dc.contributor.author | Κυριαζή, Πελαγία | el |
dc.contributor.author | Kyriazi, Pelagia | en |
dc.date.accessioned | 2018-11-05T10:38:17Z | |
dc.date.available | 2018-11-05T10:38:17Z | |
dc.date.issued | 2018-11-05 | |
dc.identifier.uri | https://dspace.lib.ntua.gr/xmlui/handle/123456789/47897 | |
dc.identifier.uri | http://dx.doi.org/10.26240/heal.ntua.16057 | |
dc.rights | Αναφορά Δημιουργού-Μη Εμπορική Χρήση 3.0 Ελλάδα | * |
dc.rights.uri | http://creativecommons.org/licenses/by-nc/3.0/gr/ | * |
dc.subject | Java | en |
dc.subject | Android | en |
dc.subject | Android Studio | en |
dc.subject | Cultural Heritage | en |
dc.subject | Tracking | en |
dc.subject | Computer Vision | en |
dc.subject | Πολιτιστική Κληρονομιά | el |
dc.subject | Ανίχνευση χαρακτηριστικών | el |
dc.subject | Όραση Υπολογιστών | el |
dc.subject | Επαυξημένη Πραγματικότητα | el |
dc.title | A survey of Augmented Reality technology in the field of Cultural Heritage | el |
heal.type | bachelorThesis | |
heal.classification | Augmented reality | en |
heal.classificationURI | http://id.loc.gov/authorities/subjects/sh2006020069 | |
heal.language | en | |
heal.access | free | |
heal.recordProvider | ntua | el |
heal.publicationDate | 2018-03-26 | |
heal.abstract | Augmented Reality (AR) is a technology which allows the enhancement of the physical, real world environment, through its augmentation with computer generated sensory input. The idea of an electronic display that superimposes data over a real-world scene in order to provide more information about it, already exists from 1901, but it was only recently that the first relevant applications came to life. Nowadays, it has practical applications in various fields, not only scientific but also fields of everyday life. Many researchers and companies are trying to develop innovative AR systems. One of the fields using Augmented Reality is the promoting of cultural heritage. By creating three dimensional models of monuments it is possible to display them over an image far away from their actual location, giving the opportunity to more people to get to know them and even interact with them. Their visualization through the years is also a potential, which can offer an interactive experience to the visitors. Especially in case the monument is nowadays partly destroyed, its presentation during the days of its glory can be very impressive and informative. Moreover, the construction of the digital model is a part of the geometrical documentation of the monument, which contributes to its complete documentation and to its maintenance and transmission to future generations. This transmission is one of the domain objectives of the architectures and the other scientists who are in charge of protecting the cultural property. The present thesis is the result of the research done, in order to better understand the concept of Augmented Reality and how it can contribute to the field of cultural heritage. The vision-based methods of tracking the surface are mostly examined, as they are the most widespread techniques, as well as the most relevant to the field of photogrammetry. The thesis is separated in four chapters, each one having a specific role to play. The first chapter is about the theoretical background. It begins with the definition of the Augmented Reality term, to help the readers comprehend its basic characteristics and distinguish it from other versions of reality. The historical review of how the whole idea came to life and developed follows, to provide an understanding of its evolution through the years and to present all the notable researchers who contributed to make this system available. The next important element is the different aspects of life where it has made inroads. The impact that has been left until now is crucial in order to estimate the future development and the even bigger modifications that are going to be made. The second chapter aims at the explication of the system's technology. Three categories of hardware components are essential to create an AR system; sensors, processors and display devices. Their functionality is explained in this part. A brief presentation of how the whole system works follows, to explain how these components are used to produce the final result. Emphasis is being given to the tracking, as it is the most important procedure for the real-world scene augmentation. The problems, or better challenges, that the researchers have to face are also presented here. Last but not least, some of the projects in which monuments or archaeological sites have been enhanced by Augmented Reality systems are described. The attempt to produce an application which superimposes the 3D model of the Tomb of Christ, situated in Jerusalem, on the image of its floor plan, is reported in the third chapter. The chapter begins with the history and the architecture of the Church of the Holy Sepulchre, where the monument is located and it continues with how the monument's digital construction has been done. Next, the tools and the components that have been used for the production of the application are presented. Finally, the system's building is described, giving emphasis to the code's most important parts. The last chapter is basically an epilogue. It includes conclusions concerning the thesis and an evaluation of the application which is based on the results. For the closure, expansions that could possibly be created in the future are discussed. | en |
heal.advisorName | Γεωργόπουλος, Ανδρέας | el |
heal.committeeMemberName | Γεωργόπουλος, Ανδρέας | el |
heal.committeeMemberName | Ιωαννίδης, Χαράλαμπος | el |
heal.committeeMemberName | Δουλάμης, Νικόλαος | el |
heal.academicPublisher | Εθνικό Μετσόβιο Πολυτεχνείο. Σχολή Αγρονόμων και Τοπογράφων Μηχανικών. Τομέας Τοπογραφίας. Εργαστήριο Φωτογραμμετρίας | el |
heal.academicPublisherID | ntua | |
heal.numberOfPages | 101 σ. | |
heal.fullTextAvailability | true |
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