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Article
Publication date: 12 January 2018

Yue Wang, Shusheng Zhang, Sen Yang, Weiping He and Xiaoliang Bai

This paper aims to propose a real-time augmented reality (AR)-based assembly assistance system using a coarse-to-fine marker-less tracking strategy. The system automatically…

1016

Abstract

Purpose

This paper aims to propose a real-time augmented reality (AR)-based assembly assistance system using a coarse-to-fine marker-less tracking strategy. The system automatically adapts to tracking requirement when the topological structure of the assembly changes after each assembly step.

Design/methodology/approach

The prototype system’s process can be divided into two stages: the offline preparation stage and online execution stage. In the offline preparation stage, planning results (assembly sequence, parts position, rotation, etc.) and image features [gradient and oriented FAST and rotated BRIEF (ORB)features] are extracted automatically from the assembly planning process. In the online execution stage, too, image features are extracted and matched with those generated offline to compute the camera pose, and planning results stored in XML files are parsed to generate the assembly instructions for manipulators. In the prototype system, the working range of template matching algorithm, LINE-MOD, is first extended by using depth information; then, a fast and robust marker-less tracker that combines the modified LINE-MOD algorithm and ORB tracker is designed to update the camera pose continuously. Furthermore, to track the camera pose stably, a tracking strategy according to the characteristic of assembly is presented herein.

Findings

The tracking accuracy and time of the proposed marker-less tracking approach were evaluated, and the results showed that the tracking method could run at 30 fps and the position and pose tracking accuracy was slightly superior to ARToolKit.

Originality/value

The main contributions of this work are as follows: First, the authors present a coarse-to-fine marker-less tracking method that uses modified state-of-the-art template matching algorithm, LINE-MOD, to find the coarse camera pose. Then, a feature point tracker ORB is activated to calculate the accurate camera pose. The whole tracking pipeline needs, on average, 24.35 ms for each frame, which can satisfy the real-time requirement for AR assembly. On basis of this algorithm, the authors present a generic tracking strategy according to the characteristics of the assembly and develop a generic AR-based assembly assistance platform. Second, the authors present a feature point mismatch-eliminating rule based on the orientation vector. By obtaining stable matching feature points, the proposed system can achieve accurate tracking results. The evaluation of the camera position and pose tracking accuracy result show that the study’s method is slightly superior to ARToolKit markers.

Details

Assembly Automation, vol. 38 no. 1
Type: Research Article
ISSN: 0144-5154

Keywords

Article
Publication date: 15 April 2022

Heba Adel Ahmed Hussein

This study examines the benefits and potential applications of integrating augmented reality (AR) technology into landscape design education to create a more rewarding educational…

Abstract

Purpose

This study examines the benefits and potential applications of integrating augmented reality (AR) technology into landscape design education to create a more rewarding educational environment that provides an interesting learning atmosphere and deepens students' knowledge of the landscape design process.

Design/methodology/approach

Experimental method was conducted on the fourth-year architecture students at Port Said University. The experiment went through the following steps: a mobile-based AR application was designed, some exercises were developed and the students performed them using the application, and a questionnaire was formulated and distributed to the students to examine their feedback on integrating AR into the course.

Findings

The success of the experiment was evaluated based on the students' progress, tracked by the instructor, in the exercises and their feedback acquired from the questionnaire. The study found that the integration of AR with traditional teaching methods is perceived as being useful and having a positive impact on landscape design education.

Originality/value

Lessons learned from this study can help architectural educators in planning to use AR in their curricula to enrich architectural education.

Article
Publication date: 21 February 2020

Amaan Nathoo, Girish Bekaroo, Tanveer Gangabissoon and Aditya Santokhee

This paper aims to explore the use of tangible user interfaces for teaching concepts related to internet of things by focusing on two aspects, notably, usability and learning…

Abstract

Purpose

This paper aims to explore the use of tangible user interfaces for teaching concepts related to internet of things by focusing on two aspects, notably, usability and learning effectiveness.

Design/methodology/approach

To assess the usability of IoTTT, Nielsen’s principles were used due to its relevance and popularity for usability assessment. In the usability questionnaire, four attributes were evaluated, notably, learnability, efficiency, errors and satisfaction. As for evaluating learning effectiveness, learning assessment was conducted through pre-tests and post-tests. Two groups of 20 students participated where the first group attended conventional lectures on IoT, whereas the second group used IoTTT for learning same concepts. In the process, data was collected through the usability questionnaire and tests for usability and learning effectiveness assessment.

Findings

Results revealed a positive score for the usability of the TUI solution with an average rating of 3.9. Although this score demonstrated an acceptable solution, different issues were identified, based on which a set of recommendations have been made in this paper. On the other hand, in the common pre-tests, an average score of 6.40 was obtained as compared to a mean score of 7.33 in the post-tests for all participants. Knowledge gains were significantly higher for students who learnt IoT concepts through the TUI-based system where performance improved by 18 per cent.

Originality/value

The results revealed in this study are expected to help the research community, course designers and tutors comprehend the prospects of using tangible user interfaces to foster teaching and learning of IoT concepts. In addition, educational solution providers could consider commercialisation prospects of this technology to innovate in teaching and learning, while also building-up on limitations identified within this study.

Details

Interactive Technology and Smart Education, vol. 17 no. 2
Type: Research Article
ISSN: 1741-5659

Keywords

Article
Publication date: 7 September 2012

M.D.J. McNeill, D.K. Charles, J.W. Burke, J.H. Crosbie and S.M. McDonough

Computer‐based systems for motor function rehabilitation have been around for more than a decade, with work done to help recovery of function in the lower limb (ankle, leg) as…

833

Abstract

Purpose

Computer‐based systems for motor function rehabilitation have been around for more than a decade, with work done to help recovery of function in the lower limb (ankle, leg) as well as upper limb (hand and arm).

Design/methodology/approach

More recently there has been a trend towards the use of game‐based systems to deliver rehabilitation goals. The authors' interdisciplinary group has been working in the area of motor function recovery of the hand and arm (following stroke) for a number of years, using both high‐end virtual reality (VR) technology as well as low‐cost video capture technology.

Findings

Over this time it has become clear that there are many challenges in designing usable, effective game‐based systems for motor function rehabilitation.

Originality/value

This paper reflects on user experiences across the range of technologies developed by the group. It presents a summary review of the authors' systems and details the protocols and user evaluation instruments used. It then critically reflects on this work and reviews other recent advances in game usability and playability, leading to suggestions for how the user experience of games for rehabilitation may be improved in future work.

Details

Journal of Assistive Technologies, vol. 6 no. 3
Type: Research Article
ISSN: 1754-9450

Keywords

Article
Publication date: 23 November 2021

Aatish Sharma, Raied Mehtab, Sanjay Mohan and Mohd Kamal Mohd Shah

Augmented reality (AR) integrates the digital world with the real world and thus, provides a real-time experience to the users. With AR, the immediate surroundings become a…

Abstract

Purpose

Augmented reality (AR) integrates the digital world with the real world and thus, provides a real-time experience to the users. With AR, the immediate surroundings become a learning platform for the users. The perception of the products has been enhanced many times with AR; thus, enriching user experience and responsiveness. The purpose of this paper is to bring forth the basics of AR and provide an overview of the research work carried out by researchers in the implementation of AR in different sectors.

Design/methodology/approach

This paper summarizes the usefulness of AR in different industries. The authors have identified the peer-reviewed research publications from Web of Science, Scopus, Google Scholar, etc. The selection of literature has been made based upon the significance of AR in recent times. The industries/sectors where AR has been implemented successfully have been considered for this paper. The paper has been divided into various sections and subsections to bring more clarity to the readers.

Findings

This paper presents a brief and a precise information on Industry 4.0 and AR. The basic working of AR system and its implications have also been discussed. The preference of AR over virtual reality (VR) has also been deliberated in this paper. The authors have presented the usefulness of AR in different sectors such as smart factories, ship yard building, online shopping, surgery and education. This paper discusses the AR-ready procedures being followed in these sectors.

Originality/value

AR has been an add-on to VR systems. The processes in industries have become very handy and informative with AR. Because the application of AR in different sectors has not been discussed in a single paper; thus, this work presents a systematic literature review on the applications of AR in different sectors/industries.

Details

Industrial Robot: the international journal of robotics research and application, vol. 49 no. 3
Type: Research Article
ISSN: 0143-991X

Keywords

Article
Publication date: 12 October 2020

Xin Wu, Canjun Yang, Yuanchao Zhu, Weitao Wu and Qianxiao Wei

This paper aims to present a natural human–robot teleoperation system, which capitalizes on the latest advancements of monocular human pose estimation to simplify scenario…

Abstract

Purpose

This paper aims to present a natural human–robot teleoperation system, which capitalizes on the latest advancements of monocular human pose estimation to simplify scenario requirements on heterogeneous robot arm teleoperation.

Design/methodology/approach

Several optimizations in the joint extraction process are carried on to better balance the performance of the pose estimation network. To bridge the gap between human joint pose in Cartesian space and heterogeneous robot joint angle pose in Radian space, a routinized mapping procedure is proposed.

Findings

The effectiveness of the developed methods on joint extraction is verified via qualitative and quantitative experiments. The teleoperation experiments on different robots validate the feasibility of the system controlling.

Originality/value

The proposed system provides an intuitive and efficient human–robot teleoperation method with low-cost devices. It also enhances the controllability and flexibility of robot arms by releasing human operator from motion constraints, paving a new way for effective robot teleoperation.

Details

Industrial Robot: the international journal of robotics research and application, vol. 48 no. 2
Type: Research Article
ISSN: 0143-991X

Keywords

Article
Publication date: 9 June 2021

Bassam Shouman, Ayman Ahmed Ezzat Othman and Mohamed Marzouk

Mobile augmented reality (MAR) is one of the advanced three-dimensional (3D) representation tools that has been recently utilized in the construction industry. This paper aims to…

Abstract

Purpose

Mobile augmented reality (MAR) is one of the advanced three-dimensional (3D) representation tools that has been recently utilized in the construction industry. This paper aims to assess a user’s involvement levels through MAR application that has been experimented against traditional involvement techniques through an existing facility, plan re-designing scenario.

Design/methodology/approach

Through reviewing related literature studies in the MAR field, an application has been developed that can superimpose real design alternatives on paper-based markers, allowing for flexible wall positioning, interior and exterior wall material application. As such, an enhanced user involvement experience is created. To measure user involvement levels, the application is experimented with 33 participants having the British University in Egypt’s library building as a case study, followed by survey questionnaires to gather and evaluate user responses.

Findings

The results of the analyzed data using SPSS indicated that MAR showed a positive impact on enhancing user involvement and better understanding of design projects. It also allowed users to produce different design alternatives in comparison to the traditional involvement approaches where users showed low design interaction and understanding.

Originality/value

The interactive features of the proposed application facilitate implementing ideas in design of construction projects that require user involvement.

Details

Engineering, Construction and Architectural Management, vol. 29 no. 6
Type: Research Article
ISSN: 0969-9988

Keywords

Article
Publication date: 20 October 2014

Ping Zhang, Guanglong Du and Di Li

The aim of this paper is to present a novel methodology which incorporates Camshift, Kalman filter (KFs) and adaptive multi-space transformation (AMT) for a human-robot interface…

Abstract

Purpose

The aim of this paper is to present a novel methodology which incorporates Camshift, Kalman filter (KFs) and adaptive multi-space transformation (AMT) for a human-robot interface, which perfects human intelligence and teleoperation.

Design/methodology/approach

In the proposed method, an inertial measurement unit is used to measure the orientation of the human hand, and a Camshift algorithm is used to track the human hand using a three-dimensional camera. Although the location and the orientation of the human can be obtained from the two sensors, the measurement error increases over time due to the noise of the devices and the tracking errors. KFs are used to estimate the location and the orientation of the human hand. Moreover, to be subject to the perceptive limitations and the motor limitations, human operator is hard to carry out the high precision operation. An AMT method is proposed to assist the operator to improve accuracy and reliability in determining the pose of the robot.

Findings

The experimental results show that this method would not hinder most natural human-limb motion and allows the operator to concentrate on his/her own task. Compared with the non-contacting marker-less method (Kofman et al., 2007), this method proves more accurate and stable.

Originality/value

The human-robot interface system was experimentally verified in a laboratory environment, and the results indicate that such a system can complete high-precision manipulation efficiently.

Details

Industrial Robot: An International Journal, vol. 41 no. 6
Type: Research Article
ISSN: 0143-991X

Keywords

Article
Publication date: 7 September 2015

X. Wang, S.K. Ong and A.Y.C. Nee

This paper aims to propose and implement an integrated augmented-reality (AR)-aided assembly environment to incorporate the interaction between real and virtual components, so…

Abstract

Purpose

This paper aims to propose and implement an integrated augmented-reality (AR)-aided assembly environment to incorporate the interaction between real and virtual components, so that users can obtain a more immersive experience of the assembly simulation in real time and achieve better assembly design.

Design/methodology/approach

A component contact handling strategy is proposed to model all the possible movements of virtual components when they interact with real components. A novel assembly information management approach is proposed to access and modify the information instances dynamically corresponding to user manipulation. To support the interaction between real and virtual components, a hybrid marker-less tracking method is implemented.

Findings

A prototype system has been developed, and a case study of an automobile alternator assembly is presented. A set of tests is implemented to validate the feasibility, efficiency, accuracy and intuitiveness of the system.

Research limitations/implications

The prototype system allows the users to manipulate and assemble the designed virtual components to the real components, so that the users can check for possible design errors and modify the original design in the context of their final use and in the real-world scale.

Originality/value

This paper proposes an integrated AR simulation and planning platform based on hybrid-tracking and ontology-based assembly information management. Component contact handling strategy based on collision detection and assembly feature surfaces mating reasoning is proposed to solve component degree of freedom.

Article
Publication date: 4 December 2020

Ke Chen and Fan Xue

Augmented reality (AR) has become one of the most promising technologies in construction since it can seamlessly connect the physical construction environment and virtual…

1337

Abstract

Purpose

Augmented reality (AR) has become one of the most promising technologies in construction since it can seamlessly connect the physical construction environment and virtual contents. In view of the recent research efforts, this study attempts to summarize the latest research achievements and inform future development of AR in construction.

Design/methodology/approach

The review was conducted in three steps. First, a keyword search was adopted, and 546 papers were found from Scopus and Web of Science. Second, each paper was screened based on the selection criteria, and a final set of 69 papers was obtained. Third, specific AR applications and the associated technical details were extracted from the 69 papers for further analysis.

Findings

The review shows that: (1) design assessment, process monitoring and maintenance management and operation were the most frequently cited AR applications in the design, construction, and operation stages, respectively; (2) information browser and tangible interaction were more frequently adopted than collaborative interaction and hybrid interaction; and (3) AR has been integrated with BIM, computer vision, and cloud computing for enhanced functions.

Originality/value

The contributions of this study to the body of knowledge are twofold. First, this study extends the understanding of AR applications in the construction setting. Second, this study identifies possible improvements in the design and development of AR systems in order to leverage their benefits to construction.

Details

Smart and Sustainable Built Environment, vol. 11 no. 3
Type: Research Article
ISSN: 2046-6099

Keywords

1 – 10 of 42