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Development of an Augmented Reality system using ARToolKit

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<strong>Development</strong> <strong>of</strong> <strong>an</strong> <strong>Augmented</strong> <strong>Reality</strong> <strong>system</strong> <strong>using</strong> <strong>ARToolKit</strong> <strong>an</strong>d user invisible markers<br />

used for calculating a view matrix which specifies the relation between the real box <strong>an</strong>d<br />

the virtual coordinate <strong>system</strong>.<br />

Figure 2.31 The wooden calibration box Figure 2.32 Calibration <strong>of</strong> a<br />

virtual axis with the calibration<br />

box<br />

2.5.2 Calibration-free AR<br />

Calibration-free AR, as proposed in [Kuk98], is based upon the observation that the<br />

projection <strong>of</strong> all the points in a set c<strong>an</strong> be expressed as a linear combination <strong>of</strong> just the<br />

projections <strong>of</strong> four 3D points taken from that set. This results in <strong>an</strong> affine virtual object<br />

representation relative to the reference frame defined by the four points in space. No<br />

metric information about the objects in the camera’s view or the calibration parameters<br />

<strong>of</strong> the camera is needed. Also dynamically ch<strong>an</strong>ging camera parameters are<br />

compensated for, by const<strong>an</strong>tly updating the viewing matrix. Two images from different<br />

camera positions are taken, in which four predefined points are tracked. This suffices to<br />

construct the affine mapping <strong>of</strong> virtual objects. These points c<strong>an</strong> be preselected fiducial<br />

markers, or uniform-intensity regions in the real scene.<br />

2.5.3 Autocalibration<br />

This third m<strong>an</strong>ner <strong>of</strong> calibration makes use <strong>of</strong> redund<strong>an</strong>t information for the calibration<br />

process. In [H<strong>of</strong>00] is presented <strong>an</strong> approach to calibrate <strong>an</strong> electronic compass in <strong>an</strong><br />

outdoor situation by <strong>using</strong> additional rate gyroscopes. Since the electronic field <strong>of</strong> the<br />

earth is influenced by distortions, which also vary with the geographic position, it is not<br />

sufficient to calibrate the electronic compass for a single location. For solving this, a<br />

real time procedure is used for const<strong>an</strong>tly recalibrating the compass. This is done by<br />

taking into account measurements from the rate gyroscopes to adjust the estimates given<br />

by the compass. It was shown that autocalibration converge to solutions obtained by<br />

m<strong>an</strong>ual calibration <strong>using</strong> a magnetic turntable.<br />

2.6 Interaction<br />

The foregoing described the three basic aspects necessary for creating AR. But, to give<br />

it real potential, the user must have the opportunity to interact with the AR environment.<br />

In [Bow04] four interaction styles for AR, each <strong>of</strong>fering different interaction levels are<br />

mentioned. Those will be shortly discussed now, in order <strong>of</strong> increasing interaction. It<br />

needs to be pointed out that interaction styles for AR in principle are related to the<br />

display devices that are being used. The ch<strong>an</strong>ging state <strong>of</strong> technology is expected to<br />

exp<strong>an</strong>d applicability <strong>of</strong> interaction styles to other display devices as well.<br />

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