Journal articles on the topic 'Graphics, augmented reality and games'

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1

Mac Namee, Brian, David Beaney, and Qingqing Dong. "Motion in Augmented Reality Games: An Engine for Creating Plausible Physical Interactions in Augmented Reality Games." International Journal of Computer Games Technology 2010 (2010): 1–8. http://dx.doi.org/10.1155/2010/979235.

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The next generation of Augmented Reality (AR) games will require real and virtual objects to coexistin motionin immersive game environments. This will require the illusion that real and virtual objects interact physically together in a plausible way. TheMotion in Augmented Reality Games(MARG) engine described in this paper has been developed to allow these kinds of game environments. The paper describes the design and implementation of the MARG engine and presents two proof-of-concept AR games that have been developed using it. Evaluations of these games have been performed and are presented to show that the MARG engine takes an important step in developing the next generation of motion-rich AR games.
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Azad, Sasha, Carl Saldanha, Cheng-Hann Gan, and Mark Riedl. "Procedural Level Generation for Augmented Reality Games." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 12, no. 1 (June 25, 2021): 247–49. http://dx.doi.org/10.1609/aiide.v12i1.12850.

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Mixed reality games are those in which virtual graphical assets are overlaid on the physical world. We explore the use of procedural content generation to enhance the gameplay experience in a prototype mixed reality game. Procedural content generation is used to design levels that make use of the affordances in the player’s physical environment. Levels are tailored to gameplay difficulty and to affect how the player moves their physical body in the real world.
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Marto, Anabela, and Alexandrino Gonçalves. "Augmented Reality Games and Presence: A Systematic Review." Journal of Imaging 8, no. 4 (March 29, 2022): 91. http://dx.doi.org/10.3390/jimaging8040091.

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The sense of presence in augmented reality (AR) has been studied by multiple researchers through diverse applications and strategies. In addition to the valuable information provided to the scientific community, new questions keep being raised. These approaches vary from following the standards from virtual reality to ascertaining the presence of users’ experiences and new proposals for evaluating presence that specifically target AR environments. It is undeniable that the idea of evaluating presence across AR may be overwhelming due to the different scenarios that may be possible, whether this regards technological devices—from immersive AR headsets to the small screens of smartphones—or the amount of virtual information that is being added to the real scenario. Taking into account the recent literature that has addressed the sense of presence in AR as a true challenge given the diversity of ways that AR can be experienced, this study proposes a specific scope to address presence and other related forms of dimensions such as immersion, engagement, embodiment, or telepresence, when AR is used in games. This systematic review was conducted following the PRISMA methodology, carefully analysing all studies that reported visual games that include AR activities and somehow included presence data—or related dimensions that may be referred to as immersion-related feelings, analysis or results. This study clarifies what dimensions of presence are being considered and evaluated in AR games, how presence-related variables have been evaluated, and what the major research findings are. For a better understanding of these approaches, this study takes note of what devices are being used for the AR experience when immersion-related feelings are one of the behaviours that are considered in their evaluations, and discusses to what extent these feelings in AR games affect the player’s other behaviours.
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Kawai, Junya, Hiroyuki Mitsuhara, and Masami Shishibori. "Game-based evacuation drill using augmented reality and head-mounted display." Interactive Technology and Smart Education 13, no. 3 (September 19, 2016): 186–201. http://dx.doi.org/10.1108/itse-01-2016-0001.

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Purpose Evacuation drills should be more realistic and interactive. Focusing on situational and audio-visual realities and scenario-based interactivity, the authors have developed a game-based evacuation drill (GBED) system that presents augmented reality (AR) materials on tablet computers. The paper's current research purpose is to improve visual reality (AR materials) in our GBED system. Design/methodology/approach The author's approach is to develop a new GBED system that superimposes digital objects [e.g. three-dimensional computer graphics (3DCG) elements] onto real-time vision using a marker-based AR library, a binocular opaque head-mounted display (HMD) and other current easily available technologies. Findings The findings from a trial experiment are that the new GBED system can improve visual reality and is appropriate for disaster education. However, a few problems remain for practical use. Research limitations/implications When using the GBED system, participants (i.e. HMD wearers) can suffer from 3D sickness and have difficulty in moving. These are important safety problems in HMD-based systems. Social implications The combination of AR and HMDs for GBEDs (i.e. integrating virtual and real worlds) will raise questions about its merits (pros and cons). Originality/value The originality of the research is the combination of AR and an HMD to a GBED, which has previously been realized primarily as simulation games in virtual worlds. The authors believe that our research has the potential to expand disaster education.
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Plasencia, Andrés Ricardo Guanoluisa, and Milton Eduardo Escobar-Sánchez. "Interactive multiplatform software to mitigate arachnophobia through augmented reality." KnE Engineering 1, no. 2 (January 30, 2018): 108. http://dx.doi.org/10.18502/keg.v1i2.1489.

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Abstract: Augmented Reality (RA) is a technology that mixes physical reality with virtual elements, resulting in mixed reality in real time. He is currently widely accepted for his ease of adaptation in human activities. Superimposing data and digital information in a real environment for educational, commercial, social, therapeutic, industrial, among others. The objective of this research is to develop an interactive software to mitigate arachnophobia by using the engine and graphic editor of Unity Games, focusing on augmented reality. In this project the agile scrum methodology was used. Because it is based on incremental development. Enabling application requirements and development to be flexible for patients and developers. Obtained as a result of a sample of 16 people, that 93.19% improved equal or greater than 50% in their level of anxiety and fear according to their score obtained in the test FSQ after using the proposed application. While 6.81% obtained a percentage lower than 50% because the use of the application was carried out in times less than 20 minutes per day, causing no significant changes.
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Wu, Yong, Weitao Che, and Bihui Huang. "An Improved 3D Registration Method of Mobile Augmented Reality for Urban Built Environment." International Journal of Computer Games Technology 2021 (February 10, 2021): 1–8. http://dx.doi.org/10.1155/2021/8810991.

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3D registration plays a pivotal role in augmented reality (AR) system. The existing methods are not suitable to be applied directly in the mobile AR system for the built environment, with the reasons of poor real-time performance and robustness. This paper proposes an improved 3D registration method of mobile AR for built environment, which is based on SURFREAK and KLT. This method increases the building efficiency of algorithm descriptors and maintains the robustness of the algorithms. To implement and evaluate the registration method, a smart phone-based mobile AR system for built environment is developed. The experimental result shows that the improved method is endowed with higher real-time performance and robustness, and the mobile AR 3D registration can realize a favorable performance and efficiency in the complex built environment. The mobile AR system could be used in building recognition and information augmentation for built environment and further to facilitate location-based games, urban heritage tourism, urban planning, and smart city.
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Bustamin, Anugrayani, Indrabayu -, Ingrid Nurtanio, Christoforus Yohannes, Zulkifli Tahir, and A. Ais Prayogi. "Sosialisasi Pembelajaran Digital Bagi Guru SDN 14 Bonto-Bonto Kabupaten Pangkep." JURNAL TEPAT : Applied Technology Journal for Community Engagement and Services 2, no. 1 (June 28, 2019): 8–14. http://dx.doi.org/10.25042/jurnal_tepat.v2i1.52.

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The application of digital technology can provide solutions to community problems, especially in the education sector. But there are still many teachers whose teaching abilities have not been supported by these digital technologies. SDN 14 Bonto-Bonto located in Pangkep Regency is the place for the digital learning training process as well as a form of community service carried out by the team of the Informatics Engineering Department of the Faculty of Engineering, Hasanuddin University. This activity is also a venue for socialization and introduction of research results from lecturers and students. Digital learning models can be divided into 2 namely electronic based learning and internet based. Some digital learning methods taught include Augmented Reality, Mind Mapping, and Educational Games. Augmented Reality is a technology that involves overlaying computer graphics in the real world, where three-dimensional virtual worlds can be brought into real-world environments in real-time. Learning to use AR makes students' visual appeal in learning as well as educational games. Mind Mapping is a learning method in the form of visualizing ideas, thoughts or plans to form interconnected diagrams. With this method, students are trained to think structured and easy to solve problems. Mind mapping application itself has been widely available and can be downloaded for free. The training in developing digital learning media that is held is expected to help teachers and students understand the concepts while at the same time foster motivation in learning. This service activity also adds insight to teachers about new learning methods that can make the learning process more enjoyable.
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Pallavicini, Federica, Alessandro Pepe, and Fabrizia Mantovani. "Commercial Off-The-Shelf Video Games for Reducing Stress and Anxiety: Systematic Review." JMIR Mental Health 8, no. 8 (August 16, 2021): e28150. http://dx.doi.org/10.2196/28150.

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Background Using commercial off-the-shelf video games rather than custom-made computer games could have several advantages for reducing stress and anxiety, including their low cost, advanced graphics, and the possibility to reach millions of individuals worldwide. However, it is important to emphasize that not all commercial video games are equal, and their effects strongly depend on specific characteristics of the games. Objective The aim of this systematic review was to describe the literature on the use of commercial off-the-shelf video games for diminishing stress and anxiety, examining the research outcomes along with critical variables related to computer game characteristics (ie, genre, platform, time of play). Methods A systematic search of the literature was performed following the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analysis) guidelines. The search databases were PsycINFO, Web of Science, Medline, IEEExplore, and the Cochrane Library. The search string was: [(“video game*”) OR (“computer game*”)] AND [(“stress”) OR (“anxiety”) OR (“relaxation”)] AND [(“study”) OR (“trial”) OR (“training”)]. Results A total of 28 studies met the inclusion criteria for the publication period 2006-2021. The findings demonstrate the benefit of commercial off-the-shelf video games for reducing stress in children, adults, and older adults. The majority of the retrieved studies recruited young adults, and fewer studies have involved children, middle-aged adults, and older adults. In addition to exergames and casual video games, other genres of commercial off-the-shelf games helped to reduce stress and anxiety. Conclusions Efficacy in reducing stress and anxiety has been demonstrated not only for exergames and casual video games but also for other genres such as action games, action-adventure games, and augmented reality games. Various gaming platforms, including consoles, PCs, smartphones, mobile consoles, and virtual reality systems, have been used with positive results. Finally, even single and short sessions of play had benefits in reducing stress and anxiety. Trial Registration International Platform of Registered Systematic Review and Meta-analysis Protocols INPLASY202130081; https://inplasy.com/?s=INPLASY202130081
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Laskari, Iro. "Creating algorithmic audio-visual narratives through the use of augmented reality prints." Technoetic Arts 17, no. 1 (June 1, 2019): 25–31. http://dx.doi.org/10.1386/tear_00003_1.

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Abstract This article investigates the hypothesis of creating non-linear audio-visual narratives, through an unanticipated use of traditional print-based games, enriched with videos, via augmented reality (AR) possibilities. A ludic system has been created and presented. Based on a traditional card game, a non-linear cinematic narrative occurs. We attempt to examine the following questions: in which way can we bring together different forms of visual communication, such as graphic design and video? Can the above forms create a complex narrative whole and what kind of rules will be needed for this? How can we enrich traditional forms of gaming with the potentials of AR? Gaming itself demands a set of rules. Can these rules play the role of algorithms in the combined universe that we have designed and created? In which way can the designer on the one hand and the user on the other influence the overall output of the system? What will the user experience be like? The printed card system chosen for this is Tarot and more precisely the Great Arcana, which makes use of the 22 fundamental Tarot figures.
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Ohk, Seung-Ryeol, YongSin Kim, and Young-Jin Kim. "Phase-Based Low Power Management Combining CPU and GPU for Android Smartphones." Electronics 11, no. 16 (August 9, 2022): 2480. http://dx.doi.org/10.3390/electronics11162480.

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Smartphones have limited battery capacity, so efficient power management is required for high-performance applications and to increase usage time. In recent years, efficient power management of smartphones has become very important as the demand for power use of smartphones has grown due to deep learning, games, virtual reality, and augmented reality applications. Existing low-power techniques of smartphones focus only on lowering power consumption without considering actual power consumption based on utilization of the central processing unit (CPU) and graphics processing unit (GPU), which are major components of smartphones. In addition, they do not take into consideration the strict use of resources within the component and what instructions are being processed to operate them. In this paper, we propose a low-power technique that manages power by calculating the actual power consumption of smartphones at execution time and classifying the detailed resource operating states of CPUs and GPUs. The proposed technique was implemented by linking the kernel and native app on a Galaxy S7 smartphone equipped with Android. In experiments with 15 workloads, the proposed technique achieves an energy reduction of 18.11% compared to the low-power technique of the interactive governor built into the Galaxy S7 with a small FPS reduction of 3.12%.
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Gonzalez-Argote, Denis. "Immersive environments, Metaverse and the key challenges in programming." Metaverse Basic and Applied Research 1 (December 25, 2022): 6. http://dx.doi.org/10.56294/mr20226.

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Metaverse is a virtual reality (VR) environment with avatars and software agents using the internet and augmented reality (AR). This one is described as a new iteration of the internet, Metaverse uses VR headsets, blockchain technology and avatars in a new fusion of real and virtual worlds. The role of the programmer in the metaverse is to create and maintain programs that control the behavior of virtual objects and entities within the virtual space. This can include characters controlled by the computer, animations, special effects, and other visual and interactive elements. Programmers in the metaverse may work on a variety of different projects, such as developing new virtual worlds, creating games or other interactive experiences, or building tools and applications for use within the metaverse. They may also be responsible for maintaining and updating existing programs, fixing bugs, and optimizing performance. The main challenge facing programmers in the metaverse is creating a seamless and immersive experience for users. This involves designing and implementing a wide range of features, such as realistic and interactive 3D environments, avatars, physics and interactions, network communication and synchronization, and AI-powered non-player characters. The development of the metaverse requires a wide range of skills and technologies, including expertise in computer graphics, networking, AI, and user experience design.
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Indriani, Masitoh, and Liah Basuki Anggraeni. "What Augmented Reality Would Face Today? The Legal Challenges to the Protection of Intellectual Property in Virtual Space." Media Iuris 5, no. 2 (June 30, 2022): 305–30. http://dx.doi.org/10.20473/mi.v5i2.29339.

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AbstractAugmented Reality (AR) refers to a display of a real-world environment whose elements are augmented by one or more layers of text, data, symbols, images, or other graphical display elements. AR technology is always associated with online games. Beyond online gaming, AR has become part of daily life and affects every aspect of how society interacts with technology. In retail and marketing, AR and other virtual technologies play a very important role in saving costs. AR is also used in the education and medical sector, also in preventing crime. AR is even further used for humanitarian activities to reach remote areas affected by natural disasters and save human lives. Considered a new technology, the commercialization of AR may bring incredible business opportunities as well as potential legal risks. In the context of Intellectual Property (IP), AR systems and services can embody a variety of forms of IP. Meanwhile, the operation of AR systems in virtual spaces is creating issues about how to deal with data breaches and privacy. By using doctrinal methods, this paper will explore the legal challenge of AR in the context of IP protection in the virtual space and investigate the potential liability caused by the failure of AR systems from the Indonesian legal perspective.Keywords: Augmented Reality; Intellectual Property; Legal; Virtual Space.
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Opaliev, M. "Multimedia Design Department of KSADA on the Modern Stage: Challenges of Time and Actual Directions of Work." Vìsnik Harkìvsʹkoi deržavnoi akademìi dizajnu ì mistectv 2021, no. 02 (October 2021): 199–217. http://dx.doi.org/10.33625/visnik2021.02.199.

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The publication substantiates the need to find and master the latest trends and technologies in multimedia, dictated by the modern labor market. The author outlines the history of development of the Multimedia design department, provides the information on the basic scientific achievements and participation in development of scientific state budgetary subjects, and notes the international activity of the department. The focus of the research is aimed at highlighting creative experiments and projects that have been and are crucial in the modern search for a place of specialization in the field of multimedia. At the moment, the fundamental area of our creative search is animation in all its varieties and forms. An indicative result of this work is the successful participation of MD students in numerous national and international animation competitions. In general, the course for the training of professional animators is of great importance for the formation of this art form in Ukraine. The natural interest of young people in music finds its professional solution in the creation of numerous videos that visualize musical works. We have started systematic work in the direction of fractal animation in order to “revive” fractal worlds. The MD department conducts theoretical research in motion design, creates various developments of animated typography, infographic videos, etc. The design of computer games in all their varieties is also widely presented. In recent years, the department has begun practical work in the field of projection technology, and has already achieved the first successes in international competitions of architectural 3D mapping. Software is the practical development and research of augmented reality in image recognition technologies for both flat objects (painting, graphics, illustration) and in the urban environment. In the last two years, we have successfully started developing of virtual reality projects.
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Adão, Telmo, Luís Pádua, Pedro Marques, Joaquim João Sousa, Emanuel Peres, and Luís Magalhães. "Procedural Modeling of Buildings Composed of Arbitrarily-Shaped Floor-Plans: Background, Progress, Contributions and Challenges of a Methodology Oriented to Cultural Heritage." Computers 8, no. 2 (May 11, 2019): 38. http://dx.doi.org/10.3390/computers8020038.

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Virtual models’ production is of high pertinence in research and business fields such as architecture, archeology, or video games, whose requirements might range between expeditious virtual building generation for extensively populating computer-based synthesized environments and hypothesis testing through digital reconstructions. There are some known approaches to achieve the production/reconstruction of virtual models, namely digital settlements and buildings. Manual modeling requires highly-skilled manpower and a considerable amount of time to achieve the desired digital contents, in a process composed by many stages that are typically repeated over time. Both image-based and range scanning approaches are more suitable for digital preservation of well-conserved structures. However, they usually require trained human resources to prepare field operations and manipulate expensive equipment (e.g., 3D scanners) and advanced software tools (e.g., photogrammetric applications). To tackle the issues presented by previous approaches, a class of cost-effective, efficient, and scarce-data-tolerant techniques/methods, known as procedural modeling, has been developed aiming at the semi- or fully-automatic production of virtual environments composed of hollow buildings exclusively represented by outer façades or traversable buildings with interiors, either for expeditious generation or reconstruction. Despite the many achievements of the existing procedural modeling approaches, the production of virtual buildings with both interiors and exteriors composed by non-rectangular shapes (convex or concave n-gons) at the floor-plan level is still seldomly addressed. Therefore, a methodology (and respective system) capable of semi-automatically producing ontology-based traversable buildings composed of arbitrarily-shaped floor-plans has been proposed and continuously developed, and is under analysis in this paper, along with its contributions towards the accomplishment of other virtual reality (VR) and augmented reality (AR) projects/works oriented to digital applications for cultural heritage. Recent roof production-related enhancements resorting to the well-established straight skeleton approach are also addressed, as well as forthcoming challenges. The aim is to consolidate this procedural modeling methodology as a valuable computer graphics work and discuss its future directions.
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Perek, Piotr, Aleksander Mielczarek, and Dariusz Makowski. "High-Performance Image Acquisition and Processing for Stereoscopic Diagnostic Systems with the Application of Graphical Processing Units." Sensors 22, no. 2 (January 8, 2022): 471. http://dx.doi.org/10.3390/s22020471.

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In recent years, cinematography and other digital content creators have been eagerly turning to Three-Dimensional (3D) imaging technology. The creators of movies, games, and augmented reality applications are aware of this technology’s advantages, possibilities, and new means of expression. The development of electronic and IT technologies enables the achievement of a better and better quality of the recorded 3D image and many possibilities for its correction and modification in post-production. However, preparing a correct 3D image that does not cause perception problems for the viewer is still a complex and demanding task. Therefore, planning and then ensuring the correct parameters and quality of the recorded 3D video is essential. Despite better post-production techniques, fixing errors in a captured image can be difficult, time consuming, and sometimes impossible. The detection of errors typical for stereo vision related to the depth of the image (e.g., depth budget violation, stereoscopic window violation) during the recording allows for their correction already on the film set, e.g., by different scene layouts and/or different camera configurations. The paper presents a prototype of an independent, non-invasive diagnostic system that supports the film crew in the process of calibrating stereoscopic cameras, as well as analysing the 3D depth while working on a film set. The system acquires full HD video streams from professional cameras using Serial Digital Interface (SDI), synchronises them, and estimates and analyses the disparity map. Objective depth analysis using computer tools while recording scenes allows stereographers to immediately spot errors in the 3D image, primarily related to the violation of the viewing comfort zone. The paper also describes an efficient method of analysing a 3D video using Graphics Processing Unit (GPU). The main steps of the proposed solution are uncalibrated rectification and disparity map estimation. The algorithms selected and implemented for the needs of this system do not require knowledge of intrinsic and extrinsic camera parameters. Thus, they can be used in non-cooperative environments, such as a film set, where the camera configuration often changes. Both of them are implemented with the use of a GPU to improve the data processing efficiency. The paper presents the evaluation results of the algorithms’ accuracy, as well as the comparison of the performance of two implementations—with and without the GPU acceleration. The application of the described GPU-based method makes the system efficient and easy to use. The system can process a video stream with full HD resolution at a speed of several frames per second.
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Jacob, João, Hugo da Silva, António Coelho, and Rui Rodrigues. "Towards Location-based Augmented Reality games." Procedia Computer Science 15 (2012): 318–19. http://dx.doi.org/10.1016/j.procs.2012.10.093.

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Mujumdar, Omkar. "Augmented Reality." International Journal for Research in Applied Science and Engineering Technology 10, no. 12 (December 31, 2022): 487–95. http://dx.doi.org/10.22214/ijraset.2022.47902.

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Abstract: Imagine a world with a technology that creates the 3 dimensional images of a virtual object around you with which you can interact, see, hear, smell, and even touch it. Technologies such as computer graphics, virtual reality, and augmented reality together can be used to implement this in real world. Augmented reality actually superimposes virtual objects into the real environment with the real objects for enriching the viewer’s experience Augmented reality with virtual reality in virtual space, also enhances the audience perception by displaying additional information. In this survey we present the different technologies that are involved in the implementation of augmented reality. These technologies are displays which are used for displaying or combining the virtual object by the real environment, tracking or gesture recognition helps in real time interaction part while the modelling is used to register the objects into 3D for enhancing the quality and perception of the viewer.
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Lyra, Mauricio Rocha, and Yuri de Freitas Vasconcelos. "JOGOS EM REALIDADE AUMENTADA / AUGMENTED REALITY GAMES." Brazilian Journal of Development 7, no. 3 (2021): 24257–66. http://dx.doi.org/10.34117/bjdv7n3-230.

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Kim, Hyo-Joung, and Jung-Hwan Sung. "Spatial Analysis of Mobile Augmented Reality Games." Journal of Korea Game Society 19, no. 4 (August 31, 2019): 5–14. http://dx.doi.org/10.7583/jkgs.2019.19.4.5.

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Hassan, Ibrahim, and Atef Zaki. "3d Educational Games Supported By Augmented Reality." International Journal of Multidisciplinary Studies in Art and Technology 2, no. 1 (June 1, 2019): 46–59. http://dx.doi.org/10.21608/ijmsat.2019.215476.

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Serino, Maeve, Kyla Cordrey, Laura McLaughlin, and Ruth L. Milanaik. "Pokémon Go and augmented virtual reality games." Current Opinion in Pediatrics 28, no. 5 (October 2016): 673–77. http://dx.doi.org/10.1097/mop.0000000000000409.

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Hagbi, Nate, Raphael Grasset, Oriel Bergig, Mark Billinghurst, and Jihad El-Sana. "In-Place Sketching for Augmented Reality Games." Computers in Entertainment 12, no. 3 (September 2014): 1–18. http://dx.doi.org/10.1145/2702109.2633419.

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Kasapakis, Vlasios, and Damianos Gavalas. "Occlusion handling in outdoors augmented reality games." Multimedia Tools and Applications 76, no. 7 (May 12, 2016): 9829–54. http://dx.doi.org/10.1007/s11042-016-3581-1.

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Elvins, T. Todd. "Augmented reality." ACM SIGGRAPH Computer Graphics 32, no. 1 (February 1998): 11–13. http://dx.doi.org/10.1145/279389.279411.

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Richards, Kate Gemma, Kai Yuen Wong, and Mansoor Khan. "Augmented reality game-related injury." BMJ Case Reports 11, no. 1 (November 2018): e224012. http://dx.doi.org/10.1136/bcr-2017-224012.

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There are an increasing number of injuries associated with ambulatory mobile phone use. Pokémon Go is one of the first widely used mobile phone augmented reality games and generated substantial media interest. We present a case of electrical burns in a Pokémon Go player and review literature on ambulatory mobile phone injuries.
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Jang, Seongsoo, and Yi Liu. "Continuance use intention with mobile augmented reality games." Information Technology & People 33, no. 1 (May 2, 2019): 37–55. http://dx.doi.org/10.1108/itp-05-2018-0221.

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Purpose As mobile augmented reality (AR) games enter the maturity stage, understanding how to improve players’ continuance use intention with mobile AR games is critical. Drawing upon the uses and gratifications (U&G) theory, the purpose of this paper is to investigate the effects of four major gratifications – content, process, social and technology – and other factors on continuance intention to play mobile AR games. Design/methodology/approach Data collected from 280 Pokémon Go players were used to address research questions. Partial least squares method was employed to assess the relationships in the model and multigroup analysis was conducted based on survey participants’ demographics and their gaming experience. Findings Content gratification (i.e. catching Pokémon), process gratification (i.e. entertainment), game knowledge and achievement drive players’ continuance use intention. However, social and technology gratifications do not influence players’ continuance use intention. Multigroup analysis suggests that mobile AR game developers should capitalize on the fact that different types of gratifications prompt continuance use intention of different user segments in terms of demographics and experience in general mobile games and Pokémon Go. Originality/value The user behavior of mobile AR games has been studied at the early stage of the games, with less attention to variable continuance use intentions across different user segments. This paper attempts to fill the gap by extending the U&G theory to continuance use intention of mobile AR games at the maturity stage and further investigating the importance of player heterogeneity in continuance use intention with mobile AR games. The findings of this study contribute to the literature on U&G, continuance use intention and mobile AR games.
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Jacquemin, Christian, Rami Ajaj, Sylvain Le Beux, Christophe d’Alessandro, Markus Noisternig, Brian F. G. Katz, and Bertrand Planes. "Organ Augmented Reality." International Journal of Creative Interfaces and Computer Graphics 1, no. 2 (July 2010): 51–66. http://dx.doi.org/10.4018/jcicg.2010070105.

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This paper discusses the Organ Augmented Reality (ORA) project, which considers an audio and visual augmentation of an historical church organ to enhance the understanding and perception of the instrument through intuitive and familiar mappings and outputs. ORA has been presented to public audiences at two immersive concerts. The visual part of the installation was based on a spectral analysis of the music. The visuals were projections of LED-bar VU-meters on the organ pipes. The audio part was an immersive periphonic sound field, created from the live capture of the organ sounds, so that the listeners had the impression of being inside the augmented instrument. The graphical architecture of the installation is based on acoustic analysis, mapping from sound levels to synchronous graphics through visual calibration, real-time multi-layer graphical composition and animation. The ORA project is a new approach to musical instrument augmentation that combines enhanced instrument legibility and enhanced artistic content.
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Rong, Wu, and Zhonggen Yu. "Exploring the Acceptance of Augmented Reality-Based Educational Games." International Journal of Online Pedagogy and Course Design 12, no. 1 (January 1, 2022): 1–23. http://dx.doi.org/10.4018/ijopcd.306685.

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Recent studies have integrated educational games with augmented reality (AR) to develop learners’ motivation. However, few reviews focused on the acceptance of AR-based educational games. This review aims to provide comprehensive insight into the acceptance of AR-based educational games. This review followed the selection process of the Preferred Reporting Items for Systematic Review and Meta-analysis (PRISMA), including nine peer-reviewed articles published from January 2019 to March 2022. It is concluded that studies preferred to recruit students to play AR-based educational games via handhelds and used questionnaires to understand students’ acceptance. Technology Acceptance Model was the most frequently used model. Perceived usefulness and perceived ease of use were two dominant factors influencing students’ acceptance of AR-based educational games. In the future, game designers should integrate target learning knowledge in designing AR. Future studies should focus on the effect of socio-cultural constructs on different participants’ acceptance of AR-based educational games.
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Woodwark, John. "Augmented reality." Computer-Aided Design 25, no. 8 (August 1993): 466–67. http://dx.doi.org/10.1016/0010-4485(93)90077-2.

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Armanto, Hendrawan, and Edwin Sidharta. "Tamagotchi Augmented Reality yang Dilengkapi dengan Mini Games." Journal of Intelligent System and Computation 3, no. 2 (October 1, 2021): 99–105. http://dx.doi.org/10.52985/insyst.v3i2.189.

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Pada saat ini, teknologi mobile telah berkembang dengan pesat. Dalam kesehariannya, manusia tidak dapat lepas dari handphone. Hal ini menyebabkan munculnya berbagai aplikasi dan game yang bertujuan tentu saja untuk membantu ataupun memberikan kesenangan kepada penggunanya. Saat ini perkembangan game, juga sangat pesat dan telah mencapai titik dimana berbagai jenis game dikembangkan. Tidak hanya berhenti pada perkembangan jenis game, bahkan cara bermain dari game itu sendiri juga ikut berkembang. Yang dulunya permainan mobile dilakukan secara virtual, saat ini permainan sudah menyentuh area Augmented Reality (AR) dimana pemain dapat melihat benda-benda tidak nyata (buatan) dalam dunia nyata (dunia manusia). Walaupun permainan AR semakin berkembang, tetapi masih sedikit permainan AR bergenre Virtual Pet. Penelitian ini bertujuan untuk mengembangkan Permainan Virtual Pet dan mengukur tingkat kesenangan dalam memainkan permainan ini. Permainan dikembangkan dengan menggunakan Unity Game Engine dengan bantuan package AR Foundation dan penyimpanan data pada Firebase. Ujicoba akan dilakukan kepada 40 orang (pria dan wanita) pemain game yang pernah bermain virtual pet sebelumnya. Hasil akhir ujicoba menunjukan bahwa dalam segi teknis permainan berjalan dengan baik dan disukai oleh pemain akan tetapi ada sebagian pemain yang tingkat kesenangannya rendah cenderung menengah hal ini dikarenakan gambar monster yang digunakan kurang menarik dan kurangnya fitur terkait monster itu sendiri.
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Tsai, Ming-Tsang, and Jing-Wei Liu. "Evaluating the intention of downloading augmented reality games." Journal of Information and Optimization Sciences 40, no. 6 (April 24, 2019): 1295–305. http://dx.doi.org/10.1080/02522667.2018.1532557.

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Liberati, Nicola. "Phenomenology, Pokémon Go, and Other Augmented Reality Games." Human Studies 41, no. 2 (November 7, 2017): 211–32. http://dx.doi.org/10.1007/s10746-017-9450-8.

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Vidal, Eric Cesar E., Jayzon F. Ty, Nicko R. Caluya, and Ma Mercedes T. Rodrigo. "MAGIS: mobile augmented-reality games for instructional support." Interactive Learning Environments 27, no. 7 (August 1, 2018): 895–907. http://dx.doi.org/10.1080/10494820.2018.1504305.

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Holden, Christopher. "The Local Games Lab ABQ: Homegrown Augmented Reality." TechTrends 58, no. 1 (December 5, 2013): 42–48. http://dx.doi.org/10.1007/s11528-013-0719-0.

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Cmentowski, Sebastian, Fabian Kievelitz, and Jens Harald Krueger. "Outpace Reality: A Novel Augmented-Walking Technique for Virtual Reality Games." Proceedings of the ACM on Human-Computer Interaction 6, CHI PLAY (October 25, 2022): 1–24. http://dx.doi.org/10.1145/3549509.

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The size of most virtual environments exceeds the tracking space available for physical walking. One solution to this disparity is to extend the available walking range by augmenting users' actual movements. However, the resulting increase in visual flow can easily cause cybersickness. Therefore, we present a novel augmented-walking approach for virtual reality games. Our core concept is a virtual tunnel that spans the entire travel distance when viewed from the outside. However, its interior is only a fraction as long, allowing users to cover the distance by real walking. Whereas the tunnel hides the visual flow from the applied movement acceleration, windows on the tunnel's walls still reveal the actual expedited motion. Our evaluation reveals that our approach avoids cybersickness while enhancing physical activity and preserving presence. We finish our paper with a discussion of the design considerations and limitations of our proposed locomotion technique.
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Junaini, Syahrul Nizam, Ahmad Alif Kamal, Abdul Halim Hashim, Norhunaini Mohd Shaipullah, and Liyana Truna. "Augmented and Virtual Reality Games for Occupational Safety and Health Training: A Systematic Review and Prospects for the Post-Pandemic Era." International Journal of Online and Biomedical Engineering (iJOE) 18, no. 10 (July 26, 2022): 43–63. http://dx.doi.org/10.3991/ijoe.v18i10.30879.

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In recent decades, the usage of augmented reality (AR) and virtual reality (VR) games for safety training and rehabilitation has grown exponentially. However, no systematic literature review of the research trends in augmented and virtual reality (AR/VR) for Occupational Safety and Health (OHS) training has been carried out. The authors conducted a comprehensive review of the relevant literature published between 2016 and 2020. This analysis was guided by the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA). The Scopus database contained 1031 records. However, only 12 papers matched the inclusion criteria and were included in this review. According to the findings, the use of augmented and virtual reality for safety training and rehabilitation has been progressively growing. With robust research trends in this field—in the post-pandemic era, the use of augmented reality and virtual reality games has promising potential, especially for safety training and rehabilitation. This study provides critical insights into how augmented reality and virtual reality may impact the future of safety training and rehabilitation at the workplace.
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Lu, Yan, Joseph T. Chao, and Kevin R. Parker. "HUNT: Scavenger Hunt with Augmented Reality." Interdisciplinary Journal of Information, Knowledge, and Management 10 (2015): 021–35. http://dx.doi.org/10.28945/2207.

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This project shows a creative approach to the familiar scavenger hunt game. It involved the implementation of an iPhone application, HUNT, with Augmented Reality (AR) capability for the users to play the game as well as an administrative website that game organizers can use to create and make available games for users to play. Using the HUNT mobile app, users will first make a selection from a list of games, and they will then be shown a list of objects that they must seek. Once the user finds a correct object and scans it with the built-in camera on the smartphone, the application will attempt to verify if it is the correct object and then display associated multi-media AR content that may include images and videos overlaid on top of real world views. HUNT not only provides entertaining activities within an environment that players can explore, but the AR contents can serve as an educational tool. The project is designed to increase user involvement by using a familiar and enjoyable game as a basis and adding an educational dimension by incorporating AR technology and engaging and interactive multimedia to provide users with facts about the objects that they have located
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Taskiran, Ayse. "The effect of augmented reality games on English as foreign language motivation." E-Learning and Digital Media 16, no. 2 (December 14, 2018): 122–35. http://dx.doi.org/10.1177/2042753018817541.

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Today, educational practices are being designed and varied due to advance of millennium generation who tend to use mobile technologies in every aspect of their lives. Accordingly, growing interest towards mobile learning in education brings several opportunities and advantages for English as foreign language teachers and learners. Augmented reality, which is another growing phenomenon on mobile devices, is a technology that incorporates digital information such as images, video, and audio into real-world spaces. As a part of mobile learning, augmented reality technique has potential to facilitate learning through enjoyment over learning tasks, engagement and motivation. Designed in descriptive survey model, this study intended to assess English as a foreign language learners’ subjective experience regarding the implementation of augmented reality-based learning materials in their language classes with a game-based approach in Anadolu University, Turkey. The analysis of the questionnaire items showed that most of the students accepted the activities in augmented learning environment highly motivating and enjoyable, which is common in augmented reality research.
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Banterle, Francesco, Franco Alberto Cardillo, Luigi Malomo, Paolo Pingi, Francesco Gabellone, Giuseppe Amato, and Roberto Scopigno. "LecceAR: An Augmented Reality App." Digital Presentation and Preservation of Cultural and Scientific Heritage 5 (September 30, 2015): 99–108. http://dx.doi.org/10.55630/dipp.2015.5.9.

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This paper discusses a case study on the use of augmented reality (AR) within the context of cultural heritage. We implemented an iOS app for markerless AR that will be exhibited at the MUST museum in Lecce, Italy. The app shows a rich 3D reconstruction of the Roman amphitheater, which is nowadays only partially visible. The use of state-of-the-art algorithms in computer graphics and computer vision allows the viewing and the exploration of the ancient theater in real-time.
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Grubert, Jens, Tobias Langlotz, Stefanie Zollmann, and Holger Regenbrecht. "Towards Pervasive Augmented Reality: Context-Awareness in Augmented Reality." IEEE Transactions on Visualization and Computer Graphics 23, no. 6 (June 1, 2017): 1706–24. http://dx.doi.org/10.1109/tvcg.2016.2543720.

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Wither, Jason, Yun-Ta Tsai, and Ronald Azuma. "Indirect augmented reality." Computers & Graphics 35, no. 4 (August 2011): 810–22. http://dx.doi.org/10.1016/j.cag.2011.04.010.

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Crocetta, Tânia Brusque, Sandra Rogéria de Oliveira, Carla Maria de Liz, and Alexandro Andrade. "Virtual and augmented reality technologies in Human Performance: a review." Fisioterapia em Movimento 28, no. 4 (December 2015): 823–35. http://dx.doi.org/10.1590/0103-5150.028.004.ar01.

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Abstract Introduction : Today's society is influenced by Information and Communication Technologies. Toys that were once built by hand have been reinterpreted and have become highly commercialized products. In this context, games using Augmented Reality (AR) and Virtual Reality (VR) technologies are present in the everyday lives of children, youth and adults. Objective : To investigate how Physical Education professionals in Brazil have been making use of AR and VR games to benefit their work. Materials and methods : We only included studies that addressed exercise or physical activity using AR or VR games. We searched the databases of Virtual Health Library (VHL) and Scientific Electronic Library Online (SciELO), using the words augmented reality, virtual reality, exergames, Wii and serious games. Results : Nineteen articles were included in the systematic review. The most frequently used device was the Nintendo(r) Wii, with over 25 different kinds of games. With regard to the subjects of the studies, four studies were conducted with healthy individuals (mean = 65.7), three with patients with Parkinson's disease (mean = 18.0), three with elderly women (mean = 7.7) and two with patients with stroke injury (mean = 6.0). Conclusion : Many physical therapists and occupational therapists use serious games with AR or VR technologies as another work tool, especially for rehabilitation practices. The fact that these technologies are also used in Physical Education classes in Brazil indicates that electronic games are available and can be a tool that can contribute to the widespread adoption of exercise as an enjoyable form of recreation.
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Interrante, Victoria, Tobias Hollerer, and Anatole Lecuyer. "Virtual and Augmented Reality." IEEE Computer Graphics and Applications 38, no. 2 (March 2018): 28–30. http://dx.doi.org/10.1109/mcg.2018.021951630.

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Buschel, Wolfgang, Stefan Vogt, and Raimund Dachselt. "Augmented Reality Graph Visualizations." IEEE Computer Graphics and Applications 39, no. 3 (May 1, 2019): 29–40. http://dx.doi.org/10.1109/mcg.2019.2897927.

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Bueno, Salvador, M. Dolores Gallego, and Jan Noyes. "Uses and Gratifications on Augmented Reality Games: An Examination of Pokémon Go." Applied Sciences 10, no. 5 (March 1, 2020): 1644. http://dx.doi.org/10.3390/app10051644.

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Users are attracted by augmented reality games to fulfil their needs. Two objectives are proposed: (1) to research the motivations of those using augmented reality mobile games; (2) to define a structural model based on Uses and Gratifications Theory for the adoption of augmented reality mobile games. The present study examines the case of Pokémon Go. The model is composed of eight constructs: enjoyment, fantasy, escapism, social interaction, social presence, achievement, self-presentation and continuance intention. The SEM model was empirically assessed based on 1183 responses from Pokémon Go users around the world. Results clearly confirmed the positive influence of almost all the proposed constructs on continuance intention for Pokémon Go. First, these findings may be helpful for the online gaming industry in identifying the game functions that retain more gamers and improve the user experience. Second, the online gaming industry might use these results in order to classify those players with behaviours that favour the use of online games.
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Sarıgöz, Okan. "Augmented reality, virtual reality and digital games: A research on teacher candidates." Educational Policy Analysis and Strategic Research 14, no. 3 (September 29, 2019): 41–63. http://dx.doi.org/10.29329/epasr.2019.208.3.

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Klopfer, Eric, and Josh Sheldon. "Augmenting your own reality: Student authoring of science-based augmented reality games." New Directions for Youth Development 2010, no. 128 (December 2010): 85–94. http://dx.doi.org/10.1002/yd.378.

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Nuncio, Rhoderick, and JOHANNAH MARI FELICILDA. "Cybernetics and Simulacra: The Hyperreality of Augmented Reality Games." Kritike: An Online Journal of Philosophy 15, no. 2 (December 1, 2021): 39–67. http://dx.doi.org/10.25138/15.2/a3.

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Solbiati, Luigi, Nicolo’ Gennaro, and Riccardo Muglia. "Augmented Reality: From Video Games to Medical Clinical Practice." CardioVascular and Interventional Radiology 43, no. 10 (July 6, 2020): 1427–29. http://dx.doi.org/10.1007/s00270-020-02575-6.

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Martin, John, Seann Dikkers, Kurt Squire, and David Gagnon. "Participatory Scaling Through Augmented Reality Learning Through Local Games." TechTrends 58, no. 1 (December 5, 2013): 35–41. http://dx.doi.org/10.1007/s11528-013-0718-1.

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