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1

Kumar, Ankur. „Augmented RealityAugmented Reality“. International Journal for Research in Applied Science and Engineering Technology 9, Nr. VII (31.07.2021): 3510–22. http://dx.doi.org/10.22214/ijraset.2021.37098.

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Augmented Reality (AR), which blends virtual information with the real environment in real-time performance, is constantly evolving and becoming more sophisticated and robust. It is critical to ensure that the augmented reality system is accepted and successful. This paper primarily discusses the current state of AR applications and the various fields in which AR is being used.
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Salinas Martí­nez, Norma Patricia, Carlos Hernández-Nieto, Eliud Quintero, Xavier Sánchez und Eduardo González-Mendívil. „AUGMENTED REALITY“. Ergodesign & HCI 4, Nr. 1 (30.06.2016): 49. http://dx.doi.org/10.22570/ergodesignhci.v4i1.60.

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Augmented Reality, Visualization, Educational Technology In order to take advantage of the didactic potential that AugmentedReality (AR) provides we present an educational resource meant to help to transform the teaching and learning of Mathematics, through the creation of graphical representations for mathematical reasoning. The spatial visualization skill is a cross-curriculum content that has been taken for granted, the challenge then is to improve its development. With the design of this AR application we want to help students with this task. The application covers content that belongs to conventional courses of calculus I, II and III at college.
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Leiber, Daria, Lukas Tanz und Gunther Reinhart. „Augmented Reality in der Montagetechnik/Augmented Reality in assembly technology“. wt Werkstattstechnik online 111, Nr. 03 (2021): 130–35. http://dx.doi.org/10.37544/1436-4980-2021-03-38.

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Modell- und simulationsbasierte Ansätze werden in verschiedenen Lebenszyklusphasen von Montageanlagen eingesetzt. Potenziale bestehen vor allem bei der Vereinfachung von Planung und Programmierung. Moderne Visualisierungsmethoden wie Augmented Reality (AR) können dabei genutzt werden, um Planungsergebnisse anschaulich darzustellen und existierende Anlagen in die Planung miteinzubeziehen. Auch zur Vereinfachung der Programmierung und Inbetriebnahme von Industrierobotern lässt sich AR einsetzen.   Model- and simulation-based methods are used in different life cycle phases of assembly systems. In particular, they offer potential for simplifying the planning and programming of assembly lines. Modern visualization methods such as Augmented Reality (AR) can be used to clearly visualize planning results and to include existing equipment in the planning process. AR can also be used to simplify the programming and initial start-up of industrial robots.
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Sallow, Amira B., und Younis M. Younis. „Augmented Reality: A Review“. Academic Journal of Nawroz University 8, Nr. 3 (31.08.2019): 76. http://dx.doi.org/10.25007/ajnu.v8n3a399.

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Accepting Augmented Reality (AR) technologies to add to our observation and assist our understanding, hearing, and touch our surroundings in novel and augmented habits. AR determination maintenance in playing field such as edification, preservation, proposal and investigation, to designation but a few. Designates the sports ground of AR, together with a momentary characterization and improvement olden times, the allowing knowledge and their physical appearance. It surveys the formal of the art by rereading about recent submissions of AR technology with some recognized margins on the subject of anthropological features in the use of AR methods that inventers will need to astound. In this paper, an AR technique is presented, as a review from 2017 until 2018. Furthermore, we have stated the best technique of AR, and table of summarization for all reviewed articles.
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Dörner, Ralf, Wolfgang Broll, Paul Grimm und Bernhard Jung. „Virtual Reality und Augmented Reality (VR/AR)“. Informatik-Spektrum 39, Nr. 1 (30.09.2014): 30–37. http://dx.doi.org/10.1007/s00287-014-0838-9.

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Goebert, Chad. „Augmented Reality in Sport Marketing“. Sports Innovation Journal 1 (09.11.2020): 134–51. http://dx.doi.org/10.18060/24227.

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The augmented reality (AR) market is expected to grow to $60.55 billion by 2023 and there are currently an estimated 4.2 billion AR-capable devices in the hands of consumers. Experts believe that sport is a high-value market for AR as it is uniquely positioned to utilize AR in multiple marketing contexts (Haber, 2019). The COVID-19 pandemic has accelerated the rate at which sport organizations are utilizing AR as they attempt to reach fans and consumers that are limited or restricted from attending events in person. This article introduces augmented reality to sport managers and practitioners and defines AR, detailing how it can be used by citing examples of how it has been used in sport marketing to this point. Specifically, the paper discusses the three most common classifications of AR for marketing and their role in sport: advertising/promotion, product management, and customer service. The types of AR delivery systems (e.g., HMD, projector-based, smartphone, broadcast AR) are also discussed to clarify that AR is a grouping of technologies and not just one hardware platform. Sport and non-sport examples of AR implementations of the different classifications and delivery systems are provided in this text. Three recommendations are provided for AR development and implementation, namely that sport AR activations should be a complement to the sport product, focus on visual appeal, and strive for immersion. These recommendations are grounded in academic research and intended to assist practitioners planning to implement AR as part of their marketing strategy.
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Ignat'ev, S., Z. Tret'yakova und Marianna Voronina. „Augmented Reality in Descriptive Geometry“. Geometry & Graphics 8, Nr. 2 (17.08.2020): 41–50. http://dx.doi.org/10.12737/2308-4898-2020-41-50.

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In this paper is investigated the possibility of Augmented Reality (AR) technologies contextualizing in teaching methods for “Descriptive Geometry” (DG) student course. The aim of the investigation was the study of the current state of knowledge and practice in the field of DG students teaching with the help of AR-technologies, and identification of key issues affecting the adoption by users (teachers and students) of AR-technologies as a modern educational tool in the. Conducted an analysis of existing researches in the field of modern educational tool in the field of DG. Has been carried out the analysis of current investigations in the field of DG students teaching based on AR-technology. The key problems affecting the adoption by users of AR-technologies as an educational tool in the field of DG have been determined. Existing methods of DG students teaching using AR-technologies in St. Petersburg Mining University are gradually completed and updated. The work results showed that students have a positive perception of educational classes on DG course based on AR-technologies. Students successfully solve DG problems using AR-technology based on Vuforia platform; create 3-D models of geometric entities in SketchUp, and labels for camera fixing based on AutoCAD. When creating the software, the compiled C ++ programming language is used, based on which scripts (markers) are written that lift 3-D models of objects to given planes. The study results will be useful for developers of AR-platforms, AR-applications in the field of DG students training. They will allow avoid projects that may cause problems with the convenience of AR-applications using, what, in turn, will lead to the rejection of users from the introduction of this technology when getting students education in DG.
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Laverdière, Carl, Jason Corban, Jason Khoury, Susan Mengxiao Ge, Justin Schupbach, Edward J. Harvey, Rudy Reindl und Paul A. Martineau. „Augmented reality in orthopaedics“. Bone & Joint Journal 101-B, Nr. 12 (Dezember 2019): 1479–88. http://dx.doi.org/10.1302/0301-620x.101b12.bjj-2019-0315.r1.

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Aims Computer-based applications are increasingly being used by orthopaedic surgeons in their clinical practice. With the integration of technology in surgery, augmented reality (AR) may become an important tool for surgeons in the future. By superimposing a digital image on a user’s view of the physical world, this technology shows great promise in orthopaedics. The aim of this review is to investigate the current and potential uses of AR in orthopaedics. Materials and Methods A systematic review of the PubMed, MEDLINE, and Embase databases up to January 2019 using the keywords ‘orthopaedic’ OR ‘orthopedic AND augmented reality’ was performed by two independent reviewers. Results A total of 41 publications were included after screening. Applications were divided by subspecialty: spine (n = 15), trauma (n = 16), arthroplasty (n = 3), oncology (n = 3), and sports (n = 4). Out of these, 12 were clinical in nature. AR-based technologies have a wide variety of applications, including direct visualization of radiological images by overlaying them on the patient and intraoperative guidance using preoperative plans projected onto real anatomy, enabling hands-free real-time access to operating room resources, and promoting telemedicine and education. Conclusion There is an increasing interest in AR among orthopaedic surgeons. Although studies show similar or better outcomes with AR compared with traditional techniques, many challenges need to be addressed before this technology is ready for widespread use. Cite this article: Bone Joint J 2019;101-B:1479–1488
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Tzima, Stavroula, Georgios Styliaras und Athanasios Bassounas. „Augmented Reality in Outdoor Settings“. Journal on Computing and Cultural Heritage 14, Nr. 3 (Juli 2021): 1–17. http://dx.doi.org/10.1145/3439953.

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New technologies such as Augmented Reality (AR) have already been exploited in the promotion of unique and well-known cultural assets. Nevertheless, different types of heritage assets can be found scattered in many different places, in both urban and rural landscapes, where AR applications may not function properly due to problems concerning the effectiveness of GPS or image recognition methods. It is an important issue that limits the exploitation of AR technology with a view to hidden cultural heritage promotion. The current study presents a hybrid image recognition technique used in an AR application and its evaluation in the outdoor settings. The hybrid technique is based on an image-based marker and its evaluation mainly aimed to study if and to what extent it is accepted by the users, if it raises aesthetic issues, and if it affects the use and acceptance of the AR in culture field. The evaluation was based on a qualitative research and the results showed that to most participants the used hybrid technique does not create an aesthetical issue. Additionally, all participants found the AR app useful and easy to use and they consider that the AR technology can significantly contribute to the promotion of cultural heritage.
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FitzGerald, Elizabeth, Rebecca Ferguson, Anne Adams, Mark Gaved, Yishay Mor und Rhodri Thomas. „Augmented Reality and Mobile Learning“. International Journal of Mobile and Blended Learning 5, Nr. 4 (Oktober 2013): 43–58. http://dx.doi.org/10.4018/ijmbl.2013100103.

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In this paper, the authors examine the state of the art in augmented reality (AR) for mobile learning. Previous work in the field of mobile learning has included AR as a component of a wider toolkit but little has been done to discuss the phenomenon in detail or to examine in a balanced fashion its potential for learning, identifying both positive and negative aspects. The authors seek to provide a working definition of AR and to examine how it can be embedded within situated learning in outdoor settings. The authors classify it according to key aspects (device/technology, mode of interaction/learning design, type of media, personal or shared experiences, whether the experience is portable or static, and the learning activities/outcomes). The authors discuss the technical and pedagogical challenges presented by AR, before looking at ways in which it can be used for learning. Finally, the paper looks ahead to AR technologies that may be employed in the future.
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Petruse, Radu Emanuil, Ioan Bondrea, Marco Sacco und Stefano Mottura. „Augmented Reality Aided 3D Modelling“. Advanced Materials Research 1036 (Oktober 2014): 1037–40. http://dx.doi.org/10.4028/www.scientific.net/amr.1036.1037.

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The purpose of the article is to introduce possibilities of using Augmented Reality instructions in order to better understand technical drawings. The aim of these instructions based on 3D models is to create AR training applications and analyze their impact on the users. These instructions consist in a 3D model, superimposed over the technical drawing. The AR application also offers step by step instructions for 3D modelling in CAD software, which are very useful in creating the 3D model starting from a technical drawing. The AR application was tested by students from the Faculty of Engineering in Sibiu, obtaining great improvements in their 3D modelling times. The results of a survey that the students completed reveal that the AR modelling instructions also aids their spatial visualization capability.
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Itoh, Yuta, Tobias Langlotz, Jonathan Sutton und Alexander Plopski. „Towards Indistinguishable Augmented Reality“. ACM Computing Surveys 54, Nr. 6 (Juli 2021): 1–36. http://dx.doi.org/10.1145/3453157.

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Adding virtual information that is indistinguishable from reality has been a long-awaited goal in Augmented Reality (AR). While already demonstrated in the 1960s, only recently have Optical See-Through Head-Mounted Displays (OST-HMDs) seen a reemergence, partially thanks to large investments from industry, and are now considered to be the ultimate hardware for augmenting our visual perception. In this article, we provide a thorough review of state-of-the-art OST-HMD-related techniques that are relevant to realize the aim of an AR interface almost indistinguishable from reality. In this work, we have an initial look at human perception to define requirements and goals for implementing such an interface. We follow up by identifying three key challenges for building an OST-HMD-based AR interface that is indistinguishable from reality: spatial realism, temporal realism, and visual realism. We discuss existing works that aim to overcome these challenges while also reflecting against the goal set by human perception. Finally, we give an outlook into promising research directions and expectations for the years to come.
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Militello, Laura, Christen Sushereba, Olivia Hernandez und Emily S. Patterson. „Augmented Reality Adaptive Training Principles“. Proceedings of the International Symposium on Human Factors and Ergonomics in Health Care 8, Nr. 1 (September 2019): 72–75. http://dx.doi.org/10.1177/2327857919081016.

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As augmented reality (AR) technology offers enhanced capabilities for medical simulation training, research is required to understand how to best leverage the strengths of AR. We describe a literature review that will provide the foundation for articulating and testing candidate principles for AR adaptive training design. Our goal is to articulate and test design principles for designing recognition skills training as described in the recognition-primed decision model (Klein, 1997). We identified seminal articles from the the Naturalistic Decision Making literature, and used those to seed a systematic review of the medical education and combat medic training literatures. Findings from the literature review suggest three categories of candidate design principles: 1) fidelity and realism, 2) engagement, and 3) scaffolding. Next steps will include articulating specific design principles and designing a series of studies to test them using the VPIT AR training platform.
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Elmqaddem, Noureddine. „Augmented Reality and Virtual Reality in Education. Myth or Reality?“ International Journal of Emerging Technologies in Learning (iJET) 14, Nr. 03 (14.02.2019): 234. http://dx.doi.org/10.3991/ijet.v14i03.9289.

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Augmented Reality and Virtual Reality are not new technologies. But several constraints prevented their actual adoption. Recent technological progresses added to the proliferation of affordable hardware and software have made AR and VR more viable and desirable in many domains, including educa-tion; they have been relaunched with new promises previously unimaginable. The nature of AR and VR promises new teaching and learning models that better meet the needs of the 21st century learner. We’re now on a path to re-invent education. This work consists of explaining the reasons behind the new rise of AR and VR and why their actual adoption in education will be a reality in a near fu-ture.
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Krishnamurth, Vallidevi, Nagarajan K. K., D. Venkata Vara Prasad, Ganesh Kumar, Arjith Natarajan, Shailesh Saravanan, Akshaya Natarajan, Shankaran Murugan und Dattuluri Rushitaa. „Augmented reality and virtual reality in our daily life“. International Journal of Informatics and Communication Technology (IJ-ICT) 9, Nr. 3 (01.12.2020): 205. http://dx.doi.org/10.11591/ijict.v9i3.pp205-211.

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Augmented reality, the new age technology, has widespread applications in every field imaginable. This technology has proven to be an inflection point in numerous verticals, improving lives and improving performance. In this paper, we explore the various possible applications of Augmented Reality (AR) in the field of Medicine. The objective of using AR in medicine or generally in any field is the fact that, AR helps in motivating the user, making sessions interactive and assist in faster learning. In this paper, we discuss about the applicability of AR in the field of medical diagnosis. Augmented reality technology reinforces remote collaboration, allowing doctors to diagnose patients from a different locality. Additionally, we believe that a much more pronounced effect can be achieved by bringing together the cutting edge technology of AR and the lifesaving field of Medical sciences. AR is a mechanism that could be applied in the learning process too. Similarly, virtual reality could be used in the field where more of practical experience is needed such as driving, sports, neonatal care training.
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Yahya, Manal A., und Ajantha Dahanayake. „A Needs-Based Augmented Reality System“. Applied Sciences 11, Nr. 17 (28.08.2021): 7978. http://dx.doi.org/10.3390/app11177978.

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Augmented Reality aims to enhance the real world with computer-generated information. AR technology is both attractive and promising. Current AR experiences depend on external elements to launch, such as markers, images, and location. For an AR experience to be more personalized, this research proposes a scheme to trigger AR experiences based on human needs. This approach should enable human needs to be captured, and analyze them to select the most suited experiences that fulfill or aids in fulfilling needs. The contribution of this paper includes (1) a study of current AR technologies and triggers, (2) an analysis of human needs into measurable elements, and (3) a description of a needs-based AR application process with a demonstration of the process guidelines. The research presents a proof of concept prototype of a restaurant that satisfies the subsistence need for hunger. The results show the effectiveness of the guidelines in detecting human needs and recommending AR experiences; however, producing correct predictions and recommendations requires a well-established dataset.
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Echigo, Tomio. „Augmented Reality (AR) in Sports Video“. Journal of The Institute of Image Information and Television Engineers 71, Nr. 3 (2017): 250. http://dx.doi.org/10.3169/itej.71.250.

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Schneider, Max, Christian Kunz, Andrej Pal’a, Christian Rainer Wirtz, Franziska Mathis-Ullrich und Michal Hlaváč. „Augmented reality–assisted ventriculostomy“. Neurosurgical Focus 50, Nr. 1 (Januar 2021): E16. http://dx.doi.org/10.3171/2020.10.focus20779.

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OBJECTIVEPlacement of a ventricular drain is one of the most common neurosurgical procedures. However, a higher rate of successful placements with this freehand procedure is desirable. The authors’ objective was to develop a compact navigational augmented reality (AR)–based tool that does not require rigid patient head fixation, to support the surgeon during the operation.METHODSSegmentation and tracking algorithms were developed. A commercially available Microsoft HoloLens AR headset in conjunction with Vuforia marker-based tracking was used to provide guidance for ventriculostomy in a custom-made 3D-printed head model. Eleven surgeons conducted a series of tests to place a total of 110 external ventricular drains under holographic guidance. The HoloLens was the sole active component; no rigid head fixation was necessary. CT was used to obtain puncture results and quantify success rates as well as precision of the suggested setup.RESULTSIn the proposed setup, the system worked reliably and performed well. The reported application showed an overall ventriculostomy success rate of 68.2%. The offset from the reference trajectory as displayed in the hologram was 5.2 ± 2.6 mm (mean ± standard deviation). A subgroup conducted a second series of punctures in which results and precision improved significantly. For most participants it was their first encounter with AR headset technology and the overall feedback was positive.CONCLUSIONSTo the authors’ knowledge, this is the first report on marker-based, AR-guided ventriculostomy. The results from this first application are encouraging. The authors would expect good acceptance of this compact navigation device in a supposed clinical implementation and assume a steep learning curve in the application of this technique. To achieve this translation, further development of the marker system and implementation of the new hardware generation are planned. Further testing to address visuospatial issues is needed prior to application in humans.
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Alkurdi, Ahmad A. H. „Educational Augmented Reality Solar System“. Academic Journal of Nawroz University 9, Nr. 3 (28.08.2020): 324. http://dx.doi.org/10.25007/ajnu.v9n3a839.

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Augmented reality (AR) has been the main focus for several technology corporations in the past few years. AR is the integration of computer generated objects with the users’ environment. The advancement of hardware enables devices to create and place virtual objects in our setting. AR concepts have provided great capabilities for the educational, entertainment and health sector. People, specifically Primary school children comprehend visual material much more efficiently than imaginary or textual subjects. Augmented reality helps in visualizing and picturing different subjects in classrooms whereas traditionally students would have to imagine the subjects at hand. ARKit is a powerful framework developed for iOS that enables iOS based devices to provide AR capabilities. This framework supports the placement of computer generated object in to our world in a seamless and effortless manner. The proposed system is an augmented reality mobile application which illustrates the movement of the solar system. It also incorporates functionality to show specific information about planets for educational purposes. the system is a gateway for developing similar educational applications for school children.
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Tong Lee, Kah, und Albert Quek. „TARogic: Tangible augmented reality game“. International Journal of Engineering & Technology 7, Nr. 2.14 (06.04.2018): 101. http://dx.doi.org/10.14419/ijet.v7i2.14.11463.

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Augmented Reality (AR) has been around for the past decade. It has been applied in many fields and one of the common fields is in education. In this paper, we have make use of Tangible Augmented Reality technology in creating an interactive game called TARogic that teaches students on the basic of programming logics. Tangible Augmented Reality is a combination of Augmented Reality (AR) technology and Tangible User Interface (TUI), which uses real environment objects to interact with the Augmented Reality (AR) environment. In this project, we have created a hardware console that uses USB drive as a tangible element to interact with the game. The USB drive is plug on to the console (Arduino module) to transfer the information of the game input to a smartphone via Bluetooth. The output is displayed on the smartphone in the form of Augmented Reality (AR) game objects and environment. By qualitative user evaluation of two groups of participants, 10 for each groups, 60% of the participants were positive with the overall learning experience using TARogic.
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Makhataeva, Zhanat, und Huseyin Varol. „Augmented Reality for Robotics: A Review“. Robotics 9, Nr. 2 (02.04.2020): 21. http://dx.doi.org/10.3390/robotics9020021.

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Augmented reality (AR) is used to enhance the perception of the real world by integrating virtual objects to an image sequence acquired from various camera technologies. Numerous AR applications in robotics have been developed in recent years. The aim of this paper is to provide an overview of AR research in robotics during the five year period from 2015 to 2019. We classified these works in terms of application areas into four categories: (1) Medical robotics: Robot-Assisted surgery (RAS), prosthetics, rehabilitation, and training systems; (2) Motion planning and control: trajectory generation, robot programming, simulation, and manipulation; (3) Human-robot interaction (HRI): teleoperation, collaborative interfaces, wearable robots, haptic interfaces, brain-computer interfaces (BCIs), and gaming; (4) Multi-agent systems: use of visual feedback to remotely control drones, robot swarms, and robots with shared workspace. Recent developments in AR technology are discussed followed by the challenges met in AR due to issues of camera localization, environment mapping, and registration. We explore AR applications in terms of how AR was integrated and which improvements it introduced to corresponding fields of robotics. In addition, we summarize the major limitations of the presented applications in each category. Finally, we conclude our review with future directions of AR research in robotics. The survey covers over 100 research works published over the last five years.
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Werlberger, Alexander. „Augmented Reality: Schlüsseltechnologie für Ingenieure?“ Konstruktion 72, Nr. 10 (2020): 42–44. http://dx.doi.org/10.37544/0720-5953-2020-10-42.

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CAD-Modelle als Hologramme. Manipulierbar und kollaborativ bearbeitbar. AR Engineering ist eine neue Methode im Ingenieurswesen, die Augmented Reality-Software und -Hardware verwendet, um 3D-CAD-Daten in einer realen Umgebung zu visualisieren, zu bearbeiten und zu kreieren. Wie Ingenieure bereits heute die Technologie einsetzen und welchen Mehrwert Augmented Reality (AR) im Praxiseinsatz bietet, zeigt der folgende Beitrag.
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Carl, Barbara, Miriam Bopp, Benjamin Saß, Mirza Pojskic, Benjamin Voellger und Christopher Nimsky. „Spine Surgery Supported by Augmented Reality“. Global Spine Journal 10, Nr. 2_suppl (April 2020): 41S—55S. http://dx.doi.org/10.1177/2192568219868217.

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Study Design: A prospective, case-based, observational study. Objectives: To investigate how microscope-based augmented reality (AR) support can be utilized in various types of spine surgery. Methods: In 42 spinal procedures (12 intra- and 8 extradural tumors, 7 other intradural lesions, 11 degenerative cases, 2 infections, and 2 deformities) AR was implemented using operating microscope head-up displays (HUDs). Intraoperative low-dose computed tomography was used for automatic registration. Nonlinear image registration was applied to integrate multimodality preoperative images. Target and risk structures displayed by AR were defined in preoperative images by automatic anatomical mapping and additional manual segmentation. Results: AR could be successfully applied in all 42 cases. Low-dose protocols ensured a low radiation exposure for registration scanning (effective dose cervical 0.29 ± 0.17 mSv, thoracic 3.40 ± 2.38 mSv, lumbar 3.05 ± 0.89 mSv). A low registration error (0.87 ± 0.28 mm) resulted in a reliable AR representation with a close matching of visualized objects and reality, distinctly supporting anatomical orientation in the surgical field. Flexible AR visualization applying either the microscope HUD or video superimposition, including the ability to selectively activate objects of interest, as well as different display modes allowed a smooth integration in the surgical workflow, without disturbing the actual procedure. On average, 7.1 ± 4.6 objects were displayed visualizing target and risk structures reliably. Conclusions: Microscope-based AR can be applied successfully to various kinds of spinal procedures. AR improves anatomical orientation in the surgical field supporting the surgeon, as well as it offers a potential tool for education.
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Cheng, Kun-Hung. „Exploring Parents’ Conceptions of Augmented Reality Learning and Approaches to Learning by Augmented Reality With Their Children“. Journal of Educational Computing Research 55, Nr. 6 (02.01.2017): 820–43. http://dx.doi.org/10.1177/0735633116686082.

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With the increasing attention to the role of parents in children’s learning, what issues parents consider and how they behave when learning with their children when confronted with the emerging augmented reality (AR) technology may be worth exploring. This study was therefore conducted to qualitatively understand parents’ conceptions of AR learning and approaches to learning by AR with their children. A total of 90 pairs of parents and children were invited to participate in an AR book reading activity held in 2015; all of the parents were then interviewed to acquire the research data. Through the phenomenographic method, this study generated several categories of the parents’ conceptions of and approaches to AR learning. Further analysis identified the relationships between parents’ conceptions and approaches. For example, the parents holding cohesive conceptions (e.g., learning by AR as attaining in-depth understanding) tended to use deep approaches (e.g., offering guidance to connect life experiences with the book content for thorough reading). Based on the findings, a framework of interactive AR book systems for child–parent shared reading is proposed. This study was expected to initiate research in the area of learning by AR in informal learning environments.
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ChanLin, Lih-Juan. „Engaging Children’s Reading with Reflective Augmented Reality“. Libri 71, Nr. 1 (12.02.2021): 51–63. http://dx.doi.org/10.1515/libri-2019-0147.

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Abstract This study explored the integration of mobile augmented reality (AR) into reading in elementary schools. With the reflective messages designed using AR (termed as reflective AR), children were guided to process the story content through preview, reading, and review of the content. The study focused on the enhancement of children’s reading comprehension using reflective AR and the implementation processes of reading with reflective AR experienced by teachers and children. A blended research approach was used for data collection. Via the quantitative approach, the reading comprehension scores of the children in the reflective AR and control group (without reflective AR) were compared. Via the qualitative approach, observations and interviews with the teachers from four elementary schools were conducted. It was observed that students achieved better reading scores when using the reflective AR approach (p < 0.001). Both teachers and students enjoyed the AR reading exploration. Teachers were devoted to planning the settings required in the reading exploration. Reading via the AR approach of preview–reading–review engaged children in the reading content. From the study, the implementation of AR reflective reading provides a model to guide children’s reading. However, the research is preliminary and might have sampling limitations for generalization. Future research on diverse learning settings is needed.
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Hariawan, Akto, Hellik Hermawan und Retno Waluyo. „Pelatihan Augmented Reality (AR) Untuk Meningkatkan Keterampilan Guru“. Madani : Indonesian Journal of Civil Society 2, Nr. 1 (28.02.2020): 47–52. http://dx.doi.org/10.35970/madani.v2i1.107.

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The development of information technology in the world is currently experiencing very rapid development, especially in the field of mobile phones making it easier for people to get information through smartphones. This development also plays a role in the development of learning media. One of the development of learning media that is currently still new is learning media using Augmented Reality (AR). but the teacher of SMKN 1 Karanganyar does not know Augmented Reality so they do not have the skills to make Augmented Reality as an alternative learning media. Therefore it is needed Augmented Reality (AR) technology training for learning media. Community service activities have a goal that teachers can understand Augmented Reality (AR) and have the skills to make learning media using augmented reality. Community service uses a monological and dialogical approach. This augmented reality training activity was participated by 21 productive teachers from SMK N 1 Karanganyar. After the training, 95% of productive teachers of SMK N 1 Karanganyar have improved their skills so they already know about Augmented Reality (AR) and how to make Augmented Reality (AR) as an alternative learning media.
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Siriborvornratanakul, Thitirat. „Enhancing User Experiences of Mobile-Based Augmented Reality via Spatial Augmented Reality: Designs and Architectures of Projector-Camera Devices“. Advances in Multimedia 2018 (18.04.2018): 1–17. http://dx.doi.org/10.1155/2018/8194726.

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As smartphones, tablet computers, and other mobile devices have continued to dominate our digital world ecosystem, there are many industries using mobile or wearable devices to perform Augmented Reality (AR) functions in their workplaces in order to increase productivity and decrease unnecessary workloads. Mobile-based AR can basically be divided into three main types: phone-based AR, wearable AR, and projector-based AR. Among these, projector-based AR or Spatial Augmented Reality (SAR) is the most immature and least recognized type of AR for end users. This is because there are a small number of commercial products providing projector-based AR functionalities in a mobile manner. Also, prices of mobile projectors are still relatively high. Moreover, there are still many technical problems regarding projector-based AR that have been left unsolved. Nevertheless, it is projector-based AR that has potential to solve a fundamental problem shared by most mobile-based AR systems. Also the always-visible nature of projector-based AR is one good answer for solving current user experience issues of phone-based AR and wearable AR systems. Hence, in this paper, we analyze what are the user experience issues and technical issues regarding common mobile-based AR systems, recently widespread phone-based AR systems, and rising wearable AR systems. Then for each issue, we propose and explain a new solution of how using projector-based AR can solve the problems and/or help enhance its user experiences. Our proposed framework includes hardware designs and architectures as well as a software computing paradigm towards mobile projector-based AR systems. The proposed design is evaluated by three experts using qualitative and semiquantitative research approaches.
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Gomes, José Duarte Cardoso, Mauro Jorge Guerreiro Figueiredo, Lúcia da Graça Cruz Domingues Amante und Cristina Maria Cardoso Gomes. „Augmented Reality in Informal Learning Environments“. International Journal of Creative Interfaces and Computer Graphics 7, Nr. 2 (Juli 2016): 39–55. http://dx.doi.org/10.4018/ijcicg.2016070104.

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Augmented Reality (AR) allows computer-generated imagery information to be overlaid onto a live real world environment in real-time. Technological advances in mobile computing devices (MCD) such as smartphones and tablets (internet access, built-in cameras and GPS) made a greater number of AR applications available. This paper presents the Augmented Reality Musical Gallery (ARMG) exhibition, enhanced by AR. ARMG focuses the twentieth century music history and it is aimed to students from the 2nd Cycle of basic education in Portuguese public schools. In this paper, we will introduce the AR technology and address topics as constructivism, art education, student motivation, and informal learning environments. We conclude by presenting the first part of the ongoing research conducted among a sample group of students contemplating the experiment in educational context.
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Zubir, Faharol, Ina Suryani und Norlizawati Ghazali. „Integration of Augmented Reality into College Yearbook“. MATEC Web of Conferences 150 (2018): 05031. http://dx.doi.org/10.1051/matecconf/201815005031.

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Augmented reality (AR) has been used in many schools and colleges in developed countries. Apart from enhancing teaching to be more interactive, inventive and resourceful, the use of AR also has been reported to boost learning by fostering creativity and imagination, enhancing collaboration and team work, and making learning more engaging and stimulating. Despite the potentials of AR in enhancing school materials, this technology often has teachers and learners as the end users rather than developers. Given the benefits of AR in education, this study experimented on having the teachers and learners as developers in incorporating the use of AR to enhance the college yearbook. This paper describes the processes taken by the teachers and learners in integrating AR into a conventional reading material; specifically a college yearbook. In this study, an open source AR application is used and 32 markers are created. The method involves five major development processes which starts with planning, content, AR integration development, printing and finally AR integration construction. The 32 markers can be divided into a few sections which can be classified according to the types of content. At the end of this paper, the significance and challenges of this project are presented.
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Bogue, Robert. „The role of augmented reality in robotics“. Industrial Robot: the international journal of robotics research and application 47, Nr. 6 (04.03.2020): 789–94. http://dx.doi.org/10.1108/ir-01-2020-0017.

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Purpose The purpose of this paper is to provide an insight into how augmented reality (AR) technologies are being applied to robotics. Design/methodology/approach Following an introduction and a brief historical background to AR, this first provides examples of AR applications in robot programming. It then gives examples of recent research into AR-based robot teleoperation. Research activities involving the virtual fixtures (VF) technique are then discussed and finally, brief conclusions are drawn. Findings Because AR concepts were first investigated in the 1990s, applications involving robotics have been widely studied. Programming with the aid of AR devices, such as the HoloLens headset, can be simplified and AR methods, including the VF technique, can improve the accuracy and speed of teleoperation, manipulation and positional control tasks. They can also provide visual or haptic feedback which leads to more intuitive operation and significantly reduces the cognitive load on the operator. Originality/value This provides an insight into the growing role of AR in robotics by providing examples of recent research in a range of applications.
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Liao, Tony. „Future directions for mobile augmented reality research: Understanding relationships between augmented reality users, nonusers, content, devices, and industry“. Mobile Media & Communication 7, Nr. 1 (17.09.2018): 131–49. http://dx.doi.org/10.1177/2050157918792438.

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As the field of mobile media studies continues to grow, researchers are focusing on new developments and trends in mobile technologies. One of these areas that has been garnering interest is mobile augmented reality (AR) technologies. While much of the earliest research in AR was primarily focused on answering computer science and engineering related questions, social science and humanities scholars have started taking note of AR as perhaps the next major development in mobile media. Given that much of this research has been distributed across interdisciplinary lines and from many different theoretical perspectives, this piece identifies some early lines of media, communication, and social science research into AR and identifies key themes and areas of focus: AR users/nonusers, AR devices, AR content, and AR industry. By organizing these lines of research, this manuscript serves as a call for specific future areas of research, suggests new approaches that researchers could take to explore interrelationships between these areas, and advocates for the necessity of research that examines different levels (micro/meso/macro) of analysis within AR. The goal of this piece is to advance a framework that informs and motivates mobile scholars to consider and integrate AR into their research areas, at a moment where it is in the process of moving from science fiction to material reality, from blueprint to prototype, and from laboratory to homes, cars, workplaces, and pockets.
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Syahrir, Syahrir, Kurniati Naim und Reski Kamil. „Implementasi Augmented Reality pada Museum La Galigo“. INTEK: Jurnal Penelitian 5, Nr. 2 (23.11.2018): 80. http://dx.doi.org/10.31963/intek.v5i2.575.

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Augmented Reality (AR) is known as an interactivetechnology capable of projecting virtual objects into real objectsin real time. The development of AR technology today hascontributed a lot of various fields. One of AR implementation ineducation and entertainment is AR utilization in museum. ARapplication that tested in this research is AR Mobile. Testing isdone by conducting application studies and user studies. Visitorsare required to use some of the AR applications provided. Then avisitor's reaction is observed to determine the user's needs. Somemethods of this research is the method of tracking the object withthe number of markers and the method of tracking objectswithout markers. This study also discusses other studies oncontent type, visitors' impression when using AR application.From the results of application testing obtained 93% ofrespondents stated that this application is very good and simplifyand help visitors. Testing the questionnaire to 30 respondents onthe aspect of the Application Process on the Catalog with a VeryGood rating 83.35% and on marker less very good with about49.95%.
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Stevens, Renée. „Social Augmented Reality“. Frameless 1, Nr. 1 (15.12.2019): 45–46. http://dx.doi.org/10.14448/frameless.01.012.

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My creative research looks at how Augmented Reality (AR) can help overcome Learning Disabilities. This focus has directed me to develop a number of ideas and concepts that seek to understand how the addition of information in an augmented view could help tackle some of the challenges different Learning Disabilities present while, at the same time, appealing to a larger audience. This concept was the foundation for creating the immersive mobile application tagAR™, which adds a digital name tag into your augmented view, replacing the traditional “Hello, my name is” sticker version. It allows you to see the names of people around you hovering above their heads at all times. Currently, the app is reliant on the user holding up a mobile device to use the camera so that the application can add the name tags to the view on your screen. As mainstream technology continues to advance, this app will work for wearable devices, eliminating the need to hold up your phone, which is a bit socially awkward. The target audience of the app is those who have trouble remembering people’s names, those who will benefit from having a visual of the names of people around them and for those who want to network and meet new people at social and educational events such as conferences or workshops. Through the design and development of this app, I have been exploring how the social aspect can be extended beyond just the name display and user search features to include a customizable tags that can be searchable, so users can connect, find people with similar interests, share contact information as well as connect with others on multiple social media platforms. I will discuss the research, design and developmental processes that influenced the concept and functionality of this social app using AR.
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Oyelude, Adetoun A. „Virtual reality (VR) and augmented reality (AR) in libraries and museums“. Library Hi Tech News 35, Nr. 5 (02.07.2018): 1–4. http://dx.doi.org/10.1108/lhtn-04-2018-0023.

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Purpose This edition of this study aims to focus on augmented reality (AR) and virtual reality (VR) in libraries and museums, as seen from the internet cyber sphere including blogs. It takes a look at the first quarter of 2018 and analyzes the trending issues within the period, highlighting examples of some institutions that make use of VR and AR. The advantages of the use of VR, AR and sometimes mixed reality are also pointed out. Design/methodology/approach Libraries, archives and museums are increasingly using AR/VR technologies in their service delivery because it is trending. The year 2018 is expected to be huge for VR technology. Findings Facebook is the largest investor in AR and VR, and because Facebook is also extremely popular, many are opportune to have a go at VR and AR through the use of the Facebook social media platform. Originality/value VR “involves using 3D graphics and advanced interactions to immerse a real-world user in a simulated environment”, by the description of the University of Indiana University, Bloomington’s Blogspot. AR stands for extended reality and actually, in technical terms, means a combination of virtual and real reality (UWS, 2018). Both VR and AR, 3D printing and other technologies have altered how people live and work.
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Zhang, Lili, und Michael J. Murdoch. „Color Matching Criteria in Augmented Reality“. Journal of Perceptual Imaging 1, Nr. 1 (01.01.2018): 10506–1. http://dx.doi.org/10.2352/j.percept.imaging.2018.1.1.010506.

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Abstract Augmented reality (AR) is growing in popularity, blending virtual objects into the real world, and one challenge it demands is the detailed colorimetric study. This research comprises two parts: a model of the displays in a commercial AR optical see-through head-mounted display (OST-HMD) was made using colorimetric measurements and spatial characterization, followed by a color matching experiment to explore the matching criteria when matching nonuniform colors in AR. The OST-HMD model was constructed by combining a traditional display model with camera-measured spatial luminance maps. Data from the color matching experiment were compared with the spatial model in order to infer the observers’ matching criteria when matching nonuniform patches. The experimental result suggests that the matching criterion is most likely position- or content-guided and measurably different from other possible criteria. The results can be used to improve uniformity in OST-HMDs and as a reference in modeling color appearance in AR.
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Safi, Maryam, Joon Chung und Pratik Pradhan. „Review of augmented reality in aerospace industry“. Aircraft Engineering and Aerospace Technology 91, Nr. 9 (07.10.2019): 1187–94. http://dx.doi.org/10.1108/aeat-09-2018-0241.

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Purpose The purpose of this paper is to assess and determine the potential of augmented reality (AR) in aerospace applications through a survey of published sources. Design/methodology/approach This paper reviews a database of AR applications developed for the aerospace sector in academic research or industrial training and operations. The review process begins with the classification of these applications, followed by a brief discussion on the implications of AR technology in each category. Findings AR is abundantly applied in engineering, navigation, training and simulation. There is potential for application in in-flight entertainment and communication, crew support and airport operations monitoring. Originality/value This paper is a general review introducing existing and potential AR applications in various fields of the aerospace industry. Unlike previous publications, this article summarizes existing and emerging applications to familiarize readers with AR use in all of aerospace. The paper outlines example projects and creates a single comprehensive reference of AR advancements and its use in the aerospace industry. The paper provides individuals with a quick guide to available and emerging technology.
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Chanlin, Lih-Juan, und Kung-Chi Chan. „Augmented Reality Applied in Dietary Monitoring“. Libri 68, Nr. 2 (26.06.2018): 137–47. http://dx.doi.org/10.1515/libri-2017-0024.

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Abstract Recent advances in augmented reality (AR) have attracted much attention in nutrition and healthcare education. In the context of obtaining dietary knowledge, a mobile AR system was developed for learning and exploration, which allowed students to scan food images, receive information about nutrient content and record as well as accumulate daily nutrient intake. Students could also access learning materials provided in the system to achieve the learning objectives. Their learning outcomes were gathered at the close, with reactions to the learning experiences also assessed via a set of questionnaire items (using a 5 point Likert scale) in various criteria. Both qualitative and quantitative data were gathered, showing that most students achieved the learning objectives and were positive about exploring with AR. The results of this study indicated that students with high levels of monitoring had better learning outcomes (p<0.05) and were more positive about the varied criteria in their responses, including: visual interest and learning enjoyment, functional use, personal relevance and learning of knowledge (p<0.05). The effect of the self-participatory aspect of AR on learning is emphasized.
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Danandjaya, Gede Bagus, und I. Gede Arta Wibawa. „Development of Augmented Reality (AR) Based Trompong“. JELIKU (Jurnal Elektronik Ilmu Komputer Udayana) 9, Nr. 3 (18.02.2021): 339. http://dx.doi.org/10.24843/jlk.2021.v09.i03.p04.

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In gamelan, one of the most important instruments is trompong. Trompong is an idiphones instrument that has 10 rows of round shaped metal called pencon. Every pencon has its own sound. As a traditional music instrument, of course gamelan especialy trompong must be preserved continuously. But unfortunately, playing Balinese gamelan with real instrument is hard to do because the difficulty to finding gamelan in the real world. By using technolgy such as Augmented Reality, playing trompong possible to do even without having the real instrument. Augmented Reality will be develop using Unity 3D software along with Vuforia SDK, and also this application using Android smartphone as a base of Augmented Reality application. This Augmented Reality application called TrompongAR and will be marker based Augmented Reality, by using a target marker will help Augmented Reality to place where the 3-dimensional trompong will placed. The 3-dimensional trompong will have 10 pencon that can played by tapping the pencon, the touched pencon will produce sound like the real instrument.
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Khalida, Rakhmi. „Metodologi, Teknologi, Dan Tantangan Augmented Reality Berbasis Website“. Jurnal Poli-Teknologi 19, Nr. 3 (19.01.2021): 253–58. http://dx.doi.org/10.32722/pt.v19i3.2751.

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Augmented reality (Mobile AR) merupakan teknologi yang mendapatkan perhatian meningkat dari akademisi dan industri. AR diandalkan menjadi teknologi inovatif untuk memperkaya cara berinteraksi dengan fisik dan dunia maya di sekitar user yang dapat meningkatkan pengalaman user dalam berbagai bidang. Platform untuk aplikasi AR biasanya berbasis perangkat keras dan Mobile AR berbasis aplikasi. AR berbasis perangkat keras membutuhkan dukungan yang cukup mahal dan hal ini membuat menjadi tidak fleksibel sedangkan AR berbasis aplikasi pada smartphone memerlukan ruang penyimpanan yang besar dan tidak membuat nyaman untuk lintas platform. Saat ini banyak peneliti mencoba membuat dan mengembangkan AR berbasis website, sebagai solusi dari penyebaran AR agar fleksibel dan menghemat ruang penyimpanan, Tulisan ini mengulas state-of-the-art metodologi, teknologi dan tantangan AR yang ada, Hal ini bisa menjadi trigger untuk lebih banyak minat penelitian dan upaya memberikan pengalaman AR
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Ignat'ev, S., Z. Tret'yakova und Marianna Voronina. „Augmented Reality Technologies in Students Project Activities“. Geometry & Graphics 8, Nr. 2 (17.08.2020): 51–57. http://dx.doi.org/10.12737/2308-4898-2020-51-57.

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This study’s relevance is determined by the absence of serious research, science-based, tested and verified programs and training materials related to the use of Augmented Reality (AR) technologies when getting students education in Engineering and Computer Graphics (ECG). The study’s aim was the introduction of AR-technologies in the project activities of first-year students. The study was conducted on the base of St. Petersburg Mining University. 48 first-year students of the Civil Engineering Faculty, pursuing a specialist's degree in “Construction of Unique Buildings and Structures”, participated in the project activity. The students' project activities results showed that at present, AR-technologies have gained popularity not only among designers and planners, but also among schoolteachers, as well as among lecturers and students of technical universities. A student team of St. Petersburg Mining University solved the design problem using AR-technology and created an informational 3-D model of the building structure. The existing methods related to students training have been completed and updated with the method of graphical presentation for the students' project activities results with the help of AR-technologies. As a result of the students’ project activities study, has been revealed the thoroughly obvious need for teaching a new generation of students to use AR-technologies. The aim is implementation of AR-technologies by students in the perspective, with continuous and subsequent self-education, as well as teaching future designers of rational use of AR-technologies to solve educational and practical problems, including areas of engineering and computer graphics. The study had showed that currently there is not enough of scientifically based learning materials for the organization of students' project activities using AR-technologies. Has been revealed the need for further scientific research in the field of AR-technologies implementation in the students’ project activities within the framework of ECG academic discipline. The paper materials can be useful for lecturers of all levels.
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Mac Namee, Brian, David Beaney und Qingqing Dong. „Motion in Augmented Reality Games: An Engine for Creating Plausible Physical Interactions in Augmented Reality Games“. International Journal of Computer Games Technology 2010 (2010): 1–8. http://dx.doi.org/10.1155/2010/979235.

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The next generation of Augmented Reality (AR) games will require real and virtual objects to coexistin motionin immersive game environments. This will require the illusion that real and virtual objects interact physically together in a plausible way. TheMotion in Augmented Reality Games(MARG) engine described in this paper has been developed to allow these kinds of game environments. The paper describes the design and implementation of the MARG engine and presents two proof-of-concept AR games that have been developed using it. Evaluations of these games have been performed and are presented to show that the MARG engine takes an important step in developing the next generation of motion-rich AR games.
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Huang, Tseng-Lung, Shane Mathews und Cindy Yunhsin Chou. „Enhancing online rapport experience via augmented reality“. Journal of Services Marketing 33, Nr. 7 (12.12.2019): 851–65. http://dx.doi.org/10.1108/jsm-12-2018-0366.

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Purpose The purpose of this study is to draws on self-determination and self-evaluation theories to examine the psychological factors impacted by augmented reality (AR) services, an augmented reality try-on system. This study highlights three characteristics of modality, synchronous sense or ownership and re-processability within an AR try-on experiences as well as the moderating effects of consumers’ body surveillance and fashion consciousness. Design/methodology/approach Using a scenario survey approach, this study designs characteristics of an AR try-on system to examine the research model and the hypotheses. A total of 207 responses are collected and analysed using the SmartPLS 3 statistical software. Findings The results show that modality, synchronous sense of ownership control and re-processability of AR try-on system positively affect consumer’s rapport experience. Both body surveillance and fashion consciousness significantly moderate the effects of AR try-on service system characteristics on consumer rapport experience. Research limitations/implications This study highlights the importance of understanding the implications of the evolution of cyborg consumerism where consumer technology interface systems such as AR, as a source of technologically mediated modality, become part of the consumer’s body, an extension of their body if you will. Practical implications Based on the study findings, marketing managers can understand how to better use AR to implement digital promotional strategies for various body-involvement products. Originality/value Using immersive technologies, this study shows that AR allows a consumer see an authentic self and tangible extension of their physical self in an online shopping setting, thus enhancing a consumer’s online shopping experience.
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Al Omran, Yasser, Ali Abdall-Razak, Catrin Sohrabi, Tiffanie-Marie Borg, Hayat Nadama, Nader Ghassemi, Khine Oo und Ali M. Ghanem. „Use of Augmented Reality in Reconstructive Microsurgery: A Systematic Review and Development of the Augmented Reality Microsurgery Score“. Journal of Reconstructive Microsurgery 36, Nr. 04 (19.12.2019): 261–70. http://dx.doi.org/10.1055/s-0039-3401832.

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Abstract Background Augmented reality (AR) uses a set of technologies that overlays digital information into the real world, giving the user access to both digital and real-world environments in congruity. AR may be specifically fruitful in reconstructive microsurgery due to the dynamic nature of surgeries performed and the small structures encountered in these operations. The aim of this study was to conduct a high-quality preferred reporting items for systematic reviews and meta-analyses (PRISMA) and assessment of multiple systematic reviews 2 (AMSTAR 2) compliant systematic review evaluating the use of AR in reconstructive microsurgery. Methods A systematic literature search of Medline, EMBASE, and Web of Science databases was performed using appropriate search terms to identify all applications of AR in reconstructive microsurgery from inception to December 2018. Articles that did not meet the objectives of the study were excluded. A qualitative synthesis was performed of those articles that met the inclusion criteria. Results A total of 686 articles were identified from title and abstract review. Five studies met the inclusion criteria. Three of the studies used head-mounted displays, one study used a display monitor, and one study demonstrated AR using spatial navigation technology. The augmented reality microsurgery score was developed and applied to each of the AR technologies and scores ranged from 8 to 12. Conclusion Although higher quality studies reviewing the use of AR in reconstructive microsurgery is needed, the feasibility of AR in reconstructive microsurgery has been demonstrated across different subspecialties of plastic surgery. AR applications, that are reproducible, user-friendly, and have clear benefit to the surgeon and patient, have the greatest potential utility. Further research is required to validate its use and overcome the barriers to its implementation.
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Hersh, Andrew, Smruti Mahapatra, Carly Weber-Levine, Tolulope Awosika, John N. Theodore, Hesham M. Zakaria, Ann Liu, Timothy F. Witham und Nicholas Theodore. „Augmented Reality in Spine Surgery: A Narrative Review“. HSS Journal®: The Musculoskeletal Journal of Hospital for Special Surgery 17, Nr. 3 (14.07.2021): 351–58. http://dx.doi.org/10.1177/15563316211028595.

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Augmented reality (AR) navigation refers to novel technologies that superimpose images, such as radiographs and navigation pathways, onto a view of the operative field. The development of AR navigation has focused on improving the safety and efficacy of neurosurgical and orthopedic procedures. In this review, the authors focus on 3 types of AR technology used in spine surgery: AR surgical navigation, microscope-mediated heads-up display, and AR head-mounted displays. Microscope AR and head-mounted displays offer the advantage of reducing attention shift and line-of-sight interruptions inherent in traditional navigation systems. With the U.S. Food and Drug Administration’s recent clearance of the XVision AR system (Augmedics, Arlington Heights, IL), the adoption and refinement of AR technology by spine surgeons will only accelerate.
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Soneria, Hardik. „AR Decor: Decoration using markerless Augmented Reality“. International Journal for Research in Applied Science and Engineering Technology 8, Nr. 5 (31.05.2020): 2145–48. http://dx.doi.org/10.22214/ijraset.2020.5352.

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Zein, Mochamad T. A. Aziz, und Ninik Agustin. „SISTEM AUGMENTED REALITY (AR) DALAM DAKWAH ISLAM“. Al-Munqidz : Jurnal Kajian Keislaman 8, Nr. 2 (28.07.2020): 280–95. http://dx.doi.org/10.52802/amk.v8i2.255.

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The Use Of Mobile Technology In The Industrial 4.0 Era Is A Must. The Number Of Smartphone Users Continues To Increase Over Time. Contiinum Reality Technology Which Consists Of Both Virtual Reality (VR) And Augmented Reality (AR) Becomes A Portable Technology That Is Easy And Affordable Being Used With A Smartphone. This Study Has An Objective To Determine The Potential Uses Of Augmented Reality (AR) Technology In Modern Islamic Da'wa. This Study Are Counted As A Literature Study Using The Traditional Review Method.AR Applications Have Been Used In Many Fields, Such As Medical, Military, Manufacturing, Visualization, Entertainment And Games, Robotics, Education, Marketing, Navigation, Tourism, Geospatial, Urban Planning And Civil Sciences. Da’wa Requires Attention In Both Truth And Good Ability Of The Preachers. It’s Based On Legal Aspects And The Procedures (Fiqhud-Dakwah). There Was Limited Amount Of Research And AR Products Used In Da'wa. The AR’s Technology That Can Be Applied In Islamic Da'wa Are 1) Playing Cards For Da’wa, 2) Islamic Story Books, 3) Da’wa Brochures / Leaflets / Poster, 4) Islamic History Museum.
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Bondarenko, Viktoriya, und Tetiana Hranchak. „Library’s Augmented Reality (AR) Projects: Foreign Experience“. Ukrainian Journal on Library and Information Science, Nr. 7 (04.06.2021): 100–114. http://dx.doi.org/10.31866/2616-7654.7.2021.233305.

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The article analyzes the positive foreign experience of implementing augmented reality (AR) library projects. It has been found out that the most common uses of augmented reality in libraries today are providing access to information products with augmented reality and their promotion, navigation of library space and resources, promoting user education through the creation of appropriate applications with learning materials and resources and simplification for the user assimilation of information due to the diversity and interactivity of its visual presentation, informing and providing access to cultural heritage sites, organizing tours and exhibitions. Given that the use of AR in libraries not only expands the range of services and resources but also positively affects its reputation as an interactive creative institution, open to users and innovation, AR technology is effective not only in the library service system but also in the marketing activities of the institution, helping to attract new users. Current approaches to the implementation of library projects using augmented reality technology are highlighted. Their assistance in strengthening corporate culture, inter-institutional ties, and civil society is substantiated. It has been proved that the AR applications created as a result of project implementation operate on the principle of integrated information products, which allow the user to access distributed information from one access point via mobile phone, integrating not only information of the virtual space of the Internet environment but also real, physical, space. The advantages of AR implementation in the library have been determined, among which: budget realization, easy integration with available technologies, and promotion of interactivity of library service. The need for professional development of librarians and the organization of training courses on the use of immersive technologies in library activities is emphasized.
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48

ChanLin, Lih-Juan. „Augmented Reality for Supporting Adult-child Shared Reading“. Libri 71, Nr. 3 (02.08.2021): 251–65. http://dx.doi.org/10.1515/libri-2020-0130.

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Abstract Augmented reality (AR) stories offer a new opportunity for parents and teachers at libraries and schools to explore electronic stories. Embedded with multimedia design, AR allows diverse paths of exploration in the story contexts for shared story-reading experiences among parents and children. In this study, parents in the reading community (a library and a school) were provided with AR guided support and a skill-building activity. Observations and in-depth interviews were conducted to collect qualitative data. Inductive analysis was used to summarize the findings. Results of the study were summarized in the following themes: Prior adult-child reading experiences; Novelty with AR reading; Parents’ scaffolding for using AR; Interactive reflective thinking from AR reading; Positive responses from learning of shared reading; and Parents’ suggestions and concerns. It was observed that the AR reflective reading approach encouraged parents to play an active role in guided reading. Children and parents were positive about their active participation in the AR-mediated exploratory reading context. With the AR guided support and skill-building activity, parents applied the scaffolded-reading skills in the AR reading intervention. The AR-mediated reading approach is promising and open to more dynamic design of interactive features.
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49

Lu, Yan, Joseph T. Chao und Kevin R. Parker. „HUNT: Scavenger Hunt with Augmented Reality“. Interdisciplinary Journal of Information, Knowledge, and Management 10 (2015): 021–35. http://dx.doi.org/10.28945/2207.

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This project shows a creative approach to the familiar scavenger hunt game. It involved the implementation of an iPhone application, HUNT, with Augmented Reality (AR) capability for the users to play the game as well as an administrative website that game organizers can use to create and make available games for users to play. Using the HUNT mobile app, users will first make a selection from a list of games, and they will then be shown a list of objects that they must seek. Once the user finds a correct object and scans it with the built-in camera on the smartphone, the application will attempt to verify if it is the correct object and then display associated multi-media AR content that may include images and videos overlaid on top of real world views. HUNT not only provides entertaining activities within an environment that players can explore, but the AR contents can serve as an educational tool. The project is designed to increase user involvement by using a familiar and enjoyable game as a basis and adding an educational dimension by incorporating AR technology and engaging and interactive multimedia to provide users with facts about the objects that they have located
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Savitskaya, Tatiana E. „Augmented Reality Technology in Library Practice“. Bibliotekovedenie [Library and Information Science (Russia)] 68, Nr. 3 (27.07.2019): 249–57. http://dx.doi.org/10.25281/0869-608x-2019-68-3-249-257.

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The article considers technology of augmented reality (AR) — the imposition of digital data on real objects in real time. The aim of the article is to analyse the modification of forms and methods of library work under the influence of active implementation of AR-technology. The author notes that the interactive potential of augmented reality interfaces is increasingly being used abroad for navigation within libraries, search for necessary literature in book depositories, for tracking the movement of books and providing users with extended textual and audio-visual information.The article discusses various forms of application of AR-technologies in library practice abroad: supplementing exhibitions and expositions with audio-visual and textual information; use of QR (Quick response) codes and RFID (Radio frequency identification) tags to facilitate access to online information, development of computer games for orientation in the library space, modernization of management of library collections, etc. The author describes the use of radio-frequency tags with special elements (RFID station) for personalized assistance to readers, optimization of social relations, so familiar to modern readers who are able to specify their location, leave a message to friends or staff, etc. Such a wide application of AR-technology in the library makes it a fragment of a “smart city”, convenient intellectual environment with a light transition membrane from offline to online.Among library mobile applications as the fastest growing sphere of library services providing online access to catalogue, databases, interlibrary lending, chat rooms, SMS services, Twitter, Facebook, YouTube, etc. accounts, the share of AR applications using QR codes and RFID tags is constantly growing. The use of augmented reality devices in libraries opens up new horizons in terms of introduction of modern methods of informatization of knowledge and user services, adequate to the era of comprehensive computerization, the ubiquitous “Internet of things”.
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