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1
100%
EN
Current requirements which are connected with designing new, or reali-zing the existing production systems, cause continuous and rapid changes in products and processes. This means that classical approaches of pro-duction systems design have to be extended by advanced technologies and methods, such as digital factory, virtual and augmented reality, computer simulation, reverse engineering, etc. The article describes new computer technologies, which were applied in production practice, with a particular focus on the augmented reality technology.
2
100%
EN
The article describes the AR mobile system for Sun system simulation. The main characteristics of AR systems architecture are given. The differences between tracking and without tracking technics are underlined. The architecture of the system of use of complemented reality for the study of astronomy is described. The features of the system and the principles of its work are determined.
3
80%
EN
New technology in the maritime sector often forces shipowners to assemble many new devices on their ship, which can increase the safety of sea travel. With each additional device on the navigation bridge, there are additional sets of data that need to be observed. The following article describes one of the possibilities of using augmented reality technology to support navigational decisions. The research used “smartglasses” technology and AR glasses from Meta Glasses.
EN
The article presents the method for the support of diagnostic processes with the use of an original computer system in which augmented reality is applied. The proposed solution constitutes a significant step towards improving actions directed at the assessment of the technical condition of complex technical devices. The research problem presented in the article was defined through the determination of the scope of diagnostic tasks which the personnel may find difficult in certain technical conditions. The research method consisted in the selection of a technology facilitating effective execution of diagnostics of complex technical devices. In the developed solution diagnostic processes are executed via the visual presentation of the following: the location of the components of the device, the diagnostic tasks, the descriptive hints, the measurement values, the location of the measurement points, and the 3D models of the components.
PL
Artykuł przedstawia metodę wspomagania prowadzenia procesów diagnostycznych z zastosowaniem technologii rzeczywistości rozszerzonej. Rozwiązanie jest znaczącym krokiem w kierunku usprawnienia działań, których celem jest ocena stanu technicznego złożonych urządzeń technicznych. Problem badawczy określony został poprzez zdefiniowanie zakresu prac diagnostycznych sprawiających trudności przy określonych uwarunkowaniach technicznych. Metoda badawcza polegała na wytypowaniu technologii umożliwiającej skuteczne wspomaganie prowadzenia procesów diagnostycznych złożonych urządzeń technicznych. W opracowanym rozwiązaniu prowadzenie procesów diagnostycznych realizowane jest poprzez wizyjna prezentację operatorowi systemu: lokalizacji elementów składowych urządzenia technicznego, czynności diagnostycznych, podpowiedzi opisowych, wartości pomiarowych, lokalizacji punktów pomiarowych, modeli 3D elementów składowych urządzenia.
EN
In this paper the authors focus on the crucial change of thinking about what computer really is, and then attempt to determine the essential elements of new games designed specifically for mobile computers. The authors characterize this type of entertainment, which enables them to outline potential scenarios for the development of this technological sphere and its impact on contemporary cultural life.
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tom 18
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nr 3
33-53
EN
This article aims to provide teachers with a practical introduction to the capabilities of augmented and virtual reality (AR/VR) in foreign language education. We first provide an overview of recent developments in this field and review some of the affordances of the technologies. This is followed by detailed outlines of a number of activities that teachers can use in any ESL classroom with access to smartphones or AR/VR capable devices. The article concludes with consideration of privacy concerns, and practical issues of classroom implementation.
EN
The article presents the results of a quantitative-qualitative study that examined the experiences of children and early childhood education teachers with multi-layered interactive materials in which augmented reality technology was implemented. The article also addresses issues related to support (MIEM) for selected cognitive processes of early childhood education students. The research was conducted within the framework of the Ministry of Education and Science's program titled: Pupil circles create innovation. The study involved 1153 early childhood education students between the ages of 7 and 10, as well as their teachers, who constituted a group of 41 early childhood education teachers. A triangulation of research methods was used in the study. For the group of students, a diagnostic survey method was used, for which a survey questionnaire was developed on the Kahoot platform and an in-depth interview using an interview questionnaire. For the group of teachers, a diagnostic survey method was used, for which a survey questionnaire was developed. The survey was implemented using the Computer Assisted Personal Interview technique on the Google Forms platform. On the basis of the conducted research, conclusions were developed in terms of the main objective of the research, which was: preliminary identification of the potential for using MIEM in the context of cognitive processes in early childhood education. The results of the research indicate that early childhood education students received the introduced innovation into the teaching process to a very positive degree. First of all, MIEM resulted in high motivation for learning. The result of which was a significant number of memorized messages contained in MIEM. It should also be added that this fact can have an impact on students' memory and perceptiveness. It can also be tentatively concluded that MIEM can have an impact on cognitive processes in particular on thinking and imagination. This conclusion follows directly from the type of technology that allows generating things previously difficult to visualize. In addition, the experiences of teachers who participated in the study indicate that MIEMs provide new opportunities for experimentation and interactive learning. According to the teachers, MIEMs make it possible to support the teaching and learning of nature, mathematics, as well as other subjects. Early childhood education teachers enthusiastically welcomed the use of AR, as well as seeing this technology as a solution to the problems of implementing the principle of viewability in early childhood education.
PL
Referat przedstawia zrealizowany w Katedrze Inżynierii Wiedzy Wydziału Elektroniki, Telekomunikacji i Informatyki Politechniki Gdańskiej prototyp eksperymentalnego stanowiska składającego się z komputera PC współpracującego z kamerą i przeznaczonego do eksperymentów z rzeczywistością rozszerzoną (ang. augmented reality). Podstawą tego systemu jest specjalnie stworzone oprogramowanie lokalizujące na obrazie z kamery w czasie rzeczywistym odpowiednio zaprojektowane wzorce i dodające w ich miejsce obiekty wirtualne. Ponadto w przypadku rejestracji przez kamerę obrazu pochodzącego bezpośrednio ze sterowanego komputerem projektora zrealizowane oprogramowanie umożliwia kierowanie kursorem myszy za pomocą wskaźnika laserowego. Dlatego też prezentowane stanowisko może być wykorzystywane nie tylko podczas specjalizowanych zajęć laboratoryjnych ale również wspomagać prowadzenie wykładów o dowolnej tematyce. W referacie skupiono się przede wszystkim na funkcjonalności interaktywnego wskaźnika laserowego.
EN
The paper describes a laboratory stand for augmented reality that consists of a personal computer, a webcam (or other video capture device), a video projector (optionally) and implemented software. It can superimpose synthetic objects on the real world image in places where special designed patterns are detected. The paper focus on special developed functionality of interactive laser pointer.
EN
: The authors of the current study aimed to propose a calibration method for accurate augmented reality visualisation using an optical see-through head-mounted display, and to qualitatively evaluate visualisation accuracy for the application in computer assisted surgery. Methods: An adaptation of stereo single-point active alignment method was proposed as the calibration procedure together with verification. Three tests were performed: display of points in 3D space, on the plane and on the surface of a skull phantom on inexperience users (5 participants) and experienced users (17 participants). Results: The highest accuracy of visualization was obtained for skull phantom visualisation for an inexperienced user (3.00 mm, std 0.75 mm), while the lowest accuracy was obtained in a 3D visualisation test for an inexperienced user (22.95 mm, std 18.04 mm). The largest error was related to the depth component and amounted to 18.49 mm, std 18.10 mm for an inexperienced user. Conclusions: It is possible to achieve relatively high visualisation accuracy (less than 5 mm for visualisation in space) for selected users but providing it for the group of inexperienced users seems to remain a major challenge. The accuracy of point indication can be substantially and statistically significantly increased by visualising objects on surfaces. The proposed methods and obtained results can serve as a basis for further implementation of augmented reality visualisation on an optical see-through head-mounted display in applications requiring high-quality augmented reality guidance of manual tasks.
10
Content available remote Detection of QR-Codes in Digital Images Based on Histogram Similarity
80%
EN
This paper considers the problem of QR codes detection in digital images. In particular, the approach for detection of QR codes is proposed. The approach is based on histogram correlation between the reference image of QR code and the input image. In particular the input image is firstly divided into blocks. These are next used to build binary map of regions similar and dissimilar in terms of histogram to the image of QR code. On the binary map the morphological operations are next applied in order to remove outliers and identify the QR code. The results of applying the introduced approach to various images are presented and discussed. Different lighting conditions, image resolutions and orientations of QR codes are considered.
PL
W artykule zaprezentowano przegląd wybranych, obecnych i potencjalnych, zastosowań systemów rzeczywistości rozszerzonej (AR) w szeroko rozumianym przemyśle. AR stanowią systemy łączące trzy cechy: połączenie świata rzeczywistego z wirtualnym, interaktywność w czasie rzeczywistym oraz zapewnienie użytkownikowi swobody ruchów w trzech wymiarach. Jest to niezwykle perspektywiczny obszar badań, który może znaleźć praktyczne zastosowanie w każdej niemal dziedzinie życia.
EN
In this article, a review of some – present and future – applications of Augmented Reality (AR) systems is presented. AR are featured by: connecting real and virtual environment, real-time interactivity and providing user with 6 DOFs. It is a very perspective area of research and development, which results could be applied to almost every aspect of human life.
EN
Perceptive review of augmented reality applications in the forging industry is the primary goal of the paper. The differences between the Virtual (VR) and Augmented (AR) realities are highlighted first. Examples of the AR technology's various industrial applications are then presented, which is followed by the evaluation of capabilities of the approaches in the forging industry. The two practical case study solutions were implemented, and their operational capabilities under industrial conditions were tested. Examples of obtained results are presented within the paper.
PL
W pracy przedstawiono przegląd wybranych zastosowań technologii rozszerzonej rzeczywistości ze szczególnym uwzględnieniem przemysłu kuźniczego. W pierwszej kolejności omówiono różnice pomiędzy technologią rzeczywistości wirtualnej (VR, ang. Virtual Reality) i rozszerzonej (AR, ang. Augmented Reality). Następnie przedstawiono przykłady zastosowań przemysłowych technologii AR. W kolejnym etapie badań opracowano i zaimplementowano dwa rozwiązania testowe wykorzystujące AR dedykowane dla kuźni i określano możliwości ich wykorzystania w warunkach przemysłowych.
EN
Assisted Living systems aim to improve life quality of their users giving context relevant guidance accordingly with their location and hour of the day. Most of commercial systems depend on complex/expensive infrastructure and still their positional information is not sufficient to take advantage of modern interfacing devices such as head-up displays or pico-projectors. We describe in this paper the design of an Assisted Living system capable to offer such guidance with on-site Augmented Reality, without introducing changes in the environment and using off-the-shelf equipment. The system can take advantage of wearable computing devices with embedded camera by determining the user position and orientation by using Visual Odometry and SLAM techniques. With this data, advices can be exhibited automatically by merging it seamlessly to the environment using augmented reality. In order to assess the efficacy of our system, we performed pilot tests in health care centres and residences using a prototype of a low-cost wearable device which displays the information through an embedded pico-projector.
PL
W artykule zaprezentowano bardzo dynamicznie rozwijającą się technologię rozszerzonej rzeczywistości, będącej częścią tak zwanej ciągłości wirtualnej rzeczywistości. Dokonano analizy obszarów możliwych zastosowań dla tej technologii, a także omówiono ogólne tendencje i trendy jej rozwoju. W skrócie wspomniano o najważniejszych zaletach i wadach wyświetlaczy umożliwiających tworzenie rozszerzonej rzeczywistości. Zaprezentowano przykłady konkretnych systemów informatycznych wspieranych przez AR.
EN
The article presents the dynamic developed Augmented Reality technology as a part of a continuum of reality. The author analyzes areas of possible use for this technology as well as general trends in its development. In short, the article describes the crucial advantages and disadvantages of displays which support Augmented Reality. In the paper the examples of specific systems supported by the AR were presented.
EN
The authors address the problem of passive navigation in large buildings. Based on the example of several interconnected buildings housing departments of the Lublin University of Technology, as well as the conceptual navigation system, the paper presents one of the possible ways of leading the user from the entrance of the building to a particular room. An analysis of different types of users is made and different (best for them) ways of navigating the intricate corridors are proposed. Three ways of user localisation are suggested: RFID, AR and QR markers. A graph of connections between specific rooms was made and weights proposed, representing “the difficulty of covering a given distance”. In the process of navigation Dijkstra’s algorithm was used. The road is indicated as multimedia information: a voice-over or animated arrow showing the direction displayed on the smart phone screen with proprietary software installed. It is also possible to inform the user of the position of the location in which he currently is, based on the static information stored in the QR code.
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tom Vol. 30, nr 1
35-64
PL
W poniższej pracy zaprezentowano ogólny zarys ważniejszych zagadnień dotyczących Rozszerzonej Rzeczywistości (Augmented Reality, AR) oraz opisano współczesne kierunki badań naukowych związane z tą dziedziną.
EN
In this work all recent advances in Augmented Reality was presented. Moreover All modern research in this area are described.
17
80%
EN
In this paper, the authors discuss a methodology to enhance multibody systems simulations using Augmented Reality (AR) implementation. The AR deals with the use of live video imagery which is digitally processed and augmented by the addition of computer generated graphics. The purpose is to illustrate how recent developments in computer-aided design and augmented reality can improve the realism and interactivity when simulating the movement of digital mock-ups. The paper discusses hardware and software implementations and an overview of several illustrative examples. The basic idea is described starting from a simple simulation of a falling body subjected to gravity with the initial conditions set nteractively by the user. Then, a more complex interactive simulation of the kinematics of a robot whose end-effector can be grabbed and moved by the user is presented. Finally, the real time dynamic simulation of a slider crank mechanism is discussed. The integration between AR and multibody simulation has revealed to be very useful for didactical purposes and collaborative design.
PL
W pracy autorzy przedyskutowali metodologię usprawnienia symulacji wielobryłowej poprzez zastosowanie tzw. Rzeczywistości Poszerzonej (Augmented Reality – AR). Metodologia ta obejmuje obróbkę cyfrową obrazu pozyskanego kamerą z rozszerzeniem polegającym na dodaniu do tego obrazu grafiki komputerowej. Celem pracy jest pokazanie, na ile najnowsze osiągnięcia komputerowo wspomaganej obróbki obrazu mogą poprawić wrażenie realizmu zapisywanych cyfrowo obrazów i polepszyć interaktywność z użytkownikiem podczas symulacji ruchu uzyskanych makiet rzeczywistych przedmiotów. Zaprezentowano kilka przykładów z omówieniem zastosowanych programów i parametrów sprzętu komputerowego. Podstawowa idea została przedstawiona na przykładzie ciała spadającego pod wpływem siły ciężkości na inny obiekt przy możliwości interakcji użytkownika, który wybiera warunki początkowe upadku. Następnie opisano bardziej złożony model, tj. kinematykę robota, w którym ruch chwytaka może być kontrolowany poprzez użytkownika. Na koniec pokazano symulację dynamiki suwakowego mechanizmu korbowego w czasie rzeczywistym. Tezą pracy jest wykazanie, że integracja symulacji wielobryłowej z możliwościami Rzeczywistości Poszerzonej (AR) posiada ogromne walory dydaktyczne i stanowi pomoc w zadaniach międzyzespołowego projektowania.
18
Content available Wirtualna semantyka miasta
70%
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2014
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tom 2
110-120
EN
In the era of information revolution we are communicating via the web. Reflections, thoughts and information are transmitted by building up the language of augmented reality. In communication networks, while leading a chat, we are also influenced by advertisements. It is a kind of multiple contact with the network of friends, strangers, journalists and advertising agents. Symbols and patterns transmitted by tradition are given their virtual dimension, their universal archetypes adjust their character to the present. The Modern Man, a network user, tries to use the new tool – the computer – more efficiently. The Internet network is often compared to the extension of the human neural system. The computer as a medium of art was used to create an additional space - the virtual reality. It showed how interesting spaces can be created by combining art and technology. The combination of the human specificity of contact, language, and new technology creates tremendous opportunities and threats. Transhumanism is a possibility in which we would seek a symbiosis between the man and technology, so as not to create a conflict between the biological body and its electronic contact networks. The semantics of the city, despite of its changing nature, may have human-specific qualities, but its media expression may allow for incomparably richer network of contacts.
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tom Nr 8
211--222
EN
This article discusses the role that new digital technologies play on conservation-restoration of fragmentary artefacts. Above all, the use of these tools is essential in case the artefacts have lost the formal unity and reach us without documentation concerning their original position, as in the case of the Roman frescoes from Sybaris, object of this study. The creation of virtual models proves as fundamental for the material and formal recomposition of the artefacts, especially in the creation of a new support and display choices. This last aspect required an analysis on the effects that virtual reconstructions and augmented reality have on visitors.
EN
The paper presents one of the methods of calculating the pose of tetragons in the three-dimensional space on the basis of coplanar two-dimensional points. In conclusion, reference is made to the effects obtained and to the possibilities of practical application of the algorithm.
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