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  • 增强现实

    2019-11-04 18:11:00
    一、增强现实的概念 增强现实(Augmented Reality)技术是一种将虚拟信息与真实世界巧妙融合的技术,广泛运用了多媒体、三维建模、实时跟踪及注册、智能交互、传感等多种技术手段,将计算机生成的文字、图像、三维模型...

    一、增强现实的概念

    增强现实(Augmented Reality)技术是一种将虚拟信息与真实世界巧妙融合的技术,广泛运用了多媒体、三维建模、实时跟踪及注册、智能交互、传感等多种技术手段,将计算机生成的文字、图像、三维模型、音乐、视频等虚拟信息模拟仿真后,应用到真实世界中,两种信息互为补充,从而实现对真实世界的“增强”。(来自百度百科

    二、增强现实与虚拟现实的区别

    首先,他们都需要一个载体。
    虚拟现实需要的虚拟现实头盔是为用户提供沉浸感的娱乐设备,一般用于娱乐行业、展示行业、房地产行业等,主要用于展示。
    增强现实AR需要的增强现实AR眼镜是为用户提供帮助的辅助性设备,在生活中、学习中、工作中都能用得到。
    参考链接:《meta公司发布增强现实眼镜》

    三、增强现实的应用

    全息眼镜,以下图片摘自TED《麦龙·格里贝兹: 通过增强现实装置瞥见未来
    Meta公司于2016年发布的Meta2 AR眼睛

    四、增强现实行业当前的主要产品

    目前目前已经有很多智能眼镜,微软Hololens、Realmax、Meta、爱普生bt200,MBT2000。

    展开全文
  • ar增强现实开发文档,
  • 增强现实与虚拟现实When speaking of technological novelties, despite all positive aspects of the given innovation, sooner or later it turns out that according to law, the novelties might be problematic...

    增强现实与虚拟现实

    When speaking of technological novelties, despite all positive aspects of the given innovation, sooner or later it turns out that according to law, the novelties might be problematic. Usually, these issues are regularly fixed by new models and various updates. But when speaking of Augmented Reality, an important question rises — is it legal for someone to place a virtual object on private property? Should virtual objects comply with legal limitations similarly to real ones? Given that they can’t be seen solely with a human eye, how should that exactly be justified?

    当谈到技术新颖性时,尽管给定创新具有所有积极方面,但事实证明,依法,新颖性可能会出现问题。 通常,这些问题会通过新模型和各种更新定期解决。 但是,当谈到增强现实时,一个重要的问题浮出水面–有人在私有财产上放置虚拟物体是否合法? 虚拟对象是否应该像真实对象一样遵守法律限制? 鉴于不能仅凭肉眼就可以看到它们,那该如何合理地说明呢?

    Image for post
    gif by Emilia Miękisz
    艾米莉亚·米基斯(EmiliaMiękisz)的gif

    MOMA案例:虚拟围攻 (The case of MOMA: Virtual Siege)

    In 2018, a group of artists created an entirely new experience for New York’s Museum of Modern Art (MoMA). Jackson Pollock gallery, which is situated on the fifth floor of MoMA , has been turned into an unofficial and unauthorised Augmented Reality experience. For those who downloaded the MoMAR Gallery app, Pollock’s paintings can be seen through smartphones as a remixed version of the original or even entirely replaced by the artists’ works.49 Unauthorized augmentations in museums are not a novelty. What I mean by “unauthorized augmentation” is creating some additional experience, that is not consulted with the authorities, such as the mentioned above MoMAR Gallery app, which presented different versions of pieces of art created with Augmented Reality.

    2018年,一群艺术家为纽约现代艺术博物馆(MoMA)创造了全新的体验。 位于现代艺术博物馆(MoMA)五楼的杰克逊波洛克画廊(Jackson Pollock gallery)已变成非官方和未经授权的增强现实体验。 对于那些下载了MoMAR Gallery应用程序的人,可以通过智能手机将波洛克的画作看作是原始作品的重新混合版本,甚至完全被艺术家的作品所取代。49未经授权的博物馆扩建并不是新颖的。 我的意思是“未经授权的扩充”正在创造一些额外的经验,而没有征询当局的意见,例如上述提到的MoMAR Gallery应用程序,该应用程序展示了使用增强现实技术制作的艺术品的不同版本。

    In 1991, cassettes with an alternative audio guide were distributed in the Metropolitan Museum of Art. The project was called “Masterpieces Without the Director.” This guide was created by independent artists that did not consult the content of the project with museum authorities. Nowadays having such software as ARKit or ARCore, it’s fairly easy to build and distribute complex Augmented Reality applications that can be used in chosen places — parks, museums, but even someone’s private property. This possibility, of course, raises questions such as: who owns virtual space? Is it legal to place a virtual object on private property? Should the MoMA example be treated as trespassing on its virtual space? And more importantly — is this dubious character of AR an asset or flaw?

    1991年,带有替代音频指南的卡带在大都会艺术博物馆分发。 该项目被称为“没有导演的杰作”。 本指南是由独立艺术家创建的,他们没有与博物馆主管部门协商项目的内容。 如今,有了ARKit或ARCore之类的软件,就可以轻松构建和分发可在选定场所(公园,博物馆,甚至某人的私有财产)使用的复杂的增强现实应用程序。 当然,这种可能性提出了以下问题:谁拥有虚拟空间? 在私有财产上放置虚拟物体是否合法? MoMA示例是否应被视为侵入其虚拟空间? 更重要的是,AR的这种可疑特征是资产还是缺陷?

    谁拥有虚拟空间? (Who Owns Virtual Space?)

    According to Alexia Bedat, “at the moment, there is no such thing as a recognised right to control the space or virtual augmentations of your work.” However, some existing laws may apply to this kind of cases. “Virtual trespassing” is a new concept that will probably begin a discussion on the limits of augmentation. Taking pictures in museums used to be prohibited, although it is nowadays pretty common for people to take out their smartphones and take photos in front of some famous works to have a souvenir or to share it on Facebook or Instagram. Museums could ban AR apps in their rules, but this brings us back to the question: will it pay off? Especially considering the fact, that some museums already encourage smartphone usage in order to engage the visitors. Augmented Reality could be an excellent benefit for museums, for example, by attracting a broader audience and expanding their interest in art. After all, the original exhibitions are not influenced by this technology, and people can still enjoy them. And, if they wish, they could experience a virtual bonus. As long as the augmentations do not cross any boundaries (ethical, religious, sexual, etc.) they might be treated as a beta version, a remix of the original works. And even though that might raise many voices of disagreement (as a profanation to fine art), it must be accepted and more importantly — controlled. There must be specific rules and legal limits for both the artists and space owners to function in order. Loic Tallon, the Metropolitan Museum of Art’s digital chief sums up the MoMA case as follows, “From my perspective, it’s not really worth fighting against it, because gravity is not working on our favor. (…) The museum’s mission is to collect, preserve, and study works of art. If someone is making an AR experience out of the collection, I see it as pure mission fulfillment.”

    据Alexia Bedat所说,“目前,没有公认的权利来控制您的作品的空间或虚拟扩充。” 但是,某些现行法律可能适用于这种情况。 “虚拟侵入”是一个新概念,可能会开始讨论增强的局限性。 在博物馆里拍照通常是被禁止的,尽管如今人们拿出智能手机并在一些著名的作品前拍照留念或在Facebook或Instagram上分享这些照片很普遍。 博物馆可以在其规则中禁止使用AR应用程序,但这使我们回到了一个问题:它会有所回报吗? 特别是考虑到事实,一些博物馆已经鼓励使用智能手机来吸引游客。 例如,增强现实可以通过吸引更多观众并扩大其对艺术的兴趣,为博物馆带来极大的好处。 毕竟,原始展览不受此技术的影响,人们仍然可以欣赏它们。 而且,如果他们愿意的话,他们可以体验到虚拟的奖励。 只要扩充内容不跨越任何界限(道德,宗教,性等),它们就可以被视为Beta版,即原始作品的混音。 即使这可能引起许多不同意见(作为对美术的亵渎),也必须予以接受,更重要的是要加以控制。 艺术家和空间所有者必须有特定的规则和法律限制,才能正常运转。 大都会艺术博物馆数字馆长Loic Tallon总结了MoMA案,“我认为,这并不值得与之抗争,因为引力并没有对我们有利。 (…)博物馆的任务是收集,保存和研究艺术品。 如果有人从集合中获得AR体验,我认为这是纯粹的任务实现。”

    增强-资产还是问题? (Augmentations — Asset or Problem?)

    On 22nd of September 2018, the Intrepid Sea, Air and Space Museum opened an exhibition which introduced an original tour of the Space Shuttle Enterprise. A hologram of Mae Jemison, the first woman of color to go into space, materialised before the eyes of visitors wearing HoloLens headsets and guided them through space exploration history. Jemison became digital with the help of 106 cameras that captured her image in 3D, which was then rendered as a hologram and viewed through the HoloLens. Implementation of AR components into apps is becoming a lot cheaper and more manageable. In the case of museums, the added interaction is a great possibility for engaging visitors and encouraging them to explore far more than the eye by itself can see. Mae Jemison is a lively hologram and part of the Intrepid exhibition, which creates the opportunity to experience the presence of an important figure from space history almost like in real life, face to face. Susan Marenoff-Zausner, President of the Intrepid Sea, Air, and Space Museum says, “We want to make sure that while our artifacts create this exciting and tactile opportunity, we want to make sure we’re capturing our current generation in the language they’re speaking.”

    2018年9月22日,无畏号海空航天博物馆举办了一个展览,介绍了航天飞机企业的原创之旅。 梅·杰米森(Mae Jemison)的全息图,是第一个进入太空的有色女人,在戴着HoloLens头戴式耳机的访客眼前出现,并引导他们穿越了太空探索的历史。 杰米森(Jemison)在106台摄像机的帮助下实现了数字化,这些摄像机以3D形式捕获了她的图像,然后将其渲染为全息图并通过HoloLens进行了查看。 将AR组件实施到应用程序中变得越来越便宜和易于管理。 就博物馆而言,增加的互动性极有可能吸引参观者,并鼓励他们进行更多的探索,而其本身无法看到。 梅·杰米森(Mae Jemison)是一个生动的全息图,是《无畏号》展览的一部分,这使人们有机会像现实生活中那样面对面体验太空史上一个重要人物的身影。 无畏号海洋,太空和太空博物馆总裁Susan Marenoff-Zausner说:“我们希望确保在我们的文物创造出这种令人兴奋和触觉的机会的同时,我们希望确保以这种语言来捕捉我们这一代人他们在说话。”

    In 2018, Microsoft created a tour for the London Natural History Museum that involved a hologram of David Attenborough who, similarly to Mae Jemison, shows the visitors around the exhibitions and shares information about the display. Microsoft also worked with the Kyoto National Museum and, with the use of HoloLens, created an exhibition where visitors could admire artifacts that are up to 400 years old. And of course, like in the previous examples, they were guided by a 3D hologram, which in this case was a Zen Buddhist monk.

    2018年,微软为伦敦自然历史博物馆组织了一次巡回演出,其中涉及戴维·阿滕伯勒(David Attenborough)的全息照相,他与梅·杰米森(Mae Jemison)相似,向参观者展示展览并分享有关展览的信息。 微软还与京都国家博物馆(Kyoto National Museum)合作,并借助HoloLens创建了一个展览,游客可以欣赏到长达400年的文物。 当然,就像前面的示例一样,它们由3D全息图引导,在这种情况下,该全息图是禅宗和尚。

    Augmented Reality creates a chance to show more layers of information. For example, some museums use AR to show damaged or broken artifacts in their original shape. However, AR in museums is not only about HoloLens; for instance, the Perez Art Museum Miami created AR installations which visitors could see using their smartphones. Similarly, an exhibition in the Smithsonian American Art Museum was translated in order to be solely devoted to smartphone AR experience.

    增强现实技术提供了展示更多信息层的机会。 例如,一些博物馆使用AR展示原始形状的损坏或破碎的文物。 但是,博物馆中的AR不仅与HoloLens有关,而且与HoloLens有关。 例如,迈阿密佩雷斯艺术博物馆(Perez Art Museum Miami)创造了AR设备,访客可以使用智能手机观看。 同样,史密森尼美国艺术博物馆的展览也被翻译成专门致力于智能手机AR体验的翻译。

    A new era of exhibitions is adding a bit of magic to the regular museum experience we are all used to. It still makes us interact with the real world, along with a virtual surprise. This creates a new level of engagement with art. Mae Jemison concludes, “If that gets one more kid curious about science and space, then it’s all worth it.” We might ask ourselves now: are new technologies like Augmented Reality an asset, or might it turn out to be a problem? The virtual siege in MoMA shows that new technologies come with new kinds of threats. It is easy to access any property using virtual components in just one app. But the real risk comes when authorities must deal with the problem — do they adapt to the changing world and allow augmentations or stick to the old rules? Given how accessible and easy it is to augment the reality in a chosen space, such projects and actions need legal control and regulations. On the other hand, if used for a useful purpose, it is a great way of developing new experiences, broadening knowledge, and helping people learn more about the surrounding world. There are many pros and cons to discuss in order to make the decision beneficiary for both sides.

    展览的新时代为我们都已习惯的常规博物馆体验增添了魔力。 它仍然使我们与现实世界互动,并带来虚拟惊喜。 这创造了与艺术互动的新高度。 梅·杰米森(Mae Jemison)总结道:“如果让另一个孩子对科学和太空充满好奇,那一切都值得。” 我们现在可能会问自己:像增强现实这样的新技术是一项资产,还是可能会成为问题? MoMA中的虚拟围攻表明,新技术伴随着新的威胁。 仅使用一个应用程序,即可使用虚拟组件轻松访问任何属性。 但是,当当局必须解决问题时,真正的风险就来了-它们是否适应了不断变化的世界并允许扩充或坚持旧规则? 鉴于在选定的空间中增强现实是多么容易和容易,此类项目和行动需要法律控制和法规。 另一方面,如果将其用于有用的目的,则是一种开发新体验,扩展知识并帮助人们进一步了解周围世界的好方法。 为了使双方都能从中受益,有很多利弊可以讨论。

    Image for post
    gif by Emilia Miękisz
    艾米莉亚·米基斯(EmiliaMiękisz)的gif

    This writing was taking from Paulina Kowalska’s thesis How Technology Influences the Modern World: a Short Study on Augmented Reality, published in 2019 at the Polish-Japanese Academy of Information Technology in the New Media Arts Department. The work was overseen by dr hab. Ewa Satalecka, mgr inż. Marcin Wichrowski and dr. Paulina Duda.

    本文摘自Paulina Kowalska的论文《技术如何影响现代世界:增强现实的简短研究》,该研究于2019年在波兰-日本信息技术学院新媒体艺术系出版。 这项工作由哈布博士监督。 伊娃·萨塔莱卡(Ewa Satalecka),mgrinż。 Marcin Wichrowski和博士 宝琳娜·杜达(Paulina Duda)。

    在此处注册我们的新闻通讯 (Sign up for our newsletter here)

    Thank you to the designer Emilia Miękisz for her gifs, illustrations and time.

    感谢设计师EmiliaMiękisz的GIF,插图和时间。

    Image for post

    翻译自: https://medium.com/crossing-domains/legal-issues-surrounding-augmented-reality-b9a52f09ffa8

    增强现实与虚拟现实

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  • Android增强现实

    2020-04-02 21:18:05
    增强现实(AR)是物理,真实世界环境的实时,直接或间接视图,其元素通过计算机生成的感官输入(例如声音,视频,图形或GPS数据)得到增强(或补充)。” –维基百科 基本上,增强现实技术可以提供有关现实对象...

    介绍

    “增强现实(AR)是物理,真实世界环境的实时,直接或间接视图,其元素通过计算机生成的感官输入(例如声音,视频,图形或GPS数据)得到增强(或补充)。” –维基百科

    基本上,增强现实技术可以提供有关现实对象或地点的额外信息。 例如, 观看此视频

    增强现实是两种技术的结合:

    1. 计算机视觉
    2. 计算机图形学(3D / 2D)

    增强现实包括两个过程:

    1. 识别现实世界中的物体或位置
    2. 显示更多信息。 信息可以是简单文本,2D / 3D对象,动画对象,可触摸/可单击对象等。

    处理

    下图概括了增强现实应用程序的执行过程。 过程从摄像机输入开始,然后在屏幕上渲染虚拟对象结束。 增强现实会在跟踪器找到后在输入帧中连续查找跟踪器/对象,并在屏幕上显示虚拟对象。

    增强现实

    热门应用

    1. 增强-3D
    2. Junaio增强现实
    3. Aurecmedia –增强现实
    4. 莱雅
    5. 卫星AR

    热门业务领域

    1. 营销学
    2. 购物
    3. 教育
    4. 医疗/健康
    5. 娱乐
    6. 出版

    流行的开发SDK

    1. 高通Vuforia
    2. Metaio
    3. 完全沉浸式融合
    4. Wikitude
    5. 实验室

    Metaio和Vuforia

    Metaio Vuforia
    平台
    的iOS
    安卓系统
    网页 没有
    特征
    全球定位系统 没有
    IMU传感器 没有
    云端支援
    内容API OpenGL,内部3d渲染器 仅限OpenGL
    Unity(3D)
    标记物
    ID标记 图片
    图片标记 圆筒
    无标记 文字识别
    无标记3D 框架标记
    LLA标记 自订
    QR和条形码 虚拟按钮
    非光学跟踪
    GPS /惯性传感器 没有
    没有
    执照
    类型 免费+商业 免费+云服务费用

    参考: KP Bird博客上来自我们的JCG合作伙伴 Ketan Parmar的Android Augmented Reality

    翻译自: https://www.javacodegeeks.com/2013/10/android-augmented-reality.html

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  • 增强现实的实现

    2019-04-06 23:20:42
    增强现实,可直接用电脑摄像头实时实现,无需另拍视频。
  • 虚拟现实和增强现实技术 App builders that are looking to achieve a greater level of success will often look to areas that have yet to be explored. Augmented reality and virtual reality are opening up ...

    虚拟现实和增强现实技术

    image

    App builders that are looking to achieve a greater level of success will often look to areas that have yet to be explored. Augmented reality and virtual reality are opening up whole new worlds to app builders. For example, there are a number of app builders who are already looking to the NBA in this regard.

    寻求获得更大成功的应用程序构建者通常会关注尚未探索的领域。 增强现实和虚拟现实为应用程序开发人员打开了全新的世界。 例如,有许多应用程序构建者已经在这方面寻求NBA的支持。

    The NBA has established a reputation for themselves as a progressive league from a technological standpoint. Teams are already participating in competitive gaming, as numerous franchises have created their own e-sports teams. Now, the league is partnering with app builders to find out more about how they can leverage augmented reality and virtual reality to their benefit.

    从技术的角度来看,NBA已经为自己建立了进步联盟的声誉。 众多的特许经营权已创建了自己的电子竞技团队,因此团队已经在参与竞争性游戏。 现在,该联盟正在与应用程序构建者合作,以了解更多有关如何利用增强现实和虚拟现实来谋取利益的信息。

    At the 2019 All-Star Game, the NBA's plans for augmented reality and virtual reality started to come into focus. On All-Star Saturday night, various superstars were photographed. A wide range of futuristic cameras were used to take video as well. The players were snapped from every possible angle and the league is not leaving any stone unturned.

    在2019年全明星赛上,NBA的增强现实和虚拟现实计划开始受到关注。 在全明星周六晚上,拍摄了许多超级巨星。 各种各样的未来派相机也被用来拍摄视频。 球员从各个可能的角度被抢夺,联盟也毫不动摇。

    These photos and videos were captured so that they can be used by the AR app that the NBA has already rolled out. This app is designed to take the fan into the world of the players and provides a more behind the scenes look. Since this is a league that prides itself on having a global audience, these types of apps are only going to gain in popularity.

    捕获这些照片和视频,以便可供NBA已推出的AR应用程序使用。 该应用程序旨在将粉丝带入玩家的世界,并提供更多幕后效果。 由于这是一个以拥有全球观众为傲的联盟,因此这些类型的应用程序只会越来越流行。

    App builders will continue to work with league officials to find out more about the benefits of virtual reality and augmented reality. The NBA has already made serious inroads in both areas. In addition to the aforementioned augmented reality app, the league is providing weekly live broadcasts that are powered by NextVR and Intel.

    应用程序构建者将继续与联盟官员合作,以了解更多有关虚拟现实和增强现实的好处。 NBA已经在这两个方面取得了重大进展。 除上述增强现实应用程序外,该联盟还提供由NextVR和Intel提供支持的每周实时广播。

    This league is not about to rest on its laurels, though. Those who have had the chance to speak with league executives find that there are a plethora of plans for the future. These apps are just the beginning. This is the type of work that needs to be done, in order to break ground for other sports. The NBA prides themselves on remaining ahead of other leagues in this regard.

    不过,这个联盟并不会因此而停滞不前。 那些有机会与联盟高管交谈的人发现,未来有很多计划。 这些应用仅仅是个开始。 为了为其他运动打下基础,这是需要完成的工作。 NBA以在这方面保持领先于其他联赛而自豪。

    While augmented reality and virtual reality are already playing a major role in the NBA, it remains to be seen if these advancements will lead to serious changes for the other Big Four sports (MLB, NHL and NFL). As for the National Basketball Association, these advances are the product of forward thinking executives who have been working behind the scenes for years.

    尽管增强现实和虚拟现实已经在NBA中扮演重要角色,但这些进步是否会导致其他四大运动(MLB,NHL和NFL)发生重大变化,还有待观察。 对于美国国家篮球协会来说,这些进步是具有远见卓识的高管们的产物,他们已经在幕后工作了多年。

    The NBA has been examining the role that virtual reality is going to play for some time now. The technology was first utilized during a preseason game in 2014. The Golden State Warriors' 2015-2016 season opener was streamed in virtual reality as well. These innovations were a long time coming and the league put in the man hours necessary.

    一段时间以来,NBA一直在研究虚拟现实将扮演的角色。 该技术在2014年的季前赛比赛中首次使用。金州勇士队的2015-2016赛季揭幕战也在虚拟现实中进行了直播。 这些创新需要很长时间才能出现,因此联盟投入了必要的工时。

    NextVR and Intel have remained by the league's side for the entirety of this experiment. Turner Sports and ESPN are also working with the league to find out more about what their broadcasts will look like once they are ready to utilize augmented reality and virtual reality on a more regular basis. With any luck, these technologies will become commonplace.

    在整个实验过程中,NextVR和英特尔一直处于联盟的一边。 特纳体育和ESPN还将与联盟合作,以了解他们准备好更定期地使用增强现实和虚拟现实后其广播节目的情况。 运气好的话,这些技术将变得司空见惯。

    One of the league's primary areas of focus is a crucial one. When they take the time to meet with app builders, one of the first questions that is asked is focused on accessibility. Augmented reality and virtual reality apps are not always usable across all platforms. Since the NBA has a global audience to consider, this is an area that is going to examined by app builders and league executives alike.

    联盟关注的主要领域之一是至关重要的领域。 当他们花时间与应用程序构建者会面时,首先要提出的问题之一就是可访问性。 增强现实和虚拟现实应用程序并非始终可在所有平台上使用。 由于NBA具有全球受众考虑,因此应用程序构建者和联盟高管都将对此领域进行研究。

    There are a growing number of devices being used by NBA fans all around the world. If augmented reality and virtual reality are going to continue to play a key role in the NBA going forward, accessibility is everything. As technologies continue to emerge, the league must decide how they are going to be distributed to the general public.

    全世界NBA球迷正在使用越来越多的设备。 如果增强现实和虚拟现实将继续在未来的NBA中扮演关键角色,那么可访问性就是一切。 随着技术的不断发展,联盟必须决定如何将其分发给普通大众。

    The NBA bet big on these technologies by investing in them early and now they are reaping the benefits. Every form of technology is not always going to succeed. This is something that NBA executives and app builders are acutely aware of. The top organizations do not wait for a technology to mature before they decide to start learning about it.

    NBA通过尽早投资这些技术来押注这些技术,现在他们正在收获收益。 每种形式的技术都不会总是成功。 这是NBA高管和应用构建者敏锐意识到的。 顶级组织不会等技术成熟后才决定开始学习它。

    This is what separates the best organizations from those that struggle to establish a forward thinking point of view. No fan of a professional sports league wants to watch an organization learn in front of them. The NBA is playing a crucial role by establishing a strong foothold with both of these technologies. They are also creating an environment where these technologies can be used more readily.

    这就是将最佳组织与那些努力建立前瞻性思维观点的组织区分开来的原因。 职业体育联盟的任何拥护者都不希望看到组织在他们面前学习。 NBA通过在这两种技术上建立牢固的立足点而发挥着至关重要的作用。 他们还创造了可以更轻松地使用这些技术的环境。

    Intel and NextVR are in contact with the league on a daily basis. Games are filmed for the augmented reality and virtual reality apps. Longer features are also being created for the fans to enjoy. It is safe to say that these advancements are just the beginning of something great.

    英特尔和NextVR每天都与联盟联系。 为增强现实和虚拟现实应用拍摄了游戏。 还创建了更长的功能,以供粉丝欣赏。 可以肯定地说,这些进步只是伟大事物的开始。

    The league has yet to release any numbers when it comes to user engagement but NBA fans around the world who are unable to head to the arena are already benefiting. It remains to be seen what the future holds for the league but one thing is clear: they are already taking the proper steps to get the most out of AR and VR technology.

    关于用户参与度,联盟尚未发布任何数据,但是无法前往球馆的全球NBA球迷已经从中受益。 联盟的未来还有待观察,但有一点很明确:他们已经在采取适当的步骤,以充分利用AR和VR技术。

    翻译自: https://habr.com/en/post/451198/

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