Academic literature on the topic 'AR (Augmented reality'

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Journal articles on the topic "AR (Augmented reality"

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Kumar, Ankur. "Augmented RealityAugmented Reality." International Journal for Research in Applied Science and Engineering Technology 9, no. VII (July 31, 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, and Eduardo González-Mendívil. "AUGMENTED REALITY." Ergodesign & HCI 4, no. 1 (June 30, 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, and Gunther Reinhart. "Augmented Reality in der Montagetechnik/Augmented Reality in assembly technology." wt Werkstattstechnik online 111, no. 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., and Younis M. Younis. "Augmented Reality: A Review." Academic Journal of Nawroz University 8, no. 3 (August 31, 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, and Bernhard Jung. "Virtual Reality und Augmented Reality (VR/AR)." Informatik-Spektrum 39, no. 1 (September 30, 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 (November 9, 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, and Marianna Voronina. "Augmented Reality in Descriptive Geometry." Geometry & Graphics 8, no. 2 (August 17, 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, and Paul A. Martineau. "Augmented reality in orthopaedics." Bone & Joint Journal 101-B, no. 12 (December 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, and Athanasios Bassounas. "Augmented Reality in Outdoor Settings." Journal on Computing and Cultural Heritage 14, no. 3 (July 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, and Rhodri Thomas. "Augmented Reality and Mobile Learning." International Journal of Mobile and Blended Learning 5, no. 4 (October 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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Dissertations / Theses on the topic "AR (Augmented reality"

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Larsson, Kristian. "Augmented Reality (AR) : En undersökning av hur ett verk i AR upplevs." Thesis, Konstfack, Institutionen för Bildpedagogik (BI), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-4884.

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Wass, Anton, and Forsberg Eddie Löwenborg. "Augmented reality i en industriell tillverkningsprocess." Thesis, KTH, Data- och elektroteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-208957.

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Med den digitalisering som sker just nu i den industriella världen väcks stor nyfikenhet på hur framtidens tekniker såsom “Augmented Reality” kan appliceras i industriella tillverkningsprocesser. Målet med examensarbetet var att undersöka om och hur AR-teknik kan utnyttjas i industrin för att förbättra nuvarande arbetsprocesser. Två prototyper utvecklades för AR-glasögonen Microsoft HoloLens och utvärderades genom att jämföra tidigare arbetssätt med nya. Testerna av prototyperna visade att effektiviteten, produktionskvalitén och rörligheten ökade för användaren till en bekostnad av sämre ergonomi.
With the digitization that is happening right now in the industrial world, there is a lot of curiosity about how future technologies like Augmented Reality can be applied in industrial manufacturing processes. The aim of the thesis was to investigate whether and how augmented reality technology can be utilized in industries to improve current work processes. Two prototypes were developed for the augmented reality glasses Microsoft HoloLens and evaluated by comparing previous working methods with new ones. Tests of the prototypes showed that efficiency, production quality and mobility increased for the user at the expense of worse ergonomics.
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Tottmar, Anton, and Victor Berge. "AR på bryggan : Kan kollisioner undvikas med Augmented Reality." Thesis, Linnéuniversitetet, Sjöfartshögskolan (SJÖ), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-103442.

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As the technical progress goes on new ways to improve safe navigation continues to arise. One of these technical possibilities is Augmented Reality (AR) which has already proved its value within the car and flight industry. The purpose of this content analysis was to investigate accidents where human error, the so-called human factor, is behind the accident. This has been done by investigating the underlying factors for collision in over 800 accidents and then categorizing these to get a clearer picture of what leads up to the collision. After analyzing the reports relevant to the study from a scenario where the bridge is equipped with AR technology, the study finds that AR contributes with great benefits for safer navigation, however, some technical work behind the technology is required, which can be costly both financially and in terms of time. The study shows that AR would have been helpful in all collisions that are investigated further, mainly by making the navigator more aware of the surroundings with clearly projected information from the various information sources on the bridge. The study finally formulates the theory that AR can prevent collisions in shipping by making the navigator more aware of potential obstacles to safe navigation.
I samband med teknikens ständiga framstegupp som kan bidra till en säkrare navigation. En av dessa tekniker är Augmented Reality (AR) som redan rönt stor framgång inom såväl bil- som flygindustrin. Syftet med denna studie var att genom en innehållsanalys undersöka haverier under 2010- talet där mänskligt felhandlande, den så kallade mänskliga faktorn, ligger bakom haveriet. Detta har gjorts genom att utreda de bakomliggande faktorerna till kollision i över 800 haverier och kategorisera dessa för att få en tydligare bild över vad som leder fram till haveriet. Efter att ha analyserat de för studien relevanta rapporterna och satt dem i ett scenario där bryggan är utrustad med AR-teknik finner studien att AR skulle ha varit behjälpligt i samtliga fall, då främst genom att göra navigatören mer uppmärksam på omgivningen med tydligt projicerad information från de olika informationskällorna på bryggan. Studien kommer fram till att AR bidrar stora fördelar för en säkrare navigation, dock krävs det en del tekniskt arbete bakom tekniken vilket kan vara kostsamt både ekonomiskt och tidsmässigt. Studien formulerar slutligen teorin att AR kan förebygga kollisioner inom sjöfarten genom att göra navigatören mer uppmärksam på potentiella hinder för säker navigation.
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Edvinsson, Joakim. "AR-park för Android : Augmented Reality park i Sundsvall." Thesis, Mittuniversitetet, Avdelningen för informations- och kommunikationssystem, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-28033.

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Målet med detta projekt är att ta fram en applikationsprototyp för Androidenheter som ska locka användare av applikationen till och tillbaka till broparken i Skönsberg med hjälp av augmented-reality. Applikationen ska känna av om användaren befinner sig inom eller utanför parkens område och visa olika bilder/modeller på specifika GPS-koordinater i det digitala lagret beroende på användarens positionering. Arbetet har genomförts i samarbete med Dohi på uppdrag av Sundsvalls kommun där regelbundna möten hafts med uppdragsgivaren. Utvecklingen av applikationen sker i PhoneGap med Wikitude-plugin. Projektet har resulterat i en applikationsprototyp som använder ActionRanges, som är en typ av GeoFence, för att presentera olika bilder hämtade från en egen server i det digitala lagret beroende på användarens position. Användarna har inom parkens område möjlighet att själv påverka de bilder som visas i det digitala lagret genom att i applikationen ta en bild som laddas upp till servern där bilderna lagras och där bilden som tagits även visar det digitala lagret.
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Björnander, Daniel, Måns Gezelius, Emil Gustafsson, Raymond Leow, Joakim Lidstedt, Ludvig Noring, Nils Petersson, Jonatan Pålsson, and Mikael Ångman. "Utveckling inom Augmented Reality med Unity." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-129595.

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Syftet med den här rapporten är att behandla frågeställningar utifrån projektet, vars mål är att utveckla ett Augmented Reality-ramverk för att skapa värde för en kund, BioOptico. Punkter som programmeringsmiljön Unitys lämplighet vid utveckling av mobila AR-applikationer, hur BioVision kan implementeras så att det ger värde för BioOptico, vilka erfarenheter som kan dokumenteras efter arbetet med projektet och vilket stöd SEMAT Kernel ALPHA ger för det här projektet behandlas i den här rapporten. För att besvara dessa frågor används verktygen Unity och SEMAT Kernel ALPHA state cards under utvecklingen av BioVision. Genom agil utveckling och framtagning av tidiga prototyper undersöks vilka implementationssätt som ger värde för BioOptico och vilken dokumentation av erfarenheter som kan vara intressant för framtida projekt. Som resultat dokumenteras de områden där Unity lämpar sig väl för utveckling av mobila AR-applikationer, vilka de viktigaste beståndsdelarna var för hur BioVision implementerades så att det ger värde för BioOptico och vilka erfarenheter och vilket stöd som ges av utveckling av BioVision respektive användning av SEMAT Kernel ALPHA:s. Som slutsats ses Unity som en lämplig utvecklingsmiljö för utveckling av AR-applikationer, medan SEMAT Kernel ALPHA kan vara användbart, dock överflödigt, vid utveckling av BioVision. De viktigaste lärdomarna att ta med sig från projektet är att planera, utveckla och dokumentera i god tid. Slutligen dras slutsatsen om att strukturen på projektet och inte bara produkten som skapas spelar en stor roll för hur applikationen kan ge värde för BioOptico.
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Sandström, David. "Dynamic Occlusion of Virtual Objects in an 'Augmented Reality' Environment." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-71581.

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This thesis explores a way of increasing the perception of reality within an ''Augmented Reality'' application by making real objects able to obstruct the view of virtual objects. This mimics how real opaque objects occlude each other and thus making virtual objects behave the same way will improve the user experience of Augmented Reality users. The solution uses Unity as the engine with plugins for ARKit and OpenCV. ARKit provides the Augmented Reality experience and can detect real world flat surfaces on which virtual objects can be placed. OpenCV is used for image processing to detect real world objects which can then be translated into virtual silhouettes within Unity that can interact with, and occlude, the virtual objects. The end result is a system that can handle the occlusion in real time, while allowing both the real and virtual objects to translate and rotate within the scene while still maintaining the occlusion. The big drawback of the solution is that it requires a well defined environment without visual clutter and with even lighting to work as intended. This makes it unsuitable for outdoor usage.
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Palm, Fredrik, and Filip Källström. "Prototype of an Augmented Reality User Manual App." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-110210.

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This thesis describes how augmented reality can be used when developing an instructional application. After studying augmented reality apps and papers, a prototype for mobile devices was developed to discover the possibilities that augmented reality offers and show how issues inherent to the technology can be solved. The app was developed with usability in mind, with consideration for how well suited each feature was for augmented reality. Our results show that it is possible to use augmented reality in instructional apps, but that there are issues to consider when working with augmented reality. Among others, we discuss how to deal with the three dimensionality of the interface, augmented reality's physical requirements, and the quality of the tracking that aligns the interface with the real world. Augmented reality also enables plenty of new functionality for apps, like the ability to use physical movement as input and to essentially bind information to a real, physical place. The app was tested and built for an advanced machine. We built guides that use animated instructions to teach the user how to complete a task. There is also an information view that displays details about parts of the machine and an overview that helps the user find parts. We also took efforts to generalize the process, so that the app can be adjusted to suit a variety of products.
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Siewert, Jan Luca, Matthias Neges, and Detlef Gerhard. "Ein Klassifizierungssystem für Industrielle Augmented Reality Anwendungen." Thelem Universitätsverlag & Buchhandlung GmbH & Co. KG, 2021. https://tud.qucosa.de/id/qucosa%3A75882.

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Mit dem Fortschreiten der Digitalisierung in der Industrie findet sich Augmented Reality (AR) in immer mehr Einsatzbereichen. Dennoch bleibt die industrielle Verbreitung trotz sich stetig entwickelnder Technik hinter den Prognosen zurück. Es existieren bereits Arbeiten, die sich mit der Klassifizierung von AR jedoch mit Fokus auf die tatsächliche Implementierung bzw. Umsetzung der Anwendung beschäftigen. Um Anwendungsgebiete und damit die eigentliche Problemstellung, in denen AR einen Mehrwert bieten kann, besser vergleichen und Anforderungen für industrielle Bereiche ableiten zu können, stellt dieser Beitrag ein Klassifizierungssystem für diese Einsatzgebiete vor. Auf vorhergehenden Arbeiten aufbauend wird gezeigt, dass eine Klassifizierung der Einsatzszenarien auf Basis der drei Dimensionen zu unterstützende Aktion, Lebenszyklusphase und Grad der Hilfestellung erfolgen kann. Dazu wird eine systematische Literaturrecherche von industriellen AR Anwendungen und Studien der Jahre 2016 bis 2020 durchgeführt und nach dem vorgeschlagenen Schema klassifiziert. Neben den daraus gewonnen Erkenntnissen werden in den Beiträgen verwendete Technologien, wie die Darstellungstechnik, der Detailierungsgrad, der Reifegrad der Anwendung und die Art der Inhaltserstellung analysiert. Außerdem werden Probleme bei der Umsetzung sowie künftige Forschungsthemen und -schwerpunkte herausgearbeitet.
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Gankhuyag, Azjargal, Bingqing Xiang, and Victoria Bonnevie. "Augmented Reality : The current and potential use of augmented reality in B2B." Thesis, Linnéuniversitetet, Institutionen för marknadsföring (MF), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-45310.

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In today’s world, we live in a technologically advanced environment where information access is huge and limitless. The advantage to this is that, people are able to create more information, share and communicate with each other instantly on the go regardless of where they are in the world. However on the downside, with endless information, it becomes confusing and difficult to filter which information is right for a person’s need. This goes hand-in-hand for business companies, as it requires strategic processes and tools to identify the information from the market, store and evaluate it into meaningful insights and lastly communicate it efficiently so that the value of it is not lost along the way. Therefore this study focuses on how augmented reality (AR) as an emerging digital technology is able to dissect and communicate information and bring value to those who are implementing it. What is more interesting in this study is to see the usefulness and ease of using AR from commercial and non-commercial aspects in B2B field. This study was conducted through a qualitative research approach with semi-structured interviews with five companies providing and using AR applications. In conclusion, AR brings value by transferring data faster and communicating it effectively through visualization of integrating computer-generated information with the real world as one. From commercial aspect, companies could use this technology in their marketing communication to increase customer involvement and perception of the brand. In contrast, from non-commercial perspective, companies could use AR as an internal resource to increase efficiency in operation process.
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Arnmark, Kevin, and Mattias Lundin. "Energimedvetenhet genom djur i Augmented Reality." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-276584.

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Hur kan man visualisera energifotavtryck på ett sätt som berör mottagaren och väcker känslor? I denna uppsats har vi utforskat alternativa sätt att representera energiförbrukning genom Augmented Reality (AR). Genom research through design har vi använt koncept som defamiliarisering för att utforska hur hushållsapparaters energiförbrukning kan representeras på uttrycksfulla sätt. Vår designprocess ledde oss till att utveckla en app där negativ miljöpåverkan påverkar djur i en AR-miljö. Specifikt har vi varit intresserade av hur designvalen för denna app påverkar betraktaren och vilka känslor de väcker. Dessa designval har involverat allt ifrån val av djur till texturer och animationer. I designprocessen har vi använt oss av input från en arbetsgrupp på KTH och utvärderat designvalen i peer reviews. Olika scenarion presenterades för användarna där energikonsumtionen påverkade designen på djuren. Genom att använda en okonventionell designidé har vi hoppats främmandegöra representationen av energi för mottagaren och på så vis öppna upp för tanke och reflektion. Vår slutsats är att AR är ett starkt medium för att förmedla känslor i denna kontext. Vi lyckades uppnå de avsikter vi hade inom ramen för att påverka betraktaren både positivt och negativt beroende på scenario. Den största faktorn som påverkade våra användare var djurens animationer i AR-miljön. P.g.a. att objekten i AR placeras i den verkliga världen bör stora avvägningar ske avseende objektens detaljrikedom och upplösning, något som riskerar att lämna tolkningsutrymme hos betraktaren och därmed inte spegla avsändarens avsikt. Detta arbete har skett under den pågående Corona-pandemin, vilket har påverkat vårt arbetssätt och vårt resultat. Den största förändringen är att användartesterna skett via videokonferens där användaren fick utvärdera en live-presentation av applikationen istället för att använda den själv.
How can we visualize energy footprints in a way that moves the recipient and evokes an emotional response? For this thesis we have explored alternative ways of representing energy usage through Augmented Reality (AR). By research through design we have used concepts such as defamiliarization to explore how the energy usage of household appliances can be represented in expressive ways. Our design process led us to develop an app where a negative impact on the environment affects animals in an AR world. Specifically, we have been interested in how our design choices affect the observer and what feelings they evoke. These design choices include the types of animals, their textures and animations, and more. In this process we have gotten input from a work group at KTH and evaluated our designs in peer reviews. Different scenarios have been presented to the users where the energy consumption have affected the animal designs. Through using unconventional designs, we hope to have made the representation of energy unfamiliar to the user, thereby invoking new perspectives and thoughts. Our conclusion is that AR is a potent medium for conveying emotions in this context. We achieved our intentions related to affecting the user positively and negatively depending on the scenario. The biggest factor in affecting the users was the animation of the animals. Because of AR objects being placed in the real world, the detail and fidelity of the objects should be considered carefully, or it might leave room for interpretation. This thesis work has been done during the ongoing Corona pandemic, which has influenced our work. The biggest change we have made is on our user testing, which had to be done by video conference where the application was presented to the users instead of letting them try it themselves.
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Books on the topic "AR (Augmented reality"

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Dörner, Ralf, Wolfgang Broll, Paul Grimm, and Bernhard Jung, eds. Virtual und Augmented Reality (VR / AR). Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-28903-3.

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Dörner, Ralf, Wolfgang Broll, Paul Grimm, and Bernhard Jung, eds. Virtual und Augmented Reality (VR/AR). Berlin, Heidelberg: Springer Berlin Heidelberg, 2019. http://dx.doi.org/10.1007/978-3-662-58861-1.

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Germany) Paderborner Workshop Augmented & Virtual Reality in der Produktentstehung (1st 2002 Paderborn. Augmented & virtual reality in der Produktentstehung: Grundlagen, Methoden und Werkzeuge ; virtual prototyping/digital mock up, digitale Fabrik ; Integration von AR/VR in industrielle Geschäftsprozesse. Paderborn: Heinz Nixdorf Institut, 2002.

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augmented reality. SDU Academic Service, 2011.

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Augmented Reality: An Emerging Technologies Guide to AR. Syngress, 2012.

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Jung, Timothy, and M. Claudia tom Dieck. Augmented Reality and Virtual Reality: The Power of AR and VR for Business. Springer, 2019.

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Wassom, Brian. Augmented Reality Law, Privacy, and Ethics: Law, Society, and Emerging AR Technologies. Elsevier Science & Technology Books, 2014.

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Aukstakalnis, Steve. Practical Augmented Reality: A Guide to the Technologies, Applications and Human Factors for AR and VR. Addison Wesley, 2016.

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Fowler, Allan. Beginning iOS AR Game Development: Developing Augmented Reality Apps with Unity and C#. Apress, 2018.

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Glover, Jesse. Unity 2018 Augmented Reality Projects: Build four immersive and fun AR applications using ARkit, ARCore, and Vuforia. Packt Publishing - ebooks Account, 2018.

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Book chapters on the topic "AR (Augmented reality"

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Terrier, Romain, Ferran Argelaguet, Jean-Marie Normand, and Maud Marchal. "Evaluation of AR Inconsistencies on AR Placement Tasks: A VR Simulation Study." In Virtual Reality and Augmented Reality, 190–210. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-030-01790-3_12.

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Kuntz, Sébastien, Richard Kulpa, and Jérôme Royan. "The Democratization of VR-AR." In Virtual Reality and Augmented Reality, 73–122. Hoboken, NJ, USA: John Wiley & Sons, Inc., 2018. http://dx.doi.org/10.1002/9781119341031.ch2.

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(Christine) Sung, Eunyoung. "Brand Experience via Mobile AR App Marketing." In Augmented Reality and Virtual Reality, 3–9. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-37869-1_1.

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Xue, Liangchao, Christopher J. Parker, and Cathryn A. Hart. "How to Design Effective AR Retail Apps." In Augmented Reality and Virtual Reality, 3–16. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-68086-2_1.

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Roche, Kyle. "Using cocos2D for AR." In Pro iOS 5 Augmented Reality, 123–39. Berkeley, CA: Apress, 2011. http://dx.doi.org/10.1007/978-1-4302-3913-0_7.

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Hirakawa, Masahito, Shu’nsuke Asai, Kengo Sakata, Shuhei Kanagu, Yasuhiro Sota, and Kazuhiro Koyama. "Enhancing Interactivity in Handheld AR Environments." In Handbook of Augmented Reality, 273–88. New York, NY: Springer New York, 2011. http://dx.doi.org/10.1007/978-1-4614-0064-6_12.

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Grimm, Paul, Wolfgang Broll, Rigo Herold, Dirk Reiners, and Carolina Cruz-Neira. "VR/AR-Ausgabegeräte." In Virtual und Augmented Reality (VR/AR), 163–217. Berlin, Heidelberg: Springer Berlin Heidelberg, 2019. http://dx.doi.org/10.1007/978-3-662-58861-1_5.

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Fuchs, Philippe. "The Challenges and Risks of Democratization of VR-AR." In Virtual Reality and Augmented Reality, 289–301. Hoboken, NJ, USA: John Wiley & Sons, Inc., 2018. http://dx.doi.org/10.1002/9781119341031.ch6.

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Arnaldi, Bruno, Pascal Guitton, and Guillaume Moreau. "Conclusion: Where Will VR-AR be in 10 Years?" In Virtual Reality and Augmented Reality, 303–7. Hoboken, NJ, USA: John Wiley & Sons, Inc., 2018. http://dx.doi.org/10.1002/9781119341031.oth1.

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Genç, Ruhet. "The Impact of Augmented Reality (AR) Technology on Tourist Satisfaction." In Augmented Reality and Virtual Reality, 109–16. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-64027-3_8.

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Conference papers on the topic "AR (Augmented reality"

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Cosentino, Francesco, Nigel W. John, and Jaap Vaarkamp. "RAD-AR: RADiotherapy - Augmented Reality." In 2017 International Conference on Cyberworlds (CW). IEEE, 2017. http://dx.doi.org/10.1109/cw.2017.56.

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Hollerer, Tobias, Dieter Schmalstieg, and Mark Billinghurst. "AR 2.0: Social Augmented Reality - social computing meets Augmented Reality." In 2009 8th IEEE International Symposium on Mixed and Augmented Reality (ISMAR). IEEE, 2009. http://dx.doi.org/10.1109/ismar.2009.5336443.

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Babaei, Hossein R., Pagiel L. Mohurutshe, and Arash Habibi Lashkari. "Image-processing with augmented reality (AR)." In 2012 International Conference on Graphic and Image Processing, edited by Zeng Zhu. SPIE, 2013. http://dx.doi.org/10.1117/12.2011323.

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Richterek, Lukáš, and Jan Říha. "EUROPEAN AUGMENTED REALITY TRAINING NEEDS." In 3rd International Baltic Symposium on Science and Technology Education (BalticSTE2019). Scientia Socialis Ltd., 2019. http://dx.doi.org/10.33225/balticste/2019.168.

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The report of AROMA project (AROMA project consortium, 2018) summarizes a detailed study performed within project partner countries (Belgium, Czech Republic, Greece, Malta, Romania, Spain and Sweden) aimed at identifying the training needs connected with augmented reality technology (AR) and entrepreneurial skills and mapping an awareness about the AR technology. For the project, the research also serves as a first step to identify gaps that need to be addressed to offer a holistic syllabus integrating AR with selected skills and competencies. Keywords: augmented reality, competencies for entrepreneurship, vocational education and training.
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Garfield, M. Robert, and Alex Dupont. "Augmented Reality Aided Medical Device Design." In 2019 Design of Medical Devices Conference. American Society of Mechanical Engineers, 2019. http://dx.doi.org/10.1115/dmd2019-3215.

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Blurring the line between the physical and digital environment, augmented reality (AR) is the next frontier for medical device design. It is particularly useful as a means for rapid concept visualization and iterative refinement. By selectively mixing AR and physical prototypes, designers can conduct haptic evaluation alongside visual assessment. The integration of AR and traditional tools during development continues the practice of advancing design methods in parallel with technology. This paper explains the design of a mobile medical device/workstation using an AR aided medical device design process from an industry perspective. This case study demonstrates the viability and benefits of an AR aided design process pairing off-the-shelf AR technology with physical models of increasing fidelity. AR aided medical device design helps design teams accelerate development, lower prototyping costs, assess scaled designs earlier, illustrate contextual constraints, and reduce development risk.
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Park, Soon-gi. "LentinAR: Optical solution for Augmented Reality (AR) Glasses." In SPIE AR, VR, MR Industry Talks II, edited by Conference Chair. SPIE, 2021. http://dx.doi.org/10.1117/12.2597463.

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Kokoszka, Tyler, Harrison Pham, Briana Sullivan, and Thomas Butkiewicz. "AR-ChUM: Augmented Reality Chart Update Mashup." In OCEANS 2018 MTS/IEEE Charleston. IEEE, 2018. http://dx.doi.org/10.1109/oceans.2018.8604659.

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Kraut, Bojan, and Jelena Jeknic. "Improving education experience with augmented reality (AR)." In 2015 38th International Convention on Information and Communication Technology, Electronics and Microelectronics (MIPRO). IEEE, 2015. http://dx.doi.org/10.1109/mipro.2015.7160372.

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Zhu, Zhiwei, Vlad Branzoi, Michael Wolverton, Glen Murray, Nicholas Vitovitch, Louise Yarnall, Girish Acharya, Supun Samarasekera, and Rakesh Kumar. "AR-mentor: Augmented reality based mentoring system." In 2014 IEEE International Symposium on Mixed and Augmented Reality (ISMAR). IEEE, 2014. http://dx.doi.org/10.1109/ismar.2014.6948404.

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Hossain, Mohammad Fahim, Sudipta Barman, and A. K. M. Bahalul Haque. "Augmented Reality for Education; AR Children's Book." In TENCON 2019 - 2019 IEEE Region 10 Conference (TENCON). IEEE, 2019. http://dx.doi.org/10.1109/tencon.2019.8929565.

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Reports on the topic "AR (Augmented reality"

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Baluk, Nadia, Natalia Basij, Larysa Buk, and Olha Vovchanska. VR/AR-TECHNOLOGIES – NEW CONTENT OF THE NEW MEDIA. Ivan Franko National University of Lviv, February 2021. http://dx.doi.org/10.30970/vjo.2021.49.11074.

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The article analyzes the peculiarities of the media content shaping and transformation in the convergent dimension of cross-media, taking into account the possibilities of augmented reality. With the help of the principles of objectivity, complexity and reliability in scientific research, a number of general scientific and special methods are used: method of analysis, synthesis, generalization, method of monitoring, observation, problem-thematic, typological and discursive methods. According to the form of information presentation, such types of media content as visual, audio, verbal and combined are defined and characterized. The most important in journalism is verbal content, it is the one that carries the main information load. The dynamic development of converged media leads to the dominance of image and video content; the likelihood of increasing the secondary content of the text increases. Given the market situation, the effective information product is a combined content that combines text with images, spreadsheets with video, animation with infographics, etc. Increasing number of new media are using applications and website platforms to interact with recipients. To proceed, the peculiarities of the new content of new media with the involvement of augmented reality are determined. Examples of successful interactive communication between recipients, the leading news agencies and commercial structures are provided. The conditions for effective use of VR / AR-technologies in the media content of new media, the involvement of viewers in changing stories with augmented reality are determined. The so-called immersive effect with the use of VR / AR-technologies involves complete immersion, immersion of the interested audience in the essence of the event being relayed. This interaction can be achieved through different types of VR video interactivity. One of the most important results of using VR content is the spatio-temporal and emotional immersion of viewers in the plot. The recipient turns from an external observer into an internal one; but his constant participation requires that the user preferences are taken into account. Factors such as satisfaction, positive reinforcement, empathy, and value influence the choice of VR / AR content by viewers.
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Augmented Reality Computer-Aided Drawing (AR-CAD). Purdue University, 2007. http://dx.doi.org/10.5703/1288284315861.

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