scholarly journals Visual Enhancement for Sports Entertainment by Vision-Based Augmented Reality

2008 ◽  
Vol 2008 ◽  
pp. 1-14 ◽  
Author(s):  
Yuko Uematsu ◽  
Hideo Saito

This paper presents visually enhanced sports entertainment applications: AR Baseball Presentation System and Interactive AR Bowling System. We utilize vision-based augmented reality for getting immersive feeling. First application is an observation system of a virtual baseball game on the tabletop. 3D virtual players are playing a game on a real baseball field model, so that users can observe the game from favorite view points through a handheld monitor with a web camera. Second application is a bowling system which allows users to roll a real ball down a real bowling lane model on the tabletop and knock down virtual pins. The users watch the virtual pins through the monitor. The lane and the ball are also tracked by vision-based tracking. In those applications, we utilize multiple 2D markers distributed at arbitrary positions and directions. Even though the geometrical relationship among the markers is unknown, we can track the camera in very wide area.

1997 ◽  
Vol 6 (3) ◽  
pp. 292-317 ◽  
Author(s):  
Rajeev Sharma ◽  
Jose Molineros

Augmented reality (AR) has the goal of enhancing a person's perception of the surrounding world, unlike virtual reality (VR) that aims at replacing the perception of the world with an artificial one. An important issue in AR is making the virtual world sensitive to the current state of the surrounding real world as the user interacts with it. For providing the appropriate augmentation stimulus at the right position and time, the system needs some sensor to interpret the surrounding scene. Computer vision holds great potential in providing the necessary interpretation of the scene. While a computer vision-based general interpretation of a scene is extremely difficult, the constraints from the assembly domain and specific marker-based coding scheme are used to develop an efficient and practical solution. We consider the problem of scene augmentation in the context of a human engaged in assembling a mechanical object from its components. Concepts from robot assembly planning are used to develop a systematic framework for presenting augmentation stimuli for this assembly domain. An experimental prototype system, VEGAS (Visual Enhancement for Guiding Assembly Sequences), is described, that implements some of the AR concepts for guiding assembly using computer vision.


2015 ◽  
Vol 7 (1) ◽  
pp. 23
Author(s):  
Gita Indah Hapsari ◽  
Giva Andriana Mutiara ◽  
Rini Handayani
Keyword(s):  

Kemajuan teknologi berbasis komputer berkembang dengan sangat pesat. Seiring dengan perkembangan jaman, kemajuan  tersebut memberikan pengaruh  terhadap  perubahan cara penyampaian pengajaran yang mengarah pada penggunaan jenis media penyampaian. Praktikum merupakan salah satu bentuk pengajaran yang memberikan pengalaman belajar secara nyata terhadap kondisi sebenarnya di lapangan mengenai penggunaan dan implementasi alat praktek yang berhubungan dengan berbagai materi yang dipelajari oleh mahasiswa dan memiliki tujuan untuk memberikan keterampilan dan pengenalan terhadap mahasiswa/peserta didik. Penelitian ini melakukan implementasi teknologi augmented reality terhadap salah satu modul praktikum yaitu pengenalan tata letak hardware dan Port I/O pada motherboard dan bertujuan sebagai alat bantu penyampaian pengajaran praktikum. Pengimplementasian teknologi augmented reality melibatkan aksi oleh user terhadap media penangkapan gambar motherboard menggunakan web camera dan tampilan pemetaan tata letak hardware dan port i/o pada motherboard. Penelitian telah diimplementasikan dan diujicoba terhadap 3 kelas dengan 97 responder. Adapun hasil dari penelitiannya adalah 83% responder menyukai aplikasi, 77% memahami materi, 84,5% menginginkan aplikasi ini menjadi alat bantu ajar, 65,98% meminta materi untuk dilengkapi dan diperbanyak, 77,3% dapat belajar mandiri menggunakan aplikasi ini, tanpa bantuan dari dosen ataupun asisten.


Author(s):  
Hirotake Ishii ◽  
Hidenori Fujino ◽  
Bian Zhiqiang ◽  
Tomoki Sekiyama ◽  
Toshinori Nakai ◽  
...  

2011 ◽  
Vol 31 (3) ◽  
pp. 56-68 ◽  
Author(s):  
Tao Guan ◽  
Liya Duan ◽  
Junqing Yu ◽  
Yongjian Chen ◽  
Xu Zhang

2014 ◽  
Vol 21 (4) ◽  
pp. 381-399 ◽  
Author(s):  
Benchang Wei ◽  
Tao Guan ◽  
Liya Duan ◽  
Junqing Yu ◽  
Tan Mao

Author(s):  
Vivek Dosaya ◽  
Shashwat Varshney ◽  
Vijaya Kumar Parameshwarappa ◽  
Akshay Beniwal ◽  
Shraddha Tak

2016 ◽  
Vol 2016 ◽  
pp. 1-12 ◽  
Author(s):  
Wernhuar Tarng ◽  
Yu-Sheng Lin ◽  
Chiu-Pin Lin ◽  
Kuo-Liang Ou

Observing the lunar phase requires long-term involvement, and it is often obstructed by bad weather or tall buildings. In this study, a lunar-phase observation system is developed using the augmented reality (AR) technology and the sensor functions of GPS, electronic compass, and 3-axis accelerometer on mobile devices to help students observe and record lunar phases easily. By holding the mobile device towards the moon in the sky, the screen will show the virtual moon at the position of the real moon. The system allows the user to record the lunar phase, including its azimuth/elevation angles and the observation date and time. In addition, the system can shorten the learning process by setting different dates and times for observation, so it can solve the problem of being unable to observe and record lunar phases due to a bad weather or the moon appearing late in the night. Therefore, it is an effective tool for astronomy education in elementary and high schools. A teaching experiment has been conducted to analyze the learning effectiveness of the system and the results show that it is effective in learning the lunar concepts. The questionnaire results reveal that students considered the system easy to operate and it is useful in locating the moon and recording the lunar data.


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