Contextual Information Provision on Augmented Reality with IoT-Based Semantic Communication

Author(s):  
Heesuk Son ◽  
Seungwook Han ◽  
Dongman Lee
Robotics ◽  
2020 ◽  
Vol 9 (1) ◽  
pp. 3
Author(s):  
Marlon Aguero ◽  
Dilendra Maharjan ◽  
Maria del Pilar Rodriguez ◽  
David Dennis Lee Mascarenas ◽  
Fernando Moreu

Wireless sensor networks (WSN) are used by engineers to record the behavior of structures. The sensors provide data to be used by engineers to make informed choices and prioritize decisions concerning maintenance procedures, required repairs, and potential infrastructure replacements. However, reliable data collection in the field remains a challenge. The information obtained by the sensors in the field frequently needs further processing, either at the decision-making headquarters or in the office. Although WSN allows data collection and analysis, there is often a gap between WSN data analysis results and the way decisions are made in industry. The industry depends on inspectors’ decisions, so it is of vital necessity to improve the inspectors’ access in the field to data collected from sensors. This paper presents the results of an experiment that shows the way Augmented Reality (AR) may improve the availability of WSN data to inspectors. AR is a tool which overlays the known attributes of an object with the corresponding position on the headset screen. In this way, it allows the integration of reality with a virtual representation provided by a computer in real time. These additional synthetic overlays supply data that may be unavailable otherwise, but it may also display additional contextual information. The experiment reported in this paper involves the application of a smart Strain Gauge Platform, which automatically measures strain for different applications, using a wireless sensor. In this experiment, an AR headset was used to improve actionable data visualization. The results of the reported experiment indicate that since the AR headset makes it possible to visualize information collected from the sensors in a graphic form in real time, it enables automatic, effective, reliable, and instant communication from a smart low-cost sensor strain gauge to a database. Moreover, it allows inspectors to observe augmented data and compare it across time and space, which then leads to appropriate prioritization of infrastructure management decisions based on accurate observations.


2018 ◽  
Vol 10 (10) ◽  
pp. 3446 ◽  
Author(s):  
Francisco del Cerro Velázquez ◽  
Ginés Morales Méndez

The rise of so-called emerging technologies is broadening the way in which students access information and in turn changing the way in which they can interact and the experiences to which they are exposed. Mobile devices are regarded as flexible tools that facilitate access to information in different formats and in any environment. For its part, Augmented Reality is a technique that, through mobile tools, can enhance the globalization of content and access to contextual information in various ways. Together, the globalization of mobile devices and Augmented Reality contribute to an inclusive, equitable, and quality education, as mentioned by the United Nations Educational, Scientific, and Cultural Organization (UNESCO) in goal four on Sustainable Development (Sustainable Development Goals 4 (SDG 4)). This article analyses the binomial Augmented Reality-mobile devices, and takes a conceptual approach to these technological environments, both the technique and the tool, in the context of quality education. To assess the potential of Augmented Reality-mobile devices as a methodological learning resource, a learning unit of Secondary Education is presented in the field of Technology, enriched with different materials related with Augmented Reality.


Author(s):  
Kevin Curran ◽  
Denis McFadden ◽  
Ryan Devlin

An Augmented Reality (AR) is a technology which provides the user with a real time 3D enhanced perception of a physical environment with addition virtual elements—either virtual scenery, information regarding surroundings, other contextual information—and is also capable of hiding or replacing real structures. With Augmented Reality applications becoming more advanced, the ways the technology can be viably used is increasing. Augmented Reality has been used for gaming several times with varying results. AR systems are seen by some as an important part of the ambient intelligence landscape. Therefore, the authors present several types of augmentation applications of AR in the domestic, industrial, scientific, medicinal, and military sectors which may benefit future ambient intelligent systems.


2019 ◽  
Vol 9 (20) ◽  
pp. 4260 ◽  
Author(s):  
Patrick Herbers ◽  
Markus König

Mobile devices are a common target for augmented reality applications, especially for showing contextual information in buildings or construction sites. A prerequisite of contextual information display is the localization of objects and the device in the real world. In this paper, we present our approach to the problem of mobile indoor localization with a given building model. The approach does not use external sensors or input. Accurate external sensors such as stationary cameras may be expensive and difficult to set up and maintain. Relying on already existing external sources may also prove to be difficult, as especially inside buildings, Internet connections can be unreliable and GPS signals can be inaccurate. Therefore, we try to find a localization solution for augmented reality devices that can accurately localize itself only with data from internal sensors and preexisting information about the building. If a building has an accurate model of its geometry, we can use modern spatial mapping techniques and point-cloud matching to find a mapping between local device coordinates and global model coordinates. We use normal analysis and 2D template matching on an inverse distance map to determine this mapping. The proposed algorithm is designed to have a high speed and efficiency, as mobile devices are constrained by hardware limitations. We show an implementation of the algorithm on the Microsoft HoloLens, test the localization accuracy, and offer use cases for the technology.


Author(s):  
S. Münster ◽  
F. Maiwald ◽  
J. Bruschke ◽  
C. Kröber ◽  
R. Dietz ◽  
...  

Abstract. From 2016 to 2021 the research group HistStadt4D investigated and developed methods and technologies to transfer extensive repositories of historical photographs and their contextual information into a 3D spatial model, with an additional temporal component. The aim was to make content accessible to researchers and the public, via a 4D browser and location-dependent augmented reality representation. Against this background, in this article we present the achievements of the project, lessons learned, and current state of 4D urban history research and discovery based on historical photographs.


Author(s):  
A. S. Zuev ◽  
A. N. Zueva ◽  
D. A. Leonov

The article analyzes opportunities for obtaining additional competitive strengths in engineering products due to the use of augmented reality technology for interactive information provision and support in terms of assembly, operation and maintenance for the products themselves as well as machinery units and production system components employed in the processes listed. The article also provides a short overview of equipment available on the market that can be viewed as a prototype for hardware and software complexes that provide informational support for technical personnel while the latter performs its job functions. It covers prospects of implementing informational systems that provide the operator with visualized supporting content online through the use of AR technology into the life cycle stages, processes of production, maintenance and operation of products and machinery equipment, as well as specialized applications. It also analyzes the necessary functional options and scenarios of using these applications, thus explaining the point of implementing them not as separate software products oriented on separate product units and equipment, but in the context of a unified information service of support for the production process, basically allowing the formation of a new production engineering instrument that goes along with the concept of the fourth technological revolution - reference-informational AR systems, the concept of use for which is universal to all industries and the consumer sector of the national economy. It analyzes the main limitations of the wide use of informational systems based on AR technology and gives grounds for its lessening midterm influence, based on, including but not limited to, the options for implementing new architectural solutions that are supported by the developing wireless data transfer technology (5G standard) as well as video compressing and transfer standards (MPEG-I). Based on the analysis of materials provided, rationale for implementing AR technology into the stages of machinery production and equipment life cycle is given, as well as new opportunities for obtaining their additional competitive strengths and relevance of information security of the corresponding reference-informational systems based on AR technology.


Author(s):  
Kenneth C. C. Yang

Digital reality technologies have become a global phenomenon that attracts huge attention from researchers and practitioners around the world. ResearchandMarkets.com predicts that the global revenue for both augmented reality (AR) and virtual reality (VR) applications will reach $94.4 billion by 2023. As an introductory chapter to the edited book volume on the global impacts of digital reality technologies, this chapter examines the current state of digital reality technologies around the world. Global, regional, and country statistics are presented to shed light on the diffusion of a variety of digital reality technologies such as augmented reality, mixed reality, and virtual reality. Potential and existing digital realty technologies around the world will be examined in greater detail to provide readers with contextual information for the remaining chapters of the book.


Author(s):  
Lyuba Alboul ◽  
Martin Beer ◽  
Louis Nisiotis

The rapid developments in online technology have provided young people with instant communication with each other and highly interactive and engaging visual game playing environments. The traditional ways of presenting museum and heritage assets no longer, therefore, hold their attention and provide them with an exciting and dynamic visitor experience. There is considerable interest in the use of augmented reality to allow visitors to explore worlds that are not immediately accessible to them and relating them to the real worlds around them. These are very effective in providing much needed contextual information, but appear rather static when compared with multi-player games environments where players interact with each other and robotic characters (non-player characters) in real time. By fusing these technologies, the authors postulate a new type of conceptually-led environment (cyber museum) that fuses real (physical), virtual worlds and cyber-social spaces into a single dynamic environment that provides a unique experience of exploring both worlds simultaneously.


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