Augmented reality three-dimensional object visualization and recognition with axially distributed sensing: An Overview

Author(s):  
Adam Markman ◽  
Bahram Javidi
2016 ◽  
Vol 41 (2) ◽  
pp. 297 ◽  
Author(s):  
Adam Markman ◽  
Xin Shen ◽  
Hong Hua ◽  
Bahram Javidi

2021 ◽  
Vol 58 (3) ◽  
pp. 137-142
Author(s):  
A.O. Dauitbayeva ◽  
◽  
A.A. Myrzamuratova ◽  
A.B. Bexeitova ◽  
◽  
...  

This article is devoted to the issues of visualization and information processing, in particular, improving the visualization of three-dimensional objects using augmented reality and virtual reality technologies. The globalization of virtual reality has led to the introduction of a new term "augmented reality"into scientific circulation. If the current technologies of user interfaces are focused mainly on the interaction of a person and a computer, then augmented reality with the help of computer technologies offers improving the interface of a person and the real world around them. Computer graphics are perceived by the system in the synthesized image in connection with the reproduction of monocular observation conditions, increasing the image volume, spatial arrangement of objects in a linear perspective, obstructing one object to another, changing the nature of shadows and tones in the image field. The experience of observation is of great importance for the perception of volume and space, so that the user "completes" the volume structure of the observed representation. Thus, the visualization offered by augmented reality in a real environment familiar to the user contributes to a better perception of three-dimensional object.


CONVERTER ◽  
2021 ◽  
pp. 896-901
Author(s):  
Chao Wang, Xi Chen, Ying Wang

In this paper, three-dimensional object detection and tracking based on neural network is studied. The application of Augmented Reality (AR) in power material sampling monitoring service in China Power Grid is presented, relying on the AR technology of 5G Internet of things to realize real-time capture of the information from power network infrastructure project to goods sampling inspection and monitoring, and to solve the difficult business management problem that many parties need to participate on the spot but can not guarantee the timeliness, the AR technology is used to mark, early-warning and trace the source of the problem materials, so as to ensure the authenticity and traceability of the whole process.


2021 ◽  
Vol 18 (3) ◽  
pp. 94-99
Author(s):  
E. V. Kovalev ◽  
S. I. Kirilenko ◽  
A. N. Mazurenko ◽  
A. E. Filiustin ◽  
V. V. Dubrovsky

Objective. To present a virtual three-dimensional model of pathologically altered segments of the patient’s spine and to analyze the results of its application when planning a surgical intervention in the smartphone-assisted augmented reality.Material and Methods. A three-dimensional modeling of the target area of the intended surgical site was performed based on computed tomography data of five patients with various spinal deformities. A smartphone application has been developed that allows displaying a three-dimensional object of the intended surgical site in the form of augmented reality.Results. The created virtual three-dimensional models were successfully used in five cases for preoperative planning and simulation training before surgery, which allowed to see in detail the anatomical features of the spine, the location of vascular structures when contrasting them, and to plan the direction of the screws. The potential of using augmented reality in clinical practice was demonstrated.Conclusion. The advantages of the smartphone-assisted augmented reality technology for preoperative planning in spine surgery are the simplicity of creating a computer model, the possibility for a surgeon to use a three-dimensional model for orientation in complex anatomical zone at any time of surgery, and the reduction in the risk of technical errors.


2021 ◽  
Vol 19 (2) ◽  
pp. 82-86
Author(s):  
Parasian DP Silitonga ◽  
Destri Gultom ◽  
Irene Sri Morina

This study aims to increase knowledge through multimedia-based learning by utilizing information technology, namely Augmented Reality (AR) in knowing the types of traditional houses in North Sumatra province.Augmented reality (AR), is the appearance of real-world dimensions with virtual worlds in real time. In contrast to virtual reality which completely replaces what is in the real world, augmented reality is a process of adding or completing virtual reality. Augmented reality depicts a three-dimensional object on a marker as a unique pattern so that it can be recognized by the object processing application. Augmented reality can be used to create a more interactive recognition environment where users can interact directly with objects in cyberspace. The augmented reality application produced in this study was developed using the Vuforia Software Development Kit. In addition, the resulting application runs on the android mobile platform, which is expected to provide easy access for users


Author(s):  
Kadek Ningsih . ◽  
I Gede Mahendra Darmawiguna, S.Kom, M.Sc . ◽  
I Made Agus Wirawan, S.Kom, M.Cs .

Catur merupakan permainan pikiran yang dimainkan oleh dua orang dimana dalam permainannya para pemain dituntut untuk berpikir ekstra dan memiliki kejelian untuk dapat menguasai permainan, membaca karakteristik lawan dan memperhitungkan dengan jeli tiap langkah yang akan diambil. Banyak anak-anak yang menganggap catur sebagai permainan kaum tua dan lebih cenderung menganggap catur sebagai permainan dari orang-orang cerdas. Dengan adanya aplikasi ini diharapkan marker mampu mengidentifikasi buah catur (bidak) dengan baik sehingga kedepannya dapat menciptakan permainan catur yang tidak membosankan dan dapat menarik minat kaum muda untuk mulai mengenal permainan catur, sehingga catur kembali populer dan tidak lenyap ditinggalkan masyarakat sebagai salah satu budaya/permainan rakyat yang ada secara turun temurun. Metode yang digunakan adalah penelitian dan pengembangan dengan menggunakan proses System Development Life Cycle dalam bentuk sekuensial linier atau model air terjun (waterfall). Sekuensial linier mengusung sebuah pendekatan pada pengembangan perangkat lunak secara sistematik dan sekuensial dengan tingkatan 1)analisis, 2)desain, 3)kode, 4)pengujian, dan 5)pemeliharaan. Produk akhir dari penelitian ini berupa aplikasi permainan catur yang bisa dimainkan secara langsung dan bersifat interaktif serta dapat dipasang pada smartphone android. Dimana buah catur dibuat berbentuk 3 dimensi menyesuaikan dengan kearifan lokal daerah Bali. Aplikasi ini dapat dijadikan sebagai media untuk memperkenalkan sekaligus melestarikan permainan catur.Kata Kunci : Catur, Objek 3 Dimensi, Interaktif Augmented Reality, Android. Chess is a mind game played by two people in which players are required to think thoroughly and able to see chances in order to be on top of the game, read opponent’s characteristics and meticulously calculate every step taken. Many kids think that chess is for older generation and only for clever ones. Therefore, this application was made to identify pawns through markers so it would be interesting and makes people want to play cause it will not be boring nor hard. It will also help chess to gain its popularity so it will not be vanished as a part of cultural games. The method used in this research were research and development by using system development life cycle process in form of linier sequence or waterfall model. Linier sequence has an approach on software development stages, 1)analysis, 2)design, 3)code, 4)testing, and 5)maintenance. The final product of this research is a chess game application which can be played directly and interactively also can be installed in android smartphone. The pawns were made into three dimensional object which convenient with Balinese local genius. The application can be used as a media to introduce and preserve chess as a cultural game.keyword : Chess, Three-dimensional Object, Interactive Augmented Reality, Android


Author(s):  
Elrnar Zeitler

Considering any finite three-dimensional object, a “projection” is here defined as a two-dimensional representation of the object's mass per unit area on a plane normal to a given projection axis, here taken as they-axis. Since the object can be seen as being built from parallel, thin slices, the relation between object structure and its projection can be reduced by one dimension. It is assumed that an electron microscope equipped with a tilting stage records the projectionWhere the object has a spatial density distribution p(r,ϕ) within a limiting radius taken to be unity, and the stage is tilted by an angle 9 with respect to the x-axis of the recording plane.


Sign in / Sign up

Export Citation Format

Share Document