7,044 research outputs found

    ARLearn: augmented reality meets augmented virtuality

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    Ternier, S., Klemke, R., Kalz, M., Van Ulzen, P., & Specht, M. (2012). ARLearn: augmented reality meets augmented virtuality [Special issue]. Journal of Universal Computer Science - Technology for learning across physical and virtual spaces, 18(15), 2143-2164.This article deals with educational opportunities for mixed reality games and related scenarios for learning. It discusses several issues and educational challenges to be tackled when linking augmented reality and augmented virtuality. Second, the paper describes the architecture of the ARLearn system which offers highly flexible support for different educational settings. Three prototypical use cases implemented based on the underlying ARLearn framework are discussed, which are a field trip system, an augmented Google StreetView client called StreetLearn, and a real time crisis intervention game. ARLearn combines real time notification and mixed reality games across Mobile Augmented Reality and Virtual Reality and the authors aim to use the underlying (open source) framework for further case studies and mixed reality applications for learning support

    New Trends in Using Augmented Reality Apps for Smart City Contexts

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    The idea of virtuality is not new, as research on visualization and simulation dates back to the early use of ink and paper sketches for alternative design comparisons. As technology has advanced so the way of visualizing simulations as well, but the progress is slow due to difficulties in creating workable simulations models and effectively providing them to the users. Augmented Reality and Virtual Reality, the evolving technologies that have been haunting the tech industry, receiving excessive attention from the media and colossal growing are redefining the way we interact, communicate and work together. From consumer application to manufacturers these technologies are used in different sectors providing huge benefits through several applications. In this work, we demonstrate the potentials of Augmented Reality techniques in a Smart City (Smart Campus) context. A multiplatform mobile app featuring Augmented Reality capabilities connected to GIS services are developed to evaluate different features such as performance, usability, effectiveness and satisfaction of the Augmented Reality technology in the context of a Smart Campus

    A STRATEGIC VIEW ON INTERTWINING DIGITAL AND PHYSICAL MATERIALITIES ACROSS LIFECYCLES OF PRODUCTS AND SERVICES

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    Opportunities to use virtual, augmented, and mixed reality (VAM-R) are emerging in various sectors of the economy. To seize them, managers need to develop comprehensive strategies that intertwine digital and physical forms of materiality. This paper proposes a way to assess and steer the transformations of the reality-virtuality continuum across lifecycles of products and services. Our approach identifies use cases for VAM-R according to the (1) strategic imperative, (2) physical materiality, (3) reality-virtuality assessment, (4) digital materiality, (5) information value, and (6) project portfolio. The findings result from three action research cycles in manufacturing and healthcare. For theory, we propose a framework to evaluate the reality-virtuality continuum and guide VAM-R transformations. For practice, we propose and test an artefact accessible to domain experts with different backgrounds, and a sequence of steps to assist managers in their digitalization strategies with VAM-R. Lifecycle approaches offer an alternative perspective to situational transformation, potentially improving the pervasiveness of organizational changes using information technologies

    Minard revisited: exploring augmented reality in information design

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    This study intends to test and confirm the interest and viability of incorporating augmented reality (AR) technologies in cultural mediation driven by information design, focusing on narrative representation. It is specifically intended to explore semantic relations between reality and virtuality in augmented narratives, ie. expanded narratives through the multimodality enhanced by the use of interactive processes based in augmented reality systems. Departing from Charles Minard’s Figurative Map (1869), three experiments were conducted, in order to reinterpret the program embodied in that artefact, testing several hypotheses in which, through augmented reality, the combination of different modes and media configures different semantic relations between real and virtual. The action-reflection approach undertaken with Figurative Map experiments enabled us to observe and openly systematize different augmented reality functions regarding the physical instance, which can potentially expand traditional forms of information design. Although they are not entirely extrapolatable, the proposal of virtual functions regarding reality were repurposed and adapted from the illustration field, specifically from the semantic relation between text and image. It is acknowledged that this is an open model to be reconsidered and reformulated through several action-reflection iterations and fostered through the narrative study.publishe

    How Does Extended Reality Influence Consumer Decision Making? The Empirical Evidence from A Laboratory Experiment

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    Extended reality (XR) technologies such as virtual reality (VR) and augmented reality (AR) have been postulated to revolutionize many human endeavors commonly undertaken at a location such as work, education, shopping and so on. While this future scenario may become reality sooner or later in the future, it is an increasingly pertinent question how these technologies may affect our cognitive processing and related decision making. Especially in business and marketing, consumers’ decision making and choice plays the determining role in the business success. Therefore in this study we conduct a laboratory experiment in the shopping context for investigating the two main aspects of consumer decision making (quality and satisfaction) in four different extended reality conditions; physical reality, augmented reality, virtual reality and augmented virtuality (N = 160). The results show that XR technologies differentially influence consumer decision making. More specifically, AR had no significant effect on decision quality or satisfaction; while VR was positively associated with decision quality. In addition, there was no significant interaction effect between AR and VR on decision making

    Virtual Reality of Fantasy Travel Utopia

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    Virtual reality can be considered as one of the most influential technologies of the human future. Architecture as human life container is the most important platform for this technology. In order to understand outlook of virtual reality in architecture it is necessary to get familiar with this technology and its evolution. Many years ago, intervention of virtuality and reality was an impossible dream in the human mind. But when Jason Lanier, American scientist, announced realization of this dream, a new horizon was opened to the human. Although this technology initially was regarded mostly as fun and computer games, over the time, the virtual reality technology has become one of the controversial issues in art and science world. At first, non-immersive virtual reality came to existence and despite of evolution in human special imaginations, created challenges for the human in 3D world. However, after a while, immersive virtual reality made it possible to experience every spatial imagination foe the human. Architecture science was no exception in experiencing changes due to close relationship with special imaginations. Meanwhile, possibility of confronting the space designed in human scale, possibility for movement in the designed space as well as possibility for observing changes in different scales with lowest costs were changes in architecture world. But what which can fundamentally change future of architecture is combination of virtual reality and augmented reality, which allows the full integration of virtuality and reality
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