Journal articles on the topic 'Virtual and augmented reality, and related simulations'

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1

Salvetti, Fernando, Barbara Bertagni, Pierluigi Ingrassia, and Gabriele Pratticò. "HoloLens, Augmented Reality and Teamwork: Merging Virtual and Real Workplaces." International Journal of Advanced Corporate Learning (iJAC) 11, no. 1 (August 29, 2018): 44. http://dx.doi.org/10.3991/ijac.v11i1.9228.

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<p>Two projects are introduced: a cooperative game aimed at fostering behavioral, cognitive and meta-cognitive skills within organizations (Holo-Transportation), and a technical procedure aimed at saving lives (Holo-Defibrillation). e-REAL was the educational setting: an environment where physical and digital objects co-exist and interact in real time.Both the two projects were self-instruction learning simulation programs developed to maximize learning results, reducing instructor intervention and cost. Cascading and growing technical know-how about defibrillation was the main target of Holo-Defibrillation, while Holo-Transportation was aimed at empowering teamwork by fostering cognitive flexibility, emotional intelligence and self-awareness, as well as at honing the epistemic acumen related to reviewing ongoing processes and procedures, errors and alternative options.</p>
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Wong, Kevin, Halina M. Yee, Brian A. Xavier, and Gregory A. Grillone. "Applications of Augmented Reality in Otolaryngology: A Systematic Review." Otolaryngology–Head and Neck Surgery 159, no. 6 (August 21, 2018): 956–67. http://dx.doi.org/10.1177/0194599818796476.

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Objective Augmented reality (AR) is a rapidly developing technology. The aim of this systematic review was to (1) identify and evaluate applications of AR in otolaryngology and (2) examine trends in publication over time. Data Sources PubMed and EMBASE. Review Methods A systematic review was performed according to PRISMA guidelines without temporal limits. Studies were included if they reported otolaryngology-related applications of AR. Exclusion criteria included non-English articles, abstracts, letters/commentaries, and reviews. A linear regression model was used to compare publication trends over time. Results Twenty-three articles representing 18 AR platforms were included. Publications increased between 1997 and 2018 ( P < .05). Twelve studies were level 5 evidence; 9 studies, level 4; 1 study, level 2; and 1 study, level 1. There was no trend toward increased level of evidence over time. The most common subspecialties represented were rhinology (52.2%), head and neck (30.4%), and neurotology (26%). The most common purpose of AR was intraoperative guidance (54.5%), followed by surgical planning (24.2%) and procedural simulations (9.1%). The most common source of visual inputs was endoscopes (50%), followed by eyewear (22.2%) and microscopes (4.5%). Computed tomography was the most common virtual input (83.3%). Optical trackers and fiducial markers were the most common forms of tracking and registration, respectively (38.9% and 44.4%). Mean registration error was 2.48 mm. Conclusion AR holds promise in simulation, surgical planning, and perioperative navigation. Although level of evidence remains modest, the role of AR in otolaryngology has grown rapidly and continues to expand.
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Raposo, Alberto. "Editor’s Note." Journal on Interactive Systems 6, no. 2 (December 1, 2015): 1. http://dx.doi.org/10.5753/jis.2015.657.

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The SBC Journal on Interactive Systems (JIS) has been integrated to the Brazilian academic community in the areas of Virtual and Augmented Reality since the beginning. Since 2010 JIS has published special issues with extended versions of selected papers from SVR - Symposium on Virtual and Augmented Reality, the premier conference in Brazil covering these areas. The year of 2015 could not be different. For the 6th year, I am glad to announce JIS special issue on SVR.This issue contains extended versions of four papers selected among the best full papers of SVR 2015 – XVII Symposium on Virtual and Augmented Reality. I would like to thank Judith Kelner and Eduardo Albuquerque for their dedication as guest editors in this special issue, and invite you to read their editorial in the following.We also have in this issue an original paper by Amyr Borges Fortes Neto, Soraia Raupp Musse, and Catherine Pelachaud, entitled “Emotion Contagion Model for Crowds”. In this paper, the authors use a computational model for emotion contagion process in the context of crowd simulation to create realistic perception of agent behaviors on crowds.I also would like to thank the authors and reviewers that contributed to this issue of JIS, and I hope it fulfills your expectations. JIS Editorial Board is looking forward to receiving your contributions in areas related to Virtual and Augmented Reality, Games, and/or Human-Computer Interaction.
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Yokoyama, Itsuo, Tsuyosi Sarai, Toshinori Asai, Nobuyuki Kitou, Hirotaka Nozaki, Yuki Kondo, Yusaku Nomura, Atsushi Morizane, Michi Sekikawa, and Dage Liu. "Virtual reality and augmented reality applications and simulation in vascular access management with three-dimensional visualization." Journal of Vascular Access 20, no. 1_suppl (April 28, 2019): 65–70. http://dx.doi.org/10.1177/1129729818776904.

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Obtaining adequate and precise anatomical information is mandatory to prevent vascular access–related complications in dialysis patients. For this purpose, we underwent Doppler ultrasound, vascular access angiogram, and plain computer-assisted tomography scan of the arm with vascular access. With the use of computer graphics software, the anatomical structure of the vascular access can be visualized three dimensionally which is shared among the staffs for precise and better recognition. Furthermore, created object is applicable for virtual reality and/or augmented reality presentation that provides useful means for education and practical procedures in the management of vascular access.
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Ricci, Serena, Andrea Calandrino, Giacomo Borgonovo, Marco Chirico, and Maura Casadio. "Viewpoint: Virtual and Augmented Reality in Basic and Advanced Life Support Training." JMIR Serious Games 10, no. 1 (March 23, 2022): e28595. http://dx.doi.org/10.2196/28595.

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The use of augmented reality (AR) and virtual reality (VR) for life support training is increasing. These technologies provide an immersive experience that supports learning in a safe and controlled environment. This review focuses on the use of AR and VR for emergency care training for health care providers, medical students, and nonprofessionals. In particular, we analyzed (1) serious games, nonimmersive games, both single-player and multiplayer; (2) VR tools ranging from semi-immersive to immersive virtual and mixed reality; and (3) AR applications. All the toolkits have been investigated in terms of application goals (training, assessment, or both), simulated procedures, and skills. The main goal of this work is to summarize and organize the findings of studies coming from multiple research areas in order to make them accessible to all the professionals involved in medical simulation. The analysis of the state-of-the-art technologies reveals that tools and studies related to the multiplayer experience, haptic feedback, and evaluation of user’s manual skills in the foregoing health care-related environments are still limited and require further investigation. Also, there is an additional need to conduct studies aimed at assessing whether AR/VR-based systems are superior or, at the minimum, comparable to traditional training methods.
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Hounsell, Marcelo da Silva, Juliana Patrícia Detroz, Marcio Geovani Jasinski, Rafaela Bosse, and Thiago Luiz Berlim. "A Brief History of Virtual Reality in Brazil: A survey over the publications in the “Symposium on Virtual and Augmented Reality”." Journal on Interactive Systems 5, no. 3 (December 30, 2014): 1. http://dx.doi.org/10.5753/jis.2014.728.

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Virtual Reality (VR) is becoming a mature technology field. To understand its origins and foresee strategies, a study on the last decade of papers published in the Brazilians´ most prominent symposium (the SVR – Symposium on Virtual and Augmented Reality) has been carried out. Papers were classified according to subject of study (including application domains, sub-areas and technologies, among others) as well asresearch structure (including authorship counts and geographical distribution, research approaches, among others). The study shows that health related applications have received most of the attention although techniques and tools proposal have raised the most recently which could be related to the lowlevel programming languages and frameworks preferences found to this community. The number of Augmented Reality (AR) papers has grown steadily and a great variety of underlying knowledge fields (such as 3D interaction and real-time simulation) is a persistent aspect of SVR. Data also show that expected shift from VRML to other 3D Web technologies have already happened. Although oversees participation has been not constant, papers published in English has proven stable in SVR editions. Few institutions from Southeast have dominated the research area but another few from Northeast have just surpassed them. Regarding the research, a lack of higher-level maturity research approaches has been noticed. In addition, it was found difficult to assess the relevance of papers to other researches due to poor abstracts and no centralized database of papers. The analysis of 262 papers suggest that (i) by improving the research budget to the area could impact productivity; (ii) a centralized database would facilitate recovering past contributions and; (iii) that enforcing more scientifically rigorous papers with better abstracts and written in English could raise the visibility of Brazilians´ research in VR/AR.
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Chen and Lin. "Virtual Object Replacement Based on Real Environments: Potential Application in Augmented Reality Systems." Applied Sciences 9, no. 9 (April 29, 2019): 1797. http://dx.doi.org/10.3390/app9091797.

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Augmented reality (AR) is an emerging technology that allows users to interact with simulated environments, including those emulating scenes in the real world. Most current AR technologies involve the placement of virtual objects within these scenes. However, difficulties in modeling real-world objects greatly limit the scope of the simulation, and thus the depth of the user experience. In this study, we developed a process by which to realize virtual environments that are based entirely on scenes in the real world. In modeling the real world, the proposed scheme divides scenes into discrete objects, which are then replaced with virtual objects. This enables users to interact in and with virtual environments without limitations. An RGB-D camera is used in conjunction with simultaneous localization and mapping (SLAM) to obtain the movement trajectory of the user and derive information related to the real environment. In modeling the environment, graph-based segmentation is used to segment point clouds and perform object segmentation to enable the subsequent replacement of objects with equivalent virtual entities. Superquadrics are used to derive shape parameters and location information from the segmentation results in order to ensure that the scale of the virtual objects matches the original objects in the real world. Only after the objects have been replaced with their virtual counterparts in the real environment converted into a virtual scene. Experiments involving the emulation of real-world locations demonstrated the feasibility of the proposed rendering scheme. A rock-climbing application scenario is finally presented to illustrate the potential use of the proposed system in AR applications.
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Bosse, Stefan, and Uwe Engel. "Augmented Virtual Reality: Combining Crowd Sensing and Social Data Mining with Large-Scale Simulation Using Mobile Agents for Future Smart Cities." Proceedings 4, no. 1 (November 14, 2018): 49. http://dx.doi.org/10.3390/ecsa-5-05762.

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Augmented reality is well known for extending the real world by adding computer-generated perceptual information and overlaid sensory information. In contrast, simulation worlds are commonly closed and rely on artificial sensory information generated by the simulator program or using data collected off-line. In this work, a new simulation paradigm is introduced, providing augmented virtuality by integrating crowd sensing and social data mining in simulation worlds by using mobile agents. The simulation world interacts with real world environments, humans, machines, and other virtual worlds in real-time. Mobile agents are closely related to bots that can interact with humans via chat blogs. Among the mining of physical sensors (temperature, motion, position, light, …), mobile agents can perform Crowd Sensing by participating in question–answer dialogs via a chat blog provided by a WEB App that can be used by the masses. Additionally, mobile agents can act as virtual sensors (offering data exchanged with other agents). Virtual sensors are sensor aggregators performing sensor fusion in a spatially region.
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Zhao, He, Qin Heng Zhao, and Beata Ślusarczyk. "Sustainability and Digitalization of Corporate Management Based on Augmented/Virtual Reality Tools Usage: China and Other World IT Companies’ Experience." Sustainability 11, no. 17 (August 29, 2019): 4717. http://dx.doi.org/10.3390/su11174717.

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The article is tasked with studying the modern possibilities and effectiveness of the application of virtual and augmented reality technologies in the field of managing human recourses (HRs) and basic operational corporate business processes. Using examples of successful use of AR (augmented reality)/VR (virtual reality) in the labor market by the largest companies in the USA, China, and Europe, the most relevant areas and forms of using these technologies in the work of HR specialists were considered. The study examined issues related to improving the performance of the main modern vectors of corporate development in the field of operational technological improvements, and, as the main result, a model of the company (organization) development was proposed based on improved management of business and HR processes using VR and AR tools. The developed model demonstrates the advantages of using it, and presents the reasons for the economic expediency of using these technologies at all stages of personnel management, including recruiting, staff selection, demonstration of the employer’s brand, testing candidates’ skills, improving internal communications, creating a positive corporate culture for employees, imitating the workflow, VR and AR-simulations as a tool for passing the input testing for recruitment, selection and management of remote employees, training, assessment, and adaptation of staff. The possibilities of using VR/AR as tools for operational improvements (lean management), for example, for organizing virtual business meetings and meetings, creating virtual presentations, online controlling in the manufacturing sector, automating operational processes, and using VR technologies, are also separately disclosed in the management of logistics, distribution, marketing, and advertising. The results of the analysis of theoretical and statistical sources of information showed the promise of using the possibilities of virtual reality in corporate management, which shifts the emphasis from the traditional understanding and perception of these technologies exclusively in the entertainment field. The obtained developments within the framework of the conducted research are universal in nature and can be applicable both in the study of modern methods of personnel management and in corporate lean management of modern business companies at various levels.
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Lucena-Anton, David, Juan Carlos Fernandez-Lopez, Ana I. Pacheco-Serrano, Cristina Garcia-Munoz, and Jose A. Moral-Munoz. "Virtual and Augmented Reality versus Traditional Methods for Teaching Physiotherapy: A Systematic Review." European Journal of Investigation in Health, Psychology and Education 12, no. 12 (December 2, 2022): 1780–92. http://dx.doi.org/10.3390/ejihpe12120125.

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The use of virtual worlds in health-related education is increasingly popular, but an overview of their use in physiotherapy education is still needed. The aim of this review was to analyse the use of virtual and augmented reality (VR/AR) compared to traditional methods for teaching physiotherapy. A systematic review was performed up to October 2022 in PubMed, Web of Science, Scopus, CINAHL, and PsycInfo. The quality appraisal and risk of bias were assessed by the Joana Briggs Institute checklist and the Cochrane Collaboration’s RoB Tool 2.0, respectively. A total of seven randomised and non-randomised controlled studies were included, involving 737 students. VR/AR-based teaching approaches included simulation and virtual worlds, and were conducted through immersive head-mounted displays, AR-based applications, and 3D visualisations. Three studies were focused on teaching anatomy content, two on clinical decision making skills, and the rest were focused on pathology, physiotherapy tasks or exercise performance, and movement analysis of lower limbs. Inconclusive results were found in terms of learning satisfaction and academic performance, showing VR/AR-based teaching models to be equally effective as traditional methods for teaching physiotherapy. We encourage researchers and teachers to include games in their VR/AR-based teaching approaches to enhance interaction and active learning in physiotherapy education.
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Monteiro, Martin, and Arturo C. Marti. "Making sciences with smartphones: The universe in your pocket." Proceedings of the International Astronomical Union 15, S367 (December 2019): 425–27. http://dx.doi.org/10.1017/s1743921321000557.

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AbstractWe propose a set of modern and stimulating activities related to the teaching of Astronomy orientated to high school or university students using smartphones. The activities are: a) the experimental simulation of asteroid light curves including the determination of the period of rotation of asteroids, b) the experimental simulation of exoplanet detection by transit method, c) the experimental simulation of stellar distances using parallax and d) the use of virtual and augmented reality.
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12

Silva, Rafael D. de C., Saulo G. C. Albuquerque, Artur de V. Muniz, Pedro P. Rebouças Filho, Sidarta Ribeiro, Plácido Rogerio Pinheiro, and Victor Hugo C. Albuquerque. "Reducing the Schizophrenia Stigma: A New Approach Based on Augmented Reality." Computational Intelligence and Neuroscience 2017 (2017): 1–10. http://dx.doi.org/10.1155/2017/2721846.

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Schizophrenia is a chronic mental disease that usually manifests psychotic symptoms and affects an individual’s functionality. The stigma related to this disease is a serious obstacle for an adequate approach to its treatment. Stigma can, for example, delay the start of treatment, and it creates difficulties in interpersonal and professional relationships. This work proposes a new tool based on augmented reality to reduce the stigma related to schizophrenia. The tool is capable of simulating the psychotic symptoms typical of schizophrenia and simulates sense perception changes in order to create an immersive experience capable of generating pathological experiences of a patient with schizophrenia. The integration into the proposed environment occurs through immersion glasses and an embedded camera. Audio and visual effects can also be applied in real time. To validate the proposed environment, medical students experienced the virtual environment and then answered three questionnaires to assess (i) stigmas related to schizophrenia, (ii) the efficiency and effectiveness of the tool, and, finally (iii) stigma after simulation. The analysis of the questionnaires showed that the proposed model is a robust tool and quite realistic and, thus, very promising in reducing stigma associated with schizophrenia by instilling in the observer a greater comprehension of any person during an schizophrenic outbreak, whether a patient or a family member.
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Hwang, Sungwoo, and Hyun Kyoung Kim. "The effects of maternal-child nursing clinical practicum using virtual reality on nursing students’ competencies: a systematic review." Korean Journal of Women Health Nursing 28, no. 3 (September 30, 2022): 174–86. http://dx.doi.org/10.4069/kjwhn.2022.09.13.

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Purpose: This study aimed to investigate the effects of virtual reality used in maternal-child nursing clinical practicums on nursing students’ competencies through a systematic review.Methods: The inclusion criteria were peer-reviewed papers in English or Korean presenting analytic studies of maternal-child nursing practicums using virtual reality. An electronic literature search of the Cochrane Library, CINAHL, EMBASE, ERIC, PubMed, and Research Information Sharing System databases was performed using combinations of the keywords “nursing student,” “virtual reality,” “augmented reality,” “mixed reality,” and “virtual simulation” from February 4 to 15, 2022. Quality appraisal was performed using the RoB 2 and ROBINS-I tools for randomized controlled trials (RCTs) and non-RCTs, respectively.Results: Of the seven articles identified, the RCT study (n=1) was deemed to have a high risk of bias, with some items indeterminable due to a lack of reported details. Most of the non-RCT studies (n=6) had a moderate or serious risk of bias related to selection and measurement issues. Clinical education using virtual reality had positive effects on knowledge, skills, satisfaction, self-efficacy, and needs improvement; however, it did not affect critical thinking or self-directed learning.Conclusion: This study demonstrated that using virtual reality for maternal-child nursing clinical practicums had educational effects on a variety of students’ competencies. Considering the challenges of providing direct care in clinical practicums, virtual reality can be a viable tool that supplements maternal-child nursing experience. Greater rigor and fuller reporting of study details are required for future research.
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Miranda, John Paul, Jaymark Yambao, Jhon Asley Marcelo, Christopher Robert Gonzales, Vee-jay Mungcal, and Robine Baluyut. "Towards the Development of 3D Engine Assembly SimulationLearningModulefor Senior High School." International Journal of Computing Sciences Research 5, no. 1 (January 1, 2021): 489–501. http://dx.doi.org/10.25147/ijcsr.2017.001.1.54.

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Purpose–The focus of the study is to develop a 3D engine assembly simulation learning module to address the lack of equipmentin one senior high school in the Philippines.Method–The study used mixed-method to determine the considerations needed in developing an application for educational use particularly among laboratory/practical subjects like engine assembly.The study used ISO 25010qualitystandardsin evaluating the application(n=153 students and 3 ICT experts).Results–Results showed that the application is moderately acceptable(overall mean = 3.52)under ISO 25010 quality standards. Conclusion–The study created an engine simulation learning assembly in which teachers can use to augment their lesson. The study also highlights the applicability of using 3D-related technologies for practical and laboratory subjects particularly highly technical-related subjects.Recommendations–Future studies may develop a similar applicationin the same contextusing mobileand other emergingtechnology(i.e., Virtual Reality,Augmented Reality) as well as making the content more customizable.Effectivity of the system in an actual setting is also worth pursuing.Research Implications–The study highlighted the potential use of 3D technology in a classroom setting.
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Wang, Shaojung Sharon, and Chih-Ting Hsieh. "Ubiquitous Pokémon Go: Human–Environment Relationships and the Location-Based Augmented Reality Game." Environment and Behavior 52, no. 7 (December 13, 2018): 695–725. http://dx.doi.org/10.1177/0013916518817878.

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This study explores the complexity of the connection between Pokémon Go play experience and players’ affection toward their physical surroundings from the environmental psychology and the media entertainment perspectives. The survey results of a stratified sample of 1,088 respondents showed that four dimensions of perceived realism—simulational realism, freedom of choice, integrated presence, and perceptual pervasiveness—positively influenced game enjoyment. Co-presence positively predicted game enjoyment while perceived crowding was negatively related to game enjoyment. Game involvement partially mediated the relationship between co-presence and game enjoyment, and game involvement also mediated the relationship between game enjoyment and place attachment. Theoretical implications on linking human behaviors and their affectional connections to physical places via the virtual gaming world are also discussed.
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King, Seth, Joseph Boyer, Tyler Bell, and Anne Estapa. "An Automated Virtual Reality Training System for Teacher-Student Interaction: A Randomized Controlled Trial." JMIR Serious Games 10, no. 4 (December 8, 2022): e41097. http://dx.doi.org/10.2196/41097.

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Background Shortages in qualified supervision and other resources prevent education personnel from rehearsing effective practices. Interactive simulations, although increasingly used in education, frequently require instructor management. Automated simulations rarely engage trainees in skills related to practice (eg, speech). Objective We evaluated the capability of delivering behavioral skills training through an automated virtual reality (VR) simulation using artificial intelligence to improve the implementation of a nondirective mathematical questioning strategy. Methods We recruited and randomly assigned 30 college-aged participants to equivalent treatment (ie, lecture, modeling, and VR; 15/30, 50%) and control groups (ie, lecture and modeling only; 15/30, 50%). The participants were blind to treatment conditions. Sessions and assessments were conducted face to face and involved the use of VR for assessment regardless of the condition. Lessons concerned the use of a nondirective mathematical questioning strategy in instances where a simulated student provided correct or incorrect answers to word problems. The measures included observed and automated assessments of participant performance and subjective assessments of participant confidence. The participants completed the pretest, posttest, and maintenance probes each week over the course of 3 weeks. Results A mixed ANOVA revealed significant main effects of time (F2,27=124.154; P<.001; ηp2=0.816) and treatment (F1,28=19.281; P<.001; ηp2=0.408) as well as an interaction effect (F2,28=8.429; P<.001; ηp2=0.231) for the average percentage of steps in the questioning procedure. Posttest scores for the intervention group (mean 88%, SD 22.62%) exceeded those of the control group (mean 63.33%, SD 22.64%), with t28=3.653, P<.001, and Cohen d=1.334. Maintenance scores indicated a positive effect of the intervention (mean 83.33%, SD 24.40%) relative to the control (mean 54.67%, SD 15.98%), t28=3.807, P<.001, Cohen d=1.39. A Mann-Whitney U test indicated that the treatment groups’ self-ratings of confidence (mean 2.41, SD 0.51) were higher than those of the control group (mean 2.04, SD 0.52), U=64, P=.04, r=0.137. Conclusions The results demonstrate the potential of artificial intelligence-augmented VR to deliver effective, evidence-based training with limited instructor management. Additional work is needed to demonstrate the cascading effect of training on authentic practice and to encompass a wider range of skills.
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Sharifpour, Hojatallah, Yaser Ghaseminezhad, Mohammad Hashemi-Tabatabaei, and Maghsoud Amiri. "Investigating cause-and-effect relationships between supply chain 4.0 technologies." Engineering Management in Production and Services 14, no. 4 (December 1, 2022): 22–46. http://dx.doi.org/10.2478/emj-2022-0029.

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Abstract The developments of the fourth industrial revolution have caused changes in all areas of society, including production. The changes in production caused by the fourth industrial revolution have also resulted in fundamental changes in the supply chain and have converted it to supply chain 4.0. Organisations must be receptive to supply chain 4.0 to maintain their competitive advantage. Therefore, this study aimed to investigate the relationships among supply chain 4.0 technologies so that, by learning and understanding these connections, industries can pave the way for the implementation of these technologies in their supply chains and use them in problem-solving. The literature review was used to identify the supply chain 4.0 technologies, and the Delphi technique was applied to extract them, including the Internet of Things (IoT), cyber-physical systems, cloud computing, big data, blockchain, artificial intelligence, Radio-frequency Identification (RFID), augmented reality, virtual reality, and simulation. The relationships of supply chain 4.0 technologies were examined using the DEMATEL technique and based on interpretive structural modelling (ISM), their deployment map was drawn. The type of technologies was determined using the MICMAC method. The MICMAC analysis found that the artificial intelligence technology is independent and, based on the findings through the DEMATEL technique, this technology is related to simulation, which belongs to the first level of the interpretive structural modelling technique, and IoT, cloud computing, big data, and blockchain technologies, which are at the second level. Based on the ISM method, RFID, virtual reality, augmented reality and simulation technologies are located at the first level; IoT, cyber-physical systems, cloud computing, big data and blockchain technologies are situated in the second level; and artificial intelligence technology belongs to the third level. According to the related literature, few studies have been conducted on the issues of supply chain 4.0 and the technologies that affect it.
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Kaewyong, Phuripoj, and Shatchaya Duangchant. "Augmented Reality-Based Mobile Application for Knowledge Transferring in The System of Rice Intensification." International Journal of Innovation in Enterprise System 3, no. 02 (July 31, 2019): 64–70. http://dx.doi.org/10.25124/ijies.v3i02.42.

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Currently, the System of Rice Intensification (SRI) is one method that can be applied and used to produce seeds of local rice species in highland areas. However, it can currently be seen that the traditional methods to transfer knowledge about SRI from the experts still have limitations in many aspects due to the number of farmers that have experienced success still being low. Some farmers do not have their own fields and it takes a period for farmers to test the rice growing. Currently, mobile devices are widely used in peoples’ lives. Many scholars focus on the application of mobile devices and the augmented reality (AR) technology for the simulation games in many issues while the use of AR-based mobile applications as the learning tools is not widespread. There-fore, in this study, we propose the development of an application on mobile devices with augmented reality technology in order to use it as media in sharing knowledge related to the methods of the System of Rice Intensification by virtual farms simulation. To examine the efficiency of this developed application. A total amount of participants were 512 farmers from 5 regions of Thailand. The experimental results demonstrated that the newly developed AR-based mobile application is effective for improved knowledge on the participants who used the developed application and it can help them to practice their SRI farming skill in the virtual farm simulation. This indicates that the developed AR-based mobile application is the benefits tool for the new knowledge transferring meth-od in the system of rice intensification. For future work, it is necessary to evaluate the farmer success after learning from this AR-based mobile application in order to study the impact of the new method of SRI knowledge transferring. Keywords—augmented reality, knowledge transferring, system of rice intensification.
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Bing, Eric G., Megan L. Brown, Anthony Cuevas, Richard Sullivan, and Groesbeck P. Parham. "User Experience With Low-Cost Virtual Reality Cancer Surgery Simulation in an African Setting." JCO Global Oncology, no. 7 (March 2021): 435–42. http://dx.doi.org/10.1200/go.20.00510.

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PURPOSE Limited access to adequate cancer surgery training is one of the driving forces behind global inequities in surgical cancer care. Affordable virtual reality (VR) surgical training could enhance surgical skills in low- and middle-income settings, but most VR and augmented reality systems are too expensive and do not teach open surgical techniques commonly practiced in these contexts. New low-cost VR can offer skill development simulations relevant to these settings, but little is known about how knowledge is gained and applied by surgeons training and working in specific resource-constrained settings. This study addresses this gap, exploring gynecologic oncology trainee learning and user experience using a low-cost VR simulator to learn to perform an open radical abdominal hysterectomy in Lusaka, Zambia. METHODS Eleven surgical trainees rotating through the gynecologic oncology service were sequentially recruited from the University Teaching Hospital in Lusaka to participate in a study evaluating a VR radical abdominal hysterectomy training designed to replicate the experience in a Zambian hospital. Six participated in semi-structured interviews following the training. Interviews were analyzed using open and axial coding, informed by grounded theory. RESULTS Simulator participation increased participants' perception of their surgical knowledge, confidence, and skills. Participants believed their skills transferred to other related surgical procedures. Having clear goals and motivation to improve were described as factors that influenced success. CONCLUSION For cancer surgery trainees in lower-resourced settings learning medical and surgical skills, even for those with limited VR experience, low-cost VR simulators may enhance anatomical knowledge and confidence. The VR simulator reinforced anatomical and clinical knowledge acquired through other modalities. VR-enhanced learning may be particularly valuable when mentored learning opportunities are limited.
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Zhao, Jie, Jie Mao, and Jing Tan. "Global trends and hotspots in research on extended reality in sports: A bibliometric analysis from 2000 to 2021." DIGITAL HEALTH 8 (January 2022): 205520762211311. http://dx.doi.org/10.1177/20552076221131141.

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Objective Extended reality technologies (e.g. virtual reality (VR), augmented reality (AR) and mixed reality (MR)) are gaining popularity in sports owing to their unique advantages. This study aims to analyse the progress of the application of extended reality technology in sports and reveal its cooperative features, research hotspots and development trends. Methods We searched the literature in the Web of Science Core Collection (WoSCC) database within the period 2000 to 2021 and conducted a bibliometric analysis. The analysis methods included statistical, co-occurrence, hierarchical clustering and social network analyses. Results A total of 340 articles were gathered. The literature related to its research showed an increasing trend over time. The paper collaboration rate was 90.88% (309/340 papers), and the degree of author collaboration was 3.96 (1345/340). VR was found to be the most productive journal, and Queen's University Belfast was the most productive institution. The United States, China and the United Kingdom were the three main contributors to the field. The foundational themes in sports extended reality research were (i) sports games and extended reality systems, (ii) virtual simulation devices and artificial intelligence, (iii) sports training and performance and (iv) age-appropriate physical activity, sports rehabilitation and physical education. Conclusion The level of author collaboration was low, but the degree of author collaboration is largely on the rise. The closeness of the collaboration between institutions and countries was also low. In addition, the subject of sport extended reality is relatively fragmented. Therefore, more research is needed to strengthen it in the future.
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Ribeiro, Roberto, João Ramos, David Safadinho, Arsénio Reis, Carlos Rabadão, João Barroso, and António Pereira. "Web AR Solution for UAV Pilot Training and Usability Testing." Sensors 21, no. 4 (February 19, 2021): 1456. http://dx.doi.org/10.3390/s21041456.

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Data and services are available anywhere at any time thanks to the Internet and mobile devices. Nowadays, there are new ways of representing data through trendy technologies such as augmented reality (AR), which extends our perception of reality through the addition of a virtual layer on top of real-time images. The great potential of unmanned aerial vehicles (UAVs) for carrying out routine and professional tasks has encouraged their use in the creation of several services, such as package delivery or industrial maintenance. Unfortunately, drone piloting is difficult to learn and requires specific training. Since regular training is performed with virtual simulations, we decided to propose a multiplatform cloud-hosted solution based in Web AR for drone training and usability testing. This solution defines a configurable trajectory through virtual elements represented over barcode markers placed on a real environment. The main goal is to provide an inclusive and accessible training solution which could be used by anyone who wants to learn how to pilot or test research related to UAV control. For this paper, we reviewed drones, AR, and human–drone interaction (HDI) to propose an architecture and implement a prototype, which was built using a Raspberry Pi 3, a camera, and barcode markers. The validation was conducted using several test scenarios. The results show that a real-time AR experience for drone pilot training and usability testing is achievable through web technologies. Some of the advantages of this approach, compared to traditional methods, are its high availability by using the web and other ubiquitous devices; the minimization of technophobia related to crashes; and the development of cost-effective alternatives to train pilots and make the testing phase easier for drone researchers and developers through trendy technologies.
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Nadeem, Muhammad, Mayank Lal, Jiaming Cen, and Mohammad Sharsheer. "AR4FSM: Mobile Augmented Reality Application in Engineering Education for Finite-State Machine Understanding." Education Sciences 12, no. 8 (August 15, 2022): 555. http://dx.doi.org/10.3390/educsci12080555.

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Students in the twenty-first century are accustomed to using technology in all aspects of their lives and have never known a world without it; the classroom is no exception. Augmented reality (AR) is a technology that bridges the virtual and physical worlds to make learning more engaging and enjoyable. In this paper, we present a mobile application aimed at novice learners that makes use of technology for the teaching and learning of computer system engineering concepts. Currently, students typically learn about finite-state machine (FSM) concepts from lectures, tutorials, and practical hands-on experience combined with commercial timing simulation tools. We aimed to enhance these traditional, lecture-based instruction and information delivery methods. We developed an AR-based FSM visualization tool called AR4FSM to help students more easily grasp concepts through immersion and natural interaction with an FSM. We used a blend of multimedia information, such as text, images, sound, and animations superimposed on real-world-state machine diagrams, presenting the information in an interactive and compelling way. An experiment with 60 students showed that the app was perceived positively by the students and helped to deliver FSM-related concepts in a way that was easier to understand than traditional, lecture-based teaching methods. This instruction methodology not only engaged the students but also motivated them to learn the material. The findings of this study have inspired us to use this application to teach FSM topics in the classroom.
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Choi, Suyeon, Manu Gopakumar, Yifan Peng, Jonghyun Kim, and Gordon Wetzstein. "Neural 3D holography." ACM Transactions on Graphics 40, no. 6 (December 2021): 1–12. http://dx.doi.org/10.1145/3478513.3480542.

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Holographic near-eye displays promise unprecedented capabilities for virtual and augmented reality (VR/AR) systems. The image quality achieved by current holographic displays, however, is limited by the wave propagation models used to simulate the physical optics. We propose a neural network-parameterized plane-to-multiplane wave propagation model that closes the gap between physics and simulation. Our model is automatically trained using camera feedback and it outperforms related techniques in 2D plane-to-plane settings by a large margin. Moreover, it is the first network-parameterized model to naturally extend to 3D settings, enabling high-quality 3D computer-generated holography using a novel phase regularization strategy of the complex-valued wave field. The efficacy of our approach is demonstrated through extensive experimental evaluation with both VR and optical see-through AR display prototypes.
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Alqithami, Saad, Musaad Alzahrani, Abdulkareem Alzahrani, and Ahmed Mustafa. "AR-Therapist: Design and Simulation of an AR-Game Environment as a CBT for Patients with ADHD." Healthcare 7, no. 4 (November 15, 2019): 146. http://dx.doi.org/10.3390/healthcare7040146.

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Attention Deficit Hyperactivity Disorder is one of the most common neurodevelopmental disorders in which patients have difficulties related to inattention, hyperactivity, and impulsivity. Those patients are in need of a psychological therapy use Cognitive Behavioral Therapy (CBT) to enhance the way they think and behave. This type of therapy is mostly common in treating patients with anxiety and depression but also is useful in treating autism, obsessive compulsive disorder and post-traumatic stress disorder. A major limitation of traditional CBT is that therapists may face difficulty in optimizing patients’ neuropsychological stimulus following a specified treatment plan. Other limitations include availability, accessibility and level-of-experience of the therapists. Hence, this paper aims to design and simulate a generic cognitive model that can be used as an appropriate alternative treatment to traditional CBT, we term as “AR-Therapist.” This model takes advantage of the current developments of augmented reality to engage patients in both real and virtual game-based environments.
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Muñoz-Leiva, Francisco, María Eugenia Rodríguez López, Francisco Liebana-Cabanillas, and Sérgio Moro. "Past, present, and future research on self-service merchandising: a co-word and text mining approach." European Journal of Marketing 55, no. 8 (May 21, 2021): 2269–307. http://dx.doi.org/10.1108/ejm-02-2019-0179.

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Purpose This study aims to discern emerging trends and provide a longitudinal perspective on merchandising research by identifying relationships between merchandising-related subdomains/themes. Design/methodology/approach This study sourced 657 merchandising-related articles published since 1960, from the Scopus database and 425 from Web of Science. After processing and normalizing the data, this study performed co-word and thematic network analyses. Taking a text mining approach, this study used topic modeling to identify a set of coherent topics characterized by the keywords of the articles. Findings This study identified the following merchandising-related themes: branding, retail, consumer, behavior, modeling, textile and clothing industry and visual merchandising. Although visual merchandising was the first type of merchandising to be used in-store, only recently has it become an emerging topic in the academic literature. There has been a further trend over the past decade to understand the adoption of simulation technology, such as computer-aided design, particularly in supply chain management in the clothing industry. These and other findings contribute to the discussion of the merchandising concept, approached from an evolutionary perspective. Research limitations/implications The conclusions of this study hold implications at the intersection of merchandising, sectors, new technologies, research methodologies and merchandising-practitioner education. Research trends suggest that, in the future, virtual reality and augmented reality using neuroscientific methods will be applied to the e-merchandising context. Practical implications The different dimensions of merchandising can be used to leverage store managers’ decision-making process toward an integrated store-management strategy. In particular, by adopting loyalty merchandising tactics, the store can generate emotional attachment among consumers, who will perceive its value and services as unique, thanks to merchandising items designed specifically with that aim in mind. The stimulation of unplanned purchases, the strategic location of products and duration of each merchandising activity in the store, the digitalization of merchandising and the application of findings from neuroscience studies are some of the most relevant practical applications. Originality/value This study provides the first-ever longitudinal review of the state of the art in merchandising research, taking a holistic perspective of this field of knowledge spanning a 60-year period. The work makes a valuable contribution to the development of the marketing discipline.
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박인회. "Copyright issues related to Virtual Reality / Augmented Reality." 법학연구 59, no. 3 (August 2018): 351–81. http://dx.doi.org/10.35275/pnulaw.2018.59.3.012.

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Pradibta, Hendra, Usman Nurhasan, and Muhammad Dwi Aldi Rizaldi. "Implementation of multimarker augmented reality on solar system simulations." Matrix : Jurnal Manajemen Teknologi dan Informatika 11, no. 3 (November 28, 2021): 130–39. http://dx.doi.org/10.31940/matrix.v11i3.130-139.

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The solar system is one of the natural phenomena taught at school. However, delivering the material is still text-based. One of the current technology-based learning uses technology Augmented Reality as a support for learning aid. Augmented Reality is an integrated two worlds, the real and the virtual. Augmented Reality for the solar system learning application was developed by applying the concept of the Rule-Based System algorithm as a simple artificial intelligence that aims to help augmented reality systems in simulating knowledge and experience from humans with several rules prepared. The existence of Augmented Reality facilitates the process of learning on specific topics such as the solar system more attractive and interactive, with aims to inspire students to learn the solar system. Based on the testing results at SDN Purwantoro 2 Malang, Indonesia 95% of respondents are interested and captivated by learning media applications using Augmented Reality technology.
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Pradibta, Hendra, Usman Nurhasan, and Muhammad Dwi Aldi Rizaldi. "Implementation of multimarker augmented reality on solar system simulations." Matrix : Jurnal Manajemen Teknologi dan Informatika 11, no. 23 (November 28, 2021): 130–39. http://dx.doi.org/10.31940/matrix.v3i11.130-139.

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The solar system is one of the natural phenomena taught at school. However, delivering the material is still text-based. One of the current technology-based learning uses technology Augmented Reality as a support for learning aid. Augmented Reality is an integrated two worlds, the real and the virtual. Augmented Reality for the solar system learning application was developed by applying the concept of the Rule-Based System algorithm as a simple artificial intelligence that aims to help augmented reality systems in simulating knowledge and experience from humans with several rules prepared. The existence of Augmented Reality facilitates the process of learning on specific topics such as the solar system more attractive and interactive, with aims to inspire students to learn the solar system. Based on the testing results at SDN Purwantoro 2 Malang, Indonesia 95% of respondents are interested and captivated by learning media applications using Augmented Reality technology.
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Cloete, Richard, Chris Norval, and Jatinder Singh. "Auditable Augmented/Mixed/Virtual Reality." Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies 5, no. 4 (December 27, 2021): 1–24. http://dx.doi.org/10.1145/3495001.

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Virtual, Augmented and Mixed Reality (XR) technologies are becoming increasingly pervasive. However, the contextual nature of XR, and its tight coupling of the digital and physical environments, brings real propensity for loss and harm. This means that auditability---the ability to inspect how a system operates---will be crucial for dealing with incidents as they occur, by providing the information enabling rectification, repair and recourse. However, supporting audit in XR brings considerations, as the process of capturing audit data itself has implications and challenges, both for the application (e.g., overheads) and more broadly. This paper explores the practicalities of auditing XR systems, characterises the tensions between audit and other considerations, and argues the need for flexible tools enabling the management of such. In doing so, we introduce Droiditor, a configurable open-source Android toolkit that enables the runtime capture of audit-relevant data from mobile applications. We use Droiditor as a means to indicate some potential implications of audit data capture, demonstrate how greater configurability can assist in managing audit-related concerns, and discuss the potential considerations that result. Given the societal demands for more transparent and accountable systems, our broader aim is to draw attention to auditability, highlighting tangible ways forward and areas for future work.
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Ceylan Dadakoğlu, Sevda, and Şeniz Aksoy. "Features of Second Life virtual environment and evaluation within the scope of art education." Journal of Human Sciences 17, no. 2 (May 2, 2020): 485–512. http://dx.doi.org/10.14687/jhs.v17i2.5769.

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Depending on the rapid development of technology, many environments, tools and methods are being developed in the field of education and training. These innovations include education in virtual worlds and three-dimensional education technologies that we have encountered frequently in recent years. With the improvement of three-dimensional education technologies, it is known that learning is used in "3D virtual worlds". Accordingly, it is mentioned that virtual environments are used in all levels of education, learning and teaching process.In this study, the virtual world of Second Life, which is a three-dimensional online life simulation and can be defined as an alternative teaching environment, was examined. The aim of this article; Introducing Second Life, a virtual environment that can be used in art and design education, to provide a theoretical perspective, to contribute to researchers and teachers who want to use 3D virtual worlds for educational purposes and to create a theoretical basis for the researches in this environment.Therefore, first of all, 3D virtual worlds are examined from a general perspective. Then, the Second Life application from 3D virtual environments was examined in detail and its general characteristics were defined.In addition, the use of Second Life in education, construction and content creation within the application, art and design making and art education were discussed. For this reason, examples of the artists using the Second Life application were given and some of the educational practices related to how Second Life was used in art and design education were included. In the conclusion part, with the development of technology and the use of virtual worlds in education, the gains that can be achieved in art classes were also included. In this context, the importance of the use of technology, various computer applications (VR, augmented reality applications, etc.) and 3D virtual worlds was mentioned in terms of today's art education gains. It was also stated that the ways of incorporating technology into art education should be questioned. ​Extended English summary is in the end of Full Text PDF (TURKISH) file. Özet Teknolojinin hızla ilerlemesine bağlı olarak eğitim ve öğretim alanında birçok ortam, araç ve yöntem geliştirilmektedir. Bu yeniliklerin içerisinde son yıllarda sıkça karşılaştığımız sanal dünyalarda eğitim ve üç boyutlu eğitim teknolojileri de yer almaktadır. Üç boyutlu eğitim teknolojilerinin iyileştirilmesiyle beraber “3B sanal dünyalarda öğrenme”nin ön plana çıktığı bilinmektedir. Buna bağlı olarak eğitimin tüm kademelerinde, öğrenme ve öğretme sürecinde sanal ortamların işe koşulduğundan söz edilmektedir. Bu araştırmada üç boyutlu, çevrimiçi bir yaşam simülasyonu olan ve alternatif bir öğretim ortamı olarak tanımlanabilen Second Life sanal dünyası incelenmiştir. Bu makalenin amacı; sanat ve tasarım eğitiminde kullanılabilecek sanal ortamlardan Second Life’ı tanıtmak, bu konuda teorik bir perspektif kazandırmak, 3B sanal dünyaları eğitim amaçlı kullanmak isteyen araştırmacı ve öğretmenlere katkı sağlamak ve bu ortamda yapılacak araştırmalar için kuramsal zemin oluşturmaktır. Bu nedenle öncelikle 3B sanal dünyalara genel bir çerçeveden bakılmıştır. Ardından 3B sanal ortamlardan Second Life uygulaması detaylı bir biçimde incelenerek genel özellikleri tanımlanmıştır. Second Life uygulamasının eğitimde kullanılması, uygulama dâhilinde inşa ve içerik oluşturma, sanat ve tasarım yapma ve sanat eğitimi konusu tartışılmıştır. Daha sonra Second Life uygulamasını kullanan sanatçılara örnekler verilmiş ve Second Life’ın sanat ve tasarım eğitiminde nasıl kullanıldığına ilişkin eğitim uygulamalarından bazılarına yer verilmiştir. Sonuç kısmında teknolojinin gelişmesi ve sanal dünyaların eğitimde kullanımıyla beraber sanat derslerinde elde edilebilecek kazanımlar yer almıştır. Buna bağlı olarak teknolojinin, çeşitli bilgisayar uygulamalarının (VR, artırılmış gerçeklik uygulamaları, vb.) 3B sanal dünyaların eğitimde kullanılmasının günümüz sanat eğitimi kazanımları açısından önemine değinilmiştir. Ayrıca sanat eğitimine teknolojinin dâhil edilme biçimlerinin sorgulanması gerektiği ifade edilmiştir.
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Bis, Łukasz. "Virtual Reality. Now." Social Communication 4, s1 (December 1, 2018): 121–27. http://dx.doi.org/10.2478/sc-2018-0030.

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Abstract The purpose of this article is to introduce and rank information related to virtual reality as a new media phenomenon. In principle, in the Polish nomenclature, the term is so new that it is often confused, incomprehensible. This, in turn, translates into misunderstanding and the lack of the use of this communication channel. The article is a review of literature. In the first part concepts such as augmented reality, augmented virtuality, mixed reality, virtual reality, and immersion will be explained. A short historical outline of the virtual reality will also be shown. Then - in the next part of the article - the author compares this communication channel with well-known, such as the Internet, television, radio. Next the author will determine what are the fields of application of this communication channel and its condition.
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Nagappan.V, Athik, and Shobithraj S.S. "VIRTUAL AND AUGMENTED REALITY IN PRODUCTION ENGINEERING." International Journal of Engineering Applied Sciences and Technology 6, no. 11 (March 1, 2022): 84–87. http://dx.doi.org/10.33564/ijeast.2022.v06i11.018.

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Augmented Reality is a combination of a real and a computer-generated or virtual world. It is achieved by augmenting computer-generated images on real world. It is of four types namely marker based, marker less, projection based and superimposition based augmented reality. It has many applications in the real world. AR is used in various fields such as medical, education, manufacturing, robotics and entertainment. Augmented reality comes under the field of mixed reality. It can be considered as an inverse reflection of Virtual Reality. They both have certain similarities and differences. This paper gives information about Augmented Reality and how it started. It analyses various types of augmented reality, its applications and its advantages and disadvantages. This paper also gives us knowledge regarding those major threats that augmented reality will face in the near future and about its current and future applications. It gives us a comparison between the two related topics, Augmented reality and Virtual reality. The following paper also helps us know about the effect of Augmented Reality on the human lif
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Arena, Fabio, Mario Collotta, Giovanni Pau, and Francesco Termine. "An Overview of Augmented Reality." Computers 11, no. 2 (February 19, 2022): 28. http://dx.doi.org/10.3390/computers11020028.

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Modern society is increasingly permeated by realities parallel to the real one. The so-called virtual reality is now part of both current habits and many activities carried out during the day. Virtual reality (VR) is, in turn, related to the concept of augmented reality (AR). It represents a technology still in solid expansion but which was created and imagined several decades ago. This paper presents an overview of augmented reality, starting from its conception, passing through its main applications, and providing essential information. Part of the article will be devoted to hardware and software components used in AR systems. The last part of the paper highlights the limitations related to the design of these systems, the shortcomings in this area, and the possible future fields of application of this extraordinary technological innovation.
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Muñoz, Eduardo Gross, Ramon Fabregat, Jorge Bacca-Acosta, Néstor Duque-Méndez, and Cecilia Avila-Garzon. "Augmented Reality, Virtual Reality, and Game Technologies in Ophthalmology Training." Information 13, no. 5 (April 26, 2022): 222. http://dx.doi.org/10.3390/info13050222.

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Ophthalmology is a medical profession with a tradition in teaching that has developed throughout history. Although ophthalmologists are generally considered to only prescribe contact lenses, and they handle more than half of eye-related enhancements, diagnoses, and treatments. The training of qualified ophthalmologists is generally carried out under the traditional settings, where there is a supervisor and a student, and training is based on the use of animal eyes or artificial eye models. These models have significant disadvantages, as they are not immersive and are extremely expensive and difficult to acquire. Therefore, technologies related to Augmented Reality (AR) and Virtual Reality (VR) are rapidly and prominently positioning themselves in the medical sector, and the field of ophthalmology is growing exponentially both in terms of the training of professionals and in the assistance and recovery of patients. At the same time, it is necessary to highlight and analyze the developments that have made use of game technologies for the teaching of ophthalmology and the results that have been obtained. This systematic review aims to investigate software and hardware applications developed exclusively for educational environments related to ophthalmology and provide an analysis of other related tools. In addition, the advantages and disadvantages, limitations, and challenges involved in the use of virtual reality, augmented reality, and game technologies in this field are also presented.
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Muñoz, Eduardo Gross, Ramon Fabregat, Jorge Bacca-Acosta, Néstor Duque-Méndez, and Cecilia Avila-Garzon. "Augmented Reality, Virtual Reality, and Game Technologies in Ophthalmology Training." Information 13, no. 5 (April 26, 2022): 222. http://dx.doi.org/10.3390/info13050222.

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Ophthalmology is a medical profession with a tradition in teaching that has developed throughout history. Although ophthalmologists are generally considered to only prescribe contact lenses, and they handle more than half of eye-related enhancements, diagnoses, and treatments. The training of qualified ophthalmologists is generally carried out under the traditional settings, where there is a supervisor and a student, and training is based on the use of animal eyes or artificial eye models. These models have significant disadvantages, as they are not immersive and are extremely expensive and difficult to acquire. Therefore, technologies related to Augmented Reality (AR) and Virtual Reality (VR) are rapidly and prominently positioning themselves in the medical sector, and the field of ophthalmology is growing exponentially both in terms of the training of professionals and in the assistance and recovery of patients. At the same time, it is necessary to highlight and analyze the developments that have made use of game technologies for the teaching of ophthalmology and the results that have been obtained. This systematic review aims to investigate software and hardware applications developed exclusively for educational environments related to ophthalmology and provide an analysis of other related tools. In addition, the advantages and disadvantages, limitations, and challenges involved in the use of virtual reality, augmented reality, and game technologies in this field are also presented.
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Lee, Li Na, Mi Jeong Kim, and Won Ju Hwang. "Potential of Augmented Reality and Virtual Reality Technologies to Promote Wellbeing in Older Adults." Applied Sciences 9, no. 17 (August 30, 2019): 3556. http://dx.doi.org/10.3390/app9173556.

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Older adults face significant loss and limitations in terms of mobility, cognitive ability, and socialization. By using augmented reality and virtual reality technologies they have the potential to overcome such loss and limitations, and to eventually improve their quality of life. However, this group is often excluded in augmented reality and virtual reality deployment. Further, limited studies address their challenges when using augmented reality and virtual reality. Therefore, for a critical review of augmented reality and virtual reality for older adults, we developed a framework to evaluate related factors, including physical, social, and psychological wellbeing. Through the critical review, we identified that most augmented reality and virtual reality studies focus on physical wellbeing of older adults but also make substantial efforts to increase their psychological wellbeing. Fun factors that would motivate them are also extensively considered. Further, social isolation continues to be a significant issue for older adults, but the appropriate content to increase their social wellbeing is insufficient, although many commercial products have been developed. The contribution of the present study is to provide a contextual framework and an evaluation framework for the critical review of augmented reality and virtual reality technologies to promote wellbeing in older adults. This study also suggests the augmented reality and virtual reality research direction for studies on this group by identifying the research gap through the critical review process. Lastly, this study investigates design directions of augmented reality and virtual reality for older adults by introducing challenges and design issues that emerged through the critical review.
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Merians, Alma S., David Jack, Rares Boian, Marilyn Tremaine, Grigore C. Burdea, Sergei V. Adamovich, Michael Recce, and Howard Poizner. "Virtual Reality–Augmented Rehabilitation for Patients Following Stroke." Physical Therapy 82, no. 9 (September 1, 2002): 898–915. http://dx.doi.org/10.1093/ptj/82.9.898.

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Abstract Background and Purpose. Recent evidence indicates that intensive massed practice may be necessary to modify neural organization and effect recovery of motor skills in patients following stroke. Virtual reality (VR) technology has the capability of creating an interactive, motivating environment in which practice intensity and feedback can be manipulated to create individualized treatments to retrain movement. Case Description. Three patients (ML, LE, and DK), who were in the chronic phase following stroke, participated in a 2-week training program (3½ hours a day) including dexterity tasks on real objects and VR exercises. The VR simulations were targeted for range of motion, movement speed, fractionation, and force production. Outcomes. ML's function was the most impaired at the beginning of the intervention, but showed improvement in the thumb and fingers in range of motion and speed of movement. LE improved in fractionation and range of motion of his thumb and fingers. DK made the greatest gains, showing improvement in range of motion and strength of the thumb, velocity of the thumb and fingers, and fractionation. Two of the 3 patients improved on the Jebsen Test of Hand Function. Discussion. The outcomes suggest that VR may be useful to augment rehabilitation of the upper limb in patients in the chronic phase following stroke.
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Vicente dos Anjos, Fernando Elemar, Luiz Alberto Oliveira Rocha, Débora Oliveira da Silva, and Rodrigo Pacheco. "Impacts of the Application of Virtual and Augmented Reality on Teaching-Learning Processes in Engineering Courses." International Journal of Virtual and Personal Learning Environments 12, no. 1 (January 2022): 1–19. http://dx.doi.org/10.4018/ijvple.291541.

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Cognitive approaches to teaching generate learning through the interaction between the subject and object of study. One of the strategies to create this interaction is related to the application of virtual and augmented reality in the teaching-learning processes. Through a systematic literature review, this work aims to describe the approaches used to measure the impacts on student learning who used virtual reality (VR) and augmented reality (AR) in the teaching-learning processes of engineering courses, the impacts on learning, and student satisfaction. The surveys showed that 70% of research analyzed, students who used virtual reality or augmented reality learned more, and 90% of the research described that students who used virtual or augmented reality were more satisfied with the new approach than the traditional teaching approach. The conclusion is that there are positive impacts, in the vast majority of cases, on learning and the satisfaction of students who use virtual or augmented reality in the teaching-learning processes applied in engineering courses.
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Pacherkar, Bhagyashri. "Greeting Card app based on Augmented Reality." International Journal for Research in Applied Science and Engineering Technology 9, no. 8 (August 31, 2021): 1769–73. http://dx.doi.org/10.22214/ijraset.2021.37506.

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Abstract: Augmented Reality is a combination of a real and a computer-generated or virtual world. It is achieved by augmenting computer-generated images on real world. It is of four types namely marker based, marker less, projection based and superimposition based augmented reality. It has many applications in the real world. AR is used in various fields such as medical, education, manufacturing, robotics and entertainment. Augmented reality comes under the field of mixed reality. It can be considered as an inverse reflection of Virtual Reality. They both have certain similarities and differences. This paper gives information about Augmented Reality and how it started. It analyses various types of augmented reality, its applications and its advantages and disadvantages. This paper also gives us knowledge regarding those major threats that augmented reality will face in the near future and about its current and future applications. It gives us a comparison between the two related topics, Augmented reality and Virtual reality. The following paper also helps us know about the effect of Augmented Reality on the human life.
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Jo, Ye-Joon, Jun-Seok Choi, Jin Kim, Hyo-Joon Kim, and Seong-Yong Moon. "Virtual Reality (VR) Simulation and Augmented Reality (AR) Navigation in Orthognathic Surgery: A Case Report." Applied Sciences 11, no. 12 (June 18, 2021): 5673. http://dx.doi.org/10.3390/app11125673.

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VR and AR technology have gradually developed to the extent that they could help operators in the surgical field. In this study, we present a case of VR simulation for preoperative planning and AR navigation applied to orthognathic surgery. The average difference between the preplanned data and the post-operative results was 3.00 mm, on average, and the standard deviation was 1.44 mm. VR simulation could provide great advantages for 3D medical simulations, with accurate manipulation and immersiveness. AR navigation has great potential in medical application; its advantages include displaying real time augmented 3D models of patients. Moreover, it is easily applied in the surgical field, without complicated 3D simulations or 3D-printed surgical guides.
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Liu, Damon Shing-Min, Chun-Hao Yung, and Cheng-Hsuan Chung. "Developing Physics Simulation in Augmented Reality." International Journal of Virtual Reality 11, no. 2 (January 1, 2012): 45–52. http://dx.doi.org/10.20870/ijvr.2012.11.2.2842.

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Use of a physics engine to drive a virtual scene is becoming more common. Physics simulations aim to model the behaviors of objects in space so as to provide realistic motions in computer animation, thereby enriching the interaction and user experience in augmented reality. In this paper, we present a cross-platform environment in which handheld and desktop-computer users can collaborate with each other in a shared scene to accomplish physically realistic experiences during the course of interaction. In realizing the system, we explore and exploit several novel techniques, including bare-hand manipulation, a client/server computing framework, a tangible mobile phone interface, and a distributed scene graph structure. To demonstrate the effectiveness of the system, we developed JengAR, a simulation of the well-known tower building game
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42

Yagol, Pravesh, Francisco Ramos, Sergio Trilles, Joaquín Torres-Sospedra, and Francisco Perales. "New Trends in Using Augmented Reality Apps for Smart City Contexts." ISPRS International Journal of Geo-Information 7, no. 12 (December 14, 2018): 478. http://dx.doi.org/10.3390/ijgi7120478.

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The idea of virtuality is not new, as research on visualization and simulation dates back to the early use of ink and paper sketches for alternative design comparisons. As technology has advanced so the way of visualizing simulations as well, but the progress is slow due to difficulties in creating workable simulations models and effectively providing them to the users. Augmented Reality and Virtual Reality, the evolving technologies that have been haunting the tech industry, receiving excessive attention from the media and colossal growing are redefining the way we interact, communicate and work together. From consumer application to manufacturers these technologies are used in different sectors providing huge benefits through several applications. In this work, we demonstrate the potentials of Augmented Reality techniques in a Smart City (Smart Campus) context. A multiplatform mobile app featuring Augmented Reality capabilities connected to GIS services are developed to evaluate different features such as performance, usability, effectiveness and satisfaction of the Augmented Reality technology in the context of a Smart Campus.
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43

Garbin Praničević, Daniela. "Augmented Reality and Virtual Reality-Based Technology in Cultural Tourism." ENTRENOVA - ENTerprise REsearch InNOVAtion 7, no. 1 (December 8, 2021): 314–22. http://dx.doi.org/10.54820/mhny8236.

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The paper intends to scrutinize the effects of augmented (AR) reality and virtual reality (VR) technology implementation in cultural tourism. Therefore, the paper explored and presented the following: (i) AR, and VR (AR/VR) based technology concept in general, (ii) AR/VR technologies application in cultural tourism with an emphasis on their potential to protect cultural heritage; (iii) the overview of AR/VR presence in cultural tourism in the 27 European Union countries (EU-27). In the discussion part, besides empirical results based on the EU-27 desk research, AR/VR technologies in cultural tourism are additionally reconsidered from the aspect of climate change. In conclusion, what is encouraged is the application of AR/VR in cultural tourism due to the benefits AR and VR bring in terms of (i) delivering quite substantial content to their visitors any time from any place, (ii) reducing the negative impact of tourism on cultural heritage and (iii) developing related strategies based on more sustainable principles and concepts. This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
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Remolar, Inmaculada, Cristina Rebollo, and Jon A. Fernández-Moyano. "Learning History Using Virtual and Augmented Reality." Computers 10, no. 11 (November 8, 2021): 146. http://dx.doi.org/10.3390/computers10110146.

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Master lectures of history are usually quite boring for the students, and to keep their attention requires a great effort from teachers. Virtual and Augmented Reality have a clear potential in education and can solve this problem. Serious games that use immersive technologies allow students to visit and interact with environments dated in different ages. Taking this in mind, this article presents a playful virtual reality experience set in Ancient Rome that allows the user to learn concepts from that age. The virtual experience reproduces as accurately as possible the different buildings and civil constructions of the time, making it possible for the player to create Roman cities in a simple way. Once built, the user can visit them, accessing the buildings and being able to interact with the objects and characters that appear. Moreover, in order to learn more information about every building, users can visualize them using Augmented Reality using marker-based techniques. Different information has been included related to every building, such as their main uses, characteristics, or even some images that represent them. In order to evaluate the effectiveness of the developed experience, several experiments have been carried out, taking as sample Secondary School students. Initially, the game’s quality and playability has been evaluated and, subsequently, the motivation of the virtual learning experience in history. The results obtained support on the one hand its gameplay and attractiveness, and on the other, the student’s increased interest in studying history, as well as the greater fixation of different concepts treated in a playful experience.
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45

Sanusi, Tarto. "The Utilization of Augmented Reality at the Space Shape of the Flat Side Material in the Eight Grade Studet of SMP/MTs." Jurnal Axioma : Jurnal Matematika dan Pembelajaran 6, no. 1 (January 28, 2021): 69–77. http://dx.doi.org/10.36835/axi.v6i1.966.

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Media or teaching materials are things that are owned by a teacher for the learning process. A teacher must be creative in designing and utilizing technological media in mathematics learning, smartphones are tools for learning based on augmented reality to make virtual thinking easier in learning mathematics, especially flat-sided building materials to provide virtual-based simulations for student thinking. The benefits of using augmented reality-based media 1) students' critical thinking and interested in learning 2) Helping students with learning activities 3) can be used anywhere It only requires batteries 4) minimal RAM to operate does not require expensive costs 5) practical and efficient in this study using descriptive qualitative research method, research place at SMP Negeri One Atap Kandang Kapongan Situbondo for grade VIII students. Constraints in utilizing augmented reality learning media 1). Not accustomed to inspiring 2) students who do not have Android-based smartphones 3) using smart phones in schools is not for learning. Keywords: augmented reality , Build Flat Side Space
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46

Čujan, Zdeněk, Gabriel Fedorko, and Nikoleta Mikušová. "Application of virtual and augmented reality in automotive." Open Engineering 10, no. 1 (January 31, 2020): 113–19. http://dx.doi.org/10.1515/eng-2020-0022.

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AbstractNowadays, virtual reality enters engineering work. It is widely used in various sectors. It brings new possibilities that result is increasing of productivity and reliability of production, quality of products and processes. One of the areas where virtual reality has been used more and more is logistics. Virtual reality and especially augmented reality offer above all in the area of logistics a perspective related with increasing of effectiveness of processes.Wide possibilities for virtual reality use in logistics can be found in the automotive industry. The paper describes an application of the method of video-mapping in storage logistics. The paper also describes its practical use as a tool for increasing the efficiency of logistics processes, which was presented by a reduction of the processing time of the shipment picking by 10%. The paper also points out the possibilities for applying this method in other industrial areas, it is possible to use the experience gained in automotive and described in this paper.
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Chung, Soojin, and Jeongim Lee. "Research Trends on Virtual Reality and Augmented Reality-based CPR training." Korean Association For Learner-Centered Curriculum And Instruction 22, no. 13 (July 15, 2022): 759–72. http://dx.doi.org/10.22251/jlcci.2022.22.13.759.

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Objectives The purpose of this study is to examine research trends on VR/AR-based CPR training to provide key information on VR/AR-based CPR training, to explore utilization methods of VR/AR in CPR training in South Korea and directions for future research. Methods Cochrane Library, EMBASE, Medline, and PubMed were searched using keywords from ‘Virtual reality (VR)’, ‘Augmented reality (AR)’, ‘Cardiopulmonary Resuscitation (CPR)’, and ‘Basic Life Support (BLS)’. Among 1,065 academic articles obtained, 29 papers meeting the criteria were selected by reading the titles and abstracts and excluding papers unrelated to the topic and duplicates. The research design, method, and main results of each literature were scrutinized. Results Research related to CPR training using VR/AR technology has recently increased rapidly, mainly in the United States and European countries. Many are to check the usability of equipment/devices used VR/AR technology or to explore the user's perspectives, and some to see the effects of training for health care workers and college students in related areas. The use of VR/AR in CPR training appeared in various ways regarding the method of platform and feedback. VR/AR based CPR training is an attractive approach, and positive training outcomes are reported but some are not. Conclusions The advantages of VR/AR based CPR training are clear, but the training method is not standardized and remains in the stage of dissemination, thus it should be careful in interpreting it as effective enough to replace traditional CPR training. In South Korea, it is needed to use VR/AR technology as an auxiliary in CPR training to take advantage of its benefits and to increase in research with high level of evidence.
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Alizadeh, Mehrasa. "Augmented/Virtual Reality Promises for ELT Practitioners." JALT2018—Diversity and Inclusion 2018, no. 1 (August 1, 2019): 360. http://dx.doi.org/10.37546/jaltpcp2018-48.

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Augmented reality (AR) and virtual reality (VR) are expanding into various fields of education. Thanks to AR and VR, teachers can bring a whole new dimension to the realm of language education, resulting in enhanced learning and increased motivation and engagement. With smartphones and inexpensive VR headsets, teachers are able to take a step forward in blurring the boundaries between the real and virtual worlds, giving their students immersive learning experiences. However, many ELT practitioners are not familiar with or keen on integrating AR/VR-related learning tools and resources into their classes (Bonner & Reinders, 2018; Santos et al., 2016). To get readers more acquainted with AR/VR uses in language education, the author first outlines the basic concepts within this area of research and practice. An AR/VR application is introduced in detail, followed by discussion on the use of this app in language learning. 拡張現実(AR)および仮想現実(VR)は絶えず様々な教育分野に拡大している。ARとVRによって、学習の強化やモチベーションとエンゲージメントの向上が可能となり、言語教育の領域に全く新しい次元をもたらすことができる。スマートフォンや安価なVRヘッドセットの使用によって、現実世界と仮想世界の境界を曖昧にすることで、学生は没入型の学習体験を得られる。しかし、ELT実務家の多くは、AR・VR関連の学習ツールとリソースを教育実践に統合する方法に馴染みがなかったり、統合自体に関心がない現状がある(Bonner & Reinders, 2018; Santos et al., 2016)。読者の言語教育におけるAR・VRの使用法に関する詳細な理解を深めるために、まずこの分野の研究と実践の基本的な概念を概説する。また、AR及びVRアプリケーションについて詳しく説明した上で、このアプリケーションを言語学習に使用する方法について説明する。
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Retnaningtiyas, Tiya Ayu, Nadi Suprapto, and Hainur Rasid Achmadi. "Studi Literatur Pemanfaatan Media Augmented Reality Untuk Meningkatkan Keterampilan Berpikir Kritis Peserta Didik." IPF: Inovasi Pendidikan Fisika 10, no. 1 (January 12, 2021): 39–49. http://dx.doi.org/10.26740/ipf.v10n1.p39-49.

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Abstrak Augmented reality merupakan media interaktif dengan tampilan 3D yaitu gambar secara virtual yang terintegrasi dengan kehidupan nyata. Media interaktif ini dapat berisi materi dan contoh fenomena fisika dalam kehidupan nyata untuk mendukung proses pembelajaran. Penelitian ini merupakan studi literatur, yaitu menggunakan data sekunder yang didapatkan dengan cara merangkum serta mereview beberapa artikel penelitian terkait penggunaan media Augmented Reality yang pernah dilakukan dengan tujuan untuk mendeskripsikan dan menginterpretasikan informasi relevan terkait penggunaan media Augmented Reality terhadap peningkatan keterampilan berpikir kritis pada peserta didik. Penelitian ini menggunakan metode kualitatif deskriptif, yaitu dengan tahapan koleksi data, reduksi data, dan display data, kemudian penarikan kesimpulan. Artikel dalam penelitian ini dipilih dan disaring dengan menggunakan kata kunci; media interaktif, Augmented Reality, dan berpikir kritis. Sehingga diperoleh 22 dari 311 artikel terkait penggunaan media Augmented Reality yang ditelaah dalam penelitian ini. Dari hasil studi literatur dapat ditarik kesimpulan bahwa penggunaan media Augmented Reality efektif meningkatkan keterampilan berfikir kritis peserta didik. Kataikunci: Media Interaktif, Augmented Reality, Berpikir Kritis Abstract Augmented Reality is an interactive media with a 3D performance that's a virtual image which integrates with real life. These interactive media can contain material and examples of real-life physics phenomena to support the learning process. This research is a literature study that uses secondary data obtained by summarizing and reviewing several research articles related to Augmented Reality media that have been carried out to describe and interpret relevant information related to the use of Augmented Reality media to increase students' critical thinking skills. This study used a descriptive qualitative method, namely the stages of data collection, data reduction, and data display. This study's articles were selected and filtered using keywords; interactive media, Augmented Reality, and critical thinking. Thus, 22 of the 311 articles related to Augmented Reality media are examined in this study. From the results of the literature study, it can be concluded that Augmented Reality media effectively improves students' critical thinking skills. Keywords: Interactive Media, Augmented Reality, Critical Thinking
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Itoh, Yuta, Tobias Langlotz, Jonathan Sutton, and Alexander Plopski. "Towards Indistinguishable Augmented Reality." ACM Computing Surveys 54, no. 6 (July 2021): 1–36. http://dx.doi.org/10.1145/3453157.

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Adding virtual information that is indistinguishable from reality has been a long-awaited goal in Augmented Reality (AR). While already demonstrated in the 1960s, only recently have Optical See-Through Head-Mounted Displays (OST-HMDs) seen a reemergence, partially thanks to large investments from industry, and are now considered to be the ultimate hardware for augmenting our visual perception. In this article, we provide a thorough review of state-of-the-art OST-HMD-related techniques that are relevant to realize the aim of an AR interface almost indistinguishable from reality. In this work, we have an initial look at human perception to define requirements and goals for implementing such an interface. We follow up by identifying three key challenges for building an OST-HMD-based AR interface that is indistinguishable from reality: spatial realism, temporal realism, and visual realism. We discuss existing works that aim to overcome these challenges while also reflecting against the goal set by human perception. Finally, we give an outlook into promising research directions and expectations for the years to come.
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