nödvändigtvis vara användbart för en expert. En prototyp har skapats som en del av ett annat projekt och den utgår från det arbetssätt som operatörer på Volvo GTO i Skövde har idag. Prototypen använder sig av augmented reality för att visualisera instruktioner. Det är tänkt att prototypen bland annat ska hjälpa noviser att närma sig expertanvändare. Ett kompetitivt användbarhetstest har gjorts där prototypen jämförts med nuvarande system på Volvo GTO. Resultatet av studien visar att prototypen i dagsläget inte kan anses vara användbar. Flera rekommendationer har dock presenterats som ett bidrag till vidareutveckling av prototypen.
Young Operator 2020
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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.

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Augmented reality (AR) is a way of overlaying digital information onto a picture or a videofeed and has been used in industrial contexts for more than 20 years. This Master's Thesis examines if AR can be used to help maintenance engineers set up and maintain robot environments by visualizing robot movement and safety zones. The main result of the Master's Thesis is a prototype application for a tablet computer. The user points the tablet towards a robot filming it and the video feed is displayed on the screen. This video feed is augmented with a virtual zone displayed around the robot, illustratingthe area where the robot is allowed to move. The application fetches the coordinatesfor the zone from the safety system SafeMove { a system designed by ABB to increase safetyand allow closer human-robot collaboration.The visualization of a SafeMove conguration is currently limited to an image of atwo-dimensional coordinate system showing the zone as a set of dierent coordinates. Thismakes it dicult grasping the full layout of the three-dimensional zone. By using theapplication the user gets a better view of the layout, allowing the user to look at the robot from different sides and see the safety zone projected around the robot. User tests show that people working with SafeMove could benefit from using the application to verify the conguration of SafeMove systems and the conclusion is that AR, if used right, greatly can improve robot interaction and maintenance.
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Abdullah, Junaidi. "Camera self-calibration for augmented reality." Thesis, University of Southampton, 2005. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.427351.

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Hughes, Chris J. "Utilising the grid for augmented reality." Thesis, Bangor University, 2008. http://usir.salford.ac.uk/50058/.

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Traditionally registration and tracking within Augmented Reality (AR) applications have been built around specific markers which have been added into the user's viewpoint and allow for their position to be tracked and their orientation to be estimated in real-time. All attempts to implement AR without specific markers have increased the computational requirements and some information about the environment is still needed in order to match the registration between the real world and the virtual artifacts. This thesis describes a novel method that not only provides a generic platform for AR but also seamlessly deploys High Performance Computing (HPC) resources to deal with the additional computational load, as part of the distributed High Performance Visualization (HPV) pipeline used to render the virtual artifacts. The developed AR framework is then applied to a real world application of a marker-less AR interface for Transcranial Magnetic Stimulation (TMS), named BART (Bangor Augmented Reality for TMS). Three prototypes of BART are presented, along with a discussion of the subsequent limitations and solutions of each. First by using a proprietary tracking system it is possible to achieve accurate tracking, but with the limitations of having to use bold markers and being unable to render the virtual artifacts in real time. Second, BART v2 implements a novel tracking system using computer vision techniques. Repeatable feature points are extracted from the users view point to build a description of the object or plane that the virtual artifact is aligned with. Then as each frame is updated we use the changing position of the feature points to estimate how the object has moved. Third, the e-Viz framework is used to autonomously deploy HPV resources to ensure that the virtual objects are rendered in real-time. e-Viz also enables the allocation of remote High Performance Computing (HPC) resources to handle the computational requirements of the object tracking and pose estimation.
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Laurendi, Joseph Michael. "Augmented reality games : improved data layers." Thesis, Massachusetts Institute of Technology, 2011. http://hdl.handle.net/1721.1/66436.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2011.
Cataloged 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.
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Chin, Tze Kwang. "Augmented reality on the iPhone platform." Thesis, Massachusetts Institute of Technology, 2009. http://hdl.handle.net/1721.1/61277.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2009.
Cataloged 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.
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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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Öberg, 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.

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Covid-19 har påverkat samhället på flertal olika sätt. Med uppmaningar och råd om social distansering kan sådant som tidigare varit vardagliga aktiviteter bli alltmer svårt att genomföra. Denna pandemi har orsakat att många hellre utför sina träningspass hemifrån och under en sådan period kan det behövas alternativa sätt att få träningsinstruktioner på. Augmented Reality är ett sätt att förstärka användarens verklighet. Genom att nyttja kamerateknologi som reflekterar det användaren ser kompletterar systemet samtidigt den bilden, vanligtvis med 3D modeller. Denna teknik har tidigare använts inom områden som visualisering av information och instruktioner. Flertal studier som gjorts inom Augmented Reality och instruktioner har använt enheter som är mindre tillgängliga för allmänheten. Dessa enheter är exempelvis digitala glasögon eller AR headset. En mer konkret studie på mobilbaserad AR hade behövts göras inom ett område som träningsinstruktioner, vilket kräver fokus både på den mobila enheten och verkligheten på ett annat sätt än vad som hade behövt om användaren burit glasögon eller headset.  Denna studie utforskar Augmented Reality kopplat till träningsinstruktioner i en egenskapad (skapad av oss) mobilbaserad applikationsprototyp med ett fokus påinteraktiv design utifrån instruktionsstruktur och heuristiker inom användbarhet. För att utföra detta användes primärt Cognitive Load Theory som ett ramverk både för skapandet av prototypens instruktionsmaterial och i analysen samt besvarandet av forskningsfrågorna. I studien utfördes användartester på sammanlagt sju deltagare. Resultatet visade attAugmented Reality i en mobilbaserad prototyp har potential. Däremot finns det problematik som är viktigt att ha i åtanke vid design av AR, instruktionsstruktur och det grafiska gränssnittet. I allmänhet handlar dessa om markörbaserad teknik, interaktioner i koppling till fysiska handlingar och hur lätt det är att ta in instruktionerna baserat på dess struktur och prototypens gränssnitt
Covid-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.
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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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I uppsatens har det gjorts en undersökning för att ta reda på hur barn och pedagoger uppfattartvå varianter av en AR-applikation om prepositioner till barn i förskoleåldern samt vilken avdessa som förefaller vara mer pedagogiskt ändamålsenlig och vad detta i så fall kan bero på. En karaktär i form av draken Kim animerades och användes i AR-applikationen där den tappatsin mössa och behöver hjälp att hitta den. Barn och pedagoger på två förskolor fick först testaapplikationen och medverkade sedan i gruppintervjuer och deltagande observationer. Resultatet visar att pedagogerna uppfattade AR-applikationens båda varianter som lämpligaför lek och även att de förefaller vara pedagogiskt ändamålsenliga. Barnen tyckte att bådavarianter av applekationen var roliga att använda. Detta kan delvis förklaras genom att AR ären ny teknologi i förskolan och därför mer spännande än traditionella lekar. Draken Kim fickliv och kunde gå samt leta efter sin mössa. Barnen kunde genom läsplattans AR-teknik styradraken Kim att stå vart de än ville.

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