scholarly journals APPLICATION OF AUGMENTED REALITY TOOLS TO THE DESIGN PREPARATION OF PRODUCTION

2021 ◽  
Vol 2021 (2) ◽  
pp. 4428-4433
Author(s):  
PETR BARON ◽  
◽  
MAREK KOCISKO ◽  
EDUARD FRANAS ◽  
◽  
...  

The paper describes the application of augmented reality tools to create an auxiliary interactive tool in the field of design. To mediate it, an application with AR operation based on marker tracking has been designed. The created application works with the mobile devices platform. Two types of markers have been used in the application. To display basic information, buttons with functions are added to the scene, such as part information, rotation and change of position in the X, Y, Z direction. The application runs on a mobile phone, with a built-in camera. The marker is displayed in the drawing's lower left corner. The model is positioned so that it appears above the view of the part in the drawing. The task of the application is to support intelligent tools applicable in the design stage of production preparation, in the creation of drawing documentation.

2019 ◽  
Vol 1 ◽  
pp. 1-1
Author(s):  
Jaesong Ahn ◽  
Hwahwan Kim ◽  
JeongYun Lee

<p><strong>Abstract.</strong> Marine leisure sports activities such as sea fishing, skin scuba diving and yacht sailing are affected by sea conditions such as waves and tides, and weather conditions, as well as by marine traffic. Timely provision of such high accuracy maritime information is very important because that affects the safety of people engaged in leisure activities. Safety information for marine leisure activities includes obstacle information such as the position of other ships and sea reefs and rocks in the vicinity, weather conditions. If marine leisure activists can identify and use various safety-related information around them, it will be a great help to carry out safe marine leisure activities. The geographic visualization environment provides users with the ability to intuitively and easily convey complex information. Therefore, mobile location-based services based on geographical visualization utilizing complex maritime safety information have the advantage of effectively providing the information necessary for people engaged in safe marine leisure activities.</p><p>In this study, we developed a location-based mobile application based on geographic visualization that support safe marine leisure activities by integrating ship navigation information, marine chart(map), and ocean weather information. The mobile geographical visualization service has a function to effectively integrate various type of data related to marine safety and transmit the fused information to users in order to support safe leisure activities. First, location of ships around the user's location is transmitted from AIS server and displayed on the map. Since the ship type, speed, and direction information are displayed on the map, the user can check the position of the ships operating in the vicinity. Second, since the ocean weather information such as wave, current, temperature, wind speed is received from the server and displayed on the map, the safety can be grasped by using the ocean condition and weather information in real time. The integrated marine safety information is visualized in mobile devicess in two ways. The first method is in which graphs, icons, and images are displayed on a two-dimensional marine chart(map). The second scheme utilizes a location based Augmented Reality(AR) technique. If the user directs the camera of the mobile device to a certain direction or point, safety information of the point can be expressed on the device. For example, when the user directs the camera of the mobile phone to a ship in the vicinity, information on the speed, moving direction, and type of the ship can be displayed on the mobile phone.</p><p>The contributions of this study are as follows. First, we proposed a novel method to visualize various location-based maritime safety information on mobile devices. Map information of marine charts, weather information expressed in graphic format, and vessel information represented by icons are effectively fused and visualized on the limited display of mobile devices. Second, information transmission channel is diversified by integrating marine safety information by 2D maps and location based AR. The user can utilize either of the 2D maps or 3D AR by the purpose and the kind of the safety information. To build an environment that can consistently convey the same marine safety information in 2D maps and 3D AR remains as a challenge to extend the application of this study for the future.</p>


Safety ◽  
2021 ◽  
Vol 7 (1) ◽  
pp. 17
Author(s):  
Miroslava Mikusova ◽  
Joanna Wachnicka ◽  
Joanna Zukowska

The topic of the use of mobile devices and headphones on pedestrian crossings is much less explored in comparison to the use of the mobile phone while driving. Recent years have seen many discussions on this issue, especially in foreign countries. The Slovak Republic, however, has not been giving it enough attention (and it is not mentioned in the National Road Safety Plan for the Slovak Republic from 2011 to 2020). This paper aims to draw attention to this issue. It presents basic outputs of a pilot study on pedestrian safety, with a focus on the use of mobile devices and headphones at selected non-signalized pedestrian crossings in three Slovak cities. Overall, 9% of pedestrians used headphones or mobile devices at observed pedestrian crossings (4% of them used headphones, 1% used headphones and at same time used their mobile phone, 2% made phone calls and 2% used their mobile phones). While these numbers can be considered relatively low, the study proved that during weekdays every 2 min someone was using the crossing without fully focusing on crossing the road safely. Another main finding was that although the safety risk at pedestrian crossings is increased by factors such as rush hour traffic or reduced visibility, pedestrian behavior related to the use of mobile phones and headphones does not change. A safety assessment was also carried out at the crossings. The results show that pedestrian behavior is not affected by the level of safety of the crossing (e.g., visibility of the crossing for drivers). The results of the presented analysis suggest that action is needed to change that. Due to the lack of information about accidents involving pedestrians using mobile phones and headsets when crossing the road, no relevant statistical data could be analyzed. The dataset collected can be used as a basis for further investigation or comparisons with other countries of the relevant indicators. In future work, we would like to include a pedestrian–driver interaction factor focusing on driver speed behavior in relation to pedestrians (who are on or are about to step onto a pedestrian crossing) and identify critical situations caused by improper behavior of drivers and/or pedestrians. This will help to understand speed adjustment problems related to pedestrian crossings.


Author(s):  
VanDung Nguyen ◽  
Tran Trong Khanh ◽  
Tri D. T. Nguyen ◽  
Choong Seon Hong ◽  
Eui-Nam Huh

AbstractIn the Internet of Things (IoT) era, the capacity-limited Internet and uncontrollable service delays for various new applications, such as video streaming analysis and augmented reality, are challenges. Cloud computing systems, also known as a solution that offloads energy-consuming computation of IoT applications to a cloud server, cannot meet the delay-sensitive and context-aware service requirements. To address this issue, an edge computing system provides timely and context-aware services by bringing the computations and storage closer to the user. The dynamic flow of requests that can be efficiently processed is a significant challenge for edge and cloud computing systems. To improve the performance of IoT systems, the mobile edge orchestrator (MEO), which is an application placement controller, was designed by integrating end mobile devices with edge and cloud computing systems. In this paper, we propose a flexible computation offloading method in a fuzzy-based MEO for IoT applications in order to improve the efficiency in computational resource management. Considering the network, computation resources, and task requirements, a fuzzy-based MEO allows edge workload orchestration actions to decide whether to offload a mobile user to local edge, neighboring edge, or cloud servers. Additionally, increasing packet sizes will affect the failed-task ratio when the number of mobile devices increases. To reduce failed tasks because of transmission collisions and to improve service times for time-critical tasks, we define a new input crisp value, and a new output decision for a fuzzy-based MEO. Using the EdgeCloudSim simulator, we evaluate our proposal with four benchmark algorithms in augmented reality, healthcare, compute-intensive, and infotainment applications. Simulation results show that our proposal provides better results in terms of WLAN delay, service times, the number of failed tasks, and VM utilization.


Author(s):  
T. Polhmann ◽  
D. Parras-Burgos ◽  
F. Cavas-Martínez ◽  
F. J. F. Cañavate ◽  
J. Nieto ◽  
...  

2021 ◽  
Vol 2111 (1) ◽  
pp. 012043
Author(s):  
D Hariyanto ◽  
Zamtinah ◽  
T Triasih ◽  
M S Wati ◽  
G K Kassymova

Abstract This study aimed at determining the design stage of the augmented reality-based learning media for sensors and transducers course. This study employed the Research and Development method with the ADDIE model with the stages of analysis, design, development, implementation, and evaluation. This article focuses on the design stage during the process of media development. The developed learning media can be used among vocational students by visualizing the sensor and transducer components like in the real laboratory setting. The design of the developed learning media contained application storyboards and animation storyboards for practicing the six sensors. This augmented reality learning media is designed to support online learning and students’ autonomous learning in the practical course of sensors and transducers.


2014 ◽  
Vol 926-930 ◽  
pp. 1882-1885
Author(s):  
Lin Tao Li

Augmented reality can create a learning environment to learners, combining the actual condition of let them around to see the real environment at the same time, also can see a computer, virtual information generated by mobile phones as the implementation of the augmented reality application platform, due to the mobility, portability, and human-computer interaction and so on, has strong advantage, and therefore more mobile learning application prospect, this paper discusses the structure of augmented reality based on mobile phone key technology and main function features, on the basis of to augmented reality based on mobile phone and its application in mobile learning has a deeper understanding.


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