Work In Terminal presents the analysis, design, implementation and results of Reconstruction Xicocotitlan
Tollan-through augmented reality (Extended), which will release information about the Toltec capital
supplemented by presenting an overview of the main premises of the Xicocotitlan Tollan city supported
dimensional models based on the augmented reality technique showing the user a virtual representation of
buildings in Tollan phase.
OpenCVand Matlab based Car Parking System Module for Smart City using Circle ...JANAK TRIVEDI
finding parking availability for a specific time period is
a very tedious job in urban areas. The Indian government now
focusing on t he smart city project, already they published city
name for a n upcoming smart city project. In smart city
application , intelligent transportation system (ITS) plays an
important role- in that finding parking place, specifically for the
car owner to avoid time computation, as well as congestion in
traffic is going to be very important. In this article, we propose
an intelligent car parking system for the smart city using Circle
Hough Transform (CHT).
My books- Hacking Digital Learning Strategies http://hackingdls.com & Learning to Go https://gum.co/learn2go
Resources at http://shellyterrell.com/emoji
Artificial intelligence (AI) is everywhere, promising self-driving cars, medical breakthroughs, and new ways of working. But how do you separate hype from reality? How can your company apply AI to solve real business problems?
Here’s what AI learnings your business should keep in mind for 2017.
OpenCVand Matlab based Car Parking System Module for Smart City using Circle ...JANAK TRIVEDI
finding parking availability for a specific time period is
a very tedious job in urban areas. The Indian government now
focusing on t he smart city project, already they published city
name for a n upcoming smart city project. In smart city
application , intelligent transportation system (ITS) plays an
important role- in that finding parking place, specifically for the
car owner to avoid time computation, as well as congestion in
traffic is going to be very important. In this article, we propose
an intelligent car parking system for the smart city using Circle
Hough Transform (CHT).
My books- Hacking Digital Learning Strategies http://hackingdls.com & Learning to Go https://gum.co/learn2go
Resources at http://shellyterrell.com/emoji
Artificial intelligence (AI) is everywhere, promising self-driving cars, medical breakthroughs, and new ways of working. But how do you separate hype from reality? How can your company apply AI to solve real business problems?
Here’s what AI learnings your business should keep in mind for 2017.
SVHsIEVs for Navigation in Virtual Urban Environmentcsandit
Many virtual reality applications, such as training, urban design or gaming are based on a rich
semantic description of the environment. This paper describes a new representation of semantic
virtual worlds. Our model, called SVHsIEVs1
should provide a consistent representation of the
following aspects: the simulated environment, its structure, and the knowledge items using
ontology, interactions and tasks that virtual humans can perform in the environment. Our first
main contribution is to show the influence of semantic virtual objects on the environment. Our
second main contribution is to use these semantic informations to manage he tasks of each
virtual object. We propose to define each task by a set of attributes and relationships, which
determines the links between attributes in tasks, and links between other tasks. The architecture
has been successfully tested in 3D dynamic environments for navigation in virtual urban
environments.
Many virtual reality applications, such as training, urban design or gaming are based on a rich
semantic description of the environment. This paper describes a new representation of semantic
virtual worlds. Our model, called SVHsIEVs1should provide a consistent representation of the
following aspects: the simulated environment, its structure, and the knowledge items using
ontology, interactions and tasks that virtual humans can perform in the environment. Our first
main contribution is to show the influence of semantic virtual objects on the environment. Our
second main contribution is to use these semantic informations to manage he tasks of each
virtual object. We propose to define each task by a set of attributes and relationships, which
determines the links between attributes in tasks, and links between other tasks. The architecture
has been successfully tested in 3D dynamic environments for navigation in virtual urban
environments.
An ontology for semantic modelling of virtual worldijaia
This article presents a new representation of semantic virtual environments. We propose to use the ontology as a tool for implementation. Our model, called SVHsIEVs1 provides a consistent representation of the following aspects: the simulated environment, its structure, and the knowledge items using ontology, interactions and tasks that virtual humans can perform in the environment. In SVHsIEVs, we find two type of ontology: the global ontology and the local ontology for Virtual Human. Our architecture has been successfully tested in 3D dynamic environments.
In recent times, the definition of internet of things has evolved to great extent and it means different things
to different people. However the basic idea of Internet of Things remains the same which is use of information and
communication Technologies(ICT’s) as well as Internet to provide efficient services to the mankind for their
optimum benefits. While implementing the Internet of Things itself is complex due to large of devices various link
layer technologies and services that are involved in such systems. In this paper, we specifically implement an urban
Internet of Things system which primarily gives an emphasis on smart educational institute which aims at
exploiting advanced communication technologies to support for administration of the institute and for the new
visitor who find it difficult to find their way around the institute. This paper thereby provides a comprehensive
survey of various technologies such as Android , Java, protocols and architecture for using Internet of Things in
Smart Institute. Furthermore ,this system will provide an overlook of the institute via the administration office
,playground and canteens. The user of the system will also get an static image map to roam around the institute.
Lastly the system will provide technical solutions and best practice guidelines for finding the way around the
institute and also help a new visitor in reaching his desired location.
Separation of Organic User Interfaces: Envisioning the Diversity of Programma...Felix Epp
Emerging technologies in nanotechnology, material science and mi- cro-robotics will make Programmable Matter possible. This creates the vision of transformable user interfaces as the successor of today’s user interfaces. This theoretical work discusses the new concepts in creating these interfaces. Instead of creating a singular device for the various use-cases and contents, future inter- faces will focus more on representing the underlying content and mental models than on a certain technique. This will lead to a vast variety of physical devices each representing one virtual entity and forming the overall user interaction in combination with each other. The concept of TiID – Time Interface Device – exemplifies such a device by including all time dependent actions and attributes in one device.
Applicability of big data techniques to smart cities deploymentsNexgen Technology
GET IEEE BIG DATA,JAVA ,DOTNET,ANDROID ,NS2,MATLAB,EMBEDED AT LOW COST WITH BEST QUALITY PLEASE CONTACT BELOW NUMBER
FOR MORE INFORMATION PLEASE FIND THE BELOW DETAILS:
Nexgen Technology
No :66,4th cross,Venkata nagar,
Near SBI ATM,
Puducherry.
Email Id: praveen@nexgenproject.com
Mobile: 9791938249
Telephone: 0413-2211159
www.nexgenproject.com
Virtual Reality: Stereoscopic Imaging for Educational Institutions Rodrigo Arnaut
Virtual reality (VR) in education is a markedly present subject in research institutions in many countries. This paper will discuss the application of VR techniques, including the use of computer graphics and three-dimensional (3D) video production. Stereoscopy is a key point for the visualization of these applications. The system developed uses a 3D lens, a home camera, common video edition software, two low cost projectors, light polarized filters and cheap 3D eyeglasses. During the 3D video production, the aim was to evaluate all the involved process, since the elaboration of scripts, video capture and projection until the costs to build the system. This is important to demonstrate for educational institutions the advantages in adopting resources of VR for the improvement of learning.
Artigo completo em: http://periodicos.ifsc.edu.br/index.php/rtc/article/view/108
Our research aims to propose a global approach for specification, design and verification of context awareness Human Computer Interface (HCI). This is a Model Based Design approach (MBD). This methodology describes the ubiquitous environment by ontologies. OWL is the standard used for this purpose. The specification and modeling of Human-Computer Interaction are based on Petri nets (PN). This raises the question of representation of Petri nets with XML. We use for this purpose, the standard of modeling PNML. In this paper, we propose an extension of this standard for specification, generation and verification of HCI. This extension is a methodological approach for the construction of PNML with Petri nets. The design principle uses the concept of composition of elementary structures of Petri nets as PNML Modular. The objective is to obtain a valid interface through verification of properties of elementary Petri nets represented with PNML.
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
Tutorial CLEI 2010 - Assuncion - Paraguay
Outubro 2010
LRM - ICMC - USP São Carlos
INCT-SEC
Titulo: "Robôs Móveis e Veículos Autônomos: Pesquisa, Desenvolvimento e Desafios na área da Inteligência Artificial"
State of ICS and IoT Cyber Threat Landscape Report 2024 previewPrayukth K V
The IoT and OT threat landscape report has been prepared by the Threat Research Team at Sectrio using data from Sectrio, cyber threat intelligence farming facilities spread across over 85 cities around the world. In addition, Sectrio also runs AI-based advanced threat and payload engagement facilities that serve as sinks to attract and engage sophisticated threat actors, and newer malware including new variants and latent threats that are at an earlier stage of development.
The latest edition of the OT/ICS and IoT security Threat Landscape Report 2024 also covers:
State of global ICS asset and network exposure
Sectoral targets and attacks as well as the cost of ransom
Global APT activity, AI usage, actor and tactic profiles, and implications
Rise in volumes of AI-powered cyberattacks
Major cyber events in 2024
Malware and malicious payload trends
Cyberattack types and targets
Vulnerability exploit attempts on CVEs
Attacks on counties – USA
Expansion of bot farms – how, where, and why
In-depth analysis of the cyber threat landscape across North America, South America, Europe, APAC, and the Middle East
Why are attacks on smart factories rising?
Cyber risk predictions
Axis of attacks – Europe
Systemic attacks in the Middle East
Download the full report from here:
https://sectrio.com/resources/ot-threat-landscape-reports/sectrio-releases-ot-ics-and-iot-security-threat-landscape-report-2024/
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Many virtual reality applications, such as training, urban design or gaming are based on a rich
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virtual worlds. Our model, called SVHsIEVs1
should provide a consistent representation of the
following aspects: the simulated environment, its structure, and the knowledge items using
ontology, interactions and tasks that virtual humans can perform in the environment. Our first
main contribution is to show the influence of semantic virtual objects on the environment. Our
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Many virtual reality applications, such as training, urban design or gaming are based on a rich
semantic description of the environment. This paper describes a new representation of semantic
virtual worlds. Our model, called SVHsIEVs1should provide a consistent representation of the
following aspects: the simulated environment, its structure, and the knowledge items using
ontology, interactions and tasks that virtual humans can perform in the environment. Our first
main contribution is to show the influence of semantic virtual objects on the environment. Our
second main contribution is to use these semantic informations to manage he tasks of each
virtual object. We propose to define each task by a set of attributes and relationships, which
determines the links between attributes in tasks, and links between other tasks. The architecture
has been successfully tested in 3D dynamic environments for navigation in virtual urban
environments.
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This article presents a new representation of semantic virtual environments. We propose to use the ontology as a tool for implementation. Our model, called SVHsIEVs1 provides a consistent representation of the following aspects: the simulated environment, its structure, and the knowledge items using ontology, interactions and tasks that virtual humans can perform in the environment. In SVHsIEVs, we find two type of ontology: the global ontology and the local ontology for Virtual Human. Our architecture has been successfully tested in 3D dynamic environments.
In recent times, the definition of internet of things has evolved to great extent and it means different things
to different people. However the basic idea of Internet of Things remains the same which is use of information and
communication Technologies(ICT’s) as well as Internet to provide efficient services to the mankind for their
optimum benefits. While implementing the Internet of Things itself is complex due to large of devices various link
layer technologies and services that are involved in such systems. In this paper, we specifically implement an urban
Internet of Things system which primarily gives an emphasis on smart educational institute which aims at
exploiting advanced communication technologies to support for administration of the institute and for the new
visitor who find it difficult to find their way around the institute. This paper thereby provides a comprehensive
survey of various technologies such as Android , Java, protocols and architecture for using Internet of Things in
Smart Institute. Furthermore ,this system will provide an overlook of the institute via the administration office
,playground and canteens. The user of the system will also get an static image map to roam around the institute.
Lastly the system will provide technical solutions and best practice guidelines for finding the way around the
institute and also help a new visitor in reaching his desired location.
Separation of Organic User Interfaces: Envisioning the Diversity of Programma...Felix Epp
Emerging technologies in nanotechnology, material science and mi- cro-robotics will make Programmable Matter possible. This creates the vision of transformable user interfaces as the successor of today’s user interfaces. This theoretical work discusses the new concepts in creating these interfaces. Instead of creating a singular device for the various use-cases and contents, future inter- faces will focus more on representing the underlying content and mental models than on a certain technique. This will lead to a vast variety of physical devices each representing one virtual entity and forming the overall user interaction in combination with each other. The concept of TiID – Time Interface Device – exemplifies such a device by including all time dependent actions and attributes in one device.
Applicability of big data techniques to smart cities deploymentsNexgen Technology
GET IEEE BIG DATA,JAVA ,DOTNET,ANDROID ,NS2,MATLAB,EMBEDED AT LOW COST WITH BEST QUALITY PLEASE CONTACT BELOW NUMBER
FOR MORE INFORMATION PLEASE FIND THE BELOW DETAILS:
Nexgen Technology
No :66,4th cross,Venkata nagar,
Near SBI ATM,
Puducherry.
Email Id: praveen@nexgenproject.com
Mobile: 9791938249
Telephone: 0413-2211159
www.nexgenproject.com
Virtual Reality: Stereoscopic Imaging for Educational Institutions Rodrigo Arnaut
Virtual reality (VR) in education is a markedly present subject in research institutions in many countries. This paper will discuss the application of VR techniques, including the use of computer graphics and three-dimensional (3D) video production. Stereoscopy is a key point for the visualization of these applications. The system developed uses a 3D lens, a home camera, common video edition software, two low cost projectors, light polarized filters and cheap 3D eyeglasses. During the 3D video production, the aim was to evaluate all the involved process, since the elaboration of scripts, video capture and projection until the costs to build the system. This is important to demonstrate for educational institutions the advantages in adopting resources of VR for the improvement of learning.
Artigo completo em: http://periodicos.ifsc.edu.br/index.php/rtc/article/view/108
Our research aims to propose a global approach for specification, design and verification of context awareness Human Computer Interface (HCI). This is a Model Based Design approach (MBD). This methodology describes the ubiquitous environment by ontologies. OWL is the standard used for this purpose. The specification and modeling of Human-Computer Interaction are based on Petri nets (PN). This raises the question of representation of Petri nets with XML. We use for this purpose, the standard of modeling PNML. In this paper, we propose an extension of this standard for specification, generation and verification of HCI. This extension is a methodological approach for the construction of PNML with Petri nets. The design principle uses the concept of composition of elementary structures of Petri nets as PNML Modular. The objective is to obtain a valid interface through verification of properties of elementary Petri nets represented with PNML.
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Why are attacks on smart factories rising?
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Tollan xicocotitlan a reconstructed city by augmented reality ( extended )
1. International Journal of Database Management Systems ( IJDMS ) Vol.6, No.3, June 2014
DOI : 10.5121/ijdms.2014.6305 69
TOLLAN-XICOCOTITLAN: A RECONSTRUCTED
CITY BY AUGMENTED REALITY (EXTENDED)
M. en C. Martha Rosa Cordero López, M. en C. Marco Antonio Dorantes
González.
Escuela Superior de Cómputo, I.P.N,
México D.F.
Tel. 57-29-6000 ext. 52001 y 52021.
ABSTRACT
Work In Terminal presents the analysis, design, implementation and results of Reconstruction Xicocotitlan
Tollan-through augmented reality (Extended), which will release information about the Toltec capital
supplemented by presenting an overview of the main premises of the Xicocotitlan Tollan city supported
dimensional models based on the augmented reality technique showing the user a virtual representation of
buildings in Tollan phase.
KEYWORDS
Databases, Visual Programming, Augmented Reality, Virtual Reconstruction, Archaeological Site.
1. INTRODUCTION
The Archeological Zone of Tula, is the most important of tolteca culture. It’s conformed by a set
of buildings with a religious symbolism, for example the Central Altar, the Coatepantli (wall of
Snakes), Burnt Palace, ball games and the Tzompantli. The National Institute of Anthropology
and History (INAH) opened in Tula a museum about Tolteca Culture.
Thanks to science and technology have made great discoveries and changes in society over time
[1]. Nowadays, it is possible to combine virtual and real objects within the same environment, to
create supplemented views from somewhere that people are viewing [2]. This process is called
Augmented Reality (AR) [3] [4].
The project applies AR together with archaeological knowledge of the Tollan-Xicocotitlan city,
in Tula, Hidalgo. In order to obtain a system that models projecting three-dimensional (3D)
showing the architecture of the buildings constructed there and complemented with written
information about each campus.
This paper describes how to reconstruct a building using three-dimensional models design based
on AR. We validate our approach using the buildings of the Xicocotitlan city of Tollan.
2. International Journal of Database Management Systems ( IJDMS ) Vol.6, No.3, June 2014
70
Indeed, the reconstruction allows displaying any building that is in ruins, presenting it in
threedimensional model of the structure information. Besides the system provides support in
order to have better idea of the constructed buildings in the past. The system can be applied in
various places, with desired display information from the Toltec culture, a museum, exhibition or
educational institutions where they are taught subjects related to the teaching of the Hispanic
cultures.
AR supports markers located on a fixed surface, such as the ruins of a temple, a pyramid or a
display in a museum. Such markers are detected by the input devices that should be placed in a
specific position for the brand to be recognized and to be viewed on virtual model for the whole
environment.
The viewer appreciates a virtual city by means of the system which builds boom in architectural,
or reconstruction of events occurred in the past.
As a result, AS does not absolve the user from the reality, all experiences become more
interesting for visitors, who are immerse in a particular event occurred in the past.
2. PRINCIPLE
To construct a model system the engineer would consider some restrictions:
a) Postulation: It reduces the number of permutations and possible variations to reflect the
problem in a rational way by the model.
b) Simplifications: It creates the model on time.
c) Limitations and restrictions: It helps to delimitate the system and guides the way to create
the model also the approach it takes to implement the model.
Based on the above definitions the restrictions on our system are described below:
Postulation:
The system should store three-dimensional models of the main buildings in the city of
Tollan-Xicocotitlan.
The system displays information submitted buildings.
The system will offer the opportunity to comment on the experience in using application,
also may make recommendations for improving the application.
There will be a manager who will be watching the publications made in the system.
Simplifications:
Only the main venues of the city will be modeled.
Only relevant and concise information on the site submitted by the visitor will be present.
Scopes:
Visitors can view the graphic images from their different perspectives.
3. International Journal of Database Management Systems ( IJDMS ) Vol.6, No.3, June 2014
71
The system may be entered in any display outside the archaeological site, allowing more
people to know about the Toltec culture.
The system could be adapted to real buildings that make Tollan-Xicocotitlan appreciated.
Actors involved in the requirements definition.
Archaeologists: With the knowledge we have about the archaeological site, the
Archaeologists help to define the project providing information on main buildings of the
Tollan-Xicocotitlan City.
Visitors. Visitors can share concerns and attractive to consider important on the site and
can add visual and operational aspects they would like to see in the system.
Technical environment of the system or product to develop.
An application or modeler will be used to generate models of the main buildings, libraries that
allow recognition of patterns Augmented Reality and a programming IDE for the conjunction of
the elements used.
Requirements analysis.
The requirements analysis is one of the most important tasks in the life cycle of software
development; it sets the planning of the application.
The requirements analysis can be defined, as the process of studying the user needs to get a
definition of the system requirements, hardware or software, and the process of study and
refinement of these requirements, definition provided by the IEEE [10]. Also a required is
defined as a condition or ability that the user needs to solve a problem or achieve a determined
goal [10]. This definition extends and applies to the conditions to be met or have a system or a
component to satisfy a contract, standard or specification.
Based on the above definitions have been found the following list of functional requirements and
not functional for the present system:
Functional Requirements
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Based on the functional requirements we begin a technique using the UML system which is not
shown in this paper because of it size.
Augmented reality
AR techniques add virtual elements to real world, scientists have been constructing prototypes,
the first was created for Ivan Sutherland, it was in 1960 when he used an 3D images display
device to see 3D graphics, lately in 1962 the “Sensorama” was created for Morton Heilig.
Augmented Reality can be used in: a) Scholar projects: They are used in museums, exhibitions or
thematic parks due to the price isn’t enough to be improved in the domestic area. B) Simulation:
It’s used to simulate flights, and land paths, or military entrainment.
Emergency services: In case of emergency, Augmented Reality can show instructions of what to
do to evacuate the place.
AR adds virtually to real parts, staying in the world where they below, and enhancing them with
other elements, without disconnecting altogether and without leave to travel from other virtual
environments. Moreover isolates virtual reality world in which we live, i.e., the individual is
disconnected from the real environment and go onto another world.
AR environment adds more information to the real one observed by users.
AR and virtual reality are related each other. Firstly, we want to clarify some concepts that
distinguish both (see Figure 1). Virtual Reality (VR) is defined as "a computer-generated
environment, interactive, three-dimensional in which the person is immersed" [8]. While AR is
providing an efficient location to interact with the space. VR provides experiences where space
and time can be completely controlled, allowing users to interact simultaneously on multiple
types of spaces (RA&VR). At the same time, the environments can be beneficial for a large
number of applications, like architecture, chemistry and marketing.
Virtual Reality [12]. Augmented Reality [11]..
Fig. 1 Virtual vs Augmented Reality.
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Operation of reality increased
Three basic key elements of AR are:
Display (output),
Location of virtual objects in the real world (registration),
Methods interaction (input).
Multimedia information plays a principal role of character, handled through photos, videos, extra-
sounds, and with the three dimensions models, to present virtually acclimate.
The main point in the development of an AR application is a motion tracking system. RA
technique relies on "Bookmarks" or an array of markers within the field of view of the cameras,
such that a computer system has a benchmark on which superimpose images.
These markers are predefined by the system and the pictogram can be unique for each image to
be superimposed or simple shapes, such as picture frames, or textures within the field of view.
A computer system can be more intelligent, able to recognize simple shapes, such as the floor,
objects like chair, table, simple geometric shapes, to name a cell phone on the table that can be
used with a brand or even with the human body that can be used with the same purpose. The
following figure shows an example of the marks described in the previous paragraph.
Fig. 2 Joint monitoring card use in typical RA
Below is a table with some projects, which have been developed by companies already
consolidated, and Educational institutions:
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Table 1. Description of applications by Augmented Reality.
Fig. 3 Model of the reconstruction of real scopes by augmented reality.
Artoolkit
ARToolKit is a set of libraries for C / C + +, that are useful for building AR applications. It
includes a number of computer vision techniques for video capture and pattern searching for
capturing images.
Users believe that only in the real world it is possible to perform transformation on objects. But,
we want to show that it is possible to perform this kind of transformation on virtual objects. Users
are able to see this transformation via the camera or by capturing them, taking into account
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position, size, orientation, and lighting, as these objects would be perceived by the user in the real
world, if they were actually there. This is possible thanks to the libraries of ARToolKit.
A square-shaped templates is used, which are composed of a black square with a white square
four times smaller at its center, and a simple picture inside the white square (see Fig.
2). The application, using the features and functionality provided by ARToolKit, is able to spot
one of these templates in the video images captured.
Fig. 4 Proposed Mark of pyramid B
Once a template is detected within an image, studying the orientation, position, and size of the
template, the application is able to calculate the relative position and orientation of the camera,
and relative to the template. Using this information, you can draw the corresponding object on the
captured image by means of the ARToolKit external libraries (e.g., GLUT and OpenGL). In this
way, the object appears on the template, in the position, orientation, and size corresponding to the
view taking by the camera (see Fig. 3). Due to the number of possibilities are big, the application
take a decision to select one, taking into account the information of other various operations.
Operation of an application artoolkit
The basic operations of ARToolKit application are as follows:
Firstly, a frame captures real world through a camera.
The image is modified taking into account a certain threshold value. Thus, the pixels
whose intensity exceeds the threshold are converted into white pixels. The remainder is
transformed into black pixels.
They seek and find all black frames as the existing brands in the image.
Compare the inside of the frame with the markings of the stored information.
If the shape of the brand and the brand analyzed stored matches, using the size and
orientation information of the mark stored for comparison with the brand that has been
detected in order to calculate the position and orientation of the camera relative to the
mark, and stored in an array.
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The matrix establishes the position and orientation of the virtual camera (processing
chamber view), equivalent to a transformation of the coordinates of the object to draw.
Having put the virtual camera in the same position and orientation as the real camera, the
virtual object is drawn on the brand, and renders the resulting image is displayed,
containing the image of the real world and the virtual object superimposed, aligned on
mark
It performs the same process with the following frames.
Nyartoolkit
ARToolKit, NyARToolkit provide a trail marker based AR. However, the software has been
optimized for easy portability among different programming languages. In order to develop an
application running AR on different platforms and operating systems, NyARToolkit libraries are
the best option.
NyARToolkit include some key features, like:
Bookmarks AR based tracking.
Support for desktop and mobile platforms.
Scoreboard optimized and enhanced survey.
Blender
Blender is a tool for creating mainly modeling animation and creation of three-dimensional
graphics. Some features are:
It is a cross-platform tool, is free software and complies with the functionality provided
similar commercial tools.
Along with the animation tools including inverse kinematics, armature or grid
deformations, loading and particle vertices static and dynamic.
Features interactive games such as collision detection, dynamics and logic recreations
3. EXPERIMENTAL RESULTS
Modeling with Blender
We have made some 3D models of the city of Tollan. The following images have developed in
Blender:
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Fig. 5 3D Model of “Atlante de Tula” Fig. 6 Test of Pyramid B
Fig. 7 Tlahuizcalpantecuhtli Temple
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Fig. 8 Palace burnt.
Fig. 9 Sun Pyramid.
Fig. 10 Tollan Xicocotitlan View.
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Tests with ARToolKit
Various tests were performed to understand the operation of ARToolKit, like markers included
within the environment of the working tool.
We used a VRML file to check the brand recognition. ARToolKit is responsible for recognizing
the associated brand and rendering a three-dimensional model. The result is as follows.
Fig. 11 Test art whit ARToolKit
Note the superposition of a three dimensional object (a cube) on the mark before the House RA.
Tests NyARToolkit
Test was conducted in NyARToolkit development environment C #. where it was possible to load
a three-dimensional model on screen. The result is shown in the following diagram.
Fig. 12 Test whit ARToolKit
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After understanding the operation of the libraries were established own brands of RA and
generated three-dimensional models that would be superimposed on these markers. The results
are shown below:
Fig. 13 Own brand of RA. Fig. 15 Three Dimensional model
Fig. 16 Final Result of RA using own brand and model.
Development
The system is divided into two main modules User and Manager.
The user module is in charge for presenting 3D models of each building, in this module, users
can visualize a pyramid in 3D and can also comment on the experience that let them use this
type of system.
The Administrator module allows administrators to upload new handling system, just as you can
modify the information associated with each building, this section administrators perform the
query of comments made by users of the system.
Here are some screens that make up the system and a brief description as presented.
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Main menu
Fig. 17 Main menu of the system
Add comment
Fig. 18 Add a comment in the system
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Manage Menu
Fig. 19 The manage menu
Creation of marks
We have generated our own marks to system purposes, which will allow to over put the 3D
models that will be showed to the final user. The pictures below show that marks.
Fig 19 Proposed mark to burnt palace. Fig 20 Proposed mark to pyramid C.
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4. CONCLUSIONS
Our approach fulfills with the aim of presenting three-dimensional models of the major
archaeological sites of the city of Tollan Xicocotitlan. Augmented Reality technology has been
used to present a model to show the marks of RA defined for the system and having the display
city in its architectural boom, achieving user interactivity, in a nice and easy way to manipulate
objects.
By means of our approach, it is possible to travel through archeology museums, exhibitions or in
the same archaeological site as presented to the general public or as ancient cultures and
civilizations had been developed. Old civilization can be shown its culture.
To validate our application, we choose Xicocotitlan Tollan, that was one of the most important
cities in the history of Mexico and served as the basis for the development of other cultures, as
the Mayan culture.
AR places virtual objects in a real environment, allowing users to get a view of what is
supplemented watching and with the possibility to transform these virtual objects, such as
observing the virtual object from different perspectives views.
The aim of augmented reality is to set virtual objects of the real world, complementing what the
user is watching and he can manipulate the virtual objects. In this case, Augmented Reality
presents an interactive way to know the architecture of the Archeological Site Tollan, making a
friendly system for the user to enrich the knowledge about this Culture.
ACKNOWLEDGEMENTS
The authors thank the school of Computing National Polytechnic Institute (ESCOM-IPN,
México), for the economical support and the facilities provided for the development of this
research work.
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AUTHORS
M. Sc. Marco Antonio Dorantes González. Was born at Córdoba, Veracruz on
28 June, 1968. He had done his graduation in Electronics from ITO, Veracruz,
México in 1990. After that he had completed his M. Sc. Degree in Computing
in CINVESTAV in 1996 and M. Sc. of computing technologies in CIDETEC-
IPN in 2008, research professor of ESCOM (IPN). He has been research
Professor since 1996. He is interested in: Mobile Computing, Software
Engineering, Data Bases. He has directed more than 70 engineering degree
theses. Technical reviewer of interested areas books of publishers (McGraw
Gill, Thompson, Pearson Education), He has participated in several research
projects and has held some administrative positions in the IPN, also has
experience in the industrial sector in the area of instrumentation and
electronics; has done graduate studies in some fields, he has participated in
several television programs and publications in scientific journals.
M. Sc. Martha Rosa Cordero Lopez. Was born at México D.F on 25 March,
1972. He had done his graduation in degree informatics from ITO, Veracruz,
México in 1994. After that he had complete his Master Science Degree in
Computing in CINVESTAV (IPN) in 1996, Master of computing technologies
in CIDETEC-IPN in 2008, research professor of ESCOM (IPN) since 1995,
her areas of interest are: Software engineering, Mobile Computing, Data
Bases, affective computing, she has been director of in more than 70 theses to
date, technical reviewer of interested areas books of publishes (McGraw Gill,
Thompson, Pearson Education, among others). He has participated in various
research projects and has held various administrative positions in the IPN also
has experience in the private sector in the area of systems development; has
done graduate studies in some areas, has been assistant mMcanager of
technology intelligence unit in the technological development of the IPN, has participated in some
television programs and publications in scientific journals.