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1.
This paper presents a content structure for building mobile augmented reality (AR) applications in HTML5 to achieve a clean separation of the mobile AR content and the application logic for scaling as on the Web. We propose that the content structure contains the physical world as well as virtual assets for mobile AR applications as document object model (DOM) elements and that their behaviour and user interactions are controlled through DOM events by representing objects and places with a uniform resource identifier. Our content structure enables mobile AR applications to be seamlessly developed as normal HTML documents under the current Web eco-system.  相似文献   

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在已有的移动增强现实( MAR)系统中存在开发困难,虚拟现实( AR)效果观察缺乏通用性的问题,提出了一种MAR系统的通用框架,该框架包括三个部分:为智能移动设备用户所使用的通用MAR观察器、为MAR应用提供网络服务的MAR服务器,以及为开发人员提供了MAR应用定制器。该框架结合高通的Vuforia SDK针对平面图像实现了MAR的应用定制和通用AR效果浏览。框架为开发人员提供了无代码开发功能,为移动用户提供了遍览一类AR应用的通用观察器。实验结果表明该MAR框架系统降低了MAR应用的开发门槛与时间费用,大大提高了开发效率。  相似文献   

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The use of augmented reality (AR) techniques can revolutionize the way people interact with unfamiliar environments. By tracking the user's position and orientation, complicated spatial information can be registered against the real world. My colleagues and I are researching the problem of developing mobile AR systems to be worn by individual users operating in large, complicated environments such as cities. However, an urban environment is extremely complicated. It is populated by large numbers of buildings, each of which can have numerous facts stored about it. Therefore, it is easy for a user to experience information overload. This problem is illustrated. To minimize problems of information overload, we have begun to develop algorithms for information filtering. These tools automatically restrict the amount of information displayed  相似文献   

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Mobile augmented reality requires accurate alignment of virtual information with objects visible in the real world. We describe a system for mobile communications to be developed to meet these strict alignment criteria using a combination of computer vision, inertial tracking and low-latency rendering techniques. A prototype low-power and low-latency renderer using an off-the-shelf 3D card is discussed.  相似文献   

5.
We describe an experimental mobile augmented reality system (MARS) testbed that employs different user interfaces to allow outdoor and indoor users to access and manage information that is spatially registered with the real world. Outdoor users can experience spatialized multimedia presentations that are presented on a head-tracked, see-through, head-worn display used in conjunction with a hand-held pen-based computer. Indoor users can get an overview of the outdoor scene and communicate with outdoor users through a desktop user interface or a head- and hand-tracked immersive augmented reality user interface.  相似文献   

6.
Speech-enabled augmented reality supporting mobile industrial maintenance   总被引:1,自引:0,他引:1  
The SEAR (speech-enabled AR) framework uses flexible and scalable vision-based localization techniques to offer maintenance technicians a seamless multimodal user interface. The user interface juxtaposes a graphical AR view with a context-sensitive speech dialogue.  相似文献   

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What if we could visualize and interact with information directly in the context of our surroundings? Our research group is exploring how augmented reality (AR) could someday make this possible. AR integrates a complementary virtual world with the physical world-for example, by using head-tracked see-through head-worn displays to overlay graphics on what we see. Instead of looking back and forth between the real world and a PDA, we look directly at the real world and the virtual information overlaid on it. At the heart of this approach is context-aware computing, computing systems that are sensitive to the context in which they operate, ranging from human relationships to physical location. For example, information might be tied to specific locations within a global, Earth-centered, coordinate system. How can we design effective mobile AR user interfaces? We've been trying to answer this question in part by developing experimental AR research prototypes. In AR, as in work on information visualization using desktop technologies, the amount of information available can far exceed what a system can legibly display at a given time, necessitating information filtering. Julier et al. (2000) have developed information filtering techniques for AR that depend on the user's goals, object importance, and proximity. We assume that a system can accomplish information filtering of this sort and that our system is displaying everything it should.  相似文献   

10.
The popularity of augmented reality (AR) applications on mobile devices is increasing, but there is as yet little research on their use in real-settings. We review data from two pioneering field trials where MapLens, a magic lens that augments paper-based city maps, was used in small-group collaborative tasks. The first study compared MapLens to a digital version akin to Google Maps, the second looked at using one shared mobile device vs. using multiple devices. The studies find place-making and use of artefacts to communicate and establish common ground as predominant modes of interaction in AR-mediated collaboration with users working on tasks together despite not needing to.  相似文献   

11.
Multimedia Tools and Applications - With rapid development of mobile technologies, people can easily obtain surrounding information through their mobile devices. Meanwhile, weather forecasting...  相似文献   

12.
The goal of this research is to explore new interaction metaphors for augmented reality on mobile phones, i.e. applications where users look at the live image of the device’s video camera and 3D virtual objects enrich the scene that they see. Common interaction concepts for such applications are often limited to pure 2D pointing and clicking on the device’s touch screen. Such an interaction with virtual objects is not only restrictive but also difficult, for example, due to the small form factor. In this article, we investigate the potential of finger tracking for gesture-based interaction. We present two experiments evaluating canonical operations such as translation, rotation, and scaling of virtual objects with respect to performance (time and accuracy) and engagement (subjective user feedback). Our results indicate a high entertainment value, but low accuracy if objects are manipulated in midair, suggesting great possibilities for leisure applications but limited usage for serious tasks.  相似文献   

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Mobile augmented reality (AR) applications have become feasible with the evolution of mobile hardware. For example, the advent of the smartphone allowed implementing real-time mobile AR, which triggered the release of various applications. Recently, rapid development of display technology, especially for stereoscopic displays, has encouraged researches to implement more immersive and realistic AR. In this paper, we present a framework of binocular augmented reality based on stereo camera tracking. Our framework was implemented on a smartphone and supports autostereoscopic display and video see-through display in which a smartphone can be docked. We modified edge-based 3-D object tracking in order to estimate poses of left and right cameras jointly; this guarantees consistent registration across left and right views. Then, virtual contents were overlaid onto camera images using estimated poses, and the augmented stereo images were distorted to be shown through a video see-through display. The feasibility of the proposed framework is shown by experiments and demonstrations.  相似文献   

14.
针对目前移动视点下视频阴影检测算法存在的误检测率高和边缘连续性差的问题,提出了一种基于边跟踪、边检测框架的实时阴影检测算法.首先对前后2帧重叠的阴影部分进行2次光流跟踪,并筛选掉前后向跟踪误差较大的点,通过Canny边缘置信保证跟踪边缘的准确性;然后通过基于光流的区域划分法得到待检测的新增区域;其次,针对纹理边缘误检测...  相似文献   

15.
高文婷  刘越 《图学学报》2021,42(4):525-534
移动增强现实(AR)借助智能移动终端将虚拟信息和真实世界进行实时融合,能否实时准确地对 环境中需要增强的物体进行目标检测直接决定了系统的性能。随着深度学习的快速发展,近年来出现了大量的 基于深度学习的目标检测方法。由于存在移动增强设备计算能力有限、能耗大、模型尺寸大以及卸载任务到边 缘云端的网络延迟严重等问题,将深度学习方法应用于移动 AR 的目标检测是一项具有挑战性的问题。首先从 Two stage 和 One stage 的 2 方面对目前深度学习目标检测算法进行综述;然后对面向移动 AR 的目标检测系统 架构进行归纳分类,分析了基于本地端、云端或边缘端和协作式的移动 AR 目标检测系统并总结了各自的优势 和局限性;最后对移动 AR 中目标检测亟待解决的问题和未来发展方向进行了展望和预测。  相似文献   

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《微型机与应用》2017,(9):11-14
针对移动设备弱处理能力和低内存等局限性,导致增强现实技术不能在移动设备上普及,提出一种新的增强现实技术方案。采用SURF算法提取视频帧图像的特征点,接着使用FREAK算法进行特征点描述;在汉明距离强制匹配之后,采用改进的RANSAC算法剔除了误匹配点,然后通过计算比较匹配特征点占样本图像特征点的比重,判断是否成功匹配目标物体;最后渲染对应的三维模型完成增强现实三维注册。通过在Android移动设备上的验证,结果表明该技术方案满足移动设备对实时性、准确性和鲁棒性的要求,为移动增强现实的推广奠定了良好的基础。  相似文献   

18.
Recent user interface concepts, such as multimedia, multimodal, wearable, ubiquitous, tangible, or augmented-reality-based (AR) interfaces, each cover different approaches that are all needed to support complex human–computer interaction. Increasingly, an overarching approach towards building what we call ubiquitous augmented reality (UAR) user interfaces that include all of the just mentioned concepts will be required. To this end, we present a user interface architecture that can form a sound basis for combining several of these concepts into complex systems. We explain in this paper the fundamentals of DWARFs user interface framework (DWARF standing for distributed wearable augmented reality framework) and an implementation of this architecture. Finally, we present several examples that show how the framework can form the basis of prototypical applications.  相似文献   

19.
Recent advances in hardware and software for mobile computing have enabled a new breed of mobile augmented reality (AR) systems and applications. A new breed of computing called ‘augmented ubiquitous computing’ has resulted from the convergence of wearable computing, wireless networking, and mobile AR interfaces. In this paper, we provide a survey of different mobile and wireless technologies and how they have impact AR. Our goal is to place them into different categories so that it becomes easier to understand the state of art and to help identify new directions of research. Copyright © 2008 John Wiley & Sons, Ltd.  相似文献   

20.
传统的纸质地图存在信息表达单一、现势性弱、互动性差等缺陷。通过分析移动增强现实技术与纸质地图表达结合所涉及的关键技术,提出了一种纸质地图增强表达与交互的解决方案。以福州房产信息地图为例对该方案进行了试验,结果表明,该方法能较好地弥补纸质地图表达上的缺陷。  相似文献   

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