Examinando por Materia "Augmented reality"
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Ítem Actitudes de los bogotanos en el uso de realidades mixtas : realidades virtual y aumentada(Universidad EAFIT, 2020) Yepes Rios, Juan David; Ortiz Uribe, Sandra Milena; Rojas de Francisco, Laura IsabelÍtem Adaptive architecture to support context-aware Collaborative Networked Virtual Surgical Simulators (CNVSS)(SPRINGER, 2014-01-01) Diaz, C.; Trefftz, H.; Quintero, L.; Acosta, D.; Srivastava, S.; Universidad EAFIT. Departamento de Ingeniería de Procesos; Desarrollo y Diseño de ProcesosStand-alone and networked surgical virtual reality based simulators have been proposed as means to train surgical skills with or without a supervisor nearby the student or trainee. However, surgical skills teaching in medicine schools and hospitals is changing, requiring the development of new tools to focus on: (i) importance of mentors role, (ii) teamwork skills and (iii) remote training support. For these reasons a surgical simulator should not only allow the training involving a student and an instructor that are located remotely, but also the collaborative training session involving a group of several students adopting different medical roles during the training session. Collaborative Networked Virtual Surgical Simulators (CNVSS) allow collaborative training of surgical procedures where remotely located users with different surgical roles can take part in a training session. Several works have addressed the issues related to the development of CNVSS using various strategies. To the best of our knowledge no one has focused on handling heterogeneity in collaborative surgical virtual environments. Handling heterogeneity in this type of collaborative sessions is important because not all remotely located users have homogeneous Internet connections, nor the same interaction devices and displays, nor the same computational resources, among other factors. Additionally, if heterogeneity is not handled properly, it will have an adverse impact on the performance of each user during the collaborative session. In this paper we describe the development of an adaptive architecture with the purpose of implementing a context-aware model for collaborative virtual surgical simulation in order to handle the heterogeneity involved in the collaboration session. © 2014 Springer International Publishing.Ítem Adaptive architecture to support context-aware Collaborative Networked Virtual Surgical Simulators (CNVSS)(SPRINGER, 2014-01-01) Diaz, C.; Trefftz, H.; Quintero, L.; Acosta, D.; Srivastava, S.; Diaz, C.; Trefftz, H.; Quintero, L.; Acosta, D.; Srivastava, S.; Universidad EAFIT. Departamento de Ciencias; Modelado MatemáticoStand-alone and networked surgical virtual reality based simulators have been proposed as means to train surgical skills with or without a supervisor nearby the student or trainee. However, surgical skills teaching in medicine schools and hospitals is changing, requiring the development of new tools to focus on: (i) importance of mentors role, (ii) teamwork skills and (iii) remote training support. For these reasons a surgical simulator should not only allow the training involving a student and an instructor that are located remotely, but also the collaborative training session involving a group of several students adopting different medical roles during the training session. Collaborative Networked Virtual Surgical Simulators (CNVSS) allow collaborative training of surgical procedures where remotely located users with different surgical roles can take part in a training session. Several works have addressed the issues related to the development of CNVSS using various strategies. To the best of our knowledge no one has focused on handling heterogeneity in collaborative surgical virtual environments. Handling heterogeneity in this type of collaborative sessions is important because not all remotely located users have homogeneous Internet connections, nor the same interaction devices and displays, nor the same computational resources, among other factors. Additionally, if heterogeneity is not handled properly, it will have an adverse impact on the performance of each user during the collaborative session. In this paper we describe the development of an adaptive architecture with the purpose of implementing a context-aware model for collaborative virtual surgical simulation in order to handle the heterogeneity involved in the collaboration session. © 2014 Springer International Publishing.Ítem Advances and trends of head-up and head-down display systems in automobiles(SPIE-INT SOC OPTICAL ENGINEERING, 2014-01-01) Alejandro Betancur, J.; Osorio-Gomez, Gilberto; Externo - Escuela - IngenieríaCurrently, in the automotive industry the interaction between drivers and Augmented Reality (AR) systems is a subject of analysis, especially the identification of advantages and risks that this kind of interaction represents. Consequently, this paper attempts to put in evidence the potential applications of Head-Up (Display (HUD) and Head-Down Display (HDD) systems in automotive vehicles, showing applications and trends under study. In general, automotive advances related to AR devices suggest the partial integration of the HUD and HDD in automobiles; however, the right way to do it is still a moot point. © 2014 SPIE.Ítem Advances and trends of head-up and head-down display systems in automobiles(SPIE-INT SOC OPTICAL ENGINEERING, 2014-01-01) Alejandro Betancur, J.; Osorio-Gomez, Gilberto; Externo - Escuela - Ingeniería; Alejandro Betancur, J.; Osorio-Gomez, Gilberto; Externo - Escuela - Ingeniería; Universidad EAFIT. Departamento de Ingeniería Mecánica; Mecánica AplicadaCurrently, in the automotive industry the interaction between drivers and Augmented Reality (AR) systems is a subject of analysis, especially the identification of advantages and risks that this kind of interaction represents. Consequently, this paper attempts to put in evidence the potential applications of Head-Up (Display (HUD) and Head-Down Display (HDD) systems in automotive vehicles, showing applications and trends under study. In general, automotive advances related to AR devices suggest the partial integration of the HUD and HDD in automobiles; however, the right way to do it is still a moot point. © 2014 SPIE.Ítem AIR-MODELLING: A tool for gesture-based solid modelling in context during early design stages in AR environments(ELSEVIER SCIENCE BV, 2015-01-01) Arroyave-Tobon, Santiago; Osorio-Gomez, Gilberto; Cardona-McCormick, Juan F.; Universidad EAFIT. Departamento de Ingeniería de Diseño; Ingeniería de Diseño (GRID)Augmented reality (AR) technologies are just being used as interface in CAD tools allowing the user to perceive 3D models over a real environment. The influence of the use of AR in the conceptualization of products whose configuration, shape and dimensions depend mainly on the context remains unexplored. We aimed to prove that modelling in AR environments allows to use the context in real-time as an information input for making the iterative design process more efficient. In order to prove that, we developed a tool called AIR-MODELLING in which the designer is able to create virtual conceptual products by hand gestures meanwhile he/she is interacting directly with the real scenario. We conducted a test for comparing designers' performance using AIR-MODELLING and a traditional CAD system. We obtained an average reduction of 44% on the modeling time in 76% of the cases. We found that modelling in AR environments using the hands as interface allows the designer to quickly and efficiently conceptualize potential solutions using the spatial restrictions of the context as an information input in real-time. Additionally, modelling in a natural scale, directly over the real scene, prevents the designer from drawing his/her attention on dimensional details and allows him/her to focus on the product itself and its relation with the environment. © 2014 Elsevier B.V. All rights reserved.Ítem AIR-MODELLING: A tool for gesture-based solid modelling in context during early design stages in AR environments(ELSEVIER SCIENCE BV, 2015-01-01) Arroyave-Tobon, Santiago; Osorio-Gomez, Gilberto; Cardona-McCormick, Juan F.; Arroyave-Tobon, Santiago; Osorio-Gomez, Gilberto; Cardona-McCormick, Juan F.; Universidad EAFIT. Departamento de Ciencias; Lógica y ComputaciónAugmented reality (AR) technologies are just being used as interface in CAD tools allowing the user to perceive 3D models over a real environment. The influence of the use of AR in the conceptualization of products whose configuration, shape and dimensions depend mainly on the context remains unexplored. We aimed to prove that modelling in AR environments allows to use the context in real-time as an information input for making the iterative design process more efficient. In order to prove that, we developed a tool called AIR-MODELLING in which the designer is able to create virtual conceptual products by hand gestures meanwhile he/she is interacting directly with the real scenario. We conducted a test for comparing designers' performance using AIR-MODELLING and a traditional CAD system. We obtained an average reduction of 44% on the modeling time in 76% of the cases. We found that modelling in AR environments using the hands as interface allows the designer to quickly and efficiently conceptualize potential solutions using the spatial restrictions of the context as an information input in real-time. Additionally, modelling in a natural scale, directly over the real scene, prevents the designer from drawing his/her attention on dimensional details and allows him/her to focus on the product itself and its relation with the environment. © 2014 Elsevier B.V. All rights reserved.Ítem Augmented reality application for product concepts evaluation(ELSEVIER SCIENCE BV, 2013-01-01) Arbelaez-Estrada, Juan C.; Osorio-Gomez, GilbertoThe decision-making activities through all the design process are crucial for the final product success but currently there are limited computational tools available to provide better support to the designer especially at the earlier stages of the process. In addition the cost of fixing errors or making changes to a design escalates dramatically as the design advances in the product lifecycle. Besides, these activities, in a global design scenario, occur in different time and places, leading to a flexible and light solution that needs to be available for different users. Here is proposed an Augmented Reality (AR) application for Android mobile devices for getting feedback, via internet of a target user, in order to enhance the evaluation of aesthetical response in the conceptual design of discrete products. © 2013 The Authors. Published by Elsevier B.V.Ítem An augmented reality tool to validate the assembly sequence of a discrete product(Inderscience Enterprises Ltd., 2016-01-01) Osorio-Gómez, G.; Viganò, R.; Arbeláez, J.C.The need for more flexible tools and reduction of time and cost has led to the implementation of augmented reality (AR) and virtual reality (VR) techniques in the product design and development process. Those techniques have already been used in the conceptual, manufacturing and assembly stages of product design instead of or in extension of the physical prototypes. Such virtual applications have demonstrated superior performance in assembly process design and evaluation of activities that present information about different assembly states in real time, thanks to their flexibility in manipulating and creating new working scenarios. Here, the development of an AR application, called PoliART, aimed at the visual evaluation of assembly sequences at early stages of design is presented. At an industrial level this allows collaborative work between designers and manufacturing engineers from the very beginning in order to consider assembly devices, times and resources, with a short implementation time and reduced costs. © 2016 Inderscience Enterprises Ltd.Ítem Crowdsourcing Augmented Reality Environment (CARE) for aesthetic evaluation of products in conceptual stage(ELSEVIER SCIENCE BV, 2018-08-01) Arbeláez J.C.; Osorio-Gómez G.; Universidad EAFIT. Departamento de Ingeniería de Diseño; Ingeniería de Diseño (GRID)Decision-making activities affect to a larger extent the quality, cost, time and success of a product. However, there are fewer alternatives when it comes to supporting in aesthetic evaluation during the product design stages. Therefore, is proposed a Crowdsourcing Augmented Reality Environment (CARE) that use the user's mobile devices for getting the feedback from the evaluation of products using a Semantic Differential (SD) that consider the user's context-light interaction in real time. Finally, two products were evaluated using CARE vs. the real products under different lighting and surrounding conditions. Obtaining a similar measure of products aesthetic perception between CARE and the real product, with slight variations. Additionally, an evaluation pattern among users was recognizable in the same context with slight variations using different lighting setup, that was similarly recreated with CARE. © 2018 Elsevier B.V.Ítem Current and future possibilities of V2V and I2V technologies: An analysis directed toward Augmented Reality systems(SPIE-INT SOC OPTICAL ENGINEERING, 2014-01-01) Alejandro Betancur, J.; Osorio-Gomez, Gilberto; Arnedo, Aida; Yarce Botero, Andres; Alejandro Betancur, J.; Osorio-Gomez, Gilberto; Arnedo, Aida; Yarce Botero, Andres; Universidad EAFIT. Departamento de Ingeniería Mecánica; Mecánica AplicadaNowadays, it is very important to explore the qualitative characteristics of autonomous mobility systems in automobiles, especially disruptive technology like Vehicle to Vehicle (V2V) and Infrastructure to Vehicle (I2V), in order to comprehend how the next generation of automobiles will be developed. In this sense, this research covers a general review about active safety in automobiles where V2V and I2V systems have been implemented; identifying the more realistic possibilities related to V2V and I2V technology and analyzing the current applications, some systems in development process and some future conceptual proposals. Mainly, it is notorious the potential development of mixing V2V and I2V systems pointing to increase the driver's attention; therefore, a configuration between these two technologies and some augmented reality system for automobiles (Head-Up Display and Head-Down Display) is proposed. There is a huge potential of implementation for this kind of configuration once the normative and the roadmap for its development can be widely established. © 2014 SPIE.Ítem Current and future possibilities of V2V and I2V technologies: An analysis directed toward Augmented Reality systems(SPIE-INT SOC OPTICAL ENGINEERING, 2014-01-01) Alejandro Betancur, J.; Osorio-Gomez, Gilberto; Arnedo, Aida; Yarce Botero, AndresNowadays, it is very important to explore the qualitative characteristics of autonomous mobility systems in automobiles, especially disruptive technology like Vehicle to Vehicle (V2V) and Infrastructure to Vehicle (I2V), in order to comprehend how the next generation of automobiles will be developed. In this sense, this research covers a general review about active safety in automobiles where V2V and I2V systems have been implemented; identifying the more realistic possibilities related to V2V and I2V technology and analyzing the current applications, some systems in development process and some future conceptual proposals. Mainly, it is notorious the potential development of mixing V2V and I2V systems pointing to increase the driver's attention; therefore, a configuration between these two technologies and some augmented reality system for automobiles (Head-Up Display and Head-Down Display) is proposed. There is a huge potential of implementation for this kind of configuration once the normative and the roadmap for its development can be widely established. © 2014 SPIE.Ítem The Earth in your hands(Universidad EAFIT, 2023) Cárdenas Franco, Luis Alejandro; Vásquez Arias, Mauricio; Colorado Chávez, Paula Andrea; Montoya Estrada, Alejandra; Ospina Lopera, Mónica Liliana; Serna Salazar, Natalia; Universidad EAFITDigital experience with a narrative approach that promotes care and respect for biodiversity. It uses an environment designed to be visualized in augmented reality, showing what the La Volcana stream would look like in the future if its architectural spaces were more inhabited by fauna and flora.Ítem Ergonomic analysis in conceptual design stage using a gesture-based modelling tool(Springer-Verlag France, 2017-08-01) Arroyave-Tobón, S.; Osorio-Gómez, G.; Universidad EAFIT. Departamento de Ingeniería de Diseño; Ingeniería de Diseño (GRID)Commonly, ergonomic analysis of the products' assembly processes starts in the embodiment design phase, when the information of the parts and their interaction are clearly defined. This may imply iterations during the design process for making improvements associated with ergonomic issues. We asked whether it is possible to infer possible ergonomic issues related to the manual assembly process during product conceptualisation. So, we integrated an AR-based modelling tool, in which the user creates and places virtual parts over the context in a top-down design strategy using his/her hands as interface, with an Ergonomic Assessment Module for continuous evaluation of the user postures, movements and forces related to the created parts. In that way, the spectrum of the potential solutions during the conceptualisation phase, when the information about the problem is vague enough, can be delimited and the convergence to the near-optimal solution may be more effective.Ítem Haptic Augmented Reality (HapticAR) for assembly guidance(Springer-Verlag France, 2019-01-01) Arbeláez J.C.; Viganò R.; Osorio-Gómez G.; Universidad EAFIT. Departamento de Ingeniería de Diseño; Ingeniería de Diseño (GRID)The use of Augmented Reality (AR) to support assembly tasks has been an area of interest from its origins in the 90s. Since then, the benefits that this technology could bring to assembly-related tasks have been shown. And, although several advances have been done in different areas such as software, hardware, and human interaction, there are still some problems that have not allowed AR to expand and reach its full potential. Thereby, authors propose a real-time vibrotactile guidance method based on the Gestalt continuity principle and developed a Haptic Augmented Reality application with a low-cost configuration to evaluate the support of the proposed method in assembly tasks. Thus, it potentially overcomes the existing visual issues of AR allowing the user to focus on the task and avoid over-reliance into the technology. The proposed system recognizes the different parts and sub-assemblies, generates the instructions to perform the assembly based on the target position and rotation of each part and verifies the assembly. Additionally, a test was conducted to guide the user in positioning a part, obtaining a high accuracy of rotation and location placement. Also, different functions of the application were tested and the results are suitable for supporting the user guidance. © 2019, Springer-Verlag France SAS, part of Springer Nature.Ítem Head-up and head-down displays integration in automobiles(SPIE-INT SOC OPTICAL ENGINEERING, 2014-01-01) Alejandro Betancur, J.; Osorio-Gomez, Gilberto; Externo - Escuela - Ingeniería; Alejandro Betancur, J.; Osorio-Gomez, Gilberto; Externo - Escuela - Ingeniería; Universidad EAFIT. Departamento de Ingeniería Mecánica; Mecánica AplicadaIn automotive industry, the dashboard has been ergonomically developed in order to keep the driver focused on the horizon while driving, but the possibility to access external electronic devices constraints the driver to turn away his face, generating dangerous situations in spite of the short periods of time. Therefore, this work explores the integration of Head-Up Displays and Head-Down Displays in automobiles, proposing configurations that give to drivers the facility to driving focused. In this way, some of the main ergonomic comments about those configurations are proposed; and also, some technical comments regarding the implemented arrangements are given. © 2014 SPIE.Ítem Head-up and head-down displays integration in automobiles(SPIE-INT SOC OPTICAL ENGINEERING, 2014-01-01) Alejandro Betancur, J.; Osorio-Gomez, Gilberto; Externo - Escuela - IngenieríaIn automotive industry, the dashboard has been ergonomically developed in order to keep the driver focused on the horizon while driving, but the possibility to access external electronic devices constraints the driver to turn away his face, generating dangerous situations in spite of the short periods of time. Therefore, this work explores the integration of Head-Up Displays and Head-Down Displays in automobiles, proposing configurations that give to drivers the facility to driving focused. In this way, some of the main ergonomic comments about those configurations are proposed; and also, some technical comments regarding the implemented arrangements are given. © 2014 SPIE.Ítem Implementación de la validación conceptual de modelo blando con realidad aumentada(Facultad de Ingeniería de la Universidad Icesi, 2012-07-30) Osorio Gomez, Gilberto; Mejá-Gutiérrez, R.; Rios-Zapata, David; Universidad EAFIT. Departamento de Ingeniería de Diseño; Ingeniería de Diseño (GRID)The implementation of computational aids in product design is a demand in the design processes on century XXI, that because they allow an increase in quality and creativity of the deliverables of a design process.Ítem Industry 4.0: survey from a system integration perspective(TAYLOR & FRANCIS LTD, 2020-01-01) Sanchez, M.; Exposito, E.; Aguilar, J.; Sanchez, M.; Exposito, E.; Aguilar, J.; Universidad EAFIT. Departamento de Ingeniería de Sistemas; I+D+I en Tecnologías de la Información y las ComunicacionesIn recent years, a revolution named Industry 4.0 has arisen. Industry 4.0 is presented as the integration of new advances in areas such as Cyber-Physical Systems, the Internet of Things and Everything (IoE), Cloud computing, the Internet of Services, Big Data Analysis, Smart Factories, Augmented Reality, among others. Industry 4.0 is not only a new industrial revolution, but also a crucial integration challenge that involves several actors from the IoE, which are people, data, services, and things. This paper proposes an approach to analyze the integration challenges in the context of Industry 4.0 using five integration levels, which are connection, communication, coordination, cooperation, and collaboration (5 C). In that sense, this paper presents a state of the art of recent studies in Industry 4.0 from an integration perspective, categorized according to the 5 C integration levels versus the four actors of IoE. Specifically, this paper considers several works intended to solve problems of autonomic integration in Industry 4.0 at the highest levels of the 5 C integration stack (coordination, cooperation, and collaboration). Also, this paper presents a case study from an integration perspective, which contemplates autonomy, self-organizing, among other aspects, in order to turn a traditional industry into a smart factory regarding the Industry 4.0 concept. © 2020, © 2020 Informa UK Limited, trading as Taylor & Francis Group.Ítem Influencia de la realidad aumentada en las decisiones de compra de prendas de vestir en comercios electrónicos(Universidad EAFIT, 2021) Valderrama Henao, Martha Liliana; Muñoz Molina, Yaromir de JesúsThis thesis focused on the potential of augmented reality in the fashion retail, which has been poorly researched in Colombia. This time we wanted to show how this technology has been used to deliver brand experiences and show the innovative and technological side of companies when selling and facilitating the purchase of clothing to users, whether or not you can influence purchasing decisions in e-commerces. Likewise, what have been the challenges and limitations for companies that have used augmented reality, those that have developed this technology, as it is expected to be a new channel of communication between customers and companies. The method used to develop this research was mixed type, in which were interviewed developers of augmented reality, companies in the fashion sector that have used this technology and, finally, a questionnaire was carried out to 279 people to know if augmented reality could influence their decision to buy in e-commerce channels, which allowed to show that the ease of use , the realism and the user's ability to deduction when having an application are the features in which everyone agrees must have such an application. In addition, knowing the benefits of augmented reality from a marketing point of view, bearing in mind that it is a digital trend, which encourages future students to conduct similar research. From this research is concluded, among others, that pandemic gave a turn to the retail trade in how much to use more online channels, less use of clothing, payment with QR codes, where augmented reality will be an ally for this type of experiences, although it is an expensive technology, the recommendation is to carry out joint efforts so retail companies can have their own market place or their own applications to give the best user experience.