scholarly journals A Case Study of Augmented Reality for Mobile Platforms

2011 ◽  
Vol 2 (3) ◽  
pp. 1
Author(s):  
Paulo Cesar Rodacki Gomes ◽  
Gabriela Tinti Vasselai ◽  
Dalton Solano dos Reis

This work describes the proposal of an architecture that evolves the concept of augmented reality with geolocation to mobile device platforms. The architecture allows the development of applications that draw points of interest on screen, represented by arrows and panels that directs to each point of interest's location. It uses OpenGL ES 1.0 library to draw the points of interest. The applications' user interaction can be made by moving the device in such a way that activates compass and accelerometer sensors. The device's location determines how far are the points of interest. This work also presents development resources that allow developers to use camera, sensors and geographic coordinates on applications inside the devices simulators. At the end we present an application example along with performance results running on an Android platform's simulator and also on a Android device.

2011 ◽  
Vol 2 (3) ◽  
pp. 1
Author(s):  
Luciano Soares ◽  
Veronica Teichrieb

This special issue of the JIS (SBC Journal on 3D Interactive Systems) is in the second year acknowledging the best papers of the Symposium on Virtual and Augmented Reality. In the SVR 2011 several interesting research projects in the field of Virtual and Augmented Reality appeared and among the best papers this issue presents two selected papers for the readers of JIS. The SVR is the most important event on Virtual and Augmented Reality in Brazil, which is being conducted by academic professionals’ members of the Brazilian Computer Society (SBC) that is supporting the conference for many years. The two papers in this issue were selected among the best papers presented at the SVR 2011. Although the technical implementation of the papers is different each other, they try to solve problems of communication and location. It is possible to note that the virtual and augmented reality is really changing our life style, and these papers show important ideas that can be directly applied by people around the world. The paper “xGroupware: Supporting Collaborative Cross-Reality Environments using Multiagents System” authored by Katia Vega, Débora Cardador, Hugo Fuks and Carlos Lucena, presents very modern proposals of meetings, combining the virtual and real in a way that users can really take advantage of the resources available to improve their communication. It is also important to say that the clever idea to use multi agents in the system as an autonomous way to perceive and interact with the situations of the meetings is amazing. Finally the integration of wearable computing devices in the system makes it very interesting and probably reflects meetings of the future. The second paper “A Case Study of Augmented Reality for Mobile Platforms” authored by Gabriela Tinti Vasselai, Dalton Solano dos Reis and Paulo Cesar Rodacki Gomes presents how the mobile devices can contribute to help our localization with the resources of augmented reality. The paper shows that the resources available in the mobile devices can be used to augmented reality purposes although some improvements in the mobile platforms must be done. We would like to thank all the reviewers of the process, the editors and staff that supported us with the submission system, and of course the authors that had to extend and adapt their papers in order to have some new content that makes this special issue an important reference point for virtual and augmented reality research.


Author(s):  
Gabriela Tinti Vasselai ◽  
Dalton Solano dos Reis ◽  
Paulo Cesar Rodacki Gomes

2021 ◽  
Vol 20 ◽  
pp. 31-40
Author(s):  
Stanisław Szombara ◽  
Małgorzata Zontek

Augmented Reality (AR) is one of the modern technologies used for sharing 3D geospatial data. This article presents possible ways of enriching a mobile application containing information about 50 objects located in the city of Bielsko-Biała with an AR functionality. The application was created in two programs: Android Studio and Unity. The application allows to get to know historical objects of the city, encourages to visit them by adding virtual elements observed in the background of a real-time camera image from a mobile device. The article presents the statistics of the application usage and the results of a survey conducted among a group of testers. Feedback from application testers confirms the validity of using AR technology in the application. ROZSZERZONA RZECZYWISTOŚĆ W PREZENTACJI ZABYTKÓW MIASTA: APLIKACJA „BIELSKO-BIAŁA PRZEWODNIK AR”, STUDIUM PRZYPADKU Rzeczywistość Rozszerzona (Augmented Reality – AR) jest jedną z nowoczesnych technologii wykorzystywanych do udostępniania danych przestrzennych 3D. W artykule przedstawiono możliwe sposoby wzbogacenia aplikacji mobilnej o funkcjonalność AR. Aplikacja zawiera informacje o 50 obiektach zlokalizowanych na terenie miasta Bielska-Białej i została stworzona w dwóch programach: Android Studio oraz Unity. Aplikacja pozwala na poznanie zabytkowych obiektów miasta oraz zachęca do ich zwiedzania poprzez dodanie wirtualnych elementów obserwowanych w czasie rzeczywistym na tle obrazu z kamery urządzenia mobilnego. W artykule przedstawiono statystyki użytkowania aplikacji oraz wyniki ankiety przeprowadzonej wśród grupy testerów. Informacje zwrotne od testerów aplikacji potwierdzają zasadność zastosowania technologii AR w aplikacji.


Author(s):  
Goh Eg Su ◽  
◽  
Mohd Sharizal Sunar ◽  
Rino Andias ◽  
Ajune Wanis Ismail ◽  
...  

Sensors ◽  
2021 ◽  
Vol 21 (6) ◽  
pp. 2234
Author(s):  
Sebastian Kapp ◽  
Michael Barz ◽  
Sergey Mukhametov ◽  
Daniel Sonntag ◽  
Jochen Kuhn

Currently an increasing number of head mounted displays (HMD) for virtual and augmented reality (VR/AR) are equipped with integrated eye trackers. Use cases of these integrated eye trackers include rendering optimization and gaze-based user interaction. In addition, visual attention in VR and AR is interesting for applied research based on eye tracking in cognitive or educational sciences for example. While some research toolkits for VR already exist, only a few target AR scenarios. In this work, we present an open-source eye tracking toolkit for reliable gaze data acquisition in AR based on Unity 3D and the Microsoft HoloLens 2, as well as an R package for seamless data analysis. Furthermore, we evaluate the spatial accuracy and precision of the integrated eye tracker for fixation targets with different distances and angles to the user (n=21). On average, we found that gaze estimates are reported with an angular accuracy of 0.83 degrees and a precision of 0.27 degrees while the user is resting, which is on par with state-of-the-art mobile eye trackers.


2009 ◽  
Vol 60 (11) ◽  
pp. 2759-2766 ◽  
Author(s):  
C. Murphy ◽  
P. Hawes ◽  
D. J. Cooper

The ability of reed beds to remove significant levels of metals from effluent streams is well cited in the literature. Various methods of removal have been postulated and demonstrated including physical methods such as filtration and settlement, precipitation when the metal is present as a salt and adsorption to organic species or take up by macrophytes when the metal is in a soluble or ionic form. Consequently, reed beds have been used in a variety of applications for metal removal in water treatment processes. The distillation process for whisky generates an effluent containing a significant amount of copper which is scoured from the copper stills during the process and cleaning operations. High soluble copper concentrations can breach discharge consents. A horizontal subsurface flow reed bed system has been designed and installed for copper removal at a distillery in Scotland. This paper presents the findings of the literature search, outlines the design of the bed and reviews the performance results.


2021 ◽  
Author(s):  
Patrick Dallasega ◽  
Felix Schulze ◽  
Andrea Revolti ◽  
Martin Martinelli

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