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Artykuły w czasopismach na temat "Augmented environment"

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Novak-Marcincin, Jozef. "Development of Molding Tool with Augmented Reality Technology Application". Applied Mechanics and Materials 442 (październik 2013): 203–8. http://dx.doi.org/10.4028/www.scientific.net/amm.442.203.

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Augmented Reality (AR) is a developing area of virtual reality research. The world environment around us provides a wealth of information that is difficult to duplicate in a computer. This is evidenced by the worlds used in virtual environments. An augmented reality system generates a composite view for the user. It is a combination of the real scene viewed by the user and a virtual scene generated by the computer that augments the scene with additional information. In paper is presented the example of virtual and augmented reality application in area of molding tool assembly realized by author.
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Phan, Viet Toan, i Seung Yeon Choo. "Interior Design in Augmented Reality Environment". International Journal of Computer Applications 5, nr 5 (25.08.2010): 16–21. http://dx.doi.org/10.5120/912-1290.

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Mujumdar, Omkar. "Augmented Reality". International Journal for Research in Applied Science and Engineering Technology 10, nr 12 (31.12.2022): 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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Nishida, Toyoaki. "Augmenting Conversational Environment". International Journal of Cognitive Informatics and Natural Intelligence 6, nr 4 (październik 2012): 103–24. http://dx.doi.org/10.4018/jcini.2012100105.

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People are proficient in collaboratively forming and maintaining gatherings thereby shaping and cultivating collective thoughts through fluent conversational interactions. A big challenge is to develop a technology for augmenting the conversational environment so that people can conduct even better conversational interactions for collective intelligence and creation. Conversational informatics is a field of research that focuses on investigating conversational interactions and designing intelligent artifacts that can augment conversational interactions. The field draws on a foundation provided by artificial intelligence, natural language processing, speech and image processing, cognitive science, and conversation analysis. In this article, the author overviews a methodology for developing augmented conversational environment and major achievements. The author also discusses issues for making agents empathic so that they can induce sustained and constructive engagement with people.
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Neumann, Ulrich, Suya You, Jinhui Hu, Bolan Jiang i Ismail Oner Sebe. "Visualizing Reality in an Augmented Virtual Environment". Presence: Teleoperators and Virtual Environments 13, nr 2 (kwiecień 2004): 222–33. http://dx.doi.org/10.1162/1054746041382366.

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An Augmented Virtual Environment (AVE) fuses dynamic imagery with 3D models. An AVE provides a unique approach to visualizing spatial relationships and temporal events that occur in real-world environments. A geometric scene model provides a 3D substrate for the visualization of multiple image sequences gathered by fixed or moving image sensors. The resulting visualization is that of a world-in-miniature that depicts the corresponding real-world scene and dynamic activities. This paper describes the core elements of an AVE system, including static and dynamic model construction, sensor tracking, and image projection for 3D visualization.
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Reljić, Vule, Ivana Milenković, Slobodan Dudić, Jovan Šulc i Brajan Bajči. "Augmented Reality Applications in Industry 4.0 Environment". Applied Sciences 11, nr 12 (17.06.2021): 5592. http://dx.doi.org/10.3390/app11125592.

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New technologies, such as cloud computing, the Internet of Things, wireless communications, etc., have already become part of our daily lives. This paper provides an insight into one of the new technologies, i.e., augmented reality (AR), as part of the manufacturing paradigm Industry 4.0 (I4.0). The aim of this paper is to contribute to the current state in the field of AR by assessing the main areas of the application of AR, the used devices and the tracking methods in support of the digitalization of the industry. Searches via Science Direct, Google Scholar and the Internet in general have resulted in the collection of a large number of papers. The examined works are classified according to several criteria and the most important data resulting from them are presented here. A comprehensive analysis of the literature has indicated the main areas of application of AR in I4.0 and, among these, those that stand out are maintenance, assembly and human robot collaboration. Finally, a roadmap for the application of AR in companies is proposed and the most promising future areas of research are listed.
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Kelly, David, Thuong N. Hoang, Martin Reinoso, Zaher Joukhadar, Tamara Clements i Frank Vetere. "Augmented reality learning environment for physiotherapy education". Physical Therapy Reviews 23, nr 1 (2.01.2018): 21–28. http://dx.doi.org/10.1080/10833196.2018.1447256.

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Ivanov, Rosen. "Blind-environment interaction through voice augmented objects". Journal on Multimodal User Interfaces 8, nr 4 (1.07.2014): 345–65. http://dx.doi.org/10.1007/s12193-014-0166-z.

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Asai, Kikuo, i Norio Takase. "Learning Molecular Structures in a Tangible Augmented Reality Environment". International Journal of Virtual and Personal Learning Environments 2, nr 1 (styczeń 2011): 1–18. http://dx.doi.org/10.4018/jvple.2011010101.

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This article presents the characteristics of using a tangible tabletop environment produced by augmented reality (AR), aimed at improving the environment in which learners observe three-dimensional molecular structures. The authors perform two evaluation experiments. A performance test for a user interface demonstrates that learners with a tangible AR environment were able to complete the task of identifying molecular structures more quickly and accurately than those with a typical desktop-PC environment using a Web browser. A usability test by participants who learned molecular structures and answered relevant questions demonstrates that the environments had no effect on their learning of molecular structures. However, a preference test reveals that learners preferred a more tangible AR environment to a Web-browser environment in terms of overall enjoyment, reality of manipulation, and sense of presence, and vice versa in terms of ease of viewing, experience, and durability.
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Saran, V., J. Lin i A. Zakhor. "AUGMENTED ANNOTATIONS: INDOOR DATASET GENERATION WITH AUGMENTED REALITY". ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W13 (5.06.2019): 873–79. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w13-873-2019.

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<p><strong>Abstract.</strong> The proliferation of machine learning applied to 3D computer vision tasks such as object detection has heightened the need for large, high-quality datasets of labeled 3D scans for training and testing purposes. Current methods of producing these datasets require first scanning the environment, then transferring the resulting point cloud or mesh to a separate tool for it to be annotated with semantic information, both of which are time consuming processes. In this paper, we introduce <i>Augmented Annotations</i>, a novel approach to bounding box data annotation that solves the scanning and annotation processes of an environment in parallel. Leveraging knowledge of the user’s position in 3D space during scanning, we use augmented reality (AR) to place persistent digital annotations directly on top of indoor real world objects. We test our system with seven human subjects, and demonstrate that this approach can produce annotated 3D data faster than the state-of-the-art. Additionally, we show that Augmented Annotations can also be adapted to automatically produce 2D labeled image data from many viewpoints, a much needed augmentation technique for 2D object detection and recognition. Finally, we release our work to the public as an open-source iPad application designed for efficient 3D data collection.</p>
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Rozprawy doktorskie na temat "Augmented environment"

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Cicconi, Sergio. "Augmented learning: the development of a learning environment in augmented reality". Doctoral thesis, Università degli studi di Trento, 2020. http://hdl.handle.net/11572/277674.

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In this thesis we present our research project on an augmented environment developed using the technology available in the field of Augmented Reality, capable of delivering learning contents on Information and Communication Technologies and e-services to older adults without computer and digital literacy. The learning environment is meant to provide a contribution in solving a problem of social exclusion in older adults. In recent years, technology has helped older adults in many ways to slow down the effects of ageing. Yet, at the same time, technology has also created new problems for older adults. Indeed, technology has transformed society into a strongly technological-based e-society, in which citizens without competences on the use of computer and digital tools, such as older adults, are progressively pushed to the margins, and run the risk of being socially excluded. Learning is the key-concept for a possible solution to such a problem. Older adults can still learn, even in older age. Learning is beneficial to older adults in many ways. So, why not using learning for teaching older adults the basic of technology necessary to make them citizens of e-society? That is the purpose of our research: our learning environment is meant to teach older adults the basic of technology through a technological device. We designed our augmented environment specifically for older adults without computer and digital literacy: it takes into account older adults’ needs and possible disabilities; it does not require any particular psycho-physical competence to be used; it does not require any technological knowledge. In this thesis we show how we designed a learning augmented environment with such features, how we developed it, and how we tested it on a group of older adults to ensure that what we have developed meets the requirements we set during the design process.
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Almeida, Caio Sacramento de Britto. "A multi-view environment for markerless augmented reality". Instituto de Matemática. Departamento de ciência da Computação, 2014. http://repositorio.ufba.br/ri/handle/ri/19287.

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Submitted by Santos Davilene (davilenes@ufba.br) on 2016-05-25T16:33:11Z No. of bitstreams: 1 Caio Sacramento - Versão final.pdf: 44848885 bytes, checksum: 5e9d6d2dbd205475b3fd3d6642804fbc (MD5)
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Realidade aumentada e uma tecnologia que permite que gr a cos computacionais 2D e 3D sejam alinhados ou registrados com cenas do mundo real em tempo real. Esta proje ção de imagens virtuais requer uma referência na imagem real capturada, o que geralmente e obtido atrav es da utiliza c~ao de um ou mais marcadores. Mas existem situa c~oes em que a utiliza c~ao de marcadores pode não ser adequada, como por exemplo em aplica cões m edicas. Neste trabalho, e apresentado um ambiente multi-câmera, composto por oculos de realidade aumentada e dois dispositivos Kinect, o qual n~ao utiliza marcadores duciais para executar aplica cões de realidade aumentada. Todos os equipamentos s~ao calibrados de acordo com um sistema de referência comum, e então os modelos virtuais são transformados de acordo, tamb em. Para isso, duas abordagens foram especi cadas e implementadas: a primeira, baseada em um Kinect e dados de uxo otico e acelerômetro dos oculos de realidade aumentada, e outra baseada somente em dois dispositivos Kinect. Os resultados relacionados a qualidade e a performance obtidas por estas duas abordagens s~ao apresentados e discutidos, bem como uma compara c~ao entre eles, al em de todas as questões relacionadas que foram encontradas e tratadas neste trabalho.
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Sandström, David. "Dynamic Occlusion of Virtual Objects in an 'Augmented Reality' Environment". Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-71581.

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This thesis explores a way of increasing the perception of reality within an ''Augmented Reality'' application by making real objects able to obstruct the view of virtual objects. This mimics how real opaque objects occlude each other and thus making virtual objects behave the same way will improve the user experience of Augmented Reality users. The solution uses Unity as the engine with plugins for ARKit and OpenCV. ARKit provides the Augmented Reality experience and can detect real world flat surfaces on which virtual objects can be placed. OpenCV is used for image processing to detect real world objects which can then be translated into virtual silhouettes within Unity that can interact with, and occlude, the virtual objects. The end result is a system that can handle the occlusion in real time, while allowing both the real and virtual objects to translate and rotate within the scene while still maintaining the occlusion. The big drawback of the solution is that it requires a well defined environment without visual clutter and with even lighting to work as intended. This makes it unsuitable for outdoor usage.
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Li, Lijiang. "Human-computer collaboration in video-augmented environment for 3D input". Thesis, University of York, 2008. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.488737.

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Nelson, Jason A. "Realistic reflections for Marine environment in augmented reality training systems". Thesis, Monterey, California : Naval Postgraduate School, 2009. http://edocs.nps.edu/npspubs/scholarly/theses/2009/Sep/09Sep%5FNelson.pdf.

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Thesis (M.S. in Modeling, Virtual Environments, and Simulation (MOVES))--Naval Postgraduate School, September 2009.
Thesis Advisor(s): Kolsch, Mathias. "September 2009." Description based on title screen as viewed on November 5, 2009. Author(s) subject terms: Augmented Reality, Fragment Shader, Water Reflection Includes bibliographical references (p. 61-62). Also available in print.
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Holstensson, Erik, Ram Hamid i Sarbast Jundi. "Evaluation of augmented reality in a manufacturing environment : A feasibility study". Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-15766.

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Augmented Reality (AR) is a fast-emerging technology and it has been applied in many fields e.g. education, health, entertainment, gaming and tracking systems in logistics. AR technology combines the virtual world with the reality by superimposing digital information onto the physical world. This study evaluates the usability of the AR in industrial environment focusing on effectiveness, efficiency, and user acceptance in comparison to other instructional medium e.g. paper-based instructions or manuals. An AR prototype was developed to be used in the usability evaluation. To evaluate the AR application in the field of industry an experiment was conducted. To get the user experience and acceptance questionnaires and interviews were used involving real assembly workers where they used the AR prototype. The results of the study show that when using AR as assistance in the assembly assurance process, the number of faults and task completion time were reduced significantly compared to the traditional methods. Also, the users had a positive attitude and a high level of satisfaction when using AR.
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Macedo, Marcio Cerqueira de Farias. "A Markerless Augmented Reality Environment for On-Patient Medical Data Visualization". Instituto de Matemática. Departamento de ciência da Computação, 2014. http://repositorio.ufba.br/ri/handle/ri/19283.

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Submitted by Santos Davilene (davilenes@ufba.br) on 2016-05-25T15:56:18Z No. of bitstreams: 1 MasterDissertation2013-2014.pdf: 12146553 bytes, checksum: 4e7f58dc645b0bebb4885cdbc0adf8f5 (MD5)
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Visualiza c~ao de dados m edicos no paciente e desej avel em muitas situa cões, como planejamento cir urgico e treinamento m edico. Atualmente, esta visualiza c~ao e possí vel com o uso da realidade aumentada, uma tecnologia que habilita a visualiza c~ao da anatomia virtual do paciente na localiza c~ao da anatomia real em um display convencional. Nesta disserta c~ao, e apresentado um ambiente de realidade aumentada sem marcadores para visualiza c~ao de dados m edicos no paciente com suporte ao fotorrealismo, a m etodos so sticados para composi ção de dados reais e virtuais e a caracter ísticas adicionais como oclusão. A partir de uma avalia ção do ambiente proposto, os resultados obtidos mostram que o ambiente executa em tempo real e provê boa qualidade visual da cena aumentada.
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Beilstein, Del L. "Visual simulation of night vision goggles in a chromakeyed, augmented, virtual environment". Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2003. http://library.nps.navy.mil/uhtbin/hyperion-image/03Jun%5FBeilstein.pdf.

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Thesis (M.S. in Modeling, Virtual Environments, and Simulation)--Naval Postgraduate School, June 2003.
Thesis advisor(s): Rudolph P. Darken, Joseph A. Sullivan. Includes bibliographical references (p. 77). Also available online.
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Kolčárek, Michal. "Augmented Reality in CAVE". Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2013. http://www.nusl.cz/ntk/nusl-236405.

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Tato práce se zaměřuje na technologii Cave Automatic Virtual Environment a konkrétně pak na využití principů rozšířené reality v tomto prostředí. Dává si za cíl odpovědět na otázku, zdali je možné použít v prostředí CAVE existující frameworky pro rozšířenou realitu, konkrétně ty, pracující na platformě iOS. Hlavní důraz je kladen na rozpoznávání markerů v tomto prostředí a na zvýšení přesnosti jejich rozpoznání. Práce odpovídá na množství otázek z této oblasti, jako jaké markery je vhodné použít, jaké jsou omezení a největší obtíže. Výstupem je demonstrační aplikace, pracující na platformě iOS, která v je prostředí CAVE otestovaná a plně použitelná. Tato aplikace by měla vylepšit uživatelský vjem z prostředí CAVE tím, že mu poskytne dodatečné informace a také základní možnosti interakce se zobrazenými objekty.
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Wheeler, Alison. "Virtual primitives for the representation of features and objects in a remote telepresence environment". Thesis, University of Surrey, 2000. http://epubs.surrey.ac.uk/843738/.

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This thesis presents the development of a set of novel graphical tools Known as 'virtual primitives' that allow the user of a stereoscopic telepresence system to actively and intuitively model features in a remote environment. The virtual primitives provide visual feedback during the model creating process in the form of a dynamic wireframe of the primitive overlaid and registered with the real object. The operator can immediately see the effect of his decisions and if necessary make minor corrections to improve the fit of the primitive during its generation. Virtual primitives are a generic augmented reality (AR) tool and their applications extend past the modelling of a workspace for telerobot operation to other remote tasks such as visual inspection, surveying and collaborative design. An AR system has been developed and integrated with the existing Surrey Telepresence System. The graphical overlays are generated using virtual reality software and combined with the video images. To achieve a one-to-one correspondence between the real and virtual worlds the AR system is calibrated using a simple pinhole camera model and standard calibration algorithm. An average RMS registration error between the video and graphical images of less than one framegrabber pixel is achieved. An assessment of a virtual pointer confirms that this level of accuracy is acceptable for use with the virtual primitives. The concept of the virtual primitives has been evaluated in an experiment to model three test objects. The results show that using a virtual primitive was superior in accuracy and task completion time to using a pointer alone. Finally, a case study on the remote inspection of sewers demonstrates the advantages of virtual primitives in a real application. It confirms that the use of virtual primitives significantly reduces the subjective nature of the task, offers an increase in precision by an order of magnitude over conventional inspection methods, and provides additional useful data on the characteristics of the sewer features not previously available.
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Książki na temat "Augmented environment"

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Naval Air Warfare Center (U.S.). Annual Symposium. Situational awareness in the tactical air environment: Augmented proceedings of the Naval Air Warfare Center's First Annual Symposium. WPAFB, OH: CSERIAC Program Office, 1997.

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Linte, Cristian A., Elvis C. S. Chen, Marie-Odile Berger, John T. Moore i David R. Holmes, red. Augmented Environments for Computer-Assisted Interventions. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-38085-3.

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Huang, Weidong, Leila Alem i Mark A. Livingston, red. Human Factors in Augmented Reality Environments. New York, NY: Springer New York, 2013. http://dx.doi.org/10.1007/978-1-4614-4205-9.

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Linte, Cristian A., Ziv Yaniv, Pascal Fallavollita, Purang Abolmaesumi i David R. Holmes, red. Augmented Environments for Computer-Assisted Interventions. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-10437-9.

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Linte, Cristian A., John T. Moore, Elvis C. S. Chen i David R. Holmes, red. Augmented Environments for Computer-Assisted Interventions. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-32630-1.

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Linte, Cristian A., Ziv Yaniv i Pascal Fallavollita, red. Augmented Environments for Computer-Assisted Interventions. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-24601-7.

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Lahlou, Saadi, red. Designing User Friendly Augmented Work Environments. London: Springer London, 2010. http://dx.doi.org/10.1007/978-1-84800-098-8.

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Huang, Weidong. Human Factors in Augmented Reality Environments. New York, NY: Springer New York, 2013.

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Shumaker, Randall, red. Virtual Augmented and Mixed Reality. Designing and Developing Augmented and Virtual Environments. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-39405-8.

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Shumaker, Randall, i Stephanie Lackey, red. Virtual, Augmented and Mixed Reality. Designing and Developing Virtual and Augmented Environments. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-07458-0.

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Części książek na temat "Augmented environment"

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Anay, Hakan, Ülkü Özten i Merve Ünal. "A New Environment: Augmented Reality". W Springer Series in Design and Innovation, 241–53. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-65060-5_20.

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McClinton, Willie, Sarah Garcia i Marvin Andujar. "An Immersive Brain Painting: The Effects of Brain Painting in a Virtual Reality Environment". W Augmented Cognition, 436–45. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-22419-6_31.

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Shaver, Alexandra A., Neehar Peri, Remy Mezebish, George Matthew, Alyza Berson, Christopher Gaskins, Gregory P. Davis i in. "Assessment of a Novel Virtual Environment for Examining Human Cognitive-Motor Performance During Execution of Action Sequences". W Augmented Cognition, 361–80. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-05457-0_28.

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Hugues, Olivier, Philippe Fuchs i Olivier Nannipieri. "New Augmented Reality Taxonomy: Technologies and Features of Augmented Environment". W Handbook of Augmented Reality, 47–63. New York, NY: Springer New York, 2011. http://dx.doi.org/10.1007/978-1-4614-0064-6_2.

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Breiteneder, Christian J., Simon J. Gibbs i Costas Arapis. "TELEPORT — An Augmented Reality Teleconferencing Environment". W Eurographics, 41–49. Vienna: Springer Vienna, 1996. http://dx.doi.org/10.1007/978-3-7091-7488-3_5.

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Wray, Robert E., Jeremiah T. Folsom-Kovarik i Angela Woods. "Instrumenting a Perceptual Training Environment to Support Dynamic Tailoring". W Foundations of Augmented Cognition, 100–109. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-39454-6_11.

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Coburn, Sarah, Lisa Rebenitsch i Charles Owen. "Passive Viewpoints in a Collaborative Immersive Environment". W Virtual Augmented and Mixed Reality. Designing and Developing Augmented and Virtual Environments, 3–12. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-39405-8_1.

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Julier, Simon, Yohan Baillot, Marco Lanzagorta, Lawrence Rosenblum i Dennis Brown. "Urban Terrain Modeling For Augmented Reality Applications". W 3D Synthetic Environment Reconstruction, 119–36. Boston, MA: Springer US, 2001. http://dx.doi.org/10.1007/978-1-4419-8756-3_6.

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Eckel, Gerhard, i Steffi Beckhaus. "ExViz: A Virtual Exhibition Design Environment". W Virtual and Augmented Architecture (VAA’01), 171–82. London: Springer London, 2001. http://dx.doi.org/10.1007/978-1-4471-0337-0_19.

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Englestone, Lee. "Setting Up Your Environment". W .NET Developer's Guide to Augmented Reality in iOS, 1–18. Berkeley, CA: Apress, 2021. http://dx.doi.org/10.1007/978-1-4842-6770-7_1.

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Streszczenia konferencji na temat "Augmented environment"

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Mangina, Eleni, Giuseppe Chiazzese i Tomonori Hasegawa. "AHA: ADHD Augmented (Learning Environment)". W 2018 IEEE International Conference on Teaching, Assessment, and Learning for Engineering (TALE). IEEE, 2018. http://dx.doi.org/10.1109/tale.2018.8615222.

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Mateevitsi, Victor, Brad Haggadone, Jason Leigh, Brian Kunzer i Robert V. Kenyon. "Sensing the environment through SpiderSense". W the 4th Augmented Human International Conference. New York, New York, USA: ACM Press, 2013. http://dx.doi.org/10.1145/2459236.2459246.

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Davcev, D., V. Trajkovic, S. Kalajdziski i S. Celakoski. "Augmented reality environment for dance learning". W International Conference on Information Technology: Research and Education, 2003. Proceedings. ITRE2003. IEEE, 2003. http://dx.doi.org/10.1109/itre.2003.1270600.

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Lange, Bernard, Masha Itkina i Mykel J. Kochenderfer. "Attention Augmented ConvLSTM for Environment Prediction". W 2021 IEEE/RSJ International Conference on Intelligent Robots and Systems (IROS). IEEE, 2021. http://dx.doi.org/10.1109/iros51168.2021.9636386.

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Akiyama, Shotaro, Tsutomu Terada i Masahiko Tsukamoto. "An on-site programming environment for wearable computing". W the 3rd Augmented Human International Conference. New York, New York, USA: ACM Press, 2012. http://dx.doi.org/10.1145/2160125.2160126.

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Cicconi, Sergio, i Maurizio Marchese. "AUGMENTED LEARNING: AN E-LEARNING ENVIRONMENT IN AUGMENTED REALITY FOR OLDER ADULTS". W 13th International Technology, Education and Development Conference. IATED, 2019. http://dx.doi.org/10.21125/inted.2019.0937.

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Xie, Jiaqi, Yi Zhou, Wei Wu i Zhong Zhou. "Automatic Path Planning for Augmented Virtual Environment". W 2016 International Conference on Virtual Reality and Visualization (ICVRV). IEEE, 2016. http://dx.doi.org/10.1109/icvrv.2016.69.

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Hsiao, Kuei-Fang, i Habib F. Rashvand. "Body Language and Augmented Reality Learning Environment". W 2011 IEEE/FTRA International Conference on Multimedia and Ubiquitous Engineering (MUE). IEEE, 2011. http://dx.doi.org/10.1109/mue.2011.51.

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Pretto, Fabrício, Isabel Harb Manssour, Maria H. Itaqui Lopes, Emerson Rodrigues da Silva i Márcio Sarroglia Pinho. "Augmented reality environment for life support training". W the 2009 ACM symposium. New York, New York, USA: ACM Press, 2009. http://dx.doi.org/10.1145/1529282.1529460.

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Cai, Su, Xu Wang, Mengnan Gao i Shengquan Yu. "Simulation Teaching in 3D Augmented Reality Environment". W 2012 IIAI International Conference on Advanced Applied Informatics (IIAIAAI). IEEE, 2012. http://dx.doi.org/10.1109/iiai-aai.2012.25.

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Raporty organizacyjne na temat "Augmented environment"

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Zelinska, Snizhana O., Albert A. Azaryan i Volodymyr A. Azaryan. Investigation of Opportunities of the Practical Application of the Augmented Reality Technologies in the Information and Educative Environment for Mining Engineers Training in the Higher Education Establishment. [б. в.], listopad 2018. http://dx.doi.org/10.31812/123456789/2672.

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The augmented reality technologies allow receiving the necessary data about the environment and improvement of the information perception. Application of the augmented reality technologies in the information and educative environment of the higher education establishment will allow receiving the additional instrumental means for education quality increasing. Application of the corresponding instrumental means, to which the platforms of the augmented reality Vuforia, ARToolKit, Kudan can be referred, will allow presenting the lecturers the necessary tools for making of the augmented reality academic programs.
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Popel, Maiia V., i Mariya P. Shyshkina. The Cloud Technologies and Augmented Reality: the Prospects of Use. [б. в.], listopad 2018. http://dx.doi.org/10.31812/123456789/2662.

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The article discusses the prospects of the augmented reality using as a component of a cloud-based environment. The research goals are the next: to explore the possibility of the augmented reality using with the involvement of the cloud-based environment components. The research objectives are the next: to consider the notion of augmented reality; to analyze the experience the augmented reality using within the cloud environment / system; to outline the prospects of the augmented reality using in educational institutions; to consider the technical conditions of the augmented reality use. The object of research is: the educational process in educational institutions of Ukraine of different levels of accreditation. The subject of research is: the educational process in a cloud-based environment in educational institutions of Ukraine. The research methods used are the next: analysis of scientific publications, observations. The results of the research are the next: on the basis of the analysis of scientific works, it has been established that the experience of the augmented reality using in the systems based on cloud technologies already exists. However, the success of such a combination has not yet been proven. Currently, laboratory tests are known, while the experiment was not carried out under natural conditions in control and experimental groups. It is revealed that the attraction of the augmented reality for the educators requires the development of new methodologies, didactic materials, updating and updating of the curriculum. The main conclusions and recommendations: the main principles of augmented reality use in the learning process are: designing of the environment that is flexible enough, attention should be paid to the teaching and didactic issues; adjusting the educational content for mastering the material provided by the curriculum; the research methods that can be used in training along with the elements of augmented reality are to be elaborated; development of adaptive materials; training of teachers, which will include augmented reality in educational practice.
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Seidametova, Zarema S., Zinnur S. Abduramanov i Girey S. Seydametov. Using augmented reality for architecture artifacts visualizations. [б. в.], lipiec 2021. http://dx.doi.org/10.31812/123456789/4626.

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Nowadays one of the most popular trends in software development is Augmented Reality (AR). AR applications offer an interactive user experience and engagement through a real-world environment. AR application areas include archaeology, architecture, business, entertainment, medicine, education and etc. In the paper we compared the main SDKs for the development of a marker-based AR apps and 3D modeling freeware computer programs used for developing 3D-objects. We presented a concept, design and development of AR application “Art-Heritage’’ with historical monuments and buildings of Crimean Tatars architecture (XIII-XX centuries). It uses a smartphone or tablet to alter the existing picture, via an app. Using “Art-Heritage’’ users stand in front of an area where the monuments used to be and hold up mobile device in order to see an altered version of reality.
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Cianciolo, Anna T., Noelle LaVoie, Peter Foltz i Linda G. Pierce. Augmented Performance Environment for Enhancing Interagency Coordination in Stability, Security, Transition, and Reconstruction (SSTR) Operations. Fort Belvoir, VA: Defense Technical Information Center, luty 2009. http://dx.doi.org/10.21236/ada499528.

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Shamonia, Volodymyr H., Olena V. Semenikhina, Volodymyr V. Proshkin, Olha V. Lebid, Serhii Ya Kharchenko i Oksana S. Lytvyn. Using the Proteus virtual environment to train future IT professionals. [б. в.], luty 2020. http://dx.doi.org/10.31812/123456789/3760.

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Based on literature review it was established that the use of augmented reality as an innovative technology of student training occurs in following directions: 3D image rendering; recognition and marking of real objects; interaction of a virtual object with a person in real time. The main advantages of using AR and VR in the educational process are highlighted: clarity, ability to simulate processes and phenomena, integration of educational disciplines, building an open education system, increasing motivation for learning, etc. It has been found that in the field of physical process modelling the Proteus Physics Laboratory is a popular example of augmented reality. Using the Proteus environment allows to visualize the functioning of the functional nodes of the computing system at the micro level. This is especially important for programming systems with limited resources, such as microcontrollers in the process of training future IT professionals. Experiment took place at Borys Grinchenko Kyiv University and Sumy State Pedagogical University named after A. S. Makarenko with students majoring in Computer Science (field of knowledge is Secondary Education (Informatics)). It was found that computer modelling has a positive effect on mastering the basics of microelectronics. The ways of further scientific researches for grounding, development and experimental verification of forms, methods and augmented reality, and can be used in the professional training of future IT specialists are outlined in the article.
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Merzlykin, Olexandr V., Iryna Yu Topolova i Vitaliy V. Tron. Developing of Key Competencies by Means of Augmented Reality at CLIL Lessons. [б. в.], listopad 2018. http://dx.doi.org/10.31812/123456789/2661.

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Using of new learning and IC technologies is necessary for effective learning of modern students. Their specific educational needs are: using of mobile ICTs, collaboration, challenging tasks and entertainment. Appropriate learning environment should be created to satisfy all these demands. It ought to deal with cloud-based technologies (for 24/7 access, individual and group work according to a personal schedule), augmented reality (for creating of firm links between real and virtual objects), content and language integrated learning (for immersion in an additional language and creation challenging groups and personal tasks in language and non-language subjects). Using these technologies in complex provides social and ICT mobility and creates positive conditions for developing 9 of 10 key competencies. The paper deals with the features, problems and benefits of technologies’ implementation in secondary schools. To sum up, in spite of all difficulties, this environment helps students to get some practical experience in using foreign languages and understanding abstract nature concepts; to develop language and research competencies and to remain motivated (and self-motivated) in learning Science and English.
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Cianciolo, Anna T., i Arwen H. DeConstanza. Augmented Performance Environment for Enhancing Interagency Coordination in Stability, Security, Transition, and Reconstruction (SSTR) Operations: Phase 2. Fort Belvoir, VA: Defense Technical Information Center, grudzień 2011. http://dx.doi.org/10.21236/ada535463.

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Dyulicheva, Yulia Yu, Yekaterina A. Kosova i Aleksandr D. Uchitel. he augmented reality portal and hints usage for assisting individuals with autism spectrum disorder, anxiety and cognitive disorders. [б. в.], listopad 2020. http://dx.doi.org/10.31812/123456789/4412.

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The augmented reality applications are effectively applied in education and therapy for people with special needs. We propose to apply the augmented reality portal as a special tool for the teachers to interact with people at the moment when a panic attack or anxiety happens in education process. It is expected that applying the augmented reality portal in education will help students with ASD, ADHD and anxiety disorder to feel safe at discomfort moment and teachers can interact with them. Our application with the augmented reality portal has three modes: for teachers, parents, and users. It gives the ability to organize personalized content for students with special needs. We developed the augmented reality application aimed at people with cognitive disorders to enrich them with communication skills through associations understanding. Applying the augmented reality application and the portal discovers new perspectives for learning children with special needs. The AR portal creates illusion of transition to another environment. It is very important property for children with ADHD because they need in breaks at the learning process to change activity (for example, such children can interact with different 3D models in the augmented reality modes) or environment. The developed AR portal has been tested by a volunteer with ASD (male, 21 years old), who confirmed that the AR portal helps him to reduce anxiety, to feel calm down and relaxed, to switch attention from a problem situation.
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Rashevska, Natalya V., i Vladimir N. Soloviev. Augmented Reality and the Prospects for Applying Its in the Training of Future Engineers. [б. в.], listopad 2018. http://dx.doi.org/10.31812/123456789/2671.

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The education system of Ukraine is closely linked with the world education trends, therefore it requires constant renewal and expansion. One of the progressive areas of organizing studying process is creating the studying environment which will allow students to reveal their intellectual potential while searching for the necessary knowledge. That’s why the purpose of the article is analysis of the concept of augmented reality and prospects of its application in the process of training future engineers. The object of study is the system of training future engineers and the subject is using of augmented reality technologies in the process of training future engineers. The research method is analyzing the impact of the augmented reality technologies on the training future engineers. During the research, we have identified positive aspects of the augmented reality technologies in the process of training future engineers. We have defined the stages of creating some methodical system components of teaching fundamental disciplines in the higher technical school through interdisciplinary integration and technologies of augmented reality.
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Zinonos, Natalya O., Elena V. Vihrova i Andrey V. Pikilnyak. Prospects of Using the Augmented Reality for Training Foreign Students at the Preparatory Departments of Universities in Ukraine. CEUR-WS.org, listopad 2018. http://dx.doi.org/10.31812/123456789/2657.

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The purpose of the study is to highlight the potential and the prospects of using the augmented reality in the mathematical education for foreign students at the preparatory departments of universities. Objectives of the study: to determine the peculiarities of the virtualization of the training of foreign students at the preparatory departments of universities, as well as the possibilities of using the technology of complementary reality in the teaching of mathematics. Object of research: a virtually oriented educational environment of foreign students at the preparatory departments of universities. Subject of research: virtualization of learning with the augmented reality of mathematical education of foreign students at the preparatory departments of universities. Used research methods: theoretical – analysis of scientific and methodological literature; empirical-study, observation of the educational process. Results of the research: on the basis of the analysis of scientific publications, the notion of virtualization of education and the virtually oriented educational environment of foreign students at the preparatory departments of higher educational institutions is described. The main conclusions and recommendations: 1) the article outlines the possibilities and prospects of using the augmented reality in the mathematical education for foreign students at the preparatory departments of universities; 2) the considering the various targets of mobile applications, which are used in solving mathematical problems, as well as analysis of the characteristics of various practical achievements of using the augmented reality in the mathematical preparation for foreign students at the preparatory departments of universities, it is planned to devote a separate work.
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