138,579 research outputs found

    Overview of Augmented Reality Technology

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    В статье рассматривается технология дополненной реальности, описаны принципы работы, компоненты для реализации, сравнение данной технологии с виртуальной реальностью. Рассмотрены существующие реализации приложений на основе дополненной реальности. Предоставлена информация о перспективах развития технологии

    Overview of open source augmented reality toolkit

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    Augmented reality or also known as AR is not a new technology. The technology has existed for almost 40 years ago after Ivan Sutherland introduced the first virtual reality (VR) application. At that time, works and research were mainly concerned to establish the hardware aspects of the technology. The head-mounted display (HMD) or some might called head-worn display is the result of augmented reality research and also one of the fundamental equipment for accessing the technology. As time goes by, the augmented reality technology has begin to mature to a point where the hardware cost and capabilities have collided to deliver a more feasible AR thus enable the rapid development of AR applications in many fields including education. To create a non-commercial AR application specifically for education, the ARToolkit can be taken into consideration. ARToolkit is the product of AR community and it is registered under the GNU General Public License. The user is provided with basic source code that lets the user easily develop Augmented Reality applications. Despite the fact that AR is not a new technology, people may unaware or unfamiliar with its existence. Therefore this paper is intended to (1) give an overview of augmented reality; and provides (2) solution to the technical problems that one’s will face in setting up open-source augmented reality toolkit

    An Overview of Capturing Live Experience with Virtual and Augmented Reality

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    In this paper, we review the use of virtual and augmented reality technologies for capture and externalization of tacit knowledge from complex activity in knowledge-intensive professions. We focus on technologies for converting experience hidden in activity with the aim to boost industry competitiveness, innovation, and facilitate learning on the job. As such types of knowledge and experience are difficult to capture and represent in traditional media, we explore emerging technology along two lines of investigation. First, we look at applications of virtual reality to then, second, focus on using sensors, augmented reality, and wearable technologies. We discuss existing and future applications of experience capturing with virtual and augmented reality technologies. This review provides a comprehensive overview for those interested in recording virtual, real, and augmented reality technologies. This review provides a comprehensive overview for those interested in recording virtual, real, and augmented activities, methods for delivering the recorded data, and extracting knowledge

    Methodological reflections on capturing augmented space: insights from an augmented reality field study

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    The growing popularity of augmented reality has led to an increased overlaying of physical, offline space with digital, augmented space. This is particularly evident in the public space of big cities, which already feature a multitude of holographic content that can be experienced via augmented reality devices. But how can we methodically capture the interrelation between physical and augmented space? In this augmented reality field study, a historical building was holographically reconstructed in its original size on a public city square. The test people were then able to move around and view the hologram from different angles via high-tech augmented reality glasses. Due to its explorative character and constantly changing field conditions, including, among other things, the Covid-19 pandemic, we had to critically reflect and adapt our methods to take into account technical, environmental, social, operationalisation, and recruitment issues. After evaluating our solutions to these issues, this article aims to illustrate the methodological challenges and opportunities of augmented reality field studies and to provide an overview of best practices for capturing the interrelationship of physical and augmented space

    Augmented Reality Implementation Methods in Mainstream Applications

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    Augmented reality has became an useful tool in many areas from space exploration to military applications. Although used theoretical principles are well known for almost a decade, the augmented reality is almost exclusively used in high budget solutions with a special hardware. However, in last few years we could see rising popularity of many projects focused on deployment of the augmented reality on different mobile devices. Our article is aimed on developers who consider development of an augmented reality application for the mainstream market. Such developers will be forced to keep the application price, therefore also the development price, at reasonable level. Usage of existing image processing software library could bring a significant cut-down of the development costs. In the theoretical part of the article is presented an overview of the augmented reality application structure. Further, an approach for selection appropriate library as well as the review of the existing software libraries focused in this area is described. The last part of the article outlines our implementation of key parts of the augmented reality application using the OpenCV library

    Future Trends of Virtual, Augmented Reality, and Games for Health

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    Serious game is now a multi-billion dollar industry and is still growing steadily in many sectors. As a major subset of serious games, designing and developing Virtual Reality (VR), Augmented Reality (AR), and serious games or adopting off-the-shelf games to support medical education, rehabilitation, or promote health has become a promising frontier in the healthcare sector since 2004, because games technology is inexpensive, widely available, fun and entertaining for people of all ages, with various health conditions and different sensory, motor, and cognitive capabilities. In this chapter, we provide the reader an overview of the book with a perspective of future trends of VR, AR simulation and serious games for healthcare

    Pengembangan Aplikasi Pembelajaran Gerbang dan Rangkaian Logika Memanfaatkan Augmented Reality Untuk Siswa SMK

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    As time goes by, technological developments are getting faster, one of which is mobile technology. In mobile technology in this era, what is often used is the use of augmented reality technology. The following study aims to provide an overview of several steps involved in making augmented reality-based Android learning media applications, gate materials, and a series of computer system lesson logic for vocational level students. In addition, to produce android learning media applications utilizing augmented reality logic circuit material for vocational level students that are practical, effective and valid. In this research, the type is application development. The process of developing this application applies the ADDIE method which is composed of five stages, namely Analysis, Design, Development, Implementation and Evaluation. From this study, the average score of validity of android mobile learning applications using augmented reality gates and logic circuits for vocational students is 4.54 and is included in the very valid section. The response results showed that students responded positively to mobile learning media, augmented reality-based logic circuits. From student responses, 80% of students responded in agreement to each part of the response, and 85% of students obtained scores above the minimum completeness criteria so that the use of logic circuit learning applications using augmented reality is categorized as effective. 

    Research Travelogue on Applications of Augmented Reality

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    Augmented reality (AR) is an interactive experience of a real-world environment where the objects that reside in the real world are enhanced by computer-generated perceptual information, sometimes across multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory.AR can be defined as a system that incorporates three basic features: a combination of real and virtual worlds, real-time interaction, and accurate 3D registration of virtual and real objects. This paper aims to provide an overview of current technologies and implementations of augmented reality as well as to describe the main application domains and outlining benefits. It also briefly describes about the powerful real time implementations of augmented reality and also its benefits

    Augmented Reality in Tourism – Research and Applications Overview

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    Augmented reality is a complex interdisciplinary field utilizing IT technologies in diverse areas such as medicine, education, architecture, industry, tourism and others, augmenting the real-time, real-world view with additional superimposed information in chosen format(s). The aim of this paper is to present an overview of both research and application aspects of using augmented reality technologies in tourism domain. While most research, and especially applications, are dealing with and developing visual-based augmented reality systems, there is a relevant amount of research discussing the utilization of other human senses such as tactioception and audioception, both being discussed within this work. A comprehensive literature analysis within this paper resulted with the identification, compilation and categorization of the key factors having the most relevant impact on the success of utilization of augmented technology in tourism domain
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