77,955 research outputs found

    The Roles of Virtual Reality and Augmented Reality During The COVID-19 Pandemic

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    Abstract:  This paper aims to describe the roles of virtual reality and augmented reality during the COVID-19 pandemic. Method of the study: It is a narrative literature review. Literature was searched in Science Direct and Google Scholar databases. Review and research paper were included. Short notes and commentary were excluded. Results revealed that the invention of Augmented-Reality, Virtual-Reality, and Mixed-Reality technologies gives integrations of virtual and physical objects. Those technologies have many usages in education, experiments, manufacture, and business. Users can have hybrid experiences because the combination of the interactive physical and virtual connections. In business, the interested customers will buy the products. In education, these technologies will help the students in learning process. In healthcare, it can be done to do simulation for preventing the COVID-19 pandemic. In conclusion, the roles of augmented reality and virtual reality are very essential, such as in health, education, business, manufacture, and experiments.Abstrak: Tulisan ini bertujuan untuk mendeskripsikan peran virtual reality dan augmented reality selama pandemi COVID-19. Metode penelitian adalah tinjauan literatur naratif. Literatur dicari di database Science Direct dan Google Scholar. Review dan makalah penelitian merupakan kriteria inklusi. Catatan pendek dan komentar diekslusikan. Hasil penelitian mengungkapkan bahwa penemuan teknologi Augmented-Reality, Virtual-Reality, dan Mixed-Reality memberikan integrasi objek virtual dan fisik. Teknologi tersebut memiliki banyak kegunaan dalam pendidikan, eksperimen, manufaktur, dan bisnis. Pengguna dapat memiliki pengalaman hybrid karena kombinasi koneksi fisik dan virtual interaktif. Dalam bisnis, pelanggan yang tertarik akan membeli produk. Dalam dunia pendidikan, teknologi ini akan membantu siswa dalam proses belajar. Di bidang kesehatan, bisa dilakukan simulasi pencegahan pandemi COVID-19. Hasil penelitian menunjukkan bahwa peran augmented reality dan virtual reality sangat penting, seperti dalam kesehatan, pendidikan, bisnis, manufaktur, dan eksperimen

    The application of virtual reality and augmented reality in oral & maxillofacial surgery

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    Background: Virtual reality is the science of creating a virtual environment for the assessment of various anatomical regions of the body for the diagnosis, planning and surgical training. Augmented reality is the superimposition of a 3D real environment specific to individual patient onto the surgical filed using semi-transparent glasses to augment the virtual scene.. The aim of this study is to provide an over view of the literature on the application of virtual and augmented reality in oral & maxillofacial surgery. Methods: We reviewed the literature and the existing database using Ovid MEDLINE search, Cochran Library and PubMed. All the studies in the English literature in the last 10 years, from 2009 to 2019 were included. Results: We identified 101 articles related the broad application of virtual reality in oral & maxillofacial surgery. These included the following: Eight systematic reviews, 4 expert reviews, 9 case reports, 5 retrospective surveys, 2 historical perspectives, 13 manuscripts on virtual education and training, 5 on haptic technology, 4 on augmented reality, 10 on image fusion, 41 articles on the prediction planning for orthognathic surgery and maxillofacial reconstruction. Dental implantology and orthognathic surgery are the most frequent applications of virtual reality and augmented reality. Virtual planning improved the accuracy of inserting dental implants using either a statistic guidance or dynamic navigation. In orthognathic surgery, prediction planning and intraoperative navigation are the main applications of virtual reality. Virtual reality has been utilised to improve the delivery of education and the quality of training in oral & maxillofacial surgery by creating a virtual environment of the surgical procedure. Haptic feedback provided an additional immersive reality to improve manual dexterity and improve clinical training. Conclusion: Virtual and augmented reality have contributed to the planning of maxillofacial procedures and surgery training. Few articles highlighted the importance of this technology in improving the quality of patients’ care. There are limited prospective randomized studies comparing the impact of virtual reality with the standard methods in delivering oral surgery education

    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

    Virtual and Augmented Reality in Medical Education

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    Virtual reality (VR) and augmented reality (AR) are two contemporary simulation models that are currently upgrading medical education. VR provides a 3D and dynamic view of structures and the ability of the user to interact with them. The recent technological advances in haptics, display systems, and motion detection allow the user to have a realistic and interactive experience, enabling VR to be ideal for training in hands-on procedures. Consequently, surgical and other interventional procedures are the main fields of application of VR. AR provides the ability of projecting virtual information and structures over physical objects, thus enhancing or altering the real environment. The integration of AR applications in the understanding of anatomical structures and physiological mechanisms seems to be beneficial. Studies have tried to demonstrate the validity and educational effect of many VR and AR applications, in many different areas, employed via various hardware platforms. Some of them even propose a curriculum that integrates these methods. This chapter provides a brief history of VR and AR in medicine, as well as the principles and standards of their function. Finally, the studies that show the effect of the implementation of these methods in different fields of medical training are summarized and presented

    Chapter 06. Instructional Applications of Augmented and Virtual Reality

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    Virtual and augmented reality are two examples of message design tools in the arsenal of educators that can be employed in order to create relations between content and the real life experiences of students. Virtual reality can take many forms and augmented reality may be an option that provides more relatable hands on experience for learners. As leaders in education are on a continual journey towards more innovative means of teaching, these two choices provide opportunities for educators to be innovative, while maintaining learning as the primary focus. Within the realm of both virtual and augmented reality, there are many options, which allows educators to amend the tools to best meet the needs of their students. When referring to education, training for military and medical personnel is also included

    Augmented-Virtual Reality: How to Improve Education Systems

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    This essay presents and discusses the developing role of virtual and augmented reality technologies in education. Addressing the challenges in adapting such technologies to focus on improving students’ learning outcomes, the author discusses the inclusion of experiential modes as a vehicle for improving students’ knowledge acquisition. Stakeholders in the educational role of technology include students, faculty members, institutions, and manufacturers. While the benefits of such technologies are still under investigation, the technology landscape offers opportunities to enhance face-to-face and online teaching, including contributions in the understanding of abstract concepts and training in real environments and situations. Barriers to technology use involve limited adoption of augmented and virtual reality technologies, and, more directly, necessary training of teachers in using such technologies within meaningful educational contexts. The author proposes a six-step methodology to aid adoption of these technologies as basic elements within the regular education: training teachers; developing conceptual prototypes; teamwork involving the teacher, a technical programmer, and an educational architect; and producing the experience, which then provides results in the subsequent two phases wherein teachers are trained to apply augmented- and virtual-reality solutions within their teaching methodology using an available subject-specific experience and then finally implementing the use of the experience in a regular subject with students. The essay concludes with discussion of the business opportunities facing virtual reality in face-to-face education as well as augmented and virtual reality in online education

    Enhancing and Transforming Global Learning Communities with Augmented Reality

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    Augmented and virtual reality applications bring new insights to real world objects and scenarios. This paper shares research results of the TalkTech project, an ongoing study investigating the impact of learning about new technologies as members of global communities. This study shares results of a collaborative learning project about augmented and virtual reality and their applications in a variety of businesses and industries. In the TalkTech project, students from universities in the United States and Romania collaboratively work together to research the use of augmented and virtual reality in an assigned industry, create original augmented reality artifacts, and communicate and share their findings with their international partners. The authors evaluate the TalkTech project through the lens of the SAMR (Substitution, Augmentation, Modification, Redefinition) framework as a pedagogy to enhance student learning about augmented reality and improve students’ digital skills. The paper also discusses the SAMR framework as implemented in the TalkTech project and its application to creating learning projects to transform Information Systems education

    Augment reality and virtual reality for the improvement of spatial competences in Physical Education

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    Young and mobile are an intense combination in entertainment. Mobile phones can also be a powerful tool in improving some teaching parameters, also in Physical Education. This research aims to test if Augmented Reality and Virtual Reality with mobile phones can have an impact on Physical Education students and their abilities in spatial orientation and distance estimation. In the investigation we have created two virtual and augmented scenarios, and a quantitative methodology has been used to analyze and contrast the learning tests carried out. The results show that these augmented worlds improve spatial orientation and estimation capacity. The study shows that it is convenient to develop activities and digital scenarios to incorporate mobile augmented reality in the learning of spatial orientation, at the same time as teaching skills are improved

    Augmented Reality and Virtual Reality as the Resources of Students’ Educational Activity

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    Проводиться дослідження основних особливостей та відмінностей віртуальної реальності (virtual reality, VR), доповненої реальності (augmented reality, AR) та об’єднаної реальності (merged reality, MR). Розглядаються аспекти можливого використання технологій реальності в сучасних умовах. Розглянуто існуючі в світі додатки доповненої та віртуальної реальності, які використовуються в сучасному освітньому процесі. Зазначена важливість формування STEM-компетентності студентів, створення інноваційної моделі STEM–освіти. Означена необхідність спеціального технічного обладнання, спеціалізованої віртуальної лабораторії для реалізації систем віртуальної та доповненої реальності для сучасного освітнього процесу. Наведені комплексні висновки відносно розглянутої проблемиThe article explores some key features of virtual reality (VR), augmented reality (AR), and merged reality (MR) as well as the differences between them. The aspects of possible usage of reality technologies in the contemporary world are considered. The attachments to augmented and virtual realities that exist and are used in modern educational process are reviewed. The importance of forming of the students’ STEM competence and the creation of the innovated STEM-education model are indicated. The article denotes the need of special technical equipment and special virtual laboratory for the implementation of virtual and augmented realities’ systems into the modern educational process. The examples how to create virtual VR-content are given. The conclusions of the problem studied in this article are given as we

    Bridging the Gap Between Real and Artificial Worlds: The Next Generation Classroom

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    Students today represent a new generation of learner which requires us to look beyond our tradition training methods. Augmented Reality (AR) has already shown great promise of transforming the way interact with students in any technically driven education such as aviation. The operation and maintenance of modern aircraft requires an understanding of several interrelated human and machine components requiring practice and immersion. The immersive experience can be enhanced with augmented reality (AR) and virtual reality (VR). Relevant to the task at hand, they both have the ability to alter our perception of the world, give real-time feedback, improve the efficiency of skills transfer and increased knowledge retention. Where they differ, is the perception of our presence
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