scholarly journals Edge-assisted Collaborative Image Recognition for Mobile Augmented Reality

2022 ◽  
Vol 18 (1) ◽  
pp. 1-31
Author(s):  
Guohao Lan ◽  
Zida Liu ◽  
Yunfan Zhang ◽  
Tim Scargill ◽  
Jovan Stojkovic ◽  
...  

Mobile Augmented Reality (AR), which overlays digital content on the real-world scenes surrounding a user, is bringing immersive interactive experiences where the real and virtual worlds are tightly coupled. To enable seamless and precise AR experiences, an image recognition system that can accurately recognize the object in the camera view with low system latency is required. However, due to the pervasiveness and severity of image distortions, an effective and robust image recognition solution for “in the wild” mobile AR is still elusive. In this article, we present CollabAR, an edge-assisted system that provides distortion-tolerant image recognition for mobile AR with imperceptible system latency . CollabAR incorporates both distortion-tolerant and collaborative image recognition modules in its design. The former enables distortion-adaptive image recognition to improve the robustness against image distortions, while the latter exploits the spatial-temporal correlation among mobile AR users to improve recognition accuracy. Moreover, as it is difficult to collect a large-scale image distortion dataset, we propose a Cycle-Consistent Generative Adversarial Network-based data augmentation method to synthesize realistic image distortion. Our evaluation demonstrates that CollabAR achieves over 85% recognition accuracy for “in the wild” images with severe distortions, while reducing the end-to-end system latency to as low as 18.2 ms.

2020 ◽  
Vol 34 (04) ◽  
pp. 6194-6201
Author(s):  
Jing Wang ◽  
Weiqing Min ◽  
Sujuan Hou ◽  
Shengnan Ma ◽  
Yuanjie Zheng ◽  
...  

Logo classification has gained increasing attention for its various applications, such as copyright infringement detection, product recommendation and contextual advertising. Compared with other types of object images, the real-world logo images have larger variety in logo appearance and more complexity in their background. Therefore, recognizing the logo from images is challenging. To support efforts towards scalable logo classification task, we have curated a dataset, Logo-2K+, a new large-scale publicly available real-world logo dataset with 2,341 categories and 167,140 images. Compared with existing popular logo datasets, such as FlickrLogos-32 and LOGO-Net, Logo-2K+ has more comprehensive coverage of logo categories and larger quantity of logo images. Moreover, we propose a Discriminative Region Navigation and Augmentation Network (DRNA-Net), which is capable of discovering more informative logo regions and augmenting these image regions for logo classification. DRNA-Net consists of four sub-networks: the navigator sub-network first selected informative logo-relevant regions guided by the teacher sub-network, which can evaluate its confidence belonging to the ground-truth logo class. The data augmentation sub-network then augments the selected regions via both region cropping and region dropping. Finally, the scrutinizer sub-network fuses features from augmented regions and the whole image for logo classification. Comprehensive experiments on Logo-2K+ and other three existing benchmark datasets demonstrate the effectiveness of proposed method. Logo-2K+ and the proposed strong baseline DRNA-Net are expected to further the development of scalable logo image recognition, and the Logo-2K+ dataset can be found at https://github.com/msn199959/Logo-2k-plus-Dataset.


2014 ◽  
Vol 6 (2) ◽  
pp. 83 ◽  
Author(s):  
Elisa Usada

Praktikum merupakan salah satu jenis pembelajaran yang dilaksanakan untuk mengasah keterampilan dan memperdalam pemahaman mahasiswa akan suatu materi, dengan menggunakan peralatan-peralatan praktek. Pelaksanaan praktikum mengacu pada petunjuk praktikum dan modul berisi materi yang akan dipraktekkan. Perkembangan teknologi media belajar memungkinkan modul praktikum untuk dikemas dalam bentuk yang lebih menarik, selain dalam bentuk buku teks konvensional. Media belajar berbasis AR (Augmented Reality) telah digunakan untuk mendukung aplikasi edukasi dalam berbagai domain, seperti sejarah, matematika, dan sebagainya. Penelitian ini bertujuan merancang dan membangun modul praktikum mata kuliah Teknik Digital berbasis mobile AR. Metodologi yang akan digunakan adalah melalui pendekatan prototype dengan langkah-langkah: mengumpulkan dan menganalisa kebutuhan; perancangan; membangun protototype. Hasil dari penelitian ini adalah sebuah prototype modul mata praktikum Teknik Digital berbasis mobile-AR. Prototype yang dihasilkan belum menampilkan model 3D yang lengkap. Sebagai langkah penelitian lanjutan, pembuatan model 3D yang lengkap akan dibuat dan prototype ini harus melalui proses evaluasi oleh konsumen, dilanjutkan dengan perubahan rancangan dan prototype apabila diperlukan, sebelum dibuat dalam skala besar dan diimplementasikan.


Author(s):  
L. Zhang ◽  
P. van Oosterom ◽  
H. Liu

Abstract. Point clouds have become one of the most popular sources of data in geospatial fields due to their availability and flexibility. However, because of the large amount of data and the limited resources of mobile devices, the use of point clouds in mobile Augmented Reality applications is still quite limited. Many current mobile AR applications of point clouds lack fluent interactions with users. In our paper, a cLoD (continuous level-of-detail) method is introduced to filter the number of points to be rendered considerably, together with an adaptive point size rendering strategy, thus improve the rendering performance and remove visual artifacts of mobile AR point cloud applications. Our method uses a cLoD model that has an ideal distribution over LoDs, with which can remove unnecessary points without sudden changes in density as present in the commonly used discrete level-of-detail approaches. Besides, camera position, orientation and distance from the camera to point cloud model is taken into consideration as well. With our method, good interactive visualization of point clouds can be realized in the mobile AR environment, with both nice visual quality and proper resource consumption.


2013 ◽  
Vol 845 ◽  
pp. 703-707 ◽  
Author(s):  
Abd Majid Nazatul Aini ◽  
Haslina Arshad

Mobile Augmented Reality (AR), which mixes the real world and the virtual world on hand-held devices, is a growing area of the manufacturing industry. Since mobile AR can be used to augment a users view of an industry plant, it provides alternative solutions for design, quality control, monitoring and control, service, and maintenance in complex process industries, such as the aluminium smelting industry. The objective of this paper is to discuss the integration of mobile AR within an aluminium industrial plant, in order to achieve effective fault detection and diagnosis. The possible integration of mobile AR within an aluminium fault detection and diagnosis system is shown with regard to four main functions, namely (1) plant information system, (2) fault history, (3) interactive troubleshooting, and (4) statistical analysis results. This paper opens up possible future works, where the potential use of mobile AR can be explored as an additional user interface component, for increasing the effectiveness of process monitoring within the aluminium smelting process.


2020 ◽  
Vol 7 (2) ◽  
Author(s):  
Ellyta Tambunan ◽  
Anwari Masatip

The use of technology today in various sectors of life is very high, this can also seen from the needs and improvements provided by this digital service. Augmented Reality (AR) is one of the organizations that builds and improves online information today. The Covid-19 pandemic had a considerable effect on the use of this technology with the imposition of large-scale physical distancing, this depends on various sectors that exist today, especially the tourism sector. Therefore, it has a big impact on tourism activities / activities, both on a national and international scale (foreign) who will visit tourist spots / destinations. Augmented Reality has various features that support in various fields, one of which is traveling. The scientific and theoretical studies in this study provide a useful reference source for developers of mobile AR applications, tourism managers, and effective marketing strategies in facing the new normal era today. So that tourism businesses or tourist destinations better understand user preferences for mobile AR applications and others that are able to maintain behavior can still enjoy travel with their impulsivity in the context of tourism as a result.  


2018 ◽  
Vol 10 (2) ◽  
pp. 37-49
Author(s):  
Tao Zhou

As an emerging service, mobile augmented reality (AR) applications have not received wide adoption among users. This may affect the successful implementation of AR. Integrating both perspectives of the unified theory of acceptance and use of technology (UTAUT) and flow theory, this research examined user adoption of mobile AR applications. The results indicated that performance expectancy and the flow experience consisting of perceived enjoyment, attention focus and perceived control significantly affect usage intention, which in turn affects actual usage behaviour. The results imply that service providers need to improve the perceived utility and user experience in order to facilitate user adoption of mobile AR applications.


2019 ◽  
Vol 9 (24) ◽  
pp. 5454
Author(s):  
Anabela Marto ◽  
Alexandrino Gonçalves

The growing number of mobile augmented reality applications has been favoring its awareness and usage among diversified areas. Focusing on cultural heritage applications, this study presents an evaluation of a mobile augmented reality application tested at Conimbriga, an archaeological site. The prototype developed for this purpose, named DinofelisAR, allowed users to view, over 360 degrees, a majestic reconstruction of a Forum from the Roman Era superimposed over its current ruins. Thus, users were able to keep perceiving the present-day surroundings of a Roman city in ruins while, at the same time, had the possibility to explore the matching virtual model. The results presented, arising from 90 participants involved in this evaluation, praise the sense of opportunity for new augmented reality solutions targeted at cultural heritage sites.


2019 ◽  
Vol 33 (1) ◽  
pp. 37-55 ◽  
Author(s):  
Seongsoo Jang ◽  
Yi Liu

Purpose As mobile augmented reality (AR) games enter the maturity stage, understanding how to improve players’ continuance use intention with mobile AR games is critical. Drawing upon the uses and gratifications (U&G) theory, the purpose of this paper is to investigate the effects of four major gratifications – content, process, social and technology – and other factors on continuance intention to play mobile AR games. Design/methodology/approach Data collected from 280 Pokémon Go players were used to address research questions. Partial least squares method was employed to assess the relationships in the model and multigroup analysis was conducted based on survey participants’ demographics and their gaming experience. Findings Content gratification (i.e. catching Pokémon), process gratification (i.e. entertainment), game knowledge and achievement drive players’ continuance use intention. However, social and technology gratifications do not influence players’ continuance use intention. Multigroup analysis suggests that mobile AR game developers should capitalize on the fact that different types of gratifications prompt continuance use intention of different user segments in terms of demographics and experience in general mobile games and Pokémon Go. Originality/value The user behavior of mobile AR games has been studied at the early stage of the games, with less attention to variable continuance use intentions across different user segments. This paper attempts to fill the gap by extending the U&G theory to continuance use intention of mobile AR games at the maturity stage and further investigating the importance of player heterogeneity in continuance use intention with mobile AR games. The findings of this study contribute to the literature on U&G, continuance use intention and mobile AR games.


Science ◽  
2020 ◽  
Vol 369 (6500) ◽  
pp. 194-197 ◽  
Author(s):  
Lee Harten ◽  
Amitay Katz ◽  
Aya Goldshtein ◽  
Michal Handel ◽  
Yossi Yovel

How animals navigate over large-scale environments remains a riddle. Specifically, it is debated whether animals have cognitive maps. The hallmark of map-based navigation is the ability to perform shortcuts, i.e., to move in direct but novel routes. When tracking an animal in the wild, it is extremely difficult to determine whether a movement is truly novel because the animal’s past movement is unknown. We overcame this difficulty by continuously tracking wild fruit bat pups from their very first flight outdoors and over the first months of their lives. Bats performed truly original shortcuts, supporting the hypothesis that they can perform large-scale map-based navigation. We documented how young pups developed their visual-based map, exemplifying the importance of exploration and demonstrating interindividual differences.


2013 ◽  
Vol 756-759 ◽  
pp. 2014-2018
Author(s):  
Lei Kai ◽  
Ning Rui ◽  
Wen Min Wang ◽  
Qiang Ma

This paper presents the design and development of a Mobile Augmented Reality Map (MARM) which shows map information on the real world video rather than a plane. The proposed system uses wireless Geographic Information System (GIS), and video camera and gyroscope of a smart phone. MARM has the advantage of GIS and the convenience of mobile phones, and is an extremely intuitive way to use map.


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