The popularity of wearable devices and smartphones has fueled the development of Mobile Augmented Reality(MAR),which provides immersive experiences over the real world using techniques,such as computer vision and deep...The popularity of wearable devices and smartphones has fueled the development of Mobile Augmented Reality(MAR),which provides immersive experiences over the real world using techniques,such as computer vision and deep learning.However,the hardware-specific MAR is costly and heavy,and the App-based MAR requires an additional download and installation and it also lacks cross-platform ability.These limitations hamper the pervasive promotion of MAR.This paper argues that mobile Web AR(MWAR)holds the potential to become a practical and pervasive solution that can effectively scale to millions of end-users because MWAR can be developed as a lightweight,cross-platform,and low-cost solution for end-to-end delivery of MAR.The main challenges for making MWAR a reality lie in the low efficiency for dense computing in Web browsers,a large delay for real-time interactions over mobile networks,and the lack of standardization.The good news is that the newly emerging 5G and Beyond 5G(B5G)cellular networks can mitigate these issues to some extent via techniques such as network slicing,device-to-device communication,and mobile edge computing.In this paper,we first give an overview of the challenges and opportunities of MWAR in the 5G era.Then we describe our design and development of a generic service-oriented framework(called MWAR5)to provide a scalable,flexible,and easy to deploy MWAR solution.We evaluate the performance of our MWAR5 system in an actually deployed 5G trial network under the collaborative configurations,which shows encouraging results.Moreover,we also share the experiences and insights from our development and deployment,including some exciting future directions of MWAR over 5G and B5G networks.展开更多
In fields such as science and engineering, virtual environment is commonly used to provide replacements for practical hands-on laboratories. Sometimes, these environments take the form of a remote interface to the phy...In fields such as science and engineering, virtual environment is commonly used to provide replacements for practical hands-on laboratories. Sometimes, these environments take the form of a remote interface to the physical laboratory apparatus and at other times, in the form of a complete software implementation that simulates the laboratory apparatus. In this paper, we report on the use of a semi-immersive 3D mobile Augmented Reality (mAR) interface and limited simulations as a replacement for practical hands-on laboratories in science and engineering. The 3D-mAR based interfaces implementations for three different experiments (from micro-electronics, power and communications engineering) are presented;the discovered limitations are discussed along with the results of an evaluation by science and engineering students from two different institutions and plans for future work.展开更多
With the rapid developments of wireless communication and microelectronic technology, the bandwidth of wireless communication is becoming wider than ever, up to 100Gbps and the computer can be designed as small as a m...With the rapid developments of wireless communication and microelectronic technology, the bandwidth of wireless communication is becoming wider than ever, up to 100Gbps and the computer can be designed as small as a match with powerful computing and controlling capability. These rapid developments have extended the mobile computing. There are many application forms of mobile computing, such as mobile databases, mobile data management, wearable computing etc. A great branch of mobile computing, Augmented Reality (AR), which is the combination of mobile computing and wearable computers was discussed.展开更多
In the digital age,museums are becoming increasingly integrated with media technology.The interactive mode of museum education brought about by new digital communication technology can increase the audience’s partici...In the digital age,museums are becoming increasingly integrated with media technology.The interactive mode of museum education brought about by new digital communication technology can increase the audience’s participation and interest in museum education content.This paper attempts to use Mobile Augment Reality(MAR)technology to design museum education content under the guidance of the principle of abstraction hierarchy from the theory of education optimization.With the help of MAR technology,museum education content can move up and down at different levels of information abstraction.The purpose is to help the audience move between perceptual knowledge and rational knowledge and improve their ability to understand.The evaluation results show that this style of interactive teaching content can promote visitors’understanding,thinking and interest in the cultural content of museum exhibits.It is also can helps visitors use a more professional-level vocabulary and more detailed descriptions about the cultural content of museum exhibits.The design and implementation method detailed in this paper has a certain guiding value for museum education development as well as utilization of MAR technology.展开更多
This paper proposes an outdoor guide system using vision-based augmented reality(AR) on mobile devices.Augmented reality provides a virtual-real fusion display interface for outdoor guide.Vision-based methods are more...This paper proposes an outdoor guide system using vision-based augmented reality(AR) on mobile devices.Augmented reality provides a virtual-real fusion display interface for outdoor guide.Vision-based methods are more accurate than GPS or other hardware-based methods.However,vision-based methods require more resources and relatively strong computing power of mobile devices.A C/S framework for vision based augmented reality system is introduced in this paper.In a server,a vocabulary tree is used for location recognition.In a mobile device,BRISK feature is combined with optical flow methods to track the offline keyframe.The system is tested on UKbench datasets and in real environment.Experimental results show that the proposed vision-based augmented reality system works well and yields relatively high recognition rate and that the mobile device achieves realtime recognition performance.展开更多
With the development of computation technology,the augmented reality(AR)is widely applied in many fields as well as the image recognition.However,the AR application on mobile platform is not developed enough in the pa...With the development of computation technology,the augmented reality(AR)is widely applied in many fields as well as the image recognition.However,the AR application on mobile platform is not developed enough in the past decades due to the capability of the mobile processors.In recent years,the performance of mobile processors has changed rapidly,which makes it comparable to the desktop processors.This paper proposed and realized an AR system to be used on the Android mobile platform based on the image recognition through EasyAR engine and Unity 3D development tools.In this system,the image recognition could be done locally and/or using cloud recognition.Test results show that the cloud-based recognition is more efficient and accuracy than the local recognition for the mobile AR when there are more images to be recognized at the same time.展开更多
The massive technological advancements around the world have created significant challenging competition among companies where each of the companies tries to attract the customers using different techniques. One of th...The massive technological advancements around the world have created significant challenging competition among companies where each of the companies tries to attract the customers using different techniques. One of the recent tech- niques is Augmented Reality (AR). The AR is a new technology which is capable of presenting possibilities that are difficult for other technologies to offer and meet. Nowadays, numerous augmented reality applications have been used in the industry of different kinds and disseminated all over the world. AR will really alter the way individuals view the world. The AR is yet in its initial phases of research and development at different colleges and high-tech institutes. Throughout the last years, AR apps became transportable and generally available on various devices. Besides, AR be- gins to occupy its place in our audio-visual media and to be used in various fields in our life in tangible and exciting ways such as news, sports and is used in many domains in our life such as electronic commerce, promotion, design, and business. In addition, AR is used to facilitate the learning whereas it enables students to access location-specific infor- mation provided through various sources. Such growth and spread of AR applications pushes organizations to compete one another, every one of them exerts its best to gain the customers. This paper provides a comprehensive study of AR including its history, architecture, applications, current challenges and future trends.展开更多
Many augmented reality(AR)systems are developed for entertainment,but AR and particularly mobile AR potentially have more application possibilities in other fields.For example,in civil engineering or city planning,AR ...Many augmented reality(AR)systems are developed for entertainment,but AR and particularly mobile AR potentially have more application possibilities in other fields.For example,in civil engineering or city planning,AR could be used in combination with CityGML building models to enhance some typical workflows in planning,execution and operation processes.A concrete example is the geo-referenced on-site visualization of planned buildings or building parts,to simplify planning processes and optimize the communication between the participating decision-makers.One of the main challenges for the visualization lies in the pose tracking,i.e.the real-time estimation of the translation and rotation of the mobile device to align the virtual objects with reality.In this paper,we introduce a proof-of-concept fine-grained mobile AR CityGML-based pose tracking system aimed at the mentioned applications.The system estimates poses by combining 3D CityGML data with information derived from 2D camera images and an inertial measurement unit and is fully self-sufficient and operates without external infrastructure.The results of our evaluation show that CityGML and low-cost off-the-shelf mobile devices,such as smartphones,already provide performant and accurate mobile pose tracking for AR in civil engineering and city planning.展开更多
Mixed Reality(MR)Head Mounted Displays(HMDs)offer a hitherto underutilized set of advantages compared to conventional 3D scanners.These benefits,inherent to MR-HMDs albeit not originally intended for such appli-cation...Mixed Reality(MR)Head Mounted Displays(HMDs)offer a hitherto underutilized set of advantages compared to conventional 3D scanners.These benefits,inherent to MR-HMDs albeit not originally intended for such appli-cations,encompass the freedom of hand movement,hand tracking capabilities,and real-time mesh visualization.This study leverages these attributes to enhance indoor scanning process.The primary innovation lies in the con-ceptualization of manual-positioned MR virtual seeds for the purpose of indoor point cloud segmentation via a region-growing approach.The proposed methodology is effectively implemented using the HoloLens 2 platform.An application is designed to enable the remote placement of virtual tags based on the user’s visual focus on the MR-HMD display.This non-intrusive interface is further enriched with expedited tag saving and deletion functionalities,as well as augmented tag visualization through overlaying them on real-world objects.To assess the practicality of the proposed method,a comprehensive real-world case study spanning an area of 330 s^(2) is conducted.Remarkably,the survey demonstrates remarkable efficiency,with 20 virtual tags swiftly deployed,each requiring a mere 2 s for precise positioning.Subsequently,these virtual tags are employed as seeds in a region-growing algorithm for point cloud segmentation.The accuracy of virtual tag positioning is found to be exceptional,with an average error of 2.4±1.8 cm.Importantly,the user experience is significantly enhanced,leading to improved seed positioning and,consequently,more accurate final segmentation results.展开更多
In this paper, a geometry-based point cloud reduction method is proposed, and a real-time mobile augmentedreality system is explored for applications in urban environments. We formulate a new objective function which ...In this paper, a geometry-based point cloud reduction method is proposed, and a real-time mobile augmentedreality system is explored for applications in urban environments. We formulate a new objective function which combinesthe point reconstruction errors and constraints on spatial point distribution. Based on this formulation, a mixed integerprogramming scheme is utilized to solve the points reduction problem. The mobile augmented reality system explored inthis paper is composed of the ofttine and online stages. At the offline stage, we build up the localization database usingstructure from motion and compress the point cloud by the proposed point cloud reduction method. While at the onlinestage, we compute the camera pose in real time by combining an image-based localization algorithm and a continuous posetracking algorithm. Experimental results on benchmark and real data show that compared with the existing methods, thisgeometry-based point cloud reduction method selects a point cloud subset which helps the image-based localization methodto achieve higher success rate. Also, the experiments conducted on a mobile platform show that the reduced point cloud notonly reduces the time consuming for initialization and re-initialization, but also makes the memory footprint small, resultinga scalable and real-time mobile augmented reality system.展开更多
Mobile Edge Computing(MEC)and 5G technology allow clients to access computing resources at the network frontier,which paves the way for applying Mobile Augmented Reality(MAR)applications.Under the MEC paradigm,MAR cli...Mobile Edge Computing(MEC)and 5G technology allow clients to access computing resources at the network frontier,which paves the way for applying Mobile Augmented Reality(MAR)applications.Under the MEC paradigm,MAR clients can offload complex tasks to the MEC server and enhance the human perception of the world by merging the received virtual information with the real environment.However,the resource allocation problem arises as a critical challenge in circumstances where several MAR clients compete for limited resources at the network frontier.In this paper,we aim to design an online resource allocation scheme on the MEC server that takes both high quality of experience and good fairness performance for MAR clients into consideration.We first formulate this problem as a Markov decision process and tackle the challenge of applying the deep reinforcement learning paradigm.Then,we propose DRAM,a Deep reinforcement learning-based Resource allocation scheme for mobile Augmented reality service in MEC.We also propose a self-adaptive algorithm on the MAR client that is derived based on the analysis of the MAR service to tackle client adaptation problems.The simulation results demonstrated that DRAM can provide high quality of experience and simultaneously achieve good fairness performance by coordinating with clients’adaptation algorithms.展开更多
The GeoEduc3D project aims to provide educational games for smartphones based on Geomatics and use augmented reality techniques in order to make these games more immersive. To improve the immersive and interactive asp...The GeoEduc3D project aims to provide educational games for smartphones based on Geomatics and use augmented reality techniques in order to make these games more immersive. To improve the immersive and interactive aspects of those games, we focused on the exploitation of spatial context in this particular application framework (serious games, augmented reality, smart phones, and multi-users environment). Our work has thus led to the design of a solution dedicated to the management of spatial context in a multi-players environment on and for smartphones. Several contributions have been made: modeling spatial context, proposing a service-oriented architecture to manage this context, defining a Web Service Spatial Context (WSCS) and implementation of a WSCS prototype and a mobile client according to an environment exploiting FourSquare, a geo-social application.展开更多
移动增强现实应用中,用户频繁地与环境中不同的智能物体交互完成任务,其完成效率和用户体验由所采用的定向交互技术决定.然而,从交互手段上来说,现阶段定向交互依赖于Wi-Fi、BLE等无线技术,其信号全向传播的特点使其不能利用用户的空间...移动增强现实应用中,用户频繁地与环境中不同的智能物体交互完成任务,其完成效率和用户体验由所采用的定向交互技术决定.然而,从交互手段上来说,现阶段定向交互依赖于Wi-Fi、BLE等无线技术,其信号全向传播的特点使其不能利用用户的空间环境(即位置和方向)来缩短互动时间,带来了不必要的时间成本;从交互界面上来说,现阶段基于视觉的界面存在可靠性低、扩展性低等问题,进一步限制了系统的通用性.本文介绍了RetroAR——基于可见光逆反射通信的定向交互系统.RetroAR利用了光的定向传播特性来保留用户的空间环境,并依靠逆反射通信实现用户与目标设备之间无连接的快速定向交互.系统实验表明,RetroAR最远可在4 m距离支持100°视角的交互,同时实现厘米级的六自由度(6-Degrees Of Freedom,6-DoF)三维跟踪.用户研究表明,与基于Wi-Fi的解决方案相比,RetroAR将非接触式控制的交互时间减少了2倍,并且具有更好的用户体验.RetroAR借助可见光逆反射通信来利用用户空间环境,保持交互过程中的直观性.用户可以“所指即所控”的方式与多个目标进行互动,实现类似自然交互的快速定向交互.展开更多
基金supported in part by the National Key R&D Program of China under Grant 2018YFE0205503in part by the National Natural Science Foundation of China (NSFC) under Grant 61671081+4 种基金in part by the Funds for International Cooperation and Exchange of NSFC under Grant 61720106007in part by the 111 Project under Grant B18008in part by the Beijing Natural Science Foundation under Grant 4172042in part by the Fundamental Research Funds for the Central Universities under Grant 2018XKJC01in part by the BUPT Excellent Ph.D. Students Foundation under Grant CX2019213
文摘The popularity of wearable devices and smartphones has fueled the development of Mobile Augmented Reality(MAR),which provides immersive experiences over the real world using techniques,such as computer vision and deep learning.However,the hardware-specific MAR is costly and heavy,and the App-based MAR requires an additional download and installation and it also lacks cross-platform ability.These limitations hamper the pervasive promotion of MAR.This paper argues that mobile Web AR(MWAR)holds the potential to become a practical and pervasive solution that can effectively scale to millions of end-users because MWAR can be developed as a lightweight,cross-platform,and low-cost solution for end-to-end delivery of MAR.The main challenges for making MWAR a reality lie in the low efficiency for dense computing in Web browsers,a large delay for real-time interactions over mobile networks,and the lack of standardization.The good news is that the newly emerging 5G and Beyond 5G(B5G)cellular networks can mitigate these issues to some extent via techniques such as network slicing,device-to-device communication,and mobile edge computing.In this paper,we first give an overview of the challenges and opportunities of MWAR in the 5G era.Then we describe our design and development of a generic service-oriented framework(called MWAR5)to provide a scalable,flexible,and easy to deploy MWAR solution.We evaluate the performance of our MWAR5 system in an actually deployed 5G trial network under the collaborative configurations,which shows encouraging results.Moreover,we also share the experiences and insights from our development and deployment,including some exciting future directions of MWAR over 5G and B5G networks.
文摘In fields such as science and engineering, virtual environment is commonly used to provide replacements for practical hands-on laboratories. Sometimes, these environments take the form of a remote interface to the physical laboratory apparatus and at other times, in the form of a complete software implementation that simulates the laboratory apparatus. In this paper, we report on the use of a semi-immersive 3D mobile Augmented Reality (mAR) interface and limited simulations as a replacement for practical hands-on laboratories in science and engineering. The 3D-mAR based interfaces implementations for three different experiments (from micro-electronics, power and communications engineering) are presented;the discovered limitations are discussed along with the results of an evaluation by science and engineering students from two different institutions and plans for future work.
文摘With the rapid developments of wireless communication and microelectronic technology, the bandwidth of wireless communication is becoming wider than ever, up to 100Gbps and the computer can be designed as small as a match with powerful computing and controlling capability. These rapid developments have extended the mobile computing. There are many application forms of mobile computing, such as mobile databases, mobile data management, wearable computing etc. A great branch of mobile computing, Augmented Reality (AR), which is the combination of mobile computing and wearable computers was discussed.
基金Supported by Jiangxi Educational Committee with grant No.GJJ151282.
文摘In the digital age,museums are becoming increasingly integrated with media technology.The interactive mode of museum education brought about by new digital communication technology can increase the audience’s participation and interest in museum education content.This paper attempts to use Mobile Augment Reality(MAR)technology to design museum education content under the guidance of the principle of abstraction hierarchy from the theory of education optimization.With the help of MAR technology,museum education content can move up and down at different levels of information abstraction.The purpose is to help the audience move between perceptual knowledge and rational knowledge and improve their ability to understand.The evaluation results show that this style of interactive teaching content can promote visitors’understanding,thinking and interest in the cultural content of museum exhibits.It is also can helps visitors use a more professional-level vocabulary and more detailed descriptions about the cultural content of museum exhibits.The design and implementation method detailed in this paper has a certain guiding value for museum education development as well as utilization of MAR technology.
基金Supported by the National Science and Technology Major Project(No.2012ZX03002004)the National High Technology Research and Development Programme of China(No.2013AA013802)
文摘This paper proposes an outdoor guide system using vision-based augmented reality(AR) on mobile devices.Augmented reality provides a virtual-real fusion display interface for outdoor guide.Vision-based methods are more accurate than GPS or other hardware-based methods.However,vision-based methods require more resources and relatively strong computing power of mobile devices.A C/S framework for vision based augmented reality system is introduced in this paper.In a server,a vocabulary tree is used for location recognition.In a mobile device,BRISK feature is combined with optical flow methods to track the offline keyframe.The system is tested on UKbench datasets and in real environment.Experimental results show that the proposed vision-based augmented reality system works well and yields relatively high recognition rate and that the mobile device achieves realtime recognition performance.
文摘With the development of computation technology,the augmented reality(AR)is widely applied in many fields as well as the image recognition.However,the AR application on mobile platform is not developed enough in the past decades due to the capability of the mobile processors.In recent years,the performance of mobile processors has changed rapidly,which makes it comparable to the desktop processors.This paper proposed and realized an AR system to be used on the Android mobile platform based on the image recognition through EasyAR engine and Unity 3D development tools.In this system,the image recognition could be done locally and/or using cloud recognition.Test results show that the cloud-based recognition is more efficient and accuracy than the local recognition for the mobile AR when there are more images to be recognized at the same time.
文摘The massive technological advancements around the world have created significant challenging competition among companies where each of the companies tries to attract the customers using different techniques. One of the recent tech- niques is Augmented Reality (AR). The AR is a new technology which is capable of presenting possibilities that are difficult for other technologies to offer and meet. Nowadays, numerous augmented reality applications have been used in the industry of different kinds and disseminated all over the world. AR will really alter the way individuals view the world. The AR is yet in its initial phases of research and development at different colleges and high-tech institutes. Throughout the last years, AR apps became transportable and generally available on various devices. Besides, AR be- gins to occupy its place in our audio-visual media and to be used in various fields in our life in tangible and exciting ways such as news, sports and is used in many domains in our life such as electronic commerce, promotion, design, and business. In addition, AR is used to facilitate the learning whereas it enables students to access location-specific infor- mation provided through various sources. Such growth and spread of AR applications pushes organizations to compete one another, every one of them exerts its best to gain the customers. This paper provides a comprehensive study of AR including its history, architecture, applications, current challenges and future trends.
文摘Many augmented reality(AR)systems are developed for entertainment,but AR and particularly mobile AR potentially have more application possibilities in other fields.For example,in civil engineering or city planning,AR could be used in combination with CityGML building models to enhance some typical workflows in planning,execution and operation processes.A concrete example is the geo-referenced on-site visualization of planned buildings or building parts,to simplify planning processes and optimize the communication between the participating decision-makers.One of the main challenges for the visualization lies in the pose tracking,i.e.the real-time estimation of the translation and rotation of the mobile device to align the virtual objects with reality.In this paper,we introduce a proof-of-concept fine-grained mobile AR CityGML-based pose tracking system aimed at the mentioned applications.The system estimates poses by combining 3D CityGML data with information derived from 2D camera images and an inertial measurement unit and is fully self-sufficient and operates without external infrastructure.The results of our evaluation show that CityGML and low-cost off-the-shelf mobile devices,such as smartphones,already provide performant and accurate mobile pose tracking for AR in civil engineering and city planning.
基金partially supported by RYC2022-038100-I and RYC2020-029193-I funded by MCIN/AEI/10.13039/501100011033 and FSE‘El FSE invierte en tu futuro’a result of the project PID2021-123475OA-I00,funded by MCIN/AEI/10.13039/501100011033/FEDER,UE."+1 种基金the framework of the SUM4Re project(Creating materials banks from digital urban mining),which has received funding from the Horizon Europe research and innovation program under grant agreement no.101129961Funded by the European Union.
文摘Mixed Reality(MR)Head Mounted Displays(HMDs)offer a hitherto underutilized set of advantages compared to conventional 3D scanners.These benefits,inherent to MR-HMDs albeit not originally intended for such appli-cations,encompass the freedom of hand movement,hand tracking capabilities,and real-time mesh visualization.This study leverages these attributes to enhance indoor scanning process.The primary innovation lies in the con-ceptualization of manual-positioned MR virtual seeds for the purpose of indoor point cloud segmentation via a region-growing approach.The proposed methodology is effectively implemented using the HoloLens 2 platform.An application is designed to enable the remote placement of virtual tags based on the user’s visual focus on the MR-HMD display.This non-intrusive interface is further enriched with expedited tag saving and deletion functionalities,as well as augmented tag visualization through overlaying them on real-world objects.To assess the practicality of the proposed method,a comprehensive real-world case study spanning an area of 330 s^(2) is conducted.Remarkably,the survey demonstrates remarkable efficiency,with 20 virtual tags swiftly deployed,each requiring a mere 2 s for precise positioning.Subsequently,these virtual tags are employed as seeds in a region-growing algorithm for point cloud segmentation.The accuracy of virtual tag positioning is found to be exceptional,with an average error of 2.4±1.8 cm.Importantly,the user experience is significantly enhanced,leading to improved seed positioning and,consequently,more accurate final segmentation results.
基金This work was supported by the National Natural Science Foundation of China under Grant Nos. 61836015, 61572499, and 61421004.
文摘In this paper, a geometry-based point cloud reduction method is proposed, and a real-time mobile augmentedreality system is explored for applications in urban environments. We formulate a new objective function which combinesthe point reconstruction errors and constraints on spatial point distribution. Based on this formulation, a mixed integerprogramming scheme is utilized to solve the points reduction problem. The mobile augmented reality system explored inthis paper is composed of the ofttine and online stages. At the offline stage, we build up the localization database usingstructure from motion and compress the point cloud by the proposed point cloud reduction method. While at the onlinestage, we compute the camera pose in real time by combining an image-based localization algorithm and a continuous posetracking algorithm. Experimental results on benchmark and real data show that compared with the existing methods, thisgeometry-based point cloud reduction method selects a point cloud subset which helps the image-based localization methodto achieve higher success rate. Also, the experiments conducted on a mobile platform show that the reduced point cloud notonly reduces the time consuming for initialization and re-initialization, but also makes the memory footprint small, resultinga scalable and real-time mobile augmented reality system.
基金supported by the National Key R&D Program of China(2020YFB1807804,2020YFB1807800)the National Nat-ural Science Foundation of China(NSFC)(62001087,62072079,U20A20156).
文摘Mobile Edge Computing(MEC)and 5G technology allow clients to access computing resources at the network frontier,which paves the way for applying Mobile Augmented Reality(MAR)applications.Under the MEC paradigm,MAR clients can offload complex tasks to the MEC server and enhance the human perception of the world by merging the received virtual information with the real environment.However,the resource allocation problem arises as a critical challenge in circumstances where several MAR clients compete for limited resources at the network frontier.In this paper,we aim to design an online resource allocation scheme on the MEC server that takes both high quality of experience and good fairness performance for MAR clients into consideration.We first formulate this problem as a Markov decision process and tackle the challenge of applying the deep reinforcement learning paradigm.Then,we propose DRAM,a Deep reinforcement learning-based Resource allocation scheme for mobile Augmented reality service in MEC.We also propose a self-adaptive algorithm on the MAR client that is derived based on the analysis of the MAR service to tackle client adaptation problems.The simulation results demonstrated that DRAM can provide high quality of experience and simultaneously achieve good fairness performance by coordinating with clients’adaptation algorithms.
文摘The GeoEduc3D project aims to provide educational games for smartphones based on Geomatics and use augmented reality techniques in order to make these games more immersive. To improve the immersive and interactive aspects of those games, we focused on the exploitation of spatial context in this particular application framework (serious games, augmented reality, smart phones, and multi-users environment). Our work has thus led to the design of a solution dedicated to the management of spatial context in a multi-players environment on and for smartphones. Several contributions have been made: modeling spatial context, proposing a service-oriented architecture to manage this context, defining a Web Service Spatial Context (WSCS) and implementation of a WSCS prototype and a mobile client according to an environment exploiting FourSquare, a geo-social application.
文摘移动增强现实应用中,用户频繁地与环境中不同的智能物体交互完成任务,其完成效率和用户体验由所采用的定向交互技术决定.然而,从交互手段上来说,现阶段定向交互依赖于Wi-Fi、BLE等无线技术,其信号全向传播的特点使其不能利用用户的空间环境(即位置和方向)来缩短互动时间,带来了不必要的时间成本;从交互界面上来说,现阶段基于视觉的界面存在可靠性低、扩展性低等问题,进一步限制了系统的通用性.本文介绍了RetroAR——基于可见光逆反射通信的定向交互系统.RetroAR利用了光的定向传播特性来保留用户的空间环境,并依靠逆反射通信实现用户与目标设备之间无连接的快速定向交互.系统实验表明,RetroAR最远可在4 m距离支持100°视角的交互,同时实现厘米级的六自由度(6-Degrees Of Freedom,6-DoF)三维跟踪.用户研究表明,与基于Wi-Fi的解决方案相比,RetroAR将非接触式控制的交互时间减少了2倍,并且具有更好的用户体验.RetroAR借助可见光逆反射通信来利用用户空间环境,保持交互过程中的直观性.用户可以“所指即所控”的方式与多个目标进行互动,实现类似自然交互的快速定向交互.