178,926 research outputs found

    ARLearn: augmented reality meets augmented virtuality

    Get PDF
    Ternier, S., Klemke, R., Kalz, M., Van Ulzen, P., & Specht, M. (2012). ARLearn: augmented reality meets augmented virtuality [Special issue]. Journal of Universal Computer Science - Technology for learning across physical and virtual spaces, 18(15), 2143-2164.This article deals with educational opportunities for mixed reality games and related scenarios for learning. It discusses several issues and educational challenges to be tackled when linking augmented reality and augmented virtuality. Second, the paper describes the architecture of the ARLearn system which offers highly flexible support for different educational settings. Three prototypical use cases implemented based on the underlying ARLearn framework are discussed, which are a field trip system, an augmented Google StreetView client called StreetLearn, and a real time crisis intervention game. ARLearn combines real time notification and mixed reality games across Mobile Augmented Reality and Virtual Reality and the authors aim to use the underlying (open source) framework for further case studies and mixed reality applications for learning support

    COMPUTER HARDWARE RECOGNITION APPLICATION WITH AUGMENTED REALITY TECHNOLOGY

    Get PDF
    In the highly development of technology, thus encouraged to human activity facilitation. One of them was education that required technology in applying the learning system to be effective and flexible. Augmented Reality (AR) was a concept of combining virtual and work reality. Augmented Reality could provide advantages in the interaction between humans and computers, it could be a solution in applying teaching and learning process application in computer majors education, it would be interactive by using 3D.In the 3D object was generated into the the real image so visualization was looked like the original object. The strengthness of this application that the object could rotated so it was looked clearly from any side. This application gave many benefits for the users to know and use the hardware computer in clearly and understandable

    Soft, wireless periocular wearable electronics for real-time detection of eye vergence in a virtual reality toward mobile eye therapies

    Get PDF
    Ocular disorders are currently affecting the developed world, causing loss of productivity in adults and children. While the cause of such disorders is not clear, neurological issues are often considered as the biggest possibility. Treatment of strabismus and vergence requires an invasive surgery or clinic-based vision therapy that has been used for decades due to the lack of alternatives such as portable therapeutic tools. Recent advancement in electronic packaging and image processing techniques have opened the possibility for optics-based portable eye tracking approaches, but several technical and safety hurdles limit the implementation of the technology in wearable applications. Here, we introduce a fully wearable, wireless soft electronic system that offers a portable, highly sensitive tracking of eye movements (vergence) via the combination of skin-conformal sensors and a virtual reality system. Advancement of material processing and printing technologies based on aerosol jet printing enables reliable manufacturing of skin-like sensors, while a flexible electronic circuit is prepared by the integration of chip components onto a soft elastomeric membrane. Analytical and computational study of a data classification algorithm provides a highly accurate tool for real-time detection and classification of ocular motions. In vivo demonstration with 14 human subjects captures the potential of the wearable electronics as a portable therapy system, which can be easily synchronized with a virtual reality headset

    Patients' use of a home-based virtual reality system to provide rehabilitation of the upper limb following stroke

    Get PDF
    Background: A low cost, virtual reality system that translates movements of the hand, fingers and thumb into game play was designed to provide a flexible and motivating approach to increasing adherence to home based rehabilitation. Objective: Effectiveness depends on adherence, so did patients use the intervention to the recommended level. If not, what reasons did they give? Design: Prospective cohort study plus qualitative analysis of interviews. Methods: 17 patients recovering from stroke recruited to the intervention arm of a feasibility trial had the equipment left in their homes for eight weeks and were advised to use it three times a day for periods of no more than 20 minutes. Frequency and duration of use were automatically recorded. At the end of the intervention, participants were interviewed to determine barriers to using it in the recommended way. Results: Duration of use and how many days they used the equipment are presented for the 13 participants who successfully started the intervention. These figures were highly variable and could fall far short of our recommendations. There was a weak (p=0.053) positive correlation between duration and baseline reported activities of daily living. Participants reported familiarity with technology and competing commitments as barriers to use although appreciated the flexibility of the intervention and found it motivating

    Mixed Reality Architecture: Concept, Construction, Use

    Get PDF
    Mixed Reality Architecture (MRA) dynamically links and overlays physical and virtual spaces. This paper investigates the topology of and the relationships between the components of MRA. As a phenomenon, MRA takes its place in a long history of technologies that have influenced conditions for social interaction as well as the environment we build around us. However, by providing a flexible spatial topology spanning physical and virtual environments it presents new opportunities for social interaction across electronic media. An experimental MRA is described that allowed us to study some of the emerging issues in this field. It provided material for the development of a framework describing virtual and physical spaces, the links between those and the types of mixed reality structure that we can envisage it being possible to design using these elements. We propose that by re-introducing a level of spatiality into communication across physical and virtual environments MRA will support everyday social interaction, and may convert digital communication media from being socially conservative to a more generative form familiar from physical space

    Design & development of a simulation model to analyse scheduling rules in an FMS in a virtual manufacturing environment : a thesis presented in partial fulfilment of the requirements for the degree of Master of Technology in Manufacturing and Industrial Technology at Massey University

    Get PDF
    Due to the rapid changes in the needs of the customer for new products, the future manufacturing systems must cope with these changes. Hence, the need for the manufacturing systems to support these changes in the products with shorter lead times within a single manufacturing facility. The Virtual Manufacturing System (VMS) is one concept which can assist in meeting these demands. The VMS concept enables the manufacturing system designers to emulate and test the performance of the future manufacturing systems. This research has given an overview of the new concepts of Virtual Manufacturing Systems and Virtual Manufacturing in general. A Virtual Reality Software tool has been used to realise the VMS concept. A Virtual Manufacturing Environment representing a Flexible Manufacturing System (FMS) has been modelled. A simulation control language is employed for developing simulation control logics and decision making control logics for the development of the FMS model. The modelled FMS is implemented and tested through simulation experiments. The testing is done by analysing the traditional scheduling rules in a manufacturing facility. Average Machine Utilisation, Mean Flow Time, Average Queue Lengths and the System Production Rate are measured as the System Performance Measures for the evaluation of the scheduling rules. This research has identified that the Virtual Manufacturing Software is a powerful tool which can identify optimum configurations and highlight potential problems before a final and expensive manufacturing system is established physically

    Towards the Safety of Human-in-the-Loop Robotics: Challenges and Opportunities for Safety Assurance of Robotic Co-Workers

    Get PDF
    The success of the human-robot co-worker team in a flexible manufacturing environment where robots learn from demonstration heavily relies on the correct and safe operation of the robot. How this can be achieved is a challenge that requires addressing both technical as well as human-centric research questions. In this paper we discuss the state of the art in safety assurance, existing as well as emerging standards in this area, and the need for new approaches to safety assurance in the context of learning machines. We then focus on robotic learning from demonstration, the challenges these techniques pose to safety assurance and indicate opportunities to integrate safety considerations into algorithms "by design". Finally, from a human-centric perspective, we stipulate that, to achieve high levels of safety and ultimately trust, the robotic co-worker must meet the innate expectations of the humans it works with. It is our aim to stimulate a discussion focused on the safety aspects of human-in-the-loop robotics, and to foster multidisciplinary collaboration to address the research challenges identified

    Virtual Reality Interactive Learning Environment

    Get PDF
    Open Building Manufacturing (ManuBuild) aims to promote the European construction industry beyond the state of the art. However, this requires the different stakeholders to be well informed of what ‘Open Building Manufacturing’ actually entails with respect to understanding the underlying concepts, benefits and risks. This is further challenged by the ‘traditional ways of learning’ which have been predominantly criticised for being entrenched in theories with little or no emphasis on practical issues. Experiential learning has long been suggested to overcome the problems associated with the traditional ways of learning. In this respect, it has the dual benefit of appealing to adult learner's experience base, as well as increasing the likelihood of performance change through training. On-the-job-training (OJT) is usually sought to enable ‘experiential’ learning; and it is argued to be particularly effective in complex tasks, where a great deal of independence is granted to the task performer. However, OJT has been criticised for being expensive, limited, and devoid of the actual training context. Consequently, in order to address the problems encountered with OJT, virtual reality (VR) solutions have been proposed to provide a risk free environment for learning without the ‘do-or-die’ consequences often faced on real construction projects. Since ManuBuild aims to promote the EU construction industry beyond the state of the art; training and education therefore needs also to go beyond the state of the art in order to meet future industry needs and expectations. Hence, a VR interactive learning environment was suggested for Open Building Manufacturing training to allow experiential learning to take place in a risk free environment, and consequently overcome the problems associated with OJT. This chapter discusses the development, testing, and validation of this prototype
    • …
    corecore