958 research outputs found

    An Inertial Device-based User Interaction with Occlusion-free Object Handling in a Handheld Augmented Reality

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    Augmented Reality (AR) is a technology used to merge virtual objects with real environments in real-time. In AR, the interaction which occurs between the end-user and the AR system has always been the frequently discussed topic. In addition, handheld AR is a new approach in which it delivers enriched 3D virtual objects when a user looks through the device’s video camera. One of the most accepted handheld devices nowadays is the smartphones which are equipped with powerful processors and cameras for capturing still images and video with a range of sensors capable of tracking location, orientation and motion of the user. These modern smartphones offer a sophisticated platform for implementing handheld AR applications. However, handheld display provides interface with the interaction metaphors which are developed with head-mounted display attached along and it might restrict with hardware which is inappropriate for handheld. Therefore, this paper will discuss a proposed real-time inertial device-based interaction technique for 3D object manipulation. It also explains the methods used such for selection, holding, translation and rotation. It aims to improve the limitation in 3D object manipulation when a user can hold the device with both hands without requiring the need to stretch out one hand to manipulate the 3D object. This paper will also recap of previous works in the field of AR and handheld AR. Finally, the paper provides the experimental results to offer new metaphors to manipulate the 3D objects using handheld devices

    Using Mobile Augmented Reality to Enhance Health Professional Practice Education

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    The use of augmented reality (AR) as a new multimedia networking technology is increasing. An investigation was made of the value of using AR as a tool to support the teaching of clinical practice skills. A series of mobile AR resources were created for use on tablet computers and smartphones to supplement clinical skills teaching in the laboratory (using image recognition), and clinical practice (using geolocation). Undergraduate students in nursing, physiotherapy, and occupational therapy tested these resources in lab sessions, a location-based campus exercise, and during clinical practice experiences. Following this, a post-exposure web survey and focus group interviews were undertaken to appraise the value of these tools. Results demonstrated that the potential for students to use technologies they already possess in AR based m-learning may offer significant advantages, and offer a practical technique to engage learners. However, these technologies remain in an early stage of development and more robust implementations and sustainable platforms are required for mainstream educational use

    Augmented Reality: Emergent Applications and Opportunities for Industry 4.0

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    As the industry evolves further into digitalization, companies grow interested in new solutions made possible by the technologies of the Industry 4.0. One such paradigm is that of Augmented Reality (AR), which has seen significant growth in recent years, but still with great room for improvement, and still with many people unaware of its potential benefits. In its implementations, AR has generated value across a wide range of applications that aim at reducing the frequency of human error, decreasing the training time of professionals, and improving workflow. The purpose of this study is to understand the existing uses of AR across different fields, including its current state-of-the-art applications in the industrial sector, and find ways in which its systems in production lines could be improved, with a focus on the interaction between the user and the system, presenting a series of proposed solutions. To conclude, possible opportunities that could aid industry professionals and operators of manufacturing systems supported by AR are presented and discussed

    Augmented reality: emergent applications and opportunities for industry 4.0

    Get PDF
    As the industry evolves further into digitalization, companies grow interested in new solutions made possible by the technologies of the Industry 4.0. One such paradigm is that of Augmented Reality (AR), which has seen significant growth in recent years, but still with great room for improvement, and still with many people unaware of its potential benefits. In its implementations, AR has generated value across a wide range of applications that aim at reducing the frequency of human error, decreasing the training time of professionals, and improving workflow. The purpose of this study is to understand the existing uses of AR across different fields, including its current state-of-the-art applications in the industrial sector, and find ways in which its systems in production lines could be improved, with a focus on the interaction between the user and the system, presenting a series of proposed solutions. To conclude, possible opportunities that could aid industry professionals and operators of manufacturing systems supported by AR are presented and discussed.publishe

    Information Technology and Human Factors to Enhance Design and Constructability Review Processes in Construction

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    abstract: Emerging information and communication technology (ICT) has had an enormous effect on the building architecture, engineering, construction and operation (AECO) fields in recent decades. The effects have resonated in several disciplines, such as project information flow, design representation and communication, and Building Information Modeling (BIM) approaches. However, these effects can potentially impact communication and coordination of the virtual design contents in both design and construction phases. Therefore, and with the great potential for emerging technologies in construction projects, it is essential to understand how these technologies influence virtual design information within the organizations as well as individuals’ behaviors. This research focusses on understanding current emerging technologies and its impacts on projects virtual design information and communication among projects stakeholders within the AECO organizations.Dissertation/ThesisDoctoral Dissertation Civil and Environmental Engineering 201

    Augmented reality as a Thirdspace: Simultaneous experience of the physical and virtual

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    With the proliferation of devices that display augmented reality (AR), now is the time for scholars and practitioners to evaluate and engage critically with emerging applications of the medium. AR mediates the way users see their bodies, hear their environment and engage with places. Applied in various forms, including social media, e-commerce, gaming, enterprise and art, the medium facilitates a hybrid experience of physical and digital spaces. This article employs a model of real-and-imagined space from geographer Edward Soja to examine how the user of an AR app navigates the two intertwined spaces of physical and digital, experiencing what Soja calls a 'Third-space'. The article illustrates the potential for headset-based AR to engender such a Thirdspace through the author's practice-led research project, the installation Through the Wardrobe. This installation demonstrates how AR has the potential to shift the way that users view and interact with their world with artistic applications providing an opportunity to question assumptions of social norms, identity and uses of physical space.Comment: Preprint of chapter published in Proceedings of the 3rd International and Interdisciplinary Conference on Images and Imagination, edited by D. Villa and F. Zuccoli, 2023, Springer Nature, reproduced with permission of Springer Natur

    “Reality is in the air”: concept of perceived augmentation and exploration of its impact on consumer experience

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    Augmented reality (AR) technology is becoming increasingly used in marketing as a tool for enhancing consumer experience. Developed and defined in the fields of computer science and human-computer interaction, AR technology simulates an overlay of virtual annotations in the physical environment and interacts with it in real- time (Azuma et al., 2001). Some popular examples of AR include virtual mirrors (Ray Ban, ModiFace) and smartphone applications that simulate products such as furniture (IKEA). Despite its increasing deployment in marketing, related academic research about the significance of AR for consumer experience and its impact on consumer behavior has been scarce. This thesis approaches this gap in the literature by studying media characteristics of AR and examining their impact on consumer affective, cognitive and behavioral responses, following the approach of Theory of Interactive Media Effects by Sundar et al. (2015). Throughout a series of four articles, it aims to define salient media characteristics of AR technology and evaluate how they alter consumer experience. The 1st article examines to which extent AR shares media characteristics of other interactive technologies and how these characteristics – namely interactivity, modality, hypertextuality, connectivity, location-specificity, mobility, virtuality – influence consumer responses. Based on a literature review, a research agenda is proposed that identifies the knowledge gaps related to the impact of AR on various types of consumer responses. For example, it suggests that future research should investigate: how lower levels of hypertextuality in an AR app influence consumer satisfaction and exploratory behavior; how can AR represent a social experience, given that little connectivity is present in the current AR apps; what combinations of modality in terms of text, visuals and audio are most effective for AR; to which extent consumers perceive AR apps to be interactive and how that impacts their experience. Finally, the research agenda also underlines the importance of investigating the AR media characteristic augmentation (Preece et al., 2015), absent in previous interactive technologies. The 2nd article focuses on two salient media characteristics of AR apps – interactivity and augmentation. It shows that the presence of AR does not translate into an app being perceived as more interactive in comparison to a non-AR app in terms of control and responsiveness. On the other hand, the study offers first evidence that perceived augmentation is significantly higher for AR apps than for non-AR apps and that it represents a suitable psychological correlate (Sundar et al., 2015) for measuring the perception of AR characteristics that set it apart from other technologies. Two experimental studies demonstrate that perceived augmentation impacts the level of immersion into flow, which then mediates the impact of perceived augmentation on consumer attitude towards the app and behavioral intentions to use it again and talk about it. Based on the previous study, the 3rd article further develops the measurement items of perceived augmentation and investigates its impact on consumer experience. An in-the-wild study (Rogers, 2012) was conducted in a retail store, where we observed consumers’ interaction with an AR make-up try-on application. The findings show that such an application creates a playful experience and that shoppers would use such tool to narrow their consideration set or, in some cases, to even choose products to purchase. Furthermore, the survey study confirms that perceived augmentation significantly relates with playfulness, perceived convenience and behavioral intentions. Finally, a more complete scale for perceived augmentation is developed and validated in the 4th article. Items are refined through several qualitative studies, based on which we propose that perceived augmentation is comprised of two dimensions – virtual enhancement and virtual- physical congruency. An online study with 213 participants confirms this dimensionality and, furthermore, shows that virtual-physical congruency elicits significant impact on enjoyment and perceived informedness, which further impacts future use and purchase intention, while virtual enhancement does not yield a similar impact. The contribution of this thesis lies in defining perceived augmentation as the psychological correlate of AR’s unique media characteristic, augmentation, and in proposing and validating its measurement items. Furthermore, a series of three larger studies, all situated in different contexts (in a lab, in a retail store, online), explain how perceived augmentation yields a significant impact on consumer affective responses and behavioral intentions, and in some cases also on cognitive responses such as perceived convenience and informedness. It also highlights the importance of AR app integration in a specific context, which can prevent it from being perceived as gimmicky. The results of this work have implications for both practitioners and academics and offer numerous directions for future research

    Potential applications for virtual and augmented reality technologies in sensory science

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    peer-reviewedSensory science has advanced significantly in the past decade and is quickly evolving to become a key tool for predicting food product success in the marketplace. Increasingly, sensory data techniques are moving towards more dynamic aspects of sensory perception, taking account of the various stages of user-product interactions. Recent technological advancements in virtual reality and augmented reality have unlocked the potential for new immersive and interactive systems which could be applied as powerful tools for capturing and deciphering the complexities of human sensory perception. This paper reviews recent advancements in virtual and augmented reality technologies and identifies and explores their potential application within the field of sensory science. The paper also considers the possible benefits for the food industry as well as key challenges posed for widespread adoption. The findings indicate that these technologies have the potential to alter the research landscape in sensory science by facilitating promising innovations in five principal areas: consumption context, biometrics, food structure and texture, sensory marketing and augmenting sensory perception. Although the advent of augmented and virtual reality in sensory science offers new exciting developments, the exploitation of these technologies is in its infancy and future research will understand how they can be fully integrated with food and human responses. Industrial relevance: The need for sensory evaluation within the food industry is becoming increasingly complex as companies continuously compete for consumer product acceptance in today's highly innovative and global food environment. Recent technological developments in virtual and augmented reality offer the food industry new opportunities for generating more reliable insights into consumer sensory perceptions of food and beverages, contributing to the design and development of new products with optimised consumer benefits. These technologies also hold significant potential for improving the predictive validity of newly launched products within the marketplace
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