131,422 research outputs found
The augmented knowledge workshop
The story of my involvement with on-line workstations begins in early 1951, with a vision and a life-time professional commitment. Over thirty-four years of pursuit have created a lot o
10 Years of Object-Oriented Analysis on H1
Over a decade ago, the H1 Collaboration decided to embrace the
object-oriented paradigm and completely redesign its data analysis model and
data storage format. The event data model, based on the RooT framework,
consists of three layers - tracks and calorimeter clusters, identified
particles and finally event summary data - with a singleton class providing
unified access. This original solution was then augmented with a fourth layer
containing user-defined objects.
This contribution will summarise the history of the solutions used, from
modifications to the original design, to the evolution of the high-level
end-user analysis object framework which is used by H1 today. Several important
issues are addressed - the portability of expert knowledge to increase the
efficiency of data analysis, the flexibility of the framework to incorporate
new analyses, the performance and ease of use, and lessons learned for future
projects.Comment: 14th International Workshop on Advanced Computing and Analysis
Techniques in Physics Researc
Improved learning accessibility and professionalism of teachers in remote areas through mentoring development of teaching materials based on Augmented Reality
The problem that underlies the Augmented Reality-based teaching material development assistance program for teachers in remote areas is located in the gap in the progress of the quality of education between remote and urban areas caused by demanding access to cities, and the lack of knowledge and understanding of teachers in developing materials innovative teaching by utilizing current technological advancements. Community service activities aim to produce innovative teaching materials based on Augmented Reality at Muhammadiyah 4 Daun Vocational School and MTs Muhammadiyah 5 Daun Sangkapura, Bawean Island. Bawean Island is located 80 miles or 135 km north of Java. The geographical location and transportation conditions connecting Bawean and Gresik islands are the main obstacles for teachers on Bawean island to follow the development of science and technology which results in the low quality of the learning process so that it lags behind the development of information technology.
Form of implementation of the program as a realization troubleshooting manifest in periodic and scheduled activities through a strengthening phase followed the concept of mobile learning needs analysis workshop, workshop material development, and implementation with the assistance of a team of stewards and continued application independently by the school in the implementation phase of using the steps Lesson Study as much as two cycles. The method used in the implementation of this activity is the method of discussion, workshops, and direct practice in class. Increased knowledge and ability of teachers teaching materials related to the development of innovative Augmented Reality-based and capable of producing the best practices in the implementation report the development of innovative teaching materials based Augmented Reality in learning in SMK Muhammadiyah 4 Daun and MTs Muhammadiyah 5 Daun Sangkapura, Bawea
PERANCANGAN APLIKASI PENGENALAN KENDARAAN BERMOTOR BERBASIS AUGMENTED REALITY DENGAN METODE MARKERLESS TRACKING
Augmented Reality is a real illustration depicted through a virtual world explaining the actual situation displayed in the form of video and 3D animation. The advanced features of the smartphone allow using the android operating system. Augmented Reality is relevant as a medium of information, such as information about beat motor spareparts, knowledge about the function of each sparepart and information about the characteristics of damage experienced by motorcycle spareparts. Augmented Reality work system detects objects that have been captured first, this is called a marker. Markerless is an image or involving an object that is detected directly for container that spawns 3D objects in the application. The application design requires Unity software for making AR applications and processing script programs, Vuforia is a database for storing markers. CorelDraw is a graphic design modeling software that is used to make markers. Blender in making 3D objects. Augmented Reality application that is applied to smartphone media using an Android-based operating system. The use of AR applications is expected to be an innovative communication from the workshop to consumers. Consumers also independently analyze and determine what spare parts are being damaged.
 
Using the Proteus virtual environment to train future IT professionals
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
Parametric Surfaces for Augmented Architecture representation
Augmented Reality (AR) represents a growing communication channel, responding to the need to expand reality with additional information, offering easy and engaging access to digital data. AR for architectural representation allows a simple interaction with 3D models, facilitating spatial understanding of complex volumes and topological relationships between parts, overcoming some limitations related to Virtual Reality. In the last decade different developments in the pipeline process have seen a significant advancement in technological and algorithmic aspects, paying less attention to 3D modeling generation. For this, the article explores the construction of basic geometries for 3D model’s generation, highlighting the relationship between geometry and topology, basic for a consistent normal distribution. Moreover, a critical evaluation about corrective paths of existing 3D models is presented, analysing a complex architectural case study, the virtual model of Villa del Verginese, an emblematic example for topological emerged problems. The final aim of the paper is to refocus attention on 3D model construction, suggesting some "good practices" useful for preventing, minimizing or correcting topological problems, extending the accessibility of AR to people engaged in architectural representation
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Location-based and contextual mobile learning. A STELLAR Small-Scale Study
This study starts from several inputs that the partners have collected from previous and current running research projects and a workshop organised at the STELLAR Alpine Rendevous 2010. In the study, several steps have been taken, firstly a literature review and analysis of existing systems; secondly, mobile learning experts have been involved in a concept mapping study to identify the main challenges that can be solved via mobile learning; and thirdly, an identification of educational patterns based on these examples has been done.
Out of this study the partners aim to develop an educational framework for contextual learning as a unifying approach in the field. Therefore one of our central research questions is: how can we investigate, theorise, model and support contextual learning
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