8 Exploring practical use-cases of augmented reality using photogrammetry and other 3D reconstruction tools in the Metaverse
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Abstract
In today’s world, people increasingly rely on mobile apps to do their day-today activities, like checking their Instagram feed and online shopping from websites like Amazon and Flipkart. People are depending on WhatsApp and Instagram stories to communicate with local businesses and to leverage the said platforms for online advertising. Using Google Maps to find their way when they travel and finding out the immediate road and traffic conditions with digital banners around the road, has obviously led to a boom in advertising and marketing. Recently, internet users have increasingly desired to immerse themselves in a Metaverse-like platform where they can interact and socialize. Meta’s Metaverse is a tightly connected network of 3D digital spaces that allow users to escape into a virtual world. It is designed to change the way you socialize, work, shop, and connect with the real and virtual world around you. These platforms are not fully submerged in the real world; they are inclined toward virtual spaces only, making it obvious to fill this gap. Thus, the proposed framework in this chapter would be a new kind of system that may develop a socio-meta platform, powered by augmented reality and other technologies like photogrammetry and LiDAR. Augmented reality provides an interactive way of experiencing the real world, where the objects of the natural world are enhanced by computer-generated perceptual vision. One of the significant problems with augmented reality is the process of building virtual 3D objects that can be augmented into real spaces, which could be solved with photogrammetry and LiDAR. Photogrammetry is the technique of producing 3D objects using 2D images of a physical object taken from different angles and orientations. LiDAR, on the other hand, is another 3D reconstruction technology used widely by Apple’s eco-system. The functioning of LIDAR is very similar to sonar and radar, and the detection and ranging part are where it stands out from the others. The idea behind this platform is to open tons of virtual dimensions in the real world using the principles of mixed reality and geographic mapping tools such as Google Maps, MapBox, and GeoJSON; it would consequently transition the way people spend their time on social media by opening a portal for generating 3D objects that can be augmented to the real-world location using photogrammetry and cloud anchors by just a few 2D digital photographs taken from their camera.
Abstract
In today’s world, people increasingly rely on mobile apps to do their day-today activities, like checking their Instagram feed and online shopping from websites like Amazon and Flipkart. People are depending on WhatsApp and Instagram stories to communicate with local businesses and to leverage the said platforms for online advertising. Using Google Maps to find their way when they travel and finding out the immediate road and traffic conditions with digital banners around the road, has obviously led to a boom in advertising and marketing. Recently, internet users have increasingly desired to immerse themselves in a Metaverse-like platform where they can interact and socialize. Meta’s Metaverse is a tightly connected network of 3D digital spaces that allow users to escape into a virtual world. It is designed to change the way you socialize, work, shop, and connect with the real and virtual world around you. These platforms are not fully submerged in the real world; they are inclined toward virtual spaces only, making it obvious to fill this gap. Thus, the proposed framework in this chapter would be a new kind of system that may develop a socio-meta platform, powered by augmented reality and other technologies like photogrammetry and LiDAR. Augmented reality provides an interactive way of experiencing the real world, where the objects of the natural world are enhanced by computer-generated perceptual vision. One of the significant problems with augmented reality is the process of building virtual 3D objects that can be augmented into real spaces, which could be solved with photogrammetry and LiDAR. Photogrammetry is the technique of producing 3D objects using 2D images of a physical object taken from different angles and orientations. LiDAR, on the other hand, is another 3D reconstruction technology used widely by Apple’s eco-system. The functioning of LIDAR is very similar to sonar and radar, and the detection and ranging part are where it stands out from the others. The idea behind this platform is to open tons of virtual dimensions in the real world using the principles of mixed reality and geographic mapping tools such as Google Maps, MapBox, and GeoJSON; it would consequently transition the way people spend their time on social media by opening a portal for generating 3D objects that can be augmented to the real-world location using photogrammetry and cloud anchors by just a few 2D digital photographs taken from their camera.
Chapters in this book
- Frontmatter I
- Foreword V
- Preface VII
- Acknowledgments XIII
- Contents XV
- List of contributors XVII
- 1 Application of AR and VR for supply chain: a macro perspective approach 1
- 2 An intelligent traffic control system using machine learning techniques 19
- 3 Proficient implementation toward detection of thyroid nodules for AR/VR environment through deep learning methodologies 35
- 4 Convergence of AR/VR with IoT in manufacturing and their novel usage in IoT 77
- 5 Proficiency of Metaverse using virtual reality for industry and users perspective 99
- 6 Retailing and e-commerce riding on technology: augmented reality and virtual reality 127
- 7 Inclusive education through augmented reality (AR) and virtual reality (VR) in India 147
- 8 Exploring practical use-cases of augmented reality using photogrammetry and other 3D reconstruction tools in the Metaverse 163
- 9 An empirical analysis of conspicuous consumption of luxury cosmetic products via augmented reality technology concerning India’s workforce 187
- 10 Application of virtual reality and augmented reality technologies to boost the technical capabilities for a constructive and effective learning in education for a performing virtual eco-system: a design thinking approach 203
- 11 Role of augmented reality and virtual reality in sports 221
- 12 Space traffic management: a simulationbased educational app for learners 237
- 13 Integration of virtual reality in the e-learning environment 253
- 14 The resurgence of augmented reality and virtual reality in construction: past, present, and future directions 275
- Editors’ biography 293
- Index 295
Chapters in this book
- Frontmatter I
- Foreword V
- Preface VII
- Acknowledgments XIII
- Contents XV
- List of contributors XVII
- 1 Application of AR and VR for supply chain: a macro perspective approach 1
- 2 An intelligent traffic control system using machine learning techniques 19
- 3 Proficient implementation toward detection of thyroid nodules for AR/VR environment through deep learning methodologies 35
- 4 Convergence of AR/VR with IoT in manufacturing and their novel usage in IoT 77
- 5 Proficiency of Metaverse using virtual reality for industry and users perspective 99
- 6 Retailing and e-commerce riding on technology: augmented reality and virtual reality 127
- 7 Inclusive education through augmented reality (AR) and virtual reality (VR) in India 147
- 8 Exploring practical use-cases of augmented reality using photogrammetry and other 3D reconstruction tools in the Metaverse 163
- 9 An empirical analysis of conspicuous consumption of luxury cosmetic products via augmented reality technology concerning India’s workforce 187
- 10 Application of virtual reality and augmented reality technologies to boost the technical capabilities for a constructive and effective learning in education for a performing virtual eco-system: a design thinking approach 203
- 11 Role of augmented reality and virtual reality in sports 221
- 12 Space traffic management: a simulationbased educational app for learners 237
- 13 Integration of virtual reality in the e-learning environment 253
- 14 The resurgence of augmented reality and virtual reality in construction: past, present, and future directions 275
- Editors’ biography 293
- Index 295