4,017 research outputs found

    A Model of Hybrid Media for Publishing Industry

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    Supported by the wide diffusion of mobile technologies, internet-based media risk to become a popular alternative to traditional print media. The ubiquitous connection to the internet enables to reach a multitude of virtual contents such as videos, images, 3d representations and hypertexts. Moreover internet-based media enable the direct interaction between user and publisher: the user can provide feedback, express preferences and receive related recommendations. Motivated by the necessity to modify the traditional paradigm of print media to face the competition of internet-based media, we show a perspective oriented to integrate paper medium and internet-based contents. This approach finds expression in the core results of our research: the ontology model of a general mixed reality (MR) environment for hybrid media, which is adopted to describe our system, and the integration of a recommender system into a MR environment, which is possible through the development of an automated app creation proces

    Preliminary study of Augmented Reality based manufacturing for further integration of Quality Control 4.0 supported by metrology

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    Augmented Reality (AR) is a key technology enabling Industry 4.0, which enriches human perspectives by overlaying digital information onto the real world. The maturity of AR technology has grown recently. As processes in the automotive and aeronautic sectors require high quality and near-zero error rates to ensure the safety of end-users, AR can be implemented to facilitate workers with immersive interfaces to enhance productivity, accuracy and autonomy in the quality sector. In order to analyse whether there is a real and growing interest in the use of AR as assisting technology for manufacturing sector in general and quality control in particular, two specific research questions are defined. In addition, two well-known research databases (Scopus, Web of Science) are used for the paper selection phase in accordance with the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) methodology to conduct a preliminary study and evaluate the current development of AR applications in manufacturing sector in order to answer the defined questions. It is found that while the development of AR technology has widely implemented to assign real-time information to several systems and processes in assembly and maintenance sectors, this tendency has only emerged in the quality sector over the last few years. However, AR-based quality control has proved its advantages in improving productivity, accuracy and precision of operators as well as benefits to manufacturing in terms of product and process quality control across different manufacturing phases

    The Immersive Power of Augmented Reality

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    Augmented reality is one of the technologies that have received great attention and interest in recent years. In a world where the boundaries between the real and the virtual are blurring, this immersive technology enriches and complements the reality with digital content and allows people to gain a complete and real sense of the objects around them. Currently, the applications of augmented reality go beyond the domains of games and entertainment and are aimed at taking the full advantage of the technology in areas such as medicine, architecture, business, tourism, education and more. The current paper presents the essence of technology and types of augmented reality systems. The basic approaches for creating augmented reality applications are discussed. Specific examples of the application of the technology in the field of education are given-an augmented book and augmented reality educational projects, whose purpose is to make learning an interesting, immersive, engaging and motivating process

    Virtual Reality and Memorials:(Re)Building and Experiencing the Past

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    Updating the art history curriculum: incorporating virtual and augmented reality technologies to improve interactivity and engagement

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    Master's Project (M.Ed.) University of Alaska Fairbanks, 2017This project investigates how the art history curricula in higher education can borrow from and incorporate emerging technologies currently being used in art museums. Many art museums are using augmented reality and virtual reality technologies to transform their visitors' experiences into experiences that are interactive and engaging. Art museums have historically offered static visitor experiences, which have been mirrored in the study of art. This project explores the current state of the art history classroom in higher education, which is historically a teacher-centered learning environment and the learning effects of that environment. The project then looks at how art museums are creating visitor-centered learning environments; specifically looking at how they are using reality technologies (virtual and augmented) to transition into digitally interactive learning environments that support various learning theories. Lastly, the project examines the learning benefits of such tools to see what could (and should) be implemented into the art history curricula at the higher education level and provides a sample section of a curriculum demonstrating what that implementation could look like. Art and art history are a crucial part of our culture and being able to successfully engage with it and learn from it enables the spread of our culture through digital means and of digital culture

    AURA_ A MEDIA DEVICE FOR NEW NARRATION SPACES IN MUSEUM CONTEXTS

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    The long months of social distance to which the pandemic has forced us have certainly accelerated the idea that the remediation of the concept of distance in a digital horizon can open up new spaces of negotiation for many social and cultural practices in the future. But it has also, dramatically, highlighted the limits and risks contained in the very idea that the experience of the meta-universe can really do without the mediation of physical reality and human direct intervention. The reflections and design experience proposed here therefore aim to reflect on the role that the new technologies and traditional professionals are playing in relation with the phygital cultural experience. The idea of the contemporary museum is indagated, questioning, however, the quality of the 'relationship' between the work of art and the user and the ways in which design can respond creatively to the demand for cultural consumption by activating new processes of attribution of meaning

    Augmented Reality Design of Indonesia Fruit Recognition

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    Augmented Reality (AR) is one of the popular technologies nowadays. Along with the technological advances, Augmented Reality is an effort to combine the real world and virtual worlds created through computers so that the boundary between the two becomes very thin because Augmented Reality allows users to interact in real-time with the system. Augmented Reality can be applied in various fields according to the needs of each user. One application is on Android-based mobile hardware applications. This research developed the Augmented Reality battle with some of the features more interactive, interesting and clearer information to facilitate the user in its operation. This Augmented Reality is applied to the Android mobile device with the name of FruitGarden. This paper presented of designing Augmented Reality for recognizing the fruit of Indonesia archipelago which will give a different view of performing the fruit image and information

    Cycling as Reading a Cityscape: A Phenomenological Approach to Interface-Shaped Perception

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    This essay attempts to assess whether the perceptual issues posed by the contemporary interface culture, and the constant attitude shift demanded by the new media between the “natural” and the “as if” modes, might be considered a significant challenge for phenomenological aesthetics as understood in terms of Merleau-Ponty’s phenomenology of perception. To demonstrate how the use of a particular interface profoundly shapes the form and structure of an activity as well as enabling perception of a particular kind, the author does not focus directly on the state-of-the-art smart interfaces, but describes the experience of cycling in a large city, with the interface in the form of the bicycle upgraded with an imagined ride simulator. While the former enables a very particular entrance into the world of perception, shaped by its moderate speed and detachment from the ground, the latter enables techno-shaped perception in the “as if” screenic mode. The experience described raises questions concerning the kinaesthetic, proprioceptive and motor features contributing to the cyclist’s mobile perception, as well as pointing to issues related to the reading of the city’s network as a particular spatial configuration generated by the cyclist’s realtime activity. This is the space-time-event-ridescape maintained and modified by the corporeal act of cycling. The spatiality of such a ride does not presume the notion of a space that contains the cyclist, but builds on notions of being-in-the-ridescape (as a kind of cityscape), in terms not only of full corporeal and mental engagement, but also of bodily literacy. The reading of the cityscape enabled by the combination of two interfaces, the bicycle and the ride simulator, is discussed in relation to de Certeau’s account of pedestrian (walking) experience in a big city, his distinction between strategies and tactics, and the notion that each cyclist contributes a novel story to ridetext, which is viewed not as an aesthetic object but as the production of puzzles for the rider to solve. The paper cocludes by questioning the capacity of phenomenology to accommodate the contemporary phenomenon of a “mixed” or “augmented reality” either in concept or in relation to the demands of the phenomenological reduction and the ends of the epoché. Indo-Pacific Journal of Phenomenology, Volume 10, Edition 2, October 2010: 61-7
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