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Resultados de la búsqueda45 resultados

  • EUROGRAPHICS'10: A Mobile Augmented Reality System to Enjoy the Sagrada Familia

    Gimeno, Jesús; Pardo, Fernando; Morillo, Pedro; Fernández, Marcos

    (2010). Article

    Full article.

    SAFAR is a mobile Augmented Reality application that makes possible to see in real-time the ‘Sagrada Familia’ as it will look like when it be finished. The application successfully integrates outdoor tracking and 3D rendering processes to provide an augmented view of this under construction monument to city travellers, equipped with Nokia mobile phones. This outdoor tracking process includes a custom skyline detection algorithm, which provides real-time tracking and avoids not only external calibrations, but also additional sensors connected to the mobile phone. Moreover, the occlusion problem of the resulting images are improved by means of predefined drawings sequences, which control the...

    SAFAR is a mobile Augmented Reality application that makes possible to see in real-time the ‘Sagrada Familia’ as it will look like when it be finished. The application successfully integrates outdoor tracking and 3D rendering processes to provide an augmented view of this under construction monument to city travellers, equipped with Nokia mobile phones. This outdoor tracking process includes a custom skyline detection algorithm, which provides real-time tracking and avoids not only external calibrations, but also additional sensors connected to the mobile phone. Moreover, the occlusion problem of the resulting images are improved by means of predefined drawings sequences, which control the combination between computer-generated and displayed video images. The performance evaluation results show that both the outdoor tracking and the 3D rendering techniques combined in SAFAR requires relatively low computational load, while providing a proper accuracy.

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  • ECT'10: A New Approach to the Management of the Setting out in Construction Based on Augmented Reality Techniques

    Gimeno, Jesús; Riera, Jose V.; Morillo, Pedro; Fernández, Marcos

    (2010). Article

    Full article.

    The setting out is the first step of construction of any building. This complex task used to be performed by means of specialized and expensive surveying equipment in order to minimize the deviation of the constructed areas from the information provided by design plans. This paper presents a new low-cost system oriented to the management of setting out in construction sites based on Augmented Reality technology. In this context, Augmented Reality allows surveying technicians to enhance the user’s view of the real-world with visual information provided by virtual objects. The proposed system consists of an Augmented Reality application connected to a hardware platform based on commercial...

    The setting out is the first step of construction of any building. This complex task used to be performed by means of specialized and expensive surveying equipment in order to minimize the deviation of the constructed areas from the information provided by design plans. This paper presents a new low-cost system oriented to the management of setting out in construction sites based on Augmented Reality technology. In this context, Augmented Reality allows surveying technicians to enhance the user’s view of the real-world with visual information provided by virtual objects. The proposed system consists of an Augmented Reality application connected to a hardware platform based on commercial off-the-shelf (COTS) components. The results of the proposed experiments show that the presented approach can be considered an efficient quality/cost trade-off for setting out purposes in actual construction sit

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  • CGVR'09: Integrating Virtual Environments with Multimedia contents in a Web Application

    Vera, Lucía; Coma, Inmaculada; Talón, Rubén; Fernández, Marcos

    (2009). Article

    Full article.

    In the present paper a system architecture for the combination, interaction and synchronization between different technologies is presented. Our system integrates 3D interactive virtual environments, 2D animations and games, avatars, form applications and documents, videos based in Chroma Key technology and other multimedia components. All of this inside a unique web application with a special objective, developing an interactive game for people who would like to become a self-employed worker. As the legal procedure (focused in the Spanish model) to start to be a sole trader is difficult and hard, we have developed a very intuitive, easy to use and enjoyable game to cover all information...

    In the present paper a system architecture for the combination, interaction and synchronization between different technologies is presented. Our system integrates 3D interactive virtual environments, 2D animations and games, avatars, form applications and documents, videos based in Chroma Key technology and other multimedia components. All of this inside a unique web application with a special objective, developing an interactive game for people who would like to become a self-employed worker. As the legal procedure (focused in the Spanish model) to start to be a sole trader is difficult and hard, we have developed a very intuitive, easy to use and enjoyable game to cover all information needed by these collective of people. The authors describe all the components of the architecture, the technologies used for developing each module and the combination and interaction between them to finally obtain this interactive game integrated inside a web application.

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  • JOREVIR'09: Interacción con Entornos Virtuales en Teléfonos Móviles

    Gimeno, Jesús; Coma, Inmaculada; Fernández, Marcos; Morillo, Pedro; Vera, Lucía

    (2009). Article

    Articulo completo.

    En este trabajo presentamos un sistema para la navegación en entornos virtuales 3D sobre teléfonos móviles. Tradicionalmente la interacción con el teléfono móvil se ha realizado utilizando el teclado como dispositivo de interacción. Sin embargo, gracias a las capacidades de los nuevos terminales es posible aprovechar dispositivos como la cámara incorporada o los acelerómetros para implementar interacciones basadas en movimientos naturales del usuario. En el presente trabajo hemos tratado de crear un mecanismo de interacción con entornos virtuales que sea adaptable a las tecnologías incorporadas en el teléfono, de forma que se pueda interaccionar bien interacción mediante las teclas, o bien...

    En este trabajo presentamos un sistema para la navegación en entornos virtuales 3D sobre teléfonos móviles. Tradicionalmente la interacción con el teléfono móvil se ha realizado utilizando el teclado como dispositivo de interacción. Sin embargo, gracias a las capacidades de los nuevos terminales es posible aprovechar dispositivos como la cámara incorporada o los acelerómetros para implementar interacciones basadas en movimientos naturales del usuario. En el presente trabajo hemos tratado de crear un mecanismo de interacción con entornos virtuales que sea adaptable a las tecnologías incorporadas en el teléfono, de forma que se pueda interaccionar bien interacción mediante las teclas, o bien capturar los movimientos del usuario haciendo uso de los acelerómetros o las imágenes capturadas por la cámara de vídeo. Para estimar el movimiento a partir de las imágenes capturadas se ha utilizado un algoritmo diferencial. Por último se ha diseñado un entorno 3D que permite el acceso a contenidos Web y multimedia.

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  • IPCV'09: A Device-Independent 3D User Interface for Mobile Phones Based on Motion and Tracking Techniques

    Gimeno, Jesús; Morillo, Pedro; Coma, Inmaculada; Fernández, Marcos

    (2009). Article

    Full article.

    The user interaction in mobile phones has been traditionally based on key behaviors that users have adapted around their mobile devices. Although this type of interaction could be suitable for some contents, it could be improved from the point of view of the usability. In this paper we present a new user interface based on 3D navigation oriented to mobile phones. To enhance the user experience, we have developed a new interface based on 3D real-time graphics where users interact by means of natural movements of their devices. The goals of this development consist in enhancing the user interaction and accessibility to web content or interactive multimedia applications by means of avoiding a...

    The user interaction in mobile phones has been traditionally based on key behaviors that users have adapted around their mobile devices. Although this type of interaction could be suitable for some contents, it could be improved from the point of view of the usability. In this paper we present a new user interface based on 3D navigation oriented to mobile phones. To enhance the user experience, we have developed a new interface based on 3D real-time graphics where users interact by means of natural movements of their devices. The goals of this development consist in enhancing the user interaction and accessibility to web content or interactive multimedia applications by means of avoiding a key-based, or a mouse-based, navigation and proposing a software solution adaptable to multiple and different mobile devices. In this sense, the user inputs can be detected by different input devices such as accelerometers or cameras, as well as the traditional keypads. Since mobile phones with on-board digital cameras are now widely available at low cost, the proposed 3D user interface exploits the acquisition capabilities of these input devices. In this sense, a differential algorithm has been applied in order to estimate phone movements from video images. The results of the performance evaluation of the 3D user interface shows that the proposed algorithm not only obtains a motion and tracking under extreme lighting conditions, but also adds an insignificant overhead to the system performance. Finally, a 3D environment has been designed to evaluate the performance of the presented approach, which has been successfully tested in actual users.

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  • CEIG'09: BIOMIMO, Estudio Ergonómico Aumentado Utilizando un Sistema de Captura de Movimiento Infrarrojo de Alta Precisión y Realidad Aumentada.

    Gimeno, Jesús; Gorosable, Maite; Sanchez, Fernando M.;Pujana-Arrese, Aron; Fernández, Marcos; Landaluze, Joseba

    (2009). Article

    Utilizando el Software desarrollado, llamado BIOMIMO estudio ergonómico aumentado, un experto puede observar al usuario durante el estudio, obteniendo una visualización aumentada del mismo. Para aumentar la visión del experto, el sistema de captura infrarrojo de alta precisión envía la información que se representan en forma de un esqueleto tridimensional superpuesto a la imagen del sujeto evaluado, y valores calculados en tiempo real (ángulos de estudio, posiciones relativas, etc.). Como resultado, el análisis del experto ya no solo se basa en su percepción, sino que en tiempo real tiene información exacta de los movimientos del brazo.

    Poster

  • Desarrollo y evaluación de un sistema tipo mesa interactiva basado en tecnología multi-touch.

    Sánchez Monserrat, Fernando Manuel

    (2009). Projecte fi de màster

    Proyecto completo.

    El propósito de este trabajo consiste en el análisis, diseño, construcción y evaluación de un sistema tipo mesa interactiva basado en tecnología de pantalla “Multi-Táctil”. Concretamente, este trabajo se centra tanto en el diseño y construcción del subsistema hardware del sistema (la propia mesa en sí), como en el análisis, diseño e implementación del subsistema software del mismo. Además de esto, se crearan algunas aplicaciones de prueba donde se comprobará si el sistema desarrollado realmente funciona. Estas aplicaciones comprobarán el funcionamiento tanto en Single-Touch como en Multi-Táctil. Esta tecnología está siendo utilizada cada vez más por industrias debido a que se están...

    El propósito de este trabajo consiste en el análisis, diseño, construcción y evaluación de un sistema tipo mesa interactiva basado en tecnología de pantalla “Multi-Táctil”. Concretamente, este trabajo se centra tanto en el diseño y construcción del subsistema hardware del sistema (la propia mesa en sí), como en el análisis, diseño e implementación del subsistema software del mismo. Además de esto, se crearan algunas aplicaciones de prueba donde se comprobará si el sistema desarrollado realmente funciona. Estas aplicaciones comprobarán el funcionamiento tanto en Single-Touch como en Multi-Táctil. Esta tecnología está siendo utilizada cada vez más por industrias debido a que se están produciendo grandes avances en ella, lo que le permite ser un perfecto complemento a los demás periféricos (ratón, teclado, botones, etc..) en los casos donde estos no cumplen con las expectativas que en un principio se espera de ellos. Todo esto hace que cada vez sea más aconsejable su implantación en sistemas de uso cotidiano.

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     Tutor proyecto: Pedro Morillo Tena 

     

     

  • Sistema Multimedia para Móviles de Incidencias de Tráfico

    Talón Argente, Rubén

    (2008). Projecte fi de màster

    Proyecto completo.

    Aplicación para dispositivos móviles programada en Java, concretamente sobre la plataforma J2ME (MicroEdition) cuya finalidad es la recopilación de toda la información que podemos encontrar cuando sucede un incidente de tráfico. La principal ventaja de utilizar un dispositivo móvil, como por ejemplo un teléfono móvil, es que podemos usar las características multimedia (cámara de fotos, video, GPS, etc) y añadirlas al informe final y enviarlo al instante.

  • ISC'08: Virtual Prototyping and Multi-Modal Interfaces to Test the Control of an Orthosis

    Pujana-Arrese, Aron; Gimeno, Jesús; Landaluze, Joseba; Fernández, Marcos

    (2008). Article

    Full article.

    The test of wearable robots with users can be dangerous, especially initially, when the control algorithms and the controller are tested. The use of virtual prototypes, as opposed to creating real ones, whilst not eliminating the need to manufacture an ultimate prototype for the final tests, eliminates intermediate tests which could potentially be dangerous for a user. Multi-modal interaction and virtual prototyping are used to test and evaluate the controllers. The Ikerlan research centre has designed a 2 DoF arm orthosis to research the issue of the interaction of such devices with the environment. This orthosis was not physically constructed, but a virtual prototype was created for...

    The test of wearable robots with users can be dangerous, especially initially, when the control algorithms and the controller are tested. The use of virtual prototypes, as opposed to creating real ones, whilst not eliminating the need to manufacture an ultimate prototype for the final tests, eliminates intermediate tests which could potentially be dangerous for a user. Multi-modal interaction and virtual prototyping are used to test and evaluate the controllers. The Ikerlan research centre has designed a 2 DoF arm orthosis to research the issue of the interaction of such devices with the environment. This orthosis was not physically constructed, but a virtual prototype was created for testing the performance of the different control algorithms implemented.. The multi-modal interfaces considered are composed of traditional devices, one haptic device (Phantom) and a video-based motion capture and mark recognition system. As a result, two test platforms have been developed, where the orthosis is tested in Real-Time simulation based on the real movements of the user. Augmented Reality (AR), Virtual Reality (VR) and videobased optical motion capture techniques are used in order to evaluate a prototype.

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  • Jorevir'08: Técnicas de captura de movimiento, infrarroja y basada en vídeo, aplicadas al prototipado virtual de una ortesis

    Gimeno, Jesús; Pujana-Arrese, Aron; Coma, Inmaculada; Fernández, Marcos; Landaluze, Joseba

    (2008). Article

    Articulo completo.

    En este artículo se describe la inclusión de técnicas de captura de movimiento ópticas para el diseño y evaluación de un prototipo de ortesis. Las técnicas aplicadas son de dos tipos: basadas en infrarrojos para la captura de movimientos del usuario en el estudio de patrones de movimiento para el diseño de la ortesis; y basadas en vídeo para la evaluación de los algoritmos de control sobre el prototipo virtual diseñado. El prototipo de la ortesis es totalmente virtual, utilizando programas comerciales de simulación física y dinámica, en combinación con dos aplicaciones de prueba implementadas utilizando Realidad Virtual (RV) y Realidad Aumentada (RA).