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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.
Pełny tekst źródłaDans 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.
Di, Capua Massimiliano. "Augmented reality for space applications". College Park, Md.: University of Maryland, 2008. http://hdl.handle.net/1903/8599.
Pełny tekst źródłaThesis 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.
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.
Pełny tekst źródłaLöfvendahl, 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.
Pełny tekst źródłaMichel, Thibaud. "On mobile augmented reality applications based on geolocation". Thesis, Université Grenoble Alpes (ComUE), 2017. http://www.theses.fr/2017GREAM068/document.
Pełny tekst źródłaApplications 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
Taylor, Simon John. "Fast object localisation for mobile augmented reality applications". Thesis, University of Cambridge, 2012. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.610762.
Pełny tekst źródłaYan, Yongzhe. "Deep Face Analysis for Aesthetic Augmented Reality Applications". Thesis, Université Clermont Auvergne (2017-2020), 2020. http://www.theses.fr/2020CLFAC011.
Pełny tekst źródłaPrecise and robust facial component detection is of great importance for the good user experience in aesthetic augmented reality applications such as virtual make-up and virtual hair dying. In this context, this thesis addresses the problem of facial component detection via facial landmark detection and face parsing. The scope of this thesis is limited to deep learning-based models.The first part of this thesis addresses the problem of facial landmark detection. In this direction, we propose three contributions. For the first contribution, we aim at improving the precision of the detection. To improve the precision to pixel-level, we propose a coarse-to-fine framework which leverages the detail information on the low-level feature maps. We train different stages with different loss functions, among which we propose a boundary-aware loss that forces the predicted landmarks to stay on the boundary. For the second contribution in facial landmark detection, we improve the robustness of facial landmark detection. We propose 2D Wasserstein loss to integrate additional geometric information during training. Moreover, we propose several modifications to the conventional evaluation metrics for model robustness.To provide a new perspective for facial landmark detection, we present a third contribution on exploring a novel tool to illustrate the relationship between the facial landmarks. We study the Canonical Correlation Analysis (CCA) of the landmark coordinates. Two applications are introduced based on this tool: (1) the interpretation of different facial landmark detection models (2) a novel weakly-supervised learning method that allows to considerably reduce the manual effort for dense landmark annotation.The second part of this thesis tackles the problem of face parsing. We present two contributions in this part. For the first contribution, we present a framework for hair segmentation with a shape prior to enhance the robustness against the cluttered background. Additionally, we propose a spatial attention module attached to this framework, to improve the output of the hair boundary. For the second contribution in this part, we present a fast face parsing framework for mobile phones, which leverages temporal consistency to yield a more robust output mask. The implementation of this framework runs in real-time on an iPhone X
Mahmood, Zahid. "Enhanced Augmented Reality Framework for Sports Entertainment Applications". Diss., North Dakota State University, 2015. http://hdl.handle.net/10365/25324.
Pełny tekst źródłaCOMSATS Institute of Information Technology
Head-Mears, James Bradley. "Accurate wide-area tracking for architectural, engineering and surveying applications". Thesis, University of Canterbury. HIT Lab NZ, 2013. http://hdl.handle.net/10092/11052.
Pełny tekst źródłaLin, Owen. "The development of network enabled augmented reality mobile applications". Thesis, Massachusetts Institute of Technology, 2010. http://hdl.handle.net/1721.1/61171.
Pełny tekst źródłaCataloged from PDF version of thesis.
Includes bibliographical references (p. 59).
In this thesis, I designed, implemented, and evaluated network-enabled augmented reality mobile applications by extending an implementation of the MITAR iPhone client designed by the Scheller Teacher Education Program. In particular, I designed a multiplayer version of the client, which allows multiple users to interact with each other in a single game across multiple handsets and multiple platforms, and a data collection service that allows users to log media (such as pictures and text) throughout the duration of their game. The end result is an augmented reality client that fully takes advantage of the ubiquitous network connectivity offered by most modern mobile handsets.
by Owen Lin.
M.Eng.
Klint, Emma. "Un-blackboxing Augmented Reality For Future Digital Health Applications". Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-229708.
Pełny tekst źródłaTidigare forskning om förstärkt verklighet har i stor utsträckning fokuserat på att utforska och expandera tekniska möjligheter utan att ta hänsyn till vad användarna tycker är önskvärt och användbart. Genom att använda Inspirational Bits metoden och begränsningarna av nuvarande AR-teknik som inspirationskälla använder denna forskning den befintliga tekniska kunskapen om AR för inspirera till nya idéer om hur man kan använda AR. Inspirational Bits metoden syftar till att öka förståelsen av ett material genom att låta deltagarna uppleva en specifik egenskap hos en teknik, kallad bit, och därigenom göra tekniken mer konkret. En uppsättning Inspirational Bits har designats, utvecklats och använts i workshops för att inspirera idéer om hur man kan använda AR i framtida hälsoapplikationer. Två tekniska koncept lyfts fram, detektion av verkliga objekt och placering av digitala objekt i en verklig miljö. Två typer av upplevelser lyfts också fram; annoteringsupplevelser där ytterligare information är kopplad till fysiska objekt och visualiseringsupplevelser där användare interagerar med ett virtuellt objekt. Bitarna utforskades i workshops följt av en snabb brainstorming för att snabbt få deltagarnas idéer på papper. Det verkar ha varit lättare att komma på idéer om annoteringsupplevelser jämfört med visualiseringserfarenheter vilket kan bero på att deltagarna förväntade att AR kommer att användas som ett verktyg för att åstadkomma digitala interaktioner i den verkliga världen, liknande hur annoteringsupplevelser fungerar. Eftersom många av de hälsoämnen som togs upp handlar om externa föremål som påverkar kroppen och hälsan kan annoteringsupplevelser vara mer lämpliga eftersom det kan användas för att fästa privat information till offentliga objekt.
Feng, Xiayu. "Liquid Crystal Polarization Volume Hologram for Augmented Reality Applications". Kent State University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=kent1619646439873892.
Pełny tekst źródłaSiewert, Jan Luca, Matthias Neges i Detlef Gerhard. "Ein Klassifizierungssystem für Industrielle Augmented Reality Anwendungen". Thelem Universitätsverlag & Buchhandlung GmbH & Co. KG, 2021. https://tud.qucosa.de/id/qucosa%3A75882.
Pełny tekst źródłaMarcelo, Xavier Natário Teixeira João. "Finding an adequate escape pod to real time augmented reality applications". Universidade Federal de Pernambuco, 2009. https://repositorio.ufpe.br/handle/123456789/2270.
Pełny tekst źródłaConselho Nacional de Desenvolvimento Científico e Tecnológico
Marcelo Xavier Natário Teixeira, João; Kelner, Judith. Finding an adequate escape pod to real time augmented reality applications. 2009. Dissertação (Mestrado). Programa de Pós-Graduação em Ciência da Computação, Universidade Federal de Pernambuco, Recife, 2009.
Antoniac, P. (Peter). "Augmented reality based user interface for mobile applications and services". Doctoral thesis, University of Oulu, 2005. http://urn.fi/urn:isbn:9514276965.
Pełny tekst źródłaBystam, Fredrik. "Improving motion tracking using gyroscope data in Augmented Reality applications". Thesis, KTH, Datorseende och robotik, CVAP, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-166186.
Pełny tekst źródłaSom ett uppdrag från Bontouch AB innehåller det här pro- jektet ett försök att skapa en Augmented Reality-applikation för smartphones, där postpaket ska visualiseras för att ge användare en förstärkt bild av paketets storlek. Huvudfo- kus i projektet var att bygga en eektiv motor som kan behandla bilder för datorseende, för att beräkna positionen och riktningen på mobilkameran. Experimentet utforskade möjligheterna för att använda gyroskopdata mellan bilder för att formulera giltiga antaganden hos kommande bilder med hjälp av homografier. Dessa antaganden vad ämna- de att avlasta motorn för datorseende, för att åstadkomma hög prestanda. Målet var att motorn skulle följa rörelsen hos ett givet referensobjekt i bilden, och att göra det med hög precision. Den föreslagna metoden presterade tillräckligt, och för- bättrade pålitligheten hos algoritmerna för att följa objek- tets rörelser. Mobilapplikationen som byggdes, och kördes på iPhone 5S, kunde beräkna kamerans position of riktning upp till 60 gånger per sekund, när videokameran försåg mo- torn med bilder med 1280x720 pixlars upplösning. Den höga prestandan resulterade i en väldigt stabil bild av paketet.
Bostanci, Gazi Erkan. "User tracking methods for augmented reality applications in cultural heritage". Thesis, University of Essex, 2014. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.616992.
Pełny tekst źródłaSittler, Gilles. "Conception of an augmented reality system for applications in surgery". Université Louis Pasteur (Strasbourg) (1971-2008), 2008. http://www.theses.fr/2008STR13154.
Pełny tekst źródłaAugmented reality systems are taking more and more importance in varied contexts. Aeronautic conception, military applications or conception of surgical tools are examples of possible applications of such systems. In this last field of application, augmented reality systems are mostly used for teaching purposes, using the capability of these systems to superimpose virtual elements onto the vision of the surgeon. This PhD work is articulated around the conception of the optical part of such a system. Starting with a detailed bibliographic work, we detail different type of systems and fields of application. Starting from this study, we concentrate our work on the medical applications, detailing different systems developed and present on the market. In the second part of this manuscript, we present the specifications of the system we developed, said specifications being extracted from relevant publications found in the literature. Additionally, the specifications obtained enable us to define a framework of the optical simulations that have been undergone and a geometrical framework in which the system should fit to be in accordance with the field of application aimed at. In the third and last part of this study, we detail the different simulations done using the ray tracing software CodeV. Following the specifications, we present a first approach using singlets ensuring a correct first order optics conjugation of entrance and exit pupils using a single on-axis point. Then, we detail the different steps followed for a complete grid of source points, describing the different consecutive subsystems simulated. For the introduction of the bending of the optical axis to fit the system in the geometrical framework, we introduce a transmission Holographic Optical Element and the simulations that have been undergone. These simulations include custom-made macros using CodeV programming language that had to be developed in order to split the surface of the transmission HOE in smaller areas. This mosaic of small HOEs enabled us to find an ideal solution for each of the sub-zone to simulate the behavior of the whole transmission HOE. The same procedure has been applied to the reflection HOE acting as a holographic combiner. By extracting the values of the diffraction efficiency from these simulations, we have been able to characterize the behavior of both HOEs
Kuru, Muhammed Furkan. "A Script Based Modular Game Engine Framework For Augmented Reality Applications". Master's thesis, METU, 2009. http://etd.lib.metu.edu.tr/upload/3/12611037/index.pdf.
Pełny tekst źródłaGundogdu, Erhan. "Feature Detection And Matching Towards Augmented Reality Applications On Mobile Devices". Master's thesis, METU, 2012. http://etd.lib.metu.edu.tr/upload/12614618/index.pdf.
Pełny tekst źródłain general, the main metrics are accepted as accuracy and computational complexity. The contributions in this thesis provide improving these metrics and can be divided into three parts, as local feature detection, local feature description and description matching in different views of the same scene. In this thesis an efficient feature detection algorithm with sufficient repeatability performance is proposed. This detection method is convenient for real-time applications. For local description, a novel local binary pattern outperforming state-of-the-art binary pattern is proposed. As a final task, a fuzzy decision tree method is presented for approximate nearest neighbor search. In all parts of the system, computational efficiency is considered and the algorithms are designed according to limited processing time. Finally, an overall system capable of matching different views of the same scene has been proposed and executed in a mobile platform. The results are quite promising such that the presented system can be used in real-time applications, such as augmented reality, object retrieval, object tracking and pose estimation.
Liu, Peiran. "Designing real-time vision-based augmented reality environments for mobile applications". Thesis, University of Ottawa (Canada), 2002. http://hdl.handle.net/10393/6367.
Pełny tekst źródłaOliveira, Douglas Coelho Braga de. "Dynamic-object-aware simultaneous localization and mapping for augmented reality applications". Universidade Federal de Juiz de Fora (UFJF), 2018. https://repositorio.ufjf.br/jspui/handle/ufjf/8059.
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CAPES - Coordenação de Aperfeiçoamento de Pessoal de Nível Superior
Realidade Aumentada (RA) é uma tecnologia que permite combinar objetos virtuais tridimensionais com um ambiente predominantemente real, de forma a construir um novo ambiente onde os objetos reais e virtuais podem interagir uns com os outros em tempo real. Para fazer isso, é necessário encontrar a pose do observador (câmera, HMD, óculos inteligentes, etc.) em relação a um sistema de coordenadas global. Geralmente, algum objeto físico conhecido é usado para marcar o referencial para as projeções e para a posição do observador. O problema de Localização e Mapeamento Simultâneo (SLAM) se origina da comunidade de robótica como uma condição necessária para se construir robôs verdadeiramente autônomos, capazes de se auto localizarem em um ambiente desconhecido ao mesmo tempo que constroem um mapa da cena observada a partir de informações capturadas por um conjunto de sensores. A principal contribuição do SLAM para a RA é permitir aplicações em ambientes despreparados, ou seja, sem marcadores. No entanto, ao eliminar o marcador, perdemos o referencial para a projeção dos objetos virtuais e a principal fonte de interação entre os elementos reais e virtuais. Embora o mapa gerado possa ser processado a fim de encontrar uma estrutura conhecida, como um plano predominante, para usá-la como referencial, isso ainda não resolve a questão das interações. Na literatura recente, encontramos trabalhos que integram um sistema de reconhecimento de objetos ao SLAM e incorporam tais objetos ao mapa. Frequentemente, assume-se um mapa estático, devido às limitações das técnicas envolvidas, de modo que o objeto é usado apenas para fornecer informações semânticas sobre a cena. Neste trabalho, propomos um novo framework que permite estimar simultaneamente a posição da câmera e de objetos para cada quadro de vídeo em tempo real. Dessa forma, cada objeto é independente e pode se mover pelo mapa livremente, assim como nos métodos baseados em marcadores, mas mantendo as vantagens que o SLAM fornece. Implementamos a estrutura proposta sobre um sistema SLAM de última geração a fim de validar nossa proposta e demonstrar a potencial aplicação em Realidade Aumentada.
Augmented Reality (AR) is a technology that allows combining three-dimensional virtual objects with an environment predominantly real in a way to build a new environment where both real and virtual objects can interact with each other in real-time. To do this, it is required to nd the pose of the observer (camera, HMD, smart glasses etc) in relation to a global coordinate system. Commonly, some well known physical object, called marker, is used to de ne the referential for both virtual objects and the observer's position. The Simultaneous Localization and Mapping (SLAM) problem borns from robotics community as a way to build truly autonomous robots by allowing they to localize themselves while they build a map of the observed scene from the input data of their coupled sensors. SLAM-based Augmented Reality is an active and evolving research line. The main contribution of the SLAM to the AR is to allow applications on unprepared environments, i.e., without markers. However, by eliminating the marker object, we lose the referential for virtual object projection and the main source of interaction between real and virtual elements. Although the generated map can be processed in order to nd a known structure, e.g. a predominant plane, to use it as the referential system, this still not solve for interactions. In the recent literature, we can found works that integrate an object recognition system to the SLAM in a way the objects are incorporated into the map. The SLAM map is frequently assumed to be static, due to limitations on techniques involved, so that on these works the object is just used to provide semantic information about the scene. In this work, we propose a new framework that allows estimating simultaneously the camera and object positioning for each camera image in real time. In this way, each object is independent and can move through the map as well as in the marker-based methods but with the SLAM advantages kept. We develop our proposed framework over a stateof- the-art SLAM system in order to evaluate our proposal and demonstrate potentials application in Augmented Reality.
Soto, Cecilia Irene. "A Pilot Study for Identifying Tasks and Degrees of Visual Fidelity for Applications of Head Mounted Display Systems for Construction". Thesis, Virginia Tech, 2017. http://hdl.handle.net/10919/78901.
Pełny tekst źródłaMaster of Science
Raska, Krystof, i Tobias Richter. "Influence of Augmented Reality on Purchase Intention : The IKEA Case". Thesis, Internationella Handelshögskolan, Högskolan i Jönköping, IHH, Företagsekonomi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-36421.
Pełny tekst źródłaBraun, Anne-Kathrin [Verfasser]. "Optimizing the user experience of mobile Augmented Reality applications / Anne-Kathrin Braun". München : Verlag Dr. Hut, 2012. http://d-nb.info/1028785003/34.
Pełny tekst źródłaSILVA, DJALMA LUCIO SOARES DA. "USING PLANAR STRUCTURES EXTRACTED FROM RGB-D IMAGES IN AUGMENTED REALITY APPLICATIONS". PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2016. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=28675@1.
Pełny tekst źródłaCOORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
PROGRAMA DE EXCELENCIA ACADEMICA
Esta dissertação investiga o uso das estruturas planares extraídas de imagens RGB-Dem aplicações de Realidade Aumentada. Ter o modelo da cena é fundamental para as aplicações de realidade aumentada. O uso de imagens RGB-D auxilia bastante o processo da construção destes modelos, pois elas fornecem a geometria e os aspectos fotométricos da cena. Devido a grande parte das aplicações de realidade aumentada utilizarem superfícies planares como sua principal componente para projeção de objetos virtuais, é fundamental ter um método robusto e eficaz para obter e representar as estruturas que constituem estas superfícies planares. Neste trabalho, apresentaremos um método para identificar, segmentar e representar estruturas planares a partir de imagens RGB-D. Nossa representação das estruturas planares são polígonos bidimensionais triangulados, simplificados e texturizados, que estão no sistema de coordenadas do plano, onde os pontos destes polígonos definem as regiões deste plano. Demonstramos através de diversos experimentos e da implementação de uma aplicação de realidade aumentada, as técnicas e métodos utilizados para extrair as estruturas planares a partir das imagens RGB-D.
This dissertation investigates the use of planar geometric structures extracted from RGB-D images in Augmented Reality Applications. The model of a scene is essential for augmented reality applications. RGB-D images can greatly help the construction of these models because they provide geometric and photometric information about the scene. Planar structures are prevalent in many 3D scenes and, for this reason, augmented reality applications use planar surfaces as one of the main components for projection of virtual objects. Therefore, it is extremely important to have robust and efficient methods to acquire and represent the structures that compose these planar surfaces. In this work, we will present a method for identifying, targeting and representing planar structures from RGB-D images. Our planar structures representation is triangulated two-dimensional polygons, simplified and textured, forming a triangle mesh intrinsic to the plane that defines regions in this space corresponding to surface of objects in the 3D scene. We have demonstrated through various experiments and implementation of an augmented reality application, the techniques and methods used to extract the planar structures from the RGB-D images.
Linder, Natan. "Rapid development, real-world deployment, and evaluation of projected augmented reality applications". Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/114074.
Pełny tekst źródłaCataloged from PDF version of thesis.
Includes bibliographical references (pages 235-260).
Current interactive projected augmented reality systems are not designed to support rapid development and deployment of applications beyond the confines of research labs. I developed a series of self-contained interactive projector-sensor systems (collectively LuminAR devices) and a web-based software development framework. The design goal of this research work was to advance the state of the art of projected AR interfaces and to explore how they can manifest in day-to-day objects. This novel, tightly integrated approach allows developers who are not versed in computer graphics, vision algorithms, and augmented reality techniques to implement projected AR applications rapidly. In this work, I review several real-world uses of the system for retail presentation, desktop interaction and collaboration applications, manufacturing, and education. The work is evaluated through extensive use of the hardware and software by developers as well as two user studies that specifically explored applications for manufacturing and education. The evaluation methodology focused both on basic interaction and system usability as well as the implications of using augmented interfaces in the specific application domains of education and manufacturing. I also discuss the results of the first large-scale user studies of projected augmented reality rapid application development. Finally, I provide a set of design principles for projected augmented reality applications, and recommendations concerning how to deploy such applications in the real world.
by Natan Linder.
Ph. D.
Palm, Kajsa. "Design and use of 3D typography for indoor Augmented Reality mobile applications". Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-148619.
Pełny tekst źródłaIngeson, Martin. "Long-Term Experience Applications for Augmented Reality - In a Medication Adherence Scenario". Thesis, Umeå universitet, Institutionen för datavetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-149702.
Pełny tekst źródłaJanssen, Christina. "Consumer Acceptance of Mobile Augmented Reality Shopping Applications in Stationary Retail Trade". Thesis, Mittuniversitetet, Avdelningen för ekonomivetenskap och juridik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-34171.
Pełny tekst źródłaTeixeira, João Marcelo Xavier Natário. "Analysis and evaluation of optimization techniques for tracking in augmented reality applications". Universidade Federal de Pernambuco, 2013. https://repositorio.ufpe.br/handle/123456789/12268.
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CAPES e CNPq
Aplicações de visão computacional em tempo real executadas em campo fazem uso frequente de computadores vestíveis, os quais apresentam uma restrição crítica na quantidade de processamento que podem suportar, uma vez que a maior parte da aplicação (se não sua totalidade) deverá executar na plataforma vestível. É fundamental um esquema de balanceamento de carga capaz de permitir que a aplicação utilize mais poder de processamento quando os cenários de entrada apresentam mais restrições visuais, por exemplo, referentes ao objeto a ser rastreado, e diminua tal processamento com o objetivo de economizar bateria e tempo de CPU em aplicações quando o vídeo capturado é mais controlado (mais acessível). O fato de aplicações de visão computacional executarem em uma variedade de plataformas justifica se definir um modelo que ajuste automaticamente o rastreador em uso em aplicações com restrições de recursos computacionais. A degradação de desempenho em plataformas vestíveis pode ser maior do que a esperada, uma vez que plataformas desktop e móvel apresentam diferentes níveis de configurações de hardware, e consequentemente, diferentes restrições de desempenho. Esta tese de doutorado soluciona o problema do rastreamento de objetos usando um modelo de decisão, objetivando utilizar o algoritmo menos custoso sempre que possível. Como objetivos específicos têm-se: investigar e implementar diferentes técnicas de rastreamento, para escolher/definir uma métrica de referência que possa ser usada para detectar interferência na imagem (oclusão, ruído, etc.), propor um modelo de decisão que permita chaveamento automático entre diferentes rastreadores visando balancear o desempenho da aplicação baseado na métrica escolhida, e diminuir a quantidade de processamento requerida pela aplicação sem comprometer a qualidade do rastreamento envolvido. A eficiência do sistema será verificada através de estudos de caso sintéticos que compreendem diferentes classes de objetos que podem ser rastreados, focando em aplicações de realidade aumentada que executam em plataformas vestíveis. Diferentes algoritmos de rastreamento farão parte do modelo de decisão e através do chaveamento entre eles, será demonstrado que é possível atingir uma melhoria no desempenho de até três vezes, mantendo uma qualidade mínima definida como erro de reprojeção de até 10 pixels quando comparado à utilização apenas do algoritmo que gera a melhor qualidade de rastreamento, independente do seu custo computacional. O impacto desse trabalho implicará em uma melhor qualidade de aplicações com restrições de quantidade de memória, carga de baterias, entre outras.
Chinthammit, Winyu. "Hybrid inertial-laser scanning head tracking system for cockpit applications /". Thesis, Connect to this title online; UW restricted, 2007. http://hdl.handle.net/1773/5972.
Pełny tekst źródłaLönn, Caroline. "Augmented Reality Smartphone Applications as a Tool to Raise Awareness of Circular Economy". Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-260331.
Pełny tekst źródłaMiljöproblem äventyrar i allt större utsträckning jordens livsstödssystem. Genom att byta från en ta-skapa-kasta industriell modell till en cirkulär, kommer resurserna att räcka längre och miljöpåverkan blir betydligt lägre. Människors val, beteenden och livsstil kommer att spela en viktig roll för att uppnå en hållbar utveckling. Ett sätt att påverka detta är att använda ett pedagogiskt verktyg som är lättillgängligt, intressant och roligt. Genom att lägga till ett lager av virtuella objekt i den verkliga världen, tillför Augmented Reality (AR), interaktivitet och engagemang. Eftersom det finns 3 miljarder aktiva smarttelefonanvändare över hela världen, är en AR-smarttelefonapplikation också lättillgänglig. Denna avhandling undersöker hur markörbaserad AR kan användas för att utbilda en användare i cirkulär ekonomi. Detta gjordes genom att använda forskning genom design och tillämpad forskning för att designa en prototyp för konceptvalidering. Prototypen utvärderades genom en heuristisk utvärdering. Data samlades in genom ett formulär och halvstrukturerade intervjuer samt analyserades med hjälp av ramverks metoden och lådagram. Prototypen använde markörbaserad AR och byggdes med hjälp av spelmotorn Unity med Vuforia SDK. Resultaten visade att en AR-applikation skulle kunna vara ett bra verktyg att använda i kombination med andra informationskällor, som till exempel seminarier.
Renius, Olle. "A Technical Evaluation of the WebXR Device API for Developing Augmented Reality Web Applications". Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-157773.
Pełny tekst źródłaNilsson, Susanna. "Augmentation in the Wild : User Centered Development and Evaluation of Augmented Reality Applications". Doctoral thesis, Linköpings universitet, CSELAB - Cognitive Systems Engineering Laboratory, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-54241.
Pełny tekst źródłaMeshkat, Alsadat Shabnam. "Analysis of camera pose estimation using 2D scene features for augmented reality applications". Master's thesis, Université Laval, 2018. http://hdl.handle.net/20.500.11794/30281.
Pełny tekst źródłaAugmented reality (AR) had recently made a huge impact on field engineers and workers in construction industry, as well as the way they interact with architectural plans. AR brings in a superimposition of the 3D model of a building onto the 2D image not only as the big picture, but also as an intricate representation of what is going to be built. In order to insert a 3D model, the camera has to be localized regarding its surroundings. Camera localization con-sists of finding the exterior parameters (i.e. its position and orientation) of the camera with respect to the viewed scene and its characteristics. In this thesis, camera pose estimation methods using circle-ellipse and straight line corre-spondences has been investigated. Circles and lines are two of the geometrical features that are mostly present in structures and buildings. Based on the relationship between the 3D features and their corresponding 2D data detected in the image, the position and orientation of the camera is estimated.
Piétu, Claire. "3D Virtual Reconstruction with Structured Light Techniquesand its Use in Augmented Reality Mobile Applications". Thesis, KTH, Tillämpad fysik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-146189.
Pełny tekst źródłaBlom, Lillemor. "Impact of light on augmented reality : Evaluating how different light conditions affect the performance of Microsoft HoloLens 3D applications". Thesis, Linköpings universitet, Programvara och system, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-153468.
Pełny tekst źródłaEhmann, Markus Friedrich. "Developing a methodical approach for the systematic identification of innovative technological applications, based on mixed reality in manual order picking". Thesis, University of Plymouth, 2014. http://hdl.handle.net/10026.1/3027.
Pełny tekst źródłaSchmid, Stephan [Verfasser], i Dieter [Akademischer Betreuer] Fritsch. "Semi-dense filter-based visual odometry for automotive augmented reality applications / Stephan Schmid ; Betreuer: Dieter Fritsch". Stuttgart : Universitätsbibliothek der Universität Stuttgart, 2019. http://d-nb.info/1194373070/34.
Pełny tekst źródłaNóbrega, Rui Pedro da Silva. "Interactive acquisition of spatial information from images for multimedia applications". Doctoral thesis, Faculdade de Ciências e Tecnologia, 2013. http://hdl.handle.net/10362/11079.
Pełny tekst źródłaThis dissertation addresses the problem of creating interactive mixed reality applications where virtual objects interact in a real world scenario. These scenarios are intended to be captured by the users with cameras. In other words, the goal is to produce applications where virtual objects are introduced in photographs taken by the users. This is relevant to create games and architectural and space planning applications that interact with visual elements in the images such as walls, floors and empty spaces. Introducing virtual objects in photographs or video sequences presents several challenges, such as the pose estimation and the visually correct interaction with the boundaries of such objects. Furthermore, the introduced virtual objects should be interactive and respond to the real physical environments. The proposed detection system is semi-automatic and thus depends partially on the user to obtain the elements it needs. This operation should be significantly simple to accommodate the needs of a non-expert user. The system analyzes a photo captured by the user and detects high-level features such as vanishing points, floor and scene orientation. Using these features it will be possible to create virtual mixed and augmented reality applications where the user takes one or more photos of a certain place and interactively introduces virtual objects or elements that blend with the picture in real time. This document discusses computer vision, computer graphics and human-computer interaction techniques required to acquire images and information about the scenario involving the user. To demonstrate the framework and the proposed solutions, several proof-of-concept projects are presented and studied. Additionally, to validate the solution several system tests are described and each case-study interface was subject of different user-studies.
Fundação para a Ciência e Tecnologia - research grant SFRH/BD/47511/2008
Bishop, Richard. "Applications of Close-Range Terrestrial 3D Photogrammetry to Improve Safety in Underground Stone Mines". Thesis, Virginia Tech, 2020. http://hdl.handle.net/10919/98920.
Pełny tekst źródłaM.S.
The underground limestone mining industry is a small, but growing segment of the U.S. crushed stone industry. However, its fatality rate has been amongst the highest of the mining sector in recent years due to ground control issues related to ground collapses. It is therefore important to improve the engineering design, monitoring and visualization of ground control by utilizing new technologies that can help maintain safe and productive underground stone operations. Photogrammetry and laser scanning are remote sensing technologies that are useful tools for collecting three-dimensional spatial data with high levels of precision for many different mining applications. Due to the reality of budget constraints for many mining operations, this research concentrates on photogrammetry as a more accessible technology for the average operation, despite the challenging lighting conditions and expansive size of underground limestone mines that has previous hindered photogrammetric surveys in these environments. This research focuses on the applications of photogrammetry in underground stone mines and practical methodologies for implementing the techniques in working operations to better visualize hazards for improved engineering design and infrastructure management.
Putta, Advaith. "Implementation of Augmented Reality applications to recognize Automotive Vehicle using Microsoft HoloLens : Performance comparison of Vuforia 3-D recognition and QR-code recognition Microsoft HoloLens applications". Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-17651.
Pełny tekst źródłaOriani, Mattia. "Applicazioni di Mixed Reality e Microsoft Hololens: studio e riprogettazione del concetto di ologramma e della relativa gestione all'interno di un'applicazione olografica". Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amslaurea.unibo.it/11003/.
Pełny tekst źródłaChouiten, Mehdi. "Architecture distribuée dédiée aux applications de Réalité Augmentée mobile". Phd thesis, Université d'Evry-Val d'Essonne, 2013. http://tel.archives-ouvertes.fr/tel-00903538.
Pełny tekst źródłaERMACORA, GABRIELE. "Advances in Human Robot Interaction for Cloud Robotics applications". Doctoral thesis, Politecnico di Torino, 2016. http://hdl.handle.net/11583/2643059.
Pełny tekst źródłaMcNutt, Andrew J. "Model Preparation and User Interface Aspects for Microsoft Hololens Medical Tutorial Applications". Wright State University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=wright1503870652908252.
Pełny tekst źródłaTummalapally, Subhadra. "Augment the Multi-Modal Interaction Capabilities of HoloLens Through Networked Sensory Devices". Wright State University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=wright154756489614826.
Pełny tekst źródłaSilva, Fernando Oliveira da [UNESP]. "Utilização de dispositivos móveis e recursos de Realidade Aumentada nas aulas de Matemática para elucidação dos Sólidos de Platão". Universidade Estadual Paulista (UNESP), 2017. http://hdl.handle.net/11449/151423.
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Made available in DSpace on 2017-08-28T14:31:57Z (GMT). No. of bitstreams: 1 silva_f_me_prud.pdf: 2344658 bytes, checksum: 6d88ae3532b012692c8de66b04d483a1 (MD5) Previous issue date: 2017-07-28
As Tecnologias de Informação de Comunicação (TIC’s) estão presentes no cotidiano da humanidade e cada vez mais acessíveis no contexto escolar. O uso dessas tecnologias pode viabilizar uma educação matemática de qualidade propiciando a formação de cidadãos críticos e detentores de conhecimento matemático. Entretanto a educação promovida, principalmente pelas escolas públicas, não tem acompanhado os desenvolvimentos tecnológicos, fazendo que o ensino de matemática aconteça de forma dissociada do cotidiano vivenciado pelos alunos e ocasionando lacunas no aprendizado. O presente trabalho tem como objetivo analisar os aspectos relevantes do uso de Tecnologias de Informação e Comunicação no Ensino de Matemática, em especial o desenvolvimento e uso de aplicativos educacionais da área de matemática baseados em dispositivos móveis com a utilização de recursos de Realidade Aumentada. Com um do mapeamento sistemático foram identificados os principais trabalhos de pesquisa, tecnologias e aplicativos utilizados na área, e os resultados obtidos serviram como requisitos para o desenvolvimento do aplicativo ARSolids, que aborda conteúdos de Geometria, através dos sólidos de Platão e suas particularidades, utilizando recursos de Realidade Aumentada. Um experimento foi elaborado com o propósito de identificar e analisar a pré-disposição de docentes em utilizar TIC’s nas aulas de matemática, como também a interação e satisfação do uso do aplicativo ARSolids por alunos e docentes. Com a análise dos resultados constatou-se que os alunos obtiveram resultado satisfatório utilizando o aplicativo, com uma média de acertos de 82%. Ressaltando-se que havia maior complexidade dos objetos apresentados nos testes utilizando o ARSolids. A maioria dos entrevistados considera relevante, em relação ao método de ensino tradicional, o uso deste tipo de tecnologia na sala de aula para a abordagem de conteúdos de matemática.
Communication Information Technologies (ICTs) are present in the daily lives of humanity and increasingly accessible in the school context. The use of these technologies can enable a quality mathematical education by providing training for critical citizens and holders of mathematical knowledge. However, the education promoted, mainly by the public schools, has not accompanied the technological developments, making the teaching of mathematics happen in a way dissociated from the daily life experienced by the students and causing learning gaps. The present work has the objective of analyzing the relevant aspects of the use of Information and Communication Technologies in Mathematics Teaching, especially the development and use of educational applications in the field of mathematics based on mobile devices with the use of Augmented Reality resources. With one of the systematic mapping, the main research works, technologies and applications used in the area were identified, and the results obtained served as requirements for the development of the ARSolids application, which deals with Geometry contents, through Plato's solids and their particularities, using Augmented Reality features. An experiment was developed with the purpose of identifying and analyzing the pre-disposition of teachers in using ICTs in mathematics classes, as well as the interaction and satisfaction of the use of the ARSolids application by students and teachers. With the analysis of the results, it was found that the students obtained a satisfactory result using the application, with a mean of 82%. It was emphasized that there was greater complexity of the objects presented in the tests using ARSolids. Most of the interviewees consider the use of this type of technology in the classroom to approach mathematics content relevant to the traditional teaching method.
Antigny, Nicolas. "Estimation continue de la pose d'un équipement tenu en main par fusion des données visio-inertielles pour les applications de navigation piétonne en milieux urbains". Thesis, Ecole centrale de Nantes, 2018. http://www.theses.fr/2018ECDN0027/document.
Pełny tekst źródłaTo support pedestrian navigation in urban and indoor spaces, an accurate pose estimate (i.e. 3Dposition and 3D orientation) of an equipment held inhand constitutes an essential point in the development of mobility assistance tools (e.g.Augmented Reality applications). On the assumption that the pedestrian is only equipped with general public devices, the pose estimation is restricted to the use of low-cost sensors embedded in the latter (i.e. an Inertial and Magnetic Measurement Unit and a monocular camera). In addition, urban and indoor spaces, comprising closely-spaced buildings and ferromagnetic elements,constitute challenging areas for localization and sensor pose estimation during large pedestrian displacements.However, the recent development and provision of data contained in 3D Geographical Information System constitutes a new wealth of data usable for localization and pose estimation.To address these challenges, this thesis proposes solutions to improve pedestrian localization and hand-held device pose estimation in urban and indoor spaces. The proposed solutions integrate inertial and magnetic-based attitude estimation, monocular Visual Odometry with pedestrian motion estimation for scale estimation, 3D GIS known object recognition-based absolute pose estimation and Pedestrian Dead-Reckoning updates. All these solutions are fused to improve accuracy and to continuously estimate a qualified pose of the handheld device. This qualification is required tovalidate an on-site augmented reality display. To assess the proposed solutions, experimental data has been collected during pedestrian walks in an urban space with sparse known objects and indoors passages