Academic literature on the topic 'Augmented reality – Social aspects'
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Journal articles on the topic "Augmented reality – Social aspects"
Stevens, Renée. "Social Augmented Reality." Frameless 1, no. 1 (December 15, 2019): 45–46. http://dx.doi.org/10.14448/frameless.01.012.
Full textFalomo 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.
Full textFranco, 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.
Full textKolesnichenko, 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.
Full textDagan, 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.
Full textLegman, 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.
Full textNeo, 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.
Full textde 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.
Full textBörsting, 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.
Full textAluri, 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.
Full textDissertations / Theses on the topic "Augmented reality – Social aspects"
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.
Full textKjellsson, 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.
Full textE-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.
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.
Full textLico, 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.
Full textJones, 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.
Full textSvahn, 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.
Full textPaakkola, 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.
Full textDigitala 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.
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.
Full textDavid, Alsius. "Augmented Reality Intention in Social Networking and Retail Apps." Thesis, University of North Texas, 2020. https://digital.library.unt.edu/ark:/67531/metadc1707235/.
Full textKe, 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.
Full textMänniskor 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.
Books on the topic "Augmented reality – Social aspects"
Understanding new media: Augmented knowledge & culture. Calgary: University of Calgary Press, 2006.
Find full textForbes, Edith. Exit to reality. Seattle, Wash: Seal Press, 1997.
Find full textReality television, affect and intimacy: Reality matters. New York: Palgrave Macmillan, 2008.
Find full textStandards: Recipes for reality. Cambridge, Mass: MIT Press, 2011.
Find full textReality television and class. London: Palgrave Macmillan on behalf of the British Film Institute, 2011.
Find full textP, Velde Beth, ed. Activities: Reality and symbol. Thorofare, NJ: Slack, 1999.
Find full textRevelation & social reality: Learning to translate what is written into reality. West Palm Beach, Fla: Palabra Publications, 2009.
Find full textLuhmann, Niklas. The reality of the mass media. Stanford, Calif: Stanford University Press, 2000.
Find full textLuhmann, Niklas. The reality of the mass media. Cambridge: Polity Press, 2000.
Find full textFair game: Myth and reality in sport. London: Allen & Unwin, 1986.
Find full textBook chapters on the topic "Augmented reality – Social aspects"
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.
Full textDuverné, 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.
Full textEsser, 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.
Full textToet, 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.
Full textDoerner, 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.
Full textJung, 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.
Full textFlavián, 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.
Full textBuhr, 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.
Full textRoche, 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.
Full textErifiu, 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.
Full textConference papers on the topic "Augmented reality – Social aspects"
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.
Full textTivatansakula, 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.
Full textTalha 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.
Full textGómez-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.
Full textSantiago, 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.
Full textFagerlönn, 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.
Full textvan 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.
Full textHollerer, 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.
Full textPejoska, 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.
Full textNijholt, 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.
Full textReports on the topic "Augmented reality – Social aspects"
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.
Full textKang, 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.
Full textMarienko, 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.
Full textIatsyshyn, 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.
Full textKlochko, 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.
Full textMerzlykin, 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.
Full textRashevska, 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.
Full textMerzlykin, 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.
Full textShyshkina, 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.
Full textLavrentieva, 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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