scholarly journals LiDAR- and AR-Based Monitoring of Evolved Building Façades upon Zoning Conflicts

Sensors ◽  
2020 ◽  
Vol 20 (19) ◽  
pp. 5628
Author(s):  
Naai-Jung Shih ◽  
Yi Chen

Zoning conflicts have transformed Old Street fabrics in terms of architectural style and construction material in Lukang, Taiwan. This transformation should be assessed as a contribution to digital cultural sustainability. The objective of this study was to compare the evolved façades resultant from the changes made by the development of architectural history and urban planning. A combination of 3D scan technology and a smartphone augmented reality (AR) app, Augment®, was applied to the situated comparison with direct interaction on-site. The AR application compared 20 façades in the laboratory and 18 façades in four different sites using a flexible interface. The comparisons identified the correlation of evolved façades in real sites in terms of building volumes and components, pedestrian arcades on store fronts, and previous installations. The situated comparisons were facilitated in a field study with real-time adjustments to 3D models and analyses of correlations across details and components. The application of AR was demonstrated to be effective in reinstalling scenes and differentiating diversified compositions of vocabulary in a remote site.

2020 ◽  
Vol 12 (21) ◽  
pp. 9262
Author(s):  
Naai-Jung Shih ◽  
Hui-Xu Chen ◽  
Tzu-Yu Chen ◽  
Yi-Ting Qiu

This research aimed to preserve traditional elements and urban fabric with enabled interaction in augmented reality (AR). Cultural elements and fabrics are mutually influential in Lukang, Taiwan. Evolved routes for tourism and religious activities have created characteristic elements and activity-based fabrics and facilities. The sustainable promotion of digital cultural assets started from photogrammetry modeling of alley space and shops. The application of AR enabled situated learning of 68 objects, including decorated façades, jar walls, the Lukang Gate, beggar seats, and other creative cultural elements. The heritages were promoted under a new interactive measure of feasibility that facilitated cultural sustainability in a remote site. A mobile interface with a convenient smartphone configured certain settings that were sufficiently flexible and easy to apply. The study presented an effective and efficient remote and situated learning process that correlated the development or setting of both locations. Correlation was achieved with a high fidelity of appearance and utilizing a flexible transformation interface. An approach, which recreated the background and formerly reconstructed objects during AR simulation, was used to verify the outcome of the situated study with conflicting qualitative and quantitative findings.


2020 ◽  
Author(s):  
Laura Daricello ◽  
Laura Leonardi ◽  
Antonio Maggio ◽  
Salvatore Orlando ◽  
Ignazio Pillitteri ◽  
...  

<p dir="ltr">Virtual reality (VR) devices allow the exploration of 3D data in a fully immersive fashion and make it possible to create a powerful engagement experience and a direct interaction with current scientific data to learn more about astronomy in Education and Public Outreach (E&PO) activities. In 2019 the INAF Osservatorio Astronomico di Palermo (INAF-OAPa) launched <em>3DMAP-VR</em> (3-Dimensional Modeling of Astrophysical Phenomena in Virtual Reality; Orlando et al. 2019, RNAAS 3, ID.176), a project for visualizing 3D results of astrophysical (magneto)-hydrodynamic (MHD) simulations, through VR equipments. The models, uploaded on the Sketchfab portal (a platform widely used to publish and share 3D models and VR contents), received a very positive feedback from the scientific community and the general public.  Here we will show some of the scenes produced in the framework of 3DMAP-VR  to describe astrophysical phenomena. More specifically, we will focus our attention on MHD simulations describing the interaction of exoplanets (https://skfb.ly/6QYtC) with their host stars, and on artististic views of exoplanets which are based on information extracted from multi-wavelength observations, such as in the case of exoplanets 55 Cancri (https://skfb.ly/6R6Pt) and Wasp-76b (https://skfb.ly/6QZHF). Moreover, the 3DMAP-VR project team used augmented reality to produce informative videos to explore the characteristics of some of these models, published on <em>media.inaf.it</em> and <em>edu.inaf.it</em>. These E&PO products not only allowed the public to understand the astrophysical phenomena but they have stimulated great synergy between the outreach team and the astronomers, and between researchers and the public.</p>


2020 ◽  
Vol 11 (1) ◽  
pp. 12
Author(s):  
Naai-Jung Shih ◽  
Pei-Huang Diao ◽  
Yi-Ting Qiu ◽  
Tzu-Yu Chen

A lantern festival was 3D-scanned to elucidate its unique complexity and cultural identity in terms of Intangible Cultural Heritage (ICH). Three augmented reality (AR) instancing scenarios were applied to the converted scanned data from an interaction to the entire site; a forward additive instancing and interactions with a pre-defined model layout. The novelty and contributions of this study are three-fold: documentation, development of an AR app for situated tasks, and AR verification. We presented ready-made and customized smartphone apps for AR verification to extend the model’s elaboration of different site contexts. Both were applied to assess their feasibility in the restructuring and management of the scene. The apps were implemented under a homogeneous and heterogeneous combination of contexts, originating from an as-built event description to a remote site as a sustainable cultural effort. A second reconstruction of screenshots in an AR loop process of interaction, reconstruction, and confirmation verification was also made to study the manipulated result in 3D prints.


2020 ◽  
Vol 4 (1) ◽  
pp. 11-22
Author(s):  
Deli Deli

Implementation of Augmented Reality for Earth Layer Structure on Android Based as A Learning Media isa research that aims to help in presenting material to Elementary School children. The research methodchosen in the completion of this study uses the 4D method (Define, Design, Develop and Disseminate) witha data collecting method using Technology Acceptance Model (TAM) built one construct with threedimensions of user assessment level of technology acceptance to support the basis of questionnaire design.AR design supported by 3D models, in order to be able to support the details of each explanation of thematerial contained, thus helping users to understand the material and ease of interaction on the media.The final result obtained in this research is that the application is stated to be able to help the school, it is used as a media display in the classroom so students do not need to imagine themselves, but simply byusing learning media is able to present the material to students.Keywords: Learning Media, 4D Method, User Acceptance Test, Augmented reality, Android.


Author(s):  
Vivek Parashar

Augmented Reality is the technology using which we can integrate 3D virtual objects in our physical environment in real time. Augmented Reality helps us in bring the virtual world closer to our physical worlds and gives us the ability to interact with the surrounding. This paper will give you an idea that how Augmented Reality can transform Education Industry. In this paper we have used Augmented Reality to simplify the learning process and allow people to interact with 3D models with the help of gestures. This advancement in the technology is changing the way we interact with our surrounding, rather than watching videos or looking at a static diagram in your text book, Augmented Reality enables you to do more. So rather than putting someone in the animated world, the goal of augmented reality is to blend the virtual objects in the real world.


2012 ◽  
Vol 174-177 ◽  
pp. 3074-3077
Author(s):  
Shao Hong Li

The paper presented the research on for German Navy's second battalion headquarters building site from the perspectives of building site, building plane, building facades and building structure. building site conformed to terrain, Shapes of building facades were flexible and varied, the overall architectural construction was brick-stone-wood composite structure.The building style was the typical of German Romanticism, both in layout or in the facade shape, color, structure, etc.; it had shown the lively romantic chic, eclectic architectural style.


2021 ◽  
Author(s):  
Phathompat Boonyasaknanon ◽  
Raymond Pols ◽  
Katja Schulze ◽  
Robert Rundle

Abstract An augmented reality (AR) system is presented which enhances the real-time collaboration of domain experts involved in the geologic modeling of complex reservoirs. An evaluation of traditional techniques is compared with this new approach. The objective of geologic modeling is to describe the subsurface as accurately and in as much detail as possible given the available data. This is necessarily an iterative process since as new wells are drilled more data becomes available which either validates current assumptions or forces a re-evaluation of the model. As the speed of reservoir development increases there is a need for expeditious updates of the subsurface model as working with an outdated model can lead to costly mistakes. Common practice is for a geologist to maintain the geologic model while working closely with other domain experts who are frequently not co-located with the geologist. Time-critical analysis can be hampered by the fact that reservoirs, which are inherently 3D objects, are traditionally viewed with 2D screens. The system presented here allows the geologic model to be rendered as a hologram in multiple locations to allow domain experts to collaborate and analyze the reservoir in real-time. Collaboration on 3D models has not changed significantly in a generation. For co-located personnel the approach is to gather around a 2D screen. For remote personnel the approach has been sharing a model through a 2D screen along with video chat. These approaches are not optimal for many reasons. Over the years various attempts have been tried to enhance the collaboration experience and have all fallen short. In particular virtual reality (VR) has been seen as a solution to this problem. However, we have found that augmented reality (AR) is a much better solution for many subtle reasons which are explored in the paper. AR has already acquired an impressive track record in various industries. AR will have applications in nearly all industries. For various historical reasons, the uptake for AR is much faster in some industries than others. It is too early to tell whether the use of augmented reality in geological applications will be transformative, however the results of this initial work are promising.


Author(s):  
Nur Husniah Thamrin ◽  
Maulana Refindo Dhuhur

ABSTRACTThe development of the city of Samarinda is increasing and is still sustainable for a long time, especially in terms of suppressing administrative areas. The city of Samarinda as a province of East Kalimantan still has economic potential to continue to grow, this is triggered by increasing population and economic growth in the city of Samarinda. Hotel Kota Tepian have been around for a long time around 1990, Hotel Kota Tepian are included in the class of 2 star hotels that have various facilities such as 25 rooms to stay with various types of superior, premium, and standard. Hotel Kota Tepian also provides facilities for meetings, restaurants and SPA.The advantages of the Hotel Kota Tepian are its strategic location and is located in the middle of the city close to public facilities, offices and shopping centers such as Segiri Market, Mall Plaza Mulia, and Lembuswana while the shortcomings and problems of the Hotel Kota Tepian are designing the City Edge Hotel with emphasis on building facades using a modern architectural style, then designing natural lighting and artificial redesign on the interior of the Hotel Kota Tepian. Therefore, Kota Tepian hotel really needs to be redesigned to restore the image of the hotel in terms of visual aesthetic facade so that it becomes an attraction for visitors to come and feel comfortable while Kota Tepian Hotel.Keywords: Hotel, Kota Tepian, Redesign, Building, Facade. ABSTRAKPerkembangan kota Samarinda semakin meningkat dan masih berkelanjutan dalam waktu yang lama, khususnya dalam hal penekanan wilayah administrasi. Kota Samarinda sebagai provinsi dari Kalimantan Timur masih memiliki potensi ekonomi untuk terus berkembang, hal ini dipicu oleh semakin meningkatnya pertumbuhan penduduk dan ekonomi di kota Samarinda.Hotel Kota Tepian telah berdiri sejak lama sekitar tahun 1990, Hotel Kota Tepian termasuk dalam kelas hotel berbintang 2 yang memiliki berbagai macam fasilitas seperti 25 kamar tempat menginap dengan berbagai tipe yaitu superior, premium, dan standart.Pada Hotel Kota Tepian juga menyediakan fasilitas untuk pertemuan, restorant, dan SPA. Kelebihan dari Hotel Kota Tepian adalah lokasi yang strategis dan terletak di tengah kota dekat dengan falitas umum, perkantoran dan pusat perbelanjaan seperti pasar segiri, mall plaza mulia, dan lembuswana sedangkan kekurangan dan menjadi permasalahan dan penekanan dari Hotel Kota Tepian yaitu meredesain Hotel Kota Tepian dengan penekanan pada fasad bangunan dengan memakai gaya arsitektur modern. Maka dari itu Hotel Kota Tepian sangat perlu untuk di redesain untuk mengembalikan citra hotel dari segi estetika visual fasad sehingga menjadi daya tarik bagi pengunjung untuk datang dan merasa nyaman saat berada di Hotel Kota Tepian.Kata Kunci: Hotel, Kota Tepian, Redesain, Fasad, Bangunan.


Gamification ◽  
2015 ◽  
pp. 908-929
Author(s):  
Lucio Tommaso De Paolis ◽  
Egidijus Vaškevičius ◽  
Aušra Vidugirienė

As different means of information visualization become more popular and available both as commercial or open source products, there is an opportunity to use them in the education process by providing students with a larger variety of tools for mastering the required information and skills related to a learning object. The chapter discusses the use of various multimedia tools and edutainment (any entertaining application that has an educational role) in education and e-learning. The need and opportunities of applying 3D models, virtual and augmented reality, and certain means for controlling interactive learning environments are described in detail. Examples of 3D modeling, virtual, and augmented reality applications in history, arts, and medicine (surgery) education are provided.


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