The document discusses implementing interactive augmented reality for 3D assembly design presentations. It proposes an approach to create augmented reality scenes that allow users to interact with virtual assembly components and animations in the real world. The approach uses marker-based camera tracking with BuildAR Pro software to overlay animated CAD assembly designs created in SolidWorks and 3ds max onto physical markers. This allows users to view and manipulate virtual assembly components relative to the markers in real-time, enhancing understanding of complex assemblies.
The goal of this project is to provide a location-based alarm system through which users can broadcast their last known
position in emergency situations. The system will be able to send an SMS or an e-mail containing the user’s location coordinates
to the already registered mobile numbers using GCM service. The location information is obtained using GPS
technology and real-time location is shown on the receiver’s application using Google Maps API. In situations where GPS is
not available, the system tracks location using LBS technology
.Keywords: GPS,GCM,LBS Android.
Augmented Reality AR is the technology that overlaps virtual objects onto real world objects. It has three main features the combination of the real world and the virtual world, real time interaction, and 3D registration. The algorithms used to produce graphical images and other sensor based inputs on real world objects uses the camera of your device. The shortest route and graphics information in 3D is not notified in normal maps. To avoid such problems we have developed a 3D virtual environment that gives graphics and contains more information about a particular place. This project is done by using the “UNITY†application, the engine can be used to create three dimensional, two dimensional which helps to view all these graphics and routes in a 3D view. R. Mohana Priya | Subash. R | Yogesh. R | Vignesh. M | Gopi. V "Augmented Reality Map" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-4 | Issue-3 , April 2020, URL: https://www.ijtsrd.com/papers/ijtsrd30220.pdf Paper Url :https://www.ijtsrd.com/engineering/electronics-and-communication-engineering/30220/augmented-reality-map/r-mohana-priya
Human Computer Interaction Based HEMD Using Hand GestureIJAEMSJORNAL
Hand gesture based Human-Computer-Interaction (HCI) is one of the most normal and spontaneous ways to communicate between people and apparatus to present a hand gesture recognition system with Webcam, Operates robustly in unrestrained environment and is insensible to hand variations and distortions. This classification consists of two major modules, that is, hand detection and gesture recognition. Diverse from conventional vision-based hand gesture recognition methods that use color-markers for hand detection, this system uses both the depth and color information from Webcam to detect the hand shape, which ensures the sturdiness in disorderly environments. Assurance its heftiness to input variations or the distortions caused by the low resolution of webcam, to apply a novel shape distance metric called Handle Earth Mover's Distance (HEMD) for hand gesture recognition. Consequently, in this paper concept operates accurately and efficiently. The intend of this paper is to expand robust and resourceful hand segmentation algorithm where three algorithms for hand segmentation using different color spaces with required thresholds have were utilized. Hand tracking and segmentation algorithm is found to be most resourceful to handle the challenge of apparition based organization such as skin dye detection. Noise may hold, for a moment, in the segmented image due to lively background. Tracking algorithm was developed and applied on the segmented hand contour for elimination of unnecessary background noise
The goal of this project is to provide a location-based alarm system through which users can broadcast their last known
position in emergency situations. The system will be able to send an SMS or an e-mail containing the user’s location coordinates
to the already registered mobile numbers using GCM service. The location information is obtained using GPS
technology and real-time location is shown on the receiver’s application using Google Maps API. In situations where GPS is
not available, the system tracks location using LBS technology
.Keywords: GPS,GCM,LBS Android.
Augmented Reality AR is the technology that overlaps virtual objects onto real world objects. It has three main features the combination of the real world and the virtual world, real time interaction, and 3D registration. The algorithms used to produce graphical images and other sensor based inputs on real world objects uses the camera of your device. The shortest route and graphics information in 3D is not notified in normal maps. To avoid such problems we have developed a 3D virtual environment that gives graphics and contains more information about a particular place. This project is done by using the “UNITY†application, the engine can be used to create three dimensional, two dimensional which helps to view all these graphics and routes in a 3D view. R. Mohana Priya | Subash. R | Yogesh. R | Vignesh. M | Gopi. V "Augmented Reality Map" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-4 | Issue-3 , April 2020, URL: https://www.ijtsrd.com/papers/ijtsrd30220.pdf Paper Url :https://www.ijtsrd.com/engineering/electronics-and-communication-engineering/30220/augmented-reality-map/r-mohana-priya
Human Computer Interaction Based HEMD Using Hand GestureIJAEMSJORNAL
Hand gesture based Human-Computer-Interaction (HCI) is one of the most normal and spontaneous ways to communicate between people and apparatus to present a hand gesture recognition system with Webcam, Operates robustly in unrestrained environment and is insensible to hand variations and distortions. This classification consists of two major modules, that is, hand detection and gesture recognition. Diverse from conventional vision-based hand gesture recognition methods that use color-markers for hand detection, this system uses both the depth and color information from Webcam to detect the hand shape, which ensures the sturdiness in disorderly environments. Assurance its heftiness to input variations or the distortions caused by the low resolution of webcam, to apply a novel shape distance metric called Handle Earth Mover's Distance (HEMD) for hand gesture recognition. Consequently, in this paper concept operates accurately and efficiently. The intend of this paper is to expand robust and resourceful hand segmentation algorithm where three algorithms for hand segmentation using different color spaces with required thresholds have were utilized. Hand tracking and segmentation algorithm is found to be most resourceful to handle the challenge of apparition based organization such as skin dye detection. Noise may hold, for a moment, in the segmented image due to lively background. Tracking algorithm was developed and applied on the segmented hand contour for elimination of unnecessary background noise
A talk given by Mark Bilinghurst on January 17th 2012 at the Christchurch Architecture Summer School about how to use Augmented Reality in Architecture and Urban Visualization, especially for the re
we introduce the perceptual issues relevant to seeing three dimensions in digital imagery. Technological constraints
like limited field-of-view and spatial resolution prevent the display of images that match the real world in all respects.
Therefore, only some elements of real world depth perception are utilized when viewing 3D CGI. Depth Cue Theory is the
main theory of depth perception. It states that different sources of information, or depth cues, combine to give a viewer the 3D
layout of a scene. Alternatively, the Ecological Theory takes a generalized approach to depth perception. It states that the HVS
relies on more than the image on the retina; it requires an examination of the entire state of the viewer and their surroundings
(i.e., the context of viewing). In this paper, we rely on Depth Cue Theory, although we acknowledge the importance of visual
context where appropriate. As seen later, the type of visual environment and the viewer’s task play a significant part in the
effectiveness of a 3D VDS. Both theories assert that there are some basic sources of information about 3D layout. These are
generally divided into three types: pictorial, coulometer and stereo depth cues. The perceptual process by which these cues
combine to form a sense of depth is a complicated and outdebated issue. Different approaches to measuring the ability to
perceive depth have also been posited. We discuss these issues with respect to CGI.
Comparative study of user experience on mobile pedestrian navigation between ...IJECEIAES
Fast-paced mobile technology development has permitted augmented reality experiences to be delivered on mobile pedestrian navigation context. The fact that the more prevalent of this technology commonly will substituting the digital map visualization to present the geo-location information is still debatable. This paper comprises a report on a field study comparing about user experience when interacting with different modes of mobile electronic assistance in the context of pedestrian navigation interfaces which utilize location-based augmented reality (AR) and two-dimensional digital map to visualize the points of interest (POIs) location in the vicinity of the user. The study was conducted with two subsequent experiments in the Zhongli District, Taoyuan City, Taiwan. The study involved 10 participants aged between 22 and 28 years with different experiences in using smartphones and navigation systems. Navigation performance was measured based on a usability approach on pragmatic quality and hedonic quality like effectiveness (success rate of task completion), efficiency (task completion time) and satisfaction in real outdoor conditions. The evaluation findings have been cross-checked with the user’s personal comments. We aim at eliciting knowledge about user requirements related to mobile pedestrian interfaces and evaluating user experience from pragmatic and hedonic viewpoints. Results show that in the context of pedestrian navigation, digital map interfaces lead to significantly better navigation performance in pragmatic attributes in comparison to AR interfaces. Nevertheless, the study also reveals that location-based AR is more valued by participants in hedonic qualities and overall performance.
A lot of data is required for the computer vision cloud. It repeats data analysis until it detects distinctions and, eventually, recognizes images. For example, to teach a computer to recognize automotive tires, it must be fed many tire photos and tire-related materials to understand the differences and recognize a tire, particularly one with no faults.
Gesture Based Interface Using Motion and Image Comparisonijait
This paper gives a new approach for movement of mouse and implementation of its functions using a real time camera. Here we propose to change the hardware design. Most of the existing technologies mainly depend on changing the mouse parts features like changing the position of tracking ball and adding more buttons. We use a camera, colored substance, image comparison technology and motion detection technology to control mouse movement and implement its functions (right click, left click, scrolling and double click) .
A Real-Time Letter Recognition Model for Arabic Sign Language Using Kinect an...INFOGAIN PUBLICATION
The objective of this research is to develop a supervised machine learning hand-gesturing model to recognize Arabic Sign Language (ArSL), using two sensors: Microsoft's Kinect with a Leap Motion Controller. The proposed model relies on the concept of supervised learning to predict a hand pose from two depth images and defines a classifier algorithm to dynamically transform gestural interactions based on 3D positions of a hand-joint direction into their corresponding letters whereby live gesturing can be then compared and letters displayed in real time. This research is motivated by the need to increase the opportunity for the Arabic hearing-impaired to communicate with ease using ArSL and is the first step towards building a full communication system for the Arabic hearing impaired that can improve the interpretation of detected letters using fewer calculations. To evaluate the model, participants were asked to gesture the 28 letters of the Arabic alphabet multiple times each to create an ArSL letter data set of gestures built by the depth images retrieved by these devices. Then, participants were later asked to gesture letters to validate the classifier algorithm developed. The results indicated that using both devices for the ArSL model were essential in detecting and recognizing 22 of the 28 Arabic alphabet correctly 100 %.
Augmented reality (AR) is a technology which provides real time integration of digital content with the
information available in real world. Augmented reality enables direct access to implicit information
attached with context in real time. Augmented reality enhances our perception of real world by enriching
what we see, feel, and hear in the real environment. This paper gives comparative study of various
augmented reality software development kits (SDK’s) available to create augmented reality apps. The
paper describes how augmented reality is different from virtual reality; working of augmented reality
system and different types of tracking used in AR.
A talk given by Mark Bilinghurst on January 17th 2012 at the Christchurch Architecture Summer School about how to use Augmented Reality in Architecture and Urban Visualization, especially for the re
we introduce the perceptual issues relevant to seeing three dimensions in digital imagery. Technological constraints
like limited field-of-view and spatial resolution prevent the display of images that match the real world in all respects.
Therefore, only some elements of real world depth perception are utilized when viewing 3D CGI. Depth Cue Theory is the
main theory of depth perception. It states that different sources of information, or depth cues, combine to give a viewer the 3D
layout of a scene. Alternatively, the Ecological Theory takes a generalized approach to depth perception. It states that the HVS
relies on more than the image on the retina; it requires an examination of the entire state of the viewer and their surroundings
(i.e., the context of viewing). In this paper, we rely on Depth Cue Theory, although we acknowledge the importance of visual
context where appropriate. As seen later, the type of visual environment and the viewer’s task play a significant part in the
effectiveness of a 3D VDS. Both theories assert that there are some basic sources of information about 3D layout. These are
generally divided into three types: pictorial, coulometer and stereo depth cues. The perceptual process by which these cues
combine to form a sense of depth is a complicated and outdebated issue. Different approaches to measuring the ability to
perceive depth have also been posited. We discuss these issues with respect to CGI.
Comparative study of user experience on mobile pedestrian navigation between ...IJECEIAES
Fast-paced mobile technology development has permitted augmented reality experiences to be delivered on mobile pedestrian navigation context. The fact that the more prevalent of this technology commonly will substituting the digital map visualization to present the geo-location information is still debatable. This paper comprises a report on a field study comparing about user experience when interacting with different modes of mobile electronic assistance in the context of pedestrian navigation interfaces which utilize location-based augmented reality (AR) and two-dimensional digital map to visualize the points of interest (POIs) location in the vicinity of the user. The study was conducted with two subsequent experiments in the Zhongli District, Taoyuan City, Taiwan. The study involved 10 participants aged between 22 and 28 years with different experiences in using smartphones and navigation systems. Navigation performance was measured based on a usability approach on pragmatic quality and hedonic quality like effectiveness (success rate of task completion), efficiency (task completion time) and satisfaction in real outdoor conditions. The evaluation findings have been cross-checked with the user’s personal comments. We aim at eliciting knowledge about user requirements related to mobile pedestrian interfaces and evaluating user experience from pragmatic and hedonic viewpoints. Results show that in the context of pedestrian navigation, digital map interfaces lead to significantly better navigation performance in pragmatic attributes in comparison to AR interfaces. Nevertheless, the study also reveals that location-based AR is more valued by participants in hedonic qualities and overall performance.
A lot of data is required for the computer vision cloud. It repeats data analysis until it detects distinctions and, eventually, recognizes images. For example, to teach a computer to recognize automotive tires, it must be fed many tire photos and tire-related materials to understand the differences and recognize a tire, particularly one with no faults.
Gesture Based Interface Using Motion and Image Comparisonijait
This paper gives a new approach for movement of mouse and implementation of its functions using a real time camera. Here we propose to change the hardware design. Most of the existing technologies mainly depend on changing the mouse parts features like changing the position of tracking ball and adding more buttons. We use a camera, colored substance, image comparison technology and motion detection technology to control mouse movement and implement its functions (right click, left click, scrolling and double click) .
A Real-Time Letter Recognition Model for Arabic Sign Language Using Kinect an...INFOGAIN PUBLICATION
The objective of this research is to develop a supervised machine learning hand-gesturing model to recognize Arabic Sign Language (ArSL), using two sensors: Microsoft's Kinect with a Leap Motion Controller. The proposed model relies on the concept of supervised learning to predict a hand pose from two depth images and defines a classifier algorithm to dynamically transform gestural interactions based on 3D positions of a hand-joint direction into their corresponding letters whereby live gesturing can be then compared and letters displayed in real time. This research is motivated by the need to increase the opportunity for the Arabic hearing-impaired to communicate with ease using ArSL and is the first step towards building a full communication system for the Arabic hearing impaired that can improve the interpretation of detected letters using fewer calculations. To evaluate the model, participants were asked to gesture the 28 letters of the Arabic alphabet multiple times each to create an ArSL letter data set of gestures built by the depth images retrieved by these devices. Then, participants were later asked to gesture letters to validate the classifier algorithm developed. The results indicated that using both devices for the ArSL model were essential in detecting and recognizing 22 of the 28 Arabic alphabet correctly 100 %.
Augmented reality (AR) is a technology which provides real time integration of digital content with the
information available in real world. Augmented reality enables direct access to implicit information
attached with context in real time. Augmented reality enhances our perception of real world by enriching
what we see, feel, and hear in the real environment. This paper gives comparative study of various
augmented reality software development kits (SDK’s) available to create augmented reality apps. The
paper describes how augmented reality is different from virtual reality; working of augmented reality
system and different types of tracking used in AR.
presentation for augmented reality. ,It consists of introduction, working, components of AR, applications, limitations, recent development and conclusion. all the best for your presentation
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.
In the era of data-driven warfare, the integration of big data and machine learning (ML) techniques has
become paramount for enhancing defence capabilities. This research report delves into the applications of
big data and ML in the defence sector, exploring their potential to revolutionize intelligence gathering,
strategic decision-making, and operational efficiency. By leveraging vast amounts of data and advanced
algorithms, these technologies offer unprecedented opportunities for threat detection, predictive analysis,
and optimized resource allocation. However, their adoption also raises critical concerns regarding data
privacy, ethical implications, and the potential for misuse. This report aims to provide a comprehensive
understanding of the current state of big data and ML in defence, while examining the challenges and
ethical considerations that must be addressed to ensure responsible and effective implementation.
Cloud Computing, being one of the most recent innovative developments of the IT world, has been
instrumental not just to the success of SMEs but, through their productivity and innovative contribution to
the economy, has even made a remarkable contribution to the economic growth of the United States. To
this end, the study focuses on how cloud computing technology has impacted economic growth through
SMEs in the United States. Relevant literature connected to the variables of interest in this study was
reviewed, and secondary data was generated and utilized in the analysis section of this paper. The findings
of this paper revealed that there have been meaningful contributions that the usage of virtualization has
made in the commercial dealings of small firms in the United States, and this has also been reflected in the
economic growth of the country. This paper further revealed that as important as cloud-based software is,
some SMEs are still skeptical about how it can help improve their business and increase their bottom line
and hence have failed to adopt it. Apart from the SMEs, some notable large firms in different industries,
including information and educational services, have adopted cloud computing technology and hence
contributed to the economic growth of the United States. Lastly, findings from our inferential statistics
revealed that no discernible change has occurred in innovation between small and big businesses in the
adoption of cloud computing. Both categories of businesses adopt cloud computing in the same way, and
their contribution to the American economy has no significant difference in the usage of virtualization.
Energy-constrained Wireless Sensor Networks (WSNs) have garnered significant research interest in
recent years. Multiple-Input Multiple-Output (MIMO), or Cooperative MIMO, represents a specialized
application of MIMO technology within WSNs. This approach operates effectively, especially in
challenging and resource-constrained environments. By facilitating collaboration among sensor nodes,
Cooperative MIMO enhances reliability, coverage, and energy efficiency in WSN deployments.
Consequently, MIMO finds application in diverse WSN scenarios, spanning environmental monitoring,
industrial automation, and healthcare applications.
The AIRCC's International Journal of Computer Science and Information Technology (IJCSIT) is devoted to fields of Computer Science and Information Systems. The IJCSIT is a open access peer-reviewed scientific journal published in electronic form as well as print form. The mission of this journal is to publish original contributions in its field in order to propagate knowledge amongst its readers and to be a reference publication. IJCSIT publishes original research papers and review papers, as well as auxiliary material such as: research papers, case studies, technical reports etc.
With growing, Car parking increases with the number of car users. With the increased use of smartphones
and their applications, users prefer mobile phone-based solutions. This paper proposes the Smart Parking
Management System (SPMS) that depends on Arduino parts, Android applications, and based on IoT. This
gave the client the ability to check available parking spaces and reserve a parking spot. IR sensors are
utilized to know if a car park space is allowed. Its area data are transmitted using the WI-FI module to the
server and are recovered by the mobile application which offers many options attractively and with no cost
to users and lets the user check reservation details. With IoT technology, the smart parking system can be
connected wirelessly to easily track available locations.
Welcome to AIRCC's International Journal of Computer Science and Information Technology (IJCSIT), your gateway to the latest advancements in the dynamic fields of Computer Science and Information Systems.
Computer-Assisted Language Learning (CALL) are computer-based tutoring systems that deal with
linguistic skills. Adding intelligence in such systems is mainly based on using Natural Language
Processing (NLP) tools to diagnose student errors, especially in language grammar. However, most such
systems do not consider the modeling of student competence in linguistic skills, especially for the Arabic
language. In this paper, we will deal with basic grammar concepts of the Arabic language taught for the
fourth grade of the elementary school in Egypt. This is through Arabic Grammar Trainer (AGTrainer)
which is an Intelligent CALL. The implemented system (AGTrainer) trains the students through different
questions that deal with the different concepts and have different difficulty levels. Constraint-based student
modeling (CBSM) technique is used as a short-term student model. CBSM is used to define in small grain
level the different grammar skills through the defined skill structures. The main contribution of this paper
is the hierarchal representation of the system's basic grammar skills as domain knowledge. That
representation is used as a mechanism for efficiently checking constraints to model the student knowledge
and diagnose the student errors and identify their cause. In addition, satisfying constraints and the number
of trails the student takes for answering each question and fuzzy logic decision system are used to
determine the student learning level for each lesson as a long-term model. The results of the evaluation
showed the system's effectiveness in learning in addition to the satisfaction of students and teachers with its
features and abilities.
In the realm of computer security, the importance of efficient and reliable user authentication methods has
become increasingly critical. This paper examines the potential of mouse movement dynamics as a
consistent metric for continuous authentication. By analysing user mouse movement patterns in two
contrasting gaming scenarios, "Team Fortress" and "Poly Bridge," we investigate the distinctive
behavioral patterns inherent in high-intensity and low-intensity UI interactions. The study extends beyond
conventional methodologies by employing a range of machine learning models. These models are carefully
selected to assess their effectiveness in capturing and interpreting the subtleties of user behavior as
reflected in their mouse movements. This multifaceted approach allows for a more nuanced and
comprehensive understanding of user interaction patterns. Our findings reveal that mouse movement
dynamics can serve as a reliable indicator for continuous user authentication. The diverse machine
learning models employed in this study demonstrate competent performance in user verification, marking
an improvement over previous methods used in this field. This research contributes to the ongoing efforts to
enhance computer security and highlights the potential of leveraging user behavior, specifically mouse
dynamics, in developing robust authentication systems.
The AIRCC's International Journal of Computer Science and Information Technology (IJCSIT) is devoted to fields of Computer Science and Information Systems. The IJCSIT is a open access peer-reviewed scientific journal published in electronic form as well as print form. The mission of this journal is to publish original contributions in its field in order to propagate knowledge amongst its readers and to be a reference publication.
Image segmentation and classification tasks in computer vision have proven to be highly effective using neural networks, specifically Convolutional Neural Networks (CNNs). These tasks have numerous
practical applications, such as in medical imaging, autonomous driving, and surveillance. CNNs are capable
of learning complex features directly from images and achieving outstanding performance across several
datasets. In this work, we have utilized three different datasets to investigate the efficacy of various preprocessing and classification techniques in accurssedately segmenting and classifying different structures
within the MRI and natural images. We have utilized both sample gradient and Canny Edge Detection
methods for pre-processing, and K-means clustering have been applied to segment the images. Image
augmentation improves the size and diversity of datasets for training the models for image classification
The AIRCC's International Journal of Computer Science and Information Technology (IJCSIT) is devoted to fields of Computer Science and Information Systems. The IJCSIT is a open access peer-reviewed scientific journal published in electronic form as well as print form. The mission of this journal is to publish original contributions in its field in order to propagate knowledge amongst its readers and to be a reference publication.
This research aims to further understanding in the field of continuous authentication using behavioural
biometrics. We are contributing a novel dataset that encompasses the gesture data of 15 users playing
Minecraft with a Samsung Tablet, each for a duration of 15 minutes. Utilizing this dataset, we employed
machine learning (ML) binary classifiers, being Random Forest (RF), K-Nearest Neighbors (KNN), and
Support Vector Classifier (SVC), to determine the authenticity of specific user actions. Our most robust
model was SVC, which achieved an average accuracy of approximately 90%, demonstrating that touch
dynamics can effectively distinguish users. However, further studies are needed to make it viable option
for authentication systems. You can access our dataset at the following
link:https://github.com/AuthenTech2023/authentech-repo
This paper discusses the capabilities and limitations of GPT-3 (0), a state-of-the-art language model, in the
context of text understanding. We begin by describing the architecture and training process of GPT-3, and
provide an overview of its impressive performance across a wide range of natural language processing
tasks, such as language translation, question-answering, and text completion. Throughout this research
project, a summarizing tool was also created to help us retrieve content from any types of document,
specifically IELTS (0) Reading Test data in this project. We also aimed to improve the accuracy of the
summarizing, as well as question-answering capabilities of GPT-3 (0) via long text
In the realm of computer security, the importance of efficient and reliable user authentication methods has
become increasingly critical. This paper examines the potential of mouse movement dynamics as a
consistent metric for continuous authentication. By analysing user mouse movement patterns in two
contrasting gaming scenarios, "Team Fortress" and "Poly Bridge," we investigate the distinctive
behavioral patterns inherent in high-intensity and low-intensity UI interactions. The study extends beyond
conventional methodologies by employing a range of machine learning models. These models are carefully
selected to assess their effectiveness in capturing and interpreting the subtleties of user behavior as
reflected in their mouse movements. This multifaceted approach allows for a more nuanced and
comprehensive understanding of user interaction patterns. Our findings reveal that mouse movement
dynamics can serve as a reliable indicator for continuous user authentication. The diverse machine
learning models employed in this study demonstrate competent performance in user verification, marking
an improvement over previous methods used in this field. This research contributes to the ongoing efforts to
enhance computer security and highlights the potential of leveraging user behavior, specifically mouse
dynamics, in developing robust authentication systems.
Image segmentation and classification tasks in computer vision have proven to be highly effective using neural networks, specifically Convolutional Neural Networks (CNNs). These tasks have numerous
practical applications, such as in medical imaging, autonomous driving, and surveillance. CNNs are capable
of learning complex features directly from images and achieving outstanding performance across several
datasets. In this work, we have utilized three different datasets to investigate the efficacy of various preprocessing and classification techniques in accurssedately segmenting and classifying different structures
within the MRI and natural images. We have utilized both sample gradient and Canny Edge Detection
methods for pre-processing, and K-means clustering have been applied to segment the images. Image
augmentation improves the size and diversity of datasets for training the models for image classification.
This work highlights transfer learning’s effectiveness in image classification using CNNs and VGG 16 that
provides insights into the selection of pre-trained models and hyper parameters for optimal performance.
We have proposed a comprehensive approach for image segmentation and classification, incorporating preprocessing techniques, the K-means algorithm for segmentation, and employing deep learning models such
as CNN and VGG 16 for classification.
The security of Electric Vehicle (EV) charging has gained momentum after the increase in the EV adoption
in the past few years. Mobile applications have been integrated into EV charging systems that mainly use a
cloud-based platform to host their services and data. Like many complex systems, cloud systems are
susceptible to cyberattacks if proper measures are not taken by the organization to secure them. In this
paper, we explore the security of key components in the EV charging infrastructure, including the mobile
application and its cloud service. We conducted an experiment that initiated a Man in the Middle attack
between an EV app and its cloud services. Our results showed that it is possible to launch attacks against
the connected infrastructure by taking advantage of vulnerabilities that may have substantial economic and
operational ramifications on the EV charging ecosystem. We conclude by providing mitigation suggestions
and future research directions.
The AIRCC's International Journal of Computer Science and Information Technology (IJCSIT) is devoted to fields of Computer Science and Information Systems. The IJCSIT is a open access peer-reviewed scientific journal published in electronic form as well as print form. The mission of this journal is to publish original contributions in its field in order to propagate knowledge amongst its readers and to be a reference publication.
The AIRCC's International Journal of Computer Science and Information Technology (IJCSIT) is devoted to fields of Computer Science and Information Systems. The IJCSIT is a open access peer-reviewed scientific journal published in electronic form as well as print form. The mission of this journal is to publish original contributions in its field in order to propagate knowledge amongst its readers and to be a reference publication.
This paper describes the outcome of an attempt to implement the same transitive closure (TC) algorithm
for Apache MapReduce running on different Apache Hadoop distributions. Apache MapReduce is a
software framework used with Apache Hadoop, which has become the de facto standard platform for
processing and storing large amounts of data in a distributed computing environment. The research
presented here focuses on the variations observed among the results of an efficient iterative transitive
closure algorithm when run against different distributed environments. The results from these comparisons
were validated against the benchmark results from OYSTER, an open source Entity Resolution system. The
experiment results highlighted the inconsistencies that can occur when using the same codebase with
different implementations of Map Reduce.
Industrial Training at Shahjalal Fertilizer Company Limited (SFCL)MdTanvirMahtab2
This presentation is about the working procedure of Shahjalal Fertilizer Company Limited (SFCL). A Govt. owned Company of Bangladesh Chemical Industries Corporation under Ministry of Industries.
Saudi Arabia stands as a titan in the global energy landscape, renowned for its abundant oil and gas resources. It's the largest exporter of petroleum and holds some of the world's most significant reserves. Let's delve into the top 10 oil and gas projects shaping Saudi Arabia's energy future in 2024.
CW RADAR, FMCW RADAR, FMCW ALTIMETER, AND THEIR PARAMETERSveerababupersonal22
It consists of cw radar and fmcw radar ,range measurement,if amplifier and fmcw altimeterThe CW radar operates using continuous wave transmission, while the FMCW radar employs frequency-modulated continuous wave technology. Range measurement is a crucial aspect of radar systems, providing information about the distance to a target. The IF amplifier plays a key role in signal processing, amplifying intermediate frequency signals for further analysis. The FMCW altimeter utilizes frequency-modulated continuous wave technology to accurately measure altitude above a reference point.
We have compiled the most important slides from each speaker's presentation. This year’s compilation, available for free, captures the key insights and contributions shared during the DfMAy 2024 conference.
Hybrid optimization of pumped hydro system and solar- Engr. Abdul-Azeez.pdffxintegritypublishin
Advancements in technology unveil a myriad of electrical and electronic breakthroughs geared towards efficiently harnessing limited resources to meet human energy demands. The optimization of hybrid solar PV panels and pumped hydro energy supply systems plays a pivotal role in utilizing natural resources effectively. This initiative not only benefits humanity but also fosters environmental sustainability. The study investigated the design optimization of these hybrid systems, focusing on understanding solar radiation patterns, identifying geographical influences on solar radiation, formulating a mathematical model for system optimization, and determining the optimal configuration of PV panels and pumped hydro storage. Through a comparative analysis approach and eight weeks of data collection, the study addressed key research questions related to solar radiation patterns and optimal system design. The findings highlighted regions with heightened solar radiation levels, showcasing substantial potential for power generation and emphasizing the system's efficiency. Optimizing system design significantly boosted power generation, promoted renewable energy utilization, and enhanced energy storage capacity. The study underscored the benefits of optimizing hybrid solar PV panels and pumped hydro energy supply systems for sustainable energy usage. Optimizing the design of solar PV panels and pumped hydro energy supply systems as examined across diverse climatic conditions in a developing country, not only enhances power generation but also improves the integration of renewable energy sources and boosts energy storage capacities, particularly beneficial for less economically prosperous regions. Additionally, the study provides valuable insights for advancing energy research in economically viable areas. Recommendations included conducting site-specific assessments, utilizing advanced modeling tools, implementing regular maintenance protocols, and enhancing communication among system components.
6th International Conference on Machine Learning & Applications (CMLA 2024)ClaraZara1
6th International Conference on Machine Learning & Applications (CMLA 2024) will provide an excellent international forum for sharing knowledge and results in theory, methodology and applications of on Machine Learning & Applications.
Cosmetic shop management system project report.pdfKamal Acharya
Buying new cosmetic products is difficult. It can even be scary for those who have sensitive skin and are prone to skin trouble. The information needed to alleviate this problem is on the back of each product, but it's thought to interpret those ingredient lists unless you have a background in chemistry.
Instead of buying and hoping for the best, we can use data science to help us predict which products may be good fits for us. It includes various function programs to do the above mentioned tasks.
Data file handling has been effectively used in the program.
The automated cosmetic shop management system should deal with the automation of general workflow and administration process of the shop. The main processes of the system focus on customer's request where the system is able to search the most appropriate products and deliver it to the customers. It should help the employees to quickly identify the list of cosmetic product that have reached the minimum quantity and also keep a track of expired date for each cosmetic product. It should help the employees to find the rack number in which the product is placed.It is also Faster and more efficient way.
Hierarchical Digital Twin of a Naval Power SystemKerry Sado
A hierarchical digital twin of a Naval DC power system has been developed and experimentally verified. Similar to other state-of-the-art digital twins, this technology creates a digital replica of the physical system executed in real-time or faster, which can modify hardware controls. However, its advantage stems from distributing computational efforts by utilizing a hierarchical structure composed of lower-level digital twin blocks and a higher-level system digital twin. Each digital twin block is associated with a physical subsystem of the hardware and communicates with a singular system digital twin, which creates a system-level response. By extracting information from each level of the hierarchy, power system controls of the hardware were reconfigured autonomously. This hierarchical digital twin development offers several advantages over other digital twins, particularly in the field of naval power systems. The hierarchical structure allows for greater computational efficiency and scalability while the ability to autonomously reconfigure hardware controls offers increased flexibility and responsiveness. The hierarchical decomposition and models utilized were well aligned with the physical twin, as indicated by the maximum deviations between the developed digital twin hierarchy and the hardware.
IMPLEMENTATION OF INTERACTIVE AUGMENTED REALITY IN 3D ASSEMBLY DESIGN PRESENTATION
1. International Journal of Computer Science & Information Technology (IJCSIT) Vol 9, No 2, April 2017
DOI:10.5121/ijcsit.2017.9213 141
IMPLEMENTATION OF INTERACTIVE AUGMENTED
REALITY IN 3D ASSEMBLY DESIGN PRESENTATION
Andrijana Bocevska and Zoran Kotevski
Faculty of Information and Communication Technologies,“St. Kliment Ohridski”
University – Bitola, Bitola, Republic of Macedonia
ABSTRACT
The visual representation of a product and the role of visualization have recently become a central issue in
design research. By enriching a real scene with computer generated objects, Augmented Reality, has
proven itself as a valuable Human-Computer Interface in numerous application areas, such as medicine,
military, entertainment and manufacturing. In this paper we propose an approach by which a user can
create own 3D augmented reality scenes that enable interaction between the real world and virtual
assembly's components, while including an animation at the same time. For this purpose, BuildAR Pro
software is employed using marker-based camera tracking, while assembly design is obtained with
standard CAD system SolidWorks. The animations are developed in 3ds max software package in order to
save the assembly as .ive file format, which is helpful to increase the performance of scene rendering
and/or viewing.
KEYWORDS
Augmented reality, Animated assembly design, Marker-based camera tracking
1. INTRODUCTION
Design visualization plays a critical role in achieving an accurate design. Current Computer
Aided Design (CAD) systems, intended for designers and engineers, offer extremely rich
modeling features and functions which increase the productivity of new assembly designs. But,
they still have limitations in understanding of complex structures, since their models are
presented with certain constraints on users’ interactions with the design model. Although the
geometric databases has been 3D for a long time, the user interaction made through keyboard,
mouse and CRT/LCD display, which are only 2D devices, with CAD systems has not been
significantly changed.
Augmented reality (AR) is a research field of computer science that deals with the combination of
real world objects and computer generated data. Unlike Virtual Reality (VR) systems, in which
users are completely immersed in the virtual environment, AR users see the virtual components
and the real world co-existing in the same space. It is the goal of AR to supplement the reality,
rather than completely replace it as in conventional VR applications. The AR technology provides
useful information about the environment enhancing perception and interaction with the real
world. The user is able to manipulate both, real objects and the virtual ones. AR provides new
perspectives for user interaction with CAD tools. AR enhances the perception of assembly's
components by co-location, leading to information with less perceptive ambiguities. The users
have the possibility to translate, rotate and scale the overlaid assembly model by using a tangible
user interface composed from indicative markers. AR helps users to comprehend space more
effectively by letting the users to visualize and interact with designs in a more intuitive way. AR
can be used in almost every phase of the design and manufacturing, i.e. from the initial concept
and design phase, during the reviewing and evaluating of concepts and alternatives, all the way to
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the manufacturing phase. AR can also provide detailed information about maintenance
procedures, in the marketing of a certain product presenting different configurations.
According to Milgram et al. [1], AR is also known as Mixed Reality (MR), as presented in Figure
1. MR aims to combine the best aspects of both, VR and AR. It refers to the entire spectrum of
situations that span the continuum between VR and actual reality. According to this, MR can
include AR, augmented virtuality and other mixed configurations. In MR environments, users can
navigate through both, the real and virtual environments at the same time. Virtual objects are
anchored into the user’s real world space and augment their real world environment, making
virtual interactions to appear as “real”.
Figure 1. Simplified representation of a reality-virtuality (RV) continuum
Having characteristics of integration of virtual and real world scenes, many applications of AR
are emerging in the fields of education, medical treatment, entertainment and design, to name a
few. The characteristics of AR systems can be further understood from three classical and widely
used criteria defined by Azuma [2], listed in the following lines:
Combines virtual and real - AR requires display technology that allows the user to
simultaneously observe virtual and real world information in a combined view.
Traditional displays can show only computer-generated images, thus are insufficient for
AR.
Registered in 3D - AR relies on an intimate coupling between the virtual and the real
world that is based on their geometrical relationship. This makes it possible to render the
virtual content with the right placement and 3D perspective with respect to the real world
scene.
Interactive in real time - the AR system must run at interactive frame rates, such that it
can superimpose information in real-time and allow user interactions.
The basic components in AR applications, as proposed by Azuma et al. [3] and Siltanen [4] are: a
display, a camera and a computer with application software. Different kinds of hardware can be
used to implement AR, e.g. camera phones, handheld computers, laptops, head-mounted displays
(HMD) etc. Typically, a camera is attached to the display device which shows the real time
camera view “through” its screen. To determine the relation between real and virtual worlds,
computer vision techniques are used to find a marker in the camera image and determine the
position and the pose of the camera relative to it. Once the position and the pose of the real
camera are known, a digital 3D model can be overlain on the marker in the camera image. Thus,
the user experiences video see-through augmented reality, seeing the real world through the real
time video augmented with virtual models.
In the latest years AR has been in the research focus quite extensively, especialy in the hardware
technology. In the past AR systems emerged as large and robust, but the rapid development of
mobile devices has lead to the requirements of enabling small units with enough processing
capacity and long lasting batteries to enable light-weight mobile AR applications. Recently,
PDAs according to Pasman and Woodward [5], camera phones according to Henrysson et al. [6]
and Rohs [7] and miniature PCs according to Honkamaa et al. [8] have been successfully used for
AR applications.
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Today AR is divided into two parts: Location-Based AR and Vision-/Recognition-Based AR, as
in [9]. Location Based AR is the concept of using GPS or other instruments, external and internal
such as gyros, to determine the user's location and orientation, in order to determine what the user
might be looking at, so that a relevant information could be displayed. One of the most common
uses of this type of AR is to show the user a certain Point Of Interest (POI:s), for instance if the
user is on a trip and wants to know about the landmarks or buildings around him, or maybe the
nearest restaurant. Vision Based AR is about tracking objects or markers and provides additional
information. Common use of this could be to track a marker or a poster and then display some
graphical object on top of this marker or poster. In Vision Based AR there are three types of
trackings that are mostly used today: 1) Marker tracking, 2) Markerless tracking / Natural Feature
Tracking, 3) Markerless 3D tracking, as in [9].
Marker tracking uses markers as its tracking focus. These markers are commonly known as AR-
tags and have a black frame of various thickness. Inside this frame can reside various types of
information, where some have pictures while others have small black squares, as commonly seen
in QR-codes. The most common type is a marker that is only black and white, where the
content/picture inside the black frame is composed of small black squares. The black frame is
used for camera calibration to determine at what angle the marker is viewed from, and accurately
calculate the correct perspective in which a graphical content should be drawn, as in [9]. The
marker can be used as the exact location and graphical content will be drawn on top of it, but it
can also be used for camera calibration, i.e. perspective calculation, allowing the drawing of one
or multiple movable objects around the marker in the correct perspective.
Markerless tracking, also known as Natural Feature Tracking (NFT), is about tracking real world
objects, most commonly pictures, posters and other printed images. These markers are different
from the previous mentioned markers in that that they do not need any black frame surrounding
the content and the content can be anything. However, in today's tracking technologies there are
restrictions to what the content may be in order to obtain substantial tracking results. The content
cannot be too simple, otherwise other content can mistakenly be tracked instead, and therefore the
content should be more complex and contain many contrast points. The contrast points inside the
content work as a map for the content, in such a way that the more contrast points present the
more accurate is the calculated viewing angle and the distinguishing of the content uniqueness,
which provides better overall tracking.
Markerless 3D tracking makes it possible to track real world objects in 3D. The technology
allows for graphical content to disappear behind real objects and further create the illusion of that
the virtual is coexisting in the real. This kind of tracking uses the same technology as in NFT
tracking, with the addition of calculations that determine the 3D shape of the tracked object.
In addition to these three tracking types there is one more concept that can be added to all the
tracking systems, and that is Virtual buttons, as in [10, 11]. Virtual buttons allow the user to
interact with the information given without touching the screen. The common way of making
Virtual buttons is to mark a special area on a marker, when this special area is covered by the
user, such that it cannot be observed by the camera, an option is triggered.
The aforementioned technologies may be used in various domains that require integration of
some graphical representations with real world scenes. To contribute to the quite large field of
such implementations, in this paper we propose an approach by which a user can create own 3D
augmented reality scenes that enable interaction between the real world and the components of a
virtual assembly, while including an animation at the same time. For this purpose, we employed
the BuildAR Pro software and marker-based camera tracking. The assembly design is obtained
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using standard CAD system SolidWorks. The animations are developed in 3ds max software
package in order to save the assembly as .ive file format, which is helpful to increase the
performance of scene rendering and viewing.
The rest of the paper is organized as follows. Section 2 presents the related work and the main
motivation for this research. Section 3 gives an overview for integration of CAD designs and AR
applications and explains the process of real world augmentation with virtual CAD assemblies.
Detailed presentation of the augmentation process is given as well. Section 4 concludes the paper
and outlines directions for future work.
2. MOTIVATION AND RELATED WORK
In the past decade numerous research efforts implement AR paradigm as an addition to certain
areas using CAD designs, but they are mainly concentrated on training applications. In this
manner, Chimienti et al. [12] use AR in training operations for assistance to unskilled operators
during an assembly tasks, such as of a planetary gearbox, with a help of a hand-held device. The
authors also declare that these proposed guidelines of AR implementation offer an effective point
for a training systems, and their general nature gives provides the flexibility to make it applicable
to other fields. Compared to the training techniques used previously, the application of AR
concept seems to offer a set of advantages, such as a significant reduction of time and a lower
investments in human resources. The implementation of AR in training has also been investigated
by Webel et al. [13] in the field of maintenance and assembly where instructions, or location
dependent information, is directly linked and/or attached to physical objects. The main
conclusions are that AR offers great potential for industrial training, because it can easily be
integrated in teleconsultation technologies and it can be realized using standard hand-held
devices. Sääski et al. [14] take a similar approach, but instead of training, they concentrate on the
implementation of AR to assisting assembly work in real life production environments. The work
is supported by a description of a real case experience in a tractor company in Finland. On the
other hand, Gavish et al. [15] and Peniche et al. [16] combine AR with virtual reality (VR) to
improve training and assembly processes in manufacturing mechanical parts. Both researches
present similar outcomes and conclusions, such as increased training efficiency, enhanced
acquisition of skills, help for trainees to develop a better mental model of the required task. This
survey revealed that the current implementations of AR use static part or assembly designs and
that animations are not considered. Thus, in this research, we concentrate on the implementation
of animated assembly designs, but not only for training or production purposes, but in marketing
and presentational purposes as well.
To the best of our knowledge this is the first effort to employ animated assemblies in AR
applications, which further opens more application areas of CAD design in the technologies
incorporating AR. 3D assembly animation has emerged as a benchmark for the mechanical
engineering worldwide. It is increasingly being used to test products and implement real-time
changes for maximum performance and efficiency.
In this paper, we employ a Marker-based AR technique to enrich a specific real world scene with
an assembly. Besides the fact that the assembly can be observed from different angles and views,
it integrates an animation as well, that provides detailed presentation of assembly’s components
in an “explode” animated views.
For this purpose, first we used BuildAR Pro application because it is designed to allow users to
easily add virtual objects into a live video of the real world, where AR scene can be created
without any programming at all. Normally, the creation of AR applications requires significant
programming experience. In order to use this application it is necessary to choose tracker type,
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select video source, add a visual tracking marker and finally add virtual content to the real printed
markers. The application interface allows users to train their own markers, change camera
threshold values, and add video and audio content and other features if required. The software
also supports a variety of other content types, such as 3D Models, 2D Images, Quick Time
Movies, Text, Primitive Shapes and Sounds.
3. AN APPROACH FOR INTEGRATION OF AN ANIMATED CAD ASSEMBLY IN
AN AR APPLICATION
As mentioned earlier, we implemented marker-based technology to integrate animated CAD
assembly designs in AR scenes. A marker-based paradigm uses square patterns (markers) that are
simply printed on a piece of paper and displayed in the camera viewing field. The AR software
uses computer vision technology algorithms to recognize the marker patterns and calculate the
position of the real camera relative to the printed pattern. Once the position of the real camera is
known, then an assembly's components can be drawn relative to the real marker. Assembly's
components are virtual objects that will appear to be attached to the markers, creating augmented
reality experience.
Printed markers usually are black and white squares with thick borders, and a unique pattern in
the center. Different markers are recognized by their different patterns inside the borders. Hence,
quite important moment here is that there should be enough white space around the outside of the
black square so that the marker can be easily found by the computer vision software. The pattern
in the middle of the square should be twice the width of the border of the marker. The BuildAR
Pro software is able to use two different marker types (hiro and kanji), as presented in Figure 2,
but anyone is allowed to create own marker, if these two do not fulfill the application
requirements.
Figure 2. Examples of the two types of AR markers
(hiro and kanji)
For the integration of a CAD system and augmented reality we decided to engage SolidWorks as
a powerful 3D design solution for rapid creation of parts, assemblies, and 2D drawings, and
BuildAR Pro as a tool for fast building of AR scenes, while providing a live video viewing with
3D virtual models on images and markers. BuildAR Pro uses marker-based camera tracking,
which means that the assembly's components appear attached to physical printed marker.
Augmented reality scene can be built by creating a set of markers and a set of 3D models.
Assembly's components can be created in almost any modelling program or downloaded from the
Internet. BuildAR Pro also provides an easy to use graphical user interface that simplifies the
process of creating AR scenes, meaning that there is no need for programming skills or expertizes
in computer science to create the real/virtual scenes. BuildAR Pro is a product of the Human
Interface Technology Lab NZ, University of Canterbury, located in Christchurch, New Zealand.
The approach for integration of a CAD assembly in AR application involves several activities that
we further elaborate in more details.
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Activity 1. Generation of patterns in BuildAR Pro. Before tracking patterns can be produced, the
images have to be previously created in an image editing software tool and saved as a bitmap file
with 16 bit color depth. The created markers for this approach use text as an image.
Activity 2. Loading the 3D model over the predefined marker. In this step we assume that the
assembly design has already been developed with a CAD system, for which in this case we use
SolidWorks. In order to use the created 3D CAD models in BuildAR Pro they must be converted
in one of the supported file formats, which include 3DS, LWO, OBJ, STL, FLT. The
recommended file format is the OpenSceneGraph .ive file format. Some other file formats can be
used as well, but the quality of the imports for these other formats varies considerably, and
sometimes they can produce strange normals, or missing textures and/or animations. Because our
main intention concerning BuildAR Pro is to display an animation by identifying a marker, the
animation needs to be prepeared in 3ds max. For that purpose we imported the assembly from
SolidWorks in 3ds max with .sldasm file format. After the creation of the animation using the
OpenSceneGraph plugin we export the animation in .ive file format, given that this format is
better supported by BuildAR Pro, although we can use the .fbx file format as well. Nevertheless,
we can also create the animation directly in SolidWorks, but certain limitations are imposed,
since in this manner the model can only be exported as a video file in the .avi format, which
destroys the possibility to represent a native 3D animation.
Activity 3. Moving, rotating and scaling the model. To adjust the way the 3D model appears on
the marker there is a built in manipulation control panel, where the new positions, rotations and
scales can be typed manually, or simply by clicking on the 3D object in the live view while using
the 3D widget buttons on the displayed toolbar. After the import of the 3D model, there is a
Normalize option at a user’s disposal, by means of which the program automatically displays the
3D model to best fit the preview window. At the same time the scene tree shows which markers
and 3D objects currently make up the scene. The tree is a list of markers, each with an object
underneath. Markers and object can be added or deleted from the scene tree. If adding more
markers and 3D objects is required to additionally augment the real scene these steps must be
repeated.
Activity 4. Saving and loading the augmented reality scene. After editing, the scene can be saved
to an XML file.
3.1. The augmentation process steps
The whole augmentation process consists of multiple consecutive steps to realize the task of CAD
assembly placement over the predefined marker. These steps occur as follows:
1. The video camera captures video of the real world and sends it to the computer.
2. The live video image is turned into a binary (black and white) image based on a lighting
threshold value.
3. This image is then searched for square regions. BuildAR Pro software finds all the
squares in the binary image.
4. For each square, the pattern inside the square is captured and matched against some pre-
entered pattern templates.
5. The BuildAR Pro software then uses the known square size and pattern orientation to
calculate the position of the real video camera relative to the physical marker. BuildAR
Pro software computes the transformation matrix that describes the position, rotation, and
size of an object.
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6. The virtual object is thereafter located in relation to that marker. Thus, the user
experiences augmented reality, seeing the real world through the real time video with
virtual models.
The diagram in Figure 3 presents the image processing that is conveyed in the background in
order to produce the AR experience, while Figure 4 reveals an example of a sample marker in a
video frame with and without the animated virtual object.
Figure 3. The process of video-based marker detection and overlay of virtual object
Figure 4. Sample marker in frame with and without a virtual animated 3D assembly
4. CONCLUSION AND FUTURE WORK
Marker based augmented reality technologies represent quite useful tools that can be used for
creation of interactive visualizations of 3D CAD models. The advantages of this type of
application are the opportunities to display a 3D CAD model in a real world scene, while enabling
the user to interact with it in the manner of translation, rotation and scaling of the overlaid model
by the simple usage of a printed marker placed in the camera viewing field. Presented visual
graphics enable viewers to comprehend the core concept and features behind the design of the
assembly, even if they are not from a technical background. Besides, this paper presents the
possibilities to use augmented reality technologies in CAD assembly design supplemented with
animations i.e. the possibilities to view the virtual object and its constituent parts in the real world
using a marker based AR system. Such product animations also provide better overview of the
final product, its performance and overall efficiency. The representation provides an opportunity
to demonstrate a virtual prototype to potential clients and help them to understand the product and
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its features. It gives presentations an added flavor of reality which is otherwise downrightly
impossible by the conventional methods. To realize this task, for the translation of the CAD
model and its import to the AR software, the 3ds max software was used as a middleware for the
purpose to convert the SolidWorks’s .sldasm file format to an animated .ive file. The animation in
3ds max was exported to the .ive file format by the utilization of the OpenSceneGraph plugin,
given that this format is better supported by AR software. Our opinion is that this approach plays
an important role in design visualization and can be used in achieving proper understanding of the
design. As future research directions we will concentrate our efforts in developing an
implementation of this idea in the area of cataloging machine parts and/or assemblies. Similarly
to the work of Patkar et al. [17] and Pasman and Woodward [5], the idea is to store markers, as
well as their linked 3D models, in a database that is accessed via Internet using a software similar
to BuidAR (desktop or mobile), while the markers are printed in a single or multiple page catalog
or presented in a web interface. In this manner, the complex 3D parts and assemblies would be
easily disseminated among interested parties, while at the same time reducing the cost of
marketing actions. Another implementation that we intend for our future work is to print the
corresponding marker on the assembly package, so that a customer can be informed of the
product details without opening the package. To conclude our future intentions we will explore
the possibilities to augment the whole AR animated assembly presentation with audio
explanations of the specific functions and the advantages of the referred product.
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