182,135 research outputs found

    PARAMETERS OF AUGMENTED REALITY AND ITS USE IN EDUCATION

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    This article examines the issue of augmented reality and possibilities of its application in education. It briefly reports on selected results of a broader survey focused on technological, psychological, physiological and didactical aspects of the issue. It presumes that augmented reality has its unique place in technical teaching tools since it is a technological-perception concept, which in certain didactical situations creates more suitable perceptual environment than real environment itself on one hand, or virtual environment on the other. It focuses on identification of the technological-functional properties and specifics of augmented reality systems and on verification of model examples of augmented reality applications in school practice. It characterizes the course and results of empirical research project based on a descriptive case study exploring the cases of implementing selected application solutions of augmented reality into learning experience in accordance with the model of pro-active action research

    Using the Proteus virtual environment to train future IT professionals

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    Abstract. Based on literature review it was established that the use of augmented reality as an innovative technology of student training occurs in following directions: 3D image rendering; recognition and marking of real objects; interaction of a virtual object with a person in real time. The main advantages of using AR and VR in the educational process are highlighted: clarity, ability to simulate processes and phenomena, integration of educational disciplines, building an open education system, increasing motivation for learning, etc. It has been found that in the field of physical process modelling the Proteus Physics Laboratory is a popular example of augmented reality. Using the Proteus environment allows to visualize the functioning of the functional nodes of the computing system at the micro level. This is especially important for programming systems with limited resources, such as microcontrollers in the process of training future IT professionals. Experiment took place at Borys Grinchenko Kyiv University and Sumy State Pedagogical University named after A. S. Makarenko with students majoring in Computer Science (field of knowledge is Secondary Education (Informatics)). It was found that computer modelling has a positive effect on mastering the basics of microelectronics. The ways of further scientific researches for grounding, development and experimental verification of forms, methods and augmented reality, and can be used in the professional training of future IT specialists are outlined in the article

    Guidelines for designing augmented reality games

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    The growing popularity of augmented reality (AR) games in both a research and more recently commercial context has led for a need to take a closer look at design related issues which impact on player experience. While issues relating to this area have been considered, to date most of the emphasis has been on the technology aspects. Furthermore it is almost always assumed that the augmented reality element in itself will provide a sufficient experience for the player. This has led to a need to evaluate what makes a successful augmented reality game. In this paper we present a set of design guidelines which are drawn from experiences of three mixed reality games. The guidelines provide specific guidance on relationships between real and virtual space, social interaction, use of AR technologies, maintaining consistent themes and implicitly address higher level aspects such as presence within a particular augmented reality place

    Game Portal Virtual Tugu Pahlawan Dengan Mobile Device Menggunakan Augmented Reality

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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

    Meetings and Meeting Modeling in Smart Environments

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    In this paper we survey our research on smart meeting rooms and its relevance for augmented reality meeting support and virtual reality generation of meetings in real time or off-line. The research reported here forms part of the European 5th and 6th framework programme projects multi-modal meeting manager (M4) and augmented multi-party interaction (AMI). Both projects aim at building a smart meeting environment that is able to collect multimodal captures of the activities and discussions in a meeting room, with the aim to use this information as input to tools that allow real-time support, browsing, retrieval and summarization of meetings. Our aim is to research (semantic) representations of what takes place during meetings in order to allow generation, e.g. in virtual reality, of meeting activities (discussions, presentations, voting, etc.). Being able to do so also allows us to look at tools that provide support during a meeting and at tools that allow those not able to be physically present during a meeting to take part in a virtual way. This may lead to situations where the differences between real meeting participants, human-controlled virtual participants and (semi-) autonomous virtual participants disappear

    Perancangan Game “IM HERE” Berbasis Augmented Reality dan Location Based Sebagai Media Promosi

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    On a business there must be advertise for a product, services, and also for entertainment. Advertisement activities has been changed from door to door advertisement to technological advertisement. Technology that used for advertisement are televisions, web and social media. One of the new technology and media that use for advertisement are games. Games as advertisement tool use ads via monetizing and promote services. Some company use augmented reality and location based technology which new technology as advertisement enhancement to attract costumer. Augmented reality is technology that combine real world object and game object, and location based is technology that determine user location in the point of world as coordinate or place descriptions. Augmented reality and location based can be implemented using Unity3D algorithm through accessing user camera and gps. Location based can be implemented as marker for some feature to active if company that want advertise their product or place, user must get profit from activating the feature. Using augmented reality and location base as gameplay may give new experience for user and attract new user or customer

    Service innovation: using augmented reality in the IKEA place app

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    IKEA, a worldwide known “Assemble & Install-It-Yourself” furniture company with Swedish origin, launched an augmented reality app, namely, IKEA Place, that aimed to solve practical problems surrounding furniture shopping in September 2017. The IKEA Place, which used augmented reality to allow its users to visualize how furniture will look in their own home, is examined in this article. Discussion is centered around how the app allowed IKEA to create a service-centered value as it signaled that it understood the hurdles involved in the furniture shopping process for investing to extend technology-based support to its customers
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