
Augmented Reality, Virtual Reality, and Computer Graphics
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The 2-volume set LNCS 11613 and 11614 constitutes the refereed proceedings of the 6th International Conference on Augmented Reality, Virtual Reality, and Computer Graphics, AVR 2019, held in Santa Maria al Bagno, Italy, in June 2019.
The 32 full papers and 35 short papers presented were carefully reviewed and selected from numerous submissions. The papers discuss key issues, approaches, ideas, open problems, innovative applications and trends in virtual and augmented reality, 3D visualization and computer graphics in the areas of medicine, cultural heritage, arts, education, entertainment, military and industrial applications. They are organized in the following topical sections: virtual reality; medicine; augmented reality; cultural heritage; education; and industry.More details
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Content
- Intro
- Preface
- Organization
- Keynote Speakers
- Interactive Virtual Environments: From the Laboratory to the Field
- Computer Vision as an Enabling Technology for Interactive Systems
- Wearable Brain-Computer Interface for Augmented Reality-Based Inspection in Industry 4.0
- Contents - Part II
- Contents - Part I
- Augmented Reality
- Application of Physical Interactive Mixed Reality System Based on MLAT in the Field of Stage Performance
- Abstract
- 1 Introduction
- 2 System Design
- 2.1 Camshift Moving Target Detection Algorithm
- 2.2 3D Reconstruction
- 2.3 Ant Colony Algorithm for Path Planning
- 3 Field Experiment
- 4 Result
- References
- Application Advantages and Prospects of Web-Based AR Technology in Publishing
- Abstract
- 1 Introduction
- 2 WebAR Development Status and Technical Advantages
- 2.1 WebAR Technology Model
- 2.2 WebAR Development Status
- 3 Comparison of the Influence of Web and APP AR on Publishing Mode
- 4 Application Advantages of WebAR in Publishing
- 4.1 Publisher
- 4.2 Reader
- 5 The Application Prospect of WebAR in Publishing
- 5.1 WebAR and Three-Dimensional Textbook Publishing
- 5.2 WebAR and Sci-Tech Journals Enhanced Publishing
- 6 Discussion and Conclusion
- Acknowledgements
- References
- Generation of Action Recognition Training Data Through Rotoscoping and Augmentation of Synthetic Animations
- 1 Introduction
- 2 Related Work
- 3 Method Overview
- 4 Experiment: Action Recognition in a Kitchen
- 4.1 Virtual Avatar and Virtual Environment
- 4.2 Animation Generation Through Rotoscoping
- 4.3 Data Augmentation: Procedural Variation of the Prototype Animations
- 4.4 Joint Coordinate Collection
- 4.5 Coordinates Normalization
- 4.6 Features Selection
- 5 Training and Testing
- 6 Discussion
- 7 Conclusions
- References
- Debugging Quadrocopter Trajectories in Mixed Reality
- 1 Introduction
- 2 Related Work
- 3 Fundamentals
- 3.1 Robot Operating System
- 3.2 Mixed Reality
- 3.3 Tracking
- 4 System Overview
- 5 Threats to Validity
- 6 Summary and Outlook
- References
- Engaging Citizens with Urban Planning Using City Blocks, a Mixed Reality Design and Visualisation Platform
- Abstract
- 1 Introduction
- 2 City Blocks
- 2.1 Physical Design Toolkit
- 2.2 Creating the Digital Twin
- 2.3 Simulation and Analysis
- 2.4 Virtual Reality Interaction
- 3 Results
- 4 Discussion
- 4.1 Analysing a Digital Twin of a Concept
- 4.2 Encouraging Citizens to Engage with City Planning
- 4.3 Virtual Reality to Visualise Concepts
- 4.4 Value in Creating a Digital Twin of an Idea
- 4.5 Limitations of System
- 5 Conclusions and Future Work
- References
- Convolutional Neural Networks for Image Recognition in Mixed Reality Using Voice Command Labeling
- 1 Introduction
- 2 Related Work
- 3 Fundamentals
- 3.1 Convolutional Neural Networks
- 3.2 Mixed Reality
- 4 Prototype
- 4.1 Workflow of the Approach
- 4.2 Convolutional Neural Network
- 4.3 Distortion Filters
- 5 Results
- 6 Threats to Validity
- 7 Summary and Outlook
- References
- A Framework for Data-Driven Augmented Reality
- 1 Introduction
- 2 Related Work
- 3 Framework
- 3.1 Input Data
- 3.2 Object Positioning
- 3.3 Parameter Feedback and Augmented Visualization
- 4 Application Examples
- 4.1 Teltron Tube with Helmholtz Coils
- 4.2 Electron-Beam-Deflection Tube
- 4.3 Parallel Plate Capacitor
- 5 Evaluation
- 6 Conclusion
- References
- Usability of Direct Manipulation Interaction Methods for Augmented Reality Environments Using Smartphones and Smartglasses
- Abstract
- 1 Introduction
- 2 Related Work
- 3 Selection and Implementation of Interaction Methods
- 3.1 Glass Interaction Methods
- 3.2 Smartphone Interaction Methods
- 3.3 Interaction Object
- 4 Study: Methods
- 4.1 Study Design
- 4.2 Study Participants
- 4.3 Study Instruments
- 5 Study: Discussion
- 5.1 Interaction Duration
- 5.2 Usability Questionnaire
- 5.3 General and Demographic Questions
- 5.4 Preferred Interaction Method
- 5.5 User Observations
- 6 Discussion
- 7 Conclusion and Future Work
- References
- An Augmented Reality Tool to Detect Design Discrepancies: A Comparison Test with Traditional Methods
- Abstract
- 1 Introduction
- 2 Research Aim and Test Materials
- 3 AR Tool
- 4 Usability Testing
- 5 Data Analysis and Results
- 6 Conclusions
- References
- A New Loose-Coupling Method for Vision-Inertial Systems Based on Retro-Correction and Inconsistency Treatment
- 1 Introduction
- 2 SLAM-IMU Coupling Techniques
- 3 Proposed Method
- 3.1 SLAM-Pose and IMU-Pose
- 3.2 Retro Correction
- 3.3 Inconsistency Detection and Treatment
- 4 Simple Worked Examples
- 4.1 Simulated Data
- 4.2 Experimental Data
- 5 Concluding Remarks
- References
- Ultra Wideband Tracking Potential for Augmented Reality Environments
- Abstract
- 1 Introduction
- 2 Problem Area and Global Practice in Object and Avatar Positioning
- 3 The Importance of Position Tracking for Multiple Entities in a Dynamic Environment
- 4 The Necessity for Precision Improvement and Flexibility in Large Scale AR Environments
- 5 UWB Tracking as the Solution for AR and VR Systems
- 6 Conclusions
- Acknowledgements
- References
- HoloHome: An Augmented Reality Framework to Manage the Smart Home
- Abstract
- 1 Introduction
- 2 Related Works
- 3 The Smart Home Architecture of FHfFC
- 3.1 Physical Infrastructure
- 3.2 AR Application on HoloLens
- 3.3 Vuforia Image Processing Engine
- 3.4 Arduino Interaction with AR Platform
- 4 Use Case Scenario
- 4.1 User Turning on/off the Light
- 4.2 User Looking for the Specific Object with the Help of HoloHome
- 5 Conclusion and Future Works
- References
- Training Assistant for Automotive Engineering Through Augmented Reality
- Abstract
- 1 Introduction
- 2 System Architecture
- 3 Markerless Tracking System
- 4 Assembly/Disassembly and Functioning Animation
- 5 Analysis and Results
- 6 Conclusion
- Acknowledgements
- References
- Microsoft HoloLens Evaluation Under Monochromatic RGB Light Conditions
- 1 Introduction
- 2 Related Work
- 3 MS HoloLens
- 4 Experimental Setup
- 5 Experiment Procedures and Results
- 5.1 Luminous Flux Measurement Accuracy
- 5.2 Performance Under Low Light
- 6 Conclusion
- References
- Towards the Development of a Quasi-Orthoscopic Hybrid Video/Optical See-Through HMD for Manual Tasks
- Abstract
- 1 Introduction
- 2 Materials and Methods
- 2.1 Hybrid Video/Optical See-Through HMD
- 2.2 Perspective Preserving Solution for Quasi-Orthoscopic Binocular Video See-Through HMDs
- 2.3 Closed - Loop Calibration for Optical See-Through HMDs with Infinity Focus
- 3 Discussion and Future Works
- Acknowledgments
- References
- An Empirical Evaluation of the Performance of Real-Time Illumination Approaches: Realistic Scenes in Augmented Reality
- 1 Introduction
- 2 Related Work
- 3 Method
- 3.1 Estimate Incident Light
- 3.2 Simulate Reflected Light
- 3.3 Define Shading Properties
- 4 Result Evaluation
- 4.1 Incident Light Evaluation
- 4.2 Performance Evaluation
- 4.3 User-Feedback Evaluation
- 5 Conclusion and Future Work
- References
- Cultural Heritage
- Combining Image Targets and SLAM for AR-Based Cultural Heritage Fruition
- Abstract
- 1 Introduction
- 2 Related Works
- 3 Digital Acquisition of POIs for the AR Image Targets
- 4 The AR-Based Mobile App for the "Studiolo"
- 5 Conclusions
- Acknowledgements
- References
- Optimization of 3D Object Placement in Augmented Reality Settings in Museum Contexts
- Abstract
- 1 Introduction
- 2 Preliminary Museum Survey
- 2.1 Participants
- 2.2 Results
- 2.3 Discussion
- 3 Related Work
- 4 System Description
- 4.1 Prototype Testing
- 4.2 Implementation of the Final Application
- 5 User Studies
- 5.1 Quantitative User Study
- 5.2 Qualitative User Study
- 5.3 Discussion
- 6 Conclusion
- Acknowledgments
- References
- Transmedia Digital Storytelling for Cultural Heritage Visiting Enhanced Experience
- Abstract
- 1 Introduction
- 2 ICT and Cultural Heritage: An Overview
- 3 The CHER Framework
- 4 Expected Impact
- 5 Conclusions
- Acknowledgements
- Bibliography
- Assessment of Virtual Guides' Credibility in Virtual Museum Environments
- Abstract
- 1 Introduction
- 2 Related Work
- 3 Materials and Methods
- 3.1 Apparatus and Visual Content
- 3.2 Participants
- 3.3 Experimental Procedure
- 3.4 Methods
- 4 Results and Discussion
- 5 Conclusions
- Acknowledgment
- References
- Immersive Virtual System for the Operation of Tourist Circuits
- Abstract
- 1 Introduction
- 2 System Description
- 3 Virtual System Development
- 4 Experimental Results
- 5 Conclusions
- Acknowledgment
- References
- Virtual Museums as a New Type of Cyber-Physical-Social System
- Abstract
- 1 Introduction
- 2 Theoretical Background
- 2.1 Technical Characteristics of VR
- 2.2 The Virtual Museum Prototype
- 3 Conclusions and Future Work
- Acknowledgements
- References
- Virtual Portals for a Smart Fruition of Historical and Archaeological Contexts
- 1 Introduction
- 1.1 Previous Indoor Application
- 2 Related Works
- 3 Work Hypothesis
- 4 Switching from AR to VR: Virtual Portals
- 4.1 Implementation
- 5 Expected Results and Further Work
- References
- Education
- Intercultural Communication Research Based on CVR: An Empirical Study of Chinese Users of CVR About Japanese Shrine Culture
- Abstract
- 1 Introduction
- 1.1 Knowledge Acquisition
- 1.2 Meaning Understanding
- 1.3 Emotional Experience
- 2 Method and Implementation
- 2.1 Preliminary Preparation
- 2.2 Evaluation Process
- 2.2.1 Pre-test Experiment
- 2.2.2 Hypothesis
- 2.2.3 Interview Feedback
- 2.2.4 Questionnaire Model
- 2.2.5 Experiment
- 2.2.6 Data Collection and Analysis
- 3 Conclusion and Discussion
- 3.1 Conclusion
- 3.1.1 Creating a Cultural Environment
- 3.1.2 Create a Cultural Experience
- 3.1.3 Need Technical Means to Avoid Deficiencies
- 3.2 Research Value
- References
- Augmented Reality to Engage Preschool Children in Foreign Language Learning
- Abstract
- 1 Introduction
- 2 Related Work
- 3 System Design and Architecture
- 4 Methodology
- 5 Results
- 6 Teacher Comments and Observations
- 7 Conclusion
- 8 Future Directions
- Acknowledgments
- References
- A Study on Female Students' Attitude Towards the Use of Augmented Reality to Learn Atoms and Molecules Reactions in Palestinian Schools
- Abstract
- 1 Introduction
- 2 Literature Review
- 3 Research Method
- 3.1 Research Goal and Question
- 3.2 AR Application
- 3.3 Evaluation
- 4 Results
- 4.1 Demographic Data
- 4.2 Usability and Attitude
- 4.3 Interview
- 5 Discussion
- 6 Conclusion
- Acknowledgment
- References
- Intelligent System for the Learning of Sign Language Based on Artificial Neural Networks
- Abstract
- 1 Introduction
- 2 Neural Network Classifier
- 3 Development of the Neural Network
- 4 Structure of the System
- 4.1 Description of the Graphical User Interface (GUI)
- 5 Tests Performed
- 5.1 Response of the Neural Network Recognition
- 5.2 Learning Tests
- 6 System Usability
- 7 Analysis of Results
- 8 Conclusions
- References
- Measuring and Assessing Augmented Reality Potential for Educational Purposes: SmartMarca Project
- 1 Introduction
- 2 Related Work
- 3 Brief Description of SmartMarca Project
- 4 Methodology
- 5 Results and Discussion
- 6 Conclusion and Future Works
- A Appendix 1
- References
- Augmented Reality in Laboratory's Instruments, Teaching and Interaction Learning
- Abstract
- 1 Introduction
- 2 Formulation of the Problem
- 3 Problem's Structure
- 4 Application Development
- 5 Experimental Results
- 5.1 Paper AR
- 5.2 LAB AR
- 6 Conclusions
- Acknowledgements
- References
- Touchless Navigation in a Multimedia Application: The Effects Perceived in an Educational Context
- 1 Introduction
- 1.1 Natural Interaction
- 1.2 Gesture-Based Learning
- 2 The Application Interface
- 3 Assessing the User Experience
- 3.1 System Usability Scale
- 3.2 USE
- 3.3 Custom Application Questionnaire
- 4 Test Results
- 4.1 Main Results
- 4.2 Data Analysis
- 5 Conclusions and Future Work
- References
- Industry
- Analysis of Fuel Cells Utilizing Mixed Reality and IoT Achievements
- 1 Introduction
- 2 Related Work
- 3 Fundamentals
- 3.1 Fuel Cells
- 3.2 Mixed Reality
- 3.3 Message Queuing Telemetry Transport Protocol
- 4 Prototype
- 5 Threats to Validity
- 6 Summary and Outlook
- References
- Virtual Environment for Training Oil & Gas Industry Workers
- 1 Introduction
- 2 Related Works
- 3 State of Technology
- 3.1 Unity Pro 3DT
- 3.2 Virtual Reality
- 3.3 Virtual Simulator
- 3.4 Virtual Environments
- 4 Case of Study
- 5 Implementation Proposal
- 5.1 Virtual Environment Design Guidelines
- 5.2 Training System Development
- 5.3 Scene Sequence Design
- 6 Result and Discussion
- 7 Conclusion and Future Work
- References
- Virtual Training for Industrial Process: Pumping System
- Abstract
- 1 Introduction
- 2 Problem Formulation
- 3 Development
- 4 System Behavior
- 5 Results and Discussion
- 6 Conclusions
- Acknowledgements
- References
- Virtual Training on Pumping Stations for Drinking Water Supply Systems
- Abstract
- 1 Introduction
- 2 System Structure
- 3 Virtualization of the 3D Environment
- 3.1 Photogrammetry
- 3.2 CAD Design
- 3.3 Design in UNITY 3D
- 3.4 Design of User Levels and Privileges
- 3.5 Industrial Safety Signals and Immersive Ambient Sounds
- 4 Process Simulation
- 4.1 Mathematical Model
- 4.2 Ratio Control
- 5 Analyses and Results
- 6 Conclusion
- References
- Virtual Training System for an Industrial Pasteurization Process
- Abstract
- 1 Introduction
- 2 Methodology
- 3 Virtualization of the 3D Environment
- 3.1 Investigation
- 3.2 CAD Design
- 3.3 Environment Creation
- 3.4 Unity 3D Platform Integration
- 4 Analysis of Results
- 5 Conclusions
- Acknowledgements
- References
- Virtual Environment for Teaching and Learning Robotics Applied to Industrial Processes
- Abstract
- 1 Introduction
- 2 Problem Formulation
- 3 Structure System
- 3.1 Manipulator Virtualization
- 3.2 Development Environment
- 3.3 Animation
- 3.4 Communication
- 4 Modeling and Control
- 4.1 Manipulator Kinematic Model
- 4.2 Kinematic Control
- 5 Experimental Results
- 6 Conclusions
- Acknowledgements
- References
- StreamFlowVR: A Tool for Learning Methodologies and Measurement Instruments for River Flow Through Virtual Reality
- 1 Introduction
- 2 Related Work
- 3 Background
- 4 Learning River Flow
- 5 The StreamFlowVR Tool
- 5.1 Measurement Zone
- 5.2 Measurement the Cross-Section
- 5.3 Verticals Measurements
- 5.4 Ultrasound Sensor
- 6 Conclusions
- References
- Author Index
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