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Sahin, Damla, i Abdullah Togay. "Augmented reality applications in product design process". New Trends and Issues Proceedings on Humanities and Social Sciences 2, nr 1 (19.02.2016): 115–25. http://dx.doi.org/10.18844/gjhss.v2i1.288.

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Yıldız, Ezgi Pelin. "Augmented reality research and applications in education". New Trends and Issues Proceedings on Humanities and Social Sciences 2, nr 1 (28.06.2017): 238–43. http://dx.doi.org/10.18844/prosoc.v2i11.1927.

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Koubek, Tomáš, David Procházka i Jiří Šťastný. "Augmented reality services". Acta Universitatis Agriculturae et Silviculturae Mendelianae Brunensis 61, nr 7 (2013): 2337–42. http://dx.doi.org/10.11118/actaun201361072337.

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We assume that one of the key reasons is in the difference between a standalone application and a web service. Both architectures have some advantages and disadvantages. The Standalone application (e.g. Nokia/OVI Maps) provides the required functionality. From the user point of view, main asset of this “offline” approach is network connectivity independence. However, this kind of applications must be upgraded manually. Moreover, it is hard to get any data about the application usage because it requires additional actions from the user – data are usually acquired through conventional ways, such as email or web forms.The online service such as Google Maps (including its mobile application) can offer the same functionality as the offline application. Nevertheless, a permanent connection to provider servers is necessary. This can be taken as a drawback. On the other hand, usage data collection is easier and can be done without the user intervention. The data collection provides a valuable analysis basis of the user habits and needs. This analysis is necessary for design of a complex “user” based solutions such as Google Now.Augmented reality applications are usually based on the first mentioned approach. In this article, we describe our model of augmented reality as a service and compare its features with standalone solutions. Further, other important key aspects for large emergence of augmented reality services in a mainstream market are discussed.
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Makolkina, M., i A. Koucheryavy. "AUGMENTED REALITY APPLICATIONS CLASSIFICATION". Telecom IT 8, nr 1 (kwiecień 2020): 11–21. http://dx.doi.org/10.31854/2307-1303-2020-8-1-11-21.

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Currently, research is actively being conducted in the field of creating fifth-generation communication networks and 2030 communication networks, in which augmented reality applications play a leading role. Research subject. The article discusses the classification of augmented reality applications depending on the purpose and implementation of the service. Methodology and core results. The article provides a classification and structural comparative analysis of the methods of providing information, object recognition, user interaction. Practical relevance. It consists in the possibility of using the proposed classification in the tasks of the integrated implementation of augmented reality applications on communication networks and the development of a methodology for assessing the quality of experience of augmented reality services.
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Sahasrabhojane, Mr Prathamesh Shrinivas. "Augmented Reality Media (Ed.AR)". International Journal for Research in Applied Science and Engineering Technology 9, nr VI (20.06.2021): 2060–62. http://dx.doi.org/10.22214/ijraset.2021.35451.

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The lack of realistic and interactive use in social media applications is the main problem. We will try to solve it by using Augmented Reality. An innovation in development, Augmented Reality is a new sort of technology that superimposes virtual objects into "Reality" by use of a smartphone, optical device, or tablet screen. We will be using this technology to make application, which will be used as a replacement for traditional text based social and data sharing applications. People are using Social media, forums and other communication Medias tremendously from past few years. We noticed that all such applications and resources are basically in text format and this trend is followed by all the applications until now. Using Augmented Reality in such cases will change the definition of such media applications. That is why we decided to follow this concept and make a project using it.
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Yildiz, Ezgi Pelin. "Augmented Reality Applications in Education: Arloopa Application Example". Higher Education Studies 12, nr 2 (18.03.2022): 47. http://dx.doi.org/10.5539/hes.v12n2p47.

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Arloopa is an augmented reality application that enables the integration of digital content such as images, sounds, texts into real world environments. By another definition the Arloopa app is an AR visualization tool that brings the physical and digital worlds together as one. Arloopa is an augmented reality (AR) and virtual reality (VR) app and game development company which provides advanced AR and VR services, such as: cloud-based augmented reality services, custom branded augmented reality app and game development, virtual reality app and game development, 2D and 3D content creation. In this study, the integration of Arloopa application into educational environments and application examples are presented within the scope of augmented reality applications course at a government university in Turkey. In addition, in this research, the presentation of the Arloopa application within a course unit and tips will be given to be used in future research on the integration of the application into education. At the end of the process, an interview form was prepared to determine opinions from the students about the Arloopa application and the use of augmented reality applications in education in general. The interview form prepared by the researcher was applied to 27 students within the scope of the course. According to the results obtained; the students found the use of augmented reality applications in education useful in terms of making the lesson fun, providing permanence in learning, and improving creativity skills. Despite all these positive aspects, the fact that some apps are salaried is accepted as the biggest limitation.
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Deolekar, Vaishnavi D., i Pratibha M. Deshmukh. "Case Study of Augmented Reality Applications in Medical Field". International Journal of Trend in Scientific Research and Development Volume-2, Issue-4 (30.06.2018): 2691–94. http://dx.doi.org/10.31142/ijtsrd15714.

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Cardoso, Ava Linda. "Augmented Reality". International Journal of Engineering and Management Sciences 4, nr 3 (9.09.2019): 1–9. http://dx.doi.org/10.21791/ijems.2019.3.1.

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This paper is an overview of augmented reality’s basic concepts and its connection to the logistics field. The paper includes a brief history of the tech and how it differs to the virtual reality. The main goal is to understand how augmented reality is being used in logistics to innovate and enhance services. It refers to how courier and freight companies are taking advantage of this technology to upgrade the warehouses, transportation and enhance value added services. It also analyses how the retail market is modernizing its stores and is using mobile applications for online shopping. Using augmented reality has overall pros and cons and even though is a technology on its early stages it shows a great potential to revolutionize the supply chain in its totality.
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Betts, B. "Software reviews: Augmented reality applications". Engineering & Technology 7, nr 5 (1.06.2012): 92–93. http://dx.doi.org/10.1049/et.2012.0526.

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Piatykop, Olena, Olha Pronina, Iryna Tymofieieva i Ihor Palii. "Early literacy with augmented reality". Educational Dimension 58 (14.06.2022): 131–48. http://dx.doi.org/10.31812/educdim.4491.

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Augmented reality is currently one of the most rapidly emerging technologies, with applications in the field of education. AR technology, according to a review of numerous publications, provides new options for teachers and makes learning more appealing to pupils of all ages. Students can use mobile AR apps to observe a real-world environment with virtual things layered or composited on top of it. This is especially true for young children. The article highlights the activities that allow a child to have a unique AR experience. There is a comparison of available augmented reality (AR) applications for learning the alphabet. The author describes a novel augmented reality application that was created with Unity, C\#, and Vuforia. The developed mobile AR application allows students to learn the Ukrainian alphabet, number names, and animal sounds. The learning process is enhanced by three-dimensional visualization and sounding of each letter and number thanks to this program. An analysis of a survey of teachers and parents found that utilizing an AR application greatly boosted children's motivation and self-efficacy in learning letters and numbers. The AR application aided in the retention of the child's attention while learning new content by speeding up the process of memorization.
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Kumar, Ankur. "Augmented RealityAugmented Reality". International Journal for Research in Applied Science and Engineering Technology 9, nr VII (31.07.2021): 3510–22. http://dx.doi.org/10.22214/ijraset.2021.37098.

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Augmented Reality (AR), which blends virtual information with the real environment in real-time performance, is constantly evolving and becoming more sophisticated and robust. It is critical to ensure that the augmented reality system is accepted and successful. This paper primarily discusses the current state of AR applications and the various fields in which AR is being used.
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Swathi, Peddyreddy. "Industry Applications of Augmented Reality and Virtual Reality". Journal of Artificial Intelligence, Machine Learning and Neural Network, nr 12 (30.11.2021): 14–18. http://dx.doi.org/10.55529/jaimlnn.12.14.18.

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AI, Augmented Reality (AR), Virtual Reality (VIRTUAL REALITY), and also Blockchain is merely a number of the technologies that have affected merely exactly how our provider eat craft, songs, movie, along with exactly how our staff match, shop, in addition to taking a trip. Our pros stay at the center of a total electronic improvement. This paper provides implications and major industry applications of augmented reality and virtual reality.
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Schickler, Marc, Manfred Reichert, Philip Geiger, Jens Winkler, Thomas Funk, Micha Weilbach i Rüdiger Pryss. "Flexible development of location-based mobile augmented reality applications with AREA". Journal of Ambient Intelligence and Humanized Computing 11, nr 12 (4.06.2020): 5809–24. http://dx.doi.org/10.1007/s12652-020-02094-9.

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AbstractMobile applications have garnered a lot of attention in the last years. The computational capabilities of mobile devices are the mainstay to develop completely new application types. The provision of augmented reality experiences on mobile devices paves one alley in this field. For example, in the automotive domain, augmented reality applications are used to experience, inter alia, the interior of a car by moving a mobile device around. The device’s camera then detects interior parts and shows additional information to the customer within the camera view. Another application type that is increasingly utilized is related to the combination of serious games with mobile augmented reality functions. Although the latter combination is promising for many scenarios, technically, it is a complex endeavor. In the AREA (Augmented Reality Engine Application) project, a kernel was implemented that enables location-based mobile augmented reality applications. Importantly, this kernel provides a flexible architecture that fosters the development of individual location-based mobile augmented reality applications. The work at hand shows the flexibility of AREA based on a developed serious game. Furthermore, the algorithm framework and major features of it are presented. As the conclusion of this paper, it is shown that mobile augmented reality applications require high development efforts. Therefore, flexible frameworks like AREA are crucial to develop respective applications in a reasonable time.
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Davidavičienė, Vida, Jurgita Raudeliūnienė i Rima Viršilaitė. "USER EXPERIENCE EVALUATION AND CREATIVITY STIMULATION WITH AUGMENTED REALITY MOBILE APPLICATIONS". Creativity Studies 12, nr 1 (15.03.2019): 34–48. http://dx.doi.org/10.3846/cs.2019.3576.

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While customer information and knowledge need transform in the context of globalization and technological change, it is important for organizations to efficiently meet new and changing needs and stimulate consumer creativity through the use of augmented reality mobile applications. In order to solve this kind of problem, it is important to evaluate mobile applications with respect to user experience. The purpose of this study is to evaluate alternative research methods for user experience assessment in augmented reality, to determine whether the selected user experience survey method is suitable for augmented reality mobile applications’ evaluation, and to identify features, which would improve augmented reality mobile applications in order to enhance users’ creativity and positive attitude. The article presents the analysis of theoretical aspects of evaluation of augmented reality mobile applications, the concept of the augmented reality, the augmented reality mobile application evaluation results and the recommendations for the user’s creativity stimulation. Research methods such as scientific literature analysis and user experience survey are used to achieve the purpose of the article.
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Cibilić, Iva, Vesna Poslončec-Petrić i Kristina Tominić. "Implementing Augmented reality in Tourism". Proceedings of the ICA 4 (3.12.2021): 1–5. http://dx.doi.org/10.5194/ica-proc-4-21-2021.

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Abstract. Modern technology is becoming a necessity of many destinations to stay competitive and attractive to the tourist. A new form of technology that is being used increasingly is Virtual and Augmented Reality (AR). The aim of this paper is to display the development of a mobile AR tourism application in urban heritage called PazinAR. Although Augmented Reality has passed the initial hype stage, the technology is just on the verge of being implemented in the tourism industry. This paper describes preparation, design, implementation and execution of prototype touristic application based on Augmented Reality (AR) technology. The application was made using Unity software and AR SDK Vuforia and exported as Android applications. Created application enables overlapping old photos with current view. Furthermore, several significant implications for AR Tourism research and practice are revealed.
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Woodwark, John. "Augmented reality". Computer-Aided Design 25, nr 8 (sierpień 1993): 466–67. http://dx.doi.org/10.1016/0010-4485(93)90077-2.

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Procházka, David, i Tomáš Koubek. "Augmented reality implementation methods in mainstream applications". Acta Universitatis Agriculturae et Silviculturae Mendelianae Brunensis 59, nr 4 (2011): 257–66. http://dx.doi.org/10.11118/actaun201159040257.

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Augmented reality has became an useful tool in many areas from space exploration to military applications. Although used theoretical principles are well known for almost a decade, the augmented reality is almost exclusively used in high budget solutions with a special hardware. However, in last few years we could see rising popularity of many projects focused on deployment of the augmented reality on dif­ferent mobile devices. Our article is aimed on developers who consider development of an augmented reality application for the mainstream market. Such developers will be forced to keep the application price, therefore also the development price, at reasonable level. Usage of existing image processing software library could bring a significant cut-down of the development costs. In the theoretical part of the article is presented an overview of the augmented reality application structure. Further, an approach for selection appropriate library as well as the review of the existing software libraries focused in this area is described. The last part of the article out­lines our implementation of key parts of the augmented reality application using the OpenCV library.
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Özeren, Seçil, i Ercan Top. "The effects of Augmented Reality applications on the academic achievement and motivation of secondary school students". Malaysian Online Journal of Educational Technology 11, nr 1 (24.01.2023): 25–40. http://dx.doi.org/10.52380/mojet.2023.11.1.425.

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This research aims to reveal the effects of using augmented reality applications on seventh-grade secondary school students' academic achievement and motivation and to identify students’ views on augmented reality applications. For this purpose, the augmented reality application called “CellAR” has been developed for the “Cell and Cell Division” unit. The study used pre-test - post-test control group quasi-experimental design research method and general survey model. During the research, the experimental group students used the CellAR augmented reality learning application developed by the researcher in addition to the regular course materials (textbooks, e-books, printed materials, videos, visuals, etc.). In contrast, the students in the control group used only the regular course materials. An academic achievement test, motivation scale, and opinion questionnaire for augmented reality application were used to collect data. T-test for independent samples, single-factor analysis of covariance (ANCOVA), and descriptive statistics were used. According to the results, the academic achievement and motivation of the students in the experimental group using augmented reality application were significantly higher than the students in the control group. According to descriptive results, the students thought that the augmented reality application helped them learn the subjects, facilitated the concretization of abstract concepts, and provided active learning experiences. Similarly, the students found the augmented reality application interesting and stated that it increased their creativity and motivation.
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Sarsimbayeva, S. M. "DEVELOPMENT OF AUGMENTED REALITY APPLICATIONS ON THE VUFORIA PLATFORM AND USAGE IN THE EDUCATIONAL PROCESS". BULLETIN Series of Physics & Mathematical Sciences 69, nr 1 (10.03.2020): 414–17. http://dx.doi.org/10.51889/2020-1.1728-7901.76.

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The article deals with the development of augmented reality applications on the Vuforia platform, the use this technology in the educational process for the purpose of visual modeling of educational material. The results of the analysis of existing approaches to the development of augmented reality applications, platforms, tool development environments such as Vuforia, with the ability to connect Unity, and the implementation of augmented reality technology are shown. The importance of using high-level augmented reality technologies, the prospects for using augmented reality technology, and the opportunities and advantages of using it in the educational process are highlighted. It is noted that the one of the promising areas of development of innovative educational technologies is the use of augmented reality in the learning process. An augmented reality application to Abay Kunanbayev's poems created on the basis of marker technology is proposed.
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Petruse, Radu Emanuil, Ioan Bondrea, Marco Sacco i Stefano Mottura. "Augmented Reality Aided 3D Modelling". Advanced Materials Research 1036 (październik 2014): 1037–40. http://dx.doi.org/10.4028/www.scientific.net/amr.1036.1037.

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The purpose of the article is to introduce possibilities of using Augmented Reality instructions in order to better understand technical drawings. The aim of these instructions based on 3D models is to create AR training applications and analyze their impact on the users. These instructions consist in a 3D model, superimposed over the technical drawing. The AR application also offers step by step instructions for 3D modelling in CAD software, which are very useful in creating the 3D model starting from a technical drawing. The AR application was tested by students from the Faculty of Engineering in Sibiu, obtaining great improvements in their 3D modelling times. The results of a survey that the students completed reveal that the AR modelling instructions also aids their spatial visualization capability.
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Gjøsæter, Tor. "Affordances in Mobile Augmented Reality Applications". International Journal of Interactive Mobile Technologies (iJIM) 8, nr 4 (7.10.2014): 45. http://dx.doi.org/10.3991/ijim.v8i4.4051.

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Ablyaev, M. R., A. N. Abliakimova i Z. S. Seidametova. "Criteria of evaluating augmented reality applications". Advanced Engineering Research 20, nr 4 (25.12.2020): 414–21. http://dx.doi.org/10.23947/2687-1653-2020-20-4-414-421.

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Li, Vladislav, Georgios Amponis, Jean-Christophe Nebel, Vasileios Argyriou, Thomas Lagkas i Panagiotis Sarigiannidis. "OBJECT RECOGNITION FOR AUGMENTED REALITY APPLICATIONS". Azerbaijan Journal of High Performance Computing 4, nr 1 (30.06.2021): 15–28. http://dx.doi.org/10.32010/26166127.2021.4.1.15.28.

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Developments in the field of neural networks, deep learning, and increases in computing systems’ capacity have allowed for a significant performance boost in scene semantic information extraction algorithms and their respective mechanisms. The work presented in this paper investigates the performance of various object classification- recognition frameworks and proposes a novel framework, which incorporates Super-Resolution as a preprocessing method, along with YOLO/Retina as the deep neural network component. The resulting scene analysis framework was fine-tuned and benchmarked using the COCO dataset, with the results being encouraging. The presented framework can potentially be utilized, not only in still image recognition scenarios but also in video processing.
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Sobel, Dawid, Karol Jedrasiak, Krzysztof Daniec i Aleksander Nawrat. "Camera Calibration for Augmented Reality Applications". Information Engineering Letters 3, nr 4 (1.12.2013): 8–16. http://dx.doi.org/10.5729/iel.vol3.issue4.8.

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Evans, A. J., G. W. Roberts, A. H. Dodson, S. Cooper, R. Hollands, B. Denby, M. Turner i D. Owen. "APPLICATIONS OF AUGMENTED REALITY: UTILITY COMPANIES". Survey Review 37, nr 289 (lipiec 2003): 168–76. http://dx.doi.org/10.1179/sre.2003.37.289.168.

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Son-Lik Tang, Chee-Keong Kwoh, Ming-Yeong Teo, Ng Wan Sing i Keck-Voon Ling. "Augmented reality systems for medical applications". IEEE Engineering in Medicine and Biology Magazine 17, nr 3 (1998): 49–58. http://dx.doi.org/10.1109/51.677169.

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Carmigniani, Julie, Borko Furht, Marco Anisetti, Paolo Ceravolo, Ernesto Damiani i Misa Ivkovic. "Augmented reality technologies, systems and applications". Multimedia Tools and Applications 51, nr 1 (14.12.2010): 341–77. http://dx.doi.org/10.1007/s11042-010-0660-6.

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Kaur, Amanpreet, Priyanka Datta i Archana Mantri. "Educational Applications of Immersive Technology: A Technical Report". ECS Transactions 107, nr 1 (24.04.2022): 8163–74. http://dx.doi.org/10.1149/10701.8163ecst.

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Immersive technologies bring the physical world together with a virtual or digital reality to create new experiences. Augmented reality, virtual reality, and mixed reality are examples of immersive technologies. The technique of superimposing auditory, visual, or any other sensory data on top of the real world to improve one's experience is known as augmented reality. Unlike virtual reality, which creates its own virtual world, augmented reality adds to the one that already exists. In education, augmented reality includes elements that improve collaboration, creative skills, and problem-solving in order to better prepare pupils for the future. This paper survey research papers on augmented reality application developed for learning physics, chemistry, biology, and mathematics.
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Meily, Sarah Olivia, I. Ketut Gede Darma Putra i Putu Wira Buana. "Augmented Reality Using Real-Object Tracking". Jurnal Sistem Informasi 17, nr 1 (29.04.2021): 20–29. http://dx.doi.org/10.21609/jsi.v17i1.1036.

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Augmented reality applications in tourism usually use images as markers, such as brochures or information boards. However, it is still ineffective because users cannot interact directly with real-objects. This study aims to create applications that more interesting and interactive way which can be used by interacting directly with real-object. This research is located in Taman Ayun Temple, one of the tourism objects that are world cultural heritage in Bali. The application is designed with the real-object tracking augmented reality method using the Wikitude Android SDK platform. The application is built in Indonesian and English. The test results show that the percentage of the recognition of 40 objects from various directions is more than 80%, from a distance of 10 to 40 meters is more than 70%, from a good and moderate lighting condition is more than 80%, and recognize similar objects as a different object.
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Laverdière, Carl, Jason Corban, Jason Khoury, Susan Mengxiao Ge, Justin Schupbach, Edward J. Harvey, Rudy Reindl i Paul A. Martineau. "Augmented reality in orthopaedics". Bone & Joint Journal 101-B, nr 12 (grudzień 2019): 1479–88. http://dx.doi.org/10.1302/0301-620x.101b12.bjj-2019-0315.r1.

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Aims Computer-based applications are increasingly being used by orthopaedic surgeons in their clinical practice. With the integration of technology in surgery, augmented reality (AR) may become an important tool for surgeons in the future. By superimposing a digital image on a user’s view of the physical world, this technology shows great promise in orthopaedics. The aim of this review is to investigate the current and potential uses of AR in orthopaedics. Materials and Methods A systematic review of the PubMed, MEDLINE, and Embase databases up to January 2019 using the keywords ‘orthopaedic’ OR ‘orthopedic AND augmented reality’ was performed by two independent reviewers. Results A total of 41 publications were included after screening. Applications were divided by subspecialty: spine (n = 15), trauma (n = 16), arthroplasty (n = 3), oncology (n = 3), and sports (n = 4). Out of these, 12 were clinical in nature. AR-based technologies have a wide variety of applications, including direct visualization of radiological images by overlaying them on the patient and intraoperative guidance using preoperative plans projected onto real anatomy, enabling hands-free real-time access to operating room resources, and promoting telemedicine and education. Conclusion There is an increasing interest in AR among orthopaedic surgeons. Although studies show similar or better outcomes with AR compared with traditional techniques, many challenges need to be addressed before this technology is ready for widespread use. Cite this article: Bone Joint J 2019;101-B:1479–1488
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G M, Ananya, i Ankit Kumar Singh. "Augmented Reality Sudoku Solver". ECS Transactions 107, nr 1 (24.04.2022): 2085–93. http://dx.doi.org/10.1149/10701.2085ecst.

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Solving Sudoku puzzles is now made easy through a few mobile applications. However, these applications fail to provide a fast and accurate solution. Computer Vision and Deep Learning have advanced to a level where another dimension for solving such puzzles has been added. The paper aims to propose a novel method to generate the solution of Sudoku puzzles and to display it using Augmented Reality. The Sudoku puzzle is recognized over several image processing phases, followed by recognition of letters using Deep Learning. The captured puzzle is then solved by a solver written in Rust. Eventually, the resultant mask of the solution is merged with the original image by computer vision and uses Augmented Reality to render the solution. The end-to-end pipeline takes milliseconds before an accurate final solution is obtained. The solver is extremely reliable in terms of precision and speed.
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Nurbekova, Zhanat, i Bayan Baigusheva. "On the Issue of Compliance with Didactic Principles in Learning using Augmented Reality". International Journal of Emerging Technologies in Learning (iJET) 15, nr 15 (14.08.2020): 121. http://dx.doi.org/10.3991/ijet.v15i15.14399.

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Augmented Reality, as one of the advanced technologies, in-creases the range of applications in various spheres of life every year. The evo-lution of the development and application of augmented reality in various spheres has shown its effectiveness also for the sphere of education. The analysis of varied studies shows the expanding penetration of augmented reality in education, while noting the positive impact of augmented reality on the quality of education. However, the didactic approach to the application of augmented reality in education has not yet been sufficiently studied. The article considers the use of digital educational resources with augmented reality as a didactic teaching tool. In addition, a system of didactic principles for learning using augmented reality is proposed.
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Sintia, Sintia, i Yonky Pernando. "DESIGN AUGMENTED REALITY FOR PROPERTY IN JIARMAH GROUP". J-Com (Journal of Computer) 3, nr 1 (12.03.2023): 17–22. http://dx.doi.org/10.33330/j-com.v3i1.2077.

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Abstract: Augmented reality is a technology that combines the virtual world and the real world in the form of two-dimensional or 3D objects in real time. This study uses the markerless augmented reality method to display the object. This study uses the prototype method where researchers listen to customers, build or revise mockups and customer test drive mockups. This augmented reality application was created using the Blender, Unity, Sketchup Pro and Vuforia SDK applications. Making three-dimensional objects is made using Blender and Sketchup Pro while making applications using Unity and Vuforia SDK. The results of the research on the application that was made were tested using blackbox testing where the test results obtained "as expected" which means the application is functioning and working properly. Keywords: augmented reality; markerless augmented reality; 3D Abstrak: Augmented reality adalah teknologi yang mengubah realitas menjadi objek dua dimensi atau tiga dimensi secara real time. Studi ini menggunakan metode augmented reality tanpa penanda untuk mengungkap objek. Penelitian ini menggunakan metode prototipe, di mana peneliti mendengarkan pelanggan, mengembangkan atau mengubah maket, kemudian meminta pelanggan untuk menguji coba maket tersebut. Aplikasi augmented reality ini dibuat menggunakan Blender, Unity, Sketchup Pro, dan Vuforia SDK. Objek tiga dimensi dibuat menggunakan Blender dan Sketchup Pro, sedangkan aplikasinya dibuat menggunakan Unity dan Vuforia SDK. Hasil penelitian pada aplikasi yang diuji menggunakan pengujian blackbox yang mendapatkan hasil "sesuai harapan" yang memiliki arti aplikasi sudah berfungsi dan bekerja dengan baik. Kata kunci: augmented reality; markerless augmented reality; 3D
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Julkarnain, M., Mohammad Taufan Asri Zaen, Nawassyarif Nawassyarif, Yudi Pratama i Yuliadi Yuliadi. "Augmented Reality-Based Medicine Plants Learning Applications". IJICS (International Journal of Informatics and Computer Science) 5, nr 2 (1.08.2021): 151. http://dx.doi.org/10.30865/ijics.v5i2.3157.

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This study aims to design and build learning applications for medicinal plants based on Augmented reality so that they can be used as interactive learning media. The research methods used are qualitative and quantitative methods. Data collection methods used in this study are observation, interview, documentation, questionnaires and literature study and use the Prototype method as a software development method. This Augmented Reality-based medicinal plant learning application was built using the C# and Blender programming language to create 3-dimensional image designs. The result of developing this application is a learning media that can be run on a Smartphone by utilizing interactive Augmented Reality technology. When this application is opened, the main page will appear containing several menus, namely the play, guide, learning, and quite menus. The features contained in Augmented Reality-Based Medicinal Plant Learning, namely the 3D object scan feature, can find out information about plants with scanned images. This application can help people to get to know medicinal plants and their properties. And it can be an effective learning medium. Based on the results of the questionnaire, the application made by the author received a positive response from the respondents, in many category, such as the display, educational, satisfaction, interactive and music
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Batyrova, Karshiya S., i Yaroslava G. Poshivaylo. "HISTORY OF AUGMENTED REALITY AND FURTHER TRENDS OF ITS USE IN CARTOGRAPHY". Vestnik SSUGT (Siberian State University of Geosystems and Technologies) 26, nr 5 (2021): 99–107. http://dx.doi.org/10.33764/2411-1759-2021-26-5-99-107.

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The article is devoted to the application of augmented reality (Augment Reality, AR) technologies in cartography. A review of the main stages of the formation of technologies and significant achievements in various spheres of human activity is carried out. An overview of the manufacturers of devices and technologies holding leading positions in the augmented reality market is made. Two main directions of AR application in cartography are highlighted: expansion of analog maps and improvement of navigation applications. A comparative analysis of navigation cartographic applications with augmented reality from the point of view of their functionality is given. A scheme of the use of AR technology in cartography is given, in which marker-based, markerless and spatial variants of augmented reality technology are considered. The conclusion about the need for wider introduction of augmented reality technologies into thematic cartography is made.
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Pagani, Alain. "Modeling Reality for Camera Registration in Augmented Reality Applications". KI - Künstliche Intelligenz 28, nr 4 (10.08.2014): 321–24. http://dx.doi.org/10.1007/s13218-014-0320-5.

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Schmalstieg, Dieter, Anton Fuhrmann, Gerd Hesina, Zsolt Szalavári, L. Miguel Encarnação, Michael Gervautz i Werner Purgathofer. "The Studierstube Augmented Reality Project". Presence: Teleoperators and Virtual Environments 11, nr 1 (luty 2002): 33–54. http://dx.doi.org/10.1162/105474602317343640.

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Our starting point for developing the Studierstube system was the belief that augmented reality, the less obtrusive cousin of virtual reality, has a better chance of becoming a viable user interface for applications requiring manipulation of complex three-dimensional information as a daily routine. In essence, we are searching for a 3-D user interface metaphor as powerful as the desktop metaphor for 2-D. At the heart of the Studierstube system, collaborative augmented reality is used to embed computer-generated images into the real work environment. In the first part of this paper, we review the user interface of the initial Studierstube system, in particular the implementation of collaborative augmented reality, and the Personal Interaction Panel, a two-handed interface for interaction with the system. In the second part, an extended Studierstube system based on a heterogeneous distributed architecture is presented. This system allows the user to combine multiple approaches— augmented reality, projection displays, and ubiquitous computing—to the interface as needed. The environment is controlled by the Personal Interaction Panel, a twohanded, pen-and-pad interface that has versatile uses for interacting with the virtual environment. Studierstube also borrows elements from the desktop, such as multitasking and multi-windowing. The resulting software architecture is a user interface management system for complex augmented reality applications. The presentation is complemented by selected application examples.
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Zaidi, Syeda Andaleeb, C. Ravi Kumar, M. Sujesh, A. V. Rajanikanth i Kollu Sunitha. "Augmented reality application in prosthodontics". IP Annals of Prosthodontics and Restorative Dentistry 8, nr 2 (15.05.2022): 98–103. http://dx.doi.org/10.18231/j.aprd.2022.019.

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Augmented reality refers to: “a technology that superimposes a computer-generated image on a user’s view of the real world, thus providing a composite view”. It has become resourceful in many fields including dentistry and medicine. Currently augmented reality is restricted to education, maxillofacial surgeries and implantology but further research and development can expand its uses to many other critical areas. In prosthodontics, visualization of a smile design or a prosthesis outcome becomes difficult to the patient. Augmented reality will make it easier for all the persons involved to establish a proper communication and desired treatment outcome for the patient as it will superimpose the desired outcome on the current patient situation. As augmented reality is becoming more common, its applications will become wider. This article presents a brief history of the development of augmented reality and its current applications in the field of prosthodontics.
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Teixeira, João Marcelo Xavier Natário, Lucas Figueiredo, Lucas Maggi, Veronica Teichrieb, Marcel Santos i Cristiano Araújo. "An Analytics Framework for Augmented Reality Applications". Journal on Interactive Systems 9, nr 2 (29.08.2018): 1. http://dx.doi.org/10.5753/jis.2018.699.

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Analytics is a well-known form of capturing information about the user behavior of an application. Augmented reality applications deal with specific data such as the camera pose, not being supported by popular analytics frameworks. To fill such gap, this work proposes an analytics framework solution for augmented reality applications. It supports both markerbased and markerless augmented reality scenarios, collecting data related to camera pose and time spent by the user on each position. Besides the multiplatform capture tool, the framework provides a data analysis visualization tool capable of highlighting the most visited 3D positions, users main areas of interest over the marker plane, the 3D path performed by the camera and also a recovery of the content viewed by the user based on the collected camera pose information. Tests were performed using as case study a promotional campaign scenario and user behavior information was extracted using the proposed visualization tools.
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Bagus Satria, Imron i Mika Debora Br Barus. "The Comparison Of Tracking Methods Using QR Code Marker And Texture Marker On Augmented Reality Application". International Journal of Economic, Technology and Social Sciences (Injects) 3, nr 2 (17.04.2023): 356–64. http://dx.doi.org/10.53695/injects.v3i2.855.

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The research entitled " The Comparison Of Tracking Methods Using QR Code Marker And Texture Marker On Augmented Reality Application" aims to build augmented reality-based learning applications, implement tracking methods and then compare QR code markers with texture markers to determine which markers are better in augmented reality. This application displays 3-dimensional virtual objects by utilizing augmented reality technology with the help of the vuforia library, unity 3D software, and blender. Comparison of tracking methods using QR code markers and texture markers based on factors that affect the success of the application in detecting markers/detection objects. These factors are detection angle, detection distance and light intensity. Based on the results of testing on augmented reality applications with tracking methods using QR code markers and texture markers, it is known that QR Code markers can better display 3-dimensional virtual objects based on detection distance and detection angle.
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Rundāne, Guna, i Lienīte Litavniece. "APPLICATION OF AUGMENTED REALITY IN E-COMMERCE". HUMAN. ENVIRONMENT. TECHNOLOGIES. Proceedings of the Students International Scientific and Practical Conference, nr 25 (23.04.2021): 91–95. http://dx.doi.org/10.17770/het2021.25.6786.

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The problem of research is still relatively low usage of augmented reality mobile applications in e-commerce, despite it’s advantages and opportunities to increase competitiveness. The aim of the research is to find out and explore the benefits of augmented reality in e-commerce. The paper discusses the definition of augmented reality, it’s advantages and looks through most succesfull mobile applications in e-commerce containing augmented reality. The author includes a case study from a very popular app “Makeup Genius” and examines the basis for its success. The most popular augmented reality apps allow customers to virtually try on products saving time by not having to go to a physical store. Several sources point out that the main advantage of augmented reality is greater consumer interaction with the application, which as a result creates a pleasant experience for the customer.
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Le, Huy, Minh Nguyen, Wei Qi Yan i Hoa Nguyen. "Augmented Reality and Machine Learning Incorporation Using YOLOv3 and ARKit". Applied Sciences 11, nr 13 (28.06.2021): 6006. http://dx.doi.org/10.3390/app11136006.

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Augmented reality is one of the fastest growing fields, receiving increased funding for the last few years as people realise the potential benefits of rendering virtual information in the real world. Most of today’s augmented reality marker-based applications use local feature detection and tracking techniques. The disadvantage of applying these techniques is that the markers must be modified to match the unique classified algorithms or they suffer from low detection accuracy. Machine learning is an ideal solution to overcome the current drawbacks of image processing in augmented reality applications. However, traditional data annotation requires extensive time and labour, as it is usually done manually. This study incorporates machine learning to detect and track augmented reality marker targets in an application using deep neural networks. We firstly implement the auto-generated dataset tool, which is used for the machine learning dataset preparation. The final iOS prototype application incorporates object detection, object tracking and augmented reality. The machine learning model is trained to recognise the differences between targets using one of YOLO’s most well-known object detection methods. The final product makes use of a valuable toolkit for developing augmented reality applications called ARKit.
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Arena, Fabio, Mario Collotta, Giovanni Pau i Francesco Termine. "An Overview of Augmented Reality". Computers 11, nr 2 (19.02.2022): 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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Tryana, Elma, i Lili Rusdiana. "Augmented Reality-Based Application Design for the Introduction of Rattan Furniture". Journal of Applied Science and Technology 2, nr 01 (16.01.2022): 1. http://dx.doi.org/10.30659/jast.2.01.1-6.

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Design is one of the important stages in building applications, also in building applications based on augmented reality. Augmented reality can visualize images into 3D forms for rattan furniture objects. This study aims to design applications in the introduction of furniture, so that the introduction of interior furniture is carried out through applications without having to go to furniture sales locations. There are 5 pieces of furniture that are included in the design of augmented reality-based applications, namely tables, chairs, sofas, cabinets, and baskets. Interface design using balsamiq wireframes. The design is also carried out by describing the design description through storyboards. Designing the use of augmented reality through image content on cards that function as markers. The data collection method used to design the application is the method of observation and literature.
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Hurst, William, Frida Ruiz Mendoza i Bedir Tekinerdogan. "Augmented Reality in Precision Farming: Concepts and Applications". Smart Cities 4, nr 4 (2.12.2021): 1454–68. http://dx.doi.org/10.3390/smartcities4040077.

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The amount of arable land is limited, yet the demand for agricultural food products is increasing. This issue has led to the notion of precision farming, where smart city-based technologies (e.g., Internet of Things, digital twins, artificial intelligence) are employed in combination to cater for increased production with fewer resources. Widely used in manufacturing, augmented reality has demonstrated impactful solutions for information communication, remote monitoring and increased interaction. Yet, the technology has only recently begun to find a footing alongside precision farming solutions, despite the many benefits possible to farmers through augmenting the physical world with digital objects. Therefore, this article reflects on literature discussing current applied solutions within agriculture, where augmented realty has demonstrated a significant impact for monitoring and production. The findings discuss that augmented reality must be coupled with other technologies (e.g., simultaneous localization and mapping algorithms, global positioning systems, and sensors), specifically 9 are identified across 2 application domains (livestock and crop farming) to be beneficial. Attention is also provided on how augmented reality should be employed within agriculture, where related-work examples are drawn from in order to discuss suitable hardware approaches and constraints (e.g., mobility).
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Conroy, Declan. "Property Rights in Augmented Reality". Michigan Technology Law Review, nr 24.1 (2017): 17. http://dx.doi.org/10.36645/mtlr.24.1.property.

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Increasingly, cities, towns, and even rural communities are being slowly reshaped by a dynamic yet initially imperceptible phenomenon: the elaboration of augmented reality. Through applications that place virtual features over specific, real-world locations, layers of augmented reality are proliferating, adding new elements to an increasingly wide range of places. However, while many welcome the sudden appearance of arenas for battling digital creatures in their neighborhood or the chance to write virtual messages on their neighbor’s wall, the areas being augmented oftentimes are privately owned, thereby implicating property rights. Many intrusions, of course, are de minimis: an isolated, invisible Pikachu unexpectedly appearing over the GPS coordinates corresponding with one’s home can hardly be labeled a tragedy. Nevertheless, other infringements—such as the inundation of a church’s facade with offensive digital messages or the establishment of a virtual center of commerce in one’s backyard—seem to demand a solution. To date, however, commentators, courts, and litigants have almost universally assumed that property law does not and cannot provide recourse for such intangible invasions. Resisting such expectations, this Essay will argue that not only can property law play a role in augmented reality, but that its application in this context leads naturally to a regime that protects real property owners’ interest in the digital space linked to their property. In the process of so doing, this Essay will illuminate how recognizing real property owners’ right to control relevant parcels of site-specific augmented reality does not mark a novel expansion of property law but accords—and in many ways is dictated by—existing theory and precedent. The project is divided into four parts. Part I provides an overview of augmented reality and its myriad applications, highlighting in the process the concerns many of these applications raise for real property owners. Part II then dissects a number of different property law theories and illustrates how rights to augmented reality—specifically rights inhering in the owner of the corresponding parcel of land—fit comfortably into each one. Finally, Part III analyzes case law supporting the recognition of this new property interest, focusing in particular on the ancient ad coelum and much more recent cyberproperty lines of cases. Part IV offers a brief conclusion.
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Safi, Maryam, Joon Chung i Pratik Pradhan. "Review of augmented reality in aerospace industry". Aircraft Engineering and Aerospace Technology 91, nr 9 (7.10.2019): 1187–94. http://dx.doi.org/10.1108/aeat-09-2018-0241.

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Purpose The purpose of this paper is to assess and determine the potential of augmented reality (AR) in aerospace applications through a survey of published sources. Design/methodology/approach This paper reviews a database of AR applications developed for the aerospace sector in academic research or industrial training and operations. The review process begins with the classification of these applications, followed by a brief discussion on the implications of AR technology in each category. Findings AR is abundantly applied in engineering, navigation, training and simulation. There is potential for application in in-flight entertainment and communication, crew support and airport operations monitoring. Originality/value This paper is a general review introducing existing and potential AR applications in various fields of the aerospace industry. Unlike previous publications, this article summarizes existing and emerging applications to familiarize readers with AR use in all of aerospace. The paper outlines example projects and creates a single comprehensive reference of AR advancements and its use in the aerospace industry. The paper provides individuals with a quick guide to available and emerging technology.
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Santoso, Mugni, Cipta Riang Sari i Syarli Jalal. "PROMOSI KAMPUS BERBASIS AUGMENTED REALITY". Jurnal Edukasi Elektro 5, nr 2 (30.11.2021): 105–10. http://dx.doi.org/10.21831/jee.v5i2.43496.

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ABSTRACT:In line with Industry 4.0, the author makes an augmented reality application as a promotional medium to convey campus information to the public, especially prospective students and students from Al Asyariah Mandar University. By using augmented reality technology, users can interact in digital (virtual) form. So AR is the proper application to make campus promotions more interesting. Analytical techniques are applied to design and create augmented reality-based campus promotion applications using qualitative analysis methods that prioritize the user interface, user experience, animation and 3d menu design. This application is made using the marked base tracking method. This augmented reality-based campus promotion application can display an AR camera system and render 3D objects of hall buildings, computer laboratories, mosques, classrooms and rectorates well. This augmented reality-based campus promotion application works well on Android systems. We hope that this application can be further developed so that it can be used on several platforms, not only on Android.ABSTRAK:Sejalan dengan Industri 4.0, penulis membuat aplikasi augmented reality sebagai media promosi untuk menyampaikan informasi kampus kepada masyarakat khususnya calon peserta didik dan mahasiswa. dari Universitas Al Asyariah Mandar. Dengan menggunakan teknologi augmented reality, pengguna dapat melakukan interaksi dalam bentuk digital (virtual). Jadi AR adalah aplikasi yang tepat untuk membuat promosi kampus menjadi lebih menarik. Teknik analisis diterapkan untuk merancang dan membuat aplikasi promosi kampus berbasis augmented reality menggunakan metode analisis kualitatif yang mengutamakan antarmuka pengguna, pengalaman pengguna, animasi dan desain menu 3d. Pembuatan aplikasi ini menggunakan metode marked base tracking. Aplikasi promosi kampus berbasis augmented reality ini dapat menampilkan sistem kamera AR dan merender objek 3D bangunan aula, laboratorium komputer, masjid, Gedung kelas dan rektorat dengan baik. Aplikasi promosi kampus berbasis augmented reality ini bekerja dengan baik di sistem Android. Kami berharap aplikasi ini dapat dikembangkan lebih lanjut sehingga dapat digunakan di beberapa platform, tidak hanya pada Android.
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İSTANBULLU, Aslihan, i Mehmet HORZUM. "Are Reality, Simulation, and Augmented Reality Interchangeable?" e-Kafkas Eğitim Araştırmaları Dergisi 10, nr 2 (31.08.2023): 353–71. http://dx.doi.org/10.30900/kafkasegt.1343058.

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Students often ask why they should learn or where they would use this knowledge when learning. Real-life experiences make learning more meaningful for the students. Thus, learning environments where the students could acquire real-life experiences are important. However, due to the student profile, crowded classes, inadequate course hours, technological advances, natural disasters, etc., conventional instruction methods could not meet student requirements and they could not practice. This negatively affects learning achievements and psychomotor skills of the students. Effective real-life educational experiences are required to improve learning achievements and psychomotor skills of the students. Thus, the present study aimed to investigate learning achievement and psychomotor skills levels of college students in the ICT course and substitution of augmented reality applications and simulations with real-life experiences. The study data were collected from 63 college students. Descriptive statistics, two-way ANOVA, and Wilcoxon Signed Rank Test analysis were employed to answer the research questions. The findings demonstrated that augmented reality and simulation-assisted learning environments were as effective as real-life learning environments in the improvement of the learning achievements and psychomotor skills of the students in the ICT course. Thus, it could be suggested that augmented reality or simulation applications could be employed in learning environments that lack real-life experiences.
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Al-Ghifari, Muhammad Hafidh, i Maulana Rizqi. "Game Portal Virtual Tugu Pahlawan Dengan Mobile Device Menggunakan Augmented Reality". Journal of Animation and Games Studies 6, nr 2 (15.10.2020): 113–28. http://dx.doi.org/10.24821/jags.v6i2.4212.

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The development of virtual game applications has become an attraction for some people. More specifically, Augmented Reality technology can introduce directly how the atmosphere in a certain location or place, therefore, in this study we tried to create applications that combine the real world with the virtual world. By using the Markerless Augmented Reality method which allows users to use the application anywhere and is not limited by markers. With the Augmented Reality application it also allows users to feel the atmosphere directly in the virtual world. For example, like the Tugu Pahlawan Monument in Surabaya, Augmented Reality technology can be utilized by introducing directly to the public about historical buildings in Surabaya, so that people who have never been there or who have been there by using the Augmented Reality application can immediately feel as if they are located at Tugu Pahlawan, and with a virtual portal it will connect the user’s location with the Tugu Pahlawan Monument and only use a mobile device.
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