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The SmartReality project is a new Austrian national project dedicated to exploring how people can access smarter information about the things around them through a combination of Augmented Reality, Web services and semantic technologies. This paper introduces the project and our initial thoughts concerning the current and necessary state of AR standards, interfaces and platforms.
2012
This poster and accompanying demo shows how Semantic Web and Linked Data technologies are incorporated into an Augmented Reality platform in the SmartReality project and form the basis for enhanced Augmented Reality mobile applications in which information and content in the user's surroundings can be presented in a more meaningful and useful manner. We describe how things of interest are described semantically and linked into the Linked Open Data cloud. Relevant metadata about things is collected and processed in order to identify and retrieve related content and services on the Web. Finally, the user sees this information intuitively in their Smart Reality view of the reality around them.
Lecture Notes in Computer Science, 2012
This paper describes how semantic and Linked Data technology are incorporated into an Augmented Reality (AR) platform in the SmartReality project 1 and form the basis for enhanced AR mobile applications in which information and content in the user's surroundings can be presented in a more meaningful and useful manner. We describe how things of interest are described semantically and linked into the Linked Open Data cloud. Relevant metadata about things is collected and processed in order to identify and retrieve related content and services. Finally, the user sees this information intuitively in their Smart Reality view of the reality around them. We highlight how the use of semantics and Linked Data enables an AR experience which is more relevant for a user and with respect to what they have around them, and which can be automated and adapted at lower cost to content and application providers.
2017
In this paper, a semantic model for distributed Augmented Reality services is presented. The services are built with the use of a novel Semantic Augmented Reality Ontology (SARO). SARO is based on semantic web standards (RDF, RDFS and OWL 2) and constitutes one of the main elements of the Contextual Augmented Reality Environments (CARE) approach. The model is used to build ubiquitous dynamic Augmented Reality presentations based on semantically described AR services in a contextual manner. In the paper, a visual design tool - the CARE Modeler - is also presented. The tool conforms to the SARO ontology and helps developers to model contextual Augmented Reality experiences. Finally, example presentations based on an AR service designed with the use of the tool are presented.
Augmented Reality applications are more and more widely used nowadays. With help of it the real physical environment could be extended by computer generated virtual elements. These virtual elements can be for example important context-aware information. With Semantic Web it is possible among others to handle data which come from heterogeneous sources. As a result we have the opportunity to combine Semantic Web and Augmented Reality utilizing the benefits of combination of these technologies. The obtained system may be suitable for daily use with wide range of applications in field of tourism, entertainment, navigation, ambient assisted living, etc. The purpose of my research is to develop a prototype of general framework which satisfies the above criteria.
International Journal of Recent Contributions from Engineering, Science & IT (iJES)
With a view to creating a mixed reality that combines coexisting real and virtual objects and to providing users with real-time access to information in an interactive manner, augmented reality enriches users’ physical environment by incorporating digital and real objects and rendering them in the physical environment in the proper time and spatial framework. Due to its nature, augmented reality can be combined with and exploit other innovative technologies in order to improve its efficiency and potentials. Some such technologies are semantic web, knowledge graphs and deep learning. The study main purpose and contribution is to showcase the benefits of developing semantically enriched augmented reality applications and to present a system architecture for developing such applications as well as to showcase and assess an augmented reality application developed following the proposed architecture. The specific application aims at facilitating end-users’ day-to-day activities, enhancin...
CAADRIA, 2023
Human imagination has played with the idea of an alternative technological world for years. From dystopian proposals like Neuromancer or The Matrix to more positive views like the recent Upload series, the exploration of the friction between the digital world and the physical world has entertained the imagination of our society for decades. Outside the fictional environments, the omnipresence of the internet and the development of "the cloud" are showing that the virtual world is possible and that the idea of a Metaverse is no longer part of science fiction but a very real future for human relations (Winters 2021). In line with the idea of the Metaverse, the intersection of the virtual and the physical world is being explored through the idea of Extended Realities. Technology is allowing humans to enhance their capabilities more than ever, and in fact, it has been proposed that we are entering the Augmented era (King 2014). This paper explores the opportunities and possible challenges that "Extended Architecture" has by analyzing a research project based on augmented reality as the media to explore these ideas. This project will propose a speculative approach to how the fact that in the recent future, everyone will have access to an AR device will change the way we perceive and understand our architectural environment.
Indoor navigation is an important research topic nowadays. The complexity of larger buildings, supermarkets, museums, etc. makes it necessary to use applications which can facilitate the orientation. While for outdoor navigation already exist tried and tested solutions, but few reliable ones are available for indoor navigation. In this paper we investigate the possible technologies for indoor navigation. Then, we present a general, cost effective system as a solution. This system uses the advantages of semantic web to store data and to compute the possible paths as well. Furthermore it uses Augmented Reality techniques and map view to provide interaction with the users. We made a prototype based on client-server architecture. The server runs in a cloud and provides the appropriate data to the client, which can be a smartphone or a tablet with Android operation system.
Augmented reality (AR) has received attention in the cultural heritage domain as an interactive medium for the requesting and consumption of information regarding heritage sites. This article proposes a mobile AR system based on Semantic Web technology to provide contextual information on heritage sites. Whereas most location based AR systems are designed to present simple information on a Point of Interest (POI), the proposed system offers information related to various elements of cultural heritage, both tangible and intangible, linked to the POI. This is accomplished through a cultural heritage ontology that aggregates heterogeneous data and semantically connects them to each other. First, we extracted cultural heritage data from five web databases and modelled contextual information for the target heritage site (Injeongjeon Hall and its vicinity in Changdeokgung Palace in South Korea) by applying the selected ontology in three stages. Second, we implemented a mobile AR application and conducted a user study to assess the learning and engagement impacts of the proposed system. We found that the application offers an agreeable user experience in affective, cognitive and operative aspects. Third, our analysis results revealed that specific usage patterns were significant with regard to learning outcomes. Finally, we explored how the study's key findings can offer practical design guidance for system designers to enhance mobile augmented reality information systems for heritage sites, and to show system designers how to support particular usage patterns to better accommodate specific user experiences.
2015
Augmented Reality is a technology that involves the<br> overlay of virtual content, which is context or environment sensitive,<br> on images of the physical world in real time. This paper presents the<br> development of a catalog system that facilitates and allows the<br> creation, publishing, management and exploitation of augmented<br> multimedia contents and Augmented Reality applications, creating an<br> own space for anyone that wants to provide information to real<br> objects in order to edit and share it then online with others. These<br> spaces would be built for different domains without the initial need of<br> expert users. Its operation focuses on the context of Web 2.0 or<br> Social Web, with its various applications, developing contents to<br> enrich the real context in which human beings act permitting the<br> evolution of catalog's contents in an emerging way.
A revolution in computer interface design is changing the way we think about computers. Rather than typing on a keyboard and watching a television monitor, Augmented Reality lets people use familiar, everyday objects in ordinary ways. A revolution in computer interface design is changing the way we think about computers. Rather than typing on a keyboard and watching a television monitor, Augmented Reality lets people use familiar, everyday objects in ordinary ways. This paper surveys the field of Augmented Reality, in which 3-D virtual objects are integrated into a 3-D real environment in real time. It describes the medical, manufacturing, visualization, path planning, entertainment and military applications that have been explored. This paper describes the characteristics of Augmented Reality systems. Registration and sensing errors are two of the biggest problems in building effective Augmented Reality systems, so this paper throws light on problems. Future directions and areas requiring further research are discussed. This survey provides a starting point for anyone interested in researching or using Augmented Reality.
Due to the proliferation of smartphones, Augmented Reality applications have become more widespread nowadays. Augmented Reality browsers have especially enjoyed wide popularity within these applications. The physical environment could be extended by location-aware additional information using these browsers. At present, typically a specific data source is used by the current Augmented Reality browsers, even if there is an enormous amount of available data sources. The Semantic Web could help to bridge this problem. The goal of this work is to combine Augmented Reality and Semantic Web technologies in order to enhance the existing mobile Augmented Reality browsers using Semantic Web technologies. For this purpose, we utilize the advantages of the Semantic Web technologies such as data integration, unified data model as well as publicly available semantic data sources, among other things.
2017
In this paper, we present a new approach to building large-scale ubiquitous augmented reality (AR) applications. Instead of fixed AR content, presented on specific places or objects, we propose the concept of a semantic network of distributed AR services contributed by different providers. These services have different roles and offer different content and functionality, but the synergy offered by such a diverse network of services opens new fields of application for AR systems. The services in our approach are modeled using well-established standards from the domain of business process modeling, but they are additionally annotated using semantic descriptions of the role and properties of particular services and their relationships, allowing meaningful selection of dynamic exploration paths by users with different interests, constraints and privileges. An indispensable element of such heterogeneous AR systems is proper consideration of security and privacy issues, which are also cov...
Owing to the remarkable advancement of smartphones, Augmented Reality applications have become part of everyday life. Augmented Reality browsers are the most commonly used among these applications. The users can search and display interesting places from the physical environment surrounding them by means of these browsers. Some of the most popular AR browsers use only one data source and the openly available datasets are not used. In contrast, the main objective of Linked Open Data community project is to link knowledge from different data sources. This pursuit makes it easier to retrieval information, among others. In this paper, an Augmented Reality browser was presented. Information derived from Linked Open Data was used by the browser as data source. Due to this, the system is able to handle more data sources.
ARCAMA-3D (Augmented Reality for Context Aware Mobile Applications with 3D) is a mobile platform that allows us to overlay a 3D representation of the surroundings with augmented reality objects. In this paper, we show how these 3D objects, which are overlaid on the real view captured by the camera of the mobile device, are coupled with the Linked Open Data (LOD) cloud. With this approach, the data aggregation for a mobile augmented reality system is provided using the interconnected knowledge bases on the Web. This offers the possibility to enrich our 3D objects with structured information on the cloud. The objects that act as an augmented reality interface are used to provide an interactive access to these information. This approach provides an opportunity for people who publish information on the LOD cloud to interlink their data with 3D urban models. In order to achieve this, we propose an extensible data model that takes into account the temporal evolution of real world entities (such as buildings, monuments, etc.) and we publish our 3D models using this data model.
The authors combine building information modeling (BIM) data with ambient information from devices deployed in smart buildings. Their Android-based application can then offer environmental building information integrated with BIM data in an augmented and virtual reality environment. Today's buildings are equipped with various types of sensor nodes—either wired or wirelessly connected to a home or building network—for monitoring and management purposes. These devices provide ambient information about environmental and energy-related parameters to increase awareness in building occupants and managers, and to facilitate feedback actions or plan interventions. Nevertheless, how to enable interoperability across devices adopting heterogeneous communication protocols or standards is the object of intensive research. Service-oriented middleware technologies attempt to address this issue. 1,2 In the context of smart buildings, effectively engaging users and exploiting so much potential information requires contextualizing physical data from sensors by combining it with other types of ambient information, such as building characteristics, topology, and infrastructures. To this end, building and energy managers can exploit building information modeling (BIM), 3 a methodology that provides an accurate virtual model, usually in 3D, of a building and its infrastructures. This model is created, updated, and consulted during the design, development, and management of the building itself. Here, we present a methodology and an associated Android-based mobile application that integrates sensor data with building models, allowing end users (that is, technicians and building and energy managers) to navigate in a virtual or augmented building environment and access context-related physical environmental parameters such as temperature, humidity, and energy consumption. The values of these parameters can be easily correlated with other building characteristics and infrastructural properties, such as gas, electricity, or heating networks. Our methodology leverages a distributed software architecture composed of underlying middleware services to access sensor data in a hardware-independent way and combine it with BIM models interactively. Our work's main aims are to • collect environmental information from heterogeneous devices via a distributed software architecture; • combine BIM structural data with real-time information to improve building maintenance; • improve the visualization of such integrated information in a virtual and augmented reality environment; • move BIM from desktop computers to mobile devices by providing an innovative, portable tool for building and energy managers; • provide end users with a tool for interacting with the building to access heterogeneous data available from multiple pervasive sources; and • increase user awareness about energy consumption and environmental conditions. Augmented reality (AR) has been defined as the link between the real world and virtual reality (VR), 4 which in turn is a completely artificial environment for simulating reality. Each real object intrinsically provides a significant amount of information that sometimes is not immediately perceived by users. AR aims to make such information visible by overlapping digital reality with physical objects. The recent evolution of smart buildings provides new horizons for VR and AR application development, which could make building management easier and increase user awareness about energy consumption. Our proposed Android application exploits both AR and VR to provide building information, overcoming limits related to 2D visualization. Indeed, it presents a 3D environment in which real-time building information, coming from pervasive devices, is combined with structural and architectural data provided by BIM.
Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems
This paper introduces a nascent project aimed at exploring new avenues to support creativity, socialisation and community through smart interfaces for augment reality. Augmented reality has been so far largely conceptualised from a point of view of 'power users' seeking to support very specific applications, e.g. in training and simulation. With the availability of devices to mass market, new applications become possible, and new research problems open up. We offer a preliminary framework consisting of 2 orthogonal continua (virtual-real and human-thing) and 2 critical perspective (postphenomenology/posthumanism and cultural interface). With this poster we hope to stimulate valuable discussion and seek input from the CHI community about the challenges, opportunities, and theoretical perspectives underpinning a smart, socialised AR.
2005
Augmented reality (AR) applications use geometric models as a central component of their operation. Both rendering and interaction require a detailed knowledge of the environment and the objects to be visualized. Usually such models are created especially for a single application and provide exactly the required information. With the combination of AR and ubiquitous computing more complex requirements for such models are appearing. In this paper we describe our experimental prototypes of semantic data models for ubiquitous augmented reality applications and discuss some further research directions and approaches to such world models.
Acta Universitatis Agriculturae et Silviculturae Mendelianae Brunensis, 2013
We assume that one of the key reasons is in the difference between a standalone application and a web service. Both architectures have some advantages and disadvantages. The Standalone application (e.g. Nokia/OVI Maps) provides the required functionality. From the user point of view, main asset of this “offline” approach is network connectivity independence. However, this kind of applications must be upgraded manually. Moreover, it is hard to get any data about the application usage because it requires additional actions from the user – data are usually acquired through conventional ways, such as email or web forms.The online service such as Google Maps (including its mobile application) can offer the same functionality as the offline application. Nevertheless, a permanent connection to provider servers is necessary. This can be taken as a drawback. On the other hand, usage data collection is easier and can be done without the user intervention. The data collection provides a valuab...
Sensors
Virtual and augmented reality technologies have known an impressive market evolution due to their potential to provide immersive experiences. However, they still have significant difficulties to enable fully fledged, consumer-ready applications that can handle complex tasks such as multi-user collaboration or time-persistent experiences. In this context, CultReal is a rapid creation and deployment platform for augmented reality (AR), aiming to revitalize cultural spaces. The platform’s content management system stores a representation of the environment, together with a database of multimedia objects that can be associated with a location. The localization component fuses data from beacons and from video cameras, providing an accurate estimation of the position and orientation of the visitor’s smartphone. A mobile application running the localization component displays the augmented content, which is seamlessly integrated with the real world. The paper focuses on the series of steps...
2020
Augmented Reality is a display and interaction method of future computing. It augments digital information in real environments in text, audio, image, or video formats. Augmented reality can be more effective if supported by knowledge about human needs. Basic human needs are finite in number, and with the right methods, they are detectable or predictable. This research develops an ontology that describes the structure and relations between the elements of augmented reality, context information, and human needs, with the ultimate goal of developing a robust conceptual model. Ontology development is a knowledge-driven approach used to represent data and reasoning. This paper focuses on linking the aforementioned concepts to enable correct data representation and reasoning. The research approach, process used, and the evaluation of the ontology is presented as well.
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