Browsing by Subject "Augmented reality"
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Item Open Access Adopting augmented reality for the purpose of software development process training and improvement: an exploration(Springer, Cham, 2018) Ohri, İ.; Öge, İ.; Orkun, B.; Yilmaz, M.; Tüzün, Eray; Clarke, P.; O’Connor, R. V.Augmented reality (AR) is a technological field of study that bridges the physical and digital world together with a view to improving user experience. AR holds great potential to change the delivery of software services or software process improvement by utilizing a specific set of components. The purpose of this exploratory study is to propose an integration framework to support AR for improving the onboarding process, notably in introducing new hires to the development process while performing their daily tasks. In addition, it also aims to enhance the software development workflow process using AR. Similar to a GPS device that can guide you from point A to point B, our goal is to create software artifacts like navigation components where software teams may benefit from digitally enhanced working conditions provided using AR. After conducting a review in the literature, we confirmed that there is lack of studies about the combination of augmented reality with software engineering disciplines for onboarding. In this paper, we formalized our approach based on the benefits of AR. Ultimately; we propose an AR-based preliminary model for improving the software development process.Item Open Access Applying deep learning in augmented reality tracking(IEEE, 2016-11-12) Akgül, Ömer; Penekli, H. I.; Genç, Y.An existing deep learning architecture has been adapted to solve the detection problem in camera-based tracking for augmented reality (AR). A known target, in this case a planar object, is rendered under various viewing conditions including varying orientation, scale, illumination and sensor noise. The resulting corpus is used to train a convolutional neural network to match given patches in an incoming image. The results show comparable or better performance compared to state of art methods. Timing performance of the detector needs improvement but when considered in conjunction with the robust pose estimation process promising results are shown. © 2016 IEEE.Item Open Access Augmentation of virtual agents in real crowd videos(Springer, 2019) Doğan, Yalım; Demirci, Serkan; Güdükbay, Uğur; Dibeklioğlu, HamdiAugmenting virtual agents in real crowd videos is an important task for different applications from simulations of social environments to modeling abnormalities in crowd behavior. We propose a framework for this task, namely for augmenting virtual agents in real crowd videos. We utilize pedestrian detection and tracking algorithms to automatically locate the pedestrians in video frames and project them into our simulated environment, where the navigable area of the simulated environment is available as a navigation mesh. We represent the real pedestrians in the video as simple three-dimensional (3D) models in our simulation environment. 3D models representing real agents and the augmented virtual agents are simulated using local path planning coupled with a collision avoidance algorithm. The virtual agents augmented into the real video move plausibly without colliding with static and dynamic obstacles, including other virtual agents and the real pedestrians.Item Open Access An augmented crowd simulation system using automatic determination of navigable areas(Elsevier Ltd, 2021-04) Doğan, Yalım; Sonlu, Sinan; Güdükbay, UğurCrowd simulations imitate the group dynamics of individuals in different environments. Applications in entertainment, security, and education require augmenting simulated crowds into videos of real people. In such cases, virtual agents should realistically interact with the environment and the people in the video. One component of this augmentation task is determining the navigable regions in the video. In this work, we utilize semantic segmentation and pedestrian detection to automatically locate and reconstruct the navigable regions of surveillance-like videos. We place the resulting flat mesh into our 3D crowd simulation environment to integrate virtual agents that navigate inside the video avoiding collision with real pedestrians and other virtual agents. We report the performance of our open-source system using real-life surveillance videos, based on the accuracy of the automatically determined navigable regions and camera configuration. We show that our system generates accurate navigable regions for realistic augmented crowd simulations.Item Open Access Augmented reality based continuous onboarding framework(CEUR-WS, 2018) Ohri, İ.; Öge, İ.; Orkun, B.; Yılmaz, M.; Tüzün, E.Having an efficient and effective onboarding process for a newcoing employee is a very important factor for the following work performance. For this reason, the orientation process is a process that should be well assessed both in terms of company and employees. Based on the fact that using virtual objects in the real environment enhances the efficiency in learning new things, in this project, the onboarding process is managed by augmented reality (AR) technology. One of the main objectives of the project is guiding the software engineers effectively with the help of augmented reality by providing them interactive communication between their colleagues and the projects.Item Open Access Localized globalization: Directives in augmented reality game interaction(Wiley-Blackwell Publishing, Inc., 2021-08-26) Sydorenko, T.; Thorne, S.; Hellermann, J.; Sanchez, A.; Howe, Vanessa DawnIn what has been termed the global era, individuals from diverse linguistic and cultural backgrounds frequently participate in joint activities that require intercultural communication. Concomitantly, research on communication in contexts involving mobile technologies is nascent, and investigations addressing pragmatics in particular are few. In this article, we examine place-based mobile augmented reality (AR) apps, which have been shown to provide learners with valuable opportunities for location-situated social and collaborative interaction and embodied experience of place. We focus on cataloguing social actions, specifically directives, in 4 groups of mobile AR game players using English as a lingua franca (ELF) to communicate. We uncovered a variety of directive strategies, both verbal and nonverbal, that are rarely discussed in pragmatics teaching and learning yet were critical to the unfolding communicative action. Implications of the study findings for pragmatics instruction are provided within the broader recommendations for ELF pragmatics.Item Open Access The state of the art in mobile graphics research(Institute of Electrical and Electronics Engineers, 2008) Capin, T.; Pulli, K.; Akenine-Möller, T.High-quality computer graphics let mobile-device users access more compelling content. Still, the devices' limitations and requirements differ substantially from those of a PC. This survey of mobile graphics research describes current solutions in terms of specialized hardware (including 3D displays), rendering and transmission, visualization, and user interfaces. © 2008 IEEE.Item Open Access Sun position esimation on time-lapse videos for augmented reality applications(2015-07) Balcı, HasanRealistic illumination of virtual objects on Augmented Reality (AR) environments is important in terms of achieving visual coherence. This thesis proposes a novel approach that facilitates the illumination estimation on time-lapse videos and gives the opportunity to combine AR technology with time-lapse videos in a visually consistent way. The proposed approach works for both outdoor and indoor environments where the main light source is the Sun. We rst modify an existing illumination estimation method that aims to obtain sparse radiance map of the environment in order to estimate the initial Sun position. We then track the hard ground shadows on the time-lapse video by using an energy-based pixelwise method. The proposed method aims to track the shadows by utilizing the energy values of the pixels that forms them. We tested the method on various time-lapse videos recorded in outdoor and indoor environments and obtained successful results.Item Open Access Three-dimensional television: consumer, social, and gender issues(Springer, 2008) Özaktaş, Haldun M.; Özaktaş, Haldun M.; Onural, LeventThis chapter is based on a series of discussions which were planned and carried out within the scope of the Integrated Three-Dimensional Television—Capture, Transmission, and Display project, which is a Network of Excellence (NoE) funded by the European Commission 6th Framework Information Society Technologies Programme. The project involves more than 180 researchers in 19 partner institutions from 7 countries throughout Europe and extends over the period from September 2004 to August 2008.