29,825 research outputs found
Augmented Reality in Astrophysics
Augmented Reality consists of merging live images with virtual layers of
information. The rapid growth in the popularity of smartphones and tablets over
recent years has provided a large base of potential users of Augmented Reality
technology, and virtual layers of information can now be attached to a wide
variety of physical objects. In this article, we explore the potential of
Augmented Reality for astrophysical research with two distinct experiments: (1)
Augmented Posters and (2) Augmented Articles. We demonstrate that the emerging
technology of Augmented Reality can already be used and implemented without
expert knowledge using currently available apps. Our experiments highlight the
potential of Augmented Reality to improve the communication of scientific
results in the field of astrophysics. We also present feedback gathered from
the Australian astrophysics community that reveals evidence of some interest in
this technology by astronomers who experimented with Augmented Posters. In
addition, we discuss possible future trends for Augmented Reality applications
in astrophysics, and explore the current limitations associated with the
technology. This Augmented Article, the first of its kind, is designed to allow
the reader to directly experiment with this technology.Comment: 15 pages, 11 figures. Accepted for publication in Ap&SS. The final
publication will be available at link.springer.co
Mobile learning: benefits of augmented reality in geometry teaching
As a consequence of the technological advances and the widespread use of mobile devices to access information and communication in the last decades, mobile learning has become a spontaneous learning model, providing a more flexible and collaborative technology-based learning. Thus, mobile technologies can create new opportunities for enhancing the pupils’ learning experiences. This paper presents the development of a game to assist teaching and learning, aiming to help students acquire knowledge in the
field of geometry. The game was intended to develop the following competences in primary school learners (8-10 years): a better visualization of geometric objects on a plane and in space; understanding of the properties of geometric solids; and familiarization with the vocabulary of geometry. Findings show that by using the game, students have improved around 35% the hits of correct responses to the classification and differentiation between edge, vertex and face in 3D solids.This research was supported by the Arts and Humanities Research Council Design Star CDT (AH/L503770/1), the Portuguese Foundation for Science and Technology (FCT) projects LARSyS (UID/EEA/50009/2013) and CIAC-Research Centre for Arts and Communication.info:eu-repo/semantics/publishedVersio
Effective Learning Method Using Extended Reality: Digital TWI
Training within Industry was created under World War II by the U.S. Department of War, within the War Manpower Commission, to assist defense industries meet the high production output demand from less or inexperienced labor. It ran from 1940 to 1945, made its way to Japan after the war and became a foundational component of the Toyota Production System (TPS). TWI is a well-proven lean education methodology consists of four main modules: Job Instructions (JI), Job Relations (JR), Job Methods (JM) and Program Development. This paper aims to explore combining TWI Job Instructions (JI) module with extended reality (XR) smart glasses and technologies that may create an effective and innovative lean education program.acceptedVersio
Controlling a remotely located Robot using Hand Gestures in real time: A DSP implementation
Telepresence is a necessity for present time as we can't reach everywhere and
also it is useful in saving human life at dangerous places. A robot, which
could be controlled from a distant location, can solve these problems. This
could be via communication waves or networking methods. Also controlling should
be in real time and smooth so that it can actuate on every minor signal in an
effective way. This paper discusses a method to control a robot over the
network from a distant location. The robot was controlled by hand gestures
which were captured by the live camera. A DSP board TMS320DM642EVM was used to
implement image pre-processing and fastening the whole system. PCA was used for
gesture classification and robot actuation was done according to predefined
procedures. Classification information was sent over the network in the
experiment. This method is robust and could be used to control any kind of
robot over distance
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