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2011 10th IEEE International Symposium on Mixed and Augmented Reality最新文献

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Tightly-coupled robust vision aided inertial navigation algorithm for augmented reality using monocular camera and IMU 基于单目相机和IMU的增强现实紧密耦合鲁棒视觉辅助惯性导航算法
Pub Date : 2011-10-01 DOI: 10.1109/ISMAR.2011.6143485
T. Oskiper, S. Samarasekera, Rakesh Kumar
Odometry component of a camera tracking system for augmented reality applications is described. The system uses a MEMS-type inertial measurement unit (IMU) with 3-axis gyroscopes and accelerometers and a monocular camera to accurately and robustly track the camera motion in 6 degrees of freedom (with correct scale) in arbitrary indoor or outdoor scenes. Tight coupling of IMU and camera is achieved by an error-state extended Kalman filter (EKF) which performs sensor fusion for inertial navigation at a deep level such that each visually tracked feature contributes as an individual measurement as opposed to the more traditional approaches where camera pose estimates are first extracted by means of feature tracking and then used as measurement updates in a filter framework. Robustness, on the other hand, is achieved by using a geometric hypothesize-and-test architecture based on the five-point relative pose estimation method, rather than a Mahalanobis distance type gating mechanism derived from the Kalman filter state prediction, to select the inlier tracks and remove outliers from the raw feature point matches which would otherwise corrupt the filter since tracks are directly used as measurements.
描述了用于增强现实应用的摄像机跟踪系统的里程计组件。该系统采用mems型惯性测量单元(IMU),具有3轴陀螺仪和加速度计以及单目摄像机,可以在任意室内或室外场景中准确、稳健地跟踪摄像机在6个自由度(正确比例)的运动。IMU和相机的紧密耦合是通过误差状态扩展卡尔曼滤波器(EKF)实现的,该滤波器在深度上为惯性导航执行传感器融合,这样每个视觉跟踪的特征都有助于单独的测量,而不是更传统的方法,即首先通过特征跟踪提取相机姿态估计,然后在滤波器框架中用作测量更新。另一方面,鲁棒性是通过使用基于五点相对姿态估计方法的几何假设和测试架构来实现的,而不是基于卡尔曼滤波器状态预测的马氏距离类型门通机制,以选择内层轨道并从原始特征点匹配中去除异常值,否则会破坏滤波器,因为轨道直接用作测量。
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引用次数: 10
Edgel templates for fast planar object detection and pose estimation 用于快速平面对象检测和姿态估计的边缘模板
Pub Date : 2011-10-01 DOI: 10.1109/ISMAR.2011.6143486
Taehee Lee, Stefano Soatto
We describe a method to select edgels and to calculate gradient orientation-based template descriptors for edgel features. An edgel is selected within a grid block based on gradient magnitude; its position and orientation are used to determine a canonical frame where the descriptor is computed based on quantized orientation. The resulting descriptor is efficiently matched using logical operations. We demonstrate the use of the resulting edgel detection and description method for planar object detection and pose estimation.
我们描述了一种选择边缘和计算基于梯度方向的边缘特征模板描述子的方法。根据梯度大小在网格块内选择边缘;它的位置和方向用于确定一个规范框架,其中描述符是基于量子化方向计算的。结果描述符使用逻辑操作进行有效匹配。我们演示了将得到的边缘检测和描述方法用于平面目标检测和姿态估计。
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引用次数: 0
Comparing spatial understanding between touch-based and AR-style interaction 比较基于触摸和ar风格交互的空间理解
Pub Date : 2011-10-01 DOI: 10.1109/ISMAR.2011.6143898
Jason Wither, Sean White, Ronald T. Azuma
There are currently two primary ways of viewing location specific information in-situ on hand-held mobile device screens: using a see-through augmented reality interface and using a touch-based interface with panoramas. The two approaches use fundamentally different interaction metaphors: an AR-style of interacting where the user holds up the device and physically moves it to change views of the world, and a touch-based technique where panorama navigation is independent of the physical world. We have investigated how this difference in interaction technique impacts a user's spatial understanding of the mixed reality world. Our study found that AR-style interaction provided better spatial understanding overall, while touch-based interaction changed the experience to have more similar characteristics to interaction in a separate virtual environment.
目前,在手持移动设备屏幕上查看位置特定信息的主要方法有两种:使用透明的增强现实界面和使用基于触摸的全景界面。这两种方法使用了根本不同的交互隐喻:一种是ar风格的交互,用户举起设备并移动它来改变世界的视图,另一种是基于触摸的技术,全景导航独立于物理世界。我们已经研究了交互技术的差异如何影响用户对混合现实世界的空间理解。我们的研究发现,ar风格的交互总体上提供了更好的空间理解,而基于触摸的交互改变了体验,使其与单独的虚拟环境中的交互具有更相似的特征。
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引用次数: 2
Interactive annotation on mobile phones for real and virtual space registration 手机交互标注,实现实、虚空间注册
Pub Date : 2011-10-01 DOI: 10.1109/ISMAR.2011.6143894
Hyejin Kim, Gerhard Reitmayr, Woontack Woo
Registration of real space and virtual information is a fundamental requirement for any augmented reality system. This paper presents an interactive method to quickly create a 3D room model and annotate locations within the room to provide registration anchors for virtual information. The method operates on a mobile phone and uses a visual rotation tracker to obtain orientation tracking for in-situ applications. The simple interaction allows non-expert users to create models of their environment and thus contribute marked-up representations to an online AR platform.
真实空间和虚拟信息的注册是任何增强现实系统的基本要求。本文提出了一种交互式方法,可以快速创建三维房间模型并标注房间内的位置,为虚拟信息提供注册锚点。该方法在手机上操作,并使用视觉旋转跟踪器来获得原位应用的方向跟踪。简单的交互允许非专业用户创建他们环境的模型,从而为在线AR平台提供标记表示。
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引用次数: 6
“Soul Hunter”: A novel augmented reality application in theme parks “灵魂猎人”:主题公园的新型增强现实应用
Pub Date : 2011-10-01 DOI: 10.1109/ISMAR.2011.6143901
Dongdong Weng, Weipeng Xu, Dong Li, Yongtian Wang, Yue Liu
This paper introduces a novel augmented reality shooting game named “Soul Hunter”, which has been successfully operating in a theme park in China. Soul Hunter adopts an innovative infrared marker scheme to build a mobile augmented reality application in a wide area. It is an extension of the traditional first person game, in which a player is able to fight with virtual ghost through a gunlike device in real environment. This paper describes the challenges of applying augmented reality in theme parks and shares some experiences in solving the problems encountered in practical applications.
本文介绍了一款新型的增强现实射击游戏“灵魂猎人”,该游戏已在中国某主题公园成功运营。灵魂猎人采用了一种创新的红外标记方案,构建了一个大范围的移动增强现实应用。它是传统第一人称游戏的延伸,在这种游戏中,玩家可以在真实环境中通过类似枪支的设备与虚拟幽灵战斗。本文阐述了在主题公园中应用增强现实技术所面临的挑战,并分享了一些解决实际应用中遇到的问题的经验。
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引用次数: 6
Augmented reality pipe layout planning in the shipbuilding industry 船舶工业中增强现实管道布置规划
Pub Date : 2011-10-01 DOI: 10.1109/ISMAR.2011.6143896
Manuel Olbrich, H. Wuest, Patrick Riess, U. Bockholt
As large ships are never produced in masses, it often occurs that the construction process and production process overlap in time. Many shipbuilding companies have problems with discrepancies between the construction data and the real built ship. The assembly department often has to modify CAD data for a successful installation. We present an augmented reality system, where a user can visualize the construction data of pipes and modify these in the case of misalignment, collisions or any other conflicts. The modified pipe geometry can be stored and further used as input for CNC pipe bending machines. To guarantee an exactly orthogonal passage of the pipes through aligning bolt holes, we integrated an optical measurement tool into the pipe alignment process.
由于大型船舶从来没有批量生产过,所以经常会出现建造过程和生产过程在时间上重叠的情况。许多造船公司都存在建造数据与实际建造船舶不一致的问题。装配部门经常需要修改CAD数据才能成功安装。我们提出了一个增强现实系统,用户可以可视化管道的施工数据,并在不对准、碰撞或任何其他冲突的情况下修改这些数据。修改后的管道几何形状可以存储,并进一步用作数控弯管机的输入。为了保证管道通过校直螺栓孔的垂直通道,我们将光学测量工具集成到管道校直过程中。
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引用次数: 27
Rapid scene reconstruction on mobile phones from panoramic images 从全景图像快速场景重建在手机上
Pub Date : 2011-10-01 DOI: 10.1109/ISMAR.2011.6092370
Qi Pan, Clemens Arth, E. Rosten, Gerhard Reitmayr, T. Drummond
Rapid 3D reconstruction of environments has become an active research topic due to the importance of 3D models in a huge number of applications, be it in Augmented Reality (AR), architecture or other commercial areas. In this paper we present a novel system that allows for the generation of a coarse 3D model of the environment within several seconds on mobile smartphones. By using a very fast and flexible algorithm a set of panoramic images is captured to form the basis of wide field-of-view images required for reliable and robust reconstruction. A cheap on-line space carving approach based on Delaunay triangulation is employed to obtain dense, polygonal, textured representations. The use of an intuitive method to capture these images, as well as the efficiency of the reconstruction approach allows for an application on recent mobile phone hardware, giving visually pleasing results almost instantly.
由于3D模型在增强现实(AR)、建筑或其他商业领域的大量应用中的重要性,环境的快速3D重建已成为一个活跃的研究课题。在本文中,我们提出了一种新颖的系统,可以在几秒钟内在移动智能手机上生成环境的粗略3D模型。采用快速灵活的算法捕获一组全景图像,形成可靠鲁棒重建所需的大视场图像的基础。采用一种基于Delaunay三角剖分的廉价在线空间雕刻方法来获得密集的多边形纹理表示。使用直观的方法来捕获这些图像,以及重构方法的效率允许在最近的手机硬件上的应用程序,几乎立即给出视觉上令人愉悦的结果。
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引用次数: 34
Online user survey on current mobile augmented reality applications 对当前移动增强现实应用的在线用户调查
Pub Date : 2011-10-01 DOI: 10.1109/ISMAR.2011.6092372
Thomas Olsson, Markus Salo
Augmented reality (AR) as an emerging technology in the mobile computing domain is becoming mature enough to engender publicly available applications for end users. Various commercial applications have recently been emerging in the mobile consumer domain at an increasing pace — Layar, Junaio, Google Goggles, and Wikitude are perhaps the most prominent ones. However, the research community lacks an understanding of how well such timely applications have been accepted, what kind of user experiences they have evoked, and what the users perceive as the weaknesses of the various applications overall. During the spring of 2011 we conducted an online survey to study the overall acceptance and user experience of the mobile AR-like consumer applications currently existing on the market. This paper reports the first analyses of the qualitative and quantitative survey data of 90 respondents. We highlight an extensive set of user-oriented issues to be considered in developing the applications further, as well as in directing future user research in AR. The results indicate that the experiences have been inconsistent: generally positive evaluations are overshadowed by mentions of applications' pragmatic uselessness in everyday life and technical unreliability, as well as excessive or limited and irrelevant content.
增强现实(AR)作为移动计算领域的一项新兴技术,已经足够成熟,可以为最终用户提供公开可用的应用程序。最近,各种各样的商业应用正在以越来越快的速度出现在移动消费领域——Layar、Junaio、Google Goggles和Wikitude可能是其中最突出的。然而,研究界缺乏对这些及时应用程序被接受的程度的理解,它们引起了什么样的用户体验,以及用户认为各种应用程序的总体弱点是什么。在2011年春季,我们进行了一项在线调查,以研究目前市场上存在的移动ar类消费者应用程序的总体接受度和用户体验。本文首次对90名被调查者的定性和定量调查数据进行了分析。我们强调了在进一步开发应用程序时需要考虑的一系列面向用户的问题,以及指导AR未来的用户研究。结果表明,体验不一致:通常积极的评价被提到的应用程序在日常生活中的实用无用性和技术不可靠性,以及过多或有限和不相关的内容所掩盖。
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引用次数: 176
Toe input with mobile projector and depth camera 脚趾输入与移动投影仪和深度相机
Pub Date : 2011-10-01 DOI: 10.1109/ISMAR.2011.6143902
Daiki Matsuda, K. Uemura, Nobuchika Sakata, S. Nishida
With the miniaturization of mobile projectors, we can provide a larger projection surface for information browsing, despite the small size of the projection devices. Moreover, the opportunities for using location-based information services both indoors and outdoors increase. We can obtain the necessary information via the small LCDs of handheld devices, thanks to the prevalence of cell phones and GPS technology. However, these mobile terminal devices restrict the use of one hand and demand that the user keeps a close watch on the small display. It is necessary to take the devices out of a pocket or bag. To solve these problems, many researchers have focused on wearable projection systems. These systems allow for the provision of hands-free viewing via large projected screens and eliminate the need to take out and hold devices. In this paper, we propose a “Toe Input” method, which can realize haptic interaction, direct manipulation, and floor projection in wearable projection systems with a slightly larger projection surface. We evaluate the system in terms of accuracy, required time, comfort, and area suitable for input.
随着移动投影仪的小型化,尽管投影设备的体积很小,但我们可以提供更大的投影面来浏览信息。此外,在室内和室外使用基于位置的信息服务的机会也在增加。由于手机和GPS技术的普及,我们可以通过手持设备的小lcd获取必要的信息。然而,这些移动终端设备限制了单手的使用,要求用户在小显示屏上密切观察。有必要把设备从口袋或包里拿出来。为了解决这些问题,许多研究人员将注意力集中在可穿戴投影系统上。这些系统允许通过大投影屏幕提供免提观看,并且无需取出和持有设备。在本文中,我们提出了一种“脚趾输入”方法,该方法可以在投影面略大的可穿戴投影系统中实现触觉交互、直接操作和地板投影。我们根据准确性、所需时间、舒适度和适合输入的区域来评估系统。
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引用次数: 1
Bare-hand-based augmented reality interface on mobile phone 手机上的徒手增强现实界面
Pub Date : 2011-10-01 DOI: 10.1109/ISMAR.2011.6143899
Junyeong Choi, Hanhoon Park, Jungsik Park, Jong-Il Park
This paper proposes an augmented reality interface that provides natural hand-based interaction with virtual objects on mobile phones. Assume that one holds a mobile phone in a hand and sees the other hand through mobile phone's camera. Then, a virtual object is rendered on his/her palm and reacts to hand and finger movements. Since the proposed interface does not require any additional sensors or markers, one freely interacts with the virtual object anytime and anywhere. The proposed interface worked at 5 fps on a mobile phone (Galaxy S2 having a dual-core processor).
本文提出了一种增强现实界面,该界面提供了在手机上与虚拟对象进行自然的基于手的交互。假设一个人手里拿着手机,通过手机的摄像头看到另一只手。然后,一个虚拟物体呈现在他/她的手掌上,并对手和手指的运动做出反应。由于所提出的接口不需要任何额外的传感器或标记,人们可以随时随地自由地与虚拟对象进行交互。提议的界面在手机(Galaxy S2拥有双核处理器)上以5 fps的速度运行。
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引用次数: 21
期刊
2011 10th IEEE International Symposium on Mixed and Augmented Reality
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