Journal articles on the topic 'Reality augmented'

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1

Feriyadi, Nur. "The Augmented Reality 3D Object Augmented Reality." KOPERTIP : Jurnal Ilmiah Manajemen Informatika dan Komputer 2, no. 2 (2018): 76–83. http://dx.doi.org/10.32485/kopertip.v2i2.46.

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Strehovec, Janez. "Augmented Reality, Augmented Perception." Glimpse 3, no. 1 (2001): 73–78. http://dx.doi.org/10.5840/glimpse20013114.

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Ling, Haibin. "Augmented Reality in Reality." IEEE MultiMedia 24, no. 3 (2017): 10–15. http://dx.doi.org/10.1109/mmul.2017.3051517.

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Cardoso, Ava Linda. "Augmented Reality." International Journal of Engineering and Management Sciences 4, no. 3 (September 9, 2019): 1–9. http://dx.doi.org/10.21791/ijems.2019.3.1.

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This paper is an overview of augmented reality’s basic concepts and its connection to the logistics field. The paper includes a brief history of the tech and how it differs to the virtual reality. The main goal is to understand how augmented reality is being used in logistics to innovate and enhance services. It refers to how courier and freight companies are taking advantage of this technology to upgrade the warehouses, transportation and enhance value added services. It also analyses how the retail market is modernizing its stores and is using mobile applications for online shopping. Using augmented reality has overall pros and cons and even though is a technology on its early stages it shows a great potential to revolutionize the supply chain in its totality.
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Pandya, Aniket. "AUGMENTED REALITY." INTERNATIONAL JOURNAL OF RESEARCH IN ADVANCE ENGINEERING 1, no. 1 (January 27, 2015): 10. http://dx.doi.org/10.26472/ijrae.v1i1.8.

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O’Reilly, M. K., P. J. Heagerty, L. S. Gold, D. F. Kallmes, and J. G. Jarvik. "Augmented Reality." American Journal of Neuroradiology 41, no. 8 (July 16, 2020): E67—E68. http://dx.doi.org/10.3174/ajnr.a6587.

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Lensing, Philipp. "Augmented Reality." MedienWirtschaft 11, no. 2 (2014): 38–41. http://dx.doi.org/10.15358/1613-0669-2014-2-38.

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Während der Terminator in James Camerons gleichnamigem Kultfilm bereits 1984 in den Genuss der erweiterten Realität kam, mussten wir Menschen darauf mehrere Jahre warten. Doch dank moderner Technik und effizienter Algorithmen können wir uns heute ebenfalls nützliche Informationen direkt ins Sichtfeld einblenden lassen – und das, ganz ohne zum mordlustigen Roboter zu werden.
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Salinas Martí­nez, Norma Patricia, Carlos Hernández-Nieto, Eliud Quintero, Xavier Sánchez, and Eduardo González-Mendívil. "AUGMENTED REALITY." Ergodesign & HCI 4, no. 1 (June 30, 2016): 49. http://dx.doi.org/10.22570/ergodesignhci.v4i1.60.

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Augmented Reality, Visualization, Educational Technology In order to take advantage of the didactic potential that AugmentedReality (AR) provides we present an educational resource meant to help to transform the teaching and learning of Mathematics, through the creation of graphical representations for mathematical reasoning. The spatial visualization skill is a cross-curriculum content that has been taken for granted, the challenge then is to improve its development. With the design of this AR application we want to help students with this task. The application covers content that belongs to conventional courses of calculus I, II and III at college.
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Kumar, Mr K. Sarath. "Augmented Reality." International Journal for Research in Applied Science and Engineering Technology 7, no. 3 (March 31, 2019): 2508–15. http://dx.doi.org/10.22214/ijraset.2019.3460.

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Cerf, Vinton G. "Augmented reality." Communications of the ACM 57, no. 9 (September 2014): 7. http://dx.doi.org/10.1145/2656433.

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Koll-Schretzenmayr, Martina, and Simona Casaulta-Meyer. "Augmented Reality." disP - The Planning Review 52, no. 3 (July 2, 2016): 2–5. http://dx.doi.org/10.1080/02513625.2016.1235863.

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Hockly, Nicky. "Augmented reality." ELT Journal 73, no. 3 (June 11, 2019): 328–34. http://dx.doi.org/10.1093/elt/ccz020.

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Abstract In this series, we explore technology-related themes and topics. The series aims to discuss and demystify what may be new areas for some readers and to consider their relevance for English language teachers.
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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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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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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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Pramono, Anang, and Irfanda Faishal Huda. "Perancangan Game Edukasi Pengenalan Hewan 3D Berbasis Android dengan Augmented Reality untuk Anak Usia Dini." NUCLEUS 4, no. 2 (November 15, 2023): 121–35. http://dx.doi.org/10.37010/nuc.v4i2.1477.

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Augmented Reality Pengenalan Binatang merupakan suatu media pembelajaran pengenalan hewan untuk anak usia dini dengan memanfaatkan Augmented Reality sebagai metode pembelajaran pengenalan hewan yang diharapkan dapat menjadi media pembelajaran dan memberikan suasana belajar baru bagi anak. Pada umumnya anak kecil cepat bosan apabila buku yang digunakan selalu sama dalam proses belajar. Untuk itu perlu adanya inovasi baru untuk meningkatkan daya minat anak-anak dalam proses pembelajaran. Augmented Reality bisa menghadirkan bentuk tidak nyata ke dalam dunia nyata. Mekanisme Augmented Reality menggunakan dua jenis tanda, yaitu Augmented Reality berbasis Marker, dan Augmented Reality tanpa Marker. Augmented Reality berbasis Marker menggunakan suatu penanda untuk mengenali objek sedangkan Augmeneted Reality tanpa Marker tidak menggunakan Marker untuk mengenali objek.
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Pramono, Anang, and Irfanda Faishal Huda. "Perancangan Game Edukasi Pengenalan Hewan 3D Berbasis Android dengan Augmented Reality untuk Anak Usia Dini." NUCLEUS 5, no. 1 (May 15, 2024): 1–15. http://dx.doi.org/10.37010/nuc.v5i1.1477.

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Augmented Reality Pengenalan Binatang merupakan suatu media pembelajaran pengenalan hewan untuk anak usia dini dengan memanfaatkan Augmented Reality sebagai metode pembelajaran pengenalan hewan yang diharapkan dapat menjadi media pembelajaran dan memberikan suasana belajar baru bagi anak. Pada umumnya anak kecil cepat bosan apabila buku yang digunakan selalu sama dalam proses belajar. Untuk itu perlu adanya inovasi baru untuk meningkatkan daya minat anak-anak dalam proses pembelajaran. Augmented Reality bisa menghadirkan bentuk tidak nyata ke dalam dunia nyata. Mekanisme Augmented Reality menggunakan dua jenis tanda, yaitu Augmented Reality berbasis Marker, dan Augmented Reality tanpa Marker. Augmented Reality berbasis Marker menggunakan suatu penanda untuk mengenali objek sedangkan Augmeneted Reality tanpa Marker tidak menggunakan Marker untuk mengenali objek.
18

Tan, Chin-Tong, Gi-Hyun Hwang, and Dae-Ki Kang. "Game Transformation from Non-Augmented Reality to Augmented Reality." Journal of information and communication convergence engineering 9, no. 5 (October 31, 2011): 619–23. http://dx.doi.org/10.6109/jicce.2011.9.5.619.

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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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Knoll, Matthias, and Stefan Stieglitz. "Augmented Reality und Virtual Reality." HMD Praxis der Wirtschaftsinformatik 59, no. 1 (February 2022): 1–5. http://dx.doi.org/10.1365/s40702-022-00841-4.

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Cowling, Michael, Theresa Jean Tanenbaum, James Birt, and Karen Tanenbaum. "Augmenting reality for augmented reality." Interactions 24, no. 1 (December 22, 2016): 42–45. http://dx.doi.org/10.1145/3019008.

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Edwards, C. "Better than reality? [augmented reality]." Engineering & Technology 8, no. 4 (May 1, 2013): 28–31. http://dx.doi.org/10.1049/et.2013.0402.

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Raajan, N. R., S. Suganya, M. V. Priya, Sruthi V. Ramanan, S. Janani, N. S. Sarada Nandini, R. Hemanand, and S. Gayathri. "Augmented Reality Based Virtual Reality." Procedia Engineering 38 (2012): 1559–65. http://dx.doi.org/10.1016/j.proeng.2012.06.191.

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Dauitbayeva, A. O., A. A. Myrzamuratova, and A. B. Bexeitova. "INTERACTIVE VISUALIZATION TECHNOLOGY IN AUGMENTED REALITY." Bulletin of the Korkyt Ata Kyzylorda University 58, no. 3 (2021): 137–42. http://dx.doi.org/10.52081/bkaku.2021.v58.i3.080.

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This article is devoted to the issues of visualization and information processing, in particular, improving the visualization of three-dimensional objects using augmented reality and virtual reality technologies. The globalization of virtual reality has led to the introduction of a new term "augmented reality"into scientific circulation. If the current technologies of user interfaces are focused mainly on the interaction of a person and a computer, then augmented reality with the help of computer technologies offers improving the interface of a person and the real world around them. Computer graphics are perceived by the system in the synthesized image in connection with the reproduction of monocular observation conditions, increasing the image volume, spatial arrangement of objects in a linear perspective, obstructing one object to another, changing the nature of shadows and tones in the image field. The experience of observation is of great importance for the perception of volume and space, so that the user "completes" the volume structure of the observed representation. Thus, the visualization offered by augmented reality in a real environment familiar to the user contributes to a better perception of three-dimensional object.
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Immanuel, Frans, and Aris Puji Widodo. "Pengembangan Aplikasi Photobooth Berbasis Augmented Reality." JURNAL MASYARAKAT INFORMATIKA 11, no. 1 (June 2, 2020): 22–34. http://dx.doi.org/10.14710/jmasif.11.1.31451.

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Photobooth adalah sebuah area yang disediakan oleh penyelenggara acara di mana tamu dapat berpose untuk difoto dan langsung mendapatkan hasilnya saat itu juga. Photobooth dilengkapi dengan angle (sudut), background, lighting, dan hal pendukung lainnya untuk memberikan hasil terbaik. Permasalahan muncul ketika pengguna ingin melakukan pengambilan foto dengan beragam latar belakang dimanapun dan kapanpun, serta dapat melakukan pengambilan foto dengan objek 3 dimensi pada smartphone Android. Solusinya adalah pengembangan aplikasi photobooth berbasis Augmented Reality pada Android yang memungkinkan pengguna dapat menggunakan fitur Augmented Reality pada foto yang akan diambil. Aplikasi menggunakan software Unity untuk meletakkan objek 3 dimensi dan build ke Android serta aplikasi ini menggunakan Vuforia sebagai software library yang berfungsi sebagai pengenalan dan pemunculan model 3 dimensi tanpa penanda. Aplikasi menggunakan objek ARCamera dari library Vuforia, yang digunakan untuk menampilkan objek 3 dimensi yang sudah diatur posisinya di belakang kamera. Begitu kamera diakses, pengguna dapat memilih objek yang ingin ditampilkan dan aplikasi akan menampilkan objek 3 dimensi dan menampilkan objek 3 dimensi di mana kamera di arahkan. Pengguna dapat mengambil hasil gambar kemudian membagikannya pada sosial media Facebook, dan hasil gambar berupa foto dengan ekstensi PNG.
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Poonam Singh, Poonam Singh, and Dr Mrinalini Pandey. "Augmented Reality: Enabling Creativity in Advertising." International Journal of Scientific Research 2, no. 12 (June 1, 2012): 336–37. http://dx.doi.org/10.15373/22778179/dec2013/103.

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Jha, Pratibha, and Sapna Yadav. "Virtual and Augmented Reality: An Overview." International Journal of Trend in Scientific Research and Development Volume-3, Issue-3 (April 30, 2019): 1393–97. http://dx.doi.org/10.31142/ijtsrd23351.

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Kıyıcı, Mubin. "AUGMENTED REALITY FROM TURKISH RESEARCHERS’ PERSPECTIVES." Malaysian Online Journal of Educational Technology 6, no. 4 (October 1, 2018): 1–12. http://dx.doi.org/10.17220/mojet.2018.04.001.

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Kumar, Ankur. "Augmented RealityAugmented Reality." International Journal for Research in Applied Science and Engineering Technology 9, no. VII (July 31, 2021): 3510–22. http://dx.doi.org/10.22214/ijraset.2021.37098.

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Augmented Reality (AR), which blends virtual information with the real environment in real-time performance, is constantly evolving and becoming more sophisticated and robust. It is critical to ensure that the augmented reality system is accepted and successful. This paper primarily discusses the current state of AR applications and the various fields in which AR is being used.
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Farid Kamal Heikal, Abdul Rahman. "Augmented Reality Technologies." International Journal of Artificial Intelligence and Emerging Technology 4, no. 1 (June 1, 2021): 17–39. http://dx.doi.org/10.21608/ijaiet.2021.187259.

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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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S, Dhanasekar. "Augmented Reality Gaming." International Journal for Research in Applied Science and Engineering Technology 7, no. 3 (March 31, 2019): 1358–60. http://dx.doi.org/10.22214/ijraset.2019.3246.

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Oskiper, Taragay, Mikhail Sizintsev, Vlad Branzoi, Supun Samarasekera, and Rakesh Kumar. "Augmented Reality Binoculars." IEEE Transactions on Visualization and Computer Graphics 21, no. 5 (May 1, 2015): 611–23. http://dx.doi.org/10.1109/tvcg.2015.2408612.

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Langlotz, Tobias, Jens Grubert, and Raphael Grasset. "Augmented reality browsers." Communications of the ACM 56, no. 11 (November 2013): 34–36. http://dx.doi.org/10.1145/2527190.

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Litts, Breanne K., and Whitney E. Lewis. "Mobile Augmented Reality." GetMobile: Mobile Computing and Communications 22, no. 3 (January 17, 2019): 5–9. http://dx.doi.org/10.1145/3308755.3308757.

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Singh, Mona, and Munindar P. Singh. "Augmented Reality Interfaces." IEEE Internet Computing 17, no. 6 (November 2013): 66–70. http://dx.doi.org/10.1109/mic.2013.107.

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Ropelato, Sandro, Marino Menozzi, Dominique Michel, and Michael Siegrist. "Augmented Reality Microsurgery." Simulation in Healthcare: The Journal of the Society for Simulation in Healthcare 15, no. 2 (April 2020): 122–27. http://dx.doi.org/10.1097/sih.0000000000000413.

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Koubek, Tomáš, David Procházka, and Jiří Šťastný. "Augmented reality services." Acta Universitatis Agriculturae et Silviculturae Mendelianae Brunensis 61, no. 7 (2013): 2337–42. http://dx.doi.org/10.11118/actaun201361072337.

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We assume that one of the key reasons is in the difference between a standalone application and a web service. Both architectures have some advantages and disadvantages. The Standalone application (e.g. Nokia/OVI Maps) provides the required functionality. From the user point of view, main asset of this “offline” approach is network connectivity independence. However, this kind of applications must be upgraded manually. Moreover, it is hard to get any data about the application usage because it requires additional actions from the user – data are usually acquired through conventional ways, such as email or web forms.The online service such as Google Maps (including its mobile application) can offer the same functionality as the offline application. Nevertheless, a permanent connection to provider servers is necessary. This can be taken as a drawback. On the other hand, usage data collection is easier and can be done without the user intervention. The data collection provides a valuable analysis basis of the user habits and needs. This analysis is necessary for design of a complex “user” based solutions such as Google Now.Augmented reality applications are usually based on the first mentioned approach. In this article, we describe our model of augmented reality as a service and compare its features with standalone solutions. Further, other important key aspects for large emergence of augmented reality services in a mainstream market are discussed.
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Kroeker, Kirk L. "Mainstreaming augmented reality." Communications of the ACM 53, no. 7 (July 2010): 19–21. http://dx.doi.org/10.1145/1785414.1785422.

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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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Petersen, Nils, and Didier Stricker. "Cognitive Augmented Reality." Computers & Graphics 53 (December 2015): 82–91. http://dx.doi.org/10.1016/j.cag.2015.08.009.

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Bloxham, J. "Augmented Reality Learning." ITNOW 56, no. 3 (August 14, 2014): 44–45. http://dx.doi.org/10.1093/itnow/bwu078.

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Zaqout, Ihab, Samar Elhissi, Aya Jarour, and Heba Elowini. "Augmented Piano Reality." International Journal of Hybrid Information Technology 8, no. 10 (October 31, 2015): 141–52. http://dx.doi.org/10.14257/ijhit.2015.8.10.13.

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Billinghurst, Mark, and Hirokazu Kato. "Collaborative augmented reality." Communications of the ACM 45, no. 7 (July 2002): 64–70. http://dx.doi.org/10.1145/514236.514265.

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Qiu, Hang, Fawad Ahmad, Fan Bai, Marco Gruteser, and Ramesh Govindan. "Augmented Vehicular Reality." GetMobile: Mobile Computing and Communications 22, no. 4 (May 2, 2019): 30–34. http://dx.doi.org/10.1145/3325867.3325880.

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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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Mendoza-Ramírez, Carlos E., Juan C. Tudon-Martinez, Luis C. Félix-Herrán, Jorge de J. Lozoya-Santos, and Adriana Vargas-Martínez. "Augmented Reality: Survey." Applied Sciences 13, no. 18 (September 20, 2023): 10491. http://dx.doi.org/10.3390/app131810491.

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An Augmented Reality (AR) system is a technology that overlays digital information, such as images, sounds, or text, onto a user’s view of the real world, providing an enriched and interactive experience of the surrounding environment. It has evolved into a potent instrument for improving human perception and decision-making across various domains, including industrial, automotive, healthcare, and urban planning. This systematic literature review aims to offer a comprehensive understanding of AR technology, its limitations, and implementation challenges in the most significant areas of application in engineering and beyond. The review will explore the state-of-the-art AR techniques, their potential use cases, and the barriers to widespread adoption, while also identifying future research directions and opportunities for innovation in the rapidly evolving field of augmented reality. This study works as a compilation of the existing technologies in the subject, especially useful for beginners in AR or as a starting point for developers who seek to innovate or implement new technologies, thus knowing the limitations and current challenges that could arise.
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Leiber, Daria, Lukas Tanz, and Gunther Reinhart. "Augmented Reality in der Montagetechnik/Augmented Reality in assembly technology." wt Werkstattstechnik online 111, no. 03 (2021): 130–35. http://dx.doi.org/10.37544/1436-4980-2021-03-38.

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Modell- und simulationsbasierte Ansätze werden in verschiedenen Lebenszyklusphasen von Montageanlagen eingesetzt. Potenziale bestehen vor allem bei der Vereinfachung von Planung und Programmierung. Moderne Visualisierungsmethoden wie Augmented Reality (AR) können dabei genutzt werden, um Planungsergebnisse anschaulich darzustellen und existierende Anlagen in die Planung miteinzubeziehen. Auch zur Vereinfachung der Programmierung und Inbetriebnahme von Industrierobotern lässt sich AR einsetzen.   Model- and simulation-based methods are used in different life cycle phases of assembly systems. In particular, they offer potential for simplifying the planning and programming of assembly lines. Modern visualization methods such as Augmented Reality (AR) can be used to clearly visualize planning results and to include existing equipment in the planning process. AR can also be used to simplify the programming and initial start-up of industrial robots.
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Wong, Kevin, Siti Salmi Jamali, and Mohd Fairuz Shiratuddin. "A Review of Augmented Reality and Mobile-Augmented Reality Technology." International Journal of Learning in Higher Education 20, no. 2 (2014): 37–54. http://dx.doi.org/10.18848/1447-9494/cgp/v20i02/48690.

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Hong, Jaesung. "Medical Augmented Reality and Virtual Reality." Journal of the Korean Society of Radiology 80, no. 2 (2019): 226. http://dx.doi.org/10.3348/jksr.2019.80.2.226.

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