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1.
    
AR instruction is a kind of virtual information presented on a human–computer interface. It allows users to view the geometric state, spatial relationship, operation method, and other information involved in the physical task, to form the spatial cognition of the current interaction process. At present, AR instructions cannot support high-precision procedural tasks. The reason is that the existing research work is to use visual elements to express the spatial relationship of physical tasks, without considering transforming the long-term accumulated potential experience of advanced users into a series of effective visual features and interaction modes, to promote the new users to quickly conceive the task intention. In this paper, a user-centered AR instruction(UcAI) is defined and tested for the first time in a procedural task. The control experiment and behavior analysis of 30 participants designing two tasks with different operation precision show that UcAI is more beneficial to improve the user's spatial cognitive ability than conventional AR instruction. Especially in the high-precision operation task, UcAI plays an important role. Our research results have a certain guiding significance for advanced AR instruction design, which extends AR technology to physical tasks with high cognitive complexity.  相似文献   

2.
增强现实技术,特别是户外增强系统,近年来已经成为一大研究热点。论文研究了增强现实中的主要技术,分析了户外增强现实系统的关键技术,就听觉增强方面的未来发展等提出了自己的见解。  相似文献   

3.
虚拟现实技术的应用使远程控制系统得到发展,增强现实技术是虚拟现实技术的拓展,它将计算机生成的虚拟物体叠加到用户感知的真实世界中.提出并实现了一种基于增强现实的机器人远程控制系统,并就其结构和关键技术进行详细的说明,实验及运行结果表明该系统能有效地改善人机交互能力,并能提高远程控制的精度.  相似文献   

4.
Wearable computers afford a degree of mobility that makes tracking for augmented reality difficult. This paper presents a novel object-centric tracking architecture for presenting augmented reality media in spatial relationships to objects, regardless of the objects' positions or motions in the world. The advance this system provides is the ability to sense and integrate new features into its tracking database, thereby extending the tracking region automatically. A lazy evaluation of the structure from motion problem uses images obtained from a single calibrated moving camera and applies recursive filtering to identify and estimate the 3D positions of new features. We evaluate the performance of two filters; a classic Extended Kalman Filter (EKF) and a filter based on a Recursive-Average of Covariances (RAC). Some implementation issues and results are discussed in conclusion.  相似文献   

5.
增强现实系统的关键技术之一是精确定位问题,当用户改变他/她的观察视点时,虚拟对象必须与真实对象的运动方向与位置保持一致,这样才能使用户感觉到虚拟对象融入到真实环境中.而要做到这一点,就必须研究摄像机校准问题.在这篇文章中,我们分析了增强现实系统对摄像机校准算法的要求,给出了一个实用的摄像机校准算法,并且对算法的结果进行了具体分析.  相似文献   

6.
Tangled reality     
Leonardo da Vinci was a strong advocate for using sketches to stimulate the human imagination. Sketching is often considered to be integral to the process of design, providing an open workspace for ideas. For these same reasons, children use sketching as a simple way to express visual ideas. By merging the abstraction of human drawings and the freedom of virtual reality with the tangibility of physical tokens, Tangled Reality creates a rich mixed reality workspace. Tangled Reality allows users to build virtual environments based on simple colored sketches and traverse them using physical vehicles overlayed with virtual imagery. This setup allows the user to “build” and “experience” mixed reality simulations without ever touching a standard computer interface.  相似文献   

7.
    
The emerging digital technologies such as virtual reality (VR) provide an alternative platform for construction safety training. In order to explore how digital-driven technologies affect the effectiveness of safety training, there is a need to empirically test the differences in performance between digital 3D/VR safety training and traditional 2D/paper approach. This research conducted a performance evaluation that emphasises both the training process and learning outcomes of trainees based on researchers’ self-developed immersive construction safety training platform. Data related to physiological indicators such as skin resistance were collected to measure safety performance before and after the training. The detailed measurement indicators included nine categories (e.g., immersion, inspiration) to form a holistic list of evaluation dimensions. The findings revealed that VR-driven immersive safety training outperformed the traditional way for trainees in terms of both process and outcome-based indicators. Results confirmed that safety training was no longer constrained by understanding or memorizing 2D information (texts and images). Instead, trainees experienced a stronger sense of embodied cognition through the immersive experience and multi-sensory engagement by interacting with the VR-driven system. By engaging the theory of embodied cognition, this research provides both the empirical evidence and in-depth analysis of how immersive virtual safety training outperforms traditional training in terms of both training process and outcomes.  相似文献   

8.
    
The contribution examines the acceptance of Augmented Reality (AR) in assembly scenarios by a model-based approach for acceptance evaluation. After a critical literature research and analysis, a proprietary model for acceptance measurement is developed, which includes and synthesizes previous models and simplifies them considerably for the purpose of industrial assembly. Consequently, a structural model is derived which is based on the basic concepts of the Unified Theory of Acceptance and Use of Technology (UTAUT) and Technology Acceptance Model (TAM). This is built up as a path model to explain user acceptance. Following, a laboratory experiment is set up to collect data. At the final assembly workstation of the FHWS c-Factory the study participants assemble a toy truck once without and once with AR support. The c-Factory is a concept factory for smart production in an IoT environment. Afterwards, relevant data are collected by means of a survey. The evaluation shows that the acceptance of AR is given and the model is resilient. The results show also, that AR is accepted by the participants supporting their work.  相似文献   

9.
10.
    
Augmented reality allows users to superimpose digital information (typically, of operational type) upon real-world objects. The synergy of analytical frameworks and augmented reality opens the door to a new wave of situated analytics, in which users within a physical environment are provided with immersive analyses of local contextual data. In this paper, we propose an approach named A-BI+ (Augmented Business Intelligence) that, based on the sensed augmented context (provided by wearable and smart devices), proposes a set of relevant analytical queries to the user. This is done by relying on a mapping between the objects that can be recognized by the devices and the elements of the enterprise multidimensional cubes, and also by taking into account the queries preferred by users during previous interactions that occurred in similar contexts. A set of experimental tests evaluates the proposed approach in terms of efficiency, effectiveness, and user satisfaction.  相似文献   

11.
智能手机的移动增强现实技术研究   总被引:1,自引:0,他引:1  
孙源  陈靖 《计算机科学》2012,39(103):493-498
随着增强现实技术的快速发展以及智能手机技术的革新,移动增强现实(M-AR)技术得以脱离体积庞大的PC机设备的限制,使其向户外和无线化发展成为可能,并由此推动了增强现实技术在智能手机上的应用。针对智能手机的移动增强现实技术在应用发展中所要解决的问题,进行了分析和探讨,较为系统地阐述了该领域最新的发展状况,并展望了该技术未来的发展前景。  相似文献   

12.
The paper presents an ergonomic analysis carried out in the early phases of an R&D project. The purpose was to investigate the functioning of today's Automotive Service Technicians (ASTs) training in order to inform the design of an Augmented Reality (AR) teaching aid. The first part of the paper presents a literature review of some major problems encountered by ASTs today. The benefits of AR as technological aid are also introduced. Then, the methodology and the results of two case studies are presented. The first study is based on interviews with trainers and trainees; the second one on observations in real training settings. The results support the assumption that today's ASTs' training could be regarded as a community-of-practice (CoP). Therefore, AR could be useful as a collaboration tool, offering a shared virtual representation of real vehicle's parts, which are normally invisible unless dismantled (e.g. the parts of a hydraulic automatic transmission). We conclude on the methods and the technologies to support the automotive CoP.  相似文献   

13.
In this paper the authors discuss the modelling and design of an augmented reality platform for disabled wheeled mobility studies. This design consists of a virtual environment with two degrees of freedom motion platform and integrated ground contact force feedback. Differential drive mobility users continue to be in touch with reality on their own mobility aid while interacting with virtual objects. The major domain related to the differential drive mobility of the disabled members of society which coincides with the use of manual wheelchairs, electric wheelchairs and mobility scooters. In order to account for environmental and dynamic effects, the wheeled mobility user needs to map the intended trajectory into the virtual world. Motion and inertia force feedback produced on the augmented simulator give the users a haptic sensory stimulus input regarding spatial movement and ground contact forces. The main objective is to model and design an augmented reality platform with real world kinematic and dynamic properties to place a wheeled mobility user closer to real world encounters. The use of the designed augmented reality platform will be beneficial to disabled wheeled mobility users in need of occupational therapist training and evaluation.  相似文献   

14.
一种增强现实系统的三维注册方法   总被引:7,自引:2,他引:7       下载免费PDF全文
三维注册技术是增强现实系统研究的一个重要方面。现有的增强现实技术三维注册方法都是用平面标志来作为定位基准的,且系统构造较复杂,图象处理所需计算量较大,还会因此引入误差。该文提出了一种使用立体标志物的基于视觉的三维注册方法。该方法只需要一个彩色CCD摄像机就可以完成三维环境注册,并且不需要进行复杂的图象处理运算,这种新方法能够有效简化注册系统和算法,并且能消除使用多个传感器的配合误差。  相似文献   

15.
    
In this study, a new visual inspection method that can interactively detect and quantify structural defects using an Extended Reality (XR) device (headset) is proposed. The XR device, which is at the core of this method, supports an interactive environment using a holographic overlay of graphical information on the spatial environment and physical objects being inspected. By leveraging this capability, a novel XR-supported inspection pipeline, called eXtended Reality-based Inspection and Visualization (XRIV), is developed. Key tasks supported by this method include detecting visual damage from sensory data acquired by the XR device, estimating its size, and visualizing (overlaying) information on the spatial environment. The crucial step of real-time interactive segmentation—detection and pixel-wise damage boundary refinement—is achieved using a feature Back-propagating Refinement Scheme (f-BRS) algorithm. Then, a ray-casting algorithm is applied to back-project the 2D image pixel coordinates of the damage region to their 3D world coordinates for damage area quantification in real-world (physical) units. Finally, the area information is overlaid and anchored to the scene containing damage for visualization and documentation. The performance of XRIV is experimentally demonstrated by measuring surface structural damage of an in-service concrete bridge with less than 10% errors for two different test cases, and image processing latency of 2–3 s (or 0.5 s per seed point) from f-BRS. The proposed XRIV pipeline underscores the advantages of real-time interaction between expert users and the XR device through immersive visualization so that a human–machine collaborative workflow can be established to obtain better inspection outcomes in terms of accuracy and robustness.  相似文献   

16.
This paper presents a fiducial marker system specially appropriated for camera pose estimation in applications such as augmented reality and robot localization. Three main contributions are presented. First, we propose an algorithm for generating configurable marker dictionaries (in size and number of bits) following a criterion to maximize the inter-marker distance and the number of bit transitions. In the process, we derive the maximum theoretical inter-marker distance that dictionaries of square binary markers can have. Second, a method for automatically detecting the markers and correcting possible errors is proposed. Third, a solution to the occlusion problem in augmented reality applications is shown. To that aim, multiple markers are combined with an occlusion mask calculated by color segmentation. The experiments conducted show that our proposal obtains dictionaries with higher inter-marker distances and lower false negative rates than state-of-the-art systems, and provides an effective solution to the occlusion problem.  相似文献   

17.
Augmented reality (AR) constitutes a very powerful three-dimensional user interface for many “hands-on” application scenarios. To fully exploit the AR paradigm, the computer must not only augment the real world, but also accept feedback from it. In this paper, we present an optical approach for collecting such feedback by analyzing video sequences to track users and the objects they work with. Our system can be set up in any room after quickly placing a few known optical targets in the scene. We present two demonstration scenarios to illustrate the overall concept and potential of our approach and then discuss the research issues involved.  相似文献   

18.
This paper presents and discusses the results of the project ARVIKA. After a short introduction and presentation of the project goals, the augmented reality system is described. It consists in a Plug-In for internet-browser in which all the software components have been integrated. The advantages and disadvantages of the adopted approaches, as well as the lessons learned from the project are presented in details. Finally, the open issues are discussed and future work to be achieved until a possible implementation of augmented reality in an industrial context is proposed.  相似文献   

19.
Technology-enhanced learning, employing novel forms of content representation and education service delivery by enhancing the visual perception of the real environment of the user, is favoured by proponents of educational inclusion for learners with physical disabilities. Such an augmented reality computer-mediated learning system has been developed as part of an EU funded research project, namely the CONNECT project. The CONNECT project brings together schools and science centres, and produces novel information and communication technologies based on augmented reality (AR) and web-based streaming and communication, in order to support learning in a variety of settings. The CONNECT AR interactive learning environment can assist users to better contextualize and reinforce their learning in school and in other settings where people learn (i.e. science centres and home). The CONNECT concept and associated technologies encourage users to visit science centres and perform experiments that are not possible in school. They can also build on these experiences back at school and at home with visual augmentations that they are communicated through web-based streaming technology. This paper particularly focuses on a user-centred evaluation approach of human factors and pedagogical aspects of the CONNECT system, as applied to a special needs user group. The main focus of the paper is on highlighting the human factors issues and challenges, in terms of wearability and technology acceptance, while elaborating on some qualitative aspects of the pedagogical effectiveness of the instructional medium that AR technology offers for this group of learners.
Elpida GialouriEmail:
  相似文献   

20.
    
Shaping children's experience, enhancing their imagination and affecting their behaviors, toys have great importance. Recently, toys have gained a digital characteristic and many children have tended to use them. For this reason, educational magic toys (EMT) were developed with augmented reality technology in this study. It is called as EMT because virtual objects such as story animations, 3D objects and flash animations appear on the toys. EMT has included puzzles, flash cards and match cards to teach animals, fruits, vegetables, vehicles, objects, professions, colors, numbers and shapes for average 5–6 age children in Early Childhood Education. The aim of this study is to reveal teachers' and children's opinions on EMT, to determine children's behavioral patterns and their cognitive attainment, and the relationship between them while playing EMT. Mix method was used and the sample consisted of 30 teachers and 33 children aged 5–6 in early childhood education. As data collection tools, a survey, an observation and interview form were used. This study revealed that teachers and children liked EMT activity. In addition, children interactively played with these toys but not had high cognitive attainment. From this point, we can say that these toys can be effectively used in early childhood education. However, collaborative and interactive learning with these toys should be provided. Moreover, this study will provide an important contribution, present a new educational AR application, and fill the gap in the educational technology field.  相似文献   

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