47,324 research outputs found

    Developing 3Dmetric Media Prototype through a Hypothetical Learning Trajector to Train Students Spatial Skill

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    Currently, the transformation industry 4.0 was going thoroughly, so that education must also transform to prepare students reaching standards technology industry. Augmented Reality (AR) is one of the major technological revolution. The purpose of this research is to develop a media-based 3Dmetric AR through Hypothetical Learning Trajectory, making students more easily develop their spatial abilities. The research method used is Design research in instructional materials development theorist based problems. The results of this research are the prototype of the 3Dmetric media through HLT right used to develop the ability of students in the spatial dimensions of rotation, constructive space, reconstruction, visualization, and orientation. By using the media 3Dmetric, students can perform spatial geometry activity hypothesis 6. 3DMetric media through HLT is a constructivist and meets AR design principles, i.e. giving challenge, give fantasy, and look at the part that is not visible to the user

    Exploring the Design Space of Immersive Urban Analytics

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    Recent years have witnessed the rapid development and wide adoption of immersive head-mounted devices, such as HTC VIVE, Oculus Rift, and Microsoft HoloLens. These immersive devices have the potential to significantly extend the methodology of urban visual analytics by providing critical 3D context information and creating a sense of presence. In this paper, we propose an theoretical model to characterize the visualizations in immersive urban analytics. Further more, based on our comprehensive and concise model, we contribute a typology of combination methods of 2D and 3D visualizations that distinguish between linked views, embedded views, and mixed views. We also propose a supporting guideline to assist users in selecting a proper view under certain circumstances by considering visual geometry and spatial distribution of the 2D and 3D visualizations. Finally, based on existing works, possible future research opportunities are explored and discussed.Comment: 23 pages,11 figure

    The Impact of Experiential Augmented Reality Applications on Fashion Purchase Intention

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    Utilizing the stimulus-organism-response (SOR) model, the purpose of this study is to examine the effects of augmented reality (AR) (specifically augmentation) on consumers’ affective and behavioral response and to assess whether consumers’ hedonic motivation for shopping moderates this relationship. An experiment using the manipulation of AR and no AR was conducted with 162 participants aged between 18 and 35. Participants were recruited through snowball sampling and randomly assigned to the control or stimulus group. The hypothesized associations were analyzed using linear regression with bootstrapping. The paper demonstrates the benefit of using an experiential AR retail application (app) to positively impact purchase intention. The results show this effect is mediated by positive affective response. Furthermore, hedonic shopping motivation moderates the relationship between augmentation and the positive affective response. Because of the chosen research approach, the results may lack generalizability to other forms of augmentation. Therefore, researchers are encouraged to test the proposed model using different types of AR stimuli. Furthermore, replication of the study with other populations would increase the generalizability of the findings. Results of this study provide a valuable reference for retailers of the benefits of using AR when attempting to optimize experiential value in online environments. The study contributes to experiential retail and consumer purchase behavior research by deepening the conceptualization of the impact of experiential technologies, more specifically AR apps, by considering the role of hedonic shopping motivations.Peer reviewe

    AUGMENTED REALITY FOR SARAWAK TOURISM USING SPARK

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    Nowadays, there are many inventions that using Augmented Reality (AR) technologies to simplify our daily life. Augmented Reality (AR) applies digital content to a live camera stream, making it look like it's part of our physical world. When the evolution of augmented reality is concerned, it has rapidly been used in the fields of business, logistics, gaming, manufacturing, retail industry, tourism and many more. For this millennia, people need something quick and interesting. This project is one of the technology that meets the requirement and what people are looking for in this current era. Before the advent of AR technology, people usually only took pictures using their device especially when they are traveling and sometimes the pictures they took were lost. It is also difficult to provide physical props for shooting tourist photographs, particularly in the city area. There are also some limitations before the advent of filters technology. It is because the use of the device does not have attractive features and user-friendly interface. Furthermore, Sarawak City is one of the biggest contributor in Malaysia’s tourism industry and known as a city with full of culture. However, to maintain the Sarawak’s culture in a long term is not easy because it is so challenging when it comes to promoting tourism. The new proposed technology however eradicates this problem by develop the features of AR camera effects that gives user a great experience using this AR Sarawak Tourism filters in Instagram and Facebook as they can know a lot about Sarawak Culture. Also, this project is one of the way to promote and maintaining Sarawak Tourism and Culture itself

    Augmented reality for high-throughput phenotyping

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    Master of ScienceDepartment of Computer ScienceMitchell NeilsenSmart glasses, like smart phones, have separate operating systems, and can execute many different kinds of software and games. Smart glasses can be used to add a schedule, map navigation, interact with friends, take photos and videos, and make video calls with friends through voice control. They can support wireless network access through a mobile communication network. Bluetooth is a radio technology that supports short-range communication between of the devices. It can exchange information between devices including mobile phones, wireless headsets, laptops, etc. Bluetooth technology can effectively simplify the communication between mobile devices. This thesis focuses on smart glasses applications for high-throughput phenotyping which requires a data monitor, data synchronization, Bluetooth service, and voice control between devices. On the Android side, the application, which is extended, is called Field Book. The new software called Field Book AR, includes a data monitor module and a Bluetooth server module to achieve data exchange with smart glasses. On the smart glasses side, the application is called DataReceiver. It receives voice commands from users and controls the actions of Field Book AR. Also, when Field Book detects data changing, it accepts new data and shows changes to the users
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