两种基于标记的移动增强现实解决三维变形错觉难题的比较研究

Deborah Rose Buhion, Michaela Nicole Dizon, Thea Ellen Go, Kenneth Neil Oafallas, Patrick Jaspher Joya, Alexandra Cyrielle Mangune, Sean Paulo Nerie, N. P. Del Gallego
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引用次数: 0

摘要

变形错觉是一类视错觉,其中物体以某种方式被透视扭曲,以便从某个角度或方向观察时,物体变得可识别。我们开发了两个基于标记的移动增强现实应用程序来演示3D变形错觉。我们将其定义为一种解谜机制,用户必须通过设备摄像头的移动将变形碎片对齐,以形成可区分的虚拟模型。提出的第一种AR利用2D可打印标记(基于2D标记的AR)。相比之下,第二种AR使用桌面物品作为标记,例如麦片盒、锡罐、动作人物等(基于3D标记的AR)。AR应用程序在场景设置、用户交互和变形错觉示例方面有所不同。我们对公共3D模型进行切片,并将相应的切片随机分布在给定的虚拟空间中,使用相机视点使模型变得可识别。我们提出的框架确保每个游戏过程提供一个新的变形幻觉。早期用户测试结果表明,我们基于2d标记的AR应用程序在展示变形错觉方面更有效。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A Comparative Study of Two Marker-Based Mobile Augmented Reality Applications for Solving 3D Anamorphic Illusion Puzzles
Anamorphic illusions are a class of optical illusions wherein objects are perspectively distorted in some way so that the object becomes recognizable when viewing them from a certain point of view or direction. We develop two marker-based mobile augmented reality applications to demonstrate 3D anamorphic illusions. We frame this as a puzzle-solving mechanic where users must align the anamorphic pieces through the movement of the device camera to form a distinguishable virtual model. The first AR proposed utilizes 2D printable markers (2D marker-based AR). In contrast, the second AR uses tabletop items as markers, such as cereal boxes, tin cans, action figures, and the like (3D marker-based AR). The AR applications differ regarding scene setup, user interactions, and examples of anamorphic illusions. We sliced public 3D models, and the corresponding slices were randomly distributed in a given virtual space, using a camera viewpoint where the model would become recognizable. Our proposed framework ensures that each playthrough provides a new anamorphic illusion. Early user testing results show that our 2D-marker-based AR application is more effective in showcasing anamorphic illusions.
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