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1、<p> 室內(nèi)設(shè)計(jì)在增強(qiáng)現(xiàn)實(shí)環(huán)境</p><p> Interior Design in Augmented Reality Environment</p><p> Interior Design in Augmented Reality Environment</p><p> Viet Toan Phan</p><p&g
2、t; Department of Industrial Construction</p><p> HaNoi University of Science Technology, VietNam</p><p> Seung Yeon Choo</p><p> School of Architecture & Civil Engineering&l
3、t;/p><p> Kyungpook National University</p><p><b> ABSTRACT</b></p><p> This article presents an application of Augmented Reality technology for interior design. Plus, a
4、n Educational Interior Design Project is reviewed. Along with the dramatic progress of digital technology, virtual information techniques are also required for architectural projects. Thus, the new technology of Augmente
5、d Reality offers many advantages for digital architectural design and construction fields. AR is also being considered as a new design approach for interior design. In an AR environme</p><p> Augmented Real
6、ity.</p><p><b> Keywords</b></p><p> Augmented Reality, Tangible AR, CAAD, ARToolKit, Interior design.</p><p> 1. INTRODUCTION</p><p> Visualizing how a
7、 particular table or chair will look in a room before it is decorated is a difficult challenge for anyone. Hence, Augmented Reality (AR) technology has been proposed for interior design applications by few previous autho
8、rs, for example,</p><p> Koller, C. Wooward, A. Petrovski; K. Hirokazu, et al. The related devices typically include data glasses connected to a portable PC (Head-mounted display- HMD). Plus, various lightw
9、eight solutions using a PDA device has been proposed by the Augmented Reality Team in Findland (S. Sitanen and C. Woodward, 2003). However, these devices are right not commonly available for non-professional users.</p
10、><p> Accordingly, this paper presents an augmented reality system for designing/educating/presenting interior design projects using overlaid virtual furniture in a physical environment based on a regular PC h
11、ome system. Tracking markers are placed on the floors or walls to define the scale and coordinate system of the room. Next, the user selects virtual furniture on the screen and places it in the design space. In the AR sc
12、ene, the 3D virtual furniture is integrated into a real environment and can b</p><p> While some similar systems have already been presented by another research group, the system proposed in this paper incl
13、udes additional functions for the user interface and an improved implementation. For example, the user can interact with virtual furniture using a Tangible Augmented Reality in real time, and change the color, style, or
14、covering of furniture in a real environment. Therefore, this allows complex and varied designs to be explored and visualized, making AR technology for interior </p><p> 2.AUGMENTED REALITY- NEW RESEARCH APP
15、ROACH FOR ARCHITECTURE</p><p> 2.1 Augmented Reality technology</p><p> Augmented Reality (AR) is a new technology that involves the overlay of computer graphics on the real world. As a result
16、, the user can see the real world augmented with virtual objects and can interact with them. Within a more general context, AR is also termed Mixed Reality (MR), referring to a multi-axis spectrum of areas that cover Vir
17、tual Reality (VR), Augmented Reality (AR), telepresence, and other related technology [1] (Figure 1).</p><p> Figure 1. Paul Milgram’s Reality- Virtual continuum.</p><p> Augmented Reality sys
18、tems combine digital information and the real world in a way that the user experiences them as one. A particularly important property of AR is locating virtual objects in the right place and position, which makes the Tra
19、cking System one of the most important components of an AR system. Essentially, an AR system must be able to follow the user’s point of view dynamically and keep virtual objects aligned with real world objects. The basic
20、 components of an AR system are a displ</p><p> Typically, an ARToolKit library is used to determine the relation between the real and virtual world. The ARToolKit uses a computer vision technique to define
21、 the position and orientation of the real camera viewpoint relative to a real world marker. Next, the ARToolKit defines and calculates the position of the virtual coordinates. Based on a concurrence of virtual and real c
22、amera coordinates, the computer graphics are then drawn as an overlay on a fiducial markers card. As a result, the user ex</p><p> Although Augmented Reality has only been studied for one decade, the growth
23、 and progress in the past few years have been remarkable. As such, AR technology has many possible applications across a wide range of fields, including entertainment, education, medicine, military training, engineering,
24、 and manufacturing [2](Figure 2; 3). </p><p> Figure 2. AR application in entertainment and medical fields.</p><p> Figure 3. AR application in military and manufacture engineering fields.<
25、/p><p> It is also expected that other potential areas for application will still appear with the dissemination of this technology. During the early stages, the main focus of AR development was related to hard
26、ware technology rather than usability. However, the rapid development of mobile (handheld) with better processing capacities and long-lasting batteries has raised the issue of lightweight mobile AR systems. Thus, mobile
27、AR devices are now one of the most promising emerging technologies. Similarly, </p><p> 2.2 Augmented Reality in architecture field</p><p> Recently, AR technology is also being considered as
28、a new design approach for architecture. As a result, a lot of AR experiments and research have been directed toward the architectural design process. For example, Figure 4 Left shows a full-size 3D virtual house in a rea
29、l life environment, where the handheld AR device allows the user to walk around and through it [3](Augmented Team- Finland 2003). Meanwhile, Figure 4- Right shows another implementation of AR in archaeology and touring g
30、uide, wh</p><p> Figure 4. Left: Virtual building in PDA. Right: Virtual Hera temple in historical.</p><p> In the case of architecture, the above applications can be effective for both design
31、ing and teaching. However, a growing number of new applications of AR technology are expected in the field of architecture.</p><p> 3. INTERIOR DESIGN IN DIGITAL ENVIRONMENT</p><p> 3.1 Proper
32、ties of interior design</p><p> In the case of interior design, the designer essentially applies the three basic principles of interior design: color, scale, and proportion within a predetermined space. Thu
33、s, the proposed AR system is focused on giving the user the flexibility to design using these three basic principles. Therefore, in the proposed AR environment, the user is able to adjust the properties of virtual furnit
34、ure and create different arrangements in a real environment.</p><p> 3.2 System design</p><p> For implementation, two separate modules were developed: one for creating and managing the 3D dat
35、abase, and the other for displaying, as show in below figure (Figure 5).</p><p> First, CAD applications extract information from a drawing andlink it to a database. For the given space, geometrical informa
36、tion is then extracted from a three-dimensional database of furniture. After loading the geometries, the position and direction of the views for the user are calculated based on data marker tracking. Simultaneously, the
37、location- and direction- based geometry data are transformed using transformation matrices to produce images that align beside other objects in the real vi</p><p> Figure 5. System diagram.</p><p
38、> The properties of the furniture graphics are saved in a database generated by a CAD application, e.g. 3DSMax software, while OpenGL renders the final graphics. Plus, an ARToolKit software library is used to calcula
39、te the 3D positions and orientations of the virtual furniture.</p><p> Figure 6. AR tracking& display process: the computergenerated graphics are integrated into user’s view.</p><p> 3.3 S
40、oftware</p><p> CAD applications handle the management of the building geometry data and link it to a database. Next, the AR software retrieves and displays the position and orientation data in the defined
41、environment.</p><p> The 3DSMax or other Building Information Modelling (BIM) applications (e.g. ArchiCAD, Revit etc.) are used as the basic software for the CAD applications and also provides customized su
42、pport for ARToolKit- 2.72.1. The 3DSMax (and others) produces a VRML file of a model which has a type *.wrl extension. An ARToolKit library then assumes the role of building the AR application. One of the key difficultie
43、s involved in developing an AR application is tracking the user’s viewpoint.</p><p> In order to determine which viewpoint to use to align the virtual imagery with real-world objects, the AR application fir
44、st needs to determine the viewpoint of the user in the real world.</p><p> ARToolKit software uses computer vision algorithms to solve this</p><p> problem. An ARToolKit video tracking library
45、 defines the virtual</p><p> camera position and orientation relative to physical markers in</p><p> real time. The ARToolKit library- the product of HIT Lab NZ- is</p><p> then
46、used to display the virtual objects.</p><p> 3.4 Hardware</p><p> In the present study, the AR system is based on a regular PC with a Windows XP operating system running on an Intel (R) Core(T
47、M) Quad CPU Q6600 with 2GB of RAM. Plus, a webcam, Logitech Quickcam Vision Pro, is used to capture the sense images. The user’s camera is capable of detecting known patterns from a single image and calculating the 3D po
48、sition and orientation for world-space. The virtual objects (furniture, partitions, walls, doors, etc.) are then superimposed based on marker tracking.</p><p> Figure 7. Left: Fiducial marker patterns. Righ
49、t: Sub-markercard for Tangible AR control.</p><p> Some of the tracking markers used by an ARToolKit library are very precise and robust. In this study, mk_patt.exe files were used to generate various image
50、 markers from a blankPatt.gif pattern directory. For implementation, several marker patterns and submarker templates for Tangible AR were made beforehand.</p><p> The Head-Mounted Display (HMD) also is equi
51、pped for user in the practical implementation. By using HMD for AR display, the user can move freely around virtual furniture when they are viewing it. The figure 8 shows an example of how the components International Jo
52、urnal of Computer Applications (0975 – 8887) Volume 5– No.5, August 2010 of AR system working together to produce the final results on video eye-monitors.</p><p> Figure 8. Schematic illustration of video o
53、verlaid- based Augmented Reality& VR Pro AR 800x600 HMD.</p><p> 3.5 Interaction method on occlusion markers for Tangible AR</p><p> This paper applies an interaction object- centered view
54、 to 2D interactions, which is easy to apply to Tangible AR environments where natural interaction methods are vital. In the real world, humans are able to use a variety of objects or bare fingers as a pointer. In additio
55、n, for some situations with multiple participants or bi-manual interactions, the interaction can even involve multiple pointers.</p><p> Detecting pointers over an interaction object can be achieved in nume
56、rous ways, where detecting the occlusions of the tracked object is a passive way to detect pointing actions. The occlusions of an interaction object can be easily utilized as an interaction method in Tangible AR environm
57、ents in which a camera is already available for providing real-world views to the user and tracking the objects of interest with passive formal markers.</p><p> For occlusion detection, predefined formal ma
58、rkers are widely used for tracking real objects in Tangible AR environments. Vision-based tracking systems usually require multiple markers for tracking one object. A number of markers are attached to a single object in
59、a pre-configured spatial relationship. In this way, the object can be tracked successfully even if some of markers in the marker set are not visible. In addition, because the spatial relationships of all the markers are
60、known, the pose</p><p> A simple way to guarantee that a marker is within the view volume is to check the visibility of its neighboring markers, referred to as boundary markers, while a marker being checked
61、 for occlusion is referred to an interaction marker.</p><p> To guarantee that an interaction marker is within the view volume, the boundary markers must be carefully placed. The convex hull of the boundary
62、 markers must include the interaction marker. For instance, for a single interaction marker, at least 2 boundary markers are needed surrounding the interaction marker (Figure 9). By checking whether these boundary marker
63、s are visible, the interaction marker can be guaranteed to be within the view volume, making it occluded if it is not detected.</p><p> Figure 9. Boundary markers around interaction markers.</p><
64、p> When multiple interaction markers are placed in a line, the neighbors of the interaction marker being tested can also be treated as boundary markers. These markers are referred to as hybrid markers (Figure 10). Th
65、e tested marker within the view volume whenever there is at least one visible boundary (or hybrid) marker on each side. Thus, hybrid markers act as both boundaries and an interaction point. In this way, the occlusion of
66、multiple consecutive markers can also be detected, as well as allow</p><p> Figure 10. Hybrid markers: center hybrid marker plays role of boundary marker for left hybrid marker.</p><p> Althou
67、gh the boundary marker method is simple to implement and works reliably, marker wastage is unavoidable, since additional non- interactable boundary markers are required. Plus, interaction is little difficult, as the user
68、 has to make sure that enough boundary markers are within the current view.</p><p> 3.6 Interaction virtual furniture using</p><p> Tangible AR</p><p> Tangible Augmented Reality
69、 interfaces combine a tangible user interface and augmented reality technology. In the present study, virtual furniture is modified using an occlusion- based interface for Tangible AR effects. Tangible AR interfaces are
70、where each virtual object is registered to a physical object, and a user interacts with the virtual objects by manipulating the corresponding physical objects. In this case, occlusion is a simple way of completing intera
71、ctions based on hiding the formal </p><p> Each unit marker corresponds to one option. In the implemented AR system, the user takes first sub-marker band card to create a virtual chair. The user can hide on
72、e unit marker using one finger. A new corresponding color is then assigned to the virtual chair. Next, the user moves the second sub-marker band card to connect with the first one in order to adjust the color volume. The
73、 corresponding virtual color slide is then added as an overlay for this band card. Changing the effect of the virtual</p><p> Figure 11. Left: Multi-class marker prototype; Right: User assembling separate p
74、arts of Multi-Class marker.</p><p> This study also uses a control method based on Multi-Class marker (Figure 11- Left), which is explored based on an identifiable ability image fiducial marker in the compu
75、ter-vision process. In fact, a Multi-Class marker combines the functions of several unit marker values. The operating control of a Multi-Class marker is through user assembling unit markers. Theoretically, several unit m
76、arker values can be created within one Multi-Class marker. Yet, in this study, one Multi-Class marker consists</p><p> The next section shows the interaction with virtual furniture to produce a Tangible AR
77、effect with an AR interface.</p><p> 4. IMPLEMENTATION</p><p> The operation of the system is described in the following paragraphs. First, the user prints out the markers that will be used, w
78、here the style and size of the markers can be defined from the user interface in order to adapt it to the environment (i.e. Viewing distance and size of the room). As the user walks around the room, they take a series of
79、 capture marker images with a digital camera. These marker images are then upload to the AR software as the marker tracking stage. Thereafter, the furn</p><p> system is started.</p><p> The s
80、ystem includes functions for handling images, moving wrlmodels and re-sizing them, and defining marker properties and threshold values for manipulating objects. The user selects different pieces of (virtual) furniture fr
81、om the object list on the left, then adds, deletes, or modifies the properties, and hides them as required. Each object first appears on the marker card, however, the user also can move an object to the desired position
82、by dragging it with a mouse, or modify the threshold va</p><p> manipulation, as no knowledge is required of the marker coordinates. First, a virtual chair and meeting table are assigned as the main samples
83、 in the present AR experiment. Once the virtual furniture has been arranged, the user can adjust the scale using digital images on the screen or a control marker band through a Tangible AR effect. In the AR photos, the u
84、ser keeps the control marker template in their hand as they approach the virtual furniture. The virtual adjusted slide appears on the cont</p><p> In another phase, if the user wants to place a sample parti
85、tion in the room, the user can order a virtual partition to appear in the appropriate position. Yet, difficulties occur when the camera has difficulty viewing the tracking markers in the case of virtual and real furnitur
86、e being added in the same space. With the proposed system, the implementation allows the user to change the three dimensional relationship between the virtual furniture and the marker images. Thus, the user can place a m
87、a</p><p> furniture, the properties of a partition or any virtual furniture can be modified in real time using the Tangible AR effect. </p><p> All the images and virtual models are loaded ont
88、o the system dynamically. Furthermore, the state of the virtual furnishing design can be saved in a project file, which can then be loaded later when the user decides to continue working their design.</p><p>
89、; Figure 12. Two-phase AR scene- user adjusts color of virtual furniture</p><p> Figure 13. Chair base is moved on floor plan graphic& the statue is added on table using AR interior design interface.&l
90、t;/p><p> 5. CONCLUSION</p><p> This research examined virtual furniture and adjustment work to create a new design method using Augmented Reality technology for Interior Design education.</p&
91、gt;<p> In particular, AR technology opens up many new research fields in engineering and architecture. In an AR environment, design work can become more lively, convenient, and intelligent. Plus, design work and
92、 manufacturing can be conducted at the same time and we close relationship with each other. With AR, the virtual products of graphic technology are not only for simulation but also obtain real higher values.</p>&
93、lt;p> Furthermore, AR technology can become a new animated simulation tool for interior design, allowing the user to see a mixed AR scene through HMD, video display, or PDA. It is also anticipated that the interactiv
94、e potential can be increased according to the user’s needs.</p><p> 6. ACKNOWLEDGMENTS</p><p> This research was supported by Basic Science Research Program through the National Research Found
95、ation of Korea (NRF) funded by the Ministry of Education, Science and Technology (2010-0015999).</p><p> 7. REFERENCES</p><p> [1] Milgram, P., Takemura, H., Utsumi, A., and Kishimo, F. 1994.
96、Augmented reality: A class of displays on the realityvirtual continuum. In Proceedings Telemanipulator and Telepresence Technologies: 2351-34, Retrieve 2007-03-15.</p><p> [2] Azuma, R. 1997. A survey of Au
97、gmented Reality. InPresence: Teleoperators and Virtual Environment 6, 4 (August 1997), 355-385.</p><p> [3] Woodward, C., Lahti, J., Rökkö, J., Honkamaa, P., Jäppinen, J., Rainio, K., and et
98、al. 2007. Virtual and augmented reality in the digital building project. International Journal of Design Science and Technology, Vol.14, No.1, 23-40.</p><p> [4] Billinghurst, M., Kate, H., and Proupyrev, I
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