Academic literature on the topic 'Augmented reality – Social aspects'

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Journal articles on the topic "Augmented reality – Social aspects"

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Stevens, Renée. "Social Augmented Reality." Frameless 1, no. 1 (December 15, 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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Falomo Bernarduzzi, Lidia, Ester Maria Bernardi, Alberto Ferrari, Maria Carla Garbarino, and Andrea Vai. "Augmented Reality Application for Handheld Devices." Science & Education 30, no. 3 (March 18, 2021): 755–73. http://dx.doi.org/10.1007/s11191-021-00197-z.

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AbstractThe Pavia University History Museum, which houses historic items mainly connected to the physics and medicine fields, has focused in the past years on new ways to involve its public and to attract new audiences. Among different approaches, digital technologies have proven important to both external and internal communication. Lately, an Augmented Reality application has been made available to visitors, offering in one tool multimedia material of a historical-scientific nature: stories, 3D animations, images and user-generated video storytelling (developed mainly by University students, one of our least present demographics before the App, and younger students, who typically participate in the annual co-creative project). The App was designed to be as non-intrusive and discreet as possible, to preserve the historic ambiance of the museum, to unite social and educational aspects, to register user behaviour and to make the museum experience more vibrant and active and therefore captivating.
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Franco, Mara, and Luis Mota. "Reopening for Business Post-COVID-19: Augmented Reality as a Strategy for Attracting Visitors to a Tourist Destination." European Journal of Tourism, Hospitality and Recreation 11, no. 1 (December 1, 2021): 54–65. http://dx.doi.org/10.2478/ejthr-2021-0006.

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Abstract Critical thoughts about tourist destinations overcoming and mitigating impacts from COVID-19 lie in the opportunities created by the pandemic. In this paper, an innovative way to attract tourists to Madeira Island and specifically for the Caminho Real (CR) is proposed, assisted by augmented reality. There are important considerations for developing software suitable for mobile devices such as smartphones and tablets; values and benefits for sustainable tourism development and for being an educational experience respecting social distancing; and services included in the augmented reality application. Therefore, some propositions are presented to evaluate the possibility of augmented reality as a secure opportunity to show historical, cultural, and ethnographic aspects when visiting a tourist destination, while respecting social-distancing constraints.
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Kolesnichenko, Milana, and Olga Burova. "Social aspects of innovation management in digital sector." SHS Web of Conferences 116 (2021): 00045. http://dx.doi.org/10.1051/shsconf/202111600045.

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Innovation management in the digital sector requires taking into account the institutional, socio-structural and socio-cultural context. The article discusses the thesis about unevenness of digitalization in different spheres of society and for different social groups. The actual implementation and use of innovations in everyday life depends not only on development of infrastructure and digital literacy, but also on emerging social norms, including associated with peculiarities of culture of society, belonging to the “artificial” or “natural” type. Artificial intelligence and digital innovations affect the field of health, human corporeality, bioethics, biosociality, etc. There are new sociological approaches which make it possible to study the management of innovations, for example, atypical sociology, augmented reality, concept of posthumanism, etc. An information policy is needed that allows representatives of social groups to perceive innovations more adequately.
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Dagan, Ella, Ana María Cárdenas Gasca, Ava Robinson, Anwar Noriega, Yu Jiang Tham, Rajan Vaish, and Andrés Monroy-Hernández. "Project IRL: Playful Co-Located Interactions with Mobile Augmented Reality." Proceedings of the ACM on Human-Computer Interaction 6, CSCW1 (March 30, 2022): 1–27. http://dx.doi.org/10.1145/3512909.

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We present Project IRL (In Real Life), a suite of five mobile apps we created to explore novel ways of supporting in-person social interactions with augmented reality. In recent years, the tone of public discourse surrounding digital technology has become increasingly critical, and technology's influence on the way people relate to each other has been blamed for making people feel "alone together," diverting their attention from truly engaging with one another when they interact in person. Motivated by this challenge, we focus on an under-explored design space: playful co-located interactions. We evaluated the apps through a deployment study that involved interviews and participant observations with 101 people. We synthesized the results into a series of design guidelines that focus on four themes: (1) device arrangement (e.g., are people sharing one phone, or does each person have their own?), (2) enablers (e.g., should the activity focus on an object, body part, or pet?), (3) affordances of modifying reality (i.e., features of the technology that enhance its potential to encourage various aspects of social interaction), and (4) co-located play (i.e., using technology to make in-person play engaging and inviting). We conclude by presenting our design guidelines for future work on embodied social AR.
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Legman, Ioan –. David, and Manuela Rozalia Gabor. "Augmented Reality technology - a sustainable element for Industry 4.0." Acta Marisiensis. Seria Oeconomica 14, no. 2 (February 1, 2020): 9–18. http://dx.doi.org/10.2478/amso-2020-0008.

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Abstract Augmented Reality (AR) is a current, sustainable, efficient, and promising tool that will make an essential contribution to the development of the Industry 4.0 revolution. AR technology fully and effectively responds to the current extended digital age, in the last year and in the field of education, of learning at all levels. The applicability of AR technology is varied and complex: retail interior design, health, industry, logistics, etc. This paper show the applicability of AR technology in the learning process, from the perspective of the Industry 4.0 concept, highlighting the sustainable and efficient aspects on the economic performance and not only of the companies. The main conclusion of this research is that the use of modern digital technology (AR and VR) in learning in various fields, including education, must be based on the principles of ROI (Return on Investments) and SROI (Social Return on Investments).
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Neo, Han Foon, Chuan Chin Teo, and Quan Fong Yeo. "Augmented reality emotion recognition for autism spectrum disorder children." F1000Research 10 (November 30, 2021): 1217. http://dx.doi.org/10.12688/f1000research.73522.1.

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Autism spectrum disorder (ASD) is a lifelong neurodevelopmental disorder that affects brain development. The prevalence of ASD is one in 68 children. Low social motivation is the main cause in developing social communication skills deficiency. As a result, it is becoming difficult for them to express themselves, to be able to manage social interactions, and they lack the ability to comfort others and even share their own feelings. This study aimed to design a mobile application based on augmented reality (AR) focusing on social interactions and communication aspect for children with ASD. The scope is in emotion recognition, which makes use of emotional icons to help them improve their social skills, more specifically on helping them to recognize various emotions. The emotions are represented by emojis inspired by Dr. Paul Ekman who has created the basic six emotions, namely happiness, sadness, disgust, fear, surprise, and angry. Additional emotions such as confound face, winking with tongue, cold sweat, blowing kiss, flushed, sleepy, disappointed, and winking are included. AR is able to gage the children’s attention when they view the animated emojis. The application enables the children with ASD to be more willing in recognizing different emotional expressions and improve their social skills by expressing their own feelings. The scope of the study is limited to emotion recognition. It is developed based on literature reviews without guidance of any certified ASD specialist. AR is an interactive technology that places digital information in our physical world in real time, providing precise registration in all three dimensions. Existing literature proved that the traditional face-to-face teaching methods have failed to increase the interest and ability of ASD children because the teacher has full control in the classroom. This study adds value to the existing works to incorporate AR as additional intervention in treating ASD children.
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de Souza e Silva, Adriana. "Pokémon Go as an HRG: Mobility, sociability, and surveillance in hybrid spaces." Mobile Media & Communication 5, no. 1 (November 28, 2016): 20–23. http://dx.doi.org/10.1177/2050157916676232.

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In July 2016, Niantic Labs released the hybrid/augmented reality game Pokémon Go. Due to the game’s sudden enormous success, many mobile phone users all over the world could experience for the first time playing a hybrid reality game. Hybrid reality games, however, are not new. For at least 15 years, researchers and artists experiment with the affordances of location-based mobile technology to create playful experiences that take place across physical and digital (i.e., hybrid) spaces. Blast Theory’s Can You See Me Now?, developed in 2001, is one of the first examples. Yet for a long time, these games remained in the domain of art and research, and had therefore a very limited player community. Previous research has identified three design characteristics of hybrid reality games: mobility, sociability, and spatiality; and three main aspects to analyze these games: the connection between play and ordinary life, the relevance of the play community, and surveillance. With hybrid reality games’ commercialization and popularity, some of the issues that have been at the core of these games for over a decade will remain the same, while other aspects will change. This paper uses Pokémon Go as an example of a hybrid/augmented reality game to explore the main social and spatial issues that arise when these games become mainstream, including mobility, sociability, spatiality, and surveillance.
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Börsting, Ingo, Markus Heikamp, Marc Hesenius, Wilhelm Koop, and Volker Gruhn. "Software Engineering for Augmented Reality - A Research Agenda." Proceedings of the ACM on Human-Computer Interaction 6, EICS (June 14, 2022): 1–34. http://dx.doi.org/10.1145/3532205.

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Augmented reality changes the way we perceive reality and how we interact with computers. However, we argue that to create augmented reality solutions, we need to rethink the way we develop software. In this paper, we review the state of the art in software engineering for augmented reality applications, derive open questions, and define a research agenda. For this purpose, we consider different engineering phases and evaluate conventional techniques regarding their applicability for AR development. In requirements engineering, we found the integration of AR experts and the associated collaboration between actors to be of key aspect in the development process. Additionally, requirements about the physical world must be considered, which in turn has a huge impact on UI design. The relevance of the physical environment is not yet sufficiently addressed in applicable techniques, which also applies to current implementation frameworks and tools, complicating the AR development process. When evaluating AR software iterations, we found interaction testing and test automation to have great potential, although they have not yet been sufficiently researched. Our paper contributes to AR research by revealing current core challenges within the AR development process and formulating explicit research questions that should be considered by future research.
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Aluri, Ajay. "Mobile augmented reality (MAR) game as a travel guide: insights from Pokémon GO." Journal of Hospitality and Tourism Technology 8, no. 1 (March 13, 2017): 55–72. http://dx.doi.org/10.1108/jhtt-12-2016-0087.

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Purpose The purpose of this study is to examine the aspects of the Pokémon GO game that influenced travelers to use the app, and to pinpoint aspects of the mobile augmented reality (MAR) game that can memorably engage with them like a travel guide and influence individual traveler experience during and after usage. This current study specifically focused on examining the behavioral intentions to use the MAR app as a travel guide in the future. Design/methodology/approach Descriptive methods were used, with a target population for this study consisting of smartphone users who had downloaded Pokémon GO and had played the game. An exponential non-discriminative sample, snowball sampling method, was chosen by selecting a group of respondents who have played the game and using those to help identify other respondents in the target population who have played the game. A 15-item survey instrument drawing from industry insights and academic literature was created for the purpose of the study. Findings The number of downloads, length of usage and frequency of game play declined between the months of July and September. However, a 71 per cent majority of surveyed respondents still had the app on their smartphone at the time of the study. The Pokémon GO app offered all four realms of experiences – educational, entertainment, esthetic and escapist – and enhanced the overall user experience. This study revealed that a majority (77 per cent) of the respondents would be interested in using Pokémon GO as a travel guide. Furthermore, a majority (73 per cent) of respondents stated that they would be interested in using an MAR game as a travel guide in the future. Research limitations/implications For all its interaction with the real world, Pokémon GO is still just an early version of an MAR app, and does not offer a fully immersive and interactive AR experience. The study used snowball sampling due to its exploratory and may not be able to guarantee the representative nature of the sample. Concerning the research method used, such methods were necessary for a review of an existing MAR app as a travel guide to further fill some gaps in literature. Practical implications This study bridged the gap between theory and practice by offering key insights specifically into customers’ intentions to use the Pokémon GO game or other customized MAR game as a travel guide in the hospitality and tourism industry. Pokémon GO and similar MAR games could potentially change the way destinations are marketed in the tourism industry. This current study pinpointed five exploitable qualities of MAR technology and how hospitality and tourism businesses can use them to tap into this new global and social phenomenon. Social implications Pokémon GO and similar MAR games bring people together. In fact, unlike social media, where users are spending significant amounts of time just browsing without posting or interacting with others, MAR games create face-to-face interactions. MAR games enhance real-life social interaction, which might signify a social media trend back toward real world networking and meeting with friends. Originality/value Since the early 2000s, several qualitative and a few quantitative studies have been done to explore (MAR) applications as a travel guide; however, none of them have reviewed a MAR game app that can be offered as a travel guide. That makes this a pioneer study, investigating an existing MAR app that was not created with this use in mind and examining the intentions to use it as a travel guide.
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Dissertations / Theses on the topic "Augmented reality – Social aspects"

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Karlsson, Michael. "Challenges of Designing Augmented Reality for Military use." Thesis, Umeå universitet, Institutionen för informatik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-105138.

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Augmented Reality, eller förstärkt verklighet som det heter på svenska, är en teknologi som funnits i någon form sedan mer än 30 år tillbaka. Förstärkt verklighet system bygger och lägger virtuella objekt på vår syn av verkligheten, antingen genom video eller en genomskinlig display. Trots sin långa historia har det bara nyligen kunnat börja utvecklas i någon betydande mening, därför att den är starkt begränsad av processor- och display-teknik. Förutom tekniska begränsningar möter den också begränsningar i form av användarens kapacitet att bearbeta information som ett system matar ut. Om mängden information överskrider kapaciteten blir användaren överbelastad, ett tillstånd som kallas för Information Overload, vilket resulterar i att användaren får svårt att ta in och begripa information. Detta kan åthjälpas genom att utöva god design av användargränssnittet, som är en viktig del i alla system. Militären är mycket intresserade i teknologin i hopp om att det ska ge dem en bättre överblick på slagfältet. Den miljö som råder på ett slagfält kan dock vara mycket stressande, vilket ökar risken för Information Overload och gör det till en större utmaning att designa ett användbart system. Denna uppsats syftar att samla information om förstärkt verklighet, Informaion Overload och gränssnittsdesign på ett ställe och applicera det på ett militärt projekt, för att undersöka vilka utmaningar som uppstår när man designar för militärt bruk, utifrån traditionella riktlinjer och principer.
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Kjellsson, Elin, and Markus Tropp. "Augmented Reality och vägen mot mer informerade E-handelsköp : En studie om Augmented Reality och dess bidrag till konsumenters köpprocess." Thesis, Högskolan i Halmstad, Akademin för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-43519.

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E-handeln har vuxit snabbt och konsumenterna värdesätter bekvämligheten, det stora utbudetoch möjligheten att handla dygnet runt. E-handelns tillväxt har lett till ett ökande antalleveranser och returer. Det ökande antalet returer tyder på en osäkerhet hos konsumenternasom beror på bristfällig information i köpprocessen. Vid e-handelsköp har inte konsumenternasamma möjligheter att se och röra produkterna i verkligheten vilket är en bidragande orsak tillkonsumenternas osäkerhet i köpprocessen. Osäkerheten i kombination med en trend därkonsumenter byter ut sina produkter oftare tyder även på ett ohållbart köpbeteende. AR är ettverktyg som kan hjälpa konsumenter att göra genomtänkta köp genom att visualisera hurprodukter ser ut i hemmet, utvärdera produkterna redan innan köpet genomförts och därmedminska risken för ett dåligt eller onödigt köp.Tidigare forskning har visat att virtuella tekniker kan hjälpa konsumenter att utvärderaprodukter innan köpet och kompensera för bristfällig information. Därför är det intressant attundersöka AR från ett konsumentperspektiv och undersöka hur AR bidrar med betydandeinformation till konsumenter för att ha verkan på den osäkerhet som finns inom e-handeln.Studiens syfte är att undersöka vilken information som AR tillför under köpprocessen för attleda konsumenterna till mer hållbara köp. Studien har utgått från en kvalitativ forskningsansatsdär semistrukturerade intervjuer med inslag av contextual inquiry har använts för att samla inempiriska data. Det empiriska materialet har bearbetats med hjälp av en abduktiv tematiskanalysmetod. Studiens slutsats är att informationen AR tillför under stegen i köpprocessenhjälper konsumenter att göra mer genomtänkta köp vilket bidrar till en mer hållbar konsumtiondå de är mer säkra på om de ska eller inte ska genomföra köpet.
E-commerce has grown rapidly and consumers value convenience, the wide range of productsand the opportunity to shop day and night. The growth of e-commerce has led to an increasingnumber of deliveries and returns. The increasing number of returns indicates an uncertaintyamong consumers due to lack of information in the buying process. In e-commerce purchases,consumers do not have the same opportunities to see and touch the product, which is acontributing factor to consumers' uncertainty in the buying process. The uncertainty combinedwith a trend where consumers replace their products more often also indicates unsustainablebuying behavior. AR is a tool that can help consumers make well-thought-out purchases byvisualizing what the product looks like in the home, evaluating the product even before thepurchase has been made and thereby reducing the risk of a bad or unnecessary purchase.Previous research has shown that virtual technologies can help consumers evaluate the productbefore purchasing and compensate for incomplete information. Therefore, it is interesting toexamine AR from a consumer perspective and examine how AR contributes significantinformation to consumers in order to have an effect on the uncertainty that exists in ecommerce.The purpose of the study is to investigate what information AR provides during thebuying process to lead consumers to more sustainable purchases. The study was based on aqualitative research approach where semi-structured interviews with elements of contextualinquiry have been used to collect empirical data. The empirical material has been processedusing an abductive thematic analysis method. The study concludes that the information ARadds during the steps in the buying process helps consumers to make more thoughtfulpurchases, which contributes to a more sustainable consumption as they are more confidentabout whether or not to make the purchases.
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Igelmo, Victor. "Context-aware augmented reality experiences using cloud-based systems." Thesis, Högskolan i Skövde, Institutionen för ingenjörsvetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-19172.

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The new reality is about connectivity. From social media to collaborative tools in work environments, people and their devices are highly intercommunicated. This reality also affects the manufacturing industry, which has been developing standards to keep up with technology and take advantage of it. These technologies are encompassed in what has been called Industry 4.0. Out of all the technologies, apart from artificial intelligence, the main drives of Industry 4.0 are considered by many studies augmented reality (AR) and industrial internet of things (IIoT). This thesis suggests that these drivers have been mostly tested either in an isolated fashion or with limited connectivity. The main objective is to explore the advantages of connecting AR, IIoT, and the main source of information in the manufacturing process: product lifecycle management (PLM) systems. Two sub-objectives are extracted from the main one: to study of value created from real-time role-dependent AR information displaying, and to study how the connection AR-IIoT-PLM can affect developing and deploying times of AR experiences. To achieve the mentioned objectives, a case of study is built, and the combined system implemented on it. Following design and creation methodology, an artefact is created, and conclusions are extracted from the design, implementation, and usage stages. Main results are an improvement in developing and deploying time of AR experiences, along with guidelines to extract as much value as possible from the implementation of a combined system of this sort. This thesis includes a discussion section, where the potential of the system is explained and framed within the near future of manufacturing companies.
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Lico, Angjelo, and Johannes Andersson. "Augmented reality inom sjukvården : En studie om utmaningar och möjligheter för AR i sjukvården." Thesis, Umeå universitet, Institutionen för informatik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-165245.

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This essay is about the use of Augmented Reality in healthcare, to highlight the challenges and the opportunities that generate from the subject. With the continual development of technology that is introduced to healthcare, it is important to understand the effects that Augmented Reality has on the workers that use it, and the people who are affected by it. This essay is based on a literature review to be able to examine the information that is best suited to contribute to the work. We created a table to present our findings by identifying two perspectives that are affected by the use of AR. The two perspectives are introduced as Care providers and Care recipients, which are the two main signifiers in hospitals and the healthcare environment. The conclusion of this essay will reveal the opportunities and the challenges of Augmented Reality in healthcare and may serve as a suggestion to what the future of Augmented Reality in healthcare can hold.
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Jones, Adam McFaul. "Starts and Stops: Multimodal Practices for Walking as a Group in an Augmented Reality Place Based Game." PDXScholar, 2016. http://pdxscholar.library.pdx.edu/open_access_etds/2748.

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Augmented reality, place-based games utilize GPS-enabled maps and mobile media recording devices to shift traditional classroom activities into real-world contexts. AR-games for second language learning is a new field of research, and few studies have examined the kinds of face-to-face interactions players engage in during AR-games. Using intensive, multi-camera video data of English language learners playing an AR-game, ChronoOps, this thesis describes how groups start and stop walking during gameplay. The method used is conversation analysis, and this study draws from theories of embodied and distributed cognition, situated learning, and interactional competence Walking to and from various destinations as a group is an important action for accomplishing the ChronoOps game. Thus, starting and stopping are sites where players orient to the tasks and environment of the game. Results show that starts and stops are projectable and accountable actions comprised of multiple semiotic fields including linguistic, gestural, and embodied practices. Furthermore, starts and stops are contingent on players' orientation to their place within the campus and game destinations, but also their place within the locally constructed nature of the AR-game task organization. These findings have implications for future research theories of learning in SLA and AR-games.
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Svahn, Niclas, and Philip Bergstedt. "A comparison between remote and physically co-located, Plane and AR tag, as well as 2D and 3D supervision in a collaborative AR-environment." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20101.

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As Covid-19 has been a long-lasting worldwide pandemic, more companies wish to find a solution in collaborative Augmented Reality (AR). That makes AR a growing technology that allows users to observe a virtual object in the real world in real-time. The virtual object can interact with real-world objects to fully augment the user’s reality. This paper's first aim is to evaluate whether a remote or aphysically co-located AR space is most efficient. The second aim concerns whether AR planes or AR tags will increase efficiency in the virtual environment. The third is to evaluate whether having a supervisor on a desktop with a mouse and keyboard and a screen or holding a phone connected to the same AR space is most efficient. The paper’s experiment’s focus will be to measure efficiency by fetching quantifiable data from the application while the pair of subjects complete the task of building a pyramid with cubes. Three paired t-tests have been done, one for each of the different test requirements. Co-located have been tested against remote, AR tag against AR plane, and 2D against 3D. The null hypothesis for these three tests is that there is no difference. A survey was done to collect qualitative data to determine which configuration was preferred. It was shown that co-located, 2D supervising, and AR planes were perceived as the best configuration. The results of the paired t-tests show that the difference between co-located and remote is significant with a 99% accuracy. At the same time, the two other tests have an insignificant difference, even with a 95% accuracy.
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Paakkola, Dennis, and Robin Rännar. "Ökad användarberedskap för digitala miljösimuleringar : Kravställning,utveckling och utvärdering av digital prototyp för användarintroduktion." Thesis, Mittuniversitetet, Institutionen för data- och systemvetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-38021.

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Digital environmental simulations can be performed with different techniques and the most common technologies are virtual reality, augmented reality and mixed reality. Digital environmental simulations have proven to be effective in practicing surgery, industrial activities and for military exercises. Previous studies have shown that technology habits are a factor that affects whether digital environmental simulations can be used effectively. Thus, the purpose of the study was to investigate how users can be introduced to digital environmental simulations. To achieve the purpose, the following question was needed: How can a digital prototype be designed to introduce users to digital environmental simulations based on user needs? The study was based on design science as a research strategy, which meant that the study was carried out in three phases: development of requirements, development and evaluation of digital prototype. The production of requirements was made through a qualitative data collection in the form of semi-structured interviews. The interview questions were developed using a theoretical framework on digital competence. The interviews resulted in a requirement specification containing 15 user stories that were prioritized.Based onthe requirement specification, a digital prototype was developed in thedevelopment environment Unity. The evaluation of the digital prototype wascarried out in two stages, where the first was to evaluate internally and thesecond step was to evaluate externally. The external evaluation was conductedwith respondents who carried out a use test of the digital prototype thatresulted in proposals for further development. But it also resulted in usershaving increased knowledge and ability to see opportunities with digitalenvironmental simulations. The conclusion is that users can be introduced to digitalenvironmental simulations through a digital prototype designed based on userneeds.
Digitala miljösimuleringar kan utföras med olika tekniker och de vanligaste teknikerna är virtual reality, augmented reality och mixed reality. Digitala miljösimuleringar har visat sig vara effektiva för att öva på kirurgi, industrimoment samt för militärövningar. Tidigare studier har visat att teknikvana är en faktor som påverkar om digitala miljösimuleringar kan användas effektivt. Således var syftet med studien att undersöka hur användare kan introduceras till digitala miljösimuleringar. För att uppnå syftet behövdes följande frågeställning besvaras: Hur kan en digital prototyp utformas för att introducera användare till digitala miljösimuleringar baserat på användares behov? Studien har utgått från design science som forskningsstrategi, vilket medförde att studien har utförts i tre faser: framtagning av krav, utveckling och utvärdering av digital prototyp. Framtagning av krav skedde genom en kvalitativ datainsamling i form av semistrukturerade intervjuer. Intervjufrågorna togs fram med hjälp av ett teoretiskt ramverk om digital kompetens. Intervjuerna resulterade i en kravspecifikation innehållande 15 användarberättelser som prioriterades.   Utifrån kravspecifikationen utvecklades en digital prototyp i utvecklingsmiljön Unity. Utvärderingen av den digitala prototypen genomfördes i två steg, där det första var att utvärdera internt och det andra steget var att utvärdera externt. Den externa utvärderingen genomfördes med respondenter som utförde ett användningstest av den digitala prototypen som resulterade i förslag till vidareutvecklingMen det resulterade även i att användare fick ökadkunskap och förmåga att se möjligheter med digitala miljösimuleringar.Slutsatsen är att användare kan introduceras till digitala miljösimuleringargenom en digital prototyp som utformats baserat på användares behov.
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Alnebo, Carl, and Christoffer Svensson. "Beyond the hype : A study of non-user perspectives." Thesis, Uppsala universitet, Informationssystem, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-315365.

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Today's rapid technological development in relation with social networks create efficient information flows in everyday life. It creates conditions for so-called "hypes" that are described as an exponentially growing trend of testing a new product. What factors lies behind a hype and how does it affect people that choose to refrain from new technology?   The purpose of this paper is to study the so called non-users, with a case study that concerns the Pokémon GO game and its hype in the summer of 2016. This case study has the intention to highlight the positive and negative aspects of non-users and other thoughts about hype. The study also intends to investigate what the non-users can contribute in technological development and if it's possible to distinguish between users and non-users in today's society.   The case study has been carried out on the basis of two group interviews; a group that abstained from playing and a group that played Pokémon GO during the hype. A number of issues are discussed and linked against a theoretical framework which also has been used in the analysis in this paper. Based on the results of the case study it appears that nostalgia was a major factor in the hype, many had prior knowledge of the concept and was triggered by it. Nostalgia was also a factor that lead people to refrain from the hype. The game did not meet up to everyone’s expectations regarding the functionality which existed earlier in Pokémon but not now.  It also emerged that the social environment affects both users and non-users in several ways. The investigation of the case study showed that non-users often had to wait for players due to different reasons. This could be while on walks with the player or that users could completely block roads. To be able completely separating non-users and users is complex as the real world is used as the platform of the game. Both previous studies and this paper demonstrates how important it can be to understand non-users. They have the opportunity to present an overall perspective of a product that users might condone. In summary, the future will become more complex in the area, especially with new technologies that make the real world a game field.
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David, Alsius. "Augmented Reality Intention in Social Networking and Retail Apps." Thesis, University of North Texas, 2020. https://digital.library.unt.edu/ark:/67531/metadc1707235/.

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This dissertation contributes to IS research by explaining user intentions while using AR features in mobile social networking and retail app contexts. It consists of three essays, which use partial least squares modeling to analyze different consumer behavior models. The first essay examines the influence of quality, human, and environmental factors on AR reuse intention in a mobile social networking context. The second essay introduces position relevance, a new construct essential to AR research in e-commerce, and it looks at the influence of this construct and app involvement on user purchase intention, while using view-in-room features on mobile retail apps. The third essay examines the influence of service quality and visual quality on recommendation intention of mobile retail apps while using view-in-room features compared to shopping without using these AR features.
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Ke, Zhang. "Using Augmented-Reality for Visualizing a Social Robot’s Internal State." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-288144.

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Humans are very good at conveying when something is lost or misinterpreted in communication by using social cues like facial expressions or changes in prosody. However, these methods are usually not applicable for most robots, which are appearance constrained and vocality constrained. This is also one of the key factors that restrain the efficiency of Human-Robot Interaction (HRI). In this project, we explore a novel paradigm for enhancing the perception of the robot’s internal states using augmented reality (AR). A series of visualization interfaces augmenting either the environment, robot, or target object are implemented and evaluated through a user study. We found that AR visualization improved efficiency and motion predictability over a control group in which there is no visualization. The project shows not only the potential of AR visualizing as a bridge coordinating human and robot, but also a promising future of applications visualising robot’s internal states.
Människor är mycket bra på att förmedla när något går förlorat eller tolkas felaktigt i kommunikationen genom att använda sociala ledtrådar som ansiktsuttryck eller förändringar i prosodi. Dessa metoder är dock vanligtvis inte tillämpliga för de flesta robotar, vilka är begränsade till utseendet och begränsad vokalitet. Detta är också en av nyckelfaktorerna som begränsar effektiviteten i Human-Robot Interaction (HRI). I detta projekt utforskar vi ett nytt paradigm för att förbättra uppfattningen om robotens interna tillstånd med hjälp av augmented reality (AR). En serie visualiseringsgränssnitt som förstärker antingen miljön, roboten eller målobjektet implementeras och utvärderas genom en användarstudie. Vi fann att AR-visualisering förbättrade effektiviteten och rörelsesförutsägbarheten över en kontrollgrupp där det inte finns någon visualisering. Projektet visar inte bara potentialen för AR- visualisering som en bro som koordinerar människa och robot utan också en lovande framtid för applikationer som visualiserar robotens interna tillstånd.
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Books on the topic "Augmented reality – Social aspects"

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Understanding new media: Augmented knowledge & culture. Calgary: University of Calgary Press, 2006.

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Forbes, Edith. Exit to reality. Seattle, Wash: Seal Press, 1997.

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Reality television, affect and intimacy: Reality matters. New York: Palgrave Macmillan, 2008.

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Standards: Recipes for reality. Cambridge, Mass: MIT Press, 2011.

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Reality television and class. London: Palgrave Macmillan on behalf of the British Film Institute, 2011.

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P, Velde Beth, ed. Activities: Reality and symbol. Thorofare, NJ: Slack, 1999.

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Revelation & social reality: Learning to translate what is written into reality. West Palm Beach, Fla: Palabra Publications, 2009.

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Luhmann, Niklas. The reality of the mass media. Stanford, Calif: Stanford University Press, 2000.

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Luhmann, Niklas. The reality of the mass media. Cambridge: Polity Press, 2000.

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Fair game: Myth and reality in sport. London: Allen & Unwin, 1986.

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Book chapters on the topic "Augmented reality – Social aspects"

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Barhorst, Jennifer B., Graeme McLean, Nina Krey, Heiner Evanschitzky, and Ana Javornik. "Augmented Reality Brand Experiences: Exploring Psychological, Cognitive, and Sensory Aspects: An Abstract." In Celebrating the Past and Future of Marketing and Discovery with Social Impact, 427–28. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-95346-1_138.

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Duverné, Tristan, Théo Rougnant, François Le Yondre, Florian Berton, Julien Bruneau, Katja Zibrek, Julien Pettré, Ludovic Hoyet, and Anne-Hélène Olivier. "Effect of Social Settings on Proxemics During Social Interactions in Real and Virtual Conditions." In Virtual Reality and Augmented Reality, 3–19. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-62655-6_1.

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Esser, Matthias. "Standardization and Vehicle Regulation Aspects of Camera Monitor Systems." In Augmented Vision and Reality, 51–100. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-29611-1_2.

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Toet, Alexander, Tina Mioch, Simon N. B. Gunkel, Camille Sallaberry, Jan B. F. van Erp, and Omar Niamut. "Holistic Quality Assessment of Mediated Immersive Multisensory Social Communication." In Virtual Reality and Augmented Reality, 209–15. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-62655-6_13.

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Doerner, Ralf, and Frank Steinicke. "Perceptual Aspects of VR." In Virtual and Augmented Reality (VR/AR), 39–70. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-79062-2_2.

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Jung, Timothy, M. Claudia tom Dieck, Philipp Rauschnabel, Mario Ascenção, Pasi Tuominen, and Teemu Moilanen. "Functional, Hedonic or Social? Exploring Antecedents and Consequences of Virtual Reality Rollercoaster Usage." In Augmented Reality and Virtual Reality, 247–58. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-64027-3_17.

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Flavián, Carlos, Sergio Ibáñez-Sánchez, and Carlos Orús. "User Responses Towards Augmented Reality Face Filters: Implications for Social Media and Brands." In Augmented Reality and Virtual Reality, 29–42. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-68086-2_3.

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Buhr, Mathias, Thies Pfeiffer, Dirk Reiners, Carolina Cruz-Neira, and Bernhard Jung. "Real-Time Aspects of VR Systems." In Virtual and Augmented Reality (VR/AR), 245–89. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-79062-2_7.

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Roche, Kyle. "Building a Social AR Application." In Pro iOS 5 Augmented Reality, 225–62. Berkeley, CA: Apress, 2011. http://dx.doi.org/10.1007/978-1-4302-3913-0_11.

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Erifiu, Alexander, and Gerald Ostermayer. "Hardware Sensor Aspects in Mobile Augmented Reality." In Computer Aided Systems Theory – EUROCAST 2011, 536–43. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-27579-1_69.

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Conference papers on the topic "Augmented reality – Social aspects"

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Adnan, Nor Hafizah, Helmi Norman, and Norazah Mohd Nordin. "Augmented Reality-based Learning using iPads for Children with Autism." In Tenth Pan-Commonwealth Forum on Open Learning. Commonwealth of Learning, 2022. http://dx.doi.org/10.56059/pcf10.8622.

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The Covid-19 pandemic outbreak forced early childhood programs to make a sudden switch to remote learning in response to the crisis. While technologies can facilitate seamless migration of face-to-face learning to a virtual platform, these rapid advancements are merely tailored for typical children, causing children with special needs, including children with autism, to be left behind. To date, the prevalence of children across the globe diagnosed with autism spectrum disorders (ASD) has been increasing. ASD refers to complex neurodevelopment disorders characterized by intellectual disability, language impairment, characteristic and repetitive behaviours, and difficulties with interaction and social communication. Some children with ASD are capable perform all learning activities, but most of them require substantial support to perform basic learning activities. Previous studies found that children with ASD have difficulty understanding spoken language, but they have a strong interest in visual objects. Most of their learning occurs through watching since a visual process produced better recall than auditory learning. In other words, the visual channel could be the best way to develop their cognitive abilities and enhance their spoken language capabilities. Augmented reality (AR) is a technology in which audio, visual, and text are superimposed on the real world using mobile devices. AR is a promising technology that could help children with ASD better understand the world around them, bridging digital and physical worlds. Hence, the purpose of this study was to design, develop, and evaluate an immersive learning environment using AR for children with ASD. This study applied the design and development research approach that involved analysis, design and development, implementation and evaluation. The AR involved aspects, such as attention and positive emotions, social interaction, facial expressions, nonverbal social cues, and vocabulary that are crucial in the design and development of learning for children with ASD.
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Tivatansakula, Somchanok, Gantaphon Chalumpornb, and Supadchaya Puangpontipb. "Healthcare System Focusing on Emotional Aspect Using Augmented Reality: Emotion Detection by Facial Expression." In Applied Human Factors and Ergonomics Conference. AHFE International, 2021. http://dx.doi.org/10.54941/ahfe100521.

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Current research includes many proposals of systems that provide assistances and services to people in the healthcare fields; however, these systems emphasize the support physical rather than emotional aspects. Emotional health is as important as physical health. Negative emotional health can lead to social or mental health problems. To cope with negative emotional health in daily life, we propose a healthcare system that focuses on emotional aspects. This system provides services to improve user emotion. To improve user emotion, we need to recognize users’ current emotional state. Therefore, our system integrates emotion detection to suggest the appropriate service. This system is designed as a web-based system. While users use the system, facial expression and speech are detected and analyzed and to determine the users’ emotions. When negative emotions are detected, our system suggests that the users take a break by providing services (designed to provide relaxation, amusement and excitement services) with augmented reality and Kinect to improve their emotional state. This paper focuses on feature extraction and classification of emotion detection by facial expression recognition.
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Talha Farooqi, Abu, and Sourav Banerjea. "Visual Culture, Disciplinary Engagement and Drawing: Pedagogical Possibilities for an Indian Way of Architectural Thinking." In 2019 ACSA Teachers Conference. ACSA Press, 2019. http://dx.doi.org/10.35483/acsa.teach.2019.33.

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Architectural thinking and design process have always been dependent upon the representational medium and language of architecture – conventional drawings, diagramming, models, and iconography, to name a few. As a result of technological advancement (therefore possibilities) and socio-economic change, representation techniques have evolved, from conventional processes to ‘augment-ed reality’. Representation techniques and means in the production of architecture are critical to cover the conceptual range in which architecture can be created. This paper places this issue within the larger heterogeneous culture comprising technological, social, eco-nomic aspects and aims to unravel the conceptual underpinnings of the existing architectural thinking, representational culture in India. It examines ‘drawing’ as a convincing and disciplinary medium of language and representation and steers towards a ‘representation-al maxim’ between technology and value, discipline and consumption, tradition and modernity in the context of architectural thinking process in India.The forces of capitalism, globalization, consumer culture, celebrity and media culture, visual culture, technocracy have been instrumental in creating reality-based representational systems, which are reluctant to engage with the discipline of architecture and think beyond it. Steenson1 remarks about Augmented Reality “A novel form of spatial representation, which substitutes for the actual experience”. With access to augmented reality technology, the client no longer has to interpret the traditional plans, section and elevations, nor look into printed photomontage or virtual walkthroughs. He will be able to stand in his yet to come living room, go, on foot, from there to the kitchen, visit the bedrooms and, by doing so, get an ‘augmented’ experience of those spaces. Software is the agent of consumption, and it is only in the architectural process (thinking & delving), that this consumptive culture subsides, notwithstanding the fact that, for many architects and students, software and technology are steadily and consciously becoming ‘ends’ rather than ‘means’ in the design process.
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Gómez-Rios, Mónica-Daniela, Daniel Humberto Caicedo Estacio, Miguel-Angel Quiroz-Martinez, and Maikel-Yelandi Leyva-Vazquez. "Augmented Reality and Digital Marketing - Impact on Advertising Campaigns and Promotion." In Human Systems Engineering and Design (IHSED 2021) Future Trends and Applications. AHFE International, 2021. http://dx.doi.org/10.54941/ahfe1001163.

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Technological advance allows the virtual fusion of objects that are beyond our reach. Augmented reality makes it easier to have objects from the virtual world to the real world. This allows many of the commercial activities that use old or conventional methods to be improved in a more innovative way. Information is a crucial factor in all aspects and even more so in sales activities where the evaluation of the product from different perspectives is a strong indicator in decision-making, which is why the way in which this information is exposed is important. seen from the consumer's point of view. The problem is to determine the effects that the use of visual information produces on real images in the field of marketing and to evaluate the impact that the use of this technology has on people, since it is not always possible to affirm that when using AR the result is successful, since in some cases the result is not favorable. The objective is to distinguish the impact that the use of AR has in advertising campaigns through digital marketing. The methodology used relfects a descriptive analytical type to carry out a deep and progressive analysis of the references; in addition to a qualitative approach to analyze the social practices of AR. It was concluded that AR is a powerful tool used in digital marketing to promote a product or carry out a campaign in a more innovative way and allows the information to be reflected in the consumer's memory for a longer time, which ensures that the product is better appreciated and there are more possibilities for its commercialization, it also has more consumer attraction for the product and a competitive advantage. According to the results analyzed, most people have more acceptance of the product with AR given that the way of presenting it is more innovative, but not all aspects of AR are favorable, in terms of use AR loses ground with respect to conventional digital marketing methods. Much of the AR information is not yet known, so interacting with this technology can be quite tedious or in some cases impossible for people who are not very attached to the techno-logical world. AR is a multipurpose technology, but in the field of marketing there is still a long way to go in terms of usability, but compared to the visual benefits it brings, it would not be an impediment to its full development.
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Santiago, Phellipe Caetano, João Vitor da Silva Chagas, and Aura Conci. "Developing Innovative Models for Learning in Social Isolation Environments: Exemplifying it for the Bone Anatomy Study." In Life Improvement in Quality by Ubiquitous Experiences Workshop. Brazilian Computing Society, 2021. http://dx.doi.org/10.5753/lique.2021.15717.

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Anatomy knowledge is essential for many professionals, such as: doctors, nurses, biologists, biochemical, physiotherapists and any professional in physical education. Over the years, the main anatomical teaching method, the dissection of cadavers becomes less common due to issues related to high costs associated with the maintenance of laboratories, ethical aspects and health risks related to exposure to formaldehyde vapor. This factor was maximized with the Covid-19 pandemic, since presentials accesses to laboratories have become unviable. In order to offer a complementary tool for the teaching of bone anatomy, we propose in this work a serious game in augmented reality, based on controls by analysis of manual gestures, to assist the learning of this discipline.
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Fagerlönn, Johan, Yanqing Zhang, Lina Orrell, and Hanna Rönntoft. "Facilitating Collaboration Between Humans and Unmanned Heavy Vehicles using Verbal Interaction and Augmented Reality." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002310.

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The development of unmanned self-driving vehicles appears to have great potential to increase safety and transport productivity. In industry, these vehicles are expected to be adopted first in confined contexts (hubs), such as mines. However, there is a need to better understand how to design interaction models to handle complex situations when professional operators interact with such vehicles in collaborative tasks. Research has suggested that verbal communication may facilitate interaction between automated vehicles and humans. Augmented reality (AR) has also been investigated to support operators in various work domains. Overall, research has indicated that these emerging technologies can improve operators’ productivity and safety.ObjectivesThe main study aim was to investigate the potential of verbal interaction and AR to support the user experience and facilitate collaboration between operators and unmanned self-driving heavy vehicles in hub environments. The second aim was to gain better insights into the effects of more social and natural verbal human–machine interaction. The study focused on loading scenarios in two hub types: logistic centers and underground mines.MethodsThe study had 32 participants: 16 forklift operators and 16 rock-loading operators. Two variants of concepts were designed for each hub type. The natural voice interaction (NVI) variant was designed to mimic natural and social verbal interaction between two human operators. In the basic voice interaction (BVI) variant, verbal interaction was kept to a minimum, and the operator controlled the vehicle with short verbal commands. AR was used in both variants to provide visual guidance, for instance how to distribute the load in the vehicle. The concepts were implemented in animated movies in which the operator in the movie collaborated with the unmanned vehicle to prepare and conduct a loading task. The study was conducted using online interviews in which the participants watched the movies. Subjective opinions related to acceptance, work efficiency, and other aspects of the user experience were assessed using rating scales and open-ended questions.Results and discussionOverall, the concepts generated high scores of user expereince and work efficiency in both user contexts. For instance, on a scale of 1 (inefficient) to 7 (efficient), forklift operators’ mean scores were 6.4 for the NVI and 6.4 for the BVI. The results support the use of verbal interaction and AR to facilitate collaboration between human operators and vehicles. The proposed concepts also provide promising examples of interaction models for further investigation and implementation. Interestingly, most forklift operators stated that they trusted the vehicle more in the NVI because the interaction felt, for instance, more human-like and safe. These results indicate the potential to include more natural dialogues when developing future verbal interfaces for human–vehicle collaboration. However, no difference in trust between concept variants was found among the rock loaders. Also, more rock loaders preferred the BVI, and several subjects highlighted that the extensive use of verbal interaction could become a disturbance. These results support the importance of adapting interaction design in future implementations to the needs of specific users to gain high acceptance and productivity.
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van Adrichem, Romeo C., and Jovana Jovanova. "Human Acceptance As Part of the Soft Robot Design." In ASME 2021 Conference on Smart Materials, Adaptive Structures and Intelligent Systems. American Society of Mechanical Engineers, 2021. http://dx.doi.org/10.1115/smasis2021-68268.

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Abstract As machines and robots become a increasingly larger part of society, it is important that they are fully accepted. If the machines are not utilized as intended, it is not only a waste of time and energy, but also of valuable resources. This acceptance by humans of robots is based on how well the interaction with robots is trusted. Trust of robots can be based on three approaches: physical safety, operational understanding, and the social aspect of training. It is important to also consider these aspects when designing machines that will interact with humans, since acceptance by the people is key for the correct utilization of the machines. A possible approach to solve the issues around trust are soft robots. These machines are adaptable to a situation by either a physical flexibility or a digital anticipation due to sensing and control. This adaptiveness to humans in different ways makes Soft Robotics easier to accept then regular rigid machines. With their reduced or prevented effect if collided with humans they are safer. Because of the reduced operational complexity and digital simulations they are therefore easier to understand. Training becomes also easier as operator can experience the flexible nature of soft material themselves as well have augmented reality or virtual reality to assist them in training and operating. All these benefits of Soft Robotics will eventually lead to better acceptance of robots and should therefore be taken into account when designing robots to enable a flourishing automatized society.
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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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Pejoska, Jana. "Social augmented reality app." In AcademicMindTrek'15: Academic Mindtrek Conference 2015. New York, NY, USA: ACM, 2015. http://dx.doi.org/10.1145/2818187.2818301.

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Nijholt, Anton. "Social Augmented Reality: A Multiperspective Survey." In 2021 Joint 10th International Conference on Informatics, Electronics & Vision (ICIEV) and 2021 5th International Conference on Imaging, Vision & Pattern Recognition (icIVPR). IEEE, 2021. http://dx.doi.org/10.1109/icievicivpr52578.2021.9564182.

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Reports on the topic "Augmented reality – Social aspects"

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Iatsyshyn, Anna V., Valeriia O. Kovach, Yevhen O. Romanenko, Iryna I. Deinega, Andrii V. Iatsyshyn, Oleksandr O. Popov, Yulii G. Kutsan, Volodymyr O. Artemchuk, Oleksandr Yu Burov, and Svitlana H. Lytvynova. Application of augmented reality technologies for preparation of specialists of new technological era. [б. в.], February 2020. http://dx.doi.org/10.31812/123456789/3749.

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Augmented reality is one of the most modern information visualization technologies. Number of scientific studies on different aspects of augmented reality technology development and application is analyzed in the research. Practical examples of augmented reality technologies for various industries are described. Very often augmented reality technologies are used for: social interaction (communication, entertainment and games); education; tourism; areas of purchase/sale and presentation. There are various scientific and mass events in Ukraine, as well as specialized training to promote augmented reality technologies. There are following results of the research: main benefits that educational institutions would receive from introduction of augmented reality technology are highlighted; it is determined that application of augmented reality technologies in education would contribute to these technologies development and therefore need increase for specialists in the augmented reality; growth of students' professional level due to application of augmented reality technologies is proved; adaptation features of augmented reality technologies in learning disciplines for students of different educational institutions are outlined; it is advisable to apply integrated approach in the process of preparing future professionals of new technological era; application of augmented reality technologies increases motivation to learn, increases level of information assimilation due to the variety and interactivity of its visual representation. Main difficulties of application of augmented reality technologies are financial, professional and methodical. Following factors are necessary for introduction of augmented reality technologies: state support for such projects and state procurement for development of augmented reality technologies; conduction of scientific research and experimental confirmation of effectiveness and pedagogical expediency of augmented reality technologies application for training of specialists of different specialties; systematic conduction of number of national and international events on dissemination and application of augmented reality technology. It is confirmed that application of augmented reality technologies is appropriate for training of future specialists of new technological era.
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Kang, Ju-Young M. Augmented Reality and Motion Capture E-Shopping Usage for Apparel: Webcam Social Shopper. Ames: Iowa State University, Digital Repository, 2013. http://dx.doi.org/10.31274/itaa_proceedings-180814-502.

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Marienko, Maiia V., Yulia H. Nosenko, and Mariya P. Shyshkina. Personalization of learning using adaptive technologies and augmented reality. [б. в.], November 2020. http://dx.doi.org/10.31812/123456789/4418.

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The research is aimed at developing the recommendations for educators on using adaptive technologies and augmented reality in personalized learning implementation. The latest educational technologies related to learning personalization and the adaptation of its content to the individual needs of students and group work are considered. The current state of research is described, the trends of development are determined. Due to a detailed analysis of scientific works, a retrospective of the development of adaptive and, in particular, cloud-oriented systems is shown. The preconditions of their appearance and development, the main scientific ideas that contributed to this are analyzed. The analysis showed that the scientists point to four possible types of semantic interaction of augmented reality and adaptive technologies. The adaptive cloud-based educational systems design is considered as the promising trend of research. It was determined that adaptability can be manifested in one or a combination of several aspects: content, evaluation and consistency. The cloud technology is taken as a platform for integrating adaptive learning with augmented reality as the effective modern tools to personalize learning. The prospects of the adaptive cloud-based systems design in the context of teachers training are evaluated. The essence and place of assistive technologies in adaptive learning systems design are defined. It is shown that augmented reality can be successfully applied in inclusive education. The ways of combining adaptive systems and augmented reality tools to support the process of teachers training are considered. The recommendations on the use of adaptive cloud-based systems in teacher education are given.
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Iatsyshyn, Anna V., Valeriia O. Kovach, Volodymyr O. Lyubchak, Yurii O. Zuban, Andriy G. Piven, Oleksandra M. Sokolyuk, Andrii V. Iatsyshyn, Oleksandr O. Popov, Volodymyr O. Artemchuk, and Mariya P. Shyshkina. Application of augmented reality technologies for education projects preparation. [б. в.], July 2020. http://dx.doi.org/10.31812/123456789/3856.

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After analysis of scientific literature, we defined that concept of “augmented reality” has following synonyms: “advanced reality”, “improved reality”, “enriched reality”, “mixed reality” and “hybrid reality”. Analysis of scientific literature and own practical experience of the use of augmented reality technologies application in educational practices allowed to state next: augmented reality technologies have a great potential for application in education; there are some cases of augmented reality use for school education; positive aspects of augmented reality technologies application in higher education institutions are confirmed by experiments (isolated cases); only few universities in Ukraine apply augmented reality technologies to educate students; only few universities in Ukraine have special subjects or modules in schedule to teach students to develop augmented reality technologies; various scientific events, mass events, competitions are held in Ukraine, and specialized training on the augmentation of augmented reality technologies is carried out, but this is non-systematic and does not have special state orientation and support. Features of introduction of virtual and augmented reality technologies at Sumy State University (Ukraine) are identified: “e-learning ecosystems” was created; in 2019, augmented and virtual reality research laboratory was established. Advantages and disadvantages of project activity in education are described: project activity is one of the most important components of educational process; it promotes creative self-development and self-realization of project implementers and forms various life competencies. It is determined that augmented reality application for implementation of educational projects will help: to increase students’ interest for educational material; formation of new competences; increase of students’ motivation for independent educational and cognitive activity; activation of educational activities; formation of positive motivation for personal and professional growth; conditions creation for development of personal qualities (creativity, teamwork, etc.). Current trends in implementation of educational projects were identified: most of the winner projects were implemented using augmented reality technology; augmented reality technologies were used in projects to teach different disciplines in higher education institutions. Augmented reality technology application for project activity has positive impact on learning outcomes and competitiveness of the national workforce; it will enhance the country’s position in the global economic space.
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Klochko, Oksana V., Vasyl M. Fedorets, Aleksandr D. Uchitel, and Vitaliy V. Hnatyuk. Methodological aspects of using augmented reality for improvement of the health preserving competence of a Physical Education teacher. [б. в.], November 2020. http://dx.doi.org/10.31812/123456789/4405.

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The article deals with the results of the research aimed at the improvement of methodology of use of augmented reality for the development of health preserving competence of a Physical Education teacher under conditions of post-graduate education. From the point of Umwelt phenomenology, augmented reality is characterized by correspondence to nature, its cognitive, metaphoric, diverse, interactive, anthropomorphic nature. The article analyzes the vectors of using augmented reality in the professional activity of a Physical Education teacher, particularly the one that is aimed at health preservation. The software that may be used with this purpose has been described. The attitude of Physical Education teachers to the use of the augmented reality for preserving their students’ health and development of their motion skills, intellect and creativity was determined in the research. The results of the survey show that the majority of teachers positively react to the idea of using augmented reality in their professional activity. However, in some cases, not a fully formed understanding of this issue was observed. The ways of solving the stated problem could be the inclusion of augmented technologies’ techniques into the process of post-graduate education, taking into consideration the anthropological, ethical, cultural contexts as well as teacher involvement in the stated process.
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Merzlykin, Olexandr V., Iryna Yu Topolova, and Vitaliy V. Tron. Developing of Key Competencies by Means of Augmented Reality at CLIL Lessons. [б. в.], November 2018. http://dx.doi.org/10.31812/123456789/2661.

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Using of new learning and IC technologies is necessary for effective learning of modern students. Their specific educational needs are: using of mobile ICTs, collaboration, challenging tasks and entertainment. Appropriate learning environment should be created to satisfy all these demands. It ought to deal with cloud-based technologies (for 24/7 access, individual and group work according to a personal schedule), augmented reality (for creating of firm links between real and virtual objects), content and language integrated learning (for immersion in an additional language and creation challenging groups and personal tasks in language and non-language subjects). Using these technologies in complex provides social and ICT mobility and creates positive conditions for developing 9 of 10 key competencies. The paper deals with the features, problems and benefits of technologies’ implementation in secondary schools. To sum up, in spite of all difficulties, this environment helps students to get some practical experience in using foreign languages and understanding abstract nature concepts; to develop language and research competencies and to remain motivated (and self-motivated) in learning Science and English.
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Rashevska, Natalya V., and Vladimir N. Soloviev. Augmented Reality and the Prospects for Applying Its in the Training of Future Engineers. [б. в.], November 2018. http://dx.doi.org/10.31812/123456789/2671.

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The education system of Ukraine is closely linked with the world education trends, therefore it requires constant renewal and expansion. One of the progressive areas of organizing studying process is creating the studying environment which will allow students to reveal their intellectual potential while searching for the necessary knowledge. That’s why the purpose of the article is analysis of the concept of augmented reality and prospects of its application in the process of training future engineers. The object of study is the system of training future engineers and the subject is using of augmented reality technologies in the process of training future engineers. The research method is analyzing the impact of the augmented reality technologies on the training future engineers. During the research, we have identified positive aspects of the augmented reality technologies in the process of training future engineers. We have defined the stages of creating some methodical system components of teaching fundamental disciplines in the higher technical school through interdisciplinary integration and technologies of augmented reality.
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Merzlykin, Olexandr, and Iryna Topolova. Developing of Key Competencies by Means of Augmented Reality in Science and Language Integrated Learning. [б. в.], May 2018. http://dx.doi.org/10.31812/123456789/2897.

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Using of new learning and IC technologies is necessary for effective learning of modern students. That is why it can be reasonable to introduce augmented reality and content-language integrated learning in educational process. Augmented reality helps create firm links between real and virtual objects. Content and language integrated learning provides immersion in an additional language and creates challenging group and personal tasks in language and non-language subjects. Using these technologies in complex provides social and ICT mobility and creates positive conditions for developing 9 of 10 key competencies. The paper deals with the features, problems and benefits of these technologies’ implementation in secondary schools.
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Shyshkina, Mariya P., and Maiia V. Marienko. Augmented reality as a tool for open science platform by research collaboration in virtual teams. [б. в.], February 2020. http://dx.doi.org/10.31812/123456789/3755.

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The provision of open science is defined as a general policy aimed at overcoming the barriers that hinder the implementation of the European Research Area (ERA). An open science foundation seeks to capture all the elements needed for the functioning of ERA: research data, scientific instruments, ICT services (connections, calculations, platforms, and specific studies such as portals). Managing shared resources for the community of scholars maximizes the benefits to society. In the field of digital infrastructure, this has already demonstrated great benefits. It is expected that applying this principle to an open science process will improve management by funding organizations in collaboration with stakeholders through mechanisms such as public consultation. This will increase the perception of joint ownership of the infrastructure. It will also create clear and non-discriminatory access rules, along with a sense of joint ownership that stimulates a higher level of participation, collaboration and social reciprocity. The article deals with the concept of open science. The concept of the European cloud of open science and its structure are presented. According to the study, it has been shown that the structure of the cloud of open science includes an augmented reality as an open-science platform. An example of the practical application of this tool is the general description of MaxWhere, developed by Hungarian scientists, and is a platform of aggregates of individual 3D spaces.
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Lavrentieva, Olena O., Ihor O. Arkhypov, Olexander I. Kuchma, and Aleksandr D. Uchitel. Use of simulators together with virtual and augmented reality in the system of welders’ vocational training: past, present, and future. [б. в.], February 2020. http://dx.doi.org/10.31812/123456789/3748.

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The article discusses the theory and methods of simulation training, its significance in the context of training specialists for areas where the lack of primary qualification is critical. The most widespread hardware and software solutions for the organization welders' simulation training that use VR- and AR- technologies have been analyzed. A review of the technological infrastructure and software tools for the virtual teaching-and-production laboratory of electric welding has been made on the example of the achievements of Fronius, MIMBUS, Seabery. The features of creating a virtual simulation of the welding process using modern equipment based on studies of the behavioral reactions of the welder have been shown. It is found the simulators allow not only training, but also one can build neuro-fuzzy logic and design automated and robotized welding systems. The functioning peculiarities of welding's simulators with AR have been revealed. It is shown they make it possible to ensure the forming basic qualities of a future specialist, such as concentration, accuracy and agility. The psychological and technical aspects of the coaching programs for the training and retraining of qualified welders have been illustrated. The conclusions about the significant advantages of VR- and AR-technologies in comparison with traditional ones have been made. Possible directions of the development of simulation training for welders have been revealed. Among them the AR-technologies have been presented as such that gaining wide popularity as allow to realize the idea of mass training in basic professional skills.
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