WorldWideScience

Sample records for in-car augmented reality

  1. Augmented Reality

    DEFF Research Database (Denmark)

    Kjærgaard, Hanne Wacher; Kjeldsen, Lars Peter Bech; Rahn, Annette

    2015-01-01

    This chapter describes the use of iPad-facilitated application of augmented reality in the teaching of highly complex anatomical and physiological subjects in the training of nurses at undergraduate level. The general aim of the project is to investigate the potentials of this application in terms...... of augmented reality are discussed....

  2. AUGMENTED REALITY

    DEFF Research Database (Denmark)

    Skov, Kirsten; Bahn, Anne Louise

    2017-01-01

    Projektets grundlæggende idé er udvikling af visuel, æstetisk læring med Augmented Reality, hvor intentionen er at bidrage med konkrete undersøgelser og udforskning af begrebet Augmented Reality – herunder koblingen mellem det analoge og digitale i forhold til læring, multimodalitet og it...

  3. Augmented reality

    Directory of Open Access Journals (Sweden)

    Patrik Pucer

    2011-08-01

    Full Text Available Today we can obtain in a simple and rapid way most of the information that we need. Devices, such as personal computers and mobile phones, enable access to information in different formats (written, pictorial, audio or video whenever and wherever. Daily we use and encounter information that can be seen as virtual objects or objects that are part of the virtual world of computers. Everyone, at least once, wanted to bring these virtual objects from the virtual world of computers into real environments and thus mix virtual and real worlds. In such a mixed reality, real and virtual objects coexist in the same environment. The reality, where users watch and use the real environment upgraded with virtual objects is called augmented reality. In this article we describe the main properties of augmented reality. In addition to the basic properties that define a reality as augmented reality, we present the various building elements (possible hardware and software that provide an insight into such a reality and practical applications of augmented reality. The applications are divided into three groups depending on the information and functions that augmented reality offers, such as help, guide and simulator.

  4. Augmented Reality

    DEFF Research Database (Denmark)

    Nielsen, Birgitte Lund; Brandt, Harald; Radmer, Ole

    2017-01-01

    Artiklen præsenterer resultater fra pilotafprøvning i 7.-klasses fysik/kemi og biologi af to Augmented Reality (AR)-apps til naturfagsundervisning. Muligheder og udfordringer ved lærerens stilladsering af elevernes undersøgende samtale og modelleringskompetence er undersøgt med interview...

  5. Augmented reality

    OpenAIRE

    Jecha, Jakub

    2011-01-01

    This thesis is focused on a technology called Augmented reality, especially on its use in marketing. The main objective of the thesis is to define why this technology is a suitable tool for marketing and to assess its use in real conditions. This is achieved by defining specific devices and use cases of this technology in practice, whereas evaluation of its use in real enviroment is based on statistics. The contribution of the thesis is objective evaluation of this technology and provision of...

  6. Confronting an augmented reality

    OpenAIRE

    John Hedberg; Robert Fitzgerald; James Steele; Anna Wilson; Matt Bacon; Danny Munnerley

    2012-01-01

    How can educators make use of augmented reality technologies and practices to enhance learning and why would we want to embrace such technologies anyway? How can an augmented reality help a learner confront, interpret and ultimately comprehend reality itself ? In this article, we seek to initiate a discussion that focuses on these questions, and suggest that they be used as drivers for research into effective educational applications of augmented reality. We discuss how multi-modal, sensorial...

  7. Confronting an Augmented Reality

    Science.gov (United States)

    Munnerley, Danny; Bacon, Matt; Wilson, Anna; Steele, James; Hedberg, John; Fitzgerald, Robert

    2012-01-01

    How can educators make use of augmented reality technologies and practices to enhance learning and why would we want to embrace such technologies anyway? How can an augmented reality help a learner confront, interpret and ultimately comprehend reality itself ? In this article, we seek to initiate a discussion that focuses on these questions, and…

  8. Augmented reality: a review.

    Science.gov (United States)

    Berryman, Donna R

    2012-01-01

    Augmented reality is a technology that overlays digital information on objects or places in the real world for the purpose of enhancing the user experience. It is not virtual reality, that is, the technology that creates a totally digital or computer created environment. Augmented reality, with its ability to combine reality and digital information, is being studied and implemented in medicine, marketing, museums, fashion, and numerous other areas. This article presents an overview of augmented reality, discussing what it is, how it works, its current implementations, and its potential impact on libraries.

  9. Augmented Reality on Android

    OpenAIRE

    Chunghan Li; Chang-Shyh Peng; Daisy F. Sang

    2013-01-01

    Augmented Reality is an application which combines a live view of real-world environment and computer-generated images. This paper studies and demonstrates an efficient Augmented Reality development in the mobile Android environment with the native Java language and Android SDK. Major components include Barcode Reader, File Loader, Marker Detector, Transform Matrix Generator, and a cloud database.

  10. Confronting an augmented reality

    Directory of Open Access Journals (Sweden)

    John Hedberg

    2012-08-01

    Full Text Available How can educators make use of augmented reality technologies and practices to enhance learning and why would we want to embrace such technologies anyway? How can an augmented reality help a learner confront, interpret and ultimately comprehend reality itself? In this article, we seek to initiate a discussion that focuses on these questions, and suggest that they be used as drivers for research into effective educational applications of augmented reality. We discuss how multi-modal, sensorial augmentation of reality links to existing theories of education and learning, focusing on ideas of cognitive dissonance and the confrontation of new realities implied by exposure to new and varied perspectives. We also discuss connections with broader debates brought on by the social and cultural changes wrought by the increased digitalisation of our lives, especially the concept of the extended mind. Rather than offer a prescription for augmentation, our intention is to throw open debate and to provoke deep thinking about what interacting with and creating an augmented reality might mean for both teacher and learner.

  11. Augmented Reality, Phase I

    Data.gov (United States)

    National Aeronautics and Space Administration — Augmented Reality systems come with many benefits derived by co-locating information with a user's environment through the use of one or more output modalities such...

  12. Augmented Reality for Smartphones

    OpenAIRE

    Butchart, Ben

    2011-01-01

    This report should help developers and content publishers who want to take advantage of the latest developments in smartphone and augmented reality (AR) technology to create novel and exciting new learning experiences. Not so long ago, augmented reality was an experimental technology that rarely left the lab and required a high level of technical expertise and knowledge to create new applications. Now, thanks to advances in smartphone hardware, AR technology is much more available and easily ...

  13. Prototyping Augmented Reality

    CERN Document Server

    Mullen, Tony

    2011-01-01

    Learn to create augmented reality apps using Processing open-source programming language Augmented reality (AR) is used all over, and you may not even realize it. Smartphones overlay data onto live camera views to show homes for sale, restaurants, or historical sites. American football broadcasts use AR to show the invisible first-down line on the field to TV viewers. Nike and Budweiser, among others, have used AR in ads. Now, you can learn to create AR prototypes using 3D data, Processing open-source programming language, and other languages. This unique book is an easy-to-follow guide on how

  14. Towards Pervasive Augmented Reality: Context-Awareness in Augmented Reality.

    Science.gov (United States)

    Grubert, Jens; Langlotz, Tobias; Zollmann, Stefanie; Regenbrecht, Holger

    2017-06-01

    Augmented Reality is a technique that enables users to interact with their physical environment through the overlay of digital information. While being researched for decades, more recently, Augmented Reality moved out of the research labs and into the field. While most of the applications are used sporadically and for one particular task only, current and future scenarios will provide a continuous and multi-purpose user experience. Therefore, in this paper, we present the concept of Pervasive Augmented Reality, aiming to provide such an experience by sensing the user's current context and adapting the AR system based on the changing requirements and constraints. We present a taxonomy for Pervasive Augmented Reality and context-aware Augmented Reality, which classifies context sources and context targets relevant for implementing such a context-aware, continuous Augmented Reality experience. We further summarize existing approaches that contribute towards Pervasive Augmented Reality. Based our taxonomy and survey, we identify challenges for future research directions in Pervasive Augmented Reality.

  15. Augmented Reality i naturfagsundervisningen

    DEFF Research Database (Denmark)

    Radmer, Ole; Surland, Mogens; Nielsen, Birgitte Lund

    Augmented Reality (AR) giver ny mulighed for, at elever kan lave undersøgelser i naturfag med enkel teknologi, hvor animationer og simulationer kobles med det virkelige fænomen. I workshoppen kan I afprøve AR eksempler, udviklet i et internationalt EU projekt. Der vil være noget, der direkte kan...

  16. Augmented reality som wearable

    DEFF Research Database (Denmark)

    Buhl, Mie; Rahn, Annette

    2015-01-01

    Artiklen omhandler design og implementering af Augmented Reality (AR) i form af en wearable i sygeplejerskeuddannelsens anatomiundervisning, mere specifikt undervisning i lungeanatomi og respiration, med fokus på potentialer for visuel læring. Projektet undersøger, hvordan en udviklet AR...

  17. Augmented Reality og kulturarv

    DEFF Research Database (Denmark)

    Nielsen, Mikkel Kirkedahl Lysholm

    2013-01-01

    Museerne står overfor at skulle omfavne den digitale kultur i håndteringen af den store mængde viden, institutionerne repræsenterer. Augmented Reality-systemer forbinder ved hjælp af moderne teknologi det virtuelle med det virkelige, og kan derfor synes som en oplagt anvendelsesmulighed i...

  18. Collaboration in Augmented Reality

    NARCIS (Netherlands)

    Lukosch, S.; Billinghurst, M.; Alem, L.; Kiyokawa, K.

    2015-01-01

    Augmented Reality (AR) is a technology that allows users to view and interact in real time with virtual images seamlessly superimposed over the real world. AR systems can be used to create unique collaborative experiences. For example, co-located users can see shared 3D virtual objects that they

  19. Capillary Refill using Augmented Reality

    OpenAIRE

    Clausen, Christoffer

    2017-01-01

    Master's thesis in Computer science The opportunities within augmented reality is growing. Augmented reality is a combination of the real and the virtual world in real time, and large companies like Microsoft and Google is now investing heavily in the technology. This thesis presents a solution for simulating a medical test called capillary refill, by using augmented reality. The simulation is performed with an augmented reality headset called HoloLens. The HoloLens will recognise a mark...

  20. ARLearn: augmented reality meets augmented virtuality

    NARCIS (Netherlands)

    Ternier, Stefaan; Klemke, Roland; Kalz, Marco; Van Ulzen, Patricia; Specht, Marcus

    2012-01-01

    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.

  1. AR DOC: Augmented reality documentaries

    DEFF Research Database (Denmark)

    Vistisen, Peter

    2014-01-01

    Augmented Reality Documentaries (AR DOC) er et ’lille’ Shareplay projekt (ansøgte midler augmented reality cross media løsninger, til at skabe engagerende publikumsformidling...... indenfor oplevelsesindustrien. Projektet har genereret ny viden omkring, hvordan fysisk og digital formidling kan understøttes via Augmented Reality som formidlingsformat....

  2. Mobile Collaborative Augmented Reality: The Augmented Stroll

    OpenAIRE

    Renevier , Philippe; Nigay , Laurence

    2001-01-01

    International audience; The paper focuses on Augmented Reality systems in which interaction with the real world is augmented by the computer, the task being performed in the real world. We first define what mobile AR systems, collaborative AR systems and finally mobile and collaborative AR systems are. We then present the augmented stroll and its software design as one example of a mobile and collaborative AR system. The augmented stroll is applied to Archaeology in the MAGIC (Mobile Augmente...

  3. Augmented reality in surgery.

    Science.gov (United States)

    Shuhaiber, Jeffrey H

    2004-02-01

    To evaluate the history and current knowledge of computer-augmented reality in the field of surgery and its potential goals in education, surgeon training, and patient treatment. National Library of Medicine's database and additional library searches. Only articles suited to surgical sciences with a well-defined aim of study, methodology, and precise description of outcome were included. Augmented reality is an effective tool in executing surgical procedures requiring low-performance surgical dexterity; it remains a science determined mainly by stereotactic registration and ergonomics. Strong evidence was found that it is an effective teaching tool for training residents. Weaker evidence was found to suggest a significant influence on surgical outcome, both morbidity and mortality. No evidence of cost-effectiveness was found. Augmented reality is a new approach in executing detailed surgical operations. Although its application is in a preliminary stage, further research is needed to evaluate its long-term clinical impact on patients, surgeons, and hospital administrators. Its widespread use and the universal transfer of such technology remains limited until there is a better understanding of registration and ergonomics.

  4. Augmented reality services

    Directory of Open Access Journals (Sweden)

    Tomáš Koubek

    2013-01-01

    Full Text Available We assume that one of the key reasons is in the difference between a standalone application and a web service. Both architectures have some advantages and disadvantages. The Standalone application (e.g. Nokia/OVI Maps provides the required functionality. From the user point of view, main asset of this “offline” approach is network connectivity independence. However, this kind of applications must be upgraded manually. Moreover, it is hard to get any data about the application usage because it requires additional actions from the user – data are usually acquired through conventional ways, such as email or web forms.The online service such as Google Maps (including its mobile application can offer the same functionality as the offline application. Nevertheless, a permanent connection to provider servers is necessary. This can be taken as a drawback. On the other hand, usage data collection is easier and can be done without the user intervention. The data collection provides a valuable analysis basis of the user habits and needs. This analysis is necessary for design of a complex “user” based solutions such as Google Now.Augmented reality applications are usually based on the first mentioned approach. In this article, we describe our model of augmented reality as a service and compare its features with standalone solutions. Further, other important key aspects for large emergence of augmented reality services in a mainstream market are discussed.

  5. Augmented reality system

    Science.gov (United States)

    Lin, Chien-Liang; Su, Yu-Zheng; Hung, Min-Wei; Huang, Kuo-Cheng

    2010-08-01

    In recent years, Augmented Reality (AR)[1][2][3] is very popular in universities and research organizations. The AR technology has been widely used in Virtual Reality (VR) fields, such as sophisticated weapons, flight vehicle development, data model visualization, virtual training, entertainment and arts. AR has characteristics to enhance the display output as a real environment with specific user interactive functions or specific object recognitions. It can be use in medical treatment, anatomy training, precision instrument casting, warplane guidance, engineering and distance robot control. AR has a lot of vantages than VR. This system developed combines sensors, software and imaging algorithms to make users feel real, actual and existing. Imaging algorithms include gray level method, image binarization method, and white balance method in order to make accurate image recognition and overcome the effects of light.

  6. Augmented Reality for Science Education

    DEFF Research Database (Denmark)

    Brandt, Harald; Nielsen, Birgitte Lund; Georgsen, Marianne

    Augmented reality (AR) holds great promise as a learning tool. So far, however, most research has looked at the technology itself – and AR has been used primarily for commercial purposes. As a learning tool, AR supports an inquiry-based approach to science education with a high level of student...... involvement. The AR-sci-project (Augmented Reality for SCIence education) addresses the issue of applying augmented reality in developing innovative science education and enhancing the quality of science teaching and learning....

  7. Augmented Virtual Reality Laboratory

    Science.gov (United States)

    Tully-Hanson, Benjamin

    2015-01-01

    Real time motion tracking hardware has for the most part been cost prohibitive for research to regularly take place until recently. With the release of the Microsoft Kinect in November 2010, researchers now have access to a device that for a few hundred dollars is capable of providing redgreenblue (RGB), depth, and skeleton data. It is also capable of tracking multiple people in real time. For its original intended purposes, i.e. gaming, being used with the Xbox 360 and eventually Xbox One, it performs quite well. However, researchers soon found that although the sensor is versatile, it has limitations in real world applications. I was brought aboard this summer by William Little in the Augmented Virtual Reality (AVR) Lab at Kennedy Space Center to find solutions to these limitations.

  8. Understanding augmented reality concepts and applications

    CERN Document Server

    Craig, Alan B

    2013-01-01

    Augmented reality is not a technology. Augmented reality is a medium. Likewise, a book on augmented reality that only addresses the technology that is required to support the medium of augmented reality falls far short of providing the background that is needed to produce, or critically consume augmented reality applications. One reads a book. One watches a movie. One experiences augmented reality. Understanding Augmented Reality addresses the elements that are required to create compelling augmented reality experiences. The technology that supports

  9. Augmented reality som wearable technology

    DEFF Research Database (Denmark)

    Rahn, Annette

    “How Augmented reality can facilitate learning in visualizing human anatomy “ At this station I demonstrate how Augmented reality can be used to visualize the human lungs in situ and as a wearable technology which establish connection between body, image and technology in education. I will show...... the potential of Augmented reality increasing students level of understanding, interaction and engagement with the object. I will demonstrate the technology and show you the human lungs in your body and the future perspectives of the technology. Organization: developed in collaboration with Mie Buhl, Professor...

  10. Crime Scenes as Augmented Reality

    DEFF Research Database (Denmark)

    Sandvik, Kjetil

    2010-01-01

    Using the concept of augmented reality, this article will investigate how places in various ways have become augmented by means of different mediatization strategies. Augmentation of reality implies an enhancement of the places' emotional character: a certain mood, atmosphere or narrative surplus......, physical damage: they are all readable and interpretable signs. As augmented reality the crime scene carries a narrative which at first is hidden and must be revealed. Due to the process of investigation and the detective's ability to reason and deduce, the crime scene as place is reconstructed as virtual...... to understand the concept of augmentet reality. The crime scene is an encoded place due to certain actions and events which have taken place and which have left various traces which in turn may be read and interpreted: blood, nails, hair are all (DNA) codes to be cracked as are traces of gun powder, shot holes...

  11. Augmented Reality for Science Education

    DEFF Research Database (Denmark)

    Brandt, Harald; Nielsen, Birgitte Lund; Georgsen, Marianne

    Augmented reality (AR) holds great promise as a learning tool. So far, however, most research has looked at the technology itself – and AR has been used primarily for commercial purposes. As a learning tool, AR supports an inquiry-based approach to science education with a high level of student i...... involvement. The AR-sci-project (Augmented Reality for SCIence education) addresses the issue of applying augmented reality in developing innovative science education and enhancing the quality of science teaching and learning.......Augmented reality (AR) holds great promise as a learning tool. So far, however, most research has looked at the technology itself – and AR has been used primarily for commercial purposes. As a learning tool, AR supports an inquiry-based approach to science education with a high level of student...

  12. The Augmented REality Sandtable (ARES)

    Science.gov (United States)

    2015-10-01

    Introduction The US Army Research Laboratory (ARL) Human Sciences Campaign calls out the topic of Virtual /Mixed and Augmented Reality as one of the...type of virtual environment. In virtual reality (VR), the totality of the environment is computer generated. In AR, the real world is augmented by...tangible user interfaces; and the effectiveness of virtual sand tables and similar systems. A market survey was also done to discover the state of

  13. Augmented Reality Comes to Physics

    Science.gov (United States)

    Buesing, Mark; Cook, Michael

    2013-01-01

    Augmented reality (AR) is a technology used on computing devices where processor-generated graphics are rendered over real objects to enhance the sensory experience in real time. In other words, what you are really seeing is augmented by the computer. Many AR games already exist for systems such as Kinect and Nintendo 3DS and mobile apps, such as…

  14. Augmented Reality Comes to Physics

    Science.gov (United States)

    Buesing, Mark; Cook, Michael

    2013-04-01

    Augmented reality (AR) is a technology used on computing devices where processor-generated graphics are rendered over real objects to enhance the sensory experience in real time. In other words, what you are really seeing is augmented by the computer. Many AR games already exist for systems such as Kinect and Nintendo 3DS and mobile apps, such as Tagwhat and Star Chart (a must for astronomy class). The yellow line marking first downs in a televised football game2 and the enhanced puck that makes televised hockey easier to follow3 both use augmented reality to do the job.

  15. Augmented Reality Tower Technology Assessment

    Science.gov (United States)

    Reisman, Ronald J.; Brown, David M.

    2009-01-01

    Augmented Reality technology may help improve Air Traffic Control Tower efficiency and safety during low-visibility conditions. This paper presents the assessments of five off-duty controllers who shadow-controlled' with an augmented reality prototype in their own facility. Initial studies indicated unanimous agreement that this technology is potentially beneficial, though the prototype used in the study was not adequate for operational use. Some controllers agreed that augmented reality technology improved situational awareness, had potential to benefit clearance, control, and coordination tasks and duties and could be very useful for acquiring aircraft and weather information, particularly aircraft location, heading, and identification. The strongest objections to the prototype used in this study were directed at aircraft registration errors, unacceptable optical transparency, insufficient display performance in sunlight, inadequate representation of the static environment and insufficient symbology.

  16. Augmented reality for anatomical education.

    Science.gov (United States)

    Thomas, Rhys Gethin; John, Nigel William; Delieu, John Michael

    2010-03-01

    The use of Virtual Environments has been widely reported as a method of teaching anatomy. Generally such environments only convey the shape of the anatomy to the student. We present the Bangor Augmented Reality Education Tool for Anatomy (BARETA), a system that combines Augmented Reality (AR) technology with models produced using Rapid Prototyping (RP) technology, to provide the student with stimulation for touch as well as sight. The principal aims of this work were to provide an interface more intuitive than a mouse and keyboard, and to evaluate such a system as a viable supplement to traditional cadaver based education.

  17. Aplikasi Web Augmented Reality Villa

    Directory of Open Access Journals (Sweden)

    Gede Yudha Prema Pangestu

    2017-07-01

    Full Text Available Bali is one of the highly developed tourist destination in Indonesia. The arrival of tourists having holiday in Bali led to increase residential needs with complete amenities. The occupancy rate of hotel and villa in Bali is increase significantlly during the long vacation. The emergence of new villa and hotel occupancy raises the level of competition in business, so it needs a correct use good marketing communication strategy in marketing the product in order to attract the attention of consumers. Web Application Augmented Reality Villa can help visualize the residential villa in three-dimensional shapes that look more attractive and practical. The use of brochures as written information and the application of augmented reality technology on the Web Application Augmented Reality Villa aims to develop an application that can provide information about the villa to visitors. Web Application uses Augmented Reality Villa designed by FlarToolkit library. Based on the test results show the application can display 3-dimensional objects by scanning marker villa in a brochure which already contain marker.

  18. Augmented reality for breast imaging.

    Science.gov (United States)

    Rancati, Alberto; Angrigiani, Claudio; Nava, Maurizio B; Catanuto, Giuseppe; Rocco, Nicola; Ventrice, Fernando; Dorr, Julio

    2018-02-21

    Augmented reality (AR) enables the superimposition of virtual reality reconstructions onto clinical images of a real patient, in real time. This allows visualization of internal structures through overlying tissues, thereby providing a virtual transparency vision of surgical anatomy. AR has been applied to neurosurgery, which utilizes a relatively fixed space, frames, and bony references; the application of AR facilitates the relationship between virtual and real data. Augmented Breast imaging (ABI) is described. Breast MRI studies for breast implant patients with seroma were performed using a Siemens 3T system with a body coil and a four-channel bilateral phased-array breast coil as the transmitter and receiver, respectively. The contrast agent used was (CA) gadolinium (Gd) injection (0.1 mmol/kg at 2 ml/s) by a programmable power injector. Dicom formated images data from 10 MRI cases of breast implant seroma and 10 MRI cases with T1-2 N0 M0 breast cancer, were imported and transformed into Augmented reality images. Augmented breast imaging (ABI) demonstrated stereoscopic depth perception, focal point convergence, 3D cursor use, and joystick fly-through. Augmented breast imaging (ABI) to the breast can improve clinical outcomes, giving an enhanced view of the structures to work on. It should be further studied to determine its utility in clinical practice.

  19. Use of Augmented Reality in Education

    OpenAIRE

    Jeřábek, Tomáš

    2014-01-01

    This thesis deals with phenomena of augmented reality in context of didactics. The thesis aims to define augmented reality in conceptual and content area and focuses on augmented reality in the structure of educational tools and identification of its functions and use from the didactical standpoint. The thesis characterizes augmented reality as a specific technological-perceptual concept and establishes a system of perceptual, technological and resulting aspects that reflect important paramet...

  20. Augmented Reality for Multi-disciplinary Collaboration

    OpenAIRE

    Wang, Xiangyu; Rui,

    2010-01-01

    This chapter presents a framework for multi-disciplinary collaboration. Tangible Augmented Reality has been raised as one of suitable systems for design collaboration. Furthermore, it emphasizes the advantages of Tangible Augmented Reality to illustrate the needs for integrating the Tangible User Interfaces and Augmented Reality Systems.

  1. Augmented reality building operations tool

    Science.gov (United States)

    Brackney, Larry J.

    2014-09-09

    A method (700) for providing an augmented reality operations tool to a mobile client (642) positioned in a building (604). The method (700) includes, with a server (660), receiving (720) from the client (642) an augmented reality request for building system equipment (612) managed by an energy management system (EMS) (620). The method (700) includes transmitting (740) a data request for the equipment (612) to the EMS (620) and receiving (750) building management data (634) for the equipment (612). The method (700) includes generating (760) an overlay (656) with an object created based on the building management data (634), which may be sensor data, diagnostic procedures, or the like. The overlay (656) is configured for concurrent display on a display screen (652) of the client (642) with a real-time image of the building equipment (612). The method (700) includes transmitting (770) the overlay (656) to the client (642).

  2. Augmented Reality 2.0

    Science.gov (United States)

    Schmalstieg, Dieter; Langlotz, Tobias; Billinghurst, Mark

    Augmented Reality (AR) was first demonstrated in the 1960s, but only recently have technologies emerged that can be used to easily deploy AR applications to many users. Camera-equipped cell phones with significant processing power and graphics abilities provide an inexpensive and versatile platform for AR applications, while the social networking technology of Web 2.0 provides a large-scale infrastructure for collaboratively producing and distributing geo-referenced AR content. This combination of widely used mobile hardware and Web 2.0 software allows the development of a new type of AR platform that can be used on a global scale. In this paper we describe the Augmented Reality 2.0 concept and present existing work on mobile AR and web technologies that could be used to create AR 2.0 applications.

  3. Augmented reality in medical education?

    OpenAIRE

    Kamphuis, Carolien; Barsom, Esther; Schijven, Marlies; Christoph, Noor

    2014-01-01

    Learning in the medical domain is to a large extent workplace learning and involves mastery of complex skills that require performance up to professional standards in the work environment. Since training in this real-life context is not always possible for reasons of safety, costs, or didactics, alternative ways are needed to achieve clinical excellence. Educational technology and more specifically augmented reality (AR) has the potential to offer a highly realistic situated learning experien...

  4. Augmented reality in intraventricular neuroendoscopy.

    Science.gov (United States)

    Finger, T; Schaumann, A; Schulz, M; Thomale, Ulrich-W

    2017-06-01

    Individual planning of the entry point and the use of navigation has become more relevant in intraventricular neuroendoscopy. Navigated neuroendoscopic solutions are continuously improving. We describe experimentally measured accuracy and our first experience with augmented reality-enhanced navigated neuroendoscopy for intraventricular pathologies. Augmented reality-enhanced navigated endoscopy was tested for accuracy in an experimental setting. Therefore, a 3D-printed head model with a right parietal lesion was scanned with a thin-sliced computer tomography. Segmentation of the tumor lesion was performed using Scopis NovaPlan navigation software. An optical reference matrix is used to register the neuroendoscope's geometry and its field of view. The pre-planned ROI and trajectory are superimposed in the endoscopic image. The accuracy of the superimposed contour fitting on endoscopically visualized lesion was acquired by measuring the deviation of both midpoints to one another. The technique was subsequently used in 29 cases with CSF circulation pathologies. Navigation planning included defining the entry points, regions of interests and trajectories, superimposed as augmented reality on the endoscopic video screen during intervention. Patients were evaluated for postoperative imaging, reoperations, and possible complications. The experimental setup revealed a deviation of the ROI's midpoint from the real target by 1.2 ± 0.4 mm. The clinical study included 18 cyst fenestrations, ten biopsies, seven endoscopic third ventriculostomies, six stent placements, and two shunt implantations, being eventually combined in some patients. In cases of cyst fenestrations postoperatively, the cyst volume was significantly reduced in all patients by mean of 47%. In biopsies, the diagnostic yield was 100%. Reoperations during a follow-up period of 11.4 ± 10.2 months were necessary in two cases. Complications included one postoperative hygroma and one insufficient

  5. Webizing mobile augmented reality content

    Science.gov (United States)

    Ahn, Sangchul; Ko, Heedong; Yoo, Byounghyun

    2014-01-01

    This paper presents a content structure for building mobile augmented reality (AR) applications in HTML5 to achieve a clean separation of the mobile AR content and the application logic for scaling as on the Web. We propose that the content structure contains the physical world as well as virtual assets for mobile AR applications as document object model (DOM) elements and that their behaviour and user interactions are controlled through DOM events by representing objects and places with a uniform resource identifier. Our content structure enables mobile AR applications to be seamlessly developed as normal HTML documents under the current Web eco-system.

  6. Augmented Reality in Science Education

    DEFF Research Database (Denmark)

    Nielsen, Birgitte Lund; Brandt, Harald; Swensen, Hakon

    Augmented reality (AR) holds great promise as a learning tool. However, most extant studies in this field have focused on the technology itself. The poster presents findings from the first stage of the AR-sci project addressing the issue of applying AR for educational purposes. Benefits...... and challenges related to AR enhancing student learning in science in lower secondary school were identified by expert science teachers, ICT designers and science education researchers from four countries in a Delphi survey. Findings were condensed in a framework to categorize educational AR designs....

  7. Augmented reality in dentistry: a current perspective.

    Science.gov (United States)

    Kwon, Ho-Beom; Park, Young-Seok; Han, Jung-Suk

    2018-02-21

    Augmentation reality technology offers virtual information in addition to that of the real environment and thus opens new possibilities in various fields. The medical applications of augmentation reality are generally concentrated on surgery types, including neurosurgery, laparoscopic surgery and plastic surgery. Augmentation reality technology is also widely used in medical education and training. In dentistry, oral and maxillofacial surgery is the primary area of use, where dental implant placement and orthognathic surgery are the most frequent applications. Recent technological advancements are enabling new applications of restorative dentistry, orthodontics and endodontics. This review briefly summarizes the history, definitions, features, and components of augmented reality technology and discusses its applications and future perspectives in dentistry.

  8. Augmented reality in medical education?

    Science.gov (United States)

    Kamphuis, Carolien; Barsom, Esther; Schijven, Marlies; Christoph, Noor

    2014-09-01

    Learning in the medical domain is to a large extent workplace learning and involves mastery of complex skills that require performance up to professional standards in the work environment. Since training in this real-life context is not always possible for reasons of safety, costs, or didactics, alternative ways are needed to achieve clinical excellence. Educational technology and more specifically augmented reality (AR) has the potential to offer a highly realistic situated learning experience supportive of complex medical learning and transfer. AR is a technology that adds virtual content to the physical real world, thereby augmenting the perception of reality. Three examples of dedicated AR learning environments for the medical domain are described. Five types of research questions are identified that may guide empirical research into the effects of these learning environments. Up to now, empirical research mainly appears to focus on the development, usability and initial implementation of AR for learning. Limited review results reflect the motivational value of AR, its potential for training psychomotor skills and the capacity to visualize the invisible, possibly leading to enhanced conceptual understanding of complex causality.

  9. Enhancing Education through Mobile Augmented Reality

    Science.gov (United States)

    Joan, D. R. Robert

    2015-01-01

    In this article, the author has discussed about the Mobile Augmented Reality and enhancing education through it. The aim of the present study was to give some general information about mobile augmented reality which helps to boost education. Purpose of the current study reveals the mobile networks which are used in the institution campus as well…

  10. Augmented REality Sandtables (ARESs) Impact on Learning

    Science.gov (United States)

    2016-07-01

    ARL-CR-0803 ● JULY 2016 US Army Research Laboratory Augmented REality Sandtable’s (ARES’s) Impact on Learning by Tarah N......The use of augmented reality (AR) to supplement training tools, specifically sand tables, can produce highly effective systems at relatively low

  11. Aspects of User Experience in Augmented Reality

    DEFF Research Database (Denmark)

    Madsen, Jacob Boesen

    In Augmented Reality applications, the real environment is annotated or enhanced with computer-generated graphics. This is a topic that has been researched in the recent decades, but for many people this is a brand new and never heard of topic. The main focus of this thesis is investigations...... in human factors related to Augmented Reality. This is investigated partly as how Augmented Reality applications are used in unsupervised settings, and partly in specific evaluations related to user performance in supervised settings. The thesis starts by introducing Augmented Reality to the reader......, followed by a presentation of the technical areas related to the field, and different human factor areas. As a contribution to the research area, this thesis presents five separate, but sequential, papers within the area of Augmented Reality....

  12. LEARNING ANATOMY WITH AUGMENTED REALITY

    DEFF Research Database (Denmark)

    Nørgaard, Cita; Dyhrberg O'Neill, Lotte; Nielsen, Kurt Gammelgaard

    An Augmented Reality (AR) app for Hololens glasses was developed to help students learn the anatomy of the human body mediastinum. In this research project, we wanted to evaluate whether AR: strengthened the students’ self-efficacy and motivation, helped students to improve learning, and provided...... students with a good learning experience. During class students circulated between different learning stations of 35 minutes duration each. The students at the mediastinum station were randomly divided into three groups. One group received traditional teaching with PowerPoint presentation of CT scans......’ scores on the mediastinum questions in the exam 2 month later were collected to examine the long-term memory of content. Internal consistency was estimated for all measures. Correlations between measures were examined with a correlation matrix, and group differences were examined with one-way analysis...

  13. Augmented reality for improved safety

    CERN Multimedia

    Stefania Pandolfi

    2016-01-01

    Sometimes, CERN experts have to operate in low visibility conditions or in the presence of possible hazards. Minimising the duration of the operation and reducing the risk of errors is therefore crucial to ensuring the safety of personnel. The EDUSAFE project integrates different technologies to create a wearable personnel safety system based on augmented reality.    The EDUSAFE integrated safety system uses a camera mounted on the helmet to monitor the working area.  In its everyday operation of machines and facilities, CERN adopts a whole set of measures and safety equipment to ensure the safety of its personnel, including personal wearable safety devices and access control systems. However, sometimes, scheduled and emergency maintenance work needs to be done in zones with potential cryogenic hazards, in the presence of radioactive equipment or simply in demanding conditions where visibility is low and moving around is difficult. The EDUSAFE Marie Curie Innovative&...

  14. Reality Check: Basics of Augmented, Virtual, and Mixed Reality.

    Science.gov (United States)

    Brigham, Tara J

    2017-01-01

    Augmented, virtual, and mixed reality applications all aim to enhance a user's current experience or reality. While variations of this technology are not new, within the last few years there has been a significant increase in the number of artificial reality devices or applications available to the general public. This column will explain the difference between augmented, virtual, and mixed reality and how each application might be useful in libraries. It will also provide an overview of the concerns surrounding these different reality applications and describe how and where they are currently being used.

  15. Augmented Reality: Simulasi Terapi Low Back Pain

    Directory of Open Access Journals (Sweden)

    Rakhmi Khalida

    2017-10-01

    Full Text Available Saat ini telah berkembang ilmu layanan kesehatan yang dilakukan dari jarak jauh atau telemedicine. Telemedicine adalah praktek kesehatan dengan memakai komunikasi audio, visual dan data. termasuk perawatan, diagnosis, konsultasi dan pengobatan serta pertukaran data medis dan diskusi ilmiah jarak jauh dengan melibatkan dokter, pasien dan pihak-pihak lain. Augmented Reality merupakan pemodelan simulasi virtual, Augmented Reality adalah teknologi yang menggabungkan antara dunia nyata dengan virtual. Teknologi Augmented Reality dapat diterapkan pada telemedicine, Secara sederhana, telemedicine sesungguhnya telah diaplikasikan ketika terjadi simulasi model virtual pada sebuah tindakan operasi. Pada penelitian ini akan dibahas mengenai media Augmented Reality yang diterapkan pada bidang kesehatan yaitu pada penyakit low back pain dan penyembuhannya melalui terapi mandiri. Penyalit low back pain mempunyai prevalensi yang tinggi namun penyakit ini dapat sembuh dengan sendirinya. Tahapan pengerjaan dalam penelitian ini dimulai identifikasi kandidat prototype, lalu rancang bangun prototype. Tahap yang ketiga yaitu rancang bangun prototype yaitu proses pembuatan model 3D dan interface flash, proses rendering, dan integrasi antara model dan Augmented Reality. Tahap yang keempat adalah uji coba prototype yaitu Teknologi Augmented Reality yang diterapkan pada terapi low back pain. Tahap yang terakhir adalah evaluasi dan diharapkan berhasil mencapai sasaran, maka peningkatan derajat kesehatan masyarakat dapat dipercepat. Implementasi aplikasi simulasi terapi Low Back Pain dengan metode Augmented Reality menunjukan dapat digunakan oleh seluruh masyarakat karena penggunaa merasa mudah mengoperasikannya, desain aplikasi menarik, dan mudah disebar-luaskan.

  16. Determination of student opinions in augmented reality

    Directory of Open Access Journals (Sweden)

    Huseyin Bicen

    2016-11-01

    Full Text Available The rapid development of the new technology has changed classroom teaching methods and tools in a positive way. This study investigated the classroom learning with augmented reality and the impact of student opinions. 97 volunteer undergraduate students took part in this study. Results included data in the form of frequencies, percentages and descriptive statistics. The results show that, with gamification methods, augmented reality content affected students’ opinions in a positive way. When QR codes are used in the classroom, students feel independent from classroom materials and can access various resources. Moreover, students think that, when augmented reality in the classroom is used, education is more enjoyable.

  17. Augmented reality: past, present, future

    Science.gov (United States)

    Inzerillo, Laura

    2013-03-01

    A great opportunity has permitted to carry out a cultural, historical, architectural and social research with great impact factor on the international cultural interest. We are talking about the realization of a museum whose the main theme is the visit and the discovery of a monument of great prestige: the monumental building the "Steri" in Palermo. The museum is divided into sub themes including the one above all, that has aroused the international interest so much that it has been presented the instance to include the museum in the cultural heritage of UNESCO. It is the realization of a museum path that regards the cells of the Inquisition, which are located just inside of some buildings of the monumental building. The project, as a whole, is faced, in a total view, between the various competences implicated: historic, chemic, architectonic, topographic, drawing, representation, virtual communication, informatics. The birth of the museum will be a sum of the results of all these disciplines involved. Methodology, implementation, fruition, virtual museum, goals, 2D graphic restitution, effects on the cultural heritage and landscape environmental, augmented reality, Surveying 2D and 3D, hi-touch screen, Photogrammetric survey, Photographic survey, representation, drawing 3D and more than this has been dealt with this research.

  18. Digital Augmented Reality Audio Headset

    Directory of Open Access Journals (Sweden)

    Jussi Rämö

    2012-01-01

    Full Text Available Augmented reality audio (ARA combines virtual sound sources with the real sonic environment of the user. An ARA system can be realized with a headset containing binaural microphones. Ideally, the ARA headset should be acoustically transparent, that is, it should not cause audible modification to the surrounding sound. A practical implementation of an ARA mixer requires a low-latency headphone reproduction system with additional equalization to compensate for the attenuation and the modified ear canal resonances caused by the headphones. This paper proposes digital IIR filters to realize the required equalization and evaluates a real-time prototype ARA system. Measurements show that the throughput latency of the digital prototype ARA system can be less than 1.4 ms, which is sufficiently small in practice. When the direct and processed sounds are combined in the ear, a comb filtering effect is brought about and appears as notches in the frequency response. The comb filter effect in speech and music signals was studied in a listening test and it was found to be inaudible when the attenuation is 20 dB. Insert ARA headphones have a sufficient attenuation at frequencies above about 1 kHz. The proposed digital ARA system enables several immersive audio applications, such as a virtual audio tourist guide and audio teleconferencing.

  19. Augmented reality for personalized nanomedicines.

    Science.gov (United States)

    Lee, Yugyung; Lee, Chi H

    As our understanding of onset and progress of diseases at the genetic and molecular level rapidly progresses, the potential of advanced technologies, such as 3D-printing, Socially-Assistive Robots (SARs) or augmented reality (AR), that are applied to personalized nanomedicines (PNMs) to alleviate pathological conditions, has become more prominent. Among advanced technologies, AR in particular has the greatest potential to address those challenges and facilitate the translation of PNMs into formidable clinical application of personalized therapy. As AR is about to adapt additional new methods, such as speech, voice recognition, eye tracing and motion tracking, to enable interaction with host response or biological systems in 3-D space, a combination of multiple approaches to accommodate varying environmental conditions, such as public noise and atmosphere brightness, will be explored to improve its therapeutic outcomes in clinical applications. For instance, AR glasses still being developed by Facebook or Microsoft will serve as new platform that can provide people with the health information they are interested in or various measures through which they can interact with medical services. This review has addressed the current progress and impact of AR on PNMs and its application to the biomedical field. Special emphasis is placed on the application of AR based PNMs to the treatment strategies against senior care, drug addiction and medication adherence. Published by Elsevier Inc.

  20. Wireless Augmented Reality Prototype (WARP)

    Science.gov (United States)

    Devereaux, A. S.

    1999-01-01

    Initiated in January, 1997, under NASA's Office of Life and Microgravity Sciences and Applications, the Wireless Augmented Reality Prototype (WARP) is a means to leverage recent advances in communications, displays, imaging sensors, biosensors, voice recognition and microelectronics to develop a hands-free, tetherless system capable of real-time personal display and control of computer system resources. Using WARP, an astronaut may efficiently operate and monitor any computer-controllable activity inside or outside the vehicle or station. The WARP concept is a lightweight, unobtrusive heads-up display with a wireless wearable control unit. Connectivity to the external system is achieved through a high-rate radio link from the WARP personal unit to a base station unit installed into any system PC. The radio link has been specially engineered to operate within the high- interference, high-multipath environment of a space shuttle or space station module. Through this virtual terminal, the astronaut will be able to view and manipulate imagery, text or video, using voice commands to control the terminal operations. WARP's hands-free access to computer-based instruction texts, diagrams and checklists replaces juggling manuals and clipboards, and tetherless computer system access allows free motion throughout a cabin while monitoring and operating equipment.

  1. Applied Augmented Reality for High Precision Maintenance

    Science.gov (United States)

    Dever, Clark

    Augmented Reality had a major consumer breakthrough this year with Pokemon Go. The underlying technologies that made that app a success with gamers can be applied to improve the efficiency and efficacy of workers. This session will explore some of the use cases for augmented reality in an industrial environment. In doing so, the environmental impacts and human factors that must be considered will be explored. Additionally, the sensors, algorithms, and visualization techniques used to realize augmented reality will be discussed. The benefits of augmented reality solutions in industrial environments include automated data recording, improved quality assurance, reduction in training costs and improved mean-time-to-resolution. As technology continues to follow Moore's law, more applications will become feasible as performance-per-dollar increases across all system components.

  2. Augmented Reality Simulations on Handheld Computers

    Science.gov (United States)

    Squire, Kurt; Klopfer, Eric

    2007-01-01

    Advancements in handheld computing, particularly its portability, social interactivity, context sensitivity, connectivity, and individuality, open new opportunities for immersive learning environments. This article articulates the pedagogical potential of augmented reality simulations in environmental engineering education by immersing students in…

  3. Fiber Optic Augmented Reality System (FOARS)

    Data.gov (United States)

    National Aeronautics and Space Administration — Innovation: Fiber Optics Augmented Reality System. This system in form of a mobile app interacts real time with the actual FOSS(Fiber Optics Sensing System) data and...

  4. Robotics and augmented reality for elderly assistance

    OpenAIRE

    Rodríguez Lera, Francisco Javier; Botas Muñoz, Álvaro; García Sierra, Juan Felipe; Rodríguez, Carlos; Matellán Olivera, Vicente

    2012-01-01

    This article presents a tele-assistance system based on augmented reality for elderly people that is integrated in a mobile platform. We propose the use of augmented reality for simplifying interaction with its users. The first prototype has been designed to help in medication control for ederly people. In this paper, both hardware and software architectures are described.The robotic platform is a slightly modified version of the Turtlebot platform. The software is based on ROS for the platfo...

  5. Integrating Hypermedia Techniques with Augmented Reality Environments

    OpenAIRE

    Sinclair, Patrick

    2004-01-01

    Augmented Reality systems, which overlay virtual information over the real world, can benefit greatly from the techniques established by the Open Hypermedia research field. Storing information and links separately from a document can be advantageous for augmented reality applications and can enable the adaption of content to suit users’ preferences. This thesis explores how Open Hypermedia systems might be used as the information systems behind AR environments. This provides benefits to augme...

  6. Augmented reality implementation methods in mainstream applications

    Directory of Open Access Journals (Sweden)

    David Procházka

    2011-01-01

    Full Text Available 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.

  7. Augmented reality (AR and virtual reality (VR applied in dentistry

    Directory of Open Access Journals (Sweden)

    Ta-Ko Huang

    2018-04-01

    Full Text Available The OSCE is a reliable evaluation method to estimate the preclinical examination of dental students. The most ideal assessment for OSCE is used the augmented reality simulator to evaluate. This literature review investigated a recently developed in virtual reality (VR and augmented reality (AR starting of the dental history to the progress of the dental skill. As result of the lacking of technology, it needs to depend on other device increasing the success rate and decreasing the risk of the surgery. The development of tracking unit changed the surgical and educational way. Clinical surgery is based on mature education. VR and AR simultaneously affected the skill of the training lesson and navigation system. Widely, the VR and AR not only applied in the dental training lesson and surgery, but also improved all field in our life. Keywords: OSCE, Dental simulator, Augmented reality, Virtual reality, Dentistry

  8. Location-Based Learning through Augmented Reality

    Science.gov (United States)

    Chou, Te-Lien; Chanlin, Lih-Juan

    2014-01-01

    A context-aware and mixed-reality exploring tool cannot only effectively provide an information-rich environment to users, but also allows them to quickly utilize useful resources and enhance environment awareness. This study integrates Augmented Reality (AR) technology into smartphones to create a stimulating learning experience at a university…

  9. Augmented Reality Interfaces for Additive Manufacturing

    DEFF Research Database (Denmark)

    Eiríksson, Eyþór Rúnar; Pedersen, David Bue; Frisvad, Jeppe Revall

    2017-01-01

    This paper explores potential use cases for using augmented reality (AR) as a tool to operate industrial machines. As a baseline we use an additive manufacturing system, more commonly known as a 3D printer. We implement novel augmented interfaces and controls using readily available open source...

  10. Interactive Assembly Guide using Augmented Reality

    DEFF Research Database (Denmark)

    Andersen, Martin; Andersen, Rasmus Skovgaard; Larsen, Christian Lindequist

    2009-01-01

    This paper presents an Augmented Reality system for aiding a pump assembling process at Grundfos, one of the leading pump producers. Stable pose estimation of the pump is required in order to augment the graphics correctly. This is achieved by matching image edges with synthesized edges from CAD...... norm. A dynamic visualization of the augmented graphics provides the user with guidance. Usability tests show that the accuracy of the system is sufficient for assembling the pump....

  11. ARSC: Augmented Reality Student Card--An Augmented Reality Solution for the Education Field

    Science.gov (United States)

    El Sayed, Neven A. M.; Zayed, Hala H.; Sharawy, Mohamed I.

    2011-01-01

    Augmented Reality (AR) is the technology of adding virtual objects to real scenes through enabling the addition of missing information in real life. As the lack of resources is a problem that can be solved through AR, this paper presents and explains the usage of AR technology we introduce Augmented Reality Student Card (ARSC) as an application of…

  12. Augmented Mirror: Interactive Augmented Reality System Based on Kinect

    OpenAIRE

    Vera , Lucía; Gimeno , Jesús; Coma , Inmaculada; Fernández , Marcos

    2011-01-01

    Part 1: Long and Short Papers; International audience; In this paper we present a virtual character controlled by an actor in real time, who talks with an audience through an augmented mirror. The application, which integrates video images, the avatar and other virtual objects within an Augmented Reality system, has been implemented using a mixture of technologies: two kinect systems for motion capture, depth map and real images, a gyroscope to detect head movements, and control algorithms to...

  13. Augmented Reality: Daily Prayers for Preschooler Student

    Directory of Open Access Journals (Sweden)

    Hendra Pradibta

    2018-01-01

    Full Text Available Education is one of the aspects that many synthesized with technology. Yet, this is contrary to the fact that where most of the learning materials are still based on text. This research aims to develop an alternative learning media by implementing Augmented Reality Technology for Preschooler students. Augmented Reality (AR is an application that can combine the virtual object as text, pictures and animation into the real world. Development of Augmented Reality application uses Web Aurasma Based Studio, with learning materials of daily prayer for preschool student. The development of the characters and the animations were using Adobe Illustrator and Adobe After Effects. The results of the study showed that technology Augmented Reality can be used as an alternative learning media especially in the learning process in Preschool Al Furqon. This is because the content Augmented Reality in the form of animation can gives more understanding and attention for preschool student to follow the learning process

  14. Cognitive Cost of Using Augmented Reality Displays.

    Science.gov (United States)

    Baumeister, James; Ssin, Seung Youb; ElSayed, Neven A M; Dorrian, Jillian; Webb, David P; Walsh, James A; Simon, Timothy M; Irlitti, Andrew; Smith, Ross T; Kohler, Mark; Thomas, Bruce H

    2017-11-01

    This paper presents the results of two cognitive load studies comparing three augmented reality display technologies: spatial augmented reality, the optical see-through Microsoft HoloLens, and the video see-through Samsung Gear VR. In particular, the two experiments focused on isolating the cognitive load cost of receiving instructions for a button-pressing procedural task. The studies employed a self-assessment cognitive load methodology, as well as an additional dual-task cognitive load methodology. The results showed that spatial augmented reality led to increased performance and reduced cognitive load. Additionally, it was discovered that a limited field of view can introduce increased cognitive load requirements. The findings suggest that some of the inherent restrictions of head-mounted displays materialize as increased user cognitive load.

  15. Pemanfaatan Augmented Reality Pada Permainan Othello

    Directory of Open Access Journals (Sweden)

    Rendy Layman Aguston

    2016-11-01

    Full Text Available Perkembangan teknologi telah mengubah cara pengerjaan suatu pekerjaan dari cara konvensional menjadi cara yang lebih praktis. Dengan hadirnya teknologi Augmented Reality, cara bermain yang menggunakan pion dan membalikkan pion musuh secara manual menjadi lebih mudah dalam memainkan permainan selain juga dapat berinteraksi langsung. Pembuatan permainan Othello menggunakan program Unity dengan framework Vuforia untuk mewujudkan Augmented Reality pada permainan Othello. Untuk menerapkan Augmented Reality dengan baik, dibutuhkan papan permainan sebagai image target yang sesuai dengan kriteria, jenis kamera yang digunakan, jarak kamera terhadap papan permainan, intensitas cahaya yang ditangkap kamera, serta tingkat sensitivitas tombol virtual. Pada permainan Othello ini tersedia fitur komputer yang menggunakan algoritma Alpha Beta Pruning dengan 3 level kedalaman yang menggunakan perhitungan fungsi evaluasi berupa mobility, potential mobility dan penguasaan corner yang menghasilkan kemenangan mencapai 73,33% dari 15 kali uji coba terhadap aplikasi Othello serupa dan 78,34% dari 37 kali uji coba terhadap user.

  16. Augmented reality-assisted skull base surgery.

    Science.gov (United States)

    Cabrilo, I; Sarrafzadeh, A; Bijlenga, P; Landis, B N; Schaller, K

    2014-12-01

    Neuronavigation is widely considered as a valuable tool during skull base surgery. Advances in neuronavigation technology, with the integration of augmented reality, present advantages over traditional point-based neuronavigation. However, this development has not yet made its way into routine surgical practice, possibly due to a lack of acquaintance with these systems. In this report, we illustrate the usefulness and easy application of augmented reality-based neuronavigation through a case example of a patient with a clivus chordoma. We also demonstrate how augmented reality can help throughout all phases of a skull base procedure, from the verification of neuronavigation accuracy to intraoperative image-guidance. Copyright © 2014 Elsevier Masson SAS. All rights reserved.

  17. Handling Occlusions for Robust Augmented Reality Systems

    Directory of Open Access Journals (Sweden)

    Maidi Madjid

    2010-01-01

    Full Text Available Abstract In Augmented Reality applications, the human perception is enhanced with computer-generated graphics. These graphics must be exactly registered to real objects in the scene and this requires an effective Augmented Reality system to track the user's viewpoint. In this paper, a robust tracking algorithm based on coded fiducials is presented. Square targets are identified and pose parameters are computed using a hybrid approach based on a direct method combined with the Kalman filter. An important factor for providing a robust Augmented Reality system is the correct handling of targets occlusions by real scene elements. To overcome tracking failure due to occlusions, we extend our method using an optical flow approach to track visible points and maintain virtual graphics overlaying when targets are not identified. Our proposed real-time algorithm is tested with different camera viewpoints under various image conditions and shows to be accurate and robust.

  18. Effects for augmented reality audio headsets

    OpenAIRE

    Martí i Rabadán, Miquel

    2014-01-01

    [ANGLÈS] Augmented reality is a real-time combination of real and virtual worlds. In augmented reality audio (ARA) real surrounding sounds are mixed with virtual sound sources. In this bachelor’s degree thesis a digital, real-time hear-through system (HTS) is implemented for the acoustical transparency of an ARA headset. It is achieved by adding back the sounds that have been attenuated by the isolation characteristics of the headphone itself. The surrounding sounds are recorded on both ears...

  19. Medical imaging and augmented reality. Proceedings

    International Nuclear Information System (INIS)

    Dohi, Takeyoshi; Sakuma, Ichiro; Liao, Hongen

    2008-01-01

    This book constitutes the refereed proceedings of the 4th International Workshop on Medical Imaging and Augmented Reality, MIAR 2008, held in Tokyo, Japan, in August 2008. The 44 revised full papers presented together with 3 invited papers were carefully reviewed and selected from 90 submissions. The papers are organized in topical sections on surgical planning and simulation, medical image computing, image analysis, shape modeling and morphometry, image-guided robotics, image-guided intervention, interventional imaging, image registration, augmented reality, and image segmentation. (orig.)

  20. How to design compelling Virtual Reality or Augmented Reality experience?

    OpenAIRE

    Richir , Simon; Fuchs , Philippe; Lourdeaux , Domitile; Millet , Dominique; BUCHE , Cédric; Querrec , Ronan

    2015-01-01

    International audience; The convergence of technologies currently observed in the field of Virtual Reality, Augmented Reality, robotics and consumer electronic reinforces the trend of new applications appearing every day. But when transferring knowledge acquired from research to businesses, research laboratories are often at a loss because of a lack of knowledge of the design and integration processes in creating an industrial scale product. In fact, the innovation approaches that take a good...

  1. The Educational Possibilities of Augmented Reality

    Science.gov (United States)

    Cabero, Julio; Barroso, Julio

    2016-01-01

    A large number of emergent technologies have been acquiring a strong impulse in recent years. One of these emergent technologies is Augmented Reality (RA), which will surely have a high level of penetration into all our educational centers, including universities, in the next 3 to 5 years, as a number of different reports have already highlighted.…

  2. Determination of Student Opinions in Augmented Reality

    Science.gov (United States)

    Bicen, Huseyin; Bal, Erkan

    2016-01-01

    The rapid development of the new technology has changed classroom teaching methods and tools in a positive way. This study investigated the classroom learning with augmented reality and the impact of student opinions. 97 volunteer undergraduate students took part in this study. Results included data in the form of frequencies, percentages and…

  3. Personalized augmented reality for anatomy education.

    Science.gov (United States)

    Ma, Meng; Fallavollita, Pascal; Seelbach, Ina; Von Der Heide, Anna Maria; Euler, Ekkehard; Waschke, Jens; Navab, Nassir

    2016-05-01

    Anatomy education is a challenging but vital element in forming future medical professionals. In this work, a personalized and interactive augmented reality system is developed to facilitate education. This system behaves as a "magic mirror" which allows personalized in-situ visualization of anatomy on the user's body. Real-time volume visualization of a CT dataset creates the illusion that the user can look inside their body. The system comprises a RGB-D sensor as a real-time tracking device to detect the user moving in front of a display. In addition, the magic mirror system shows text information, medical images, and 3D models of organs that the user can interact with. Through the participation of 7 clinicians and 72 students, two user studies were designed to respectively assess the precision and acceptability of the magic mirror system for education. The results of the first study demonstrated that the average precision of the augmented reality overlay on the user body was 0.96 cm, while the results of the second study indicate 86.1% approval for the educational value of the magic mirror, and 91.7% approval for the augmented reality capability of displaying organs in three dimensions. The usefulness of this unique type of personalized augmented reality technology has been demonstrated in this paper. © 2015 Wiley Periodicals, Inc.

  4. Design Principles for Augmented Reality Learning

    Science.gov (United States)

    Dunleavy, Matt

    2014-01-01

    Augmented reality is an emerging technology that utilizes mobile, context-aware devices (e.g., smartphones, tablets) that enable participants to interact with digital information embedded within the physical environment. This overview of design principles focuses on specific strategies that instructional designers can use to develop AR learning…

  5. Understanding the Conics through Augmented Reality

    Science.gov (United States)

    Salinas, Patricia; Pulido, Ricardo

    2017-01-01

    This paper discusses the production of a digital environment to foster the learning of conics through augmented reality. The name conic refers to curves obtained by the intersection of a plane with a right circular conical surface. The environment gives students the opportunity to interact with the cone and the plane as virtual objects in real…

  6. Accurate overlaying for mobile augmented reality

    NARCIS (Netherlands)

    Pasman, W; van der Schaaf, A; Lagendijk, RL; Jansen, F.W.

    1999-01-01

    Mobile augmented reality requires accurate alignment of virtual information with objects visible in the real world. We describe a system for mobile communications to be developed to meet these strict alignment criteria using a combination of computer vision. inertial tracking and low-latency

  7. CARE: Creating Augmented Reality in Education

    Science.gov (United States)

    Latif, Farzana

    2012-01-01

    This paper explores how Augmented Reality using mobile phones can enhance teaching and learning in education. It specifically examines its application in two cases, where it is identified that the agility of mobile devices and the ability to overlay context specific resources offers opportunities to enhance learning that would not otherwise exist.…

  8. Augmented reality for Android application development

    CERN Document Server

    Grubert, Jens

    2013-01-01

    A step-by-step tutorial-based guide aimed at giving you hands-on practical experience to develop AR applications for Android.Augmented Reality for Android Application Development is for Android mobile application developers who are familiar with Android Development Tools and deployment, JMonkeyEngine, and the Vuforia SDK.

  9. Get Real: Augmented Reality for the Classroom

    Science.gov (United States)

    Mitchell, Rebecca; DeBay, Dennis

    2012-01-01

    Kids love augmented reality (AR) simulations because they are like real-life video games. AR simulations allow students to learn content while collaborating face to face and interacting with a multimedia-enhanced version of the world around them. Although the technology may seem advanced, AR software makes it easy to develop content-based…

  10. Augmented Reality in Sports: Today and Tomorrow

    Directory of Open Access Journals (Sweden)

    Zafer BOZYER

    2015-08-01

    Full Text Available The rapid change experienced in the field of Information Technologies makes the informati cs more tangible in daily life. Today, it became possible to encounter with the informatics applications almost all the disciplines. As a matter of course, many informatics applications are put into the practice regarding the sports discipline. Because of the condition that the power of information processing has increased and the studies on wearable technol ogies in addition to the expert system design, augmented reality (AR has become a topic which gains imp ortance in the field of sports. There are many studies that are conducted with the aim of increasing the efficiency of physical activities done in many sports branches, ensuring a more fair management of competitions and providing the opportunity for spectators to watch the competitions in a more comfortable and efficient way. In this study; the information about the current augmented reality practices th at are used in various sports branches has been given and the mobile and interactive augmented reality practices which are possible to be seen in future have been mentioned. In addition, there is an augmented reality practice which is designed with the aim of ensuring that the shoots of sports people who are interested in archery, are more stable and of ensuring that the trainings and exercises are more efficient by stating to the sports people whether he or she is in the right position for shoot which is c alled as T shape seen at the time of releasing the arrow.

  11. Intelligent Augmented Reality Training for Motherboard Assembly

    Science.gov (United States)

    Westerfield, Giles; Mitrovic, Antonija; Billinghurst, Mark

    2015-01-01

    We investigate the combination of Augmented Reality (AR) with Intelligent Tutoring Systems (ITS) to assist with training for manual assembly tasks. Our approach combines AR graphics with adaptive guidance from the ITS to provide a more effective learning experience. We have developed a modular software framework for intelligent AR training…

  12. Temporal Coherence Strategies for Augmented Reality Labeling

    DEFF Research Database (Denmark)

    Madsen, Jacob Boesen; Tatzgern, Markus; Madsen, Claus B.

    2016-01-01

    Temporal coherence of annotations is an important factor in augmented reality user interfaces and for information visualization. In this paper, we empirically evaluate four different techniques for annotation. Based on these findings, we follow up with subjective evaluations in a second experimen...

  13. Motion in Augmented Reality Games: an Engine for Creating Plausible Physical Interactions in Augmented Reality Games

    OpenAIRE

    Mac Namee, Brian; Beaney, David; Dong, Qingqing

    2010-01-01

    The next generation of Augmented Reality (AR) games will require real and virtual objects to coexist in motion in immersive game environments. This will require the illusion that real and virtual objects interact physically together in a plausible way. The Motion in Augmented Reality Games (MARG) engine described in this paper has been developed to allow these kinds of game environments. The paper describes the design and implementation of the MARG engine and presents two pr...

  14. Augmented reality (AR) and virtual reality (VR) applied in dentistry.

    Science.gov (United States)

    Huang, Ta-Ko; Yang, Chi-Hsun; Hsieh, Yu-Hsin; Wang, Jen-Chyan; Hung, Chun-Cheng

    2018-04-01

    The OSCE is a reliable evaluation method to estimate the preclinical examination of dental students. The most ideal assessment for OSCE is used the augmented reality simulator to evaluate. This literature review investigated a recently developed in virtual reality (VR) and augmented reality (AR) starting of the dental history to the progress of the dental skill. As result of the lacking of technology, it needs to depend on other device increasing the success rate and decreasing the risk of the surgery. The development of tracking unit changed the surgical and educational way. Clinical surgery is based on mature education. VR and AR simultaneously affected the skill of the training lesson and navigation system. Widely, the VR and AR not only applied in the dental training lesson and surgery, but also improved all field in our life. Copyright © 2018. Published by Elsevier Taiwan.

  15. Augmented Reality and ARToolkit for Android: the First Steps

    OpenAIRE

    Demidova Liliya

    2016-01-01

    The paper describes the aspects of the augmented reality application development on the base of ARToolkit for Android. The steps consistently used for the augmented reality application development have been considered. The simplest Java-based examples of augmented reality have been discussed.

  16. Augmented Reality and ARToolkit for Android: the First Steps

    Directory of Open Access Journals (Sweden)

    Demidova Liliya

    2016-01-01

    Full Text Available The paper describes the aspects of the augmented reality application development on the base of ARToolkit for Android. The steps consistently used for the augmented reality application development have been considered. The simplest Java-based examples of augmented reality have been discussed.

  17. Mixed Reality with HoloLens: Where Virtual Reality Meets Augmented Reality in the Operating Room.

    Science.gov (United States)

    Tepper, Oren M; Rudy, Hayeem L; Lefkowitz, Aaron; Weimer, Katie A; Marks, Shelby M; Stern, Carrie S; Garfein, Evan S

    2017-11-01

    Virtual reality and augmented reality devices have recently been described in the surgical literature. The authors have previously explored various iterations of these devices, and although they show promise, it has become clear that virtual reality and/or augmented reality devices alone do not adequately meet the demands of surgeons. The solution may lie in a hybrid technology known as mixed reality, which merges many virtual reality and augmented realty features. Microsoft's HoloLens, the first commercially available mixed reality device, provides surgeons intraoperative hands-free access to complex data, the real environment, and bidirectional communication. This report describes the use of HoloLens in the operating room to improve decision-making and surgical workflow. The pace of mixed reality-related technological development will undoubtedly be rapid in the coming years, and plastic surgeons are ideally suited to both lead and benefit from this advance.

  18. New Augmented Reality Taxonomy: Technologies and Features of Augmented Environment.

    OpenAIRE

    Hugues , Olivier; Fuchs , Philippe; Nannipieri , Olivier

    2011-01-01

    978-1-4614-0063-9; This article has a dual aim: firstly to define augmented reality (AR) en- vironments and secondly, based on our definition, a new taxonomy enabling these environments to be classified. After briefly reviewing existing classifica- tions, we define AR by its purpose, ie. to enable someone to create sensory- motor and cognitive activities in a new space combining the real environment and a virtual environment. Below we present our functional taxonomy of AR environments. We div...

  19. Virtual Reality and Augmented Reality in Plastic Surgery: A Review.

    Science.gov (United States)

    Kim, Youngjun; Kim, Hannah; Kim, Yong Oock

    2017-05-01

    Recently, virtual reality (VR) and augmented reality (AR) have received increasing attention, with the development of VR/AR devices such as head-mounted displays, haptic devices, and AR glasses. Medicine is considered to be one of the most effective applications of VR/AR. In this article, we describe a systematic literature review conducted to investigate the state-of-the-art VR/AR technology relevant to plastic surgery. The 35 studies that were ultimately selected were categorized into 3 representative topics: VR/AR-based preoperative planning, navigation, and training. In addition, future trends of VR/AR technology associated with plastic surgery and related fields are discussed.

  20. Interactive learning environments in augmented reality technology

    Directory of Open Access Journals (Sweden)

    Rafał Wojciechowski

    2010-01-01

    Full Text Available In this paper, the problem of creation of learning environments based on augmented reality (AR is considered. The concept of AR is presented as a tool for safe and cheap experimental learning. In AR learning environments students may acquire knowledge by personally carrying out experiments on virtual objects by manipulating real objects located in real environments. In the paper, a new approach to creation of interactive educational scenarios, called Augmented Reality Interactive Scenario Modeling (ARISM, is mentioned. In this approach, the process of building learning environments is divided into three stages, each of them performed by users with different technical and domain knowledge. The ARISM approach enables teachers who are not computer science experts to create AR learning environments adapted to the needs of their students.

  1. Survey on Urban Warfare Augmented Reality

    Directory of Open Access Journals (Sweden)

    Xiong You

    2018-01-01

    Full Text Available Urban warfare has become one of the main forms of modern combat in the twenty-first century. The main reason why urban warfare results in hundreds of casualties is that the situational information of the combatant is insufficient. Accessing information via an Augmented Reality system can elevate combatants’ situational awareness to effectively improve the efficiency of decision-making and reduce the injuries. This paper begins with the concept of Urban Warfare Augmented Reality (UWAR and illuminates the objectives of developing UWAR, i.e., transparent battlefield, intuitional perception and natural interaction. Real-time outdoor registration, information presentation and natural interaction are presented as key technologies of a practical UWAR system. Then, the history and current research state of these technologies are summarized and their future developments are highlighted from three perspectives, i.e., (1 Better integration with Geographic Information System and Virtual Geographic Environment; (2 More intelligent software; (3 More powerful hardware.

  2. Perancangan Augmented Reality untuk Peta Topografi

    Directory of Open Access Journals (Sweden)

    Agustinna Yosanny

    2013-12-01

    Full Text Available Topography is the science about the earth's surface and other objects such as planets, satellites, and asteroids. Topography is studied at school and is found quite difficult to understand because it requires imagination to understand the meaning of contour maps as well as the lines. To motivate students in learning topography,we design an learning application of interactive topographic map with 3D features using Augmented reality technology. In this research we implement analysis and design method. The result achieved is a learning topographic map application based on augmented reality. The conclusion that can be drawn is the teaching and learning of topography can be more interesting with 3D features so that students can more easily recognize the meaning of contour lines in a topographic map.

  3. Medical imaging and augmented reality. Proceedings

    International Nuclear Information System (INIS)

    Yang Guang-Zhong; Jiang Tianzi; Shen Dinggang; Gu Lixu; Yang Jie

    2006-01-01

    This book constitutes the refereed proceedings of the Third International Workshop on Medical Imaging and Augmented Reality, MIAR 2006, held in Shanghai, China, in August 2006. The 45 revised full papers presented together with 4 invited papers were carefully reviewed and selected from 87 submissions. The papers are organized in topical sections on shape modeling and morphometry, patient specific modeling and quantification, surgical simulation and skills assessment, surgical guidance and navigation, image registration, PET image reconstruction, and image segmentation. (orig.)

  4. Augmented reality to training spatial skills

    OpenAIRE

    Martin-Gutierrez, Jorge; Contero, Manuel; Alcañiz Raya, Mariano Luis

    2015-01-01

    La Laguna University has been offering courses for the development of spatial skills since 2004. Each year since that time spatial ability of engineering students has been measured before and after the courses to check progress after each training session. We have developed a spatial skills training course based on augmented reality and graphic engineering contents, and designed the AR_Dehaes tool, which is based on its own library the uses computer vision techniques for incorporating vis...

  5. Basic Concepts in Augmented Reality Audio

    OpenAIRE

    Lemordant, Jacques

    2010-01-01

    International audience; The basic difference between real and virtual sound environments is that virtual sounds are originating from another environment or are artificially created, whereas the real sounds are the natural existing sounds in the user's own environment. Augmented Reality Audio combines these aspects in a way where real and virtual sound scenes are mixed so that virtual sounds are perceived as an extension or a complement to the natural ones.

  6. Developing augmented reality solutions through user involvement

    OpenAIRE

    Siltanen, Sanni

    2015-01-01

    Augmented reality (AR) technology merges digital information into the real world. It is an effective visualization method; AR enhances user's spatial perception skills and helps to understand spatial dimensions and relationships. It is beneficial for many professional application areas such as assembly, maintenance and repair. AR visualization helps to concretize building and construction projects and interior design plans – also for non-technically oriented people, who might otherwise have d...

  7. Mobile devices, Virtual Reality, Augmented Reality, and Digital Geoscience Education.

    Science.gov (United States)

    Crompton, H.; De Paor, D. G.; Whitmeyer, S. J.; Bentley, C.

    2016-12-01

    Mobile devices are playing an increasing role in geoscience education. Affordances include instructor-student communication and class management in large classrooms, virtual and augmented reality applications, digital mapping, and crowd-sourcing. Mobile technologies have spawned the sub field of mobile learning or m-learning, which is defined as learning across multiple contexts, through social and content interactions. Geoscientists have traditionally engaged in non-digital mobile learning via fieldwork, but digital devices are greatly extending the possibilities, especially for non-traditional students. Smartphones and tablets are the most common devices but smart glasses such as Pivothead enable live streaming of a first-person view (see for example, https://youtu.be/gWrDaYP5w58). Virtual reality headsets such as Google Cardboard create an immersive virtual field experience and digital imagery such as GigaPan and Structure from Motion enables instructors and/or students to create virtual specimens and outcrops that are sharable across the globe. Whereas virtual reality (VR) replaces the real world with a virtual representation, augmented reality (AR) overlays digital data on the live scene visible to the user in real time. We have previously reported on our use of the AR application called FreshAiR for geoscientific "egg hunts." The popularity of Pokémon Go demonstrates the potential of AR for mobile learning in the geosciences.

  8. Augmented assessment as a means to augmented reality.

    Science.gov (United States)

    Bergeron, Bryan

    2006-01-01

    Rigorous scientific assessment of educational technologies typically lags behind the availability of the technologies by years because of the lack of validated instruments and benchmarks. Even when the appropriate assessment instruments are available, they may not be applied because of time and monetary constraints. Work in augmented reality, instrumented mannequins, serious gaming, and similar promising educational technologies that haven't undergone timely, rigorous evaluation, highlights the need for assessment methodologies that address the limitations of traditional approaches. The most promising augmented assessment solutions incorporate elements of rapid prototyping used in the software industry, simulation-based assessment techniques modeled after methods used in bioinformatics, and object-oriented analysis methods borrowed from object oriented programming.

  9. International workshop on multimodal virtual and augmented reality (workshop summary)

    NARCIS (Netherlands)

    Hürst, W.O.; Iwai, Daisuke; Balakrishnan, Prabhakaran

    2016-01-01

    Virtual reality (VR) and augmented reality (AR) are expected by many to become the next wave of computing with significant impacts on our daily lives. Motivated by this, we organized a workshop on “Multimodal Virtual and Augmented Reality (MVAR)” at the 18th ACM International Conference on

  10. A Mobile Augmented Reality Emulator for Android

    Directory of Open Access Journals (Sweden)

    Donald Munro

    2017-07-01

    Full Text Available Augmented Reality (AR provides a fusion of the real and virtual worlds by superimposing virtual objects on real world scenery. The implementation of AR on mobile devices is known as Mobile Augmented Reality (MAR. MAR is in its infancy and MAR development software is in the process of maturing. Dating back to the origin of Computer Science as an independent field, software development tools have been an integral part of the process of software creation. MAR, being a relatively new technology, is still lacking such related software development tools. With the rapid progression of mobile devices, the development of MAR applications fusing advanced Computer Vision techniques with mobile device sensors have become increasingly feasible. However, testing and debugging of MAR applications present a new challenge in that they require the developer be at the location that is being augmented at some point during the development process. In this research study, a MAR recorder application was developed as well as emulation class libraries for Android devices that allows the recording and off-site playback of video, location and motion sensor data. The research objective was to provide a software emulator which provides debugging, testing and prototyping capabilities for a MAR application including the ability to emulate the combination of computer vision with locational and motion sensors using previously recorded data. The emulator was evaluated using different mobile technologies. The results indicate that this research could assist developers of MAR applications to implement applications more rapidly, without being at the location.

  11. The Perceptions of CEIT Postgraduate Students Regarding Reality Concepts: Augmented, Virtual, Mixed and Mirror Reality

    Science.gov (United States)

    Taçgin, Zeynep; Arslan, Ahmet

    2017-01-01

    The purpose of this study is to determine perception of postgraduate Computer Education and Instructional Technologies (CEIT) students regarding the concepts of Augmented Reality (AR), Virtual Reality (VR), Mixed Reality (MR), Augmented Virtuality (AV) and Mirror Reality; and to offer a table that includes differences and similarities between…

  12. Augmented reality. Fundamentals and nuclear related applications

    International Nuclear Information System (INIS)

    Ishii, Hirotake

    2010-01-01

    In recent years, Augmented Reality (AR) has attracted considerable interest from both academia and industry. Virtual Reality enables users to interact only with virtual objects in a virtual environment, but AR enables users to interact with both virtual objects and real objects in the real world. This feature supports application of AR to various fields such as education, driving, entertainment, and navigation. Especially, by application of AR to support workers in nuclear power plants, it is expected that working time and human error can be decreased. However, many problems remain unsolved to apply AR to real fields. In this lecture note, fundamental knowledge of AR is presented first including the overview of elemental technologies to realize AR. Then various AR applications to nuclear fields are described. Finally, future prospects are given. (author)

  13. Augmented reality tools and learning practice in mobile-learning

    OpenAIRE

    Figueiredo, Mauro; Gomes, José; Gomes, Cristina; Lopes, João

    2014-01-01

    There are many augmented reality (AR) applications available that can be used to create educational contents for these mobile devices. This paper surveys the most popular augmented reality applications and we select AR eco-systems to be used in daily teaching activities which are user friendly, do not require programming skills and are free. Different augmented reality technologies are explored in this paper to create teaching activities with animations, videos and other information to be sho...

  14. Augmented Reality Edugame Senjata Tradisional Indonesia

    Directory of Open Access Journals (Sweden)

    Endah Sudarmilah

    2015-12-01

    Full Text Available Senjata tradisional merupakan sebuah produk yang berkaitan erat dengan budaya suatu masyarakat. Selain berfungsi sebagai senjata, senjata tradisional telah menjadi identitas suatu bangsa yang membantu memperkaya khasanah budaya nusantara. Pendidikan di Indonesia berpedoman pada kurikulum baru yang disebut kurikulum 2013. Salah satu materi kurikulum mengarahkan siswa untuk belajar tentang senjata tradisional bentuk senjata tradisional. Berdasarkan pada masalah yang timbul dari kurikulum 2013, peneliti menyiapkan metode pembelajaran dengan menggabungkan Augmented Reality (AR dengan permainan edukasi berbasis adventure game dalam menyajikan materi keanekaragaman budaya Indonesia, terutama untuk senjata tradisional sehingga siswa memiliki semangat dalam belajar tentang keanekaragaman budaya Indonesia khusunya senjata.

  15. Virtual Reality and Augmented Reality in Plastic Surgery: A Review

    Directory of Open Access Journals (Sweden)

    Youngjun Kim

    2017-05-01

    Full Text Available Recently, virtual reality (VR and augmented reality (AR have received increasing attention, with the development of VR/AR devices such as head-mounted displays, haptic devices, and AR glasses. Medicine is considered to be one of the most effective applications of VR/AR. In this article, we describe a systematic literature review conducted to investigate the state-of-the-art VR/AR technology relevant to plastic surgery. The 35 studies that were ultimately selected were categorized into 3 representative topics: VR/AR-based preoperative planning, navigation, and training. In addition, future trends of VR/AR technology associated with plastic surgery and related fields are discussed.

  16. Augmenting Your Own Reality: Student Authoring of Science-Based Augmented Reality Games

    Science.gov (United States)

    Klopfer, Eric; Sheldon, Josh

    2010-01-01

    Augmented Reality (AR) simulations superimpose a virtual overlay of data and interactions onto a real-world context. The simulation engine at the heart of this technology is built to afford elements of game play that support explorations and learning in students' natural context--their own community and surroundings. In one of the more recent…

  17. The Application of Augmented Reality Technology in Food Professional Education

    OpenAIRE

    Wei Shan

    2015-01-01

    This study presents the application of augmented reality technology in food professional education, combining with the current situation of applying virtual reality education, analyzes the problems existing in the virtual reality application in food professional education, puts forward some suggestions and finally prospects the developing trend of the technology of virtual reality now.

  18. Augmented reality in bone tumour resection

    Science.gov (United States)

    Park, Y. K.; Gupta, S.; Yoon, C.; Han, I.; Kim, H-S.; Choi, H.; Hong, J.

    2017-01-01

    Objectives We evaluated the accuracy of augmented reality (AR)-based navigation assistance through simulation of bone tumours in a pig femur model. Methods We developed an AR-based navigation system for bone tumour resection, which could be used on a tablet PC. To simulate a bone tumour in the pig femur, a cortical window was made in the diaphysis and bone cement was inserted. A total of 133 pig femurs were used and tumour resection was simulated with AR-assisted resection (164 resection in 82 femurs, half by an orthropaedic oncology expert and half by an orthopaedic resident) and resection with the conventional method (82 resection in 41 femurs). In the conventional group, resection was performed after measuring the distance from the edge of the condyle to the expected resection margin with a ruler as per routine clinical practice. Results The mean error of 164 resections in 82 femurs in the AR group was 1.71 mm (0 to 6). The mean error of 82 resections in 41 femurs in the conventional resection group was 2.64 mm (0 to 11) (p Augmented reality in bone tumour resection: An experimental study. Bone Joint Res 2017;6:137–143. PMID:28258117

  19. Boosting physics education through mobile augmented reality

    Science.gov (United States)

    Crǎciun, Dana; Bunoiu, Mǎdǎlin

    2017-12-01

    The integration of collaborative applications, based on modern learning technologies and the Internet, of various visualization techniques and digital strategies in open, flexible modern learning environments which facilitate access to resources, represents a challenge for physics teachers in Romania in general, and for novice teachers in particular. Although large efforts have been made worldwide to invest in educational technologies, their impact on the students' learning outcomes is quite modest. In this paper, we describe and analyze various curricular and extracurricular activities specifically designed for and undertaken by pre-service physics teachers. These activities employ new educational technologies, mobile augmented reality (MAR) and are based on modern teaching and learning theories. MAR is an extension for mobile devices of augmented reality, an interactive and in real time combination, of real and virtual objects overlaid in the real environment. The obtained results show that pre-service physics teachers are confident in using MAR in their teaching and learning activities, and consider that the activities performed helped them develop the skills necessary for science teachers in a technology-based society and to reflect upon the role of technology in the current Romanian educational context.

  20. The educational possibilities of Augmented Reality

    Directory of Open Access Journals (Sweden)

    Julio Cabero Almenara

    2016-01-01

    Full Text Available A large number of emergent technologies have been acquiring a strong impulse in recent years. One of these emergent technologies is Augmented Reality (RA, which will surely have a high level of penetration into all our educational centers, including universities, in the next 3 to 5 years, as a number of different reports have already highlighted. The present paper shows various elements which, in our opinion, play an essential role when it comes to the incorporation of Augmented Reality into teaching, stressing the fact that this incorporation should not entail a technological problem but an educational and didactic issue. A mention is additionally made of several studies which have been performed with regard to the didactic exploitation of this emergent technology, as well as to the potential that it offers us. Our study forms part of an R&D&I initiative undertaken within the framework of the Plan Estatal de Fomento de la Investigación Científica y Técnica de Excelencia 2013-2016 [2013-16 State (National Plan for the Promotion of Excellence Scientific and Technical Research], with reference EDU2014-57446-P.

  1. AUGMENTED REALITY - STATE OF KNOWLEDGE, USE AND EXPERIMENTATION

    Directory of Open Access Journals (Sweden)

    Mihaela Filofteia TUTUNEA

    2013-12-01

    Full Text Available Technologies for augmenting reality have been consolidated during the last decades, extending their applicability to more and more socio-economic areas. The rapid evolution of mobile technologies and virtualization of the digital environment have created auspicious conditions for massive extension and implementation of solutions for augmenting reality at global level. Experience has already shown that augmented reality, alongside virtual reality can offer very important support solutions in modeling the real world with the aim of extending the human capabilities of perception, allowing the opening of a new phase in the world’s socio-economic development. Starting from the evident tendencies that have manifested at global level in the development and implementation of augmented reality technologies, the paper begins with the presentation of the most important aspects related to augmented reality technologies, highlighting their main areas of application, and presents the study realized for identifying the level of knowledge, use and effective experimentation of augmented reality applications by mobile device users. The results of this study could be very useful to the socio-economic environment, starting with the field of research, continuing with developers and providers of augmented reality solutions, manufacturers and providers of hardware infrastructure support for augmented reality solutions and systems, final users of these solutions, both individuals and businesses, and experimenting digital communities.

  2. Virtual and augmented reality for training on maintenance

    International Nuclear Information System (INIS)

    Gonzalez, F.

    2001-01-01

    This paper presents two projects focused to support training on maintenance using new technologies. Both projects aims at specifying. designing, developing, and demonstrating prototypes allowing computer guided maintenance of complex mechanical elements using Virtual Reality (VIRMAN) and Augmented Reality (STARMATE) techniques. VIRMAN project is dedicated to training course development on maintenance using Virtual Reality. It based in the animation of three dimension images for component assembly/de-assembly or equipment movements. STARMATE will rely on Augmented Reality techniques which is a growing area in virtual Reality research. The idea of Augmented Reality is to combine a real scene, viewed by the user, with a virtual scene generated by a computer augmenting the reality with additional information. (Author)

  3. Potential Use of Augmented Reality in LIS Education

    Science.gov (United States)

    Wójcik, Magdalena

    2016-01-01

    The subject of this article is the use of augmented reality technology in library and information science education. The aim is to determine the scope and potential uses of augmented reality in the education of information professionals. In order to determine the scope and forms of potential use of AR technology in LIS education a two-step…

  4. Augmented Reality Learning Experiences: Survey of Prototype Design and Evaluation

    Science.gov (United States)

    Santos, Marc Ericson C.; Chen, Angie; Taketomi, Takafumi; Yamamoto, Goshiro; Miyazaki, Jun; Kato, Hirokazu

    2014-01-01

    Augmented reality (AR) technology is mature for creating learning experiences for K-12 (pre-school, grade school, and high school) educational settings. We reviewed the applications intended to complement traditional curriculum materials for K-12. We found 87 research articles on augmented reality learning experiences (ARLEs) in the IEEE Xplore…

  5. The Local Games Lab ABQ: Homegrown Augmented Reality

    Science.gov (United States)

    Holden, Christopher

    2014-01-01

    Experiments in the use of augmented reality games formerly required extensive material resources and expertise to implement above and beyond what might be possible within the usual educational contexts. Currently, the more common availability of hardware in these contexts and the existence of easy-to-use, general purpose augmented reality design…

  6. the use of augmented reality in command and control situation ...

    African Journals Online (AJOL)

    Abel

    simulator typically combines physical interfaces, such as cockpits, handles and levers – representing the real ... best augmented reality applications, Inbar17 lists the ten best games using augmented reality, and Thompson18 ... 2008 European Simulation Interoperability Workshop, Edinburgh, Jun 2008, pp. 87–96; A.C. ...

  7. ARLearn: Learning activities and interaction in augmented reality

    NARCIS (Netherlands)

    Ternier, Stefaan; Tabuenca, Bernardo; Specht, Marcus

    2013-01-01

    Ternier, S., Tabuenca, B., & Specht, M. (2012). ARLearn: Learning activities and interaction in augmented reality. In M. Specht, J. Multisilta, & M. Sharples (Eds.), Proceedings of the Mobile Augmented Reality for Education Workshop (pp. 10-13). October, 16-17, 2012, Helsinki, Finland.

  8. Augmenting a Child's Reality: Using Educational Tablet Technology

    Science.gov (United States)

    Tanner, Patricia; Karas, Carly; Schofield, Damian

    2014-01-01

    This study investigates the classroom integration of an innovative technology, augmented reality. Although the process of adding new technologies into a classroom setting can be daunting, the concept of augmented reality has demonstrated the ability to educate students and to assist with their comprehension of a procedural task. One half of the…

  9. Pose estimation for mobile devices and augmented reality

    NARCIS (Netherlands)

    Caarls, J.

    2009-01-01

    In this thesis we introduce the reader to the field of Augmented Reality (AR) and describe aspects of an AR system. We show the current uses in treatment of phobias, games, sports and industry. We present the challenges for Optical See-Through Augmented Reality in which the real world is perceived

  10. Spatial augmented reality merging real and virtual worlds

    CERN Document Server

    Bimber, Oliver

    2005-01-01

    Like virtual reality, augmented reality is becoming an emerging platform in new application areas for museums, edutainment, home entertainment, research, industry, and the art communities using novel approaches which have taken augmented reality beyond traditional eye-worn or hand-held displays. In this book, the authors discuss spatial augmented reality approaches that exploit optical elements, video projectors, holograms, radio frequency tags, and tracking technology, as well as interactive rendering algorithms and calibration techniques in order to embed synthetic supplements into the real

  11. Augmented Reality as a Countermeasure for Sleep Deprivation.

    Science.gov (United States)

    Baumeister, James; Dorrlan, Jillian; Banks, Siobhan; Chatburn, Alex; Smith, Ross T; Carskadon, Mary A; Lushington, Kurt; Thomas, Bruce H

    2016-04-01

    Sleep deprivation is known to have serious deleterious effects on executive functioning and job performance. Augmented reality has an ability to place pertinent information at the fore, guiding visual focus and reducing instructional complexity. This paper presents a study to explore how spatial augmented reality instructions impact procedural task performance on sleep deprived users. The user study was conducted to examine performance on a procedural task at six time points over the course of a night of total sleep deprivation. Tasks were provided either by spatial augmented reality-based projections or on an adjacent monitor. The results indicate that participant errors significantly increased with the monitor condition when sleep deprived. The augmented reality condition exhibited a positive influence with participant errors and completion time having no significant increase when sleep deprived. The results of our study show that spatial augmented reality is an effective sleep deprivation countermeasure under laboratory conditions.

  12. Applying Augmented Reality in practical classes for engineering students

    Science.gov (United States)

    Bazarov, S. E.; Kholodilin, I. Yu; Nesterov, A. S.; Sokhina, A. V.

    2017-10-01

    In this article the Augmented Reality application for teaching engineering students of electrical and technological specialties is introduced. In order to increase the motivation for learning and the independence of students, new practical guidelines on Augmented Reality were developed in the application to practical classes. During the application development, the authors used software such as Unity 3D and Vuforia. The Augmented Reality content consists of 3D-models, images and animations, which are superimposed on real objects, helping students to study specific tasks. A user who has a smartphone, a tablet PC, or Augmented Reality glasses can visualize on-screen virtual objects added to a real environment. Having analyzed the current situation in higher education: the learner’s interest in studying, their satisfaction with the educational process, and the impact of the Augmented Reality application on students, a questionnaire was developed and offered to students; the study involved 24 learners.

  13. PARAMETERS OF AUGMENTED REALITY AND ITS USE IN EDUCATION

    Directory of Open Access Journals (Sweden)

    JEŘÁBEK, Tomáš

    2013-12-01

    Full Text Available This article examines the issue of augmented reality and possibilities of its application in education. It briefly reports on selected results of a broader survey focused on technological, psychological, physiological and didactical aspects of the issue. It presumes that augmented reality has its unique place in technical teaching tools since it is a technological-perception concept, which in certain didactical situations creates more suitable perceptual environment than real environment itself on one hand, or virtual environment on the other. It focuses on identification of the technological-functional properties and specifics of augmented reality systems and on verification of model examples of augmented reality applications in school practice. It characterizes the course and results of empirical research project based on a descriptive case study exploring the cases of implementing selected application solutions of augmented reality into learning experience in accordance with the model of pro-active action research.

  14. Buku Pembelajaran Bahasa Inggris dengan Teknologi Augmented Reality Berbasis Android

    Directory of Open Access Journals (Sweden)

    Quraish Quraish

    2016-01-01

    Full Text Available Buku adalah media yang paling sederhana untuk memperoleh dan memberikan informasi, Augmented Reality dapat digunakan untuk menampilkan multimedia dengan cara menambahkannya pada dunia nyata, dengan penggabungan buku dalam hal ini bahasa inggris dan augmented reality maka multimedia dapat ditampilkan dan dapat digunakan sebagai media pembelajaran yang interaktif. Untuk membangun aplikasi dalam hal ini augmented reality dibutuhkan suatu metode, metode yang digunakan untuk membangun aplikasi augmented reality ini adalah SDLC (Software Defelopment Life Cycle yang menggunakan teknik waterfall, hal ini dipilih karena waterfall lebih terurut dalam membangun aplikasi. Augmented Reality yang dibangun memiliki keberhasilan deteksi yang berbeda-beda, jarak yang dapat dipakai dalam mendeteksi penanda adalah mulai dari jarak 15cm sampai 60cm dan semakin besar tingkat kemiringan penanda terhadap kamera maka semakin sulit penanda terdeteksi, semakin besar persentase penanda terhalang maka semakin besar juga kemungkinan penanda sulit terdeteksi.

  15. Augmented Reality Applications for Cultural Heritage

    Directory of Open Access Journals (Sweden)

    Erkan Bostancı

    2011-03-01

    Full Text Available This paper presents an up-to-date review of the literature on the two interesting topics from the field of computer graphics. While the recent research on the broad research areas of Augmented Reality and Tracking are examined, applications related to cultural heritage were emphasized due to the reasons mentioned in the paper. Several methods and example applications were presented in a superficial but clear manner to facilitate the foundation of a new research area in our country which has a vast amount of resources for the mentioned type of application. Common problems with these methods are presented along with possible solutions. After the presentation of related research in our country, a protoype application named "Desktop History" was presented in order to consolidate the text and provide a concrete example.

  16. Augmented reality approach for metabolic pathways teaching

    Directory of Open Access Journals (Sweden)

    Juan Carlos Vega Garzón

    2014-12-01

    Full Text Available A glycolysis paper puzzle has been used as strategy to teach metabolic pathways, but this kind of game demands a higher number of instructors and limits the follow up of the students’ difficulties. A technology called Augmented Reality (AR was applied to enable the puzzle usage in large audiences, and to provid feedback to students and instructors. Drafted as flashcards readable by an app installed in tablets, it conveys information as molecules 3D-structure, clues for correct assembling of the metabolic pathway and results of student progression in the activity. Such technological improvement brought more autonomy to students for solving proposed exercises and an embedded performance data collection system helpful to understand,and after to unravel students’ difficulties.

  17. Augmented reality in neurosurgery: a systematic review.

    Science.gov (United States)

    Meola, Antonio; Cutolo, Fabrizio; Carbone, Marina; Cagnazzo, Federico; Ferrari, Mauro; Ferrari, Vincenzo

    2017-10-01

    Neuronavigation has become an essential neurosurgical tool in pursuing minimal invasiveness and maximal safety, even though it has several technical limitations. Augmented reality (AR) neuronavigation is a significant advance, providing a real-time updated 3D virtual model of anatomical details, overlaid on the real surgical field. Currently, only a few AR systems have been tested in a clinical setting. The aim is to review such devices. We performed a PubMed search of reports restricted to human studies of in vivo applications of AR in any neurosurgical procedure using the search terms "Augmented reality" and "Neurosurgery." Eligibility assessment was performed independently by two reviewers in an unblinded standardized manner. The systems were qualitatively evaluated on the basis of the following: neurosurgical subspecialty of application, pathology of treated lesions and lesion locations, real data source, virtual data source, tracking modality, registration technique, visualization processing, display type, and perception location. Eighteen studies were included during the period 1996 to September 30, 2015. The AR systems were grouped by the real data source: microscope (8), hand- or head-held cameras (4), direct patient view (2), endoscope (1), and X-ray fluoroscopy (1) head-mounted display (1). A total of 195 lesions were treated: 75 (38.46 %) were neoplastic, 77 (39.48 %) neurovascular, and 1 (0.51 %) hydrocephalus, and 42 (21.53 %) were undetermined. Current literature confirms that AR is a reliable and versatile tool when performing minimally invasive approaches in a wide range of neurosurgical diseases, although prospective randomized studies are not yet available and technical improvements are needed.

  18. Googles Augmented-Reality-Game "Ingress"

    Directory of Open Access Journals (Sweden)

    Karl H. Stingeder

    2013-12-01

    Full Text Available Das an das "Geocoaching"-Spielprinzip erinnernde Augmented-­Reality-Game "Ingress" ist auf allen mit Android-Betriebssystem ausgestatteten Smartphones spielbar. Das Alleinstellungsmerkmal des Spiels ist gleich­zeitig auch das beste Patent-Rezept für bzw. gegen notorisches "Couch-Potato-ing": Das Game-Design des "Draußenspiels" erfordert jedoch stets die physische Anwesenheit der SpielerInnen am realen Ort des Geschehens, meist touristisch attraktive Sehenswürdigkeiten und architektonisch markante Plätze. Sobald "Ingress" per App am Smart­phone gestartet wird, stehen Interaktionen und Machtverhältnisse auf dem Handy-Display im Dreh- und Angelpunkt des Geschehens. Die Spielgrafik ist auf das Wesentliche reduziert und erinnert an die Optik von Videospielen der 80er Jahre. "Ingress" im Allgemeinen sowie "Magnus13", die erste von Google organisierte Fan-Veranstaltung Österreichs mit mehreren Hundert TeilnehmerInnen und ist mit einer "digitalen Schnitzeljagd" vergleichbar: Gemeinsam ist der klassischen "Schnitzeljagd" und dem digitalen "Schere-Schein-Papier" Prinzip von "Ingress" die tragende Rolle des im Spiel entstehenden Gemeinschaftsgefühls, welche in einer hohen Langzeitmotivation mündet. Trotz aller Euphorie, ob des unkonventionellen Augmented-Reality-Spielkonzepts und des in Folge der sozialen Dynamik außergewöhnlichen Sucht­potentials, ist angesichts von Edward Snowden und vielfältiger NSA-Abhörmaßnahmen, eine gesunde Portion Skepsis angebracht: Welchen Zweck erfüllt "Ingress"? Gibt es ein verhülltes "Mittel zum Zweck"? Welche Gefahren bestehen mit einer systematischen Auswertung des umfangreichen, ortsrelevanten Daten-Sammelsuriums? "Ingress" verdeutlicht trotz aller Risiken den soziokulturellen Bedeutungswandel des digitalen Spiels: Spiele per se und das Spiel als soziale Interaktion sind aktuell dabei, alle Bereiche unseres Lebens zu erfassen.

  19. Augmented Reality at the Tactical and Operational Levels of War

    Science.gov (United States)

    2015-10-24

    Augmented reality technologies have reached a stage where commercially viable systems will soon enter the consumer market . These technologies merge...environments and each other. Augmented reality systems merge virtual content with a user’s real-world perceptual experiences. Information from one’s...experiences. Unlike virtual reality systems that immerse users in completely computer generated experience, AR provides virtual content over AR users

  20. Merging Augmented Reality Based Features in Mobile Multimedia Museum Guides

    OpenAIRE

    Damala, Areti; Marchal, Isabelle; Houlier, Pascal

    2007-01-01

    International audience; Augmented Reality (AR), a computer science field considered by many as a subfield of the broader concept of Mixed Reality, could alter dramatically the way we interact not only with computers but also with the real environment surrounding us, as well as with other human beings. Augmented Reality has so far been used for applications linked with military training, medicine, maintenance, architecture and urban planning, tourism, and entertainment. This last category embr...

  1. Technology Acceptance of Augmented Reality and Wearable Technologies

    OpenAIRE

    Wild, Fridolin; Klemke, Roland; Lefrere, Paul; Fominykh, Mikhail; Kuula, Timo

    2017-01-01

    Augmented Reality and Wearables are the recent media and computing technologies, similar, but different from established technologies, even mobile computing and virtual reality. Numerous proposals for measuring technology acceptance exist, but have not been applied, nor fine-tuned to such new technology so far. Within this contribution, we enhance these existing instruments with the special needs required for measuring technology acceptance of Augmented Reality and Wearable Technologies and w...

  2. Exploring the potential use of augmented reality in medical education

    OpenAIRE

    Orraryd, Pontus

    2017-01-01

    Human anatomy is traditionally taught using textbooks and dissections. With the advent of computer graphics, using 3D applications have started to see much more use in medical educations around the world. Today, technology such as Augmented Reality and Virtual Reality are on everybody’s lips, and many are now curious what we can do with this new technology. This thesis explores how Augmented Reality can be used in medical education to teach human anatomy. Two application prototypes were devel...

  3. Augmented reality usage for prototyping speed up

    Directory of Open Access Journals (Sweden)

    Jiří Šťastný

    2011-01-01

    Full Text Available The integral part of production process in many companies is prototyping. Although, these companies commonly have high quality visualization tools (large screen projections, virtual reality, prototyping was never abandoned. There is a number of reasons. The most important is the possibility of model observation from any angle without any physical constraints and its haptic feedback. The interactivity of model adjustments is important as well. The direct work with the model allows the designers to focus on the creative process more than work with a computer. There is still a problem with a difficult adjustability of the model. More significant changes demand completely new prototype or at least longer time for its realization.The first part of the article describes our approach for solution of this problem by means of Augmented Reality. The merging of the real world model and digital objects allows streamline the work with the model and speed up the whole production phase significantly. The main advantage of augmented reality is the possibility of direct manipulation with the scene using a portable digital camera. Also adding digital objects into the scene could be done using identification markers placed on the surface of the model. Therefore it is not necessary to work with special input devices and lose the contact with the real world model. Adjustments are done directly on the model. The key problem of outlined solution is the ability of identification of an object within the camera picture and its replacement with the digital object. The second part of the article is focused especially on the identification of exact position and orientation of the marker within the picture. The identification marker is generalized into the triple of points which represents a general plane in space. There is discussed the space identification of these points and the description of representation of their position and orientation be means of transformation

  4. Augmented Reality versus Virtual Reality for 3D Object Manipulation.

    Science.gov (United States)

    Krichenbauer, Max; Yamamoto, Goshiro; Taketom, Takafumi; Sandor, Christian; Kato, Hirokazu

    2018-02-01

    Virtual Reality (VR) Head-Mounted Displays (HMDs) are on the verge of becoming commodity hardware available to the average user and feasible to use as a tool for 3D work. Some HMDs include front-facing cameras, enabling Augmented Reality (AR) functionality. Apart from avoiding collisions with the environment, interaction with virtual objects may also be affected by seeing the real environment. However, whether these effects are positive or negative has not yet been studied extensively. For most tasks it is unknown whether AR has any advantage over VR. In this work we present the results of a user study in which we compared user performance measured in task completion time on a 9 degrees of freedom object selection and transformation task performed either in AR or VR, both with a 3D input device and a mouse. Our results show faster task completion time in AR over VR. When using a 3D input device, a purely VR environment increased task completion time by 22.5 percent on average compared to AR ( ). Surprisingly, a similar effect occurred when using a mouse: users were about 17.3 percent slower in VR than in AR ( ). Mouse and 3D input device produced similar task completion times in each condition (AR or VR) respectively. We further found no differences in reported comfort.

  5. ARLearn and StreetLearn software for virtual reality and augmented reality multi user learning games

    NARCIS (Netherlands)

    Ternier, Stefaan; Klemke, Roland

    2012-01-01

    Ternier, S., & Klemke, R. (2011). ARLearn and StreetLearn software for virtual reality and augmented reality multi user learning games (Version 1.0) [Software Documentation]. Heerlen, The Netherlands: Open Universiteit in the Netherlands.

  6. ARLearn and StreetLearn software for virtual reality and augmented reality multi user learning games

    NARCIS (Netherlands)

    Ternier, Stefaan; Klemke, Roland

    2012-01-01

    Ternier, S., & Klemke, R. (2011). ARLearn and StreetLearn software for virtual reality and augmented reality multi user learning games (Version 1.0) [Computer software]. Heerlen, The Netherlands: Open Universiteit in the Netherlands.

  7. Virtual, augmented reality and serious games for healthcare

    CERN Document Server

    Jain, Lakhmi; Anderson, Paul

    2014-01-01

    There is a tremendous interest among researchers for the development of virtual, augmented reality and games technologies due to their widespread applications in medicine and healthcare. To date the major applications of these technologies include medical simulation, telemedicine, medical and healthcare training, pain control, visualisation aid for surgery, rehabilitation in cases such as stroke, phobia, and trauma therapies. Many recent studies have identified the benefits of using Virtual Reality, Augmented Reality, or serious games in a variety of medical applications.   This research volume on Virtual, Augmented Reality and Serious Games for Healthcare 1 offers an insightful introduction to the theories, development and applications of virtual, augmented reality and digital games technologies in medical and clinical settings and healthcare in general. It is divided into six sections: section one presents a selection of applications in medical education and healthcare management; Section two relates to th...

  8. Adaptive multimodal interaction in mobile augmented reality: A conceptual framework

    Science.gov (United States)

    Abidin, Rimaniza Zainal; Arshad, Haslina; Shukri, Saidatul A'isyah Ahmad

    2017-10-01

    Recently, Augmented Reality (AR) is an emerging technology in many mobile applications. Mobile AR was defined as a medium for displaying information merged with the real world environment mapped with augmented reality surrounding in a single view. There are four main types of mobile augmented reality interfaces and one of them are multimodal interfaces. Multimodal interface processes two or more combined user input modes (such as speech, pen, touch, manual gesture, gaze, and head and body movements) in a coordinated manner with multimedia system output. In multimodal interface, many frameworks have been proposed to guide the designer to develop a multimodal applications including in augmented reality environment but there has been little work reviewing the framework of adaptive multimodal interface in mobile augmented reality. The main goal of this study is to propose a conceptual framework to illustrate the adaptive multimodal interface in mobile augmented reality. We reviewed several frameworks that have been proposed in the field of multimodal interfaces, adaptive interface and augmented reality. We analyzed the components in the previous frameworks and measure which can be applied in mobile devices. Our framework can be used as a guide for designers and developer to develop a mobile AR application with an adaptive multimodal interfaces.

  9. Engembangan Virtual Class Untuk Pembelajaran Augmented Reality Berbasis Android

    OpenAIRE

    Arief, Rifiana; Umniati, Naeli

    2012-01-01

    Augmanted Reality for android handphone has been a trend among collage students of computer department who join New Media course. To develop this application, the knowladge about visual presentation theory and case study of Augmanted Reality on android phoneneed to be conducted. Learning media through virtual class can facilitate the students' needs in learning and developing Augmanted Reality. The method of this study in developing virtual class for Augmented Reality learning were: a) having...

  10. ENGEMBANGAN VIRTUAL CLASS UNTUK PEMBELAJARAN AUGMENTED REALITY BERBASIS ANDROID

    OpenAIRE

    Rifiana Arief; Naeli Umniati

    2015-01-01

    ABSTRACT Augmanted Reality for android handphone has been a trend among collage students of computer department who join New Media course. To develop this application, the knowladge about visual presentation theory and case study of Augmanted Reality on android phoneneed to be conducted. Learning media through virtual class can facilitate the students’ needs in learning and developing Augmanted Reality. The method of this study in developing virtual class for Augmented Reality learning we...

  11. FEATURES OF USING AUGMENTED REALITY TECHNOLOGY TO SUPPORT EDUCATIONAL PROCESSES

    Directory of Open Access Journals (Sweden)

    Yury A. Kravchenko

    2014-01-01

    Full Text Available The paper discusses the concept and technology of augmented reality, the rationale given the relevance and timeliness of its use to support educational processes. Paper is a survey and study of the possibility of using augmented reality technology in education. Architecture is proposed and constructed algorithms of the software system management QR-codes media objects. An overview of the features and uses of augmented reality technology to support educational processes is displayed, as an option of a new form of visual demonstration of complex objects, models and processes. 

  12. Introduction to Mobile Augmented Reality Development in Unity

    Directory of Open Access Journals (Sweden)

    Jacob W. Greene

    2016-07-01

    Full Text Available This lesson serves as an introduction to creating mobile augmented reality applications. Augmented reality (AR can be defined as the overlaying of digital content (images, video, text, sound, etc. onto physical objects or locations, and it is typically experienced by looking through the camera lens of an electronic device such as a smartphone, tablet, or optical head-mounted display (e.g. Microsoft Hololens. Although AR is a cutting-edge, complex technology, there are a number of user-friendly platforms that allow people with no previous coding experience to create compelling augmented reality experiences.

  13. Augmented reality as a design tool for mobile interfaces

    DEFF Research Database (Denmark)

    Bertelsen, Olav Wedege; Nielsen, Christina

    2000-01-01

    applications derived from the classification of augmented reality interfaces. The focus on physical interaction with objects of work and with the mobile device provides us with a range of interaction styles, based on e.g. gestures and manipulation of objects. Furthermore, issues of transparency and directness......This paper challenges user interface paradigms for mobile devices, by using the technical classification of augmented reality interfaces as a thinking tool to develop ideas for interaction with mobile devices. The paper presents future work scenarios from a wastewater treatment plant embodying PDA...... are addressed. The future scenarios indicate that the concepts of augmented reality support solving context problems in mobile design....

  14. Augmented reality in a tumor resection model.

    Science.gov (United States)

    Chauvet, Pauline; Collins, Toby; Debize, Clement; Novais-Gameiro, Lorraine; Pereira, Bruno; Bartoli, Adrien; Canis, Michel; Bourdel, Nicolas

    2018-03-01

    Augmented Reality (AR) guidance is a technology that allows a surgeon to see sub-surface structures, by overlaying pre-operative imaging data on a live laparoscopic video. Our objectives were to evaluate a state-of-the-art AR guidance system in a tumor surgical resection model, comparing the accuracy of the resection with and without the system. Our system has three phases. Phase 1: using the MRI images, the kidney's and pseudotumor's surfaces are segmented to construct a 3D model. Phase 2: the intra-operative 3D model of the kidney is computed. Phase 3: the pre-operative and intra-operative models are registered, and the laparoscopic view is augmented with the pre-operative data. We performed a prospective experimental study on ex vivo porcine kidneys. Alginate was injected into the parenchyma to create pseudotumors measuring 4-10 mm. The kidneys were then analyzed by MRI. Next, the kidneys were placed into pelvictrainers, and the pseudotumors were laparoscopically resected. The AR guidance system allows the surgeon to see tumors and margins using classical laparoscopic instruments, and a classical screen. The resection margins were measured microscopically to evaluate the accuracy of resection. Ninety tumors were segmented: 28 were used to optimize the AR software, and 62 were used to randomly compare surgical resection: 29 tumors were resected using AR and 33 without AR. The analysis of our pathological results showed 4 failures (tumor with positive margins) (13.8%) in the AR group, and 10 (30.3%) in the Non-AR group. There was no complete miss in the AR group, while there were 4 complete misses in the non-AR group. In total, 14 (42.4%) tumors were completely missed or had a positive margin in the non-AR group. Our AR system enhances the accuracy of surgical resection, particularly for small tumors. Crucial information such as resection margins and vascularization could also be displayed.

  15. Instrument Motion Metrics for Laparoscopic Skills Assessment in Virtual Reality and Augmented Reality.

    Science.gov (United States)

    Fransson, Boel A; Chen, Chi-Ya; Noyes, Julie A; Ragle, Claude A

    2016-11-01

    To determine the construct and concurrent validity of instrument motion metrics for laparoscopic skills assessment in virtual reality and augmented reality simulators. Evaluation study. Veterinarian students (novice, n = 14) and veterinarians (experienced, n = 11) with no or variable laparoscopic experience. Participants' minimally invasive surgery (MIS) experience was determined by hospital records of MIS procedures performed in the Teaching Hospital. Basic laparoscopic skills were assessed by 5 tasks using a physical box trainer. Each participant completed 2 tasks for assessments in each type of simulator (virtual reality: bowel handling and cutting; augmented reality: object positioning and a pericardial window model). Motion metrics such as instrument path length, angle or drift, and economy of motion of each simulator were recorded. None of the motion metrics in a virtual reality simulator showed correlation with experience, or to the basic laparoscopic skills score. All metrics in augmented reality were significantly correlated with experience (time, instrument path, and economy of movement), except for the hand dominance metric. The basic laparoscopic skills score was correlated to all performance metrics in augmented reality. The augmented reality motion metrics differed between American College of Veterinary Surgeons diplomates and residents, whereas basic laparoscopic skills score and virtual reality metrics did not. Our results provide construct validity and concurrent validity for motion analysis metrics for an augmented reality system, whereas a virtual reality system was validated only for the time score. © Copyright 2016 by The American College of Veterinary Surgeons.

  16. Recent Development of Augmented Reality in Surgery: A Review

    Science.gov (United States)

    Vávra, P.; Zonča, P.; Ihnát, P.; El-Gendi, A.

    2017-01-01

    Introduction The development augmented reality devices allow physicians to incorporate data visualization into diagnostic and treatment procedures to improve work efficiency, safety, and cost and to enhance surgical training. However, the awareness of possibilities of augmented reality is generally low. This review evaluates whether augmented reality can presently improve the results of surgical procedures. Methods We performed a review of available literature dating from 2010 to November 2016 by searching PubMed and Scopus using the terms “augmented reality” and “surgery.” Results. The initial search yielded 808 studies. After removing duplicates and including only journal articles, a total of 417 studies were identified. By reading of abstracts, 91 relevant studies were chosen to be included. 11 references were gathered by cross-referencing. A total of 102 studies were included in this review. Conclusions The present literature suggest an increasing interest of surgeons regarding employing augmented reality into surgery leading to improved safety and efficacy of surgical procedures. Many studies showed that the performance of newly devised augmented reality systems is comparable to traditional techniques. However, several problems need to be addressed before augmented reality is implemented into the routine practice. PMID:29065604

  17. Recent Development of Augmented Reality in Surgery: A Review

    Directory of Open Access Journals (Sweden)

    P. Vávra

    2017-01-01

    Full Text Available Introduction. The development augmented reality devices allow physicians to incorporate data visualization into diagnostic and treatment procedures to improve work efficiency, safety, and cost and to enhance surgical training. However, the awareness of possibilities of augmented reality is generally low. This review evaluates whether augmented reality can presently improve the results of surgical procedures. Methods. We performed a review of available literature dating from 2010 to November 2016 by searching PubMed and Scopus using the terms “augmented reality” and “surgery.” Results. The initial search yielded 808 studies. After removing duplicates and including only journal articles, a total of 417 studies were identified. By reading of abstracts, 91 relevant studies were chosen to be included. 11 references were gathered by cross-referencing. A total of 102 studies were included in this review. Conclusions. The present literature suggest an increasing interest of surgeons regarding employing augmented reality into surgery leading to improved safety and efficacy of surgical procedures. Many studies showed that the performance of newly devised augmented reality systems is comparable to traditional techniques. However, several problems need to be addressed before augmented reality is implemented into the routine practice.

  18. Escape route simulator utilizing augmented reality

    Energy Technology Data Exchange (ETDEWEB)

    Mattos, Karen Salazar Ribeiro de; Mó, Antônio Carlos de A.; Santo, André Cotelli do E.; Silva, Marcio Henrique, E-mail: karensalazar.1190@gmail.com [Instituto de Engenharia Nuclear (IEN/CNEN-RJ), Rio de Janeiro, RJ (Brazil); Centro Universitário Carioca (UniCarioca), Rio de Janeiro, RJ (Brazil)

    2017-07-01

    Due to increasing demand and interest in the interaction of technology platforms and integration of different types of systems and technologies, some tools are already providing practical ways to develop integrated applications. The tools explored by this article are Unity, a platform for game development, and Vuforia, an SDK, software development kit, for augmented reality creation. The coalition proposal of these resources is to create an intuitive escape route that can be used for the evacuation of buildings or open spaces in view of imminent danger, such as radiation leakage, and that can be accessed from a target available at the institution. It has also the intention of simulating situations that involve training of personnel in order to obtain methods that allow to save financial resources, and even to avoid that those who are involved are exposed to risks unnecessarily. The simulator is expected to help design, test, and improve ways to maintain the physical integrity of the facility and provide end users with a better sense of immersion and attractiveness. (author)

  19. Use of radiation maps in augmented reality

    International Nuclear Information System (INIS)

    Droeivoldsmo, Asgeir; Reigstad, Magnus; Shimoda, Hiroshi; Louka, Michael N.; Helgar, Stein; Gustavsen, Morten; Nystad, Espen

    2002-07-01

    The entrance of small wireless computers opens for application of computers in a number of new areas. In the near future, operators will be able to wear a computer much in the same way as eyeglasses or clothing are worn today. One example of a potentially useful application of this technology is visualisation of radiation. With the augmented reality (AR) technique, combining computer-generated pictures with the real world, information of variation in radiation levels can be presented for field operator working in contaminated areas. Using the AR system prototype developed for the experiment described in this report, information about radiation was presented to the subjects using different sensing modalities. The visual mode was chosen as the main mode and compared to a combination of visual, auditory and haptic presentations. A control group presented with paper-based information about levels of radiation performed the same task as the groups using the AR prototype. The results indicate that the operators' awareness of radiation was the same after using the AR prototype as in the control group. The auditory and haptic information presented seemed to have a positive effect on the operators' radiation awareness. The report discusses the results from the experimental test and from a usability test of the prototype. Based on these results and current technology status in the domain of AR, recommendations for further development are given.

  20. Integration of Augmented Reality into College Yearbook

    Directory of Open Access Journals (Sweden)

    Zubir Faharol

    2018-01-01

    Full Text Available Augmented reality (AR has been used in many schools and colleges in developed countries. Apart from enhancing teaching to be more interactive, inventive and resourceful, the use of AR also has been reported to boost learning by fostering creativity and imagination, enhancing collaboration and team work, and making learning more engaging and stimulating. Despite the potentials of AR in enhancing school materials, this technology often has teachers and learners as the end users rather than developers. Given the benefits of AR in education, this study experimented on having the teachers and learners as developers in incorporating the use of AR to enhance the college yearbook. This paper describes the processes taken by the teachers and learners in integrating AR into a conventional reading material; specifically a college yearbook. In this study, an open source AR application is used and 32 markers are created. The method involves five major development processes which starts with planning, content, AR integration development, printing and finally AR integration construction. The 32 markers can be divided into a few sections which can be classified according to the types of content. At the end of this paper, the significance and challenges of this project are presented.

  1. Escape route simulator utilizing augmented reality

    International Nuclear Information System (INIS)

    Mattos, Karen Salazar Ribeiro de; Mó, Antônio Carlos de A.; Santo, André Cotelli do E.; Silva, Marcio Henrique

    2017-01-01

    Due to increasing demand and interest in the interaction of technology platforms and integration of different types of systems and technologies, some tools are already providing practical ways to develop integrated applications. The tools explored by this article are Unity, a platform for game development, and Vuforia, an SDK, software development kit, for augmented reality creation. The coalition proposal of these resources is to create an intuitive escape route that can be used for the evacuation of buildings or open spaces in view of imminent danger, such as radiation leakage, and that can be accessed from a target available at the institution. It has also the intention of simulating situations that involve training of personnel in order to obtain methods that allow to save financial resources, and even to avoid that those who are involved are exposed to risks unnecessarily. The simulator is expected to help design, test, and improve ways to maintain the physical integrity of the facility and provide end users with a better sense of immersion and attractiveness. (author)

  2. Use of radiation maps in augmented reality

    Energy Technology Data Exchange (ETDEWEB)

    Droeivoldsmo, Asgeir; Reigstad, Magnus; Shimoda, Hiroshi; Louka, Michael N.; Helgar, Stein; Gustavsen, Morten; Nystad, Espen

    2002-07-15

    The entrance of small wireless computers opens for application of computers in a number of new areas. In the near future, operators will be able to wear a computer much in the same way as eyeglasses or clothing are worn today. One example of a potentially useful application of this technology is visualisation of radiation. With the augmented reality (AR) technique, combining computer-generated pictures with the real world, information of variation in radiation levels can be presented for field operator working in contaminated areas. Using the AR system prototype developed for the experiment described in this report, information about radiation was presented to the subjects using different sensing modalities. The visual mode was chosen as the main mode and compared to a combination of visual, auditory and haptic presentations. A control group presented with paper-based information about levels of radiation performed the same task as the groups using the AR prototype. The results indicate that the operators' awareness of radiation was the same after using the AR prototype as in the control group. The auditory and haptic information presented seemed to have a positive effect on the operators' radiation awareness. The report discusses the results from the experimental test and from a usability test of the prototype. Based on these results and current technology status in the domain of AR, recommendations for further development are given.

  3. Spacecraft 3D Augmented Reality Mobile App

    Science.gov (United States)

    Hussey, Kevin J.; Doronila, Paul R.; Kumanchik, Brian E.; Chan, Evan G.; Ellison, Douglas J.; Boeck, Andrea; Moore, Justin M.

    2013-01-01

    The Spacecraft 3D application allows users to learn about and interact with iconic NASA missions in a new and immersive way using common mobile devices. Using Augmented Reality (AR) techniques to project 3D renditions of the mission spacecraft into real-world surroundings, users can interact with and learn about Curiosity, GRAIL, Cassini, and Voyager. Additional updates on future missions, animations, and information will be ongoing. Using a printed AR Target and camera on a mobile device, users can get up close with these robotic explorers, see how some move, and learn about these engineering feats, which are used to expand knowledge and understanding about space. The software receives input from the mobile device's camera to recognize the presence of an AR marker in the camera's field of view. It then displays a 3D rendition of the selected spacecraft in the user's physical surroundings, on the mobile device's screen, while it tracks the device's movement in relation to the physical position of the spacecraft's 3D image on the AR marker.

  4. HUNT: Scavenger Hunt with Augmented Reality

    Directory of Open Access Journals (Sweden)

    Yan Lu

    2015-04-01

    Full Text Available This project shows a creative approach to the familiar scavenger hunt game. It involved the implementation of an iPhone application, HUNT, with Augmented Reality (AR capability for the users to play the game as well as an administrative website that game organizers can use to create and make available games for users to play. Using the HUNT mobile app, users will first make a selection from a list of games, and they will then be shown a list of objects that they must seek. Once the user finds a correct object and scans it with the built-in camera on the smartphone, the application will attempt to verify if it is the correct object and then display associated multi-media AR content that may include images and videos overlaid on top of real world views. HUNT not only provides entertaining activities within an environment that players can explore, but the AR contents can serve as an educational tool. The project is designed to increase user involvement by using a familiar and enjoyable game as a basis and adding an educational dimension by incorporating AR technology and engaging and interactive multimedia to provide users with facts about the objects that they have located

  5. Evaluating User Experience of Augmented Reality Eyeglasses.

    Science.gov (United States)

    Gamberini, Luciano; Orso, Valeria; Beretta, Andrea; Jacucci, Giulio; Spagnolli, Anna; Rimondi, Romina

    2015-01-01

    Augmented reality based applications have been experimented with in various contexts. Typically, the interaction is supported by handled devices, which, in specific scenarios, may hinder the interaction and spoil the experience of use, as the user is forced to hold the device and to keep her eyes on it at all times. The recent launch on the market of light-weight, unobtrusive head-mounted displays may change this circumstance. Nevertheless, investigations are needed to understand if such head-worn devices effectively outperform handheld devices in terms of comfort and pleasant experience of use. Here we present two experiments aimed at assessing the comfort of wearing a head-worn, see-through AR viewer in both a controlled and a natural setting. Besides the comfort of wearing the device, aspects related to the user experience were also investigated in the field evaluation. Our findings suggest that the head-mounted display examined is comfortable to wear regardless of the context of use. Interestingly in the field trails, participants did not express concern for the impression they would have made on other people and the experience of use was overall pleasant. Possible issues related to visual fatigue emerged.

  6. Virtual reality, augmented reality…I call it i-Reality.

    Science.gov (United States)

    Grossmann, Rafael J

    2015-01-01

    The new term improved reality (i-Reality) is suggested to include virtual reality (VR) and augmented reality (AR). It refers to a real world that includes improved, enhanced and digitally created features that would offer an advantage on a particular occasion (i.e., a medical act). I-Reality may help us bridge the gap between the high demand for medical providers and the low supply of them by improving the interaction between providers and patients.

  7. Human Performance Assessments when Using Augmented Reality for Navigation

    National Research Council Canada - National Science Library

    Goldiez, Brian F; Saptoka, Nabin; Aedunuthula, Prashanth

    2006-01-01

    Human performance executing search and rescue type of navigation is one area that can benefit from augmented reality technology when the proper computer generated information is added to a real scene...

  8. Adaptive Augmented Reality enabled electronic Procedure Toolset, Phase I

    Data.gov (United States)

    National Aeronautics and Space Administration — The proposed research is aimed at investigating the feasibility to provide an integrated tool suite for development of Adaptive user interfaces for Augmented Reality...

  9. MEDIA PEMBELAJARAN MOLYMOD SENYAWA HIDROKARBON TEKNOLOGI AUGMENTED REALITY BERBASIS ANDROID

    Directory of Open Access Journals (Sweden)

    Cardian Althea Stephanie Lahallo

    2016-08-01

    Full Text Available Aplikasi Media Pembelajaran Molymod Senyawa Hidrokarbon Teknologi Augmented Reality Berbasis Android memuat media pembelajaran kimia kelas 3 Sekolah Menengah Atas. Materi yang digunakan dalam pembuatan aplikasi molymod adalah senyawa turunan alkana, yaitu alkil alkohol atau alkanol. Aplikasi dikembangkan menggunakan Teknologi Augmented Reality dinamis dan menggunakan marker sebagai media untuk menampilkan objek 3 dimensi. Marker yang disorot menampilkan objek 3 dimensi dari senyawa alkanol serta penamaan Trivial dan IUPAC, selanjutnya marker juga menampilkan reaksi adisi yang terjadi pada alkanol. Media Pembelajaran Molymod Senyawa Hidrokarbon Teknologi Augmented Reality Berbasis Android menampilkan 206 objek 3 dimensi dan 30 reaksi adisi. Aplikasi pembelajaran molymod diujikan kepada 20 siswa-siswi kelas 3 Sekolah Menengah Atas dengan menggunakan kuesioner dan mendapatkan hasil sangat memuaskan, yaitu 84% . Kata kunci : Molymod, Augmented Reality, Senyawa Hidrokarbon, Media Pembelajaran, Kelas 3 SMA

  10. Augmented Reality Development Environment for Electronic Procedure systems

    Data.gov (United States)

    National Aeronautics and Space Administration — The Evolvable Mars Campaign (EMC) has identified technology needs for Autonomous Crew Operations.  Augmented Reality (AR) is part of the solution to enable crew...

  11. First clinical tests with the augmented reality system INPRES.

    Science.gov (United States)

    Sudra, Gunther; Marmulla, Rüdiger; Salb, Tobias; Ghanai, Sassan; Eggers, Georg; Giesler, Bjoern; Hassfeld, Stefan; Muehling, Joachim; Dillmann, Ruediger

    2005-01-01

    In this paper we present the results of the first patient experiment in craniofacial surgery of the INPRES system - an augmented reality system on the basis of a tracked see-through head-mounted display.

  12. Hoe maak je gebruik van augmented reality in het onderwijs

    NARCIS (Netherlands)

    Ternier, Stefaan; Kester, Liesbeth; Schmitz, Birgit; Kluijfhout, Eric; Wolff, Charlotte; Maassen, Marcel; Gijselaers, Jérôme; Berkhout, Jeroen; Storm, Jeroen; Roks, Sabine

    2013-01-01

    Ternier, S., Kester, L., Wolff, C., Maasen, M., Gijselaers, J., Berkhout, J., & Storm, J. (2012, 16 November). Hoe maak je gebruik van augmented reality in het onderwijs. Masterclass in de OpenU community Open Universiteit, Heerlen, Nederland. Beschikbaar op

  13. Die Welt als Spielfeld: Mobile Serious Games mit Augmented Reality

    NARCIS (Netherlands)

    Klemke, Roland; Schneider, Jan; Happe, Sven; Bockelmann, Timo; Börner, Dirk; Specht, Marcus

    2014-01-01

    Technological innovations enable us to connect computer games with the environment they are played in: augmented reality games take the world as their playground. In this talk, the use of such technologies for mobile serious games is explored.

  14. Augmented Reality in Tourism - Research and Applications Overview

    Directory of Open Access Journals (Sweden)

    Anabel L. Kečkeš

    2017-06-01

    Full Text Available Augmented reality is a complex interdisciplinary field utilizing information 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.

  15. Implementasi Augmented Reality Pada Alat Musik Bonang Jawa Berbasis Android

    OpenAIRE

    Siregar, Hamdan Akhirruddin

    2016-01-01

    Each technology invented certainly provide benefits to its users. One of them is the Augmented Reality technology, which is an innovative solution to development of graphic design. Augmented Reality can also be applied in the art educational facilities, one example is a musical instrument Bonang Java. Of course, can assist in the promotion and preservation of musical instruments Bonang Java. Therefore, the need for the implementation for the Java application Bonang musical inst...

  16. Mobile Marketing: Usage of Augmented Reality in Tourism

    OpenAIRE

    İLHAN, İbrahim; ÇELTEK, Evrim

    2016-01-01

    The developing number of applications by smart devices provides an expanding diversity of travel-related services. In the most recent decade, marketers and advertisers have developed more innovative practices to attract consumers. One of these new marketing tools is augmented reality (AR) application with the smart technologies, which is considered as an advertising and new marketing communication instrument that increases awareness and helps get information. The use of augmented reality has ...

  17. Implementing augmented reality for visualisation of virtual buildings using Android

    OpenAIRE

    Dąbrowski, Piotr Władysław

    2011-01-01

    The mobile phone devices are still developing and they are gaining more functionality and are able to deal with more advanced tasks. One of the technologies timidly trying to approach the mobile phone market is the augmented reality, which does no longer require external equipment to be formed in a programming application. There is a limited number of sources trying to describe the accuracy of augmented reality applications implemented on mobile devices. Within this study an application of au...

  18. Intuitive Robot Tasks with Augmented Reality and Virtual Obstacles

    OpenAIRE

    Gaschler, Andre;Springer, Maximilian;Rickert, Markus;Knoll, Alois

    2017-01-01

    Today's industrial robots require expert knowledge and are not profitable for small and medium sized enterprises with their small lot sizes. It is our strong belief that more intuitive robot programming in an augmented reality robot work cell can dramatically simplify re-programming and leverage robotics technology in short production cycles. In this paper, we present a novel augmented reality system for defining virtual obstacles, specifying tool positions, and specifying robot tasks. We eva...

  19. Introduction to Mobile Augmented Reality Development in Unity

    OpenAIRE

    Jacob W. Greene

    2016-01-01

    This lesson serves as an introduction to creating mobile augmented reality applications. Augmented reality (AR) can be defined as the overlaying of digital content (images, video, text, sound, etc.) onto physical objects or locations, and it is typically experienced by looking through the camera lens of an electronic device such as a smartphone, tablet, or optical head-mounted display (e.g. Microsoft Hololens). Although AR is a cutting-edge, complex technology, there are a number of user-frie...

  20. Leap Motion controller application in augmented reality technology

    OpenAIRE

    Artemčiukas, Edgaras; Sakalauskas, Leonidas

    2014-01-01

    In this work the analysis of interaction techniques, devices and its’ possibilities were accomplished. It was determined that the problem, which many researchers tries to solve – more natural interaction between users and computers. Interaction system in augmented reality environment using Leap Motion controller was developed. To achieve this goal augmented reality NyARToolkit and Leap Motion controller libraries were used. Solution ensures extensive information about hand, finger...

  1. PENGGUNAAN AUGMENTED REALITY UNTUK MENSIMULASIKAN DEKORASI RUANGAN SECARA REAL TIME

    OpenAIRE

    Ulva Erida Nur Rochmah; Aris Rakhmadi

    2016-01-01

    Abstrak Mendekorasi ruangan merupakan kegiatan  yang memakan banyak waktu dan tenaga, terutama jika objek yang digunakan besar dan berat. Akan merepotkan jika seseorang harus menggeser setiap objek untuk menentukan letak yang sesuai. Hal ini dapat dihindari dengan menggunakan aplikasi berbasis Augmented Reality. Augmented Reality merupakan sebuah teknologi untuk menggabungkan dunia nyata dan dunia virtual dengan cara menampilkan objek-objek virtual di dunia nyata secara real time. Tujuan uta...

  2. Visual Environment for Designing Interactive Learning Scenarios with Augmented Reality

    Science.gov (United States)

    Mota, José Miguel; Ruiz-Rube, Iván; Dodero, Juan Manuel; Figueiredo, Mauro

    2016-01-01

    Augmented Reality (AR) technology allows the inclusion of virtual elements on a vision of actual physical environment for the creation of a mixed reality in real time. This kind of technology can be used in educational settings. However, the current AR authoring tools present several drawbacks, such as, the lack of a mechanism for tracking the…

  3. Technology Acceptance of Augmented Reality and Wearable Technologies

    NARCIS (Netherlands)

    Wild, Fridolin; Klemke, Roland; Lefrere, Paul; Fominykh, Mikhail; Kuula, Timo

    2017-01-01

    Augmented Reality and Wearables are the recent media and computing technologies, similar, but different from established technologies, even mobile computing and virtual reality. Numerous proposals for measuring technology acceptance exist, but have not been applied, nor fine-tuned to such

  4. Augmented Reality, the Future of Contextual Mobile Learning

    Science.gov (United States)

    Sungkur, Roopesh Kevin; Panchoo, Akshay; Bhoyroo, Nitisha Kirtee

    2016-01-01

    Purpose: This study aims to show the relevance of augmented reality (AR) in mobile learning for the 21st century. With AR, any real-world environment can be augmented by providing users with accurate digital overlays. AR is a promising technology that has the potential to encourage learners to explore learning materials from a totally new…

  5. Transparent 3D display for augmented reality

    Science.gov (United States)

    Lee, Byoungho; Hong, Jisoo

    2012-11-01

    Two types of transparent three-dimensional display systems applicable for the augmented reality are demonstrated. One of them is a head-mounted-display-type implementation which utilizes the principle of the system adopting the concave floating lens to the virtual mode integral imaging. Such configuration has an advantage in that the threedimensional image can be displayed at sufficiently far distance resolving the accommodation conflict with the real world scene. Incorporating the convex half mirror, which shows a partial transparency, instead of the concave floating lens, makes it possible to implement the transparent three-dimensional display system. The other type is the projection-type implementation, which is more appropriate for the general use than the head-mounted-display-type implementation. Its imaging principle is based on the well-known reflection-type integral imaging. We realize the feature of transparent display by imposing the partial transparency to the array of concave mirror which is used for the screen of reflection-type integral imaging. Two types of configurations, relying on incoherent and coherent light sources, are both possible. For the incoherent configuration, we introduce the concave half mirror array, whereas the coherent one adopts the holographic optical element which replicates the functionality of the lenslet array. Though the projection-type implementation is beneficial than the head-mounted-display in principle, the present status of the technical advance of the spatial light modulator still does not provide the satisfactory visual quality of the displayed three-dimensional image. Hence we expect that the head-mounted-display-type and projection-type implementations will come up in the market in sequence.

  6. Improving Robotic Operator Performance Using Augmented Reality

    Science.gov (United States)

    Maida, James C.; Bowen, Charles K.; Pace, John W.

    2007-01-01

    The Special Purpose Dexterous Manipulator (SPDM) is a two-armed robot that functions as an extension to the end effector of the Space Station Robotics Manipulator System (SSRMS), currently in use on the International Space Station (ISS). Crew training for the SPDM is accomplished using a robotic hardware simulator, which performs most of SPDM functions under normal static Earth gravitational forces. Both the simulator and SPDM are controlled from a standard robotic workstation using a laptop for the user interface and three monitors for camera views. Most operations anticipated for the SPDM involve the manipulation, insertion, and removal of any of several types of Orbital Replaceable Unit (ORU), modules which control various ISS functions. Alignment tolerances for insertion of the ORU into its receptacle are 0.25 inch and 0.5 degree from nominal values. The pre-insertion alignment task must be performed within these tolerances by using available video camera views of the intrinsic features of the ORU and receptacle, without special registration markings. Since optimum camera views may not be available, and dynamic orbital lighting conditions may limit periods of viewing, a successful ORU insertion operation may require an extended period of time. This study explored the feasibility of using augmented reality (AR) to assist SPDM operations. Geometric graphical symbols were overlaid on one of the workstation monitors to afford cues to assist the operator in attaining adequate pre-insertion ORU alignment. Twelve skilled subjects performed eight ORU insertion tasks using the simulator with and without the AR symbols in a repeated measures experimental design. Results indicated that using the AR symbols reduced pre-insertion alignment error for all subjects and reduced the time to complete pre-insertion alignment for most subjects.

  7. Augmented reality for industrial robot programmers: Workload analysis for task-based, augmented reality-supported robot control

    OpenAIRE

    Stadler, S.; Kain, K.; Giuliani, M.; Mirnig, N.; Stollnberger, G.; Tscheligi, M. ed

    2016-01-01

    Augmented reality (AR) can serve as a tool to provide helpful information in a direct way to industrial robot programmers throughout the teaching process. It seems obvious that AR support eases the programming process and increases the programmer's productivity and programming accuracy. However, additional information can also potentially increase the programmer's perceived workload. To explore the impact of augmented reality on robot teaching, as a first step we have chosen a Sphero robot co...

  8. PENGGUNAAN AUGMENTED REALITY UNTUK MENSIMULASIKAN DEKORASI RUANGAN SECARA REAL TIME

    Directory of Open Access Journals (Sweden)

    Ulva Erida Nur Rochmah

    2016-12-01

    Full Text Available Abstrak Mendekorasi ruangan merupakan kegiatan  yang memakan banyak waktu dan tenaga, terutama jika objek yang digunakan besar dan berat. Akan merepotkan jika seseorang harus menggeser setiap objek untuk menentukan letak yang sesuai. Hal ini dapat dihindari dengan menggunakan aplikasi berbasis Augmented Reality. Augmented Reality merupakan sebuah teknologi untuk menggabungkan dunia nyata dan dunia virtual dengan cara menampilkan objek-objek virtual di dunia nyata secara real time. Tujuan utama dari penelitian ini adalah untuk menciptakan suatu aplikasi Android dengan menggunakan Augmented Reality yang dapat digunakan untuk menggantikan objek nyata dengan objek virtual 3D sehingga memudahkan pengguna dalam mensimulasikan dekorasi ruangan. Aplikasi ini bekerja dengan cara memindai marker yang sudah dicetak pada selembar kertas. Jika marker telah terdeteksi, objek 3D berupa perabot akan ditampilkan di kamera aplikasi. Pengguna dapat memindah lokasi, memutar, dan mengubah ukuran objek untuk mensimulasikan tata letak ruangan. Hasil penelitian ini adalah aplikasi Android berbasis Augmented Reality yang dapat digunakan untuk mensimulasikan dekorasi ruangan secara real time. Kata Kunci: augmented reality, dekorasi, interior, marker Abstract Decorating the room is an activity that takes a lot of time and effort, especially if the object is large and heavy. It would be inconvenient if someone has to drag each object to determine the appropriate location. This problem can be avoided using an Augmented Reality-based application. Augmented reality is a technology that combine the real world and the virtual world by displaying virtual object in real world. The main purpose of this research is to create an Android application using Augmented reality  that can be used to replace the real object with virtual 3D object, making it easier for the user to simulate the decoration of the room. This application works by scanning the marker that has been printed on a

  9. Augmented reality aiding collimator exchange at the LHC

    International Nuclear Information System (INIS)

    Martínez, Héctor; Fabry, Thomas; Laukkanen, Seppo; Mattila, Jouni; Tabourot, Laurent

    2014-01-01

    Novel Augmented Reality techniques have the potential to have a large positive impact on the way remote maintenance operations are carried out in hazardous areas, e.g. areas where radiation doses that imply careful planning and optimization of maintenance operations are present. This paper describes an Augmented Reality strategy, system and implementation for aiding the remote collimator exchange in the LHC, currently the world's largest and highest-energy particle accelerator. The proposed system relies on marker detection and multi-modal augmentation in real-time. A database system has been used to ensure flexibility. The system has been tested in a mock-up facility, showing real time performance and great potential for future use in the LHC. The technical-scientific difficulties identified during the development of the system and the proposed solutions described in this paper may help the development of future Augmented Reality systems for remote handling in scientific facilities

  10. Augmented reality for biomedical wellness sensor systems

    Science.gov (United States)

    Jenkins, Jeffrey; Szu, Harold

    2013-05-01

    Due to the commercial move and gaming industries, Augmented Reality (AR) technology has matured. By definition of AR, both artificial and real humans can be simultaneously present and realistically interact among one another. With the help of physics and physiology, we can build in the AR tool together with real human day-night webcam inputs through a simple interaction of heat transfer -getting hot, action and reaction -walking or falling, as well as the physiology -sweating due to activity. Knowing the person age, weight and 3D coordinates of joints in the body, we deduce the force, the torque, and the energy expenditure during real human movements and apply to an AR human model. We wish to support the physics-physiology AR version, PPAR, as a BMW surveillance tool for senior home alone (SHA). The functionality is to record senior walking and hand movements inside a home environment. Besides the fringe benefit of enabling more visits from grand children through AR video games, the PP-AR surveillance tool may serve as a means to screen patients in the home for potential falls at points around in house. Moreover, we anticipate PP-AR may help analyze the behavior history of SHA, e.g. enhancing the Smartphone SHA Ubiquitous Care Program, by discovering early symptoms of candidate Alzheimer-like midnight excursions, or Parkinson-like trembling motion for when performing challenging muscular joint movements. Using a set of coordinates corresponding to a set of 3D positions representing human joint locations, we compute the Kinetic Energy (KE) generated by each body segment over time. The Work is then calculated, and converted into calories. Using common graphics rendering pipelines, one could invoke AR technology to provide more information about patients to caretakers. Alerts to caretakers can be prompted by a patient's departure from their personal baseline, and the patient's time ordered joint information can be loaded to a graphics viewer allowing for high

  11. Potential perils of peri-Pokémon perambulation: the dark reality of augmented reality?

    Science.gov (United States)

    Joseph, Bellal; Armstrong, David G

    2016-10-01

    Recently, the layering of augmented reality information on top of smartphone applications has created unprecedented user engagement and popularity. One augmented reality-based entertainment application, Pokémon Go (Pokémon Company, Tokyo, Japan) has become the most rapidly downloaded in history. This technology holds tremendous promise to promote ambulatory activity. However, there exists the obvious potential for distraction-related morbidity. We report two cases, presenting simultaneously to our trauma center, with injuries sustained secondary to gameplay with this augmented reality-based application.

  12. Gunner Goggles: Implementing Augmented Reality into Medical Education.

    Science.gov (United States)

    Wang, Leo L; Wu, Hao-Hua; Bilici, Nadir; Tenney-Soeiro, Rebecca

    2016-01-01

    There is evidence that both smartphone and tablet integration into medical education has been lacking. At the same time, there is a niche for augmented reality (AR) to improve this process through the enhancement of textbook learning. Gunner Goggles is an attempt to enhance textbook learning in shelf exam preparatory review with augmented reality. Here we describe our initial prototype and detail the process by which augmented reality was implemented into our textbook through Layar. We describe the unique functionalities of our textbook pages upon augmented reality implementation, which includes links, videos and 3D figures, and surveyed 24 third year medical students for their impression of the technology. Upon demonstrating an initial prototype textbook chapter, 100% (24/24) of students felt that augmented reality improved the quality of our textbook chapter as a learning tool. Of these students, 92% (22/24) agreed that their shelf exam review was inadequate and 19/24 (79%) felt that a completed Gunner Goggles product would have been a viable alternative to their shelf exam review. Thus, while students report interest in the integration of AR into medical education test prep, future investigation into how the use of AR can improve performance on exams is warranted.

  13. [Display technologies for augmented reality in medical applications].

    Science.gov (United States)

    Eck, Ulrich; Winkler, Alexander

    2018-04-01

    One of the main challenges for modern surgery is the effective use of the many available imaging modalities and diagnostic methods. Augmented reality systems can be used in the future to blend patient and planning information into the view of surgeons, which can improve the efficiency and safety of interventions. In this article we present five visualization methods to integrate augmented reality displays into medical procedures and the advantages and disadvantages are explained. Based on an extensive literature review the various existing approaches for integration of augmented reality displays into medical procedures are divided into five categories and the most important research results for each approach are presented. A large number of mixed and augmented reality solutions for medical interventions have been developed as research prototypes; however, only very few systems have been tested on patients. In order to integrate mixed and augmented reality displays into medical practice, highly specialized solutions need to be developed. Such systems must comply with the requirements with respect to accuracy, fidelity, ergonomics and seamless integration into the surgical workflow.

  14. Transforming Polar Research with Google Glass Augmented Reality (Invited)

    Science.gov (United States)

    Ruthkoski, T.

    2013-12-01

    Augmented reality is a new technology with the potential to accelerate the advancement of science, particularly in geophysical research. Augmented reality is defined as a live, direct or indirect, view of a physical, real-world environment whose elements are augmented (or supplemented) by computer-generated sensory input such as sound, video, graphics or GPS data. When paired with advanced computing techniques on cloud resources, augmented reality has the potential to improve data collection techniques, visualizations, as well as in-situ analysis for many areas of research. Google is currently a pioneer of augmented reality technology and has released beta versions of their wearable computing device, Google Glass, to a select number of developers and beta testers. This community of 'Glass Explorers' is the vehicle from which Google shapes the future of their augmented reality device. Example applications of Google Glass in geophysical research range from use as a data gathering interface in harsh climates to an on-site visualization and analysis tool. Early participation in the shaping of the Google Glass device is an opportunity for researchers to tailor this new technology to their specific needs. The purpose of this presentation is to provide geophysical researchers with a hands-on first look at Google Glass and its potential as a scientific tool. Attendees will be given an overview of the technical specifications as well as a live demonstration of the device. Potential applications to geophysical research in polar regions will be the primary focus. The presentation will conclude with an open call to participate, during which attendees may indicate interest in developing projects that integrate Google Glass into their research. Application Mockup: Penguin Counter Google Glass Augmented Reality Device

  15. Integration Of Sensor Orientation Data Into An Augmented Reality Technology

    Directory of Open Access Journals (Sweden)

    Edgaras Artemčiukas

    2014-05-01

    Full Text Available Currently, such microelectromechanical sensors as accelerome­ters, gyroscopes and magnetometers are the dominant sensors in mobile devices. The market of mobile devices is constantly expanding and focused on sensor integration process by adding supplementary functionality for the applications; therefore, it is possible to adapt these sensors for augmented reality technology solutions. Many augmented reality solutions are based on computer vision processing methods in order to identify and track markers or other objects. However, the main problem is chaotic environment, lighting conditions where object recognition and tracking in real-time becomes difficult and sometimes is an impossible process. This paper analyses possibilities to apply microelectromechanical sensors. Additionally, it investigates quaternion use for sensor data to estimate reliable and accurate camera orientation and represent virtual content in augmented reality technology.

  16. A Foreign Language Learning Application using Mobile Augmented Reality

    Directory of Open Access Journals (Sweden)

    Florentin-Alexandru DITA

    2016-01-01

    Full Text Available In this paper is described a foreign language learning application using mobile augmented reality based on gamification method and text recognition. The mobile augmented reality is a technology that extends the real world elements with 2D or 3D computer generated objects and lets the users interact with them. A Gamification system is based on different mechanisms that increase the motivation of students, due to the impact that videogames have in their emotional, cognitive and social areas. The proposed solution applies Optical Character Recognition technique, using the camera of the mobile device, in order to identify the text written on a card. The implementation combines the features of gamification system and mobile augmented reality in order to make the learning process more easy and fun. This paper aims to present the results after testing the foreign language learning application in different scenarios.

  17. Augmented Reality Telepresence for Robotic Exploration

    Data.gov (United States)

    National Aeronautics and Space Administration — State of the art virtual reality requires low latency, on the order of single-digit milliseconds to present a scene to an operator using immersive tracking devices....

  18. Augmented reality application for industrial non-destructive inspection training

    Science.gov (United States)

    Amza, Catalin Gheorghe; Zapciu, Aurelian; Teodorescu, Octav

    2018-02-01

    Such a technology - Augmented Reality (AR) has great potential of use, especially for training purposes of new operators on using expensive equipment. In this context, the paper presents an augmented reality training system developed for phased-array ultrasonic non-destructive testing (NDT) equipment. The application has been developed using Unity 5.6.0 game-engine platform integrated with Vuforia sdk toolkit for devices with Android operating system. The test results performed by several NDT operators showed good results, thus proving the potential of using the application in the industrial field.

  19. The Future of Learning and Training in Augmented Reality

    Directory of Open Access Journals (Sweden)

    Kangdon Lee

    2012-08-01

    Full Text Available Students acquire knowledge and skills through different modes of instruction that include classroom lectures with textbooks, computers, and the like. The availability and choice of learning innovation depends on the individual’s access to technologies and on the infrastructure environment of the surrounding community. In this rapidly changing society, information needs to be adopted and applied at the right time and right place to maintain efficiency in all settings. Augmented reality is one technology that dramatically shifts the timing and location of learning. This paper describes augmented reality, how it applies to learning, and its potential impact on future education.

  20. Perancangan Buku Pengenalan Hardware Komputer Dengan Augmented Reality

    OpenAIRE

    Kurniawan, Anang Weby; Sofyan, Amir Fatah

    2012-01-01

    Augmented reality is technology which combined virtual 2D and 3D object into real environment and projecting 3D virtual object in a real time. Augmented reality or AR is now happening and tend to be high progressed in a daily life. It also has a lot of innovation on the promotion media and advertisement in a business sector.One of the big points in this case is about promoting the product to the consumer in 3D catalog based on AR. As the promotion implemented in general furniture catalog whic...

  1. Augmented-Virtual Reality: How to improve education systems

    Directory of Open Access Journals (Sweden)

    Manuel Fernandez

    2017-06-01

    Full Text Available 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.

  2. Exploring Urban Environments Using Virtual and Augmented Reality

    OpenAIRE

    Liarokapis, Fotis; Brujic-Okretic, Vesna; Papakonstantinou, Stelios

    2006-01-01

    In this paper, we propose the use of specific system architecture, based on mobile device, for navigation in urban environments. The aim of this work is to assess how virtual and augmented reality interface paradigms can provide enhanced location based services using real-time techniques in the context of these two different technologies. The virtual reality interface is based on faithful graphical representation of the localities of interest, coupled with sensory information on the location ...

  3. Online Registration Tool and Markerless Tracking for Augmented Reality

    OpenAIRE

    Marimon, D.; Abdeljaoued, Y.; Ebrahimi, T.

    2005-01-01

    This paper presents a markerless tracking algorithm for augmented reality with no constraints in the geometry of the scene. User’s pose is estimated using natural feature point extraction and tracking, and the epipolar geometry constraint between camera views. An online registration tool is also described. With this procedure, the user determines the initial 3D pose of the virtual object that augments the scene. Validation and discussions about advantages of this algorithm along with further ...

  4. Evaluating Virtual Reality and Augmented Reality Training for Industrial Maintenance and Assembly Tasks

    Science.gov (United States)

    Gavish, Nirit; Gutiérrez, Teresa; Webel, Sabine; Rodríguez, Jorge; Peveri, Matteo; Bockholt, Uli; Tecchia, Franco

    2015-01-01

    The current study evaluated the use of virtual reality (VR) and augmented reality (AR) platforms, developed within the scope of the SKILLS Integrated Project, for industrial maintenance and assembly (IMA) tasks training. VR and AR systems are now widely regarded as promising training platforms for complex and highly demanding IMA tasks. However,…

  5. ENGEMBANGAN VIRTUAL CLASS UNTUK PEMBELAJARAN AUGMENTED REALITY BERBASIS ANDROID

    Directory of Open Access Journals (Sweden)

    Rifiana Arief

    2015-02-01

    Full Text Available ABSTRACT Augmanted Reality for android handphone has been a trend among collage students of computer department who join New Media course. To develop this application, the knowladge about visual presentation theory and case study of Augmanted Reality on android phoneneed to be conducted. Learning media through virtual class can facilitate the students’ needs in learning and developing Augmanted Reality. The method of this study in developing virtual class for Augmented Reality learning were: a having preparation to arrange learning unit, b analyzing and developing the content of learning materials, c designing storyboard or scenario of the virtual class, d making website of virtual class, e implementing the website as facility of online learning for Augmanted Reality. The available facilities in virtual class were to check learning units, to choose and download the material in the forms of e-book and presentation slides, to open the relevant website link for material enrichment as well as students’ practice with pre-test and post-test for measuring students’ understanding. By implementing virtual class for Augmanted Reality learning based Android, it is expected to provide alternative learning strategies for students that are interesting and easy to understand. The students are expected to be able to utilize this facility optimally in order to achieve the purposes of learning process and graduates’ competence. Keywords: VirtualClass, Augmented Reality (AR

  6. Aloqa and layar augmented reality feeds

    NARCIS (Netherlands)

    Ternier, Stefaan

    2010-01-01

    Aloqa is a service that proactively notifies the user of Point Of Interests (POIs). It runs on iPhone, blackberry and android. With this tool you can easily get directions to events, places, buildings or other places of interests. Layar builds on the same principle, but has a browser that augments

  7. Enhancing and Transforming Global Learning Communities with Augmented Reality

    Science.gov (United States)

    Frydenberg, Mark; Andone, Diana

    2018-01-01

    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…

  8. Using Augmented Reality Tools to Enhance Children's Library Services

    Science.gov (United States)

    Meredith, Tamara R.

    2015-01-01

    Augmented reality (AR) has been used and documented for a variety of commercial and educational purposes, and the proliferation of mobile devices has increased the average person's access to AR systems and tools. However, little research has been done in the area of using AR to supplement traditional library services, specifically for patrons aged…

  9. Learning Physics through Play in an Augmented Reality Environment

    Science.gov (United States)

    Enyedy, Noel; Danish, Joshua A.; Delacruz, Girlie; Kumar, Melissa

    2012-01-01

    The Learning Physics through Play Project (LPP) engaged 6-8-year old students (n = 43) in a series of scientific investigations of Newtonian force and motion including a series of augmented reality activities. We outline the two design principles behind the LPP curriculum: 1) the use of socio-dramatic, embodied play in the form of participatory…

  10. The Design of Immersive English Learning Environment Using Augmented Reality

    Science.gov (United States)

    Li, Kuo-Chen; Chen, Cheng-Ting; Cheng, Shein-Yung; Tsai, Chung-Wei

    2016-01-01

    The study uses augmented reality (AR) technology to integrate virtual objects into the real learning environment for language learning. The English AR classroom is constructed using the system prototyping method and evaluated by semi-structured in-depth interviews. According to the flow theory by Csikszenmihalyi in 1975 along with the immersive…

  11. Multimodal augmented reality : the norm rather than the exception

    NARCIS (Netherlands)

    Schraffenberger, Hanna; van der Heide, Edwin

    2016-01-01

    Augmented reality (AR) is commonly seen as a technology that overlays virtual imagery onto a participant's view of the world. In line with this, most AR research is focused on what we see. In this paper, we challenge this focus on vision and make a case for an experience-focused and

  12. Using Augmented Reality to Teach and Learn Biochemistry

    Science.gov (United States)

    Vega Garzón, Juan Carlos; Magrini, Marcio Luiz; Galembeck, Eduardo

    2017-01-01

    Understanding metabolism and metabolic pathways constitutes one of the central aims for students of biological sciences. Learning metabolic pathways should be focused on the understanding of general concepts and core principles. New technologies such Augmented Reality (AR) have shown potential to improve assimilation of biochemistry abstract…

  13. VirtualTable: a projection augmented reality game

    DEFF Research Database (Denmark)

    Dal Corso, Alessandro; Olsen, Mikkel Damgaard; Steenstrup, Kasper Hornbak

    2015-01-01

    VirtualTable is a projection augmented reality installation where users are engaged in an interactive tower defense game. The installation runs continuously and is designed to attract people to a table, which the game is projected onto. Any number of players can join the game for an optional period...

  14. ARTutor--An Augmented Reality Platform for Interactive Distance Learning

    Science.gov (United States)

    Lytridis, Chris; Tsinakos, Avgoustos; Kazanidis, Ioannis

    2018-01-01

    Augmented Reality (AR) has been used in various contexts in recent years in order to enhance user experiences in mobile and wearable devices. Various studies have shown the utility of AR, especially in the field of education, where it has been observed that learning results are improved. However, such applications require specialized teams of…

  15. The use of augmented reality in command and control situation ...

    African Journals Online (AJOL)

    This study identifies possible uses of augmented reality in command and control applications with specific attention to situation awareness in the South African context. Applications across the different command and control functions, as well as at the different levels of military operations are considered. The article concludes ...

  16. Augmented Reality in science education – affordances for student learning

    DEFF Research Database (Denmark)

    Nielsen, Birgitte Lund; Brandt, Harald; Swensen, Hakon

    2016-01-01

    Most extant studies examining augmented reality (AR) have focused on the technology itself. This paper presents findings addressing the issue of AR for educational purposes based on a sequential survey distributed to 35 expert science teachers, ICT designers and science education researchers from...

  17. Augmented Reality in Education--Cases, Places and Potentials

    Science.gov (United States)

    Bower, Matt; Howe, Cathie; McCredie, Nerida; Robinson, Austin; Grover, David

    2014-01-01

    Augmented Reality is poised to profoundly transform Education as we know it. The capacity to overlay rich media onto the real world for viewing through web-enabled devices such as phones and tablet devices means that information can be made available to students at the exact time and place of need. This has the potential to reduce cognitive…

  18. Frames of Reference in Mobile Augmented Reality Displays

    Science.gov (United States)

    Mou, Weimin; Biocca, Frank; Owen, Charles B.; Tang, Arthur; Xiao, Fan; Lim, Lynette

    2004-01-01

    In 3 experiments, the authors investigated spatial updating in augmented reality environments. Participants learned locations of virtual objects on the physical floor. They were turned to appropriate facing directions while blindfolded before making pointing judgments (e.g., "Imagine you are facing X. Point to Y"). Experiments manipulated the…

  19. Trends in Educational Augmented Reality Studies: A Systematic Review

    Science.gov (United States)

    Sirakaya, Mustafa; Alsancak Sirakaya, Didem

    2018-01-01

    This study aimed to identify the trends in the studies conducted on Educational Augmented Reality (AR). 105 articles found in ERIC, EBSCOhost and ScienceDirect databases were reviewed with this purpose in mind. Analyses displayed that the number of educational AR studies has increased over the years. Quantitative methods were mostly preferred in…

  20. Assessing Upper Extremity Motor Dysfunction Using an Augmented Reality Game

    NARCIS (Netherlands)

    Cidota, M.A.; Bank, Paulina J.M.; Ouwehand, P.W.; Lukosch, S.G.

    2017-01-01

    Advances in technology offer new opportunities for a better understanding of how different disorders affect motor function. In this paper, we explore the potential of an augmented reality (AR) game implemented using free hand and body tracking to develop a uniform, cost-effective and objective

  1. Augmented Reality Based Doppler Lidar Data Visualization: Promises and Challenges

    Directory of Open Access Journals (Sweden)

    Cherukuru N. W.

    2016-01-01

    As a proof of concept, we used the lidar data from a recent field campaign and developed a smartphone application to view the lidar scan in augmented reality. In this paper, we give a brief methodology of this feasibility study, present the challenges and promises of using AR technology in conjunction with Doppler wind lidars.

  2. Current Status, Opportunities and Challenges of Augmented Reality in Education

    Science.gov (United States)

    Wu, Hsin-Kai; Lee, Silvia Wen-Yu; Chang, Hsin-Yi; Liang, Jyh-Chong

    2013-01-01

    Although augmented reality (AR) has gained much research attention in recent years, the term AR was given different meanings by varying researchers. In this article, we first provide an overview of definitions, taxonomies, and technologies of AR. We argue that viewing AR as a concept rather than a type of technology would be more productive for…

  3. Aplikasi Augmented Reality Magic Book Pengenalan Binatang Untuk Siswa TK

    Directory of Open Access Journals (Sweden)

    I Dewa Gede Wahya Dhiyatmika

    2015-11-01

    Full Text Available Augmented Reality is a technology combining 2 or 3 dimensional virtual objects into a real 3 dimensional environment and projected real time. Children at 5 to 7 years old, are in their golden age where they are getting more sensitive to stimulus and easier on learning new things, that they are easier on receiving new and interesting things. So, it seems to be important for children at this age to learn about living creature around them, one of it is learning about animals. Media about animal introduction for kindergarten students, such as book with 2 dimensional animal form, seems like incapable yet to excite children on learning about animal species. This Augmented Reality Magic Book Animals Introduction Application for Kindergarten Students has been developed using Android base with marker that identified 3 dimensional animal objects, their voices, and the informations about the animals using Augmented Reality Technology. Augmented Reality technology makes animal introduction to children become easier and more interesting, this application shows 3 dimensional form of animals and their voices with more innovative interface using Smartphone.

  4. Designing Android Based Augmented Reality Location-Based Service Application

    Directory of Open Access Journals (Sweden)

    Alim Hardiansyah

    2018-01-01

    Full Text Available Android is an operating system for Linux based smartphone. Android provides an open platform for the developers to create their own application. The most developed and used application now is location based application. This application gives personalization service for mobile device user and is customized to their location. Location based service also gives an opportunity for the developers to develop and increase the value of service. One of the technologies that could be combined with location based application is augmented reality. Augmented reality combines the virtual world with the real one. By the assistance of augmented reality, our surrounding environment could interact in digital form. Information of objects and environment surround us could be added to the augmented reality system and presented. Based on the background, the writers tried to implement those technologies on now rapidly developing android application as a final project to achieve bachelor degree in Department of Informatics Engineering, Faculty of Information Technology and Visual Communication, Al Kamal Science and Technology Institute. This application could be functioned to locate school by using location based service technology with the assistance of navigational applications such as waze and google maps, in form of live direction process through the smartphone

  5. Learning Molecular Structures in a Tangible Augmented Reality Environment

    Science.gov (United States)

    Asai, Kikuo; Takase, Norio

    2011-01-01

    This article presents the characteristics of using a tangible table top environment produced by augmented reality (AR), aimed at improving the environment in which learners observe three-dimensional molecular structures. The authors perform two evaluation experiments. A performance test for a user interface demonstrates that learners with a…

  6. Augmented Reality Games: Using Technology on a Budget

    Science.gov (United States)

    Annetta, Leonard; Burton, Erin Peters; Frazier, Wendy; Cheng, Rebecca; Chmiel, Margaret

    2012-01-01

    As smartphones become more ubiquitous among adolescents, there is increasing potential for these as a tool to engage students in science instruction through innovative learning environments such as augmented reality (AR). Aligned with the National Science Education Standards (NRC 1996) and integrating the three dimensions of "A Framework for K-12…

  7. Aplikasi Markerless Augmented Reality Dewata Nawa Sanga Berbasis Android

    Directory of Open Access Journals (Sweden)

    I Wayan Andis Indrawan

    2017-08-01

    Full Text Available The culture of Hinduism in Bali is very preserved and maintained by the Hindus in Bali to remain dignified. Dewata Nawa Sanga is one of the Hindu Religion Concept embraced by the Hindus in Bali. Dewata Nawa Sanga means nine deities as a manifestation of God in charge of guarding and controlling the nine wind direction. The application of Augmented Reality Dewata Nawa Sanga developed to increase the knowledge of Hindus in Bali about the concept of Dewata Nawa Sanga, through a learning medium considering the importance of Dewata Nawa Sanga for Hindus in Bali. The application of Augmented Reality Dewata Nawa Sanga developed using the markerless method, so users simply rotate the Android devices to see the position of Deity in the nine wind directions and to know the information of each of the deities. Application of Augmented Reality Dewata Nawa Sanga provides education about detail elements about each Deity in nine wind direction through Information View feature in narrative form. The resulting application indirectly educates the user to know the direction of the controlled and guarded by nine Deity as a manifestation of the god through Augmented Reality display by using gyroscope sensors.

  8. Effect on Academic Procrastination after Introducing Augmented Reality

    Science.gov (United States)

    Bendicho, Peña Fabiani; Mora, Carlos Efren; Añorbe-Díaz, Beatriz; Rivero-Rodríguez, Pedro

    2017-01-01

    Students suffer academic procrastination while dealing with frequent deadlines and working under pressure. This causes to delay their coursework and may affect their academic progress, despite feeling worse. Triggering students' motivation, like introducing technologies, helps to reduce procrastination. In this context, Augmented Reality has been…

  9. Augmented Virtual Reality: How to Improve Education Systems

    Science.gov (United States)

    Fernandez, Manuel

    2017-01-01

    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.…

  10. Player/Avatar Body Relations in Multimodal Augmented Reality Games

    NARCIS (Netherlands)

    Rosa, N.E.

    2016-01-01

    Augmented reality research is finally moving towards multimodal experiences: more and more applications do not only include visuals, but also audio and even haptics. The purpose of multimodality in these applications can be to increase realism or to increase the amount or quality of communicated

  11. Mobile Technologies and Augmented Reality in Open Education

    Science.gov (United States)

    Kurubacak, Gulsun, Ed.; Altinpulluk, Hakan, Ed.

    2017-01-01

    Novel trends and innovations have enhanced contemporary educational environments. When applied properly, these computing advances can create enriched learning opportunities for students. "Mobile Technologies and Augmented Reality in Open Education" is a pivotal reference source for the latest academic research on the integration of…

  12. Augmented Reality and Mobile Learning: The State of the Art

    Science.gov (United States)

    FitzGerald, Elizabeth; Ferguson, Rebecca; Adams, Anne; Gaved, Mark; Mor, Yishay; Thomas, Rhodri

    2013-01-01

    In this paper, the authors examine the state of the art in augmented reality (AR) for mobile learning. Previous work in the field of mobile learning has included AR as a component of a wider toolkit but little has been done to discuss the phenomenon in detail or to examine in a balanced fashion its potential for learning, identifying both positive…

  13. Developing and Demonstrating an Augmented Reality Colorimetric Titration Tool

    Science.gov (United States)

    Tee, Nicholas Yee Kwang; Gan, Hong Seng; Li, Jonathan; Cheong, Brandon Huey-Ping; Tan, Han Yen; Liew, Oi Wah; Ng, Tuck Wah

    2018-01-01

    The handling of chemicals in the laboratory presents a challenge in instructing large class sizes and when students are relatively new to the laboratory environment. In this work, we describe and demonstrate an augmented reality colorimetric titration tool that operates out of the smartphone or tablet of students. It allows multiple students to…

  14. Facade Proposals for Urban Augmented Reality

    OpenAIRE

    Fond , Antoine; Berger , Marie-Odile; Simon , Gilles

    2017-01-01

    International audience; We introduce a novel object proposals method specific to building facades. We define new image cues that measure typical facadecharacteristics such as semantic, symmetry and repetitions. They are combined to generate a few facade candidates in urban environments fast. We show that our method outperforms state-of-the-art object proposals techniques for this task on the 1000 images of the Zurich Building Database. We demonstrate the interest of this procedure for augment...

  15. Who’s That Girl? Handheld Augmented Reality for Printed Photo Books

    OpenAIRE

    Henze , Niels; Boll , Susanne

    2011-01-01

    Part 1: Long and Short Papers; International audience; Augmented reality on mobile phones has recently made major progress. Lightweight, markerless object recognition and tracking makes handheld Augmented Reality feasible for new application domains. As this field is technology driven the interface design has mostly been neglected. In this paper we investigate visualization techniques for augmenting printed documents using handheld Augmented Reality. We selected the augmentation of printed ph...

  16. The Effect of an Augmented Reality Enhanced Mathematics Lesson on Student Achievement and Motivation

    Science.gov (United States)

    Estapa, Anne; Nadolny, Larysa

    2015-01-01

    The purpose of the study was to assess student achievement and motivation during a high school augmented reality mathematics activity focused on dimensional analysis. Included in this article is a review of the literature on the use of augmented reality in mathematics and the combination of print with augmented reality, also known as interactive…

  17. Evaluating Augmented Reality to Complete a Chain Task for Elementary Students with Autism

    Science.gov (United States)

    Cihak, David F.; Moore, Eric J.; Wright, Rachel E.; McMahon, Don D.; Gibbons, Melinda M.; Smith, Cate

    2016-01-01

    The purpose of this study was to examine the effects of augmented reality to teach a chain task to three elementary-age students with autism spectrum disorders (ASDs). Augmented reality blends digital information within the real world. This study used a marker-based augmented reality picture prompt to trigger a video model clip of a student…

  18. Implementasi Augmented Reality Untuk Pengenalan Komponen Very Small Aperture Terminal (Vsat) Berbasis Android

    OpenAIRE

    Juanda, Irfan

    2016-01-01

    141421066 Augmented reality adalah penggabungan objek digital untuk pengguna dalam lingkungan secara waktu nyata. Augmented Reality dapat digunakan sebagai media pembelajaran interaktif dan inovatif. Salah satu diantaranya adalah untuk memperkenalkan komponen dari Very Small Aperture Terminal (VSAT). Dengan memanfaatkan Augmented Reality, komponen VSAT dapat dilihat dalam bentuk objek 3D menggunakan smartphone android, tujuannya adalah membantu pengguna dalam belajar mengenal komponen VSAT...

  19. An Analysis of Engagement in a Combination Indoor/Outdoor Augmented Reality Educational Game

    Science.gov (United States)

    Folkestad, James; O'Shea, Patrick

    2011-01-01

    This paper describes the results of a qualitative analysis of video captured during a dual indoor/outdoor Augmented Reality experience. Augmented Reality is the layering of virtual information on top of the physical world. This Augmented Reality experience asked students to interact with the San Diego Museum of Art and the Botanical Gardens in San…

  20. Augmented reality based real-time subcutaneous vein imaging system.

    Science.gov (United States)

    Ai, Danni; Yang, Jian; Fan, Jingfan; Zhao, Yitian; Song, Xianzheng; Shen, Jianbing; Shao, Ling; Wang, Yongtian

    2016-07-01

    A novel 3D reconstruction and fast imaging system for subcutaneous veins by augmented reality is presented. The study was performed to reduce the failure rate and time required in intravenous injection by providing augmented vein structures that back-project superimposed veins on the skin surface of the hand. Images of the subcutaneous vein are captured by two industrial cameras with extra reflective near-infrared lights. The veins are then segmented by a multiple-feature clustering method. Vein structures captured by the two cameras are matched and reconstructed based on the epipolar constraint and homographic property. The skin surface is reconstructed by active structured light with spatial encoding values and fusion displayed with the reconstructed vein. The vein and skin surface are both reconstructed in the 3D space. Results show that the structures can be precisely back-projected to the back of the hand for further augmented display and visualization. The overall system performance is evaluated in terms of vein segmentation, accuracy of vein matching, feature points distance error, duration times, accuracy of skin reconstruction, and augmented display. All experiments are validated with sets of real vein data. The imaging and augmented system produces good imaging and augmented reality results with high speed.

  1. Towards augmented reality: The dialectics of physical and virtual space

    Directory of Open Access Journals (Sweden)

    Guga Jelena

    2015-01-01

    Full Text Available Spaces generated by new media technologies, no matter how abstract they may be, represent a qualitatively new form of the media environment. Moreover, they are integrated into everyday life in a way that they have become the constituents of social reality. Based on dualistic Cartesian understanding of real and virtual space, virtuality still carries a connotation of 'other' world, which is ontologically and phenomenologically different from 'reality'. However, virtuality as a characteristic of new media technologies should neither be equated with illusion, deception or fiction nor set in opposition to reality, given that it embodies real interactions. Instead, we could say that there are different types or levels of reality and that the virtual exists as reality qualitatively different from that of physical reality. Today, when every place on the planet, as well as social, political, and cultural activities, have their digital manifestations, can we still talk about virtual space as an isolated phenomenon? The ubiquitous use of new media technologies such as smartphones or wearables has profoundly transformed the experience of modern man. It is more and more determined by technologically mediated reality, i.e. augmented reality. In this regard, the key issues that will be addressed in this article are the ways technologically mediated spaces redefine not only the social relationships, but also the notions of identity, embodiment, and the self.

  2. ARVIKA - Augmented Reality in Entwicklung, Produktion und Service: Anbindung eines mobilen Augmented Reality Systems an eine stationäre Infrastruktur. Schlussbericht

    OpenAIRE

    Wichert, R.; Balfanz, D.

    2003-01-01

    ARVIKA uses augmented reality (AR) technologies to research and create a user-oriented and system-driven support of operation procedures. It focuses on the development, production, and service of complex technical products and systems. Augmented-reality technologies improve working environments by merging real objects with computer-generated virtual objects to allow for detailed engineering and processing instructions. Augmented reality is a novel approach to the interaction between human and...

  3. Markerless client-server augmented reality system with natural features

    Science.gov (United States)

    Ning, Shuangning; Sang, Xinzhu; Chen, Duo

    2017-10-01

    A markerless client-server augmented reality system is presented. In this research, the more extensive and mature virtual reality head-mounted display is adopted to assist the implementation of augmented reality. The viewer is provided an image in front of their eyes with the head-mounted display. The front-facing camera is used to capture video signals into the workstation. The generated virtual scene is merged with the outside world information received from the camera. The integrated video is sent to the helmet display system. The distinguishing feature and novelty is to realize the augmented reality with natural features instead of marker, which address the limitations of the marker, such as only black and white, the inapplicability of different environment conditions, and particularly cannot work when the marker is partially blocked. Further, 3D stereoscopic perception of virtual animation model is achieved. The high-speed and stable socket native communication method is adopted for transmission of the key video stream data, which can reduce the calculation burden of the system.

  4. An Efficiency Analysis of Augmented Reality Marker Recognition Algorithm

    Directory of Open Access Journals (Sweden)

    Kurpytė Dovilė

    2014-05-01

    Full Text Available The article reports on the investigation of augmented reality system which is designed for identification and augmentation of 100 different square markers. Marker recognition efficiency was investigated by rotating markers along x and y axis directions in range from −90° to 90°. Virtual simulations of four environments were developed: a an intense source of light, b an intense source of light falling from the left side, c the non-intensive light source falling from the left side, d equally falling shadows. The graphics were created using the OpenGL graphics computer hardware interface; image processing was programmed in C++ language using OpenCV, while augmented reality was developed in Java programming language using NyARToolKit. The obtained results demonstrate that augmented reality marker recognition algorithm is accurate and reliable in the case of changing lighting conditions and rotational angles - only 4 % markers were unidentified. Assessment of marker recognition efficiency let to propose marker classification strategy in order to use it for grouping various markers into distinct markers’ groups possessing similar recognition properties.

  5. Katalog Penjualan Rumah Berbasis Android Menggunakan Teknologi Augmented Reality dan Virtual Reality

    Directory of Open Access Journals (Sweden)

    Alders Paliling

    2017-02-01

    Full Text Available Penerapan teknologi augmented reality kian diminati oleh pihak produsen untuk memasarkan produk  yang dihasilkan. Teknologi augmented reality mampu meproyeksikan objek dua dimensi ataupun tiga dimensi kedalam lingkungan nyata. Teknologi virtual reality mampu membawa pengguna masuk kedalam lingkungan virtual sehingga pengguna merasa berada dalam lingkungan virtual. Penelitian ini menggunakan teknologi augmented reality yang mampu memproyeksikan objek tiga dimensi rumah sehingga katalog menjadi lebih nyata,  dan teknologi virtual reality yang membuat pengguna berinteraksi langsung dengan objek tiga dimensi rumah dan merasa berada di dalam rumah. Aplikasi yang dibangun memanfaatkan sensor accelerometer yang tertanam dalam perangkat mobile android yang memungkinkan pengguna melihat seisi ruangan dengan memiringkan perangkat mobile android kekiri dan kekanan. Jumlah kamera virtual yang digunakan berjumlah lima yang diletakkan di ruang tamu, ruang keluarga, ruang kamar utama, ruang kamar anak, dan ruang dapur. Aplikasi ini berjalan pada platform android dan menggunakan personal komputer sebagai server yang menyimpan data informasi rumah. Dengan adanya aplikasi ini pengguna dapat merasakan suasana berbeda dalam melihat sebuah katalog. . Kata kunci—Augmentd Reality, Virtual Reality, Katalog, Android

  6. Mobile Augmented Reality enhances indoor navigation for wheelchair users

    Directory of Open Access Journals (Sweden)

    Luciene Chagas de Oliveira

    Full Text Available Introduction: Individuals with mobility impairments associated with lower limb disabilities often face enormous challenges to participate in routine activities and to move around various environments. For many, the use of wheelchairs is paramount to provide mobility and social inclusion. Nevertheless, they still face a number of challenges to properly function in our society. Among the many difficulties, one in particular stands out: navigating in complex internal environments (indoors. The main objective of this work is to propose an architecture based on Mobile Augmented Reality to support the development of indoor navigation systems dedicated to wheelchair users, that is also capable of recording CAD drawings of the buildings and dealing with accessibility issues for that population. Methods Overall, five main functional requirements are proposed: the ability to allow for indoor navigation by means of Mobile Augmented Reality techniques; the capacity to register and configure building CAD drawings and the position of fiducial markers, points of interest and obstacles to be avoided by the wheelchair user; the capacity to find the best route for wheelchair indoor navigation, taking stairs and other obstacles into account; allow for the visualization of virtual directional arrows in the smartphone displays; and incorporate touch or voice commands to interact with the application. The architecture is proposed as a combination of four layers: User interface; Control; Service; and Infrastructure. A proof-of-concept application was developed and tests were performed with disable volunteers operating manual and electric wheelchairs. Results The application was implemented in Java for the Android operational system. A local database was used to store the test building CAD drawings and the position of fiducial markers and points of interest. The Android Augmented Reality library was used to implement Augmented Reality and the Blender open source

  7. Using Augmented Reality in the Treatment of CRPS Patients

    DEFF Research Database (Denmark)

    Knudsen, L; Hansen, Helle Puggård; Baskarada, D

    . This work examines Augmented Reality (AR) as MVF treatment. Materials and Methods An AR setup was built for CPRS patients with left arms as affected extremities. The AR displays a virtual left arm, which mirrors the movements of the right arm, on images of the real world. To explore motivational benefits......  Background Mirror Visual Feedback (MVF) is an important part of therapeutic treatment of Complex Regional Pain Syndrome (CRPS). Unfortunately mirror boxes (MB) are not compatible with meaningful activities. Recently it was shown that Virtual Reality (VR) as MVF treatment makes this possible...

  8. Ecosystem of learning with "augmented reality": educational possibilities

    OpenAIRE

    Julio Cabero Almenara; Julio Barroso Osuna

    2016-01-01

    When we speak about «augmented reality» (AR), we can say that we are in front of an emergent technology that is acquiring a great impulse in the educational area. The technology of the AR offers us different possibilities to move to contexts of formation out of the traditional scenes of the formation, to interact real time with the reality, to visualize not perceptible phenomena, to compare an object or phenomenon from different perspectives. These aspects are doing that in the last four year...

  9. Topic Space: Rapid Prototyping a Mobile Augmented Reality Recommendation App

    Directory of Open Access Journals (Sweden)

    Jim Hahn

    2015-10-01

    Full Text Available With funding from an Institute of Museum and Library Services (IMLS Sparks! Ignition Grant, researchers from the University of Illinois Library designed and tested a mobile recommender app with augmented reality features. By embedding open source optical character recognition software into a “Topic Space” module, the augmented reality app can recognize call numbers on a book in the library and suggest relevant items that are not shelved nearby. Topic Space can also show users items that are normally shelved in the starting location but that are currently checked out. Using formative UX methods, grant staff shaped app interface and functionality through early user testing. This paper reports results of UX testing; a redesigned mobile interface, and provides considerations on the future development of personalized recommendation functionality.

  10. Augmented reality social story for autism spectrum disorder

    Science.gov (United States)

    Syahputra, M. F.; Arisandi, D.; Lumbanbatu, A. F.; Kemit, L. F.; Nababan, E. B.; Sheta, O.

    2018-03-01

    Augmented Reality is a technique that can bring social story therapy into virtual world to increase intrinsic motivation of children with Autism Spectrum Disorder(ASD). By looking at the behaviour of ASD who will be difficult to get the focus, the lack of sensory and motor nerves in the use of loads on the hands or other organs will be very distressing children with ASD in doing the right activities, and interpret and understand the social situation in determining a response appropriately. Required method to be able to apply social story on therapy of children with ASD that is implemented with Augmented Reality. The output resulting from this method is 3D animation (three-dimensional animation) of social story by detecting marker located in special book and some simple game which done by using leap motion controller which is useful in reading hand movement in real-time.

  11. Aplikasi Augmented Reality Game Edukasi Untuk Pengenalan Organ Tubuh Manusia

    Directory of Open Access Journals (Sweden)

    Endah Sudarmilah

    2016-06-01

    Full Text Available Organ manusia merupakan alat yang sangat vital dalam tubuh manusia. Pada prakteknya, pengenalan organ manusia pada siswa sekolah dasar membutuhkan alat peraga tiga dimensi yang hanya dimiliki oleh sekolah. Sedangkan anak usia sekolah dasar cenderung lebih tertarik dengan hal-hal yang baru. Oleh karena itu dibutuhkan inovasi untuk menjembatani kedua permasalahan tersebut dengan aplikasi augmented reality game edukasi  untuk menarik minat dan membantu belajar siswa pada organ tubuh manusia yang dilakukan pada penelitian ini. Metode yang digunakan adalah prototyping yang merupakan bagian dari metode SDLC (System Development Life Cycle. Aplikasi augmented reality game edukasi untuk pengenalan organ tubuh manusia adalah hasil dari penelitiannya yang akan dijelaskan pada paper ini.

  12. Spatial augmented reality based high accuracy human face projection

    Science.gov (United States)

    Li, Dong; Xie, Jinghui; Li, Yufeng; Weng, Dongdong; Liu, Yue

    2015-08-01

    This paper discusses the imaging principles and the technical difficulties of spatial augmented reality based human face projection. A novel geometry correction method is proposed to realize fast, high-accuracy face model projection. Using a depth camera to reconstruct the projected object, the relative position from the rendered model to the projector can be accessed and the initial projection image is generated. Then the projected image is distorted by using Bezier interpolation to guarantee that the projected texture matches with the object surface. The proposed method is under a simple process flow and can achieve high perception registration of virtual and real object. In addition, this method has a good performance in the condition that the reconstructed model is not exactly same with the rendered virtual model which extends its application area in the spatial augmented reality based human face projection.

  13. Perancangan Game Kartu Interaktif Berbasis Android Menggunakan Augmented Reality

    Directory of Open Access Journals (Sweden)

    Andry Chowanda

    2011-12-01

    Full Text Available By utilizing the augmented reality technology which now develops well, a card game system design and the game prototype are created on through this study Android-based Smartphone. This study is expected to increase the children’s interest to play cards in a modern way, to be utilized as a reference material for business actors in the world, and to be an alternative facility for marketing officers to market their products. The scope of this study is limited only to the system design and the prototype making of the game. The combination of waterfall methodology and a game design by Jesse is used in this study. From the results of the study it is concluded that the augmented reality technology is able to make the game more interesting. 

  14. An acceptance model for smart glasses based tourism augmented reality

    Science.gov (United States)

    Obeidy, Waqas Khalid; Arshad, Haslina; Huang, Jiung Yao

    2017-10-01

    Recent mobile technologies have revolutionized the way people experience their environment. Although, there is only limited research on users' acceptance of AR in the cultural tourism context, previous researchers have explored the opportunities of using augmented reality (AR) in order to enhance user experience. Recent AR research lack works that integrates dimensions which are specific to cultural tourism and smart glass specific context. Hence, this work proposes an AR acceptance model in the context of cultural heritage tourism and smart glasses capable of performing augmented reality. Therefore, in this paper we aim to present an AR acceptance model to understand the AR usage behavior and visiting intention for tourists who use Smart Glass based AR at UNESCO cultural heritage destinations in Malaysia. Furthermore, this paper identifies information quality, technology readiness, visual appeal, and facilitating conditions as external variables and key factors influencing visitors' beliefs, attitudes and usage intention.

  15. Stereoscopic augmented reality with pseudo-realistic global illumination effects

    Science.gov (United States)

    de Sorbier, Francois; Saito, Hideo

    2014-03-01

    Recently, augmented reality has become very popular and has appeared in our daily life with gaming, guiding systems or mobile phone applications. However, inserting object in such a way their appearance seems natural is still an issue, especially in an unknown environment. This paper presents a framework that demonstrates the capabilities of Kinect for convincing augmented reality in an unknown environment. Rather than pre-computing a reconstruction of the scene like proposed by most of the previous method, we propose a dynamic capture of the scene that allows adapting to live changes of the environment. Our approach, based on the update of an environment map, can also detect the position of the light sources. Combining information from the environment map, the light sources and the camera tracking, we can display virtual objects using stereoscopic devices with global illumination effects such as diffuse and mirror reflections, refractions and shadows in real time.

  16. Interframe coding of feature descriptors for mobile augmented reality.

    Science.gov (United States)

    Makar, Mina; Chandrasekhar, Vijay; Tsai, Sam S; Chen, David; Girod, Bernd

    2014-08-01

    Streaming mobile augmented reality applications require both real-time recognition and tracking of objects of interest in a video sequence. Typically, local features are calculated from the gradients of a canonical patch around a keypoint in individual video frames. In this paper, we propose a temporally coherent keypoint detector and design efficient interframe predictive coding techniques for canonical patches, feature descriptors, and keypoint locations. In the proposed system, we strive to transmit each patch or its equivalent feature descriptor with as few bits as possible by modifying a previously transmitted patch or descriptor. Our solution enables server-based mobile augmented reality where a continuous stream of salient information, sufficient for image-based retrieval, and object localization, is sent at a bit-rate that is practical for today's wireless links and less than one-tenth of the bit-rate needed to stream the compressed video to the server.

  17. ARZombie: A Mobile Augmented Reality Game with Multimodal Interaction

    Directory of Open Access Journals (Sweden)

    Diogo Cordeiro

    2015-11-01

    Full Text Available Augmented reality games have the power to extend virtual gaming into real world scenarios with real people, while enhancing the senses of the user. This paper describes the AR- Zombie game developed with the aim of studying and developing mobile augmented reality applications, specifically for tablets, using face recognition interaction techniques. The goal of the ARZombie player is to kill zombies that are detected through the display of the device. Instead of using markers as a mean of tracking the zombies, this game incorporates a facial recognition system, which will enhance the user experience by improving the interaction of players with the real world. As the player moves around the environment, the game will display virtual zombies on the screen if the detected faces are recognized as belonging to the class of the zombies. ARZombie was tested with users to evaluate the interaction proposals and its components were evaluated regarding the performance in order to ensure a better gaming experience.

  18. ChemPreview: an augmented reality-based molecular interface.

    Science.gov (United States)

    Zheng, Min; Waller, Mark P

    2017-05-01

    Human computer interfaces make computational science more comprehensible and impactful. Complex 3D structures such as proteins or DNA are magnified by digital representations and displayed on two-dimensional monitors. Augmented reality has recently opened another door to access the virtual three-dimensional world. Herein, we present an augmented reality application called ChemPreview with the potential to manipulate bio-molecular structures at an atomistic level. ChemPreview is available at https://github.com/wallerlab/chem-preview/releases, and is built on top of the Meta 1 platform https://www.metavision.com/. ChemPreview can be used to interact with a protein in an intuitive way using natural hand gestures, thereby making it appealing to computational chemists or structural biologists. The ability to manipulate atoms in real world could eventually provide new and more efficient ways of extracting structural knowledge, or designing new molecules in silico. Copyright © 2017 Elsevier Inc. All rights reserved.

  19. Using augmented reality to teach and learn biochemistry.

    Science.gov (United States)

    Vega Garzón, Juan Carlos; Magrini, Marcio Luiz; Galembeck, Eduardo

    2017-09-01

    Understanding metabolism and metabolic pathways constitutes one of the central aims for students of biological sciences. Learning metabolic pathways should be focused on the understanding of general concepts and core principles. New technologies such Augmented Reality (AR) have shown potential to improve assimilation of biochemistry abstract concepts because students can manipulate 3D molecules in real time. Here we describe an application named Augmented Reality Metabolic Pathways (ARMET), which allowed students to visualize the 3D molecular structure of substrates and products, thus perceiving changes in each molecule. The structural modification of molecules shows students the flow and exchange of compounds and energy through metabolism. © 2017 by The International Union of Biochemistry and Molecular Biology, 45(5):417-420, 2017. © 2017 The International Union of Biochemistry and Molecular Biology.

  20. Augmented reality assisted surgery: a urologic training tool

    Directory of Open Access Journals (Sweden)

    Ryan M Dickey

    2016-01-01

    Full Text Available Augmented reality is widely used in aeronautics and is a developing concept within surgery. In this pilot study, we developed an application for use on Google Glass ® optical head-mounted display to train urology residents in how to place an inflatable penile prosthesis. We use the phrase Augmented Reality Assisted Surgery to describe this novel application of augmented reality in the setting of surgery. The application demonstrates the steps of the surgical procedure of inflatable penile prosthesis placement. It also contains software that allows for detection of interest points using a camera feed from the optical head-mounted display to enable faculty to interact with residents during placement of the penile prosthesis. Urology trainees and faculty who volunteered to take part in the study were given time to experience the technology in the operative or perioperative setting and asked to complete a feedback survey. From 30 total participants using a 10-point scale, educational usefulness was rated 8.6, ease of navigation was rated 7.6, likelihood to use was rated 7.4, and distraction in operating room was rated 4.9. When stratified between trainees and faculty, trainees found the technology more educationally useful, and less distracting. Overall, 81% of the participants want this technology in their residency program, and 93% see this technology in the operating room in the future. Further development of this technology is warranted before full release, and further studies are necessary to better characterize the effectiveness of Augmented Reality Assisted Surgery in urologic surgical training.

  1. Il telerilevamento a supporto dell’Augmented Reality

    Directory of Open Access Journals (Sweden)

    Filippo Gemma

    2011-04-01

    Full Text Available Fondere insieme realtà e oggetti virtuali per muoversi al meglio con efficacia ed efficienza è quanto si propone, tramite la  Realtà Aumentata, la AGI, Analytical Graphics Inc. di Exton (USA, distribuita in esclusiva in Italia da GMSPAZIO che offre il sistema STK, storicamente conosciuto come Satellite ToolKit che offre più di quarantamila utenti nel mondo un esteso set di funzionalità capaci di soddisfare ogni tipo di esigenza.Remote  Sensing  and  Augmented RealityAugmented reality has been used for years  in  the  broadcast  industry.  You see it every time the National Football League paints a yellow first-down line on the playing field. While it is com-monplace and easy to execute in con-trolled environments with fixed cam-era  positions,  predetermined  angles and known terrain, the opposite is true in uncontrolled environments, such as battlefields in Kandahar. Nonetheless, augmented reality is essential for the warfighter, and the global intelligence community (IC is faced with the chal-lenge  of  efficiently  creating  and  dis-seminating intelligence products from increasing  amounts  of  video  data. AGI’s  Insight3D  development  library is helping to overcome many hurdles of ISR-focused augmented reality.

  2. Augmented reality assisted surgery: a urologic training tool.

    Science.gov (United States)

    Dickey, Ryan M; Srikishen, Neel; Lipshultz, Larry I; Spiess, Philippe E; Carrion, Rafael E; Hakky, Tariq S

    2016-01-01

    Augmented reality is widely used in aeronautics and is a developing concept within surgery. In this pilot study, we developed an application for use on Google Glass ® optical head-mounted display to train urology residents in how to place an inflatable penile prosthesis. We use the phrase Augmented Reality Assisted Surgery to describe this novel application of augmented reality in the setting of surgery. The application demonstrates the steps of the surgical procedure of inflatable penile prosthesis placement. It also contains software that allows for detection of interest points using a camera feed from the optical head-mounted display to enable faculty to interact with residents during placement of the penile prosthesis. Urology trainees and faculty who volunteered to take part in the study were given time to experience the technology in the operative or perioperative setting and asked to complete a feedback survey. From 30 total participants using a 10-point scale, educational usefulness was rated 8.6, ease of navigation was rated 7.6, likelihood to use was rated 7.4, and distraction in operating room was rated 4.9. When stratified between trainees and faculty, trainees found the technology more educationally useful, and less distracting. Overall, 81% of the participants want this technology in their residency program, and 93% see this technology in the operating room in the future. Further development of this technology is warranted before full release, and further studies are necessary to better characterize the effectiveness of Augmented Reality Assisted Surgery in urologic surgical training.

  3. Augmented Virtual Reality: How to Improve Education Systems

    OpenAIRE

    Fernández-Utrilla Miguel, Manuel

    2017-01-01

    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 suc...

  4. Children Road Safety Training with Augmented Reality (AR) [Demo

    OpenAIRE

    Lugmayr, Artur; Tsang, Joyce; Williams, Toby; Lim, Casey X; Teo, Yeet Yung; Farmer, Matthew

    2018-01-01

    Children killed or seriously injured through road accidents can be avoided through an appropriate safety training. Through play and engagement children learn and understand hazards at i.e. railway stations, bus stops, crossings, school zones, train stations, footpaths, or while cycling. We developed a rapid prototype of an Augmented Reality (AR) safety training proof-of-concept demonstrator for a scaled real-world model of dangerous road hazards. Two scenarios have been picked to give childre...

  5. The Visual Web User Interface Design in Augmented Reality Technology

    OpenAIRE

    Chouyin Hsu; Haui-Chih Shiau

    2013-01-01

    Upon the popularity of 3C devices, the visual creatures are all around us, such the online game, touch pad, video and animation. Therefore, the text-based web page will no longer satisfy users. With the popularity of webcam, digital camera, stereoscopic glasses, or head-mounted display, the user interface becomes more visual and multi-dimensional. For the consideration of 3D and visual display in the research of web user interface design, Augmented Reality technology providing the convenient ...

  6. Penerapan Teknologi Augmented Reality pada Aplikasi Katalog Rumah Berbasis Android

    OpenAIRE

    Rifa'i, Muhammad; Listyorini, Tri; Latubessy, Anastasya

    2014-01-01

    Augmented Reality (AR) adalah suatu lingkungan yang memasukkan objek virtual 3D kedalam lingkungan nyata secara real-time. Penelitian ini akan memasukkan teknologi AR kedalam katalog penjualan rumah pada Perumahan Muna Permai, sehingga katalog rumah ini menjadi lebih real dengan adanya objek 3D pada rumah. Aplikasi ini merupakan aplikasi yang berjalan pada platform mobile android, dimana aplikasi AR ini memerlukan video streaming yang diambil dari kamera smartphone sebagai sumber masukan, kem...

  7. Mobile Indoor Augmented Reality. Exploring applications in hospitality environments.

    OpenAIRE

    Bernardos Barbolla, Ana M.; Casar Corredera, Jose Ramon; Cano García, Jesús

    2011-01-01

    Augmented reality (AR) is been increasingly used in mobile devices. Most of the available applications are set to work outdoors, mainly due to the availability of a reliable positioning system. Nevertheless, indoor (smart) spaces offer a lot of opportunities of creating new service concepts. In particular, in this paper we explore the applicability of mobile AR to hospitality environments (hotels and similar establishments). From the state-of-the-art of technologies and applications, a portfo...

  8. Augmented reality assisted surgery: a urologic training tool

    Science.gov (United States)

    Dickey, Ryan M; Srikishen, Neel; Lipshultz, Larry I; Spiess, Philippe E; Carrion, Rafael E; Hakky, Tariq S

    2016-01-01

    Augmented reality is widely used in aeronautics and is a developing concept within surgery. In this pilot study, we developed an application for use on Google Glass® optical head-mounted display to train urology residents in how to place an inflatable penile prosthesis. We use the phrase Augmented Reality Assisted Surgery to describe this novel application of augmented reality in the setting of surgery. The application demonstrates the steps of the surgical procedure of inflatable penile prosthesis placement. It also contains software that allows for detection of interest points using a camera feed from the optical head-mounted display to enable faculty to interact with residents during placement of the penile prosthesis. Urology trainees and faculty who volunteered to take part in the study were given time to experience the technology in the operative or perioperative setting and asked to complete a feedback survey. From 30 total participants using a 10-point scale, educational usefulness was rated 8.6, ease of navigation was rated 7.6, likelihood to use was rated 7.4, and distraction in operating room was rated 4.9. When stratified between trainees and faculty, trainees found the technology more educationally useful, and less distracting. Overall, 81% of the participants want this technology in their residency program, and 93% see this technology in the operating room in the future. Further development of this technology is warranted before full release, and further studies are necessary to better characterize the effectiveness of Augmented Reality Assisted Surgery in urologic surgical training. PMID:26620455

  9. Orchestration Framework for Learning Activities in Augmented Reality Environments

    OpenAIRE

    Ibáñez, María Blanca; Delgado Kloos, Carlos; Di Serio, Angela

    2011-01-01

    Proceedings of: Across Spaces11 Workshop in conjunction with the EC-TEL2011, Palermo, Italy, September 21, 2011 In this paper we show how Augmented Reality (AR) technology restricted to the use of mobiles or PCs, can be used to develop learning activities with the minimun level of orchestation required by meaningful learning sequences. We use Popcode as programming language to deploy orchestrated learning activities specified with an AR framework. Publicado

  10. Embodiment of Wearable Augmented Reality Technology in Tourism Experiences

    OpenAIRE

    Tussyadiah, IP; Jung, T; tom Dieck, MC

    2017-01-01

    The increasing use of wearable devices for tourism purposes sets the stage for a critical discussion on technological mediation in tourism experiences. This article provides a theoretical reflection on the phenomenon of embodiment relation in technological mediation and then assesses the embodiment of wearable augmented reality technology in a tourism attraction. The findings suggest that technology embodiment is a multidimensional construct consisting of ownership, location, and agency. Thes...

  11. Il telerilevamento a supporto dell’Augmented Reality

    Directory of Open Access Journals (Sweden)

    Filippo Gemma

    2011-04-01

    Full Text Available Fondere insieme realtà e oggetti virtuali per muoversi al meglio con efficacia ed efficienza è quanto si propone, tramite la  Realtà Aumentata, la AGI, Analytical Graphics Inc. di Exton (USA, distribuita in esclusiva in Italia da GMSPAZIO che offre il sistema STK, storicamente conosciuto come Satellite ToolKit che offre più di quarantamila utenti nel mondo un esteso set di funzionalità capaci di soddisfare ogni tipo di esigenza. Remote  Sensing  and  Augmented Reality Augmented reality has been used for years  in  the  broadcast  industry.  You see it every time the National Football League paints a yellow first-down line on the playing field. While it is com-monplace and easy to execute in con-trolled environments with fixed cam-era  positions,  predetermined  angles and known terrain, the opposite is true in uncontrolled environments, such as battlefields in Kandahar. Nonetheless, augmented reality is essential for the warfighter, and the global intelligence community (IC is faced with the chal-lenge  of  efficiently  creating  and  dis-seminating intelligence products from increasing  amounts  of  video  data. AGI’s  Insight3D  development  library is helping to overcome many hurdles of ISR-focused augmented reality.

  12. Il telerilevamento a supporto dell’Augmented Reality

    Directory of Open Access Journals (Sweden)

    Filippo Gemma

    2012-04-01

    Full Text Available Fondere insieme realtà e oggetti virtuali per muoversi al meglio con efficacia ed efficienza è quanto si propone, tramite la  Realtà Aumentata, la AGI, Analytical Graphics Inc. di Exton (USA, distribuita in esclusiva in Italia da GMSPAZIO che offre il sistema STK, storicamente conosciuto come Satellite ToolKit che offre più di quarantamila utenti nel mondo un esteso set di funzionalità capaci di soddisfare ogni tipo di esigenza.Remote  Sensing  and  Augmented RealityAugmented reality has been used for years  in  the  broadcast  industry.  You see it every time the National Football League paints a yellow first-down line on the playing field. While it is com-monplace and easy to execute in con-trolled environments with fixed cam-era  positions,  predetermined  angles and known terrain, the opposite is true in uncontrolled environments, such as battlefields in Kandahar. Nonetheless, augmented reality is essential for the warfighter, and the global intelligence community (IC is faced with the chal-lenge  of  efficiently  creating  and  dis-seminating intelligence products from increasing  amounts  of  video  data. AGI’s  Insight3D  development  library is helping to overcome many hurdles of ISR-focused augmented reality.

  13. Enhancing the Driver Awareness of Pedestrian using Augmented Reality Cues

    OpenAIRE

    Phan , Minh Tien; Thouvenin , Indira; Frémont , Vincent

    2016-01-01

    International audience; Pedestrian accident is a serious problem for the society. Pedestrian Collision Warning Systems (PCWS) are proposed to detect the presence of pedestrians and to warn the driver about the potential dangers. However, their interfaces associated with ambiguous alerts can distract drivers and create more dangers. On the other hand, Augmented Reality (AR) with Head-Up Display (HUD) interfaces have recently attracted the attention in the field of automotive research as they c...

  14. Augmented reality supported work instructions for onsite facility maintenance

    OpenAIRE

    Neges, Matthias; Koch, Christian

    2016-01-01

    During the operation and maintenance phase of buildings operators need to perform on site maintenance activities to prevent functional failures of technical equipment. As this phase is the longest and most expensive one respective improvements can significantly reduce the overall lifecycle budget. Based on their previous work, in this paper the authors present an Augmented Reality (AR) based concept and implementation to support mobile and onsite maintenance activities by (1) preparing and ge...

  15. Origami Creation System with Gesture Operations Based on Augmented Reality

    OpenAIRE

    松澤, 瞬; MATSUZAWA, Shun

    2013-01-01

    Augmented Reality (AR) allows us to enhance our perception of the real world by overlaying artificial objects or information. The AR Technology has been recently applied to commercial products such as game applications and car navigation systems. On the other hand, an origami creation using computer graphics has been developed with advance of graphic hardware. The origami creatio system enables users to fold an origami freely and interactively into complex figure. However the users can manipu...

  16. Influence of Augmented Reality on Purchase Intention : The IKEA Case

    OpenAIRE

    Raska, Krystof; Richter, Tobias

    2017-01-01

    Augmented reality (AR) allows the enrichment of the physical world by adding virtual computer-generated digital information in real time to it (Furht, 2014). This provides marketers with previously unimagined options for reaching out and engaging with customers. Having the power to put the (virtual) products in the hand of customers, creates interesting opportunities for the users to engage with a brand, service or product (Yaoyuneyong et al., 2016). Although the AR market is expected to grow...

  17. (Is?) Virtual Opponent of Tourism Sector: Augmented Reality

    OpenAIRE

    Özgüneş, Reşad Emre; Bozok, Düriye

    2018-01-01

    It is seen that brands arebuilding their marketing strategies on technological innovations with the aimof standing out, coming to the leading position in the sector, increase theirprofitability. One of these methods experienced in the virtual world and usedby major brands such as Marshall, L'Oreal Paris, Ray-Ban, Adidas, BMW, Ford,Volkswagen, IKEA as a marketing instrument by being followed closely is AR(Augmented Reality) technology. In essence, it is anticipated that AR will beused ext...

  18. Moving from Virtual Reality Exposure-Based Therapy to Augmented Reality Exposure-Based Therapy: A Review

    OpenAIRE

    Baus, Oliver; Bouchard, Stéphane

    2014-01-01

    This paper reviews the move from virtual reality exposure-based therapy to augmented reality exposure-based therapy (ARET). Unlike virtual reality (VR), which entails a complete virtual environment (VE), augmented reality (AR) limits itself to producing certain virtual elements to then merge them into the view of the physical world. Although, the general public may only have become aware of AR in the last few years, AR type applications have been around since beginning of the twentieth centur...

  19. Augmented reality-assisted bypass surgery: embracing minimal invasiveness.

    Science.gov (United States)

    Cabrilo, Ivan; Schaller, Karl; Bijlenga, Philippe

    2015-04-01

    The overlay of virtual images on the surgical field, defined as augmented reality, has been used for image guidance during various neurosurgical procedures. Although this technology could conceivably address certain inherent problems of extracranial-to-intracranial bypass procedures, this potential has not been explored to date. We evaluate the usefulness of an augmented reality-based setup, which could help in harvesting donor vessels through their precise localization in real-time, in performing tailored craniotomies, and in identifying preoperatively selected recipient vessels for the purpose of anastomosis. Our method was applied to 3 patients with Moya-Moya disease who underwent superficial temporal artery-to-middle cerebral artery anastomoses and 1 patient who underwent an occipital artery-to-posteroinferior cerebellar artery bypass because of a dissecting aneurysm of the vertebral artery. Patients' heads, skulls, and extracranial and intracranial vessels were segmented preoperatively from 3-dimensional image data sets (3-dimensional digital subtraction angiography, angio-magnetic resonance imaging, angio-computed tomography), and injected intraoperatively into the operating microscope's eyepiece for image guidance. In each case, the described setup helped in precisely localizing donor and recipient vessels and in tailoring craniotomies to the injected images. The presented system based on augmented reality can optimize the workflow of extracranial-to-intracranial bypass procedures by providing essential anatomical information, entirely integrated to the surgical field, and help to perform minimally invasive procedures. Copyright © 2015 Elsevier Inc. All rights reserved.

  20. Implementation of augmented reality to models sultan deli

    Science.gov (United States)

    Syahputra, M. F.; Lumbantobing, N. P.; Siregar, B.; Rahmat, R. F.; Andayani, U.

    2018-03-01

    Augmented reality is a technology that can provide visualization in the form of 3D virtual model. With the utilization of augmented reality technology hence image-based modeling to produce 3D model of Sultan Deli Istana Maimun can be applied to restore photo of Sultan of Deli into three dimension model. This is due to the Sultan of Deli which is one of the important figures in the history of the development of the city of Medan is less known by the public because the image of the Sultanate of Deli is less clear and has been very long. To achieve this goal, augmented reality applications are used with image processing methodologies into 3D models through several toolkits. The output generated from this method is the visitor’s photos Maimun Palace with 3D model of Sultan Deli with the detection of markers 20-60 cm apart so as to provide convenience for the public to recognize the Sultan Deli who had ruled in Maimun Palace.

  1. See-through 3D technology for augmented reality

    Science.gov (United States)

    Lee, Byoungho; Lee, Seungjae; Li, Gang; Jang, Changwon; Hong, Jong-Young

    2017-06-01

    Augmented reality is recently attracting a lot of attention as one of the most spotlighted next-generation technologies. In order to get toward realization of ideal augmented reality, we need to integrate 3D virtual information into real world. This integration should not be noticed by users blurring the boundary between the virtual and real worlds. Thus, ultimate device for augmented reality can reconstruct and superimpose 3D virtual information on the real world so that they are not distinguishable, which is referred to as see-through 3D technology. Here, we introduce our previous researches to combine see-through displays and 3D technologies using emerging optical combiners: holographic optical elements and index matched optical elements. Holographic optical elements are volume gratings that have angular and wavelength selectivity. Index matched optical elements are partially reflective elements using a compensation element for index matching. Using these optical combiners, we could implement see-through 3D displays based on typical methodologies including integral imaging, digital holographic displays, multi-layer displays, and retinal projection. Some of these methods are expected to be optimized and customized for head-mounted or wearable displays. We conclude with demonstration and analysis of fundamental researches for head-mounted see-through 3D displays.

  2. Augmented reality and ubiquitous computing : The hidden potentialities of augmented reality

    NARCIS (Netherlands)

    Liberati, Nicola

    2016-01-01

    The aim of this paper was to highlight the augmented reality’s potentialities, depicting its main characteristics and focusing attention on what its goal should be in order to have a new technology completely different from those that already exist. From a technological point of view, augmented

  3. Augmented Reality Environments in Learning, Communicational and Professional Contexts in Higher Education

    Science.gov (United States)

    Martín Gutiérrez, Jorge; Meneses Fernández, María Dolores

    2014-01-01

    This paper explores educational and professional uses of augmented learning environment concerned with issues of training and entertainment. We analyze the state-of-art research of some scenarios based on augmented reality. Some examples for the purpose of education and simulation are described. These applications show that augmented reality can…

  4. FlyAR: augmented reality supported micro aerial vehicle navigation.

    Science.gov (United States)

    Zollmann, Stefanie; Hoppe, Christof; Langlotz, Tobias; Reitmayr, Gerhard

    2014-04-01

    Micro aerial vehicles equipped with high-resolution cameras can be used to create aerial reconstructions of an area of interest. In that context automatic flight path planning and autonomous flying is often applied but so far cannot fully replace the human in the loop, supervising the flight on-site to assure that there are no collisions with obstacles. Unfortunately, this workflow yields several issues, such as the need to mentally transfer the aerial vehicle’s position between 2D map positions and the physical environment, and the complicated depth perception of objects flying in the distance. Augmented Reality can address these issues by bringing the flight planning process on-site and visualizing the spatial relationship between the planned or current positions of the vehicle and the physical environment. In this paper, we present Augmented Reality supported navigation and flight planning of micro aerial vehicles by augmenting the user’s view with relevant information for flight planning and live feedback for flight supervision. Furthermore, we introduce additional depth hints supporting the user in understanding the spatial relationship of virtual waypoints in the physical world and investigate the effect of these visualization techniques on the spatial understanding.

  5. Simulation and augmented reality in endovascular neurosurgery: lessons from aviation.

    Science.gov (United States)

    Mitha, Alim P; Almekhlafi, Mohammed A; Janjua, Major Jameel J; Albuquerque, Felipe C; McDougall, Cameron G

    2013-01-01

    Endovascular neurosurgery is a discipline strongly dependent on imaging. Therefore, technology that improves how much useful information we can garner from a single image has the potential to dramatically assist decision making during endovascular procedures. Furthermore, education in an image-enhanced environment, especially with the incorporation of simulation, can improve the safety of the procedures and give interventionalists and trainees the opportunity to study or perform simulated procedures before the intervention, much like what is practiced in the field of aviation. Here, we examine the use of simulators in the training of fighter pilots and discuss how similar benefits can compensate for current deficiencies in endovascular training. We describe the types of simulation used for endovascular procedures, including virtual reality, and discuss the relevant data on its utility in training. Finally, the benefit of augmented reality during endovascular procedures is discussed, along with future computerized image enhancement techniques.

  6. Magnetosensitive e-skins with directional perception for augmented reality.

    Science.gov (United States)

    Cañón Bermúdez, Gilbert Santiago; Karnaushenko, Dmitriy D; Karnaushenko, Daniil; Lebanov, Ana; Bischoff, Lothar; Kaltenbrunner, Martin; Fassbender, Jürgen; Schmidt, Oliver G; Makarov, Denys

    2018-01-01

    Electronic skins equipped with artificial receptors are able to extend our perception beyond the modalities that have naturally evolved. These synthetic receptors offer complimentary information on our surroundings and endow us with novel means of manipulating physical or even virtual objects. We realize highly compliant magnetosensitive skins with directional perception that enable magnetic cognition, body position tracking, and touchless object manipulation. Transfer printing of eight high-performance spin valve sensors arranged into two Wheatstone bridges onto 1.7-μm-thick polyimide foils ensures mechanical imperceptibility. This resembles a new class of interactive devices extracting information from the surroundings through magnetic tags. We demonstrate this concept in augmented reality systems with virtual knob-turning functions and the operation of virtual dialing pads, based on the interaction with magnetic fields. This technology will enable a cornucopia of applications from navigation, motion tracking in robotics, regenerative medicine, and sports and gaming to interaction in supplemented reality.

  7. Magnetosensitive e-skins with directional perception for augmented reality

    Science.gov (United States)

    Cañón Bermúdez, Gilbert Santiago; Karnaushenko, Dmitriy D.; Karnaushenko, Daniil; Lebanov, Ana; Bischoff, Lothar; Kaltenbrunner, Martin; Fassbender, Jürgen; Schmidt, Oliver G.; Makarov, Denys

    2018-01-01

    Electronic skins equipped with artificial receptors are able to extend our perception beyond the modalities that have naturally evolved. These synthetic receptors offer complimentary information on our surroundings and endow us with novel means of manipulating physical or even virtual objects. We realize highly compliant magnetosensitive skins with directional perception that enable magnetic cognition, body position tracking, and touchless object manipulation. Transfer printing of eight high-performance spin valve sensors arranged into two Wheatstone bridges onto 1.7-μm-thick polyimide foils ensures mechanical imperceptibility. This resembles a new class of interactive devices extracting information from the surroundings through magnetic tags. We demonstrate this concept in augmented reality systems with virtual knob-turning functions and the operation of virtual dialing pads, based on the interaction with magnetic fields. This technology will enable a cornucopia of applications from navigation, motion tracking in robotics, regenerative medicine, and sports and gaming to interaction in supplemented reality. PMID:29376121

  8. Augmented reality application for training in pipe defects ultrasonic investigation

    Directory of Open Access Journals (Sweden)

    Amza Cătălin Gheorghe

    2017-01-01

    Full Text Available The paper presents the development process of an Augmented Reality (AR application used for training operators in using ultrasonic equipment for non-destructive testing (NDT of pipework. The application provides workers useful information regarding the process steps, the main components of ultrasonic equipment and the proper modality of placing, aligning and moving it on pipe and weld. Using tablet or mobile phone device, an operator can see on screen written details and images on standardized working method, thus offering assistance during the training process. Allowing 3D augmented visualization of ultrasonic equipment overlaid on the real-world environment consisting in pipes and welds, the AR application makes the NDT process easier to understand and learn, as the initial evaluation results showed.

  9. The Development of Augmented Reality to Enhance Minimally Invasive Surgery.

    Science.gov (United States)

    Dodd, Keith; Brooks, Nathaniel P

    2017-12-22

    Minimally invasive surgery (MIS) reduces unnecessary tissue damage to the patient but obscures the natural surgical interface that is provided by open surgical procedures. Multiple feedback mechanisms, mainly visual and tactile, are greatly reduced in MIS. Microscopes, endoscopes, and image-guided navigation traditionally provide enough visual information for successful minimally invasive procedures, although the limited feedback makes these procedures more difficult to learn. Research has been performed to develop alternative solutions that regain additional feedback. Augmented reality (AR), a more recent guidance innovation that overlays digital visual data physically, has begun to be implemented in various applications to improve the safety and efficacy of minimally invasive procedures. This review focuses on the recent implementation of augmented display and direct visual overlay and discusses how these innovations address common feedback concerns associated with minimally invasive surgeries.

  10. Mobile computation offloading architecture for mobile augmented reality, case study: Visualization of cetacean skeleton

    OpenAIRE

    Belen G. Rodriguez-Santana; Amilcar Meneses Viveros; Blanca Esther Carvajal-Gamez; Diana Carolina Trejo-Osorio

    2016-01-01

    Augmented Reality applications can serve as teach-ing tools in different contexts of use. Augmented reality appli-cation on mobile devices can help to provide tourist information on cities or to give information on visits to museums. For example, during visits to museums of natural history, applications of augmented reality on mobile devices can be used by some visitors to interact with the skeleton of a whale. However, making rendering heavy models can be computationally infeasible on device...

  11. UIAR Common Sense : an Augmented Reality Framework for Creating Games to Collect Common Sense from Users

    OpenAIRE

    Dankov, Svetoslav; Rzepka, Rafal; Araki, Kenji

    2011-01-01

    Augmented Reality (AR) applications have become widespread with the continued miniaturization of technology. With the increasing use of smart phones, which often provide increased processing power, enhanced and open software platforms, Augmented Reality has become instrumental in the way we perceive our surroundings and the information that it carries. Augmented Reality has also become a welcome visualization tool for many fields, not restricted to Human-Computer Interaction. In th...

  12. Augmented Reality Training for Assembly and Maintenance Skills

    Directory of Open Access Journals (Sweden)

    Preusche Carsten

    2011-12-01

    Full Text Available Augmented Reality (AR points out to be a good technology for training in the field of maintenance and assembly, as instructions or rather location-dependent information can be directly linked and/or attached to physical objects. Since objects to maintain usually contain a large number of similar components (e.g. screws, plugs, etc. the provision of location-dependent information is vitally important. Another advantage is that AR-based training takes place with the real physical devices of the training scenario. Thus, the trainee also practices the real use of the tools whereby the corresponding sensorimotor skills are trained.

  13. Latency and distortion of electromagnetic trackers for augmented reality systems

    CERN Document Server

    Himberg, Henry

    2014-01-01

    Augmented reality (AR) systems are often used to superimpose virtual objects or information on a scene to improve situational awareness. Delays in the display system or inaccurate registration of objects destroy the sense of immersion a user experiences when using AR systems. AC electromagnetic trackers are ideal for these applications when combined with head orientation prediction to compensate for display system delays. Unfortunately, these trackers do not perform well in environments that contain conductive or ferrous materials due to magnetic field distortion without expensive calibration

  14. The Efficiency Analysis of the Augmented Reality Algorithm

    Directory of Open Access Journals (Sweden)

    Dovilė Kurpytė

    2013-05-01

    Full Text Available The article presents the investigation of the efficiency of augmented reality algorithm that depends on the rotation angles and lighting conditions. The following were the target subject parameters: three degrees of freedom perspective of the rotation and side lighting that forms a shadow. Static parameters of subjects with the ability to change them were as follow: the distance between the marker and the camera, camera, processor, and the distance from the light source. The study is based on an open source Java programming language algorithm, where the algorithm is tested with 10 markers. It was found that the rotation error did not exceed 2%.Article in Lithuanian

  15. FCJ-150 AffeXity: Performing Affect with Augmented Reality

    Directory of Open Access Journals (Sweden)

    Susan Kozel

    2012-01-01

    Full Text Available This discussion of affect and performance is based on early research for an artistic project called AffeXity exploring the use of augmented reality to embed affective choreographies in urban spaces. Affect is understood in terms of intensities and contingency, while performance is defined as a triangulation of bodily movement, emergence and shimmering. After a brief reflection on how technical development and artistic processes impact each other, the middle section of this article contains ‘an inventory of shimmers’ which are words from the processes of dance improvisation, video capture and editing. A methodological perspective is proposed. It is called affective sensibility.

  16. Augmented Reality Untuk Perabotan Rumah Tangga Berbasis Android

    OpenAIRE

    Sidabutar, Reza Mahardi

    2015-01-01

    Describing the shape of a particular object has its own difficulties. For some people it will become increasingly difficult if the object that reflected the unusual shape. The use of Augmented reality (AR) in the selection of household furniture is the solution in the field of visualization objects. AR can afford any engaged included in the marketing of household furnishings in both online and offline sales. A merger between the AR with android has a power on all its own. To do the visualizat...

  17. Virtual and augmented reality technologies in Human Performance: a review

    Directory of Open Access Journals (Sweden)

    Tânia Brusque Crocetta

    Full Text Available Abstract Introduction : Today's society is influenced by Information and Communication Technologies. Toys that were once built by hand have been reinterpreted and have become highly commercialized products. In this context, games using Augmented Reality (AR and Virtual Reality (VR technologies are present in the everyday lives of children, youth and adults. Objective : To investigate how Physical Education professionals in Brazil have been making use of AR and VR games to benefit their work. Materials and methods : We only included studies that addressed exercise or physical activity using AR or VR games. We searched the databases of Virtual Health Library (VHL and Scientific Electronic Library Online (SciELO, using the words augmented reality, virtual reality, exergames, Wii and serious games. Results : Nineteen articles were included in the systematic review. The most frequently used device was the Nintendo(r Wii, with over 25 different kinds of games. With regard to the subjects of the studies, four studies were conducted with healthy individuals (mean = 65.7, three with patients with Parkinson's disease (mean = 18.0, three with elderly women (mean = 7.7 and two with patients with stroke injury (mean = 6.0. Conclusion : Many physical therapists and occupational therapists use serious games with AR or VR technologies as another work tool, especially for rehabilitation practices. The fact that these technologies are also used in Physical Education classes in Brazil indicates that electronic games are available and can be a tool that can contribute to the widespread adoption of exercise as an enjoyable form of recreation.

  18. Augmented reality art from an emerging technology to a novel creative medium

    CERN Document Server

    Geroimenko, Vladimir

    2014-01-01

    This is the first ever book on augmented reality art. It is written by a team of world-leading artists, researchers and practitioners, pioneering in the use of augmented reality technology as a novel artistic medium. The book explores a wide range of major aspects of augmented reality art and its enabling technology. It is intended to be a starting point and essential reading not only for artists, researchers and technology developers, but also for students (both graduates and undergraduates) and everyone who is interested in emerging augmented reality technology and its current and future app

  19. Context-Aware Based Efficient Training System Using Augmented Reality and Gravity Sensor for Healthcare Services

    Science.gov (United States)

    Kim, Seoksoo; Jung, Sungmo; Song, Jae-Gu; Kang, Byong-Ho

    As augmented reality and a gravity sensor is of growing interest, siginificant developement is being made on related technology, which allows application of the technology in a variety of areas with greater expectations. In applying Context-aware to augmented reality, it can make useful programs. A traning system suggested in this study helps a user to understand an effcienct training method using augmented reality and make sure if his exercise is being done propery based on the data collected by a gravity sensor. Therefore, this research aims to suggest an efficient training environment that can enhance previous training methods by applying augmented reality and a gravity sensor.

  20. The status of augmented reality in laparoscopic surgery as of 2016.

    Science.gov (United States)

    Bernhardt, Sylvain; Nicolau, Stéphane A; Soler, Luc; Doignon, Christophe

    2017-04-01

    This article establishes a comprehensive review of all the different methods proposed by the literature concerning augmented reality in intra-abdominal minimally invasive surgery (also known as laparoscopic surgery). A solid background of surgical augmented reality is first provided in order to support the survey. Then, the various methods of laparoscopic augmented reality as well as their key tasks are categorized in order to better grasp the current landscape of the field. Finally, the various issues gathered from these reviewed approaches are organized in order to outline the remaining challenges of augmented reality in laparoscopic surgery. Copyright © 2017 Elsevier B.V. All rights reserved.

  1. Architecture and Key Techniques of Augmented Reality Maintenance Guiding System for Civil Aircrafts

    Science.gov (United States)

    hong, Zhou; Wenhua, Lu

    2017-01-01

    Augmented reality technology is introduced into the maintenance related field for strengthened information in real-world scenarios through integration of virtual assistant maintenance information with real-world scenarios. This can lower the difficulty of maintenance, reduce maintenance errors, and improve the maintenance efficiency and quality of civil aviation crews. Architecture of augmented reality virtual maintenance guiding system is proposed on the basis of introducing the definition of augmented reality and analyzing the characteristics of augmented reality virtual maintenance. Key techniques involved, such as standardization and organization of maintenance data, 3D registration, modeling of maintenance guidance information and virtual maintenance man-machine interaction, are elaborated emphatically, and solutions are given.

  2. Perancangan dan Implementasi Augmented Reality sebagai Media Promosi Penjualan Perumahan

    Directory of Open Access Journals (Sweden)

    Alan Zuniargo Prabowo

    2015-01-01

    Full Text Available Untuk melakukan promosi sebuah perumahan banyak cara yang dapat dilakukan, misalnya dengan menggunakan brosur yang mana informasinya disampaikan dalam media dua dimensi, maket yang mana informasinya sudah dapat disampaikan dalam media tiga dimensi tetapi harus memerlukan ruang yang tidak sedikit untuk mewujudkannya demi mendapatkan hasil yang maksimal. Yang menjadi masalah disini adalah bagaimana menjadikan suatu informasi tersebut menjadi interaktif dan lebih menarik bagi konsumen. Dengan menggunakan teknik promosi berbasis augmented reality yang dibuat dengan menggunakan ARTool Kit sebagai komponen yang utama dan dengan menggunakan 3DS Max sebagai software untuk menghasilkan gambar yang menarik. Proses perancangan dan pembuatan teknik promosiini akan menggunkan metode waterfall. Kelebihan dari model waterfall adalah struktur tahap pengembangan sistem jelas, dokumentasi dihasilkan disetiap tahap pengembangan, dan sebuah tahap dijalankan setelah tahap sebelumnya selesai dijalankan (tidak ada tumpang tindih pelaksanaan tahap. Hasil dari perancangan aplikasi ini adalah terealisasinya suatu aplikasi untuk kepentingan promosipenjualan perumahan yang lebih menarik dan interaktif dengan konsumen berbasis augmented reality. Dengan adanya aplikasi ini diharapkan metode promosi dapat berkembang dengan lebih menarik dan tentunya dengan mengandalkan teknologitanpa membutuhkan ruang yang banyak untuk mencapai hasil yang maksimal.

  3. Augmented reality in bone tumour resection: An experimental study.

    Science.gov (United States)

    Cho, H S; Park, Y K; Gupta, S; Yoon, C; Han, I; Kim, H-S; Choi, H; Hong, J

    2017-03-01

    We evaluated the accuracy of augmented reality (AR)-based navigation assistance through simulation of bone tumours in a pig femur model. We developed an AR-based navigation system for bone tumour resection, which could be used on a tablet PC. To simulate a bone tumour in the pig femur, a cortical window was made in the diaphysis and bone cement was inserted. A total of 133 pig femurs were used and tumour resection was simulated with AR-assisted resection (164 resection in 82 femurs, half by an orthropaedic oncology expert and half by an orthopaedic resident) and resection with the conventional method (82 resection in 41 femurs). In the conventional group, resection was performed after measuring the distance from the edge of the condyle to the expected resection margin with a ruler as per routine clinical practice. The mean error of 164 resections in 82 femurs in the AR group was 1.71 mm (0 to 6). The mean error of 82 resections in 41 femurs in the conventional resection group was 2.64 mm (0 to 11) (p Augmented reality in bone tumour resection: An experimental study. Bone Joint Res 2017;6:137-143. © 2017 Cho et al.

  4. Mobile Marketing: Usage of Augmented Reality in Tourism

    Directory of Open Access Journals (Sweden)

    İbrahim İLHAN

    2016-12-01

    Full Text Available The developing number of applications by smart devices provides an expanding diversity of travel-related services. In the most recent decade, marketers and advertisers have developed more innovative practices to attract consumers. One of these new marketing tools is augmented reality (AR application with the smart technologies, which is considered as an advertising and new marketing communication instrument that increases awareness and helps get information. The use of augmented reality has unfolded across several sectors in recent years. One in every of the areas of wherever this technology will notice a possible use is that the tourism industry. AR is taken into account extremely vital for promoting in several industries; but, within the tourism industry there exist comparatively few researches and articles despite the very fact that tourism may fine benefit from the applications for these practices. Therefore this study aimed to seeks; 1 To identify the potentials of the AR applications within the tourism industry. 2 To identify the AR applications in several tourism businesses at the tourism industry from the attitude of promoting, for instance hotels, restaurants, museums and transportation

  5. Using Augmented Reality to Bring interactivity to Metabolism Teaching

    Directory of Open Access Journals (Sweden)

    Galembeck E.

    2014-08-01

    Full Text Available INTRODUCTION: A glycolysis paper puzzle designed to introduce students to theprinciples of metabolic pathways have being used for several years, and it seems to helpstudents to learn the topic. We noticed that both the number of instructors and the timethey spend with the students, plays a major role in the success of the activity. Aninsufficient number of instructors do not permit adequate contact with all the students,which frustrate and discourage them. OBJECTIVES: In order to bring this activity to largeraudiences with a few instructors, we added a technological tool called augmented reality tothe paper puzzle. MATERIALS AND METHODS: The app was developed using Unity, and3D molecules obtained from Protein Data Bank. RESULTS AND DISCUSSION: Using thisapp the students were able to check their achievements as they progress through theactivity. The augmented reality also allowed the addition of more information to the cardslike answers to frequently asked questions and information via flashcards. The virtualflashcards displayed on the tablet screens show information such as the molecular 3Dstructure, and clues for assembling the puzzle. CONCLUSIONS: The above-mentionedtechnological improvement has enabled its use in larger classrooms with fewer instructorssince the students are able to have access to clues and discuss with the peers. Thus, thepaper puzzle is still the way students interact with each other, but the technological supportgives them more autonomy to solve the proposed exercises.

  6. Learning Application of Astronomy Based Augmented Reality using Android Platform

    Science.gov (United States)

    Maleke, B.; Paseru, D.; Padang, R.

    2018-02-01

    Astronomy is a branch of science involving observations of celestial bodies such as stars, planets, nebular comets, star clusters, and galaxies as well as natural phenomena occurring outside the Earth’s atmosphere. The way of learning of Astronomy is quite varied, such as by using a book or observe directly with a telescope. But both ways of learning have shortcomings, for example learning through books is only presented in the form of interesting 2D drawings. While learning with a telescope requires a fairly expensive cost to buy the equipment. This study will present a more interesting way of learning from the previous one, namely through Augmented Reality (AR) application using Android platform. Augmented Reality is a combination of virtual world (virtual) and real world (real) made by computer. Virtual objects can be text, animation, 3D models or videos that are combined with the actual environment so that the user feels the virtual object is in his environment. With the use of the Android platform, this application makes the learning method more interesting because it can be used on various Android smartphones so that learning can be done anytime and anywhere. The methodology used in making applications is Multimedia Lifecycle, along with C # language for AR programming and flowchart as a modelling tool. The results of research on some users stated that this application can run well and can be used as an alternative way of learning Astronomy with more interesting.

  7. Textual Dualism and Augmented Reality in the Russian Empire

    Directory of Open Access Journals (Sweden)

    Jeremy Antley

    2012-12-01

    Full Text Available While the current focus on how digital technology alters our conception of the self and its place in the broader perceived reality yields fascinating insight into modern issues, there is much to be gained by analyzing the presence of dualist and augmented reality discourses in a pre-digital era. This essay will examine the ontological interplay of textual dualist norms in the Russian and Soviet states of the 19th and early 20th centuries and how those norms were challenged by augmented claims embodied in rumors, refrains, and the spelling of names. By utilizing the informational concepts of mobility and asynchronicity, three Russian historical vignettes—the Emancipation of the Serfs in 1861, the documentation of Jews in Imperial Russia, and the attempts by Trotsky to realize Soviet symchka—demonstrate that not only are dualist discourses prevalent in periods outside of the contemporary, but also that the way in which those conflicts framed themselves in the past directly influences their deployment in today’s digital world.

  8. Graphical user interface concepts for tactical augmented reality

    Science.gov (United States)

    Argenta, Chris; Murphy, Anne; Hinton, Jeremy; Cook, James; Sherrill, Todd; Snarski, Steve

    2010-04-01

    Applied Research Associates and BAE Systems are working together to develop a wearable augmented reality system under the DARPA ULTRA-Vis program†. Our approach to achieve the objectives of ULTRAVis, called iLeader, incorporates a full color 40° field of view (FOV) see-thru holographic waveguide integrated with sensors for full position and head tracking to provide an unobtrusive information system for operational maneuvers. iLeader will enable warfighters to mark-up the 3D battle-space with symbologic identification of graphical control measures, friendly force positions and enemy/target locations. Our augmented reality display provides dynamic real-time painting of symbols on real objects, a pose-sensitive 360° representation of relevant object positions, and visual feedback for a variety of system activities. The iLeader user interface and situational awareness graphical representations are highly intuitive, nondisruptive, and always tactically relevant. We used best human-factors practices, system engineering expertise, and cognitive task analysis to design effective strategies for presenting real-time situational awareness to the military user without distorting their natural senses and perception. We present requirements identified for presenting information within a see-through display in combat environments, challenges in designing suitable visualization capabilities, and solutions that enable us to bring real-time iconic command and control to the tactical user community.

  9. Mobile markerless augmented reality and its application in forensic medicine.

    Science.gov (United States)

    Kilgus, Thomas; Heim, Eric; Haase, Sven; Prüfer, Sabine; Müller, Michael; Seitel, Alexander; Fangerau, Markus; Wiebe, Tamara; Iszatt, Justin; Schlemmer, Heinz-Peter; Hornegger, Joachim; Yen, Kathrin; Maier-Hein, Lena

    2015-05-01

    During autopsy, forensic pathologists today mostly rely on visible indication, tactile perception and experience to determine the cause of death. Although computed tomography (CT) data is often available for the bodies under examination, these data are rarely used due to the lack of radiological workstations in the pathological suite. The data may prevent the forensic pathologist from damaging evidence by allowing him to associate, for example, external wounds to internal injuries. To facilitate this, we propose a new multimodal approach for intuitive visualization of forensic data and evaluate its feasibility. A range camera is mounted on a tablet computer and positioned in a way such that the camera simultaneously captures depth and color information of the body. A server estimates the camera pose based on surface registration of CT and depth data to allow for augmented reality visualization of the internal anatomy directly on the tablet. Additionally, projection of color information onto the CT surface is implemented. We validated the system in a postmortem pilot study using fiducials attached to the skin for quantification of a mean target registration error of [Formula: see text] mm. The system is mobile, markerless, intuitive and real-time capable with sufficient accuracy. It can support the forensic pathologist during autopsy with augmented reality and textured surfaces. Furthermore, the system enables multimodal documentation for presentation in court. Despite its preliminary prototype status, it has high potential due to its low price and simplicity.

  10. APLIKASI PEMBELAJARAN FAUNA ENDEMIK INDONESIA MENGGUNAKAN AUGMENTED REALITY BERBASIS ANDROID

    Directory of Open Access Journals (Sweden)

    Mohamad Saefudin Saefudin

    2017-04-01

    Full Text Available Dewasa ini perkembangan teknologi semakin pesat baik di negara maju ataupun negara berkembang seperti Indonesia. Pelaksanaan proses belajar mengajar di lembaga pendidikan dituntut untuk menggunakan berbagai macam strategi pembelajaran untuk meningkatkan kualitas belajar siswa. Dengan adanya teknologi berbasis Augmented Reality (AR, dimana dengan teknologi tersebut dapat menggabungkan benda maya dua dimensi dan ataupun tiga dimensi ke dalam sebuah lingkungan nyata tiga dimensi lalu memproyeksikan benda-benda maya tersebut secara real-time. Benda-benda maya menampilkan informasi berupa label maupun obyek virtual yang hanya dapat dilihat dengan kamera handphone maupun dengan komputer. Pada penulisan ilmiah ini, penulis menggunakan teknologi berbasis Augmented Reality ini pada sebuah aplikasi yang diimplementasikan sebagai alat bantu untuk mempermudah dalam pembelajaran Pengenalan Fauna Endemik Indonesia dalam bentuk 3 dimensi sehingga pelajar dapat melihat setiap bentuk Fauna tersebut. Untuk pembuatan objek 3D digunakan software Blender[11] sedangkan untuk membuat aplikasi digunakan software Vuforia SDK [9], dan IDE Eclipse. Aplikasi Pengenalan Fauna Endemik Indonesia AR ini dibuat dalam beberapa tahap. Dimulai dengan pembuatan objek 3D, perancangan aplikasi, dan perancangan marker hingga tahap terakhir proses uji coba aplikasi pada device Android [1

  11. Realidad aumentada en medicina Augmented reality in medicine

    Directory of Open Access Journals (Sweden)

    Carlos Enrique Ortiz Rangel

    2011-02-01

    Full Text Available En la actualidad, la realidad aumentada representa una forma reciente de visualización que combina, de manera funcional, la virtualidad con la realidad misma, generando posibilidades nuevas para la interpretación de información antes no disponible, que abren nuevas maneras para aprender y reconocer los datos, procesarlos en información y convertirlos fácilmente en conocimiento. Las diferentes formas para llevar a cabo experiencias en realidad aumentada, se encuentran listas desde diferentes plataformas informáticas y de telecomunicaciones, que facilitan adelantar proyectos en este sentido, de manera rápida y económica. La Medicina, y particularmente la Cardiología, pueden asistirse de este tipo de medios para complementar la información disponible en otros formatos, y pasarlos a la tridimensionalidad, desde donde la interpretación de imágenes sobre objetos 3D está servida para estos propósitos.Nowadays, Augmented Reality represents a new form of visualization that combines virtuality with reality in a functional way, creating new possibilities for the interpretation of information that was not previously available. These possibilities lead to new ways of learning and acknowledging data, to process them into information and to convert them into knowledge easily. Various ways to carry out experiments in Augmented Reality are available from different computing and telecommunications platforms, which facilitate the fast and economic development of projects. Medicine, and cardiology in particular, can take advantage of this new type of media to complement the information yet available, transforming it into other formats and passing them to three dimensions, wherever these images are an appropriate complement.

  12. Virtual and augmented reality in the nuclear plant lifecycle perspective

    International Nuclear Information System (INIS)

    Johnsen, Terje; Mark, Niels-Kristian

    2010-01-01

    The paper presents a subset of the research and development performed over the last decade by the OECD Halden Reactor Project (HRP) using virtual reality (VR) and augmented reality (AR) in design, operation, maintenance and decommissioning to solve real world problems in the nuclear plant lifecycle. The use of VR in training at Leningrad Nuclear Power Plant (LNPP) in Russia started in 1999 with the introduction of VR technology developed by Institute for Energy Technology (IFE) for the training and presentation of procedures related to safe operation and maintenance of the refuelling machine. At Chernobyl Nuclear Power Plant (ChNPP) in Ukraine, the establishment of the Chernobyl Decommissioning Visualisation Centre (CDVC) was started in 2007. The CDVC will be used for planning, training and presentation of dismantling procedures. In the future, the CDVC will also offer calculation of the occupational dose. VR has proven to be an effective technology for better communicating the layout of project proposals in design of control rooms. AR can be used to supplement reality by blending the physical and the virtual in the actual physical environment. IFE has developed a practical solution for using the AR technology. The paper also discusses how and for what areas the VR and AR applications can contribute to the nuclear safety for symbiosis and sustainability. Finally, IFE's plans for future use of VR and AR technologies in a nuclear plant lifecycle perspective are discussed. (author)

  13. Augmented versus virtual reality laparoscopic simulation: what is the difference? A comparison of the ProMIS augmented reality laparoscopic simulator versus LapSim virtual reality laparoscopic simulator

    NARCIS (Netherlands)

    Botden, Sanne M. B. I.; Buzink, Sonja N.; Schijven, Marlies P.; Jakimowicz, Jack J.

    2007-01-01

    BACKGROUND: Virtual reality (VR) is an emerging new modality for laparoscopic skills training; however, most simulators lack realistic haptic feedback. Augmented reality (AR) is a new laparoscopic simulation system offering a combination of physical objects and VR simulation. Laparoscopic

  14. A Mobile Service Oriented Multiple Object Tracking Augmented Reality Architecture for Education and Learning Experiences

    Science.gov (United States)

    Rattanarungrot, Sasithorn; White, Martin; Newbury, Paul

    2014-01-01

    This paper describes the design of our service-oriented architecture to support mobile multiple object tracking augmented reality applications applied to education and learning scenarios. The architecture is composed of a mobile multiple object tracking augmented reality client, a web service framework, and dynamic content providers. Tracking of…

  15. Social Augmented Reality: Enhancing Context-Dependent Communication and Informal Learning at Work

    Science.gov (United States)

    Pejoska, Jana; Bauters, Merja; Purma, Jukka; Leinonen, Teemu

    2016-01-01

    Our design proposal of social augmented reality (SoAR) grows from the observed difficulties of practical applications of augmented reality (AR) in workplace learning. In our research we investigated construction workers doing physical work in the field and analyzed the data using qualitative methods in various workshops. The challenges related to…

  16. At se det usete - Rumlig visualisering af solsystemet med fysiske prototyper og Augmented Reality

    DEFF Research Database (Denmark)

    Majgaard, Gunver; Larsen, Lasse Juel; Lyk, Patricia

    2016-01-01

    Artiklen bidrager med et eksempel på anvendelse af Augmented Reality til at understøtte undervisning i Solsystemet i en 6. klasse. Augmented Reality forbinder den fysiske og virtuelle verden i fx 3D-kloder, der svæver hen over lærebogen. Der blev i forløbet udviklet en app, hvor eleverne kunne se...

  17. Learning Anatomy via Mobile Augmented Reality: Effects on Achievement and Cognitive Load

    Science.gov (United States)

    Küçük, Sevda; Kapakin, Samet; Göktas, Yüksel

    2016-01-01

    Augmented reality (AR), a new generation of technology, has attracted the attention of educators in recent years. In this study, a MagicBook was developed for a neuroanatomy topic by using mobile augmented reality (mAR) technology. This technology integrates virtual learning objects into the real world and allow users to interact with the…

  18. Mobile Augmented Reality in Supporting Peer Assessment: An Implementation in a Fundamental Design Course

    Science.gov (United States)

    Lan, Chung-Hsien; Chao, Stefan; Kinshuk; Chao, Kuo-Hung

    2013-01-01

    This study presents a conceptual framework for supporting mobile peer assessment by incorporating augmented reality technology to eliminate limitation of reviewing and assessing. According to the characteristics of mobile technology and augmented reality, students' work can be shown in various ways by considering the locations and situations. This…

  19. Augmented Reality Trends in Education: A Systematic Review of Research and Applications

    Science.gov (United States)

    Bacca, Jorge; Baldiris, Silvia; Fabregat, Ramon; Graf, Sabine; Kinshuk

    2014-01-01

    In recent years, there has been an increasing interest in applying Augmented Reality (AR) to create unique educational settings. So far, however, there is a lack of review studies with focus on investigating factors such as: the uses, advantages, limitations, effectiveness, challenges and features of augmented reality in educational settings.…

  20. Does Teaching Geometry with Augmented Reality Affect the Technology Acceptance of Elementary School Mathematics Teacher Candidates?

    Science.gov (United States)

    Önal, Nezih; Ibili, Emin; Çaliskan, Erkan

    2017-01-01

    The purpose of this research is to determine the impact of augmented reality technology and geometry teaching on elementary school mathematics teacher candidates' technology acceptance and to examine participants' views on augmented reality. The sample of the research was composed of 40 elementary school mathematics teacher candidates who were…

  1. Augmented Reality: Sustaining iPad-facilitated Visualisation Pedagogy in Nursing Education

    DEFF Research Database (Denmark)

    Kjærgaard, Hanne Wacher; Kjeldsen, Lars Peter; Rahn, Annette

    2015-01-01

    This chapter describes the use of iPad-facilitated application of augmented reality in the teaching of highly complex anatomical and physiological subjects in the training of nurses at undergraduate level. The general aim of the project is to investigate the potentials of this application in terms...... of augmented reality are discussed....

  2. Measuring the Latency of an Augmented Reality System for Robot-Assisted Minimally Invasive Surgery

    DEFF Research Database (Denmark)

    Jørgensen, Martin Kibsgaard; Kraus, Martin

    2017-01-01

    Minimal latency is important for augmented reality systems and teleoperation interfaces as even small increases in latency can affect user performance. Previously, we have developed an augmented reality system that can overlay stereoscopic video streams with computer graphics in order to improve...

  3. Combining Shape-Changing Interfaces and Spatial Augmented Reality Enables Extended Object Appearance

    DEFF Research Database (Denmark)

    Lindlbauer, David; Grønbæk, Jens Emil; Birk, Morten

    2016-01-01

    We propose combining shape-changing interfaces and spatial augmented reality for extending the space of appearances and interactions of actuated interfaces. While shape-changing interfaces can dynamically alter the physical appearance of objects, the integration of spatial augmented reality addit...

  4. Augmented Reality: A Brand New Challenge for the Assessment and Treatment of Psychological Disorders.

    Science.gov (United States)

    Chicchi Giglioli, Irene Alice; Pallavicini, Federica; Pedroli, Elisa; Serino, Silvia; Riva, Giuseppe

    2015-01-01

    Augmented Reality is a new technological system that allows introducing virtual contents in the real world in order to run in the same representation and, in real time, enhancing the user's sensory perception of reality. From another point of view, Augmented Reality can be defined as a set of techniques and tools that add information to the physical reality. To date, Augmented Reality has been used in many fields, such as medicine, entertainment, maintenance, architecture, education, and cognitive and motor rehabilitation but very few studies and applications of AR exist in clinical psychology. In the treatment of psychological disorders, Augmented Reality has given preliminary evidence to be a useful tool due to its adaptability to the patient needs and therapeutic purposes and interactivity. Another relevant factor is the quality of the user's experience in the Augmented Reality system determined from emotional engagement and sense of presence. This experience could increase the AR ecological validity in the treatment of psychological disorders. This paper reviews the recent studies on the use of Augmented Reality in the evaluation and treatment of psychological disorders, focusing on current uses of this technology and on the specific features that delineate Augmented Reality a new technique useful for psychology.

  5. Augmented Reality: A Brand New Challenge for the Assessment and Treatment of Psychological Disorders

    Science.gov (United States)

    Chicchi Giglioli, Irene Alice; Pedroli, Elisa

    2015-01-01

    Augmented Reality is a new technological system that allows introducing virtual contents in the real world in order to run in the same representation and, in real time, enhancing the user's sensory perception of reality. From another point of view, Augmented Reality can be defined as a set of techniques and tools that add information to the physical reality. To date, Augmented Reality has been used in many fields, such as medicine, entertainment, maintenance, architecture, education, and cognitive and motor rehabilitation but very few studies and applications of AR exist in clinical psychology. In the treatment of psychological disorders, Augmented Reality has given preliminary evidence to be a useful tool due to its adaptability to the patient needs and therapeutic purposes and interactivity. Another relevant factor is the quality of the user's experience in the Augmented Reality system determined from emotional engagement and sense of presence. This experience could increase the AR ecological validity in the treatment of psychological disorders. This paper reviews the recent studies on the use of Augmented Reality in the evaluation and treatment of psychological disorders, focusing on current uses of this technology and on the specific features that delineate Augmented Reality a new technique useful for psychology. PMID:26339283

  6. Augmented Reality: A Brand New Challenge for the Assessment and Treatment of Psychological Disorders

    Directory of Open Access Journals (Sweden)

    Irene Alice Chicchi Giglioli

    2015-01-01

    Full Text Available Augmented Reality is a new technological system that allows introducing virtual contents in the real world in order to run in the same representation and, in real time, enhancing the user’s sensory perception of reality. From another point of view, Augmented Reality can be defined as a set of techniques and tools that add information to the physical reality. To date, Augmented Reality has been used in many fields, such as medicine, entertainment, maintenance, architecture, education, and cognitive and motor rehabilitation but very few studies and applications of AR exist in clinical psychology. In the treatment of psychological disorders, Augmented Reality has given preliminary evidence to be a useful tool due to its adaptability to the patient needs and therapeutic purposes and interactivity. Another relevant factor is the quality of the user’s experience in the Augmented Reality system determined from emotional engagement and sense of presence. This experience could increase the AR ecological validity in the treatment of psychological disorders. This paper reviews the recent studies on the use of Augmented Reality in the evaluation and treatment of psychological disorders, focusing on current uses of this technology and on the specific features that delineate Augmented Reality a new technique useful for psychology.

  7. D3D augmented reality imaging system: proof of concept in mammography.

    Science.gov (United States)

    Douglas, David B; Petricoin, Emanuel F; Liotta, Lance; Wilson, Eugene

    2016-01-01

    The purpose of this article is to present images from simulated breast microcalcifications and assess the pattern of the microcalcifications with a technical development called "depth 3-dimensional (D3D) augmented reality". A computer, head display unit, joystick, D3D augmented reality software, and an in-house script of simulated data of breast microcalcifications in a ductal distribution were used. No patient data was used and no statistical analysis was performed. The D3D augmented reality system demonstrated stereoscopic depth perception by presenting a unique image to each eye, focal point convergence, head position tracking, 3D cursor, and joystick fly-through. The D3D augmented reality imaging system offers image viewing with depth perception and focal point convergence. The D3D augmented reality system should be tested to determine its utility in clinical practice.

  8. Augmented Reality Imaging System: 3D Viewing of a Breast Cancer.

    Science.gov (United States)

    Douglas, David B; Boone, John M; Petricoin, Emanuel; Liotta, Lance; Wilson, Eugene

    2016-01-01

    To display images of breast cancer from a dedicated breast CT using Depth 3-Dimensional (D3D) augmented reality. A case of breast cancer imaged using contrast-enhanced breast CT (Computed Tomography) was viewed with the augmented reality imaging, which uses a head display unit (HDU) and joystick control interface. The augmented reality system demonstrated 3D viewing of the breast mass with head position tracking, stereoscopic depth perception, focal point convergence and the use of a 3D cursor and joy-stick enabled fly through with visualization of the spiculations extending from the breast cancer. The augmented reality system provided 3D visualization of the breast cancer with depth perception and visualization of the mass's spiculations. The augmented reality system should be further researched to determine the utility in clinical practice.

  9. Augmented Reality Implementation in Watch Catalog as e-Marketing Based on Mobile Aplication

    Science.gov (United States)

    Adrianto, D.; Luwinda, F. A.; Yesmaya, V.

    2017-01-01

    Augmented Reality is one of important methods to provide user with a better interactive user interface. In this research, Augmented Reality in Mobile Application will be applied to provide user with useful information related with Watch Catalogue. This research will be focused on design and implementation an application using Augmented Reality. The process model used in this research is Extreme Programming. Extreme Programming have a several steps which are planning, design, coding, and testing. The result of this research is Augmented Reality application based on Android. This research will be conclude that implementation of Augmented Reality based on Android in Watch Catalogue will help customer to collect the useful information related to the specific object of watch.

  10. APPLICATION OF AUGMENTED REALITY IN FACADE REDESIGN PRESENTATION

    Directory of Open Access Journals (Sweden)

    PEJIĆ Petar

    2015-06-01

    Full Text Available Augmented Reality (AR is a computer technology where the perception of the user is enhanced by the seamless blending between real environment and computer-generated virtual objects coexisting in the same space. When it comes to a redesign of the existing facades, it is necessary to create a visual presentation of the proposed changes. For this reason, contemporary architectural approach assumes creating a digital 3D model of the newly designed facade. Since the façade redesign is a real world change, the AR can be used for newly designed facade project presentation. In this paper a case study of the AR application for façade redesign presentation of a single family house located in Babušnica (Serbia is presented.

  11. Computer vision and augmented reality in gastrointestinal endoscopy

    Science.gov (United States)

    Mahmud, Nadim; Cohen, Jonah; Tsourides, Kleovoulos; Berzin, Tyler M.

    2015-01-01

    Augmented reality (AR) is an environment-enhancing technology, widely applied in the computer sciences, which has only recently begun to permeate the medical field. Gastrointestinal endoscopy—which relies on the integration of high-definition video data with pathologic correlates—requires endoscopists to assimilate and process a tremendous amount of data in real time. We believe that AR is well positioned to provide computer-guided assistance with a wide variety of endoscopic applications, beginning with polyp detection. In this article, we review the principles of AR, describe its potential integration into an endoscopy set-up, and envisage a series of novel uses. With close collaboration between physicians and computer scientists, AR promises to contribute significant improvements to the field of endoscopy. PMID:26133175

  12. Augmented Reality Prototype for Visualizing Large Sensors’ Datasets

    Directory of Open Access Journals (Sweden)

    Folorunso Olufemi A.

    2011-04-01

    Full Text Available This paper addressed the development of an augmented reality (AR based scientific visualization system prototype that supports identification, localisation, and 3D visualisation of oil leakages sensors datasets. Sensors generates significant amount of multivariate datasets during normal and leak situations which made data exploration and visualisation daunting tasks. Therefore a model to manage such data and enhance computational support needed for effective explorations are developed in this paper. A challenge of this approach is to reduce the data inefficiency. This paper presented a model for computing information gain for each data attributes and determine a lead attribute.The computed lead attribute is then used for the development of an AR-based scientific visualization interface which automatically identifies, localises and visualizes all necessary data relevant to a particularly selected region of interest (ROI on the network. Necessary architectural system supports and the interface requirements for such visualizations are also presented.

  13. Augmented Reality as a Visualizing facilitator in Nursing Education

    DEFF Research Database (Denmark)

    Rahn, Annette; Kjærgaard, Hanne Wacher

    2014-01-01

    Title: Augmented Reality as a visualizing facilitator in nursing education Background: Understanding the workings of the biological human body is as complex as the body itself, and because of their complexity, the phenomena of respiration and lung anatomy pose a special problem for nursing students...... analysis. The setting is an anatomy course with 30 1st-year undergraduates at one of the schools of nursing at VIA University College, Denmark. An app was developed that would allow students to visualize the workings of a set of lungs “inside” a student’s body using AR technology and an iPad in contrast...... to earlier used visualizations, e.g. pictures, videos, and models. In groups of 45, the students worked with the app and with questions inspired by an inquiry based science education approach (IBSE). Data Observation and video recording of student actions and responses took place. In addition, students were...

  14. ARTutor—An Augmented Reality Platform for Interactive Distance Learning

    Directory of Open Access Journals (Sweden)

    Chris Lytridis

    2018-01-01

    Full Text Available Augmented Reality (AR has been used in various contexts in recent years in order to enhance user experiences in mobile and wearable devices. Various studies have shown the utility of AR, especially in the field of education, where it has been observed that learning results are improved. However, such applications require specialized teams of software developers to create and maintain them. In an attempt to solve this problem and enable educators to easily create AR content for existing textbooks, the ARTutor platform was developed. It consists of a web-based application that acts as an AR authoring tool, and an accompanying mobile application that is used to access and interact with the educational AR content. In addition, the ARTutor application allows students to ask questions verbally and receive answers based on the contents of the book. This means that the system is suitable for distance learning and promotes self-study and independent learning.

  15. Usage Concepts of Augmented Reality Technology in Islamic Study

    Directory of Open Access Journals (Sweden)

    Norabeerah Saforrudin

    2012-06-01

    Full Text Available The augmented reality (AR has been identified to be suitable for use in education. However, studies that particularly identify this concept are still rare. Therefore, this qualitative study was conducted with objectives to determine the perception of teacher educators from the Islamic Study Department, Teacher Training Institute in Central Zone of Malaysia towards AR, and to develop a usage concept that can be implemented when teaching and learning Islamic Study. Explorative case study method involving three teacher educators was used. They were interviewed by using an in-depth semi-structured interview schedule. From the interview, all responses provided by the informants are very positive and admitted that AR technology is suitable to be used in the Islamic Study. The usage concepts discussed in this paper can be used as guidelines to those who are interested in developing or using the AR application based on Islamic Study topics.

  16. A see through future: augmented reality and health information systems.

    Science.gov (United States)

    Monkman, Helen; Kushniruk, Andre W

    2015-01-01

    Augmented Reality (AR) is a method whereby virtual objects are superimposed on the real world. AR technology is becoming increasingly accessible and affordable and it has many potential health applications. This paper discusses current research on AR health applications such as medical education and medical practice. Some of the potential future uses for this technology (e.g., health information systems, consumer health applications) will also be presented. Additionally, there will be a discussion outlining some of usability and human factors challenges associated with AR in healthcare. It is expected that AR will become increasingly prevalent in healthcare; however, further investigation is required to demonstrate that they provide benefits over traditional methods. Moreover, AR applications must be thoroughly tested to ensure they do not introduce new errors into practice and have patient safety implications.

  17. Using Augmented Reality to Plan Virtual Construction Worksite

    Directory of Open Access Journals (Sweden)

    Xiangyu Wang

    2007-12-01

    Full Text Available Current construction worksite layout planning heavily relies on 2D paper media where the worksite planners sketch the future layout adjacent to their real environment. This traditional approach turns out to be ineffective and prone to error because only experienced and well-trained planners are able to generate the effective layout design with paper sketch. Augmented Reality (AR, as a new user interface technology, introduces a completely new perspective for construction worksite planning. This paper disucsses the related AR work and issues in construction and describes the concept and prototype of an AR-based construction planning tool, AR Planner with virtual elements sets and tangible interface. The focus of the paper is to identify and integrate worksite planning rules into the AR planner with the purpose of intelligently preventing potential planning errors and process inefficiency, thus maximizing the overall productivity. Future work includes refining and verifying AR Planner in realistic projects.

  18. Using Augmented Reality to Plan Virtual Construction Worksite

    Directory of Open Access Journals (Sweden)

    Xiangyu Wang

    2008-11-01

    Full Text Available Current construction worksite layout planning heavily relies on 2D paper media where the worksite planners sketch the future layout adjacent to their real environment. This traditional approach turns out to be ineffective and prone to error because only experienced and well-trained planners are able to generate the effective layout design with paper sketch. Augmented Reality (AR, as a new user interface technology, introduces a completely new perspective for construction worksite planning. This paper disucsses the related AR work and issues in construction and describes the concept and prototype of an AR-based construction planning tool, AR Planner with virtual elements sets and tangible interface. The focus of the paper is to identify and integrate worksite planning rules into the AR planner with the purpose of intelligently preventing potential planning errors and process inefficiency, thus maximizing the overall productivity. Future work includes refining and verifying AR Planner in realistic projects.

  19. Gravbox - The First Augmented Reality Sandbox for Gravitational Dynamics

    Science.gov (United States)

    Isbell, Jacob; Deam, Sophie; Reed, Mason; Bettis, Wyatt; Lu, Jianbo; Luppen, Zachary; Maier, Erin; McCurdy, Ross; Moore, Sadie; Fu, Hai

    2018-01-01

    Gravitational effects are an overarching theme in astronomy education, yet existing classroom demonstrations are insufficient in elucidating complex gravitational interactions. Inspired by the augmented reality (AR) sandbox developed by geologists, we have developed Gravbox, the first AR sandbox to demonstrate gravitational dynamics. The arbitrary topography of the sand surface represents the mass distribution of a two-dimensional universe. The computer reads the topography with a Kinect camera, calculates the orbit of a test particle with user-defined position and velocity, and projects the topography contour map and orbit animation with an overhead projector, all within a duty cycle of one second. This creates an interactive and intuitive tool to help students at all levels understand gravitational effects. In this contribution, we will describe the development of the Gravbox prototype and show its current capabilities. The Gravbox software will be publicly available along with a building tutorial.

  20. Holographic and light-field imaging for augmented reality

    Science.gov (United States)

    Lee, Byoungho; Hong, Jong-Young; Jang, Changwon; Jeong, Jinsoo; Lee, Chang-Kun

    2017-02-01

    We discuss on the recent state of the augmented reality (AR) display technology. In order to realize AR, various seethrough three-dimensional (3D) display techniques have been reported. We describe the AR display with 3D functionality such as light-field display and holography. See-through light-field display can be categorized by the optical elements which are used for see-through property: optical elements controlling path of the light-fields and those generating see-through light-field. Holographic display can be also a good candidate for AR display because it can reconstruct wavefront information and provide realistic virtual information. We introduce the see-through holographic display using various optical techniques.

  1. Frames of reference in mobile augmented reality displays.

    Science.gov (United States)

    Mou, Weimin; Biocca, Frank; Owen, Charles B; Tang, Arthur; Xiao, Fan; Lim, Lynette

    2004-12-01

    In 3 experiments, the authors investigated spatial updating in augmented reality environments. Participants learned locations of virtual objects on the physical floor. They were turned to appropriate facing directions while blindfolded before making pointing judgments (e.g., "Imagine you are facing X. Point to Y"). Experiments manipulated the angular difference between the learning heading and the imagined heading and between the actual heading and the imagined heading. The effect of actual-imagined on pointing latency was observed for naive users but not for users with brief training or instructions concerning the fact that objects can move with body movements. The results indicated that naive users used an environment-stabilized reference frame to access information arrays, but with experience and instruction the nature of the representation changed from an environment stabilized to a body stabilized reference frame. copyright (c) 2004 APA, all rights reserved.

  2. Pose tracking for augmented reality applications in outdoor archaeological sites

    Science.gov (United States)

    Younes, Georges; Asmar, Daniel; Elhajj, Imad; Al-Harithy, Howayda

    2017-01-01

    In recent years, agencies around the world have invested huge amounts of effort toward digitizing many aspects of the world's cultural heritage. Of particular importance is the digitization of outdoor archaeological sites. In the spirit of valorization of this digital information, many groups have developed virtual or augmented reality (AR) computer applications themed around a particular archaeological object. The problem of pose tracking in outdoor AR applications is addressed. Different positional systems are analyzed, resulting in the selection of a monocular camera-based user tracker. The limitations that challenge this technique from map generation, scale, anchoring, to lighting conditions are analyzed and systematically addressed. Finally, as a case study, our pose tracking system is implemented within an AR experience in the Byblos Roman theater in Lebanon.

  3. Augmented Reality System for the musealization of archaeological sites

    Directory of Open Access Journals (Sweden)

    Javier Esclapés

    2013-11-01

    Full Text Available In this paper we are presenting a multi-marker and semi-immersive system for augmented reality to visualize and interact with archaeological sites, specifically those located in inaccessible or complex environments, such as caves or underwater locations. The use of this system in museum exhibitions helps visitors to come closer to archaeological heritage. As an example for the implementation of this system, an archaeological site has been used. It is the “Cova del Barranc del Migdia”, located in the “Sierra del Montgó”, Xàbia (Spain. The product obtained has been exhibited in various museums nationwide.

  4. Mobile Journalism and Augmented Reality: the context in your hand

    Directory of Open Access Journals (Sweden)

    João Canavilhas

    2013-04-01

    Full Text Available The emergence of new mobile devices, such as smartphones and tablets, are changing how we interact with news. Accessing information from these devices has all the advantages offered by newspapers on the web, also allowing more personalized consumption. Apart from the obvious advantages of using this type of individual handsets,now they sum up the possibility of enjoying technical features such as GPS receiver, accelerometer or video cameras embedded in those devices. These technologies could enrich the news contents and a good example of this potential is the Augmented Reality (AR: the possibility of placing layers of virtual information on real images captured at the moment is an opportunity to enrich the news with a contextualization that can be continuously updated. This paper seeks to explain the role of AR on mobile journalism.

  5. Efficient Verification of Holograms Using Mobile Augmented Reality.

    Science.gov (United States)

    Hartl, Andreas Daniel; Arth, Clemens; Grubert, Jens; Schmalstieg, Dieter

    2016-07-01

    Paper documents such as passports, visas and banknotes are frequently checked by inspection of security elements. In particular, optically variable devices such as holograms are important, but difficult to inspect. Augmented Reality can provide all relevant information on standard mobile devices. However, hologram verification on mobiles still takes long and provides lower accuracy than inspection by human individuals using appropriate reference information. We aim to address these drawbacks by automatic matching combined with a special parametrization of an efficient goal-oriented user interface which supports constrained navigation. We first evaluate a series of similarity measures for matching hologram patches to provide a sound basis for automatic decisions. Then a re-parametrized user interface is proposed based on observations of typical user behavior during document capture. These measures help to reduce capture time to approximately 15 s with better decisions regarding the evaluated samples than what can be achieved by untrained users.

  6. Pemanfaatan Augmented Reality Dalam Memvisualisasikan Produk Perumahan Melalui Internet

    Directory of Open Access Journals (Sweden)

    Bonny A Suryawinata

    2010-12-01

    Full Text Available To attract house buyers, many ways is done by the developers to promote their products, such as by using multiple marketing medias namely television, radio, internet, newspapers or distribute flyers during the exhibition. It is not uncommon that the said use of multiple media elements still make prospective buyers feel confused, because they can not imagine the shape of the house, since all they see is a flat two dimensional (2D object. To obtain detailed product information house of course they have to visit the exhibition or housing sales office that would spend the time and cost. This is why the authors proposed an application that can display 3D images over the Internet by using Augmented Reality technology, so that prospective home buyers can access these applications anytime and anywhere. 

  7. Visualizing UAS-collected imagery using augmented reality

    Science.gov (United States)

    Conover, Damon M.; Beidleman, Brittany; McAlinden, Ryan; Borel-Donohue, Christoph C.

    2017-05-01

    One of the areas where augmented reality will have an impact is in the visualization of 3-D data. 3-D data has traditionally been viewed on a 2-D screen, which has limited its utility. Augmented reality head-mounted displays, such as the Microsoft HoloLens, make it possible to view 3-D data overlaid on the real world. This allows a user to view and interact with the data in ways similar to how they would interact with a physical 3-D object, such as moving, rotating, or walking around it. A type of 3-D data that is particularly useful for military applications is geo-specific 3-D terrain data, and the visualization of this data is critical for training, mission planning, intelligence, and improved situational awareness. Advances in Unmanned Aerial Systems (UAS), photogrammetry software, and rendering hardware have drastically reduced the technological and financial obstacles in collecting aerial imagery and in generating 3-D terrain maps from that imagery. Because of this, there is an increased need to develop new tools for the exploitation of 3-D data. We will demonstrate how the HoloLens can be used as a tool for visualizing 3-D terrain data. We will describe: 1) how UAScollected imagery is used to create 3-D terrain maps, 2) how those maps are deployed to the HoloLens, 3) how a user can view and manipulate the maps, and 4) how multiple users can view the same virtual 3-D object at the same time.

  8. MR-guided vertebroplasty with augmented reality image overlay navigation.

    Science.gov (United States)

    Fritz, Jan; U-Thainual, Paweena; Ungi, Tamas; Flammang, Aaron J; Kathuria, Sudhir; Fichtinger, Gabor; Iordachita, Iulian I; Carrino, John A

    2014-12-01

    To evaluate the feasibility of magnetic resonance imaging (MRI)-guided vertebroplasty at 1.5 Tesla using augmented reality image overlay navigation. Twenty-five unilateral vertebroplasties [5 of 25 (20%) thoracic, 20 of 25 (80%) lumbar] were prospectively planned in 5 human cadavers. A clinical 1.5-Teslan MRI system was used. An augmented reality image overlay navigation system and 3D Slicer visualization software were used for MRI display, planning, and needle navigation. Intermittent MRI was used to monitor placement of the MRI-compatible vertebroplasty needle. Cement injections (3 ml of polymethylmethacrylate) were performed outside the bore. The cement deposits were assessed on intermediate-weighted MR images. Outcome variables included type of vertebral body access, number of required intermittent MRI control steps, location of final needle tip position, cement deposit location, and vertebroplasty time. All planned procedures (25 of 25, 100%) were performed. Sixteen of 25 (64%) transpedicular and 9 of 25 (36%) parapedicular access routes were used. Six (range 3-9) MRI control steps were required for needle placement. No inadvertent punctures were visualized. Final needle tip position and cement location were adequate in all cases (25 of 25, 100%) with a target error of the final needle tip position of 6.1 ± 1.9 mm (range 0.3-8.7 mm) and a distance between the planned needle tip position and the center of the cement deposit of 4.3 mm (range 0.8-6.8 mm). Time requirement for one level was 16 (range 11-21) min. MRI-guided vertebroplasty using image overlay navigation is feasible allowing for accurate vertebral body access and cement deposition in cadaveric thoracic and lumbar vertebral bodies.

  9. Systematic review on the effectiveness of augmented reality applications in medical training

    OpenAIRE

    Barsom, E. Z.; Graafland, M.; Schijven, M. P.

    2016-01-01

    Background Computer-based applications are increasingly used to support the training of medical professionals. Augmented reality applications (ARAs) render an interactive virtual layer on top of reality. The use of ARAs is of real interest to medical education because they blend digital elements with the physical learning environment. This will result in new educational opportunities. The aim of this systematic review is to investigate to which extent augmented reality applications are curren...

  10. Utilizing image guided surgery for user interaction in medical augmented reality

    OpenAIRE

    Fischer, Jan; Bartz, Dirk

    2005-01-01

    The graphical overlay of additional medical information over the patient during a surgical procedure has long been considered one of the most promising applications of augmented reality. While many experimental systems for augmented reality in medicine have reached an advanced state and can deliver high-quality augmented video streams, they usually depend heavily on specialized dedicated hardware. Such dedicated system components, which originally have been designed for engineering applicatio...

  11. Augmented Reality as a Telemedicine Platform for Remote Procedural Training.

    Science.gov (United States)

    Wang, Shiyao; Parsons, Michael; Stone-McLean, Jordan; Rogers, Peter; Boyd, Sarah; Hoover, Kristopher; Meruvia-Pastor, Oscar; Gong, Minglun; Smith, Andrew

    2017-10-10

    Traditionally, rural areas in many countries are limited by a lack of access to health care due to the inherent challenges associated with recruitment and retention of healthcare professionals. Telemedicine, which uses communication technology to deliver medical services over distance, is an economical and potentially effective way to address this problem. In this research, we develop a new telepresence application using an Augmented Reality (AR) system. We explore the use of the Microsoft HoloLens to facilitate and enhance remote medical training. Intrinsic advantages of AR systems enable remote learners to perform complex medical procedures such as Point of Care Ultrasound (PoCUS) without visual interference. This research uses the HoloLens to capture the first-person view of a simulated rural emergency room (ER) through mixed reality capture (MRC) and serves as a novel telemedicine platform with remote pointing capabilities. The mentor's hand gestures are captured using a Leap Motion and virtually displayed in the AR space of the HoloLens. To explore the feasibility of the developed platform, twelve novice medical trainees were guided by a mentor through a simulated ultrasound exploration in a trauma scenario, as part of a pilot user study. The study explores the utility of the system from the trainees, mentor, and objective observers' perspectives and compares the findings to that of a more traditional multi-camera telemedicine solution. The results obtained provide valuable insight and guidance for the development of an AR-supported telemedicine platform.

  12. Invisible waves and hidden realms: augmented reality and experimental art

    Science.gov (United States)

    Ruzanka, Silvia

    2012-03-01

    Augmented reality is way of both altering the visible and revealing the invisible. It offers new opportunities for artistic exploration through virtual interventions in real space. In this paper, the author describes the implementation of two art installations using different AR technologies, one using optical marker tracking on mobile devices and one integrating stereoscopic projections into the physical environment. The first artwork, De Ondas y Abejas (The Waves and the Bees), is based on the widely publicized (but unproven) hypothesis of a link between cellphone radiation and the phenomenon of bee colony collapse disorder. Using an Android tablet, viewers search out small fiducial markers in the shape of electromagnetic waves hidden throughout the gallery, which reveal swarms of bees scattered on the floor. The piece also creates a generative soundscape based on electromagnetic fields. The second artwork, Urban Fauna, is a series of animations in which features of the urban landscape become plants and animals. Surveillance cameras become flocks of birds while miniature cellphone towers, lampposts, and telephone poles grow like small seedlings in time-lapse animation. The animations are presented as small stereoscopic projections, integrated into the physical space of the gallery. These two pieces explore the relationship between nature and technology through the visualization of invisible forces and hidden alternate realities.

  13. Augmented Reality as a Telemedicine Platform for Remote Procedural Training

    Science.gov (United States)

    Wang, Shiyao; Parsons, Michael; Stone-McLean, Jordan; Rogers, Peter; Boyd, Sarah; Hoover, Kristopher; Meruvia-Pastor, Oscar; Gong, Minglun; Smith, Andrew

    2017-01-01

    Traditionally, rural areas in many countries are limited by a lack of access to health care due to the inherent challenges associated with recruitment and retention of healthcare professionals. Telemedicine, which uses communication technology to deliver medical services over distance, is an economical and potentially effective way to address this problem. In this research, we develop a new telepresence application using an Augmented Reality (AR) system. We explore the use of the Microsoft HoloLens to facilitate and enhance remote medical training. Intrinsic advantages of AR systems enable remote learners to perform complex medical procedures such as Point of Care Ultrasound (PoCUS) without visual interference. This research uses the HoloLens to capture the first-person view of a simulated rural emergency room (ER) through mixed reality capture (MRC) and serves as a novel telemedicine platform with remote pointing capabilities. The mentor’s hand gestures are captured using a Leap Motion and virtually displayed in the AR space of the HoloLens. To explore the feasibility of the developed platform, twelve novice medical trainees were guided by a mentor through a simulated ultrasound exploration in a trauma scenario, as part of a pilot user study. The study explores the utility of the system from the trainees, mentor, and objective observers’ perspectives and compares the findings to that of a more traditional multi-camera telemedicine solution. The results obtained provide valuable insight and guidance for the development of an AR-supported telemedicine platform. PMID:28994720

  14. Advanced Navigation Aids System based on Augmented Reality

    Directory of Open Access Journals (Sweden)

    Jaeyong OH

    2016-12-01

    Full Text Available Many maritime accidents have been caused by human-error including such things as inadequate watch keeping and/or mistakes in ship handling. Also, new navigational equipment has been developed using Information Technology (IT technology to provide various kinds of information for safe navigation. Despite these efforts, the reduction of maritime accidents has not occurred to the degree expected because, navigational equipment provides too much information, and this information is not well organized, such that users feel it to be complicated rather than helpful. In this point of view, the method of representation of navigational information is more important than the quantity of that information and research is required on the representation of information to make that information more easily understood and to allow decisions to be made correctly and promptly. In this paper, we adopt Augmented Reality (AR technologies for the representation of information. AR is a 3D computer graphics technology that blends virtual reality and the real world. Recently, this technology has been widely applied in our daily lives because it can provide information more effectively to users. Therefore, we propose a new concept, a navigational system based on AR technology; we review experimental results from a ship-handling simulator and from an open sea test to verify the efficiency of the proposed system.

  15. Evaluation of Augmented Reality Frameworks for Android Development

    Directory of Open Access Journals (Sweden)

    Iulia Marneanu

    2014-10-01

    Full Text Available Augmented Reality (AR is the evolution of the concept of Virtual Reality (VR. Its goal is to enhance a person's perception of the surrounding world. AR is a fast growing state of the art technology and a variety of implementation tools thereof exist today. Due to the heterogeneity of available technologies, the choice of the appropriate framework for a mobile application is difficult to make. These frameworks implement different tracking techniques and have to provide support to various constraints. This publication aims to point out that the choice of the appropriate framework depends on the context of the app to be developed. As expected, it is accurate that no framework is entirely the best, but rather that each exhibits strong and weak points. Our results demonstrate that given a set of constraints, one framework can outperform others. We anticipate our research to be the starting point for testing of other frameworks, given various constraints. The frameworks evaluated here are open-source or have been purchased under Academic License.

  16. Soldier-worn augmented reality system for tactical icon visualization

    Science.gov (United States)

    Roberts, David; Menozzi, Alberico; Clipp, Brian; Russler, Patrick; Cook, James; Karl, Robert; Wenger, Eric; Church, William; Mauger, Jennifer; Volpe, Chris; Argenta, Chris; Wille, Mark; Snarski, Stephen; Sherrill, Todd; Lupo, Jasper; Hobson, Ross; Frahm, Jan-Michael; Heinly, Jared

    2012-06-01

    This paper describes the development and demonstration of a soldier-worn augmented reality system testbed that provides intuitive 'heads-up' visualization of tactically-relevant geo-registered icons. Our system combines a robust soldier pose estimation capability with a helmet mounted see-through display to accurately overlay geo-registered iconography (i.e., navigation waypoints, blue forces, aircraft) on the soldier's view of reality. Applied Research Associates (ARA), in partnership with BAE Systems and the University of North Carolina - Chapel Hill (UNC-CH), has developed this testbed system in Phase 2 of the DARPA ULTRA-Vis (Urban Leader Tactical, Response, Awareness, and Visualization) program. The ULTRA-Vis testbed system functions in unprepared outdoor environments and is robust to numerous magnetic disturbances. We achieve accurate and robust pose estimation through fusion of inertial, magnetic, GPS, and computer vision data acquired from helmet kit sensors. Icons are rendered on a high-brightness, 40°×30° field of view see-through display. The system incorporates an information management engine to convert CoT (Cursor-on-Target) external data feeds into mil-standard icons for visualization. The user interface provides intuitive information display to support soldier navigation and situational awareness of mission-critical tactical information.

  17. Ecosystem of learning with "augmented reality": educational possibilities

    Directory of Open Access Journals (Sweden)

    Julio Cabero Almenara

    2016-10-01

    Full Text Available When we speak about «augmented reality» (AR, we can say that we are in front of an emergent technology that is acquiring a great impulse in the educational area. The technology of the AR offers us different possibilities to move to contexts of formation out of the traditional scenes of the formation, to interact real time with the reality, to visualize not perceptible phenomena, to compare an object or phenomenon from different perspectives. These aspects are doing that in the last four years the number of published article in the field of the education has increased progressively. But from our point of view when we refer to his penetration in the educational area, if we do not think about the models and educational paradigms and educational and psychological theories that must give coverage, as well as the role that the teachers and student must play with the same ones, we can see it has happened with other technologies that presented as the future and did not come to the present. They are on these aspects about which we want to think in the present article.

  18. Augmented Reality as a Telemedicine Platform for Remote Procedural Training

    Directory of Open Access Journals (Sweden)

    Shiyao Wang

    2017-10-01

    Full Text Available Traditionally, rural areas in many countries are limited by a lack of access to health care due to the inherent challenges associated with recruitment and retention of healthcare professionals. Telemedicine, which uses communication technology to deliver medical services over distance, is an economical and potentially effective way to address this problem. In this research, we develop a new telepresence application using an Augmented Reality (AR system. We explore the use of the Microsoft HoloLens to facilitate and enhance remote medical training. Intrinsic advantages of AR systems enable remote learners to perform complex medical procedures such as Point of Care Ultrasound (PoCUS without visual interference. This research uses the HoloLens to capture the first-person view of a simulated rural emergency room (ER through mixed reality capture (MRC and serves as a novel telemedicine platform with remote pointing capabilities. The mentor’s hand gestures are captured using a Leap Motion and virtually displayed in the AR space of the HoloLens. To explore the feasibility of the developed platform, twelve novice medical trainees were guided by a mentor through a simulated ultrasound exploration in a trauma scenario, as part of a pilot user study. The study explores the utility of the system from the trainees, mentor, and objective observers’ perspectives and compares the findings to that of a more traditional multi-camera telemedicine solution. The results obtained provide valuable insight and guidance for the development of an AR-supported telemedicine platform.

  19. Applied Operations Research: Augmented Reality in an Industrial Environment

    Science.gov (United States)

    Cole, Stuart K.

    2015-01-01

    Augmented reality is the application of computer generated data or graphics onto a real world view. Its use provides the operator additional information or a heightened situational awareness. While advancements have been made in automation and diagnostics of high value critical equipment to improve readiness, reliability and maintenance, the need for assisting and support to Operations and Maintenance staff persists. AR can improve the human machine interface where computer capabilities maximize the human experience and analysis capabilities. NASA operates multiple facilities with complex ground based HVCE in support of national aerodynamics and space exploration, and the need exists to improve operational support and close a gap related to capability sustainment where key and experienced staff consistently rotate work assignments and reach their expiration of term of service. The initiation of an AR capability to augment and improve human abilities and training experience in the industrial environment requires planning and establishment of a goal and objectives for the systems and specific applications. This paper explored use of AR in support of Operation staff in real time operation of HVCE and its maintenance. The results identified include identification of specific goal and objectives, challenges related to availability and computer system infrastructure.

  20. Technologies and Algorithms for Building the Augmented Reality

    Directory of Open Access Journals (Sweden)

    I. A. Blagoveshchenskiy

    2013-01-01

    Full Text Available This article is about the Augmented Reality technology itself and its current implementations. In the first part of the article the authors give a short historical reference to the origins of the name ”augmented reality”, by whom it was introduced and what it means. Later in the article two major approaches to building AR are described. The first one is based on the usage of a marker, and the second one is marker-free. The first approach is examined in detail. In order to analyze video stream and recognize known objects in it, algorithms of the Computer Vision are used. The authors give a short description and the main characteristics only of two of them: genetic algorithms and feature detection & description. For a programmatic implementation of those algorithms one can use special libraries like OpenCV and AForge.NET, also mentioned in the article. Both of them give vast functional capabilities in image processing and object recognition. At the end of the article is given an example of creating AR using the OpenCV library. Main attention is payed to the problem of making projection of a 3D model on the marker’s plane. This example can be used as the foundation for a custom AR framework.

  1. D Tracking Based Augmented Reality for Cultural Heritage Data Management

    Science.gov (United States)

    Battini, C.; Landi, G.

    2015-02-01

    The development of contactless documentation techniques is allowing researchers to collect high volumes of three-dimensional data in a short time but with high levels of accuracy. The digitalisation of cultural heritage opens up the possibility of using image processing and analysis, and computer graphics techniques, to preserve this heritage for future generations; augmenting it with additional information or with new possibilities for its enjoyment and use. The collection of precise datasets about cultural heritage status is crucial for its interpretation, its conservation and during the restoration processes. The application of digital-imaging solutions for various feature extraction, image data-analysis techniques, and three-dimensional reconstruction of ancient artworks, allows the creation of multidimensional models that can incorporate information coming from heterogeneous data sets, research results and historical sources. Real objects can be scanned and reconstructed virtually, with high levels of data accuracy and resolution. Real-time visualisation software and hardware is rapidly evolving and complex three-dimensional models can be interactively visualised and explored on applications developed for mobile devices. This paper will show how a 3D reconstruction of an object, with multiple layers of information, can be stored and visualised through a mobile application that will allow interaction with a physical object for its study and analysis, using 3D Tracking based Augmented Reality techniques.

  2. Augmented Reality in Turkey with Researchers' Comments for Educational Use: Problems, Solutions and Suggestions

    Science.gov (United States)

    Akgün, Özcan Erkan; Istanbullu, Aslihan; Avci, Sirin Küçük

    2017-01-01

    Augmented reality (AR) is a technology to supplement existing reality with additional information, descriptions and helpful images with the help of technology and therefore ensure the reality to be perceived more qualified and well-rounded. In this study, views and comments about problems, solutions and suggestions on using AR were gathered from…

  3. The Influences of the 2D Image-Based Augmented Reality and Virtual Reality on Student Learning

    Science.gov (United States)

    Liou, Hsin-Hun; Yang, Stephen J. H.; Chen, Sherry Y.; Tarng, Wernhuar

    2017-01-01

    Virtual reality (VR) learning environments can provide students with concepts of the simulated phenomena, but users are not allowed to interact with real elements. Conversely, augmented reality (AR) learning environments blend real-world environments so AR could enhance the effects of computer simulation and promote students' realistic experience.…

  4. CityGuideTour Toruń - tourist application using augmented reality

    Science.gov (United States)

    Węgrzyn, Magdalena; Mościcka, Albina

    2017-12-01

    The aim of the article is to show the possibilities of augmented reality in the fi eld of geodesy and cartography. It discusses the concept of augmented reality, its origins and development, as well as areas of the existing applications. The practical functioning of augmented reality in the area of geodesy and cartography is presented on the example of an application developed for the tourist city of Toruń, created with the use of CityGuideTour software. The principles of developing an application and the way it operates are also discussed. As a result, a fully operational bilingual application is available free of charge on the Web.

  5. Cultural Heritage Digitalization on Traditional Sundanese Music Instrument Using Augmented Reality Markerless Marker Method

    Directory of Open Access Journals (Sweden)

    Budi Arifitama

    2017-07-01

    Full Text Available Research into cultural heritage which implements augmented reality technology is limited. Most recent research on cultural heritage are limited on storing data and information in the form of databases, this creates a disadvantage for people who wants to see and feel at the same moment on actual cultural heritage objects. This paper, proposes a solution which could merge the existing cultural object with people using augmented reality technology. This technology would preserve traditional instrument in the form of 3D object which can be digitally protected. The result showed that the use of augmented reality on preserving cultural heritage would benefit people who try to protect their culture.

  6. Developing an Augmented Reality Environment for Earth Science Education

    Science.gov (United States)

    Pratt, M. J.; Skemer, P. A.; Arvidson, R. E.

    2017-12-01

    The emerging field of augmented reality (AR) provides new and exciting ways to explore geologic phenomena for research and education. The primary advantage of AR is that it allows users to physically explore complex three-dimensional structures that were previously inaccessible, for example a remote geologic outcrop or a mineral structure at the atomic scale. It is used, for example, with OnSight software during tactical operations to plan the Mars Curiosity rover's traverses by providing virtual views to walk through terrain and the rover at true scales. This mode of physical exploration allows users more freedom to investigate and understand the 3D structure than is possible on a flat computer screen, or within a static PowerPoint presentation during a classroom lecture. The Microsoft HoloLens headset provides the most-advanced, mobile AR platform currently available to developers. The Fossett Laboratory for Virtual Planetary Exploration at Washington University in St. Louis has applied this technology, coupled with photogrammetric software and the Unity 3D gaming engine, to develop photorealistic environments of 3D geologic outcrops from around the world. The untethered HoloLens provides an ideal platform for a classroom setting as it allows for shared experiences of the holograms of interest, projecting them in the same location for all users to explore. Furthermore, the HoloLens allows for face-to-face communication during use that is important in teaching, a feature that virtual reality does not allow. Our development of an AR application includes the design of an online database of photogrammetric outcrop models curated for the current limitations of AR technology. This database will be accessible to both those wishing to submit models, and is free to those wishing to use the application for teaching, outreach or research purposes.

  7. DJINNI: A Novel Technology Supported Exposure Therapy Paradigm for SAD Combining Virtual Reality and Augmented Reality

    Science.gov (United States)

    Ben-Moussa, Maher; Rubo, Marius; Debracque, Coralie; Lange, Wolf-Gero

    2017-01-01

    The present paper explores the benefits and the capabilities of various emerging state-of-the-art interactive 3D and Internet of Things technologies and investigates how these technologies can be exploited to develop a more effective technology supported exposure therapy solution for social anxiety disorder. “DJINNI” is a conceptual design of an in vivo augmented reality (AR) exposure therapy mobile support system that exploits several capturing technologies and integrates the patient’s state and situation by vision-based, audio-based, and physiology-based analysis as well as by indoor/outdoor localization techniques. DJINNI also comprises an innovative virtual reality exposure therapy system that is adaptive and customizable to the demands of the in vivo experience and therapeutic progress. DJINNI follows a gamification approach where rewards and achievements are utilized to motivate the patient to progress in her/his treatment. The current paper reviews the state of the art of technologies needed for such a solution and recommends how these technologies could be integrated in the development of an individually tailored and yet feasible and effective AR/virtual reality-based exposure therapy. Finally, the paper outlines how DJINNI could be part of classical cognitive behavioral treatment and how to validate such a setup. PMID:28503155

  8. DJINNI: A Novel Technology Supported Exposure Therapy Paradigm for SAD Combining Virtual Reality and Augmented Reality

    Directory of Open Access Journals (Sweden)

    Maher Ben-Moussa

    2017-04-01

    Full Text Available The present paper explores the benefits and the capabilities of various emerging state-of-the-art interactive 3D and Internet of Things technologies and investigates how these technologies can be exploited to develop a more effective technology supported exposure therapy solution for social anxiety disorder. “DJINNI” is a conceptual design of an in vivo augmented reality (AR exposure therapy mobile support system that exploits several capturing technologies and integrates the patient’s state and situation by vision-based, audio-based, and physiology-based analysis as well as by indoor/outdoor localization techniques. DJINNI also comprises an innovative virtual reality exposure therapy system that is adaptive and customizable to the demands of the in vivo experience and therapeutic progress. DJINNI follows a gamification approach where rewards and achievements are utilized to motivate the patient to progress in her/his treatment. The current paper reviews the state of the art of technologies needed for such a solution and recommends how these technologies could be integrated in the development of an individually tailored and yet feasible and effective AR/virtual reality-based exposure therapy. Finally, the paper outlines how DJINNI could be part of classical cognitive behavioral treatment and how to validate such a setup.

  9. DJINNI: A Novel Technology Supported Exposure Therapy Paradigm for SAD Combining Virtual Reality and Augmented Reality.

    Science.gov (United States)

    Ben-Moussa, Maher; Rubo, Marius; Debracque, Coralie; Lange, Wolf-Gero

    2017-01-01

    The present paper explores the benefits and the capabilities of various emerging state-of-the-art interactive 3D and Internet of Things technologies and investigates how these technologies can be exploited to develop a more effective technology supported exposure therapy solution for social anxiety disorder. "DJINNI" is a conceptual design of an in vivo augmented reality (AR) exposure therapy mobile support system that exploits several capturing technologies and integrates the patient's state and situation by vision-based, audio-based, and physiology-based analysis as well as by indoor/outdoor localization techniques. DJINNI also comprises an innovative virtual reality exposure therapy system that is adaptive and customizable to the demands of the in vivo experience and therapeutic progress. DJINNI follows a gamification approach where rewards and achievements are utilized to motivate the patient to progress in her/his treatment. The current paper reviews the state of the art of technologies needed for such a solution and recommends how these technologies could be integrated in the development of an individually tailored and yet feasible and effective AR/virtual reality-based exposure therapy. Finally, the paper outlines how DJINNI could be part of classical cognitive behavioral treatment and how to validate such a setup.

  10. Realistic Real-Time Outdoor Rendering in Augmented Reality

    Science.gov (United States)

    Kolivand, Hoshang; Sunar, Mohd Shahrizal

    2014-01-01

    Realistic rendering techniques of outdoor Augmented Reality (AR) has been an attractive topic since the last two decades considering the sizeable amount of publications in computer graphics. Realistic virtual objects in outdoor rendering AR systems require sophisticated effects such as: shadows, daylight and interactions between sky colours and virtual as well as real objects. A few realistic rendering techniques have been designed to overcome this obstacle, most of which are related to non real-time rendering. However, the problem still remains, especially in outdoor rendering. This paper proposed a much newer, unique technique to achieve realistic real-time outdoor rendering, while taking into account the interaction between sky colours and objects in AR systems with respect to shadows in any specific location, date and time. This approach involves three main phases, which cover different outdoor AR rendering requirements. Firstly, sky colour was generated with respect to the position of the sun. Second step involves the shadow generation algorithm, Z-Partitioning: Gaussian and Fog Shadow Maps (Z-GaF Shadow Maps). Lastly, a technique to integrate sky colours and shadows through its effects on virtual objects in the AR system, is introduced. The experimental results reveal that the proposed technique has significantly improved the realism of real-time outdoor AR rendering, thus solving the problem of realistic AR systems. PMID:25268480

  11. Quantifying attention shifts in augmented reality image-guided neurosurgery.

    Science.gov (United States)

    Léger, Étienne; Drouin, Simon; Collins, D Louis; Popa, Tiberiu; Kersten-Oertel, Marta

    2017-10-01

    Image-guided surgery (IGS) has allowed for more minimally invasive procedures, leading to better patient outcomes, reduced risk of infection, less pain, shorter hospital stays and faster recoveries. One drawback that has emerged with IGS is that the surgeon must shift their attention from the patient to the monitor for guidance. Yet both cognitive and motor tasks are negatively affected with attention shifts. Augmented reality (AR), which merges the realworld surgical scene with preoperative virtual patient images and plans, has been proposed as a solution to this drawback. In this work, we studied the impact of two different types of AR IGS set-ups (mobile AR and desktop AR) and traditional navigation on attention shifts for the specific task of craniotomy planning. We found a significant difference in terms of the time taken to perform the task and attention shifts between traditional navigation, but no significant difference between the different AR set-ups. With mobile AR, however, users felt that the system was easier to use and that their performance was better. These results suggest that regardless of where the AR visualisation is shown to the surgeon, AR may reduce attention shifts, leading to more streamlined and focused procedures.

  12. Pemanfaatan Augmented Reality untuk Pembelajaran Pengenalan Alat Musik Piano

    Directory of Open Access Journals (Sweden)

    Iwan Setya Nugraha

    2014-01-01

    Full Text Available Dalam bidang musik banyak cara yang dapat dijadikan jalan pembelajaran mengenai teori tentang musik. Cara yang paling mudah yaitu dengan belajar sekaligus bermain alat musik itu sendiri. Dalam hal ini terfokus pada teori musik keyboard atau piano. Dengan cara tersebut dapat dipastikan ilmu akan mudah diserap. Yang menjadi masalah disini yaitu bagaimana menjadikan metode pembelajaran itu menyenangkan dan tidak membosankan atau membingungkan. Dengan menggunakan metode pembelajaran berbasis augmented reality yang dibuat dengan menggunakan Unity sebagai komponen yang utama dan dengan menggunakan 3DS Max sebagai software untuk menghasilkan gambar yang menarik. Proses perancangan dan pembuatan metode pembelajaran ini menggunakan prototyping. Dengan prototyping, desain menjadi cepat dibuat dan dapat dicoba. Semakin cepat dibuat dan semakin banyak percobaan yang dilakukan, dapat dengan cepat juga memperbaiki bug yang ada sehingga menghasilkan hasil yang lebih baik. Hasil dari perancangan aplikasi ini adalah terealisasinya suatu aplikasi metode pembelajaran teori pada piano yang dapat mempermudah user belajar tentang chord piano. Dengan adanya aplikasi diharapkan user dapat belajar dengan lebih menyenangkan dengan cara yang mudah untuk mendapatkan ilmu tentang chord piano.

  13. A brief review of augmented reality science learning

    Science.gov (United States)

    Gopalan, Valarmathie; Bakar, Juliana Aida Abu; Zulkifli, Abdul Nasir

    2017-10-01

    This paper reviews several literatures concerning the theories and model that could be applied for science motivation for upper secondary school learners (16-17 years old) in order to make the learning experience more amazing and useful. The embedment of AR in science could bring an awe-inspiring transformation on learners' viewpoint towards the respective subject matters. Augmented Reality is able to present the real and virtual learning experience with the addition of multiple media without replacing the real environment. Due to the unique feature of AR, it attracts the mass attention of researchers to implement AR in science learning. This impressive technology offers learners with the ultimate visualization and provides an astonishing and transparent learning experience by bringing to light the unseen perspective of the learning content. This paper will attract the attention of researchers in the related field as well as academicians in the related discipline. This paper aims to propose several related theoretical guidance that could be applied in science motivation to transform the learning in an effective way.

  14. Augmented reality aided operation and maintenance system for indoor environments

    International Nuclear Information System (INIS)

    Tamura, Yuichi; Umetani, Tomohiro; Kubo, Shin

    2013-01-01

    This paper proposes an Augmented Reality (AR) system to assist operation and maintenance tasks in an indoor environment, such as a nuclear fusion reactor and its building. AR is a technology that enhances real information by adding 3D virtual objects, images, sounds, or movies via a web camera. The AR system often uses “markers” such as QR code to detect the place where the virtual content should appear. However, these markers are unnatural and they can disturb the scenery. We propose an AR system that can detect natural markers, which provides AR content via a network. This system stores the information related to markers and virtual objects on a server. A device connected to this system automatically downloads this content so that the user can watch the AR content via a web camera. We add a real-time numerical simulation function that allows us to simulate physical phenomena by touching AR contents. It also enables us to observe simulation results by downloading a movie of numerical simulation results from the simulation server. Overall, this system allows us to watch the same content with multiple devices and to simulate physical phenomena using various parameters. (author)

  15. Augmented reality enabling intelligence exploitation at the edge

    Science.gov (United States)

    Kase, Sue E.; Roy, Heather; Bowman, Elizabeth K.; Patton, Debra

    2015-05-01

    Today's Warfighters need to make quick decisions while interacting in densely populated environments comprised of friendly, hostile, and neutral host nation locals. However, there is a gap in the real-time processing of big data streams for edge intelligence. We introduce a big data processing pipeline called ARTEA that ingests, monitors, and performs a variety of analytics including noise reduction, pattern identification, and trend and event detection in the context of an area of operations (AOR). Results of the analytics are presented to the Soldier via an augmented reality (AR) device Google Glass (Glass). Non-intrusive AR devices such as Glass can visually communicate contextually relevant alerts to the Soldier based on the current mission objectives, time, location, and observed or sensed activities. This real-time processing and AR presentation approach to knowledge discovery flattens the intelligence hierarchy enabling the edge Soldier to act as a vital and active participant in the analysis process. We report preliminary observations testing ARTEA and Glass in a document exploitation and person of interest scenario simulating edge Soldier participation in the intelligence process in disconnected deployment conditions.

  16. Explore and experience: mobile augmented reality for medical training.

    Science.gov (United States)

    Albrecht, Urs-Vito; Noll, Christoph; von Jan, Ute

    2013-01-01

    In medicine, especially in basic education, it may sometimes be inappropriate to integrate real patients into classes due to ethical issues that must be avoided. Nevertheless, the quality of medical education may suffer without the use of real cases. This is especially true of medical specialties such as legal medicine: survivors of a crime are already subjected to procedures that constitute a severe emotional burden and may cause additional distress even without the added presence of students. Using augmented reality based applications may alleviate this ethical dilemma by giving students the possibility to practice the necessary skills based on virtual but nevertheless almost realistic cases. The app "mARble®" that is presented in this paper follows this approach. The currently available learning module for legal medicine gives users an opportunity to learn about various wound patterns by virtually overlaying them on their own skin and is applicable in different learning settings. Preliminary evaluation results covering learning efficiency and emotional components of the learning process are promising. Content modules for other medical specialtiesare currently under construction.

  17. Perancangan Aplikasi Multimedia Untuk Pembelajaran Gerbang Logika Menggunakan Augmented Reality

    Directory of Open Access Journals (Sweden)

    Rosdelima Hutahaean

    2015-01-01

    Full Text Available As the rapid development of technology is also growing media that is used as a method of learning in education. One of them to learning logic states, in addition to reading the book at this time there has a new learning method that is more pronounced in 3 dimensions to increase understanding in learning the logic gates using Augmented Reality. Steps design multimedia for learning the logic gates begins with a literature study, data collection, analysis and system design and then implementation and testing the system. Testing methods using a black-box, which includes testing functionality testing camera angles and distances to the markers as well as testing the light intensity. The result of the design this application shows that for angle of 30 0 with a distance of 30 cm – 40 cm, angle of 45 0 with a distance of 40 cm – 70 cm and angle of 60 0 with a distance of 50 cm – 90 cm and light intensity 4 lx – 19 lx is a good composition can display the object 3 dimensions.

  18. Navigation surgery using an augmented reality for pancreatectomy.

    Science.gov (United States)

    Okamoto, Tomoyoshi; Onda, Shinji; Yasuda, Jungo; Yanaga, Katsuhiko; Suzuki, Naoki; Hattori, Asaki

    2015-01-01

    The aim of this study was to evaluate the utility of navigation surgery using augmented reality technology (AR-based NS) for pancreatectomy. The 3D reconstructed images from CT were created by segmentation. The initial registration was performed by using the optical location sensor. The reconstructed images were superimposed onto the real organs in the monitor display. Of the 19 patients who had undergone hepatobiliary and pancreatic surgery using AR-based NS, the accuracy, visualization ability, and utility of our system were assessed in five cases with pancreatectomy. The position of each organ in the surface-rendering image corresponded almost to that of the actual organ. Reference to the display image allowed for safe dissection while preserving the adjacent vessels or organs. The locations of the lesions and resection line on the targeted organ were overlaid on the operating field. The initial mean registration error was improved to approximately 5 mm by our refinements. However, several problems such as registration accuracy, portability and cost still remain. AR-based NS contributed to accurate and effective surgical resection in pancreatectomy. The pancreas appears to be a suitable organ for further investigations. This technology is promising to improve surgical quality, training, and education. © 2015 S. Karger AG, Basel.

  19. Interactive augmented reality system for product design review

    Science.gov (United States)

    Caruso, Giandomenico; Re, Guido Maria

    2010-01-01

    The product development process, of industrial products, includes a phase dedicated to the design review that is a crucial phase where various experts cooperate in selecting the optimal product shape. Although computer graphics allows us to create very realistic virtual representations of the products, it is not uncommon that designers decide to build physical mock-ups of their newly conceived products because they need to physically interact with the prototype and also to evaluate the product within a plurality of real contexts. This paper describes the hardware and software development of our Augmented Reality design review system that allows to overcome some issues related to the 3D visualization and to the interaction with the virtual objects. Our system is composed by a Video See Through Head Mounted Display, which allows to improve the 3D visualization by controlling the convergence of the video cameras automatically, and a wireless control system, which allows us to create some metaphors to interact with the virtual objects. During the development of the system, in order to define and tune the algorithms, we have performed some testing sessions. Then, we have performed further tests in order to verify the effectiveness of the system and to collect additional data and comments about usability and ergonomic aspects.

  20. Realistic real-time outdoor rendering in augmented reality.

    Directory of Open Access Journals (Sweden)

    Hoshang Kolivand

    Full Text Available Realistic rendering techniques of outdoor Augmented Reality (AR has been an attractive topic since the last two decades considering the sizeable amount of publications in computer graphics. Realistic virtual objects in outdoor rendering AR systems require sophisticated effects such as: shadows, daylight and interactions between sky colours and virtual as well as real objects. A few realistic rendering techniques have been designed to overcome this obstacle, most of which are related to non real-time rendering. However, the problem still remains, especially in outdoor rendering. This paper proposed a much newer, unique technique to achieve realistic real-time outdoor rendering, while taking into account the interaction between sky colours and objects in AR systems with respect to shadows in any specific location, date and time. This approach involves three main phases, which cover different outdoor AR rendering requirements. Firstly, sky colour was generated with respect to the position of the sun. Second step involves the shadow generation algorithm, Z-Partitioning: Gaussian and Fog Shadow Maps (Z-GaF Shadow Maps. Lastly, a technique to integrate sky colours and shadows through its effects on virtual objects in the AR system, is introduced. The experimental results reveal that the proposed technique has significantly improved the realism of real-time outdoor AR rendering, thus solving the problem of realistic AR systems.

  1. Interaktif Augmented Reality untuk Katalog Penjualan Rumah Berbasis Android

    Directory of Open Access Journals (Sweden)

    Lailatul Husniah

    2016-10-01

    Full Text Available In Indonesia, the property business has increased every year, but not many property developers in Indonesia that utilizes Augmented Reality (AR as a promotion media to market the product. They still rely on brochures as media promotion. Research on sales catalog home using AR is also not new, there are few similar studies that have been done before, but concentrated on the detection marker to display a 3D model using either marker or special brochures that serve as a marker. Markers were detected can displays shapes and sketch of object 3D house. This study focused on the manufacture of home sales catalog using AR technology by adding features that did not exist in previous research. Some of the added features are changing the paint color of walls, doors and windows in a 3D model of a house, so that users can change color according to the shade provided. Home sales catalog using AR technology developed runs on android mobile platform and created using Unity. The method used in this study is the SDLC Waterfall. The test results showed that the application can run as planned, especially the features that are added as a feature to change the paint color of the walls, doors and windows in the house 3D objects can be run properly.

  2. A spatially augmented reality sketching interface for architectural daylighting design.

    Science.gov (United States)

    Sheng, Yu; Yapo, Theodore C; Young, Christopher; Cutler, Barbara

    2011-01-01

    We present an application of interactive global illumination and spatially augmented reality to architectural daylight modeling that allows designers to explore alternative designs and new technologies for improving the sustainability of their buildings. Images of a model in the real world, captured by a camera above the scene, are processed to construct a virtual 3D model. To achieve interactive rendering rates, we use a hybrid rendering technique, leveraging radiosity to simulate the interreflectance between diffuse patches and shadow volumes to generate per-pixel direct illumination. The rendered images are then projected on the real model by four calibrated projectors to help users study the daylighting illumination. The virtual heliodon is a physical design environment in which multiple designers, a designer and a client, or a teacher and students can gather to experience animated visualizations of the natural illumination within a proposed design by controlling the time of day, season, and climate. Furthermore, participants may interactively redesign the geometry and materials of the space by manipulating physical design elements and see the updated lighting simulation. © 2011 IEEE Published by the IEEE Computer Society

  3. Augmented reality-based navigation system for wrist arthroscopy: feasibility.

    Science.gov (United States)

    Zemirline, Ahmed; Agnus, Vincent; Soler, Luc; Mathoulin, Christophe L; Obdeijn, Miryam; Liverneaux, Philippe A

    2013-11-01

    In video surgery, and more specifically in arthroscopy, one of the major problems is positioning the camera and instruments within the anatomic environment. The concept of computer-guided video surgery has already been used in ear, nose, and throat (ENT), gynecology, and even in hip arthroscopy. These systems, however, rely on optical or mechanical sensors, which turn out to be restricting and cumbersome. The aim of our study was to develop and evaluate the accuracy of a navigation system based on electromagnetic sensors in video surgery. We used an electromagnetic localization device (Aurora, Northern Digital Inc., Ontario, Canada) to track the movements in space of both the camera and the instruments. We have developed a dedicated application in the Python language, using the VTK library for the graphic display and the OpenCV library for camera calibration. A prototype has been designed and evaluated for wrist arthroscopy. It allows display of the theoretical position of instruments onto the arthroscopic view with useful accuracy. The augmented reality view represents valuable assistance when surgeons want to position the arthroscope or locate their instruments. It makes the maneuver more intuitive, increases comfort, saves time, and enhances concentration.

  4. MetaTree: augmented reality narrative explorations of urban forests

    Science.gov (United States)

    West, Ruth; Margolis, Todd; O'Neil-Dunne, Jarlath; Mendelowitz, Eitan

    2012-03-01

    As cities world-wide adopt and implement reforestation initiatives to plant millions of trees in urban areas, they are engaging in what is essentially a massive ecological and social experiment. Existing air-borne, space-borne, and fieldbased imaging and inventory mechanisms fail to provide key information on urban tree ecology that is crucial to informing management, policy, and supporting citizen initiatives for the planting and stewardship of trees. The shortcomings of the current approaches include: spatial and temporal resolution, poor vantage point, cost constraints and biological metric limitations. Collectively, this limits their effectiveness as real-time inventory and monitoring tools. Novel methods for imaging and monitoring the status of these emerging urban forests and encouraging their ongoing stewardship by the public are required to ensure their success. This art-science collaboration proposes to re-envision citizens' relationship with urban spaces by foregrounding urban trees in relation to local architectural features and simultaneously creating new methods for urban forest monitoring. We explore creating a shift from overhead imaging or field-based tree survey data acquisition methods to continuous, ongoing monitoring by citizen scientists as part of a mobile augmented reality experience. We consider the possibilities of this experience as a medium for interacting with and visualizing urban forestry data and for creating cultural engagement with urban ecology.

  5. Augmented Reality Image Guidance in Minimally Invasive Prostatectomy

    Science.gov (United States)

    Cohen, Daniel; Mayer, Erik; Chen, Dongbin; Anstee, Ann; Vale, Justin; Yang, Guang-Zhong; Darzi, Ara; Edwards, Philip'eddie'

    This paper presents our work aimed at providing augmented reality (AR) guidance of robot-assisted laparoscopic surgery (RALP) using the da Vinci system. There is a good clinical case for guidance due to the significant rate of complications and steep learning curve for this procedure. Patients who were due to undergo robotic prostatectomy for organ-confined prostate cancer underwent preoperative 3T MRI scans of the pelvis. These were segmented and reconstructed to form 3D images of pelvic anatomy. The reconstructed image was successfully overlaid onto screenshots of the recorded surgery post-procedure. Surgeons who perform minimally-invasive prostatectomy took part in a user-needs analysis to determine the potential benefits of an image guidance system after viewing the overlaid images. All surgeons stated that the development would be useful at key stages of the surgery and could help to improve the learning curve of the procedure and improve functional and oncological outcomes. Establishing the clinical need in this way is a vital early step in development of an AR guidance system. We have also identified relevant anatomy from preoperative MRI. Further work will be aimed at automated registration to account for tissue deformation during the procedure, using a combination of transrectal ultrasound and stereoendoscopic video.

  6. Inattentional blindness increased with augmented reality surgical navigation.

    Science.gov (United States)

    Dixon, Benjamin J; Daly, Michael J; Chan, Harley H L; Vescan, Allan; Witterick, Ian J; Irish, Jonathan C

    2014-01-01

    Augmented reality (AR) surgical navigation systems, designed to increase accuracy and efficiency, have been shown to negatively impact on attention. We wished to assess the effect "head-up" AR displays have on attention, efficiency, and accuracy, while performing a surgical task, compared with the same information being presented on a submonitor (SM). Fifty experienced otolaryngology surgeons (n = 42) and senior otolaryngology trainees (n = 8) performed an endoscopic surgical navigation exercise on a predissected cadaveric model. Computed tomography-generated anatomic contours were fused with the endoscopic image to provide an AR view. Subjects were randomized to perform the task with a standard endoscopic monitor with the AR navigation displayed on an SM or with AR as a single display. Accuracy, task completion time, and the recognition of unexpected findings (a foreign body and a critical complication) were recorded. Recognition of the foreign body was significantly better in the SM group (15/25 [60%]) compared with the AR alone group (8/25 [32%]; p = 0.02). There was no significant difference in task completion time (p = 0.83) or accuracy (p = 0.78) between the two groups. Providing identical surgical navigation on a SM, rather than on a single head-up display, reduced the level of inattentional blindness as measured by detection of unexpected findings. These gains were achieved without any measurable impact on efficiency or accuracy. AR displays may distract the user and we caution injudicious adoption of this technology for medical procedures.

  7. Interaction Design of Augmented Education Environments - Augmented and Mixed Reality for performance and training support of Aviation / Automotive Technicians.

    OpenAIRE

    Behringer, R; Christian, J; Krieger, H; Moore, D; Holzinger, A

    2011-01-01

    "Augmented reality (AR),Mixed Reality (MR) and their mix and combination with other disruptive technologies offer an enormous potential for supporting instructors and trainees in modern education and working environments such as of aircraft maintenance technicians or automotive service technicians. In this paper we investigate and show some examples on how the performance and training of such instructors and trainees can be actively supported. Furthermore we will discuss the new challenges fo...

  8. Mobile Platform Augmented Reality for Enhanced Operations on the International Space Station, Phase I

    Data.gov (United States)

    National Aeronautics and Space Administration — To develop an Augmented Reality system that runs on a small portable device to aid crew in routine maintenance activities by providing enhanced information and...

  9. APLIKASI AUGMENTED REALITY ISTANA KERAJAAN KASEPUHAN DAN KANOMAN CIREBON BERBASIS ANDROID

    Directory of Open Access Journals (Sweden)

    Mohamad Saefudin

    2016-04-01

    Full Text Available Ponsel memiliki sebuah sistem operasi dalam penggunaannya, salah satu sistem operasi yang sedang meningkat saat ini adalah Android. Jurnal kali ini mengambil materi pembuatan aplikasi Augmented Reality Berbasis Android. Aplikasi ini berisi Pengenalan Sejarah Kerajaan di Daerah Cirebon dalam bentuk istana kerajaan secara tiga dimensi. Augmented Reality ini dibuat dengan menggunakan Software Unity, sedangkan untuk objek 3Dimensi yang akan ditampilkan pada handphone dibuat dengan Blender 2.69 dan untuk marker dibuat menggunakan Adobe Photoshop yang dimanipulasikan sebagai marker. Dalam penulisan ini dijelaskan mengenai cara membuat objek 3Dimensi yang dibuat dengan Blender 2.69 dan juga tentang cara pembuatan Augmented Reality menggunakan Unity. Kata kunci: cirebon, kasepuhan, kanoman, kerajaan, augmented reality, android.

  10. Collaborative Augmented Reality with Hands-Free Gesture Control for Remote Astronaut Training and Mentoring

    Data.gov (United States)

    National Aeronautics and Space Administration — Augmented Reality (AR), where 3D and 2D images are overlaid on a user's natural field of view like a heads up display, is being developed for use in manned space...

  11. Augmented Reality Electronic Procedures Development and Deep Machine Learning Technology Integration

    Data.gov (United States)

    National Aeronautics and Space Administration — Augmented Reality (AR) & Deep Machine Learning (DML) are part of solution to support crew autonomy and surface operations at destinations with > 6 second time...

  12. Penerapan Augmented Reality 3 Dimensi Berbasis Android Untuk Menentukan Letak Perabot Dalam Rumah

    OpenAIRE

    Lolowang, Roland T; Lumenta, Arie S. M; Putro, Muhamad

    2017-01-01

    Perabot merupakan bagian yang ada dalam rumah, dengan adanya perabot orang dapat merasa nyaman berada dalam rumah. Dalam mengatur perabot dalam rumah harus memindahkan suatu perabot dari suatu tempat ke tempat lain, ini membuat waktu dan tenaga terkuras. Berdasarkan masalah tersebut peneliti membuat sebuah sistem yang menggunakan Augmented Reality dengan platform Android. Augmented Reality sendiri merupakan teknologi yang menggabungkan objek maya dengan objek nyata ke dalam suatu lingkungan n...

  13. CLIENT INTERACTION TECHNIQUES WHEN USING AUGMENTED REALITY TECHNOLOGY APPLICATIONS IN SALES

    OpenAIRE

    Kravtsov A. A.; Loyko V. I.

    2015-01-01

    Augmented reality offers unique ways to display visual information, in particular the visualization of threedimensional objects. With AR object can be visualized directly in the context of its operation. As an example can be a piece of furniture rendered in the interior, plants in the garden, the architectural object in the landscape. Modern consumer devices such as smartphones and tablet computers, as well as the algorithmic base lead to the possibility of augmented reality mass usage. The c...

  14. What is going on in augmented reality simulation in laparoscopic surgery?

    Science.gov (United States)

    Botden, Sanne M B I; Jakimowicz, Jack J

    2009-08-01

    To prevent unnecessary errors and adverse results of laparoscopic surgery, proper training is of paramount importance. A safe way to train surgeons for laparoscopic skills is simulation. For this purpose traditional box trainers are often used, however they lack objective assessment of performance. Virtual reality laparoscopic simulators assess performance, but lack realistic haptic feedback. Augmented reality (AR) combines a virtual reality (VR) setting with real physical materials, instruments, and feedback. This article presents the current developments in augmented reality laparoscopic simulation. Pubmed searches were performed to identify articles regarding surgical simulation and augmented reality. Identified companies manufacturing an AR laparoscopic simulator received the same questionnaire referring to the features of the simulator. Seven simulators that fitted the definition of augmented reality were identified during the literature search. Five of the approached manufacturers returned a completed questionnaire, of which one simulator appeared to be VR and was therefore not applicable for this review. Several augmented reality simulators have been developed over the past few years and they are improving rapidly. We recommend the development of AR laparoscopic simulators for component tasks of procedural training. AR simulators should be implemented in current laparoscopic training curricula, in particular for laparoscopic suturing training.

  15. Integrating Augmented Reality in Higher Education: A Multidisciplinary Study of Student Perceptions

    Science.gov (United States)

    Delello, Julie A.; McWhorter, Rochell R.; Camp, Kerri M.

    2015-01-01

    Augmented reality (AR) is an emerging technology that blends physical objects with virtual reality. Through the integration of digital and print media, a gap between the "on and offline" worlds are merged, radically shifting student-computer interaction in the classroom. This research examined the results of a multiple case study on the…

  16. Augmenting the Thermal Flux Experiment: A Mixed Reality Approach with the HoloLens

    Science.gov (United States)

    Strzys, M. P.; Kapp, S.; Thees, M.; Kuhn, J.; Lukowicz, P.; Knierim, P.; Schmidt, A.

    2017-01-01

    In the field of Virtual Reality (VR) and Augmented Reality (AR), technologies have made huge progress during the last years and also reached the field of education. The virtuality continuum, ranging from pure virtuality on one side to the real world on the other, has been successfully covered by the use of immersive technologies like head-mounted…

  17. "Juxtapose": An Exploration of Mobile Augmented Reality Collaborations and Professional Practices in a Creative Learning Environment

    Science.gov (United States)

    Menorath, Darren; Antonczak, Laurent

    2017-01-01

    This paper examines the state of the art of mobile Augmented Reality (AR) and mobile Virtual Reality (VR) in relation to collaboration and professional practices in a creative digital environment and higher education. To support their discussion, the authors use a recent design-based research project named "Juxtapose," which explores…

  18. Systematic review on the effectiveness of augmented reality applications in medical training

    NARCIS (Netherlands)

    Barsom, E. Z.; Graafland, M.; Schijven, M. P.

    2016-01-01

    Computer-based applications are increasingly used to support the training of medical professionals. Augmented reality applications (ARAs) render an interactive virtual layer on top of reality. The use of ARAs is of real interest to medical education because they blend digital elements with the

  19. Game-Based Evacuation Drill Using Augmented Reality and Head-Mounted Display

    Science.gov (United States)

    Kawai, Junya; Mitsuhara, Hiroyuki; Shishibori, Masami

    2016-01-01

    Purpose: Evacuation drills should be more realistic and interactive. Focusing on situational and audio-visual realities and scenario-based interactivity, the authors have developed a game-based evacuation drill (GBED) system that presents augmented reality (AR) materials on tablet computers. The paper's current research purpose is to improve…

  20. ProMIS Augmented Reality Training of Laparoscopic Procedures Face Validity

    NARCIS (Netherlands)

    Botden, Sanne M. B. I.; Buzink, Sonja N.; Schijven, Marlies P.; Jakimowicz, Jack J.

    2008-01-01

    Background: Conventional video trainers lack the ability to assess the trainee objectively, but offer modalities that are often missing in virtual reality simulation, such as realistic haptic feedback. The ProMIS augmented reality laparoscopic simulator retains the benefit of a traditional box

  1. ProMIS augmented reality training of laparoscopic procedures face validity

    NARCIS (Netherlands)

    Botden, Sanne M. B. I.; Buzink, Sonja N.; Schijven, Marlies P.; Jakimowicz, Jack J.

    2008-01-01

    BACKGROUND: Conventional video trainers lack the ability to assess the trainee objectively, but offer modalities that are often missing in virtual reality simulation, such as realistic haptic feedback. The ProMIS augmented reality laparoscopic simulator retains the benefit of a traditional box

  2. Constructing Liminal Blends in a Collaborative Augmented-Reality Learning Environment

    Science.gov (United States)

    Enyedy, Noel; Danish, Joshua A.; DeLiema, David

    2015-01-01

    In vision-based augmented-reality (AR) environments, users view the physical world through a video feed or device that "augments" the display with a graphical or informational overlay. Our goal in this manuscript is to ask "how" and "why" these new technologies create opportunities for learning. We suggest that AR is…

  3. The Influence of the Augmented Reality Application on Students' Performances in Ottoman Turkish Readings

    Science.gov (United States)

    Özcan, Mehmet Fatih; Özkan, Âdem; Sahin, Nurullah

    2017-01-01

    The use of Augmented Reality Technologies, which has been developed in order to enrich the environment of education and training and provide permanent learning, has been increasing day by day. In this sense, it is important to analyze the use of augmented applications in education and training environments. In this study, we have aimed to…

  4. Augmented reality in healthcare education: an integrative review

    Science.gov (United States)

    Zhu, Egui; Hadadgar, Arash; Masiello, Italo

    2014-01-01

    Background. The effective development of healthcare competencies poses great educational challenges. A possible approach to provide learning opportunities is the use of augmented reality (AR) where virtual learning experiences can be embedded in a real physical context. The aim of this study was to provide a comprehensive overview of the current state of the art in terms of user acceptance, the AR applications developed and the effect of AR on the development of competencies in healthcare. Methods. We conducted an integrative review. Integrative reviews are the broadest type of research review methods allowing for the inclusion of various research designs to more fully understand a phenomenon of concern. Our review included multi-disciplinary research publications in English reported until 2012. Results. 2529 research papers were found from ERIC, CINAHL, Medline, PubMed, Web of Science and Springer-link. Three qualitative, 20 quantitative and 2 mixed studies were included. Using a thematic analysis, we’ve described three aspects related to the research, technology and education. This study showed that AR was applied in a wide range of topics in healthcare education. Furthermore acceptance for AR as a learning technology was reported among the learners and its potential for improving different types of competencies. Discussion. AR is still considered as a novelty in the literature. Most of the studies reported early prototypes. Also the designed AR applications lacked an explicit pedagogical theoretical framework. Finally the learning strategies adopted were of the traditional style ‘see one, do one and teach one’ and do not integrate clinical competencies to ensure patients’ safety. PMID:25071992

  5. Fireballs in the Sky: an Augmented Reality Citizen Science Program

    Science.gov (United States)

    Day, B. H.; Bland, P.; Sayers, R.

    2017-12-01

    Fireballs in the Sky is an innovative Australian citizen science program that connects the public with the research of the Desert Fireball Network (DFN). This research aims to understand the early workings of the solar system, and Fireballs in the Sky invites people around the world to learn about this science, contributing fireball sightings via a user-friendly augmented reality mobile app. Tens of thousands of people have downloaded the app world-wide and participated in the science of meteoritics. The Fireballs in the Sky app allows users to get involved with the Desert Fireball Network research, supplementing DFN observations and providing enhanced coverage by reporting their own meteor sightings to DFN scientists. Fireballs in the Sky reports are used to track the trajectories of meteors - from their orbit in space to where they might have landed on Earth. Led by Phil Bland at Curtin University in Australia, the Desert Fireball Network (DFN) uses automated observatories across Australia to triangulate trajectories of meteorites entering the atmosphere, determine pre-entry orbits, and pinpoint their fall positions. Each observatory is an autonomous intelligent imaging system, taking 1000×36Megapixel all-sky images throughout the night, using neural network algorithms to recognize events. They are capable of operating for 12 months in a harsh environment, and store all imagery collected. We developed a completely automated software pipeline for data reduction, and built a supercomputer database for storage, allowing us to process our entire archive. The DFN currently stands at 50 stations distributed across the Australian continent, covering an area of 2.5 million km^2. Working with DFN's partners at NASA's Solar System Exploration Research Virtual Institute, the team is expanding the network beyond Australia to locations around the world. Fireballs in the Sky allows a growing public base to learn about and participate in this exciting research.

  6. Augmented Reality Cues and Elderly Driver Hazard Perception

    Science.gov (United States)

    Schall, Mark C.; Rusch, Michelle L.; Lee, John D.; Dawson, Jeffrey D.; Thomas, Geb; Aksan, Nazan; Rizzo, Matthew

    2013-01-01

    Objective Evaluate the effectiveness of augmented reality (AR) cues in improving driving safety in elderly drivers who are at increased crash risk due to cognitive impairments. Background Cognitively challenging driving environments pose a particular crash risk for elderly drivers. AR cueing is a promising technology to mitigate risk by directing driver attention to roadway hazards. This study investigates whether AR cues improve or interfere with hazard perception in elderly drivers with age-related cognitive decline. Methods Twenty elderly (Mean= 73 years, SD= 5 years), licensed drivers with a range of cognitive abilities measured by a speed of processing (SOP) composite participated in a one-hour drive in an interactive, fixed-base driving simulator. Each participant drove through six, straight, six-mile-long rural roadway scenarios following a lead vehicle. AR cues directed attention to potential roadside hazards in three of the scenarios, and the other three were uncued (baseline) drives. Effects of AR cueing were evaluated with respect to: 1) detection of hazardous target objects, 2) interference with detecting nonhazardous secondary objects, and 3) impairment in maintaining safe distance behind a lead vehicle. Results AR cueing improved the detection of hazardous target objects of low visibility. AR cues did not interfere with detection of nonhazardous secondary objects and did not impair ability to maintain safe distance behind a lead vehicle. SOP capacity did not moderate those effects. Conclusion AR cues show promise for improving elderly driver safety by increasing hazard detection likelihood without interfering with other driving tasks such as maintaining safe headway. PMID:23829037

  7. Augmented reality application utility for aviation maintenance work instruction

    Science.gov (United States)

    Pourcho, John Bryan

    Current aviation maintenance work instructions do not display information effectively enough to prevent costly errors and safety concerns. Aircraft are complex assemblies of highly interrelated components that confound troubleshooting and can make the maintenance procedure difficult (Drury & Gramopadhye, 2001). The sophisticated nature of aircraft maintenance necessitates a revolutionized training intervention for aviation maintenance technicians (United States General Accounting Office, 2003). Quite simply, the paper based job task cards fall short of offering rapid access to technical data and the system or component visualization necessary for working on complex integrated aircraft systems. Possible solutions to this problem include upgraded standards for paper based task cards and the use of integrated 3D product definition used on various mobile platforms (Ropp, Thomas, Lee, Broyles, Lewin, Andreychek, & Nicol, 2013). Previous studies have shown that incorporation of 3D graphics in work instructions allow the user to more efficiently and accurately interpret maintenance information (Jackson & Batstone, 2008). For aircraft maintenance workers, the use of mobile 3D model-based task cards could make current paper task card standards obsolete with their ability to deliver relevant, synchronized information to and from the hangar. Unlike previous versions of 3D model-based definition task cards and paper task cards, which are currently used in the maintenance industry, 3D model based definition task cards have the potential to be more mobile and accessible. Utilizing augmented reality applications on mobile devices to seamlessly deliver 3D product definition on mobile devices could increase the efficiency, accuracy, and reduce the mental workload for technicians when performing maintenance tasks (Macchiarella, 2004). This proposal will serve as a literary review of the aviation maintenance industry, the spatial ability of maintenance technicians, and benefits of

  8. Augmented reality in healthcare education: an integrative review

    Directory of Open Access Journals (Sweden)

    Egui Zhu

    2014-07-01

    Full Text Available Background. The effective development of healthcare competencies poses great educational challenges. A possible approach to provide learning opportunities is the use of augmented reality (AR where virtual learning experiences can be embedded in a real physical context. The aim of this study was to provide a comprehensive overview of the current state of the art in terms of user acceptance, the AR applications developed and the effect of AR on the development of competencies in healthcare.Methods. We conducted an integrative review. Integrative reviews are the broadest type of research review methods allowing for the inclusion of various research designs to more fully understand a phenomenon of concern. Our review included multi-disciplinary research publications in English reported until 2012.Results. 2529 research papers were found from ERIC, CINAHL, Medline, PubMed, Web of Science and Springer-link. Three qualitative, 20 quantitative and 2 mixed studies were included. Using a thematic analysis, we’ve described three aspects related to the research, technology and education. This study showed that AR was applied in a wide range of topics in healthcare education. Furthermore acceptance for AR as a learning technology was reported among the learners and its potential for improving different types of competencies.Discussion. AR is still considered as a novelty in the literature. Most of the studies reported early prototypes. Also the designed AR applications lacked an explicit pedagogical theoretical framework. Finally the learning strategies adopted were of the traditional style ‘see one, do one and teach one’ and do not integrate clinical competencies to ensure patients’ safety.

  9. Augmented reality in healthcare education: an integrative review.

    Science.gov (United States)

    Zhu, Egui; Hadadgar, Arash; Masiello, Italo; Zary, Nabil

    2014-01-01

    Background. The effective development of healthcare competencies poses great educational challenges. A possible approach to provide learning opportunities is the use of augmented reality (AR) where virtual learning experiences can be embedded in a real physical context. The aim of this study was to provide a comprehensive overview of the current state of the art in terms of user acceptance, the AR applications developed and the effect of AR on the development of competencies in healthcare. Methods. We conducted an integrative review. Integrative reviews are the broadest type of research review methods allowing for the inclusion of various research designs to more fully understand a phenomenon of concern. Our review included multi-disciplinary research publications in English reported until 2012. Results. 2529 research papers were found from ERIC, CINAHL, Medline, PubMed, Web of Science and Springer-link. Three qualitative, 20 quantitative and 2 mixed studies were included. Using a thematic analysis, we've described three aspects related to the research, technology and education. This study showed that AR was applied in a wide range of topics in healthcare education. Furthermore acceptance for AR as a learning technology was reported among the learners and its potential for improving different types of competencies. Discussion. AR is still considered as a novelty in the literature. Most of the studies reported early prototypes. Also the designed AR applications lacked an explicit pedagogical theoretical framework. Finally the learning strategies adopted were of the traditional style 'see one, do one and teach one' and do not integrate clinical competencies to ensure patients' safety.

  10. Augmented reality in the slaughterhouse - A future operation facility?

    Directory of Open Access Journals (Sweden)

    Lars Bager Christensen

    2016-05-01

    Full Text Available The present case study sums up the results of an initial attempt to adapt the emerging technology of Augmented Reality (AR to support routine operations performed in Danish slaughterhouse facilities. Our aim is to reveal the applicability of off-the-shelf components and programming platforms to the trimming and boning process for pork bellies. The AR technology has demonstrated lucrative applications in industrial QA procedures and even farm management applications (Wu, Xiao & Guo, 2013 appear to benefit from applying the technology. With the ever-increasing turnover of labour in the meat industry, we investigate here the application of AR-assisted production procedures as a potential management tool and support tool to assist a novice operator in a specific trimming operation. The case study concerns the trimming and cutting of pork bellies, a widely used and versatile procedure in the Danish pork meat industry. Many similar belly products made from similar raw materials are exported to specific customers and markets. Due to biological variability between pigs, final products are produced with variability in yield, despite the fact that the final product qualities are similar. The best management option is to use the correct raw material for each product, thus generating fewer by-products and increasing the volume/weight of the final product. The application of AR to the cutting operation appears to increase the production yield; however, the operators need training in order to benefit fully from the efficiency and capacity of the application rather than adopting the standard procedure of oral communication of instructions.

  11. Fireballs in the Sky: An Augmented Reality Citizen Science Program

    Science.gov (United States)

    Day, Brian

    2017-01-01

    Fireballs in the Sky is an innovative Australian citizen science program that connects the public with the research of the Desert Fireball Network (DFN). This research aims to understand the early workings of the solar system, and Fireballs in the Sky invites people around the world to learn about this science, contributing fireball sightings via a user-friendly augmented reality mobile app. Tens of thousands of people have downloaded the app world-wide and participated in the science of meteoritics. The Fireballs in the Sky app allows users to get involved with the Desert Fireball Network research, supplementing DFN observations and providing enhanced coverage by reporting their own meteor sightings to DFN scientists. Fireballs in the Sky reports are used to track the trajectories of meteors - from their orbit in space to where they might have landed on Earth. Led by Phil Bland at Curtin University in Australia, the Desert Fireball Network (DFN) uses automated observatories across Australia to triangulate trajectories of meteorites entering the atmosphere, determine pre-entry orbits, and pinpoint their fall positions. Each observatory is an autonomous intelligent imaging system, taking 1000 by 36 megapixel all-sky images throughout the night, using neural network algorithms to recognize events. They are capable of operating for 12 months in a harsh environment, and store all imagery collected. We developed a completely automated software pipeline for data reduction, and built a supercomputer database for storage, allowing us to process our entire archive. The DFN currently stands at 50 stations distributed across the Australian continent, covering an area of 2.5 million square kilometers. Working with DFN's partners at NASA's Solar System Exploration Research Virtual Institute, the team is expanding the network beyond Australia to locations around the world. Fireballs in the Sky allows a growing public base to learn about and participate in this exciting research.

  12. Augmented Reality and Virtual Reality in Physical and Online Retailing:A Review, Synthesis and Research Agenda

    OpenAIRE

    Bonetti, Francesca; Wamaby, Gary; Quinn, Lee

    2017-01-01

    Augmented reality (AR) and virtual reality (VR) have emerged as rapidly developing technologies used in both physical and online retailing to enhance the selling environment and shopping experience. However, academic research on, and practical applications of, AR and VR in retail are still fragmented, and this state of affairs is arguably attributable to the interdisciplinary origins of the topic. Undertaking a comparative chronological analysis of AR and VR research and applications in a ret...

  13. Design guidelines for the development of virtual reality and augmented reality training systems for maintenance and assembly tasks

    OpenAIRE

    Gavish, Nirit; Seco, Teresa Gutierrez; Webel, Sabine; Rodríguez, Jorge; Tecchia, Franco

    2011-01-01

    The current work describes design guidelines for the development of Virtual Reality (VR) and Augmented Reality (AR) platforms to train technicians on maintenance and assembly tasks of industrial machineries. The main skill involved in this kind of tasks is the procedural skill. Based on past literature and studies conducted within the SKILLS project, several main design guidelines were formulated. First, observational learning integrated properly within the training protocol increases trainin...

  14. Exploratory Application of Augmented Reality/Mixed Reality Devices for Acute Care Procedure Training

    Science.gov (United States)

    Kobayashi, Leo; Zhang, Xiao Chi; Collins, Scott A.; Karim, Naz; Merck, Derek L.

    2018-01-01

    Introduction Augmented reality (AR), mixed reality (MR), and virtual reality devices are enabling technologies that may facilitate effective communication in healthcare between those with information and knowledge (clinician/specialist; expert; educator) and those seeking understanding and insight (patient/family; non-expert; learner). Investigators initiated an exploratory program to enable the study of AR/MR use-cases in acute care clinical and instructional settings. Methods Academic clinician educators, computer scientists, and diagnostic imaging specialists conducted a proof-of-concept project to 1) implement a core holoimaging pipeline infrastructure and open-access repository at the study institution, and 2) use novel AR/MR techniques on off-the-shelf devices with holoimages generated by the infrastructure to demonstrate their potential role in the instructive communication of complex medical information. Results The study team successfully developed a medical holoimaging infrastructure methodology to identify, retrieve, and manipulate real patients’ de-identified computed tomography and magnetic resonance imagesets for rendering, packaging, transfer, and display of modular holoimages onto AR/MR headset devices and connected displays. Holoimages containing key segmentations of cervical and thoracic anatomic structures and pathology were overlaid and registered onto physical task trainers for simulation-based “blind insertion” invasive procedural training. During the session, learners experienced and used task-relevant anatomic holoimages for central venous catheter and tube thoracostomy insertion training with enhanced visual cues and haptic feedback. Direct instructor access into the learner’s AR/MR headset view of the task trainer was achieved for visual-axis interactive instructional guidance. Conclusion Investigators implemented a core holoimaging pipeline infrastructure and modular open-access repository to generate and enable access to modular

  15. Transforming Experience: The Potential of Augmented Reality and Virtual Reality for Enhancing Personal and Clinical Change.

    Science.gov (United States)

    Riva, Giuseppe; Baños, Rosa M; Botella, Cristina; Mantovani, Fabrizia; Gaggioli, Andrea

    2016-01-01

    During life, many personal changes occur. These include changing house, school, work, and even friends and partners. However, the daily experience shows clearly that, in some situations, subjects are unable to change even if they want to. The recent advances in psychology and neuroscience are now providing a better view of personal change, the change affecting our assumptive world: (a) the focus of personal change is reducing the distance between self and reality (conflict); (b) this reduction is achieved through (1) an intense focus on the particular experience creating the conflict or (2) an internal or external reorganization of this experience; (c) personal change requires a progression through a series of different stages that however happen in discontinuous and non-linear ways; and (d) clinical psychology is often used to facilitate personal change when subjects are unable to move forward. Starting from these premises, the aim of this paper is to review the potential of virtuality for enhancing the processes of personal and clinical change. First, the paper focuses on the two leading virtual technologies - augmented reality (AR) and virtual reality (VR) - exploring their current uses in behavioral health and the outcomes of the 28 available systematic reviews and meta-analyses. Then the paper discusses the added value provided by VR and AR in transforming our external experience by focusing on the high level of personal efficacy and self-reflectiveness generated by their sense of presence and emotional engagement. Finally, it outlines the potential future use of virtuality for transforming our inner experience by structuring, altering, and/or replacing our bodily self-consciousness. The final outcome may be a new generation of transformative experiences that provide knowledge that is epistemically inaccessible to the individual until he or she has that experience, while at the same time transforming the individual's worldview.

  16. Transforming Experience: The Potential of Augmented Reality and Virtual Reality for Enhancing Personal and Clinical Change

    Science.gov (United States)

    Riva, Giuseppe; Baños, Rosa M.; Botella, Cristina; Mantovani, Fabrizia; Gaggioli, Andrea

    2016-01-01

    During life, many personal changes occur. These include changing house, school, work, and even friends and partners. However, the daily experience shows clearly that, in some situations, subjects are unable to change even if they want to. The recent advances in psychology and neuroscience are now providing a better view of personal change, the change affecting our assumptive world: (a) the focus of personal change is reducing the distance between self and reality (conflict); (b) this reduction is achieved through (1) an intense focus on the particular experience creating the conflict or (2) an internal or external reorganization of this experience; (c) personal change requires a progression through a series of different stages that however happen in discontinuous and non-linear ways; and (d) clinical psychology is often used to facilitate personal change when subjects are unable to move forward. Starting from these premises, the aim of this paper is to review the potential of virtuality for enhancing the processes of personal and clinical change. First, the paper focuses on the two leading virtual technologies – augmented reality (AR) and virtual reality (VR) – exploring their current uses in behavioral health and the outcomes of the 28 available systematic reviews and meta-analyses. Then the paper discusses the added value provided by VR and AR in transforming our external experience by focusing on the high level of personal efficacy and self-reflectiveness generated by their sense of presence and emotional engagement. Finally, it outlines the potential future use of virtuality for transforming our inner experience by structuring, altering, and/or replacing our bodily self-consciousness. The final outcome may be a new generation of transformative experiences that provide knowledge that is epistemically inaccessible to the individual until he or she has that experience, while at the same time transforming the individual’s worldview. PMID:27746747

  17. Transforming Experience: The Potential of Augmented Reality and Virtual Reality for Enhancing Personal and Clinical Change

    Directory of Open Access Journals (Sweden)

    Giuseppe Riva

    2016-09-01

    Full Text Available During our life we undergo many personal changes: we change our house, our school, our work and even our friends and partners. However, our daily experience shows clearly that in some situations subjects are unable to change even if they want to. The recent advances in psychology and neuroscience are now providing a better view of personal change, the change affecting our assumptive world: a the focus of personal change is reducing the distance between self and reality (conflict; b this reduction is achieved through (1 an intense focus on the particular experience creating the conflict or (2 an internal or external reorganization of this experience; c personal change requires a progression through a series of different stages; d clinical psychology is often used to facilitate personal change when subjects are unable to move forward. Starting from these premises, the aim of this paper is to review the potential of virtuality for enhancing the processes of personal and clinical change. First, the paper will focus on the two leading virtual technologies – Augmented Reality (AR and Virtual Reality (VR – exploring their current uses in behavioral health and the outcomes of the 28 available systematic reviews and meta-analyses. Then the paper discusses the added value provided by VR and AR in transforming our external experience, by focusing on the high level of self-reflectiveness and personal efficacy induced by their emotional engagement and sense of presence. Finally, it outlines the potential future use of virtuality for transforming our inner experience by structuring, altering and/or replacing our bodily self-consciousness. The final outcome may be a new generation of transformative experiences that provide knowledge that is epistemically inaccessible to the individual until he or she has that experience, while at the same time transforming the individual’s worldview.

  18. Exploratory Application of Augmented Reality/Mixed Reality Devices for Acute Care Procedure Training

    Directory of Open Access Journals (Sweden)

    Leo Kobayashi

    2017-12-01

    Full Text Available Introduction Augmented reality (AR, mixed reality (MR, and virtual reality devices are enabling technologies that may facilitate effective communication in healthcare between those with information and knowledge (clinician/specialist; expert; educator and those seeking understanding and insight (patient/family; non-expert; learner. Investigators initiated an exploratory program to enable the study of AR/MR use-cases in acute care clinical and instructional settings. Methods Academic clinician educators, computer scientists, and diagnostic imaging specialists conducted a proof-of-concept project to 1 implement a core holoimaging pipeline infrastructure and open-access repository at the study institution, and 2 use novel AR/MR techniques on off-the-shelf devices with holoimages generated by the infrastructure to demonstrate their potential role in the instructive communication of complex medical information. Results The study team successfully developed a medical holoimaging infrastructure methodology to identify, retrieve, and manipulate real patients’ de-identified computed tomography and magnetic resonance imagesets for rendering, packaging, transfer, and display of modular holoimages onto AR/MR headset devices and connected displays. Holoimages containing key segmentations of cervical and thoracic anatomic structures and pathology were overlaid and registered onto physical task trainers for simulation-based “blind insertion” invasive procedural training. During the session, learners experienced and used task-relevant anatomic holoimages for central venous catheter and tube thoracostomy insertion training with enhanced visual cues and haptic feedback. Direct instructor access into the learner’s AR/MR headset view of the task trainer was achieved for visual-axis interactive instructional guidance. Conclusion Investigators implemented a core holoimaging pipeline infrastructure and modular open-access repository to generate and enable

  19. Exploratory Application of Augmented Reality/Mixed Reality Devices for Acute Care Procedure Training.

    Science.gov (United States)

    Kobayashi, Leo; Zhang, Xiao Chi; Collins, Scott A; Karim, Naz; Merck, Derek L

    2018-01-01

    Augmented reality (AR), mixed reality (MR), and virtual reality devices are enabling technologies that may facilitate effective communication in healthcare between those with information and knowledge (clinician/specialist; expert; educator) and those seeking understanding and insight (patient/family; non-expert; learner). Investigators initiated an exploratory program to enable the study of AR/MR use-cases in acute care clinical and instructional settings. Academic clinician educators, computer scientists, and diagnostic imaging specialists conducted a proof-of-concept project to 1) implement a core holoimaging pipeline infrastructure and open-access repository at the study institution, and 2) use novel AR/MR techniques on off-the-shelf devices with holoimages generated by the infrastructure to demonstrate their potential role in the instructive communication of complex medical information. The study team successfully developed a medical holoimaging infrastructure methodology to identify, retrieve, and manipulate real patients' de-identified computed tomography and magnetic resonance imagesets for rendering, packaging, transfer, and display of modular holoimages onto AR/MR headset devices and connected displays. Holoimages containing key segmentations of cervical and thoracic anatomic structures and pathology were overlaid and registered onto physical task trainers for simulation-based "blind insertion" invasive procedural training. During the session, learners experienced and used task-relevant anatomic holoimages for central venous catheter and tube thoracostomy insertion training with enhanced visual cues and haptic feedback. Direct instructor access into the learner's AR/MR headset view of the task trainer was achieved for visual-axis interactive instructional guidance. Investigators implemented a core holoimaging pipeline infrastructure and modular open-access repository to generate and enable access to modular holoimages during exploratory pilot stage

  20. Evaluating the Effect on User Perception and Performance of Static and Dynamic Contents Deployed in Augmented Reality Based Learning Application

    Science.gov (United States)

    Montoya, Mauricio Hincapié; Díaz, Christian Andrés; Moreno, Gustavo Adolfo

    2017-01-01

    Nowadays, the use of technology to improve teaching and learning experiences in the classroom has been promoted. One of these technologies is augmented reality, which allows overlaying layers of virtual information on real scene with the aim of increasing the perception that user has of reality. Augmented reality has proved to offer several…

  1. Laparoscopic skill improvement after virtual reality simulator training in medical students as assessed by augmented reality simulator.

    Science.gov (United States)

    Nomura, Tsutomu; Mamada, Yasuhiro; Nakamura, Yoshiharu; Matsutani, Takeshi; Hagiwara, Nobutoshi; Fujita, Isturo; Mizuguchi, Yoshiaki; Fujikura, Terumichi; Miyashita, Masao; Uchida, Eiji

    2015-11-01

    Definitive assessment of laparoscopic skill improvement after virtual reality simulator training is best obtained during an actual operation. However, this is impossible in medical students. Therefore, we developed an alternative assessment technique using an augmented reality simulator. Nineteen medical students completed a 6-week training program using a virtual reality simulator (LapSim). The pretest and post-test were performed using an object-positioning module and cholecystectomy on an augmented reality simulator(ProMIS). The mean performance measures between pre- and post-training on the LapSim were compared with a paired t-test. In the object-positioning module, the execution time of the task (P reality simulator improved the operative skills of medical students as objectively evaluated by assessment using an augmented reality simulator instead of an actual operation. We hope that these findings help to establish an effective training program for medical students. © 2015 Japan Society for Endoscopic Surgery, Asia Endosurgery Task Force and Wiley Publishing Asia Pty Ltd.

  2. Augmented reality in the surgery of cerebral arteriovenous malformations: technique assessment and considerations.

    Science.gov (United States)

    Cabrilo, Ivan; Bijlenga, Philippe; Schaller, Karl

    2014-09-01

    Augmented reality technology has been used for intraoperative image guidance through the overlay of virtual images, from preoperative imaging studies, onto the real-world surgical field. Although setups based on augmented reality have been used for various neurosurgical pathologies, very few cases have been reported for the surgery of arteriovenous malformations (AVM). We present our experience with AVM surgery using a system designed for image injection of virtual images into the operating microscope's eyepiece, and discuss why augmented reality may be less appealing in this form of surgery. N = 5 patients underwent AVM resection assisted by augmented reality. Virtual three-dimensional models of patients' heads, skulls, AVM nidi, and feeder and drainage vessels were selectively segmented and injected into the microscope's eyepiece for intraoperative image guidance, and their usefulness was assessed in each case. Although the setup helped in performing tailored craniotomies, in guiding dissection and in localizing drainage veins, it did not provide the surgeon with useful information concerning feeder arteries, due to the complexity of AVM angioarchitecture. The difficulty in intraoperatively conveying useful information on feeder vessels may make augmented reality a less engaging tool in this form of surgery, and might explain its underrepresentation in the literature. Integrating an AVM's hemodynamic characteristics into the augmented rendering could make it more suited to AVM surgery.

  3. Augmented Reality Experience: From High-Resolution Acquisition to Real Time Augmented Contents

    Directory of Open Access Journals (Sweden)

    Paolo Clini

    2014-01-01

    Full Text Available This paper presents results of a research project “dUcale” that experiments ICT solutions for the museum of Palazzo Ducale (Urbino. In this project, the famed painting the “Città Ideale” becomes a case to exemplify a specific approach to the digital mediation of cultural heritage. An augmented reality (AR mobile application, able to enhance the museum visit experience, is presented. The computing technologies involved in the project (websites, desktop and social applications, mobile software, and AR constitute a persuasive environment for the artwork knowledge. The overall goal of our research is to provide to cultural institutions best practices efficiently on low budgets. Therefore, we present a low cost method for high-resolution acquisition of paintings; the image is used as a base in AR approach. The proposed methodology consists of an improved SIFT extractor for real time image. The other novelty of this work is the multipoint probabilistic layer. Experimental results demonstrated the robustness of the proposed approach with extensive use of the AR application in front of the “Città Ideale” painting. To prove the usability of the application and to ensure a good user experience, we also carried out several users tests in the real scenario.

  4. A novel augmented reality system for displaying inferior alveolar nerve bundles in maxillofacial surgery.

    Science.gov (United States)

    Zhu, Ming; Liu, Fei; Chai, Gang; Pan, Jun J; Jiang, Taoran; Lin, Li; Xin, Yu; Zhang, Yan; Li, Qingfeng

    2017-02-15

    Augmented reality systems can combine virtual images with a real environment to ensure accurate surgery with lower risk. This study aimed to develop a novel registration and tracking technique to establish a navigation system based on augmented reality for maxillofacial surgery. Specifically, a virtual image is reconstructed from CT data using 3D software. The real environment is tracked by the augmented reality (AR) software. The novel registration strategy that we created uses an occlusal splint compounded with a fiducial marker (OSM) to establish a relationship between the virtual image and the real object. After the fiducial marker is recognized, the virtual image is superimposed onto the real environment, forming the "integrated image" on semi-transparent glass. Via the registration process, the integral image, which combines the virtual image with the real scene, is successfully presented on the semi-transparent helmet. The position error of this navigation system is 0.96 ± 0.51 mm. This augmented reality system was applied in the clinic and good surgical outcomes were obtained. The augmented reality system that we established for maxillofacial surgery has the advantages of easy manipulation and high accuracy, which can improve surgical outcomes. Thus, this system exhibits significant potential in clinical applications.

  5. A New Hybrid Approach for Augmented Reality Maintenance in Scientific Facilities

    Directory of Open Access Journals (Sweden)

    Héctor Martínez

    2013-09-01

    Full Text Available Maintenance in scientific facilities is a difficult issue, especially in large and hazardous facilities, due to the complexity of tasks and equipment. Augmented reality is a technology that has already shown great promise in the maintenance field. With the help of augmented reality applications, maintenance tasks can be carried out faster and more safely. The problem with current applications is that they are small-scale prototypes that do not easily scale to large facility maintenance applications. This paper presents a new hybrid approach that enables the creation of augmented reality maintenance applications for large and hazardous scientific facilities. In this paper, a new augmented reality marker and the algorithm for its recognition is proposed. The performance of the algorithm is verified in three test cases, showing promising results in two of them. Improvements in robustness in the third test case in which the camera is moving quickly or when light conditions are extreme are subject to further studies. The proposed new approach will be integrated into an existing augmented reality maintenance system.

  6. Augmented reality in neurovascular surgery: feasibility and first uses in the operating room.

    Science.gov (United States)

    Kersten-Oertel, Marta; Gerard, Ian; Drouin, Simon; Mok, Kelvin; Sirhan, Denis; Sinclair, David S; Collins, D Louis

    2015-11-01

    The aim of this report is to present a prototype augmented reality (AR) intra-operative brain imaging system. We present our experience of using this new neuronavigation system in neurovascular surgery and discuss the feasibility of this technology for aneurysms, arteriovenous malformations (AVMs), and arteriovenous fistulae (AVFs). We developed an augmented reality system that uses an external camera to capture the live view of the patient on the operating room table and to merge this view with pre-operative volume-rendered vessels. We have extensively tested the system in the laboratory and have used the system in four surgical cases: one aneurysm, two AVMs and one AVF case. The developed AR neuronavigation system allows for precise patient-to-image registration and calibration of the camera, resulting in a well-aligned augmented reality view. Initial results suggest that augmented reality is useful for tailoring craniotomies, localizing vessels of interest, and planning resection corridors. Augmented reality is a promising technology for neurovascular surgery. However, for more complex anomalies such as AVMs and AVFs, better visualization techniques that allow one to distinguish between arteries and veins and determine the absolute depth of a vessel of interest are needed.

  7. PENGEMBANGAN APLIKASI MARKERLESS AUGMENTED REALITY BALINESE STORY “CALON ARANG”

    Directory of Open Access Journals (Sweden)

    Ni Made Sudiartini

    2016-10-01

    Abstract This research aimed at designing and implementing the result of Markerless Augmented Reality Balinese Story “Calon Arang” application. The objective of this development was to preserve one of the Balinese story, namely Calon Arang. The method used was research and development, for developing the application of Markerless Augmented Reality Balinese Story “Calon Arang”. ADDIE model was used as the model in this research. This model gives opportunities to do evaluation and revision in each phase. Therefore it will produce valid product. There are 5 steps in ADDIE model, such as: Analysis, Design, Development, Implementation, and Evaluation. The result of this project was in the form of application which contain calon arang story based on augmented reality which can be installed on android smartphone. This application is able to show picturein the format three dimension and it narration in Indonesia and English. Testing result of the user response after using the application said, markerless augmented reality Balinese story “calon arang” application is very interesting and can be used to preserve the Balinese culture with a percentage vote 86.66% said it is very good. Therefore this application can be used for media in introducing and preserving culture.   Keywords : Balinese Story, Calon Arang, Markerless Augmented Reality, 3 Dimension, Android

  8. Feasibility of Augmented Reality in Clinical Simulations: Using Google Glass With Manikins.

    Science.gov (United States)

    Chaballout, Basil; Molloy, Margory; Vaughn, Jacqueline; Brisson Iii, Raymond; Shaw, Ryan

    2016-03-07

    Studies show that students who use fidelity-based simulation technology perform better and have higher retention rates than peers who learn in traditional paper-based training. Augmented reality is increasingly being used as a teaching and learning tool in a continual effort to make simulations more realistic for students. The aim of this project was to assess the feasibility and acceptability of using augmented reality via Google Glass during clinical simulation scenarios for training health science students. Students performed a clinical simulation while watching a video through Google Glass of a patient actor simulating respiratory distress. Following participation in the scenarios students completed two surveys and were questioned if they would recommend continued use of this technology in clinical simulation experiences. We were able to have students watch a video in their field of vision of a patient who mimicked the simulated manikin. Students were overall positive about the implications for being able to view a patient during the simulations, and most students recommended using the technology in the future. Overall, students reported perceived realism with augmented reality using Google Glass. However, there were technical and usability challenges with the device. As newer portable and consumer-focused technologies become available, augmented reality is increasingly being used as a teaching and learning tool to make clinical simulations more realistic for health science students. We found Google Glass feasible and acceptable as a tool for augmented reality in clinical simulations.

  9. Emerging technology in surgical education: combining real-time augmented reality and wearable computing devices.

    Science.gov (United States)

    Ponce, Brent A; Menendez, Mariano E; Oladeji, Lasun O; Fryberger, Charles T; Dantuluri, Phani K

    2014-11-01

    The authors describe the first surgical case adopting the combination of real-time augmented reality and wearable computing devices such as Google Glass (Google Inc, Mountain View, California). A 66-year-old man presented to their institution for a total shoulder replacement after 5 years of progressive right shoulder pain and decreased range of motion. Throughout the surgical procedure, Google Glass was integrated with the Virtual Interactive Presence and Augmented Reality system (University of Alabama at Birmingham, Birmingham, Alabama), enabling the local surgeon to interact with the remote surgeon within the local surgical field. Surgery was well tolerated by the patient and early surgical results were encouraging, with an improvement of shoulder pain and greater range of motion. The combination of real-time augmented reality and wearable computing devices such as Google Glass holds much promise in the field of surgery. Copyright 2014, SLACK Incorporated.

  10. Aplikasi Augmented Reality Jurusan Teknologi Informasi Universitas Udayana (AR-TI

    Directory of Open Access Journals (Sweden)

    Desak Ayu Sista Dewi

    2017-07-01

    Full Text Available Augmented Reality is a technology that combines object 2-dimensional and 3-dimensional into a real envireonment in real time. Department of Information Technology is an eight years old department that has basic amenity such as a building with several rooms where the learning processes take place. Application of Augmented Reality technology used in the design of applications Augmented Reality or AR Department of Information Technology-IT is designed to be user friendly. The design uses a marker of the rupiah currency aims to simplify the user to get information anywhere and anytime because it is universal. The performance of AR-IT application that users use the rupiah currency scanning the marker using Android smartphone then the application can display 3-dimensional objects and voice narration about Udayana University Information Technology building.

  11. PEMBUATAN MOBILE TOUR GUIDE MUSEUM SANGIRAN DENGAN AUGMENTED REALITY BERBASIS MARKERLESS TRACKING

    Directory of Open Access Journals (Sweden)

    Fendi Aji Purnomo

    2015-11-01

    Full Text Available ABSTRAK Museum Purbakala Sangiran merupakan salah satu museum yang menyimpan benda purbakala. Digitalisasi objek purbakala merupakan salah satu usaha pelestarian yang dilakukan. Tujuan dari penelitian ini adalah untuk melakukan digitalisasi informasi benda-benda purbakala di ruang pamer Museum Sangiran dengan menggunakan teknologi Augmented reality berbasis Android. Metodologi penelitian dalam pengembangan Augmented reality untuk Mobile Guide Museum Sangiran menggunakan metode waterfall, yaitu tahap analisis, perancangan, desain & script, serta pengujian dilakukan melalui survey kuisioner. Analisis pengujian aplikasi terhadap daya tarik pengunjung dilakukan berbasis angket kuisioner dengan skala butir pertanyaan menggunakan skala Likert dengan skala 6. Hasil analisis berupa validitas dan realibilitas menghasilkan alpha cronbach 0,97 sehingga semua butir pertanyaan dinyatakan valid dan reliable. Tanggapan responden terhadap aplikasi Mobile Guide Museum Sangiran bernilai setuju-sangat setuju diwujudkan dalam 5 aspek yaitu ketertarikan terhadap aplikasi 93%, kemudahan mendapatkan informasi 97%, kemudahan navigasi 100%, interaktifitas aplikasi 94%, dan inovasi aplikasi 97%. Kata kunci: benda purbakala, markerless, mobile augmented reality.

  12. Face Detection for Augmented Reality Application Using Boosting-based Techniques

    Directory of Open Access Journals (Sweden)

    Youssef Hbali

    2016-12-01

    Full Text Available Augmented reality has gained an increasing research interest over the few last years. Customers requirements have become more intense and more demanding, the need of the different industries to re-adapt their products and enhance them by recent advances in the computer vision and more intelligence has become a necessary. In this work we present a marker-less augmented reality application that can be used and expanded in the e-commerce industry. We take benefit of the well known boosting techniques to train and evaluate different face detectors using the multi-block local binary features. The work purpose is to select the more relevant training parameters in order to maximize the classification accuracy. Using the resulted face detector, the position of the face will serve as a marker in the proposed augmented reality.

  13. Use of augmented reality in command and control situation awareness

    CSIR Research Space (South Africa)

    Le Roux, WH

    2010-06-01

    Full Text Available to augment visuals when physically at the area of operations. This may be part of site reconnaissance or intelligence operations. The latter is typically for an operation, whereas the former would be to prepare for an exercise. Access to sites... to discuss possible applications. Attention is paid to situation awareness and three specific functions: planning, current operations and exercise support. Technical challenges are highlighted before the discussion is concluded. Overview of augmented...

  14. Virtual and augmented reality for training on maintenance; Realidad virutal y aumentada para la formacion en mantenimiento

    Energy Technology Data Exchange (ETDEWEB)

    Gonzalez, F.

    2001-07-01

    This paper presents two projects focused to support training on maintenance using new technologies. Both projects aims at specifying. designing, developing, and demonstrating prototypes allowing computer guided maintenance of complex mechanical elements using Virtual Reality (VIRMAN) and Augmented Reality (STARMATE) techniques. VIRMAN project is dedicated to training course development on maintenance using Virtual Reality. It based in the animation of three dimension images for component assembly/de-assembly or equipment movements. STARMATE will rely on Augmented Reality techniques which is a growing area in virtual Reality research. The idea of Augmented Reality is to combine a real scene, viewed by the user, with a virtual scene generated by a computer augmenting the reality with additional information. (Author)

  15. Life-cycle oriented perspectives of augmented reality based human-robot interaction with industrial robots; Lebenszyklusorientierte Betrachtung der Einsatzmoeglichkeiten von Augmented Reality in der Industrierobotik

    Energy Technology Data Exchange (ETDEWEB)

    Bischoff, R.; Kogan, Y.; Kurth, J. [KUKA Roboter GmbH, Augsburg (Germany)

    2007-07-01

    The industrial robot manufacturer KUKA Roboter GmbH developed a training tool for novice users of industrial robots, which is based on Augmented Reality and significantly lowers the typical barriers to learn robot operation and programming. Based on the experiences gained during the development KUKA begun to systematically analyse the whole life cycle of a robot system and identified more areas that could be suitable for the application of Augmented Reality. The requirements of the identified application areas led to requirements for the core components of an AR system - tracking, visualization, interaction and set-up - to be used in a manufacturing environment. Various algorithms and hardware and software modules were developed to fulfil these requirements. Implementation details and results of initial experiments and a user survey are presented. (orig.)

  16. Considerations on the use of Virtual and Augmented Reality Technologies in Music Education

    DEFF Research Database (Denmark)

    Serafin, Stefania; Adjorlu, Ali; Nilsson, Niels Chr.

    2017-01-01

    Learning to play an instrument is challenging for both children and adults. Adding to this music education in K-12 oftentimes is subject to budget cuts. In this paper, we propose that virtual reality may offer children with an alternative approach to acquiring musical skills. Initially we present...... an overview of the state of the art software and technology for virtual and augmented reality in music, and then we outline a series of considerations on how virtual and augmented reality can help music education.......Learning to play an instrument is challenging for both children and adults. Adding to this music education in K-12 oftentimes is subject to budget cuts. In this paper, we propose that virtual reality may offer children with an alternative approach to acquiring musical skills. Initially we present...

  17. Crimes Scenes as Augmented Reality, off-screen, online and offline

    DEFF Research Database (Denmark)

    Sandvik, Kjetil; Waade, Anne-Marit

    Our field of investigation is site specific realism in crime fiction and spatial production as media specific features. We analyze the (re)production of crime scenes in respectively crime series, computer games and tourist practice, and relate this to the ideas of augmented reality. Using...... a distinction between places as locations situated in the physical world and spaces as imagined or virtual locations as our point of departure, this paper investigates how places in various ways have become augmented by means of mediatization. Augmented reality represents processes of mediatization that broaden...... and enhance spatial experiences. These processes are characterized by the activation of users and the creation of artificial operational environments embedded in various physical or virtual locations. The idea of augmented spatial practice is related to the ideas of site specific aesthetic...

  18. Crimes Scenes as Augmented Reality, off-screen, online and offline

    DEFF Research Database (Denmark)

    Sandvik, Kjetil; Waade, Anne Marit

    2008-01-01

    Our field of investigation is site specific realism in crime fiction and spatial production as media specific features. We analyze the (re)production of crime scenes in respectively crime series, computer games and tourist practice, and relate this to the ideas of augmented reality. Using...... a distinction between places as locations situated in the physical world and spaces as imagined or virtual locations as our point of departure, this paper investigates how places in various ways have become augmented by means of mediatization. Augmented reality represents processes of mediatization that broaden...... and enhance spatial experiences. These processes are characterized by the activation of users and the creation of artificial operational environments embedded in various physical or virtual locations. The idea of augmented spatial practice is related to the ideas of site specific aesthetic...

  19. KioskAR: An Augmented Reality Game as a New Business Model to Present Artworks

    Directory of Open Access Journals (Sweden)

    Yoones A. Sekhavat

    2016-01-01

    Full Text Available This paper presents the architecture of KioskAR, which is a pervasive game implemented using augmented reality (AR. This game introduces a new business model that makes it possible for players to present their artworks in virtual kiosks using augmented reality, while they are having fun playing the game. In addition to competition between the players in the game, this game requires social interaction between players to earn more points. A user study is conducted to evaluate the sense of presence and the usability of the application. The results of experiments show that KioskAR can achieve a high level of usability as well as sense of presence.

  20. Exploring the benefits of augmented reality documentation for maintenance and repair.

    Science.gov (United States)

    Henderson, Steven; Feiner, Steven

    2011-10-01

    We explore the development of an experimental augmented reality application that provides benefits to professional mechanics performing maintenance and repair tasks in a field setting. We developed a prototype that supports military mechanics conducting routine maintenance tasks inside an armored vehicle turret, and evaluated it with a user study. Our prototype uses a tracked headworn display to augment a mechanic's natural view with text, labels, arrows, and animated sequences designed to facilitate task comprehension, localization, and execution. A within-subject controlled user study examined professional military mechanics using our system to complete 18 common tasks under field conditions. These tasks included installing and removing fasteners and indicator lights, and connecting cables, all within the cramped interior of an armored personnel carrier turret. An augmented reality condition was tested against two baseline conditions: the same headworn display providing untracked text and graphics and a fixed flat panel display representing an improved version of the laptop-based documentation currently employed in practice. The augmented reality condition allowed mechanics to locate tasks more quickly than when using either baseline, and in some instances, resulted in less overall head movement. A qualitative survey showed that mechanics found the augmented reality condition intuitive and satisfying for the tested sequence of tasks. © 2011 IEEE

  1. Utilizing virtual and augmented reality for educational and clinical enhancements in neurosurgery.

    Science.gov (United States)

    Pelargos, Panayiotis E; Nagasawa, Daniel T; Lagman, Carlito; Tenn, Stephen; Demos, Joanna V; Lee, Seung J; Bui, Timothy T; Barnette, Natalie E; Bhatt, Nikhilesh S; Ung, Nolan; Bari, Ausaf; Martin, Neil A; Yang, Isaac

    2017-01-01

    Neurosurgery has undergone a technological revolution over the past several decades, from trephination to image-guided navigation. Advancements in virtual reality (VR) and augmented reality (AR) represent some of the newest modalities being integrated into neurosurgical practice and resident education. In this review, we present a historical perspective of the development of VR and AR technologies, analyze its current uses, and discuss its emerging applications in the field of neurosurgery. Copyright © 2016 Elsevier Ltd. All rights reserved.

  2. Augmented Reality Applied to the Diagnostics and Fruition of Cultural Heritage

    OpenAIRE

    Lucio Colizzi; Andrea Martini; Francesco Chionna

    2010-01-01

    The term “Augmented Reality” (AR) is used to define integrated hardware and software technologies, designed to mix video footage taken by a camera with three-dimensional virtual objects. The result is a mix between real reality and virtual reality. Many applications of this technology are beingdeveloped for use in the field of cultural heritage and are being introduced for use in specialized contexts such as in certain phases of the diagnostic process or fruition. The basic algorithmic approa...

  3. A feasibility study on SSVEP-based interaction with motivating and immersive virtual and augmented reality

    OpenAIRE

    Faller, Josef; Allison, Brendan Z.; Brunner, Clemens; Scherer, Reinhold; Schmalstieg, Dieter; Pfurtscheller, Gert; Neuper, Christa

    2017-01-01

    Non-invasive steady-state visual evoked potential (SSVEP) based brain-computer interface (BCI) systems offer high bandwidth compared to other BCI types and require only minimal calibration and training. Virtual reality (VR) has been already validated as effective, safe, affordable and motivating feedback modality for BCI experiments. Augmented reality (AR) enhances the physical world by superimposing informative, context sensitive, computer generated content. In the context of BCI, AR can be ...

  4. Crimes Scenes as Augmented Reality, off-screen, online and offline

    OpenAIRE

    Sandvik, Kjetil; Waade, Anne Marit

    2008-01-01

    Our field of investigation is site specific realism in crimefiction and spatial production as media specific features.We analyze the (re)production of crime scenes in respectivelycrime series, computer games and tourist practice,and relate this to the ideas of augmented reality. Using a distinctionbetween places as locations situated in the physicalworld and spaces as imagined or virtuallocations as our point of departure, this paper investigates how placesin various ways have become augmente...

  5. The interactive alphabet with augmented reality as a form of involving children in educational process

    Directory of Open Access Journals (Sweden)

    Vladimir D. Sekerin

    2017-01-01

    Full Text Available Research objective: to prove the expediency of using technologies with augmented reality in educational process of children in order to increase the level of their involvement and to improve the efficiency of educational process. Materials and methods. The information base of the research was made by scientific publications, information and analytical reviews, periodicals, monographs, information placed in the Internet network, concerning practical application of technologies with augmented reality in educational process, descriptive and comparative methods of analysis form the methodical basis of this research. Results. It is shown that in educational process of children it is expedient to use the modern technological achievements allowing organizing productive interactions and relationship of the students among themselves and with teachers, lecturers. Educational, business, role-playing games, discussions promoting acceleration of acquiring  a new experience and receiving new knowledge are the perspective formats of realizing the educational process. The world of augmented reality has the following properties: combines the real and virtual, interacts in real time mode, and functions in three-dimensional space. The advantages of the Interactive alphabet on the basis of the augmented reality technology are as follows: 1 security of strong emotional responses; 2 the involvement and interactivity promoting steady memorizing; 3 possibilities of interaction with the artificial world by means of gadgets; 4 Digital and offline communication; 5 possibility of carrying out virtual lessons. One of the main features of virtual reality is the feeling of participation and the opportunity to observe everything from the first person. It makes expedient to carry out lessons entirely in the virtual reality. Achievement of full involvement in educational process promotes increase of motivation and progress in knowledge acquisition.  The use of the augmented

  6. Phenomenology, Pokémon Go, and Other Augmented Reality Games : A Study of a Life Among Digital Objects

    NARCIS (Netherlands)

    Liberati, Nicola

    2017-01-01

    The aim of this paper is to analyse the effects on the everyday world of actual Augmented Reality games which introduce digital objects in our surroundings from a phenomenological point of view. Augmented Reality is a new technology aiming to merge digital and real objects, and it is becoming

  7. A collaborative game to study presence and situational awareness in a physical and an augmented reality environment

    NARCIS (Netherlands)

    Datcu, D.; Lukosch, S.G.; Lukosch, H.K.

    2016-01-01

    While augmented reality research has grown into a mature field over the last years, the aspects of situational awareness and presence of augmented reality (AR) are still quite open research topics. This paper introduces a collaborative game to explore the different perception of situational

  8. The Wearable World in the Palm of our Hand: The Perceived Importance of Augmented Reality in Marketing Strategies

    Directory of Open Access Journals (Sweden)

    Fernando Bandeira, Ph.D

    2013-07-01

    Full Text Available The present article refers to an exploratory study of the perceived importance of augmented reality for marketing strategies, namely in what concern: costs, branding, communications and product versus immersion, body, wearable and blended augmented reality. It starts with the theoretical framework for augmented reality, followed by the design and research methodology; it then proceeds with the analyses and comment of data gathered, and at the end, it refers to the research limitations and perspectives. Results point out that augmented reality is not perceived as an outstanding tool for marketing nor as an investment with high benefits, nevertheless it is seen as pertinent for blended marketing and immersive augmented reality gathering some sympathy from respondents.

  9. Outdoor Illumination Estimation in Image Sequences for Augmented Reality

    DEFF Research Database (Denmark)

    Madsen, Claus B.; Lal, Brajesh Behari

    2011-01-01

    the detected shadows is used to estimate the radiance of the sun. The technique does not require special purpose objects in the scene, nor does it require High Dynamic Range imagery. Results are demonstrated by rendering augmented objects into real images with shading and shadows which are consistent...

  10. Moving from virtual reality exposure-based therapy to augmented reality exposure-based therapy: a review.

    Science.gov (United States)

    Baus, Oliver; Bouchard, Stéphane

    2014-01-01

    This paper reviews the move from virtual reality exposure-based therapy to augmented reality exposure-based therapy (ARET). Unlike virtual reality (VR), which entails a complete virtual environment (VE), augmented reality (AR) limits itself to producing certain virtual elements to then merge them into the view of the physical world. Although, the general public may only have become aware of AR in the last few years, AR type applications have been around since beginning of the twentieth century. Since, then, technological developments have enabled an ever increasing level of seamless integration of virtual and physical elements into one view. Like VR, AR allows the exposure to stimuli which, due to various reasons, may not be suitable for real-life scenarios. As such, AR has proven itself to be a medium through which individuals suffering from specific phobia can be exposed "safely" to the object(s) of their fear, without the costs associated with programing complete VEs. Thus, ARET can offer an efficacious alternative to some less advantageous exposure-based therapies. Above and beyond presenting what has been accomplished in ARET, this paper covers some less well-known aspects of the history of AR, raises some ARET related issues, and proposes potential avenues to be followed. These include the type of measures to be used to qualify the user's experience in an augmented reality environment, the exclusion of certain AR-type functionalities from the definition of AR, as well as the potential use of ARET to treat non-small animal phobias, such as social phobia.

  11. Moving from Virtual Reality Exposure-Based Therapy to Augmented Reality Exposure-Based Therapy: A Review

    Science.gov (United States)

    Baus, Oliver; Bouchard, Stéphane

    2014-01-01

    This paper reviews the move from virtual reality exposure-based therapy to augmented reality exposure-based therapy (ARET). Unlike virtual reality (VR), which entails a complete virtual environment (VE), augmented reality (AR) limits itself to producing certain virtual elements to then merge them into the view of the physical world. Although, the general public may only have become aware of AR in the last few years, AR type applications have been around since beginning of the twentieth century. Since, then, technological developments have enabled an ever increasing level of seamless integration of virtual and physical elements into one view. Like VR, AR allows the exposure to stimuli which, due to various reasons, may not be suitable for real-life scenarios. As such, AR has proven itself to be a medium through which individuals suffering from specific phobia can be exposed “safely” to the object(s) of their fear, without the costs associated with programing complete VEs. Thus, ARET can offer an efficacious alternative to some less advantageous exposure-based therapies. Above and beyond presenting what has been accomplished in ARET, this paper covers some less well-known aspects of the history of AR, raises some ARET related issues, and proposes potential avenues to be followed. These include the type of measures to be used to qualify the user’s experience in an augmented reality environment, the exclusion of certain AR-type functionalities from the definition of AR, as well as the potential use of ARET to treat non-small animal phobias, such as social phobia. PMID:24624073

  12. Moving from Virtual Reality Exposure-Based Therapy (VRET to Augmented Reality Exposure-Based Therapy (ARET: A review.

    Directory of Open Access Journals (Sweden)

    Oliver eBaus

    2014-03-01

    Full Text Available This paper reviews the move from virtual reality exposure-based therapy (VRET to augmented reality exposure-based therapy (ARET. Unlike virtual reality (VR, which entails a complete virtual environment (VE, augmented reality (AR limits itself to producing certain virtual elements to then merge them into the view of the physical world. Although the general public may only have become aware of AR in the last few years, AR type applications have been around since beginning of the 20th century. Since, then, technological developments have enabled an ever increasing level of seamless integration of virtual and physical elements into one view. Like VR, AR allows the exposure to stimuli which, due to various reasons, may not be suitable for real-life scenarios. As such, AR has proven itself to be a medium through which individuals suffering from specific phobia can be exposed safely to the object(s of their fear, without the costs associated with programming complete virtual environments. Thus, ARET can offer an efficacious alternative to some less advantageous exposure-based therapies. Above and beyond presenting what has been accomplished in ARET, this paper also raises some ARET related issues, and proposes potential avenues to be followed. These include the definition of an AR related term, the type of measures to be used to qualify the user’s experience in an augmented reality environment (ARE, the development of alternative geospatial referencing systems, as well as the potential use of ARET to treat social phobia. Overall, it may be said that the use of ARET, although promising, is still in its infancy but that, given a continued cooperation between clinical and technical teams, ARET has the potential of going well beyond the treatment of small animal phobia.

  13. Augmented Reality som wearable. Et design for visuel læring i sygeplejerskeuddannelsens anatomiundervisning

    DEFF Research Database (Denmark)

    Buhl, Mie; Rahn, Annette

    2015-01-01

    Artiklen omhandler design og implementering af Augmented Reality (AR) i form af en wearable i sygeplejerskeuddannelsens anatomiundervisning, mere specifikt undervisning i lungeanatomi og respiration, med fokus på potentialer for visuel læring. Projektet undersøger, hvordan en udviklet AR...

  14. Students as producers of augmented reality in science - Developing representational competence through scaffolded dialogue

    DEFF Research Database (Denmark)

    Nielsen, Birgitte Lund; Brandt, Harald; Swensen, Hakon

    The paper presents findings from a 3 year EU-project focusing on the use of Augmented Reality (AR) for science education in lower secondary school. Based on teacher interviews and video/observation from Danish, Norwegian and Spanish classrooms, possibilities and challenges are discussed in relation...

  15. Augmented Reality for Teaching Science Vocabulary to Postsecondary Education Students with Intellectual Disabilities and Autism

    Science.gov (United States)

    McMahon, Don D.; Cihak, David F.; Wright, Rachel E.; Bell, Sherry Mee

    2016-01-01

    The purpose of this study was to examine the use of an emerging technology called augmented reality to teach science vocabulary words to college students with intellectual disability and autism spectrum disorders. One student with autism and three students with an intellectual disability participated in a multiple probe across behaviors (i.e.,…

  16. Integrated Authoring Tool for Mobile Augmented Reality-Based E-Learning Applications

    Science.gov (United States)

    Lobo, Marcos Fermin; Álvarez García, Víctor Manuel; del Puerto Paule Ruiz, María

    2013-01-01

    Learning management systems are increasingly being used to complement classroom teaching and learning and in some instances even replace traditional classroom settings with online educational tools. Mobile augmented reality is an innovative trend in e-learning that is creating new opportunities for teaching and learning. This article proposes a…

  17. Usability Evaluation of an Augmented Reality System for Teaching Euclidean Vectors

    Science.gov (United States)

    Martin-Gonzalez, Anabel; Chi-Poot, Angel; Uc-Cetina, Victor

    2016-01-01

    Augmented reality (AR) is one of the emerging technologies that has demonstrated to be an efficient technological tool to enhance learning techniques. In this paper, we describe the development and evaluation of an AR system for teaching Euclidean vectors in physics and mathematics. The goal of this pedagogical tool is to facilitate user's…

  18. Augmented Reality i naturfag: modellering – undersøgelse - dialog

    DEFF Research Database (Denmark)

    Nielsen, Birgitte Lund; Brandt, Harald; Surland, Mogens

    Den fremlagte forskning rapporterede fra pilotafprøvning i 7.og 8. klasse fysik/kemi og biologi ifm. et EU-projekt, der udvikler Augmented Reality (AR) til naturfagsundervisning. Muligheder og udfordringer ved lærerens stilladsering af elevernes undersøgende samtale og modelleringskompetence er...

  19. Reality has always been augmented: Play and the promises of Pokémon GO

    DEFF Research Database (Denmark)

    Sicart, Miguel Angel

    2016-01-01

    that the success of Pokémon GO is the result of the development of a play experience and a computational interface for a reality that is already augmented. These interfaces open new possibilities for digital play in public, but they also raise concerns regarding corporate appropriation of public spaces....

  20. The Use of Augmented Reality Games in Education: A Review of the Literature

    Science.gov (United States)

    Koutromanos, George; Sofos, Alivisos; Avraamidou, Lucy

    2015-01-01

    This paper provides a review of the literature about the use of augmented reality in education and specifically in the context of formal and informal environments. It examines the research that has been conducted up to date on the use of those games through mobile technology devices such as mobile phones and tablets, both in primary and secondary…

  1. Augmented Reality: Sustaining Autonomous Way-Finding in the Community for Older Persons with Cognitive Impairment.

    Science.gov (United States)

    Sejunaite, K; Lanza, C; Ganders, S; Iljaitsch, A; Riepe, M W

    2017-01-01

    Impairment of autonomous way-finding subsequent to a multitude of neurodegenerative and other diseases impedes independence of older persons and their everyday activities. It was the goal to use augmented reality to aid autonomous way-finding in a community setting. A spatial map and directional information were shown via head-up display to guide patients from the start zone on the hospital campus to a bakery in the nearby community. Hospital campus and nearby community. Patients with mild cognitive impairment (age 63 to 89). A head-up display was used to help patients find their way. Time needed to reach goal and number of assists needed. With use of augmented reality device, patients preceded along the correct path in 113 out of 120 intersections. Intermittent reassurance was needed for most patients. Patients affirmed willingness to use such an augmented reality device in everyday life if needed or even pay for it. Augmented reality guided navigation is a promising means to sustain autonomous way-finding as a prerequisite for autonomy of older persons in everyday activities. Thus, this study lays ground for a field trial in the community using assistive technology for older persons with cognitive impairment.

  2. Automatic cell identification and visualization using digital holographic microscopy with head mounted augmented reality devices.

    Science.gov (United States)

    O'Connor, Timothy; Rawat, Siddharth; Markman, Adam; Javidi, Bahram

    2018-03-01

    We propose a compact imaging system that integrates an augmented reality head mounted device with digital holographic microscopy for automated cell identification and visualization. A shearing interferometer is used to produce holograms of biological cells, which are recorded using customized smart glasses containing an external camera. After image acquisition, segmentation is performed to isolate regions of interest containing biological cells in the field-of-view, followed by digital reconstruction of the cells, which is used to generate a three-dimensional (3D) pseudocolor optical path length profile. Morphological features are extracted from the cell's optical path length map, including mean optical path length, coefficient of variation, optical volume, projected area, projected area to optical volume ratio, cell skewness, and cell kurtosis. Classification is performed using the random forest classifier, support vector machines, and K-nearest neighbor, and the results are compared. Finally, the augmented reality device displays the cell's pseudocolor 3D rendering of its optical path length profile, extracted features, and the identified cell's type or class. The proposed system could allow a healthcare worker to quickly visualize cells using augmented reality smart glasses and extract the relevant information for rapid diagnosis. To the best of our knowledge, this is the first report on the integration of digital holographic microscopy with augmented reality devices for automated cell identification and visualization.

  3. Examining the Effectiveness of Augmented Reality Applications in Education: A Meta-Analysis

    Science.gov (United States)

    Tekedere, Hakan; Göke, Hanife

    2016-01-01

    In this study, the purpose is examining the reviews released on augmented reality applications in education, merging the results obtained in the studies that are independent from each other, and providing a new viewpoint for the studies that will be conducted in the future. The meta-analysis method has been used in the study. 15 out of 171…

  4. Investigating the Role of Augmented Reality Technology in the Language Classroom

    Science.gov (United States)

    Solak, Ekrem; Cakir, Recep

    2016-01-01

    The purpose of this study was to inform about some of the current applications and literature on Augmented Reality (AR) technology in education and to present experimental data about the effectiveness of AR application in a language classroom at the elementary level in Turkey. The research design of the study was quasi-experimental. Sixty-one 5th…

  5. Apply an Augmented Reality in a Mobile Guidance to Increase Sense of Place for Heritage Places

    Science.gov (United States)

    Chang, Yu-Lien; Hou, Huei-Tse; Pan, Chao-Yang; Sung, Yao-Ting; Chang, Kuo-En

    2015-01-01

    Based on the sense of place theory and the design principles of guidance and interpretation, this study developed an augmented reality mobile guidance system that used a historical geo-context-embedded visiting strategy. This tool for heritage guidance and educational activities enhanced visitor sense of place. This study consisted of 3 visitor…

  6. Towards Engaging Upper Extremity Motor Dysfunction Assessment Using Augmented Reality Games

    NARCIS (Netherlands)

    Cidota, M.A.; Lukosch, S.G.; Bank, Paulina J.M.; Ouwehand, P.W.

    2017-01-01

    Advances in technology offer new opportunities for a better understanding of how different disorders affect motor function. Our aim is to explore the potential of augmented reality (AR) using free hand and body tracking to develop engaging games for a uniform, cost-effective and objective evaluation

  7. Making the Invisible Visible in Science Museums through Augmented Reality Devices

    Science.gov (United States)

    Yoon, Susan A.; Wang, Joyce

    2014-01-01

    Despite the potential of augmented reality (AR) in enabling students to construct new understanding, little is known about how the processes and interactions with the multimedia lead to increased learning. This study seeks to explore the affordances of an AR tool on learning that is focused on the science concept of magnets and magnetic fields.…

  8. Integrating Augmented Reality Technology to Enhance Children's Learning in Marine Education

    Science.gov (United States)

    Lu, Su-Ju; Liu, Ying-Chieh

    2015-01-01

    Marine education comprises rich and multifaceted issues. Raising general awareness of marine environments and issues demands the development of new learning materials. This study adapts concepts from digital game-based learning to design an innovative marine learning program integrating augmented reality (AR) technology for lower grade primary…

  9. Augmented Reality-Based Simulators as Discovery Learning Tools: An Empirical Study

    Science.gov (United States)

    Ibáñez, María-Blanca; Di-Serio, Ángela; Villarán-Molina, Diego; Delgado-Kloos, Carlos

    2015-01-01

    This paper reports empirical evidence on having students use AR-SaBEr, a simulation tool based on augmented reality (AR), to discover the basic principles of electricity through a series of experiments. AR-SaBEr was enhanced with knowledge-based support and inquiry-based scaffolding mechanisms, which proved useful for discovery learning in…

  10. Virtual and Augmented Reality Systems for Renal Interventions: A Systematic Review.

    Science.gov (United States)

    Detmer, Felicitas J; Hettig, Julian; Schindele, Daniel; Schostak, Martin; Hansen, Christian

    2017-01-01

    Many virtual and augmented reality systems have been proposed to support renal interventions. This paper reviews such systems employed in the treatment of renal cell carcinoma and renal stones. A systematic literature search was performed. Inclusion criteria were virtual and augmented reality systems for radical or partial nephrectomy and renal stone treatment, excluding systems solely developed or evaluated for training purposes. In total, 52 research papers were identified and analyzed. Most of the identified literature (87%) deals with systems for renal cell carcinoma treatment. About 44% of the systems have already been employed in clinical practice, but only 20% in studies with ten or more patients. Main challenges remaining for future research include the consideration of organ movement and deformation, human factor issues, and the conduction of large clinical studies. Augmented and virtual reality systems have the potential to improve safety and outcomes of renal interventions. In the last ten years, many technical advances have led to more sophisticated systems, which are already applied in clinical practice. Further research is required to cope with current limitations of virtual and augmented reality assistance in clinical environments.

  11. The AIDLET Model: A Framework for Selecting Games, Simulations and Augmented Reality Environments in Mobile Learning

    Science.gov (United States)

    Bidarra, José; Rothschild, Meagan; Squire, Kurt; Figueiredo, Mauro

    2013-01-01

    Smartphones and other mobile devices like the iPhone, Android, Kindle Fire, and iPad have boosted educators' interest in using mobile media for education. Applications from games to augmented reality are thriving in research settings, and in some cases schools and universities, but relatively little is known about how such devices may be used for…

  12. Feasibility of Using an Augmented Immersive Virtual Reality Learning Environment to Enhance Music Conducting Skills

    Science.gov (United States)

    Orman, Evelyn K.; Price, Harry E.; Russell, Christine R.

    2017-01-01

    Acquiring nonverbal skills necessary to appropriately communicate and educate members of performing ensembles is essential for wind band conductors. Virtual reality learning environments (VRLEs) provide a unique setting for developing these proficiencies. For this feasibility study, we used an augmented immersive VRLE to enhance eye contact, torso…

  13. Examining Augmented Reality to Improve Navigation Skills in Postsecondary Students with Intellectual Disability

    Science.gov (United States)

    Smith, Cate C.; Cihak, David F.; Kim, Byungkeon; McMahon, Don D.; Wright, Rachel

    2017-01-01

    The purpose of this study was to examine the effects of using mobile technology to improve navigation skills in three students with intellectual disability (ID) in a postsecondary education program. Navigation skills included using an augmented reality iPhone app to make correct "waypoint" decisions when traveling by foot on a university…

  14. Making the Invisible Observable by Augmented Reality in Informal Science Education Context

    Science.gov (United States)

    Salmi, Hannu; Thuneberg, Helena; Vainikainen, Mari-Pauliina

    2017-01-01

    The aim of the study was to analyse learning using Augmented Reality (AR) technology and the motivational and cognitive aspects related to it in an informal learning context. The 146 participants were 11- to 13-year-old Finnish pupils visiting a science centre exhibition. The data, which consisted of both cognitive tasks and self-report…

  15. Interactive Print: The Design of Cognitive Tasks in Blended Augmented Reality and Print Documents

    Science.gov (United States)

    Nadolny, Larysa

    2017-01-01

    The combination of print materials and augmented reality in education is increasingly accessible due to advances in mobile technologies. Using familiar paper-based activities overlaid with digital items, also known as interactive print, educators can create a custom learning experience for students. There is very little guidance on the design of…

  16. On the use of Augmented Reality techniques in learning and interpretation of cardiologic data.

    Science.gov (United States)

    Lamounier, Edgard; Bucioli, Arthur; Cardoso, Alexandre; Andrade, Adriano; Soares, Alcimar

    2010-01-01

    Augmented Reality is a technology which provides people with more intuitive ways of interaction and visualization, close to those in real world. The amount of applications using Augmented Reality is growing every day, and results can be already seen in several fields such as Education, Training, Entertainment and Medicine. The system proposed in this article intends to provide a friendly and intuitive interface based on Augmented Reality for heart beating evaluation and visualization. Cardiologic data is loaded from several distinct sources: simple standards of heart beating frequencies (for example situations like running or sleeping), files of heart beating signals, scanned electrocardiographs and real time data acquisition of patient's heart beating. All this data is processed to produce visualization within Augmented Reality environments. The results obtained in this research have shown that the developed system is able to simplify the understanding of concepts about heart beating and its functioning. Furthermore, the system can help health professionals in the task of retrieving, processing and converting data from all the sources handled by the system, with the support of an edition and visualization mode.

  17. Exploring the Effect of Materials Designed with Augmented Reality on Language Learners' Vocabulary Learning

    Science.gov (United States)

    Solak, Ekrem; Cakir, Recep

    2015-01-01

    The purpose of this study was to determine the motivational level of the participants in a language classroom towards course materials designed in accordance with augmented reality technology and to identify the correlation between academic achievement and motivational level. 130 undergraduate students from a state-run university in Turkey…

  18. Augmenting Reality and Formality of Informal and Non-Formal Settings to Enhance Blended Learning

    Science.gov (United States)

    Pérez-Sanagustin, Mar; Hernández-Leo, Davinia; Santos, Patricia; Kloos, Carlos Delgado; Blat, Josep

    2014-01-01

    Visits to museums and city tours have been part of higher and secondary education curriculum activities for many years. However these activities are typically considered "less formal" when compared to those carried out in the classroom, mainly because they take place in informal or non-formal settings. Augmented Reality (AR) technologies…

  19. Affordances of Augmented Reality in Science Learning: Suggestions for Future Research

    Science.gov (United States)

    Cheng, Kun-Hung; Tsai, Chin-Chung

    2013-01-01

    Augmented reality (AR) is currently considered as having potential for pedagogical applications. However, in science education, research regarding AR-aided learning is in its infancy. To understand how AR could help science learning, this review paper firstly has identified two major approaches of utilizing AR technology in science education,…

  20. The Use of Augmented Reality in Formal Education: A Scoping Review

    Science.gov (United States)

    Saltan, Fatih; Arslan, Ömer

    2017-01-01

    Augmented Reality (AR) is recognized as one of the most important developments in educational technology for both higher and K-12 education as emphasized in Horizon report (Johnson et al., 2016, 2015). Furthermore, AR is expected to achieve widespread adoption that will take two to three years in higher education and four to five years in K-12…

  1. Rancang Bangun Aplikasi Augmented Reality Museum Bali Berbasis Android Studi Kasus Gedung Karangasem dan Gedung Tabanan

    Directory of Open Access Journals (Sweden)

    I Gede Aditya Nugraha

    2016-08-01

    Full Text Available Museum Bali is one of the museum which is located in Denpasar City that established since 1910. The Museum collections consist of items such as living equipment, art, religion, handwriting, and other things that show the situation and the development of the Balinese culture. Augmented Reality is a technology which combines two-dimensional virtual objects or three-dimensional virtual objects into the real environment. Museum Bali has decreased the amount of visitors in recent years and requires an innovation to promote Museum Bali. One innovation that is expected to promote the Museum Bali is to create an augmented reality application that called Augmented Reality Museum Bali in Android platform. Utilizing augmented reality technology that works by detecting the marker then it show up the 3D object and the information from one of the objectsin Museum Bali. Markerless method used in detection marker that make this application moreattractive and expected to be a new experience for the people who want to know more about Museum Bali.

  2. Applications of Augmented Reality-Based Natural Interactive Learning in Magnetic Field Instruction

    Science.gov (United States)

    Cai, Su; Chiang, Feng-Kuang; Sun, Yuchen; Lin, Chenglong; Lee, Joey J.

    2017-01-01

    Educators must address several challenges inherent to the instruction of scientific disciplines such as physics -- expensive or insufficient laboratory equipment, equipment error, difficulty in simulating certain experimental conditions. Augmented reality (AR) can be a promising approach to address these challenges. In this paper, we discuss the…

  3. ARBOOK: Development and Assessment of a Tool Based on Augmented Reality for Anatomy

    Science.gov (United States)

    Ferrer-Torregrosa, J.; Torralba, J.; Jimenez, M. A.; García, S.; Barcia, J. M.

    2015-01-01

    The evolution of technologies and the development of new tools with educational purposes are growing up. This work presents the experience of a new tool based on augmented reality (AR) focusing on the anatomy of the lower limb. ARBOOK was constructed and developed based on TC and MRN images, dissections and drawings. For ARBOOK evaluation, a…

  4. Alien Contact!: Exploring Teacher Implementation of an Augmented Reality Curricular Unit

    Science.gov (United States)

    Mitchell, Rebecca

    2011-01-01

    This paper reports on findings from a five-teacher, exploratory case study, critically observing their implementation of a technology-intensive, augmented reality (AR) mathematics curriculum unit, along with its paper-based control. The unit itself was intended to promote multiple proportional-reasoning strategies with urban, public, middle school…

  5. The use of augmented reality games in education: a review of the literature

    NARCIS (Netherlands)

    Koutromanos, George; Sofos, Alivisos; Avraamidou, Lucy

    2015-01-01

    This paper provides a review of the literature about the use of augmented reality in education and specifically in the context of formal and informal environments. It examines the research that has been conducted up to date on the use of those games through mobile technology devices such as mobile

  6. PENGEMBANGAN AUGMENTED REALITY VERSI ANDROID SEBAGAI MEDIA PEMBELAJARAN SISTEM EKSKRESI MANUSIA

    OpenAIRE

    Qumillaila Qumillaila; Baiq Hana Susanti; Zulfiani Zulfiani

    2017-01-01

    Abstrak: Penelitian ini bertujuan untuk mengembangkan media pembelajaran biologi menggunakan teknologi augmented reality versi Android, serta menguji daya gunanya pada siswa dan guru biologi. Penelitian pengembangan ini terdiri atas tiga tahapan, yakni penelitian pendahuluan, pembuatan prototipe, serta refleksi sistematik dan dokumentasi. Data didapatkan melalui wawancara siswa dan guru, kuesioner, dan tes, sedangkan analisis data dilakukan dengan teknik deskriptif kualitatif dan statistik de...

  7. Augmented Reality M-Learning to Enhance Nursing Skills Acquisition in the Clinical Skills Laboratory

    Science.gov (United States)

    Garrett, Bernard M.; Jackson, Cathryn; Wilson, Brian

    2015-01-01

    Purpose: This paper aims to report on a pilot research project designed to explore if new mobile augmented reality (AR) technologies have the potential to enhance the learning of clinical skills in the lab. Design/methodology/approach: An exploratory action-research-based pilot study was undertaken to explore an initial proof-of-concept design in…

  8. Comparing Virtual and Location-Based Augmented Reality Mobile Learning: Emotions and Learning Outcomes

    Science.gov (United States)

    Harley, Jason M.; Poitras, Eric G.; Jarrell, Amanda; Duffy, Melissa C.; Lajoie, Susanne P.

    2016-01-01

    Research on the effectiveness of augmented reality (AR) on learning exists, but there is a paucity of empirical work that explores the role that positive emotions play in supporting learning in such settings. To address this gap, this study compared undergraduate students' emotions and learning outcomes during a guided historical tour using mobile…

  9. Students and Teachers as Developers of Visual Learning Designs with Augmented Reality for Visual Arts Education

    DEFF Research Database (Denmark)

    Buhl, Mie

    2017-01-01

    Abstract This paper reports on a project in which communication and digital media students collaborated with visual arts teacher students and their teacher trainer to develop visual digital designs for learning that involved Augmented Reality (AR) technology. The project exemplified a design...

  10. Exploring the Potential of a Location Based Augmented Reality Game for Language Learning

    Science.gov (United States)

    Richardson, Donald

    2016-01-01

    This paper adds to the small but growing body of research into the potential of augmented reality games for teaching and learning English as a foreign language (EFL). It explores the extent to which such games enhance the language learning experience of advanced level EFL learners. The author draws on his work developing "Mission not really…

  11. An Augmented Virtual Reality Interface for Assistive Monitoring of Smart Spaces

    Science.gov (United States)

    2003-09-04

    Mhz processor and 256 MB RAM. The nodes in the cluster share a 100Mbps and a 1000Mbps ethernet link and a wireless access point to communicate with the...Thomas. Tinmith- metro : New outdoor techniques for creating city models with an augmented reality wearable computer. In Fifth International Symposium on

  12. The Viability and Value of Student- and Teacher-Created Augmented Reality Experiences

    Science.gov (United States)

    O'Shea, Patrick; Curry-Corcoran, Daniel

    2013-01-01

    This paper describes the process and results of a project to incorporate Augmented Reality (AR) technologies and pedagogical approaches into a Virginian elementary school. The process involved training 5th grade teachers on the design and production of narrative-based AR games in order to give them the skills that they could then pass on to their…

  13. Reading an Augmented Reality Book: An Exploration of Learners' Cognitive Load, Motivation, and Attitudes

    Science.gov (United States)

    Cheng, Kun-Hung

    2017-01-01

    Since augmented reality (AR) has been increasingly applied in education recently, the investigation of students' learning experiences with AR could be helpful for educators to implement AR learning. With a quantitative survey using three questionnaires, this study explored the relationships among 153 students' perceived cognitive load, motivation,…

  14. Multimodal feedback for finger-based interaction in mobile augmented reality

    NARCIS (Netherlands)

    Hürst, W.O.; Vriens, Kevin

    2016-01-01

    Mobile or handheld augmented reality uses a smartphone's live video stream and enriches it with superimposed graphics. In such scenarios, tracking one's fingers in front of the camera and interpreting these traces as gestures offers interesting perspectives for interaction. Yet, the lack of haptic

  15. Affordances and Limitations of Immersive Participatory Augmented Reality Simulations for Teaching and Learning

    Science.gov (United States)

    Dunleavy, Matt; Dede, Chris; Mitchell, Rebecca

    2009-01-01

    The purpose of this study was to document how teachers and students describe and comprehend the ways in which participating in an augmented reality (AR) simulation aids or hinders teaching and learning. Like the multi-user virtual environment (MUVE) interface that underlies Internet games, AR is a good medium for immersive collaborative…

  16. Robot Devastation: Using DIY Low-Cost Platforms for Multiplayer Interaction in an Augmented Reality Game

    Directory of Open Access Journals (Sweden)

    David Estevez

    2015-11-01

    Full Text Available We present Robot Devastation, a multiplayer augmented reality game using low-cost robots. Players can assemble their low-cost robotic platforms and connect them to the central server, commanding them through their home PCs. Several low-cost platforms were developed and tested inside the game.

  17. An Interactive Augmented Reality Implementation of Hijaiyah Alphabet for Children Education

    Science.gov (United States)

    Rahmat, R. F.; Akbar, F.; Syahputra, M. F.; Budiman, M. A.; Hizriadi, A.

    2018-03-01

    Hijaiyah alphabet is letters used in the Qur’an. An attractive and exciting learning process of Hijaiyah alphabet is necessary for the children. One of the alternatives to create attractive and interesting learning process of Hijaiyah alphabet is to develop it into a mobile application using augmented reality technology. Augmented reality is a technology that combines two-dimensional or three-dimensional virtual objects into actual three-dimensional circles and projects them in real time. The purpose of application aims to foster the children interest in learning Hijaiyah alphabet. This application is using Smartphone and marker as the medium. It was built using Unity and augmented reality library, namely Vuforia, then using Blender as the 3D object modeling software. The output generated from this research is the learning application of Hijaiyah letters using augmented reality. How to use it is as follows: first, place marker that has been registered and printed; second, the smartphone camera will track the marker. If the marker is invalid, the user should repeat the tracking process. If the marker is valid and identified, the marker will have projected the objects of Hijaiyah alphabet in three-dimensional form. Lastly, the user can learn and understand the shape and pronunciation of Hijaiyah alphabet by touching the virtual button on the marker

  18. Are Augmented Reality Picture Books Magic or Real for Preschool Children Aged Five to Six?

    Science.gov (United States)

    Yilmaz, Rabia M.; Kucuk, Sevda; Goktas, Yuksel

    2017-01-01

    The aim of this study is to determine preschool children's attitudes towards augmented reality picture books (ARPB), their story comprehension performance (SCP) and the relationships between these variables. The sample consisted of 92 five- and six-year-olds (49 boys, 43 girls). An attitude form, story comprehension test and interview form were…

  19. Using Augmented Reality to Support a Software Editing Course for College Students

    Science.gov (United States)

    Wang, Y.-H.

    2017-01-01

    This study aimed to explore whether integrating augmented reality (AR) techniques could support a software editing course and to examine the different learning effects for students using online-based and AR-based blended learning strategies. The researcher adopted a comparative research approach with a total of 103 college students participating…

  20. Animation Augmented Reality Book Model (AAR Book Model) to Enhance Teamwork

    Science.gov (United States)

    Chujitarom, Wannaporn; Piriyasurawong, Pallop

    2017-01-01

    This study aims to synthesize an Animation Augmented Reality Book Model (AAR Book Model) to enhance teamwork and to assess the AAR Book Model to enhance teamwork. Samples are five specialists that consist of one animation specialist, two communication and information technology specialists, and two teaching model design specialists, selected by…