scholarly journals An IoT Based Mobile Augmented Reality Application for Energy Visualization in Buildings Environments

2020 ◽  
Vol 10 (2) ◽  
pp. 600
Author(s):  
Manuel Alonso-Rosa ◽  
Aurora Gil-de-Castro ◽  
Antonio Moreno-Munoz ◽  
Joaquín Garrido-Zafra ◽  
Elena Gutierrez-Ballesteros ◽  
...  

Augmented reality (AR) improves how we acquire, understand, and display information without distracting us from the real world. These technologies can be used in different applications and industries as they can incorporate domain-specific visualizations on a real-world screen. Mobile augmented reality (MAR) essentially consists of superimposing virtual elements over real objects on the screen, to give added value and enrich the interaction with reality. In numerous plants, it is being used for maintenance and repair tasks, as well as training. The Internet of Things (IoT) is increasingly pervading every aspect of our lives, including the power infrastructure of our buildings. IoT-enabled devices offer many connectivity options for helping supervise all-important energy assets. Aggregating data to cloud-based platforms enables operations teams to have on-time information access to make fast decisions and have a fast response regarding energy use, while maintenance teams keep on top of the appliance power quality and reliability needed by using MAR. This paper presents a novel approximation for visualizing appliance-related power quality to enhance awareness about the consumed electricity. A combined solution of MAR with IoT technologies is employed. Engineered solutions’ hands-free way to get data about surrounding appliances reduces the complexity, saves energy, and speeds up the operations. An innovative way to measure things at the right time leads to a competitive advantage.

Electronics ◽  
2021 ◽  
Vol 10 (8) ◽  
pp. 900
Author(s):  
Hanseob Kim ◽  
Taehyung Kim ◽  
Myungho Lee ◽  
Gerard Jounghyun Kim ◽  
Jae-In Hwang

Augmented reality (AR) scenes often inadvertently contain real world objects that are not relevant to the main AR content, such as arbitrary passersby on the street. We refer to these real-world objects as content-irrelevant real objects (CIROs). CIROs may distract users from focusing on the AR content and bring about perceptual issues (e.g., depth distortion or physicality conflict). In a prior work, we carried out a comparative experiment investigating the effects on user perception of the AR content by the degree of the visual diminishment of such a CIRO. Our findings revealed that the diminished representation had positive impacts on human perception, such as reducing the distraction and increasing the presence of the AR objects in the real environment. However, in that work, the ground truth test was staged with perfect and artifact-free diminishment. In this work, we applied an actual real-time object diminishment algorithm on the handheld AR platform, which cannot be completely artifact-free in practice, and evaluated its performance both objectively and subjectively. We found that the imperfect diminishment and visual artifacts can negatively affect the subjective user experience.


2018 ◽  
Author(s):  
Uri Korisky ◽  
Rony Hirschhorn ◽  
Liad Mudrik

Notice: a peer-reviewed version of this preprint has been published in Behavior Research Methods and is available freely at http://link.springer.com/article/10.3758/s13428-018-1162-0Continuous Flash Suppression (CFS) is a popular method for suppressing visual stimuli from awareness for relatively long periods. Thus far, it has only been used for suppressing two-dimensional images presented on-screen. We present a novel variant of CFS, termed ‘real-life CFS’, with which the actual immediate surroundings of an observer – including three-dimensional, real life objects – can be rendered unconscious. Real-life CFS uses augmented reality goggles to present subjects with CFS masks to their dominant eye, leaving their non-dominant eye exposed to the real world. In three experiments we demonstrate that real objects can indeed be suppressed from awareness using real-life CFS, and that duration suppression is comparable that obtained using the classic, on-screen CFS. We further provide an example for an experimental code, which can be modified for future studies using ‘real-life CFS’. This opens the gate for new questions in the study of consciousness and its functions.


Author(s):  
Paul Milgram ◽  
David Drascic

The concept of Augmented Reality (AR) displays is defined, in relation to the amount of real (unmodelled) and virtual (modelled) data presented in an image, as those displays in which real images, such as video, are enhanced with computer generated graphics. For the important class of stereoscopic AR displays, several factors may cause potential perceptual ambiguities, however, which manifest themselves in terms of decreased accuracy and precision whenever virtual objects must be aligned with real ones. A review is given of research conducted to assess both the magnitude of these perceptual effects and the effectiveness of a computer assisted Virtual Tape Measure (VTM), which has been developed for performing quantitative 3D measurements on real-world stereo images.


2013 ◽  
Vol 756-759 ◽  
pp. 2014-2018
Author(s):  
Lei Kai ◽  
Ning Rui ◽  
Wen Min Wang ◽  
Qiang Ma

This paper presents the design and development of a Mobile Augmented Reality Map (MARM) which shows map information on the real world video rather than a plane. The proposed system uses wireless Geographic Information System (GIS), and video camera and gyroscope of a smart phone. MARM has the advantage of GIS and the convenience of mobile phones, and is an extremely intuitive way to use map.


2021 ◽  
Author(s):  
Ezgi Pelin Yildiz

Augmented reality is defined as the technology in which virtual objects are blended with the real world and also interact with each other. Although augmented reality applications are used in many areas, the most important of these areas is the field of education. AR technology allows the combination of real objects and virtual information in order to increase students’ interaction with physical environments and facilitate their learning. Developing technology enables students to learn complex topics in a fun and easy way through virtual reality devices. Students interact with objects in the virtual environment and can learn more about it. For example; by organizing digital tours to a museum or zoo in a completely different country, lessons can be taught in the company of a teacher as if they were there at that moment. In the light of all these, this study is a compilation study. In this context, augmented reality technologies were introduced and attention was drawn to their use in different fields of education with their examples. As a suggestion at the end of the study, it was emphasized that the prepared sections should be carefully read by the educators and put into practice in their lessons. In addition it was also pointed out that it should be preferred in order to communicate effectively with students by interacting in real time, especially during the pandemic process.


2015 ◽  
Vol 2 (1) ◽  
pp. 77
Author(s):  
Tonny Hidayat

Augmented Reality adalah sebuah teknologi yang relatif baru dan masih dikembangkan sampai saat ini. Konsepnya adalah menggabungkan dimensi dunia nyata dengan dimensi 'dunia nyata' yang termediasi, atau dunia virtual, untuk menciptakan kesan bahwa dimensi dunia nyata kita diperkaya dengan objek maya tiga dimensi. Hal ini dilakukan dengan cara 'menggambar' objek tiga dimensi pada marker, yakni sebuah 'pola' dalam bingkai segi empat yang bersifat unik dan dapat dikenali oleh aplikasinya. Aplikasi yang bersangkutan menerima input berupa video stream, yang berarti menggunakan input berupa citraan dari perangkat keras yang berfungsi menangkap gambar, biasanya sebuah webcam. Karena berupa video stream, artinya gambaran yang ditangkap sebagai input akan berubah-ubah, dan program harus dapat tetap mengenali marker meskipun berubah posisi dan orientasi relatif terhadap perangkat input. Pengenalan terhadap posisi dan pergerakan ini adalah salah satu konsep Teknologi Informasi yang bernama Computer Vision, dan digunakan untuk mendeteksi pola pergerakan relatif objek terhadap kamera.Pendidikan terhadap anak harus dilakukan sedini mungkin terutama dalam hal kesehatan. Seiring dengan berkembangnya pemahaman masyarakat tentang pentingnya kesehatan gigi, banyak pihak yang telah memberikan informasi terkait kesehatan gigi di berbagai media. Tidak hanya orang dewasa yang menjadi sasaran akan tetapi juga mulai dari anak-anak sudah dikenalkan dengan pengetahuan tersebut. Karena dibutuhkan media penyampaian untuk anak maka banyak bermunculan media edukasi yang diharapkan bisamendidik anak dengan berbagai macam cara..Pemanfaatan Augmented Realitysebagai alat untuk mengedukasi anak, ini akan memberikan pandangan baru terhadap media edukasi yang ada pada saat ini, bukan hanya menggunakan objek secara nyata tapi juga bisa digunakan objek berbentuk virtual dalam penyampaian informasi. Nilai tambah dari media ini adalah mempermudah penyampaian dan membuat informasi semakin menarik terutama bagi anak.Augmented Reality is a technology that is relatively new and still being developed today. The concept is to combine real-world dimensions to the dimensions of the 'real world' are mediated, or the virtual world, to create the impression that the dimensions of the real world we are enriched by virtual three-dimensional objects. This is done by 'drawing' a three-dimensional object on the marker, which is a 'pattern' in a rectangular frame that is unique and can be recognized by the application. Pertinent application accepts input in the form of a video stream, which means using the input in the form of images of the hardware image capture function, typically a webcam. Because the form of a video stream, meaning that as the input image captured will vary, and programs must be able to recognize the markers remained unchanged despite the position and orientation relative to the input device. Introduction to the position and movement is one of the Information Technology concept called Computer Vision, and is used to detect object movement patterns relative to the camera.Education of children should be done as early as possible, especially in terms of health. Along with the development of public understanding about the importance of dental health, many people who have provided information related to dental health in a variety of media. Not only adults who were targeted but also start from the children has been introduced with such knowledge. Because it takes delivery of media for children then many emerging medium of education is expected to educate children with a variety of ways.Utilization of Augmented Reality as a tool to educate the child, this will provide a new perspective on media education that existed at this time, instead of just using the real object but also can be used in the form of a virtual object in the delivery of information. The added value of this medium is to facilitate the delivery and make the information more interesting, especially for children.


Author(s):  
Alvebi Hopaliki ◽  
Yupianti Yupianti ◽  
Juju Jumadi

Augmented Reality (AR) is a variation of the virtual environment or more often calledasAR technology users that can see the real world, with virtual objects added to the real world. So, users see virtual objects and real objects are in the sum place. Augmented reality requires streaming video with a camera that is used as a sowce of image input, then tracking and detecting markers. After the W is detected 30 model will appear of an item. This 3D model was mated mite software for 3D design, jbr example 3DS Max. Blender and others In this ancient animal Ieaming media using pattern recognition that can be interment! as taking raw data and based on data classification Then it can take the mutation problem how to design 30 objects with the Blender application to introduce d anc‘ient animals. purpose of this m is to build ancient animal leaning media in real time by using augmented reality technology.


Frameless ◽  
2019 ◽  
Vol 1 (1) ◽  
pp. 37-38
Author(s):  
Michael J. Murdoch ◽  
◽  
Nargess Hassani ◽  
Sara Leary ◽  
◽  
...  

This presentation will summarize recent work on the visual perception of color appearance and object properties in optical see-through (OST) augmented reality (AR) systems. OST systems, such as Microsoft HoloLens, use a see- through display system to superimpose virtual content onto a user’s view of the real world. With careful tracking of both display and world coordinates, synthetic objects can be added to the real world, and real objects can be manipulated via synthetic overlays. Ongoing research studies how the combination of real and virtual stimuli are perceived and how users’ visual adaptation is affected; two specific examples will be explained.


2022 ◽  
Vol 54 (9) ◽  
pp. 1-35
Author(s):  
Carlos Bermejo ◽  
Pan Hui

Augmented reality (AR) applications have gained much research and industry attention. Moreover, the mobile counterpart—mobile augmented reality (MAR) is one of the most explosive growth areas for AR applications in the mobile environment (e.g., smartphones). The technical improvements in the hardware of smartphones, tablets, and smart-glasses provide an advantage for the wide use of mobile AR in the real world and experience these AR applications anywhere. However, the mobile nature of MAR applications can limit users’ interaction capabilities, such as input and haptic feedback. In this survey, we analyze current research issues in the area of human-computer interaction for haptic technologies in MAR scenarios. The survey first presents human sensing capabilities and their applicability in AR applications. We classify haptic devices into two groups according to the triggered sense: cutaneous/tactile : touch, active surfaces, and mid-air; kinesthetic : manipulandum, grasp, and exoskeleton. Due to MAR applications’ mobile capabilities, we mainly focus our study on wearable haptic devices for each category and their AR possibilities. To conclude, we discuss the future paths that haptic feedback should follow for MAR applications and their challenges.


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