Very early prototype to test what Augmented Reality can bring to a miniature game. Here the game, or rather, the showcase of some gameplays made possible with Augmented Reality, is played with miniatures made by Rackham. [ More Detail ]
From ISMAR 2008: In-Place Augmented Reality: A new way for storing and distributing augmentedreality content. For more info go to www.vml.cs.bgu.ac.il [ More Detail ]
Amazing Interactive Augmented Reality in Realtime! Used libraries: OpenCV, OpenGL. Coded by FST.Interactivity is supplied by a motion detection mechanism using mobile cam. No fixed or specific background needed! Motion of any interactive object can be detected. [ More Detail ]
Real time audio and image processing techniques are used to augment and modify the relationship between an organ and its visual and acoustic space. During the concert, the internal sound of the instrument is captured, modified, and spatialized for the audience. Real time image synthesis is projected on the pipes of the instrument through the "Bump It" technique rendered with Virtual Choreographer.http://vida.limsi.fr/index.php/Orgue_AugmenteeOrgan: Christophe d'AlessandroRealtime audio: Markus NoisternigVideo Installation: Bertrand PlanesAudio design: Christophe d'Alessandro, Markus Noisternig, Sylvain Le Beux, Lorenzo Piccinali, Brian Katz, Nicolas Sturmel, Nathalie DelpratVideo design: Rami Ajaj, Christian JacqueminMusic pieces: F. Couperin, J.S Bach, C. Franck, O. Messiaen, C. d'Alessandro [ More Detail ]
CMAR is a platform for collaborative mobile augmented reality, which allows several users to interact and manipulate with a shared scene on consumer mobile phones in real-time. Up to eight users can collaborate in an augmented reality environment trough the Bluetooth network. The network consists of a mobile phone server and therefore is the platform very portable, but the platform also supports PC clients listening to the network for a high resolution overall view visualization.www.cmar.se [ More Detail ]
The first true augmented reality application running on the iPhone .. here's a sneak peek of our ARToolKit v4.4 iPhone. This footage is of an alpha release, but we're getting up to 10fps video capture and realtime tracking, and we've got lots more to come. Stay tuned... [ More Detail ]
AVE (Augmented Virtual Earth) Video Fusion Demo. Fly-through of six cities around the world with live videos on surveillance scene. AVE Video Fusion (TM) combines Google Earth like features with live camera videos projected on 3D model. Unlike others which simply render video on a polygon/ground and with limited number of camera support. This is a REAL 3D video projection with occlusion and architects for scalability in number of cameras &viewing stations. Applications include wide-area video surveillance systems such as those at military bases.This program is not Google Earth. It is written from scratch using C++/OpenGL for windows. No Google Earth API, NASA World Wind or any game engine are involved. Program is multi-core CPU &GPU optimized for best performance.Please add &fmt=18 at the end of the above link for higher quality video. Visit our web site for HD video in full screen (required 2Mbps bandwidth). [ More Detail ]
The integration of biological and technological systems in the design of an interactive human interface is explored through an installation where plants rigged up with sensors provide a kinesthetic user experience based on movement, touch, sound and light. Human interaction with the system affects an algorithmic projection and soundscape. contact: gmacarchitect@gmail.comvideo editing by Stuart Gibson. Thanx buddy! :)UCCA, CANTERBURY School of Architecture, Graduate Diploma 2008http://www.flickr.com/photos/gmacarchitect/sets/72157606009091993/For a review of the project visit:http://www.bdonline.co.uk/story.asp?sectioncode=429&storycode=3117318&c=2 [ More Detail ]
October 19, 2007 lecture by Ed Chi for the Stanford University Human-Computer Interaction Seminar (CS 547). Augmented Social Cognition is trying to understand the enhancement of a group of people's ability to remember, think, and reason. This has been taking in the form of many Web 2.0 systems like social networking sites, social tagging systems, blogs, and Wikis.CS 547 | Human-Computer Interaction Seminar:http://hci.stanford.edu/seminar/Stanford HCI Group:http://hci.stanford.edu/Stanford Center for Professional Development:http://scpd.stanford.edu/Stanford University Channel on YouTube:http://www.youtube.com/stanforduniversity/ [ More Detail ]
Meet our in-house mascot, whom we call 'Flapi', for now anyway.More information about this project:http://www.ydreams.com/blog/2008/04/21/ydreams-latest-rd-work-with-augmented-reality-simvideo/ [ More Detail ]
Paleontology is filled with mysteries about the plants and animals that lived thousands, millions, even billions of years before the first humans walked the earth. To answer questions about these organisms, paleontologists rely on the excavation, analysis, and interpretation of fossils. Embedded and preserved in the earth's crust, fossils are the remains or traces of ancient life forms, including bones, teeth, shells, leaf imprints, nests, and footprints.Fossils can disclose how organisms evolved over time and their relationship to one another. While they reveal much, such as the general shape and size of ancient living things, fossils keep us guessing about these organisms' color, sound, and—most significantly—their behavior. For several years, modern paleontologists have used 3D computer graphics to help reconstruct these pieces of the past. State-of-the-art scanning technology produces 3D fossil replicas that scientists can process and study without physical constraints. Paleontologists typicallygenerate volumetric data sets for analysis, such as magnetic resonance imaging or computed axial tomography scans, and they use surface models for digital preservation and reproduction. To study ontogeny—an organism's growth and form—paleontologists apply mathematical models for simulation and visualization. Likewise, computer animations help study dinosaur locomotion. Beyond building knowledge of our world, the results of this work influence how dinosaurs appear in museums, illustrations, and movies, and as toys. In the past 40 years, technological advances have continued to blur the boundary between real and computer-generated worlds. Augmented reality leverages this technology to provide an interface that enhances the real world with synthetic supplements. Paleontologists can use AR to present virtual data, such as 3D computer graphics, directly within a real environment rather than on a flat monitor. We coined the term augmented paleontology to refer to the application of AR to paleontology. APseeks to support paleontologists in their research, and communicate the results of paleontology to museum visitors in an exciting and effective way. An interdisciplinary team of paleontologists, graphics designers, and computer scientists has already applied the AP interface to soft-tissue reconstruction and the study of dinosaur locomotion. [ More Detail ]
Head tracking + opengl used to augment the traditional desktop space by considering the real screen as a virtual aperture on the face of a cube that extends behind it. By moving the head, the user can focus naturally on each of the inner faces of this cube, place icons and leave opened applications there. ---------------------------------------For more: http://www.k2.t.u-tokyo.ac.jp/perception/ParallaxAugmentedDisplay/index-e.html------------------------------------Student project proposed by Alvaro Cassinelli; First prototype by Emiro Tsunoo (under Processing), project supervised by A.Cassinelli and C.Reynolds. [ More Detail ]
This demo shows the use of Second Life as a platform for Augmented Reality. With our modified Second Life client, avatars and other Second Life graphicss can be superimposed perspectively correct on a live video stream and in real-time. For more information please visit http://arsecondlife.gvu.gatech.edu [ More Detail ]
Pablo Valbuena, Augmented Sculpture v. 1.2 shown at Ars Electronica: Goodbye Privacy, Linz, September 2007. For text on this piece go to http://artintelligence.net/review/?p=343 [ More Detail ]
Google Tech TalksDecember, 17 2007ABSTRACTAshish Venugopal - RESEARCH SCIENTISTProbabilistic Synchronous Context Free Grammars hold significant promise for machine translation, modeling context sensitive translation and re-odering effects with simple hierarchical operations learned directly from parallel data. Source language sentences are transformed into target language sentences via intermediate nonterminal symbols, typically via bottom up chart parsing with these grammars.Introducing an N-Gram language model into this search space introduces dependencies between consecutive chart items, making exact search computationally difficult. We present a two pass approach that is motivated by grammars which include a large number of nonterminal symbols. We evaluate this method against a state of the art single pass approach.The motivation for this two pass approach comes from a desire to include a large number of nonterminal labels in the translation grammar. Initial results using labels from associated phrase structure parse trees are promising, but this data is often noisy and requires human data generation. We propose a novel method to discriminatively learn nonterminal labels towards directly improving translation quality.Speaker: Ashish Venugopal [ More Detail ]
(1998) The PARIS (Personal Augmented Reality Immersive System) is being used for prosthesis implant design by the Virtual Reality Medicine Laboratory at the University of Illinois at Chicago. The PARIS was developed at the Electronic Visualization Laboratory (EVL) at the University of Illinois at Chicago, and uses EVL-developed collaboration and networking software CAVERNsoft and Quanta, which enable real-time interactions over very-high-speed networks. CAVERNsoft and Quanta run under Irix, Linux and Win9x/NT/2000.More information can be found on the EVL website --http://www.evl.uic.edu/core.php?mod=4&type=1&indi=83 [ More Detail ]