WorldWideScience

Sample records for video-based augmented reality

  1. Augmented Reality Video Games: New Possibilities and Implications for Children and Adolescents

    Directory of Open Access Journals (Sweden)

    Prithwijit Das

    2017-04-01

    Full Text Available In recent years, the video game market has embraced augmented reality video games, a class of video games that is set to grow as gaming technologies develop. Given the widespread use of video games among children and adolescents, the health implications of augmented reality technology must be closely examined. Augmented reality technology shows a potential for the promotion of healthy behaviors and social interaction among children. However, the full immersion and physical movement required in augmented reality video games may also put users at risk for physical and mental harm. Our review article and commentary emphasizes both the benefits and dangers of augmented reality video games for children and adolescents.

  2. Approach and Evaluation of a Mobile Video-Based and Location-Based Augmented Reality Platform for Information Brokerage

    Science.gov (United States)

    Dastageeri, H.; Storz, M.; Koukofikis, A.; Knauth, S.; Coors, V.

    2016-09-01

    Providing mobile location-based information for pedestrians faces many challenges. On one hand the accuracy of localisation indoors and outdoors is restricted due to technical limitations of GPS and Beacons. Then again only a small display is available to display information as well as to develop a user interface. Plus, the software solution has to consider the hardware characteristics of mobile devices during the implementation process for aiming a performance with minimum latency. This paper describes our approach by including a combination of image tracking and GPS or Beacons to ensure orientation and precision of localisation. To communicate the information on Points of Interest (POIs), we decided to choose Augmented Reality (AR). For this concept of operations, we used besides the display also the acceleration and positions sensors as a user interface. This paper especially goes into detail on the optimization of the image tracking algorithms, the development of the video-based AR player for the Android platform and the evaluation of videos as an AR element in consideration of providing a good user experience. For setting up content for the POIs or even generate a tour we used and extended the Open Geospatial Consortium (OGC) standard Augmented Reality Markup Language (ARML).

  3. APPROACH AND EVALUATION OF A MOBILE VIDEO-BASED AND LOCATION-BASED AUGMENTED REALITY PLATFORM FOR INFORMATION BROKERAGE

    Directory of Open Access Journals (Sweden)

    H. Dastageeri

    2016-09-01

    Full Text Available Providing mobile location-based information for pedestrians faces many challenges. On one hand the accuracy of localisation indoors and outdoors is restricted due to technical limitations of GPS and Beacons. Then again only a small display is available to display information as well as to develop a user interface. Plus, the software solution has to consider the hardware characteristics of mobile devices during the implementation process for aiming a performance with minimum latency. This paper describes our approach by including a combination of image tracking and GPS or Beacons to ensure orientation and precision of localisation. To communicate the information on Points of Interest (POIs, we decided to choose Augmented Reality (AR. For this concept of operations, we used besides the display also the acceleration and positions sensors as a user interface. This paper especially goes into detail on the optimization of the image tracking algorithms, the development of the video-based AR player for the Android platform and the evaluation of videos as an AR element in consideration of providing a good user experience. For setting up content for the POIs or even generate a tour we used and extended the Open Geospatial Consortium (OGC standard Augmented Reality Markup Language (ARML.

  4. 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.

  5. 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...

  6. Camera Based Navigation System with Augmented Reality

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    M. Marcu

    2012-06-01

    Full Text Available Nowadays smart mobile devices have enough processing power, memory, storage and always connected wireless communication bandwidth that makes them available for any type of application. Augmented reality (AR proposes a new type of applications that tries to enhance the real world by superimposing or combining virtual objects or computer generated information with it. In this paper we present a camera based navigation system with augmented reality integration. The proposed system aims to the following: the user points the camera of the smartphone towards a point of interest, like a building or any other place, and the application searches for relevant information about that specific place and superimposes the data over the video feed on the display. When the user moves the camera away, changing its orientation, the data changes as well, in real-time, with the proper information about the place that is now in the camera view.

  7. Affordances in Mobile Augmented Reality Applications

    OpenAIRE

    Gjøsæter, Tor

    2014-01-01

    This paper explores the affordances of augmented reality content in a mobile augmented reality application. A user study was conducted by performing a multi-camera video recording of seven think aloud sessions. The think aloud sessions consisted of individual users performing tasks, exploring and experiencing a mobile augmented reality (MAR) application we developed for the iOS platform named ARad. We discuss the instrumental affordances we observed when users interacted with augmented realit...

  8. 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.

  9. 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.

  10. Precise X-ray and video overlay for augmented reality fluoroscopy.

    Science.gov (United States)

    Chen, Xin; Wang, Lejing; Fallavollita, Pascal; Navab, Nassir

    2013-01-01

    The camera-augmented mobile C-arm (CamC) augments any mobile C-arm by a video camera and mirror construction and provides a co-registration of X-ray with video images. The accurate overlay between these images is crucial to high-quality surgical outcomes. In this work, we propose a practical solution that improves the overlay accuracy for any C-arm orientation by: (i) improving the existing CamC calibration, (ii) removing distortion effects, and (iii) accounting for the mechanical sagging of the C-arm gantry due to gravity. A planar phantom is constructed and placed at different distances to the image intensifier in order to obtain the optimal homography that co-registers X-ray and video with a minimum error. To alleviate distortion, both X-ray calibration based on equidistant grid model and Zhang's camera calibration method are implemented for distortion correction. Lastly, the virtual detector plane (VDP) method is adapted and integrated to reduce errors due to the mechanical sagging of the C-arm gantry. The overlay errors are 0.38±0.06 mm when not correcting for distortion, 0.27±0.06 mm when applying Zhang's camera calibration, and 0.27±0.05 mm when applying X-ray calibration. Lastly, when taking into account all angular and orbital rotations of the C-arm, as well as correcting for distortion, the overlay errors are 0.53±0.24 mm using VDP and 1.67±1.25 mm excluding VDP. The augmented reality fluoroscope achieves an accurate video and X-ray overlay when applying the optimal homography calculated from distortion correction using X-ray calibration together with the VDP.

  11. Fiia: A Model-Based Approach to Engineering Collaborative Augmented Reality

    Science.gov (United States)

    Wolfe, Christopher; Smith, J. David; Phillips, W. Greg; Graham, T. C. Nicholas

    Augmented reality systems often involve collaboration among groups of people. While there are numerous toolkits that aid the development of such augmented reality groupware systems (e.g., ARToolkit and Groupkit), there remains an enormous gap between the specification of an AR groupware application and its implementation. In this chapter, we present Fiia, a toolkit which simplifies the development of collaborative AR applications. Developers specify the structure of their applications using the Fiia modeling language, which abstracts details of networking and provides high-level support for specifying adapters between the physical and virtual world. The Fiia.Net runtime system then maps this conceptual model to a runtime implementation. We illustrate Fiia via Raptor, an augmented reality application used to help small groups collaboratively prototype video games.

  12. 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…

  13. Hybrid Reality Lab Capabilities - Video 2

    Science.gov (United States)

    Delgado, Francisco J.; Noyes, Matthew

    2016-01-01

    Our Hybrid Reality and Advanced Operations Lab is developing incredibly realistic and immersive systems that could be used to provide training, support engineering analysis, and augment data collection for various human performance metrics at NASA. To get a better understanding of what Hybrid Reality is, let's go through the two most commonly known types of immersive realities: Virtual Reality, and Augmented Reality. Virtual Reality creates immersive scenes that are completely made up of digital information. This technology has been used to train astronauts at NASA, used during teleoperation of remote assets (arms, rovers, robots, etc.) and other activities. One challenge with Virtual Reality is that if you are using it for real time-applications (like landing an airplane) then the information used to create the virtual scenes can be old (i.e. visualized long after physical objects moved in the scene) and not accurate enough to land the airplane safely. This is where Augmented Reality comes in. Augmented Reality takes real-time environment information (from a camera, or see through window, and places digitally created information into the scene so that it matches with the video/glass information). Augmented Reality enhances real environment information collected with a live sensor or viewport (e.g. camera, window, etc.) with the information-rich visualization provided by Virtual Reality. Hybrid Reality takes Augmented Reality even further, by creating a higher level of immersion where interactivity can take place. Hybrid Reality takes Virtual Reality objects and a trackable, physical representation of those objects, places them in the same coordinate system, and allows people to interact with both objects' representations (virtual and physical) simultaneously. After a short period of adjustment, the individuals begin to interact with all the objects in the scene as if they were real-life objects. The ability to physically touch and interact with digitally created

  14. Real-Time Projection-Based Augmented Reality System for Dynamic Objects in the Performing Arts

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    Jaewoon Lee

    2015-02-01

    Full Text Available This paper describes the case study of applying projection-based augmented reality, especially for dynamic objects in live performing shows, such as plays, dancing, or musicals. Our study aims to project imagery correctly inside the silhouettes of flexible objects, in other words, live actors or the surface of actor’s costumes; the silhouette transforms its own shape frequently. To realize this work, we implemented a special projection system based on the real-time masking technique, that is to say real-time projection-based augmented reality system for dynamic objects in performing arts. We installed the sets on a stage for live performance, and rehearsed particular scenes of a musical. In live performance, using projection-based augmented reality technology enhances technical and theatrical aspects which were not possible with existing video projection techniques. The projected images on the surfaces of actor’s costume could not only express the particular scene of a performance more effectively, but also lead the audience to an extraordinary visual experience.

  15. Distance learning ects and flipped classroom in the anatomy learning: comparative study of the use of augmented reality, video and notes.

    Science.gov (United States)

    Ferrer-Torregrosa, Javier; Jiménez-Rodríguez, Miguel Ángel; Torralba-Estelles, Javier; Garzón-Farinós, Fernanda; Pérez-Bermejo, Marcelo; Fernández-Ehrling, Nadia

    2016-09-01

    The establishment of the ECTS (European Credit Transfer System) is one of the pillars of the European Space of Higher Education. This way of accounting for the time spent in training has two essential parts, classroom teaching (work with the professor) and distance learning (work without the professor, whether in an individual or collective way). Much has been published on the distance learning part, but less on the classroom teaching section. In this work, the authors investigate didactic strategies and associated aids for distance learning work in a concept based on flipped classroom where transmitting information is carried out with aids that the professor prepares, so that the student works in an independent way before the classes, thus being able to dedicate the classroom teaching time to more complex learning and being able to count on the professor's help. Three teaching aids applied to the study of anatomy have been compared: Notes with images, videos, and augmented reality. Four dimensions have been compared: the time spent, the acquired learnings, the metacognitive perception, and the prospects of the use of augmented reality for study. The results show the effectiveness, in all aspects, of augmented reality when compared with the rest of aids. The questionnaire assessed the acquired knowledge through a course exam, where 5.60 points were obtained for the notes group, 6.54 for the video group, and 7.19 for the augmented reality group. That is 0.94 more points for the video group compared with the notes and 1.59 more points for the augmented reality group compared with the notes group. This research demonstrates that, although technology has not been sufficiently developed for education, it is expected that it can be improved in both the autonomous work of the student and the academic training of health science students and that we can teach how to learn. Moreover, one can see how the grades of the students who studied with augmented reality are more

  16. 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

  17. Alternative realities : from augmented reality to mobile mixed reality

    OpenAIRE

    Claydon, Mark

    2015-01-01

    This thesis provides an overview of (mobile) augmented and mixed reality by clarifying the different concepts of reality, briefly covering the technology behind mobile augmented and mixed reality systems, conducting a concise survey of existing and emerging mobile augmented and mixed reality applications and devices. Based on the previous analysis and the survey, this work will next attempt to assess what mobile augmented and mixed reality could make possible, and what related applications an...

  18. IMPLEMENTASI AUGMENTED REALITY UNTUK IDENTIFIKASI LOGO DAN VIDEO SEBAGAI MEDIA INFORMASI MENGGUNAKAN METODE KLASIFIKASI NAIVE BAYESIAN

    Directory of Open Access Journals (Sweden)

    Astrid Novita Putri

    2018-04-01

    Full Text Available Pada  Universitas Semarang Fakultas Teknologi Informasi dan  Komunikasi setiap  tahun  selalu mempunyai banyak kegiatan seperti kegiatan Seminar, Workshop, Pelatihan, Festifal, dsb. Kegiatan- kegiatan  tersebut  biasanya   didokumentasikan  dalam  bentuk  foto   dan   video.   Sedangkan  untuk dokumentasi publikasi kegiatan dalam bentuk media promosi maupun media informasi belum dilakukan, sehingga masyarakat umum yang kurang familiar tidak dapat mengetahui informasi dengan kegiatan yang ada. Memanfaatkan aplikasi smartphone yang berbasis android, blackberry, dan iphone dapat menggunakan  salah  satu  teknologi  augmented  reality  3D  yang  berfungsi  untuk  mengidentifikasi informasi melalui logo Fakultas TIK dan menerapkannya pada berbagai media cetak atau elektronik. Sehingga dengan adanya perubahan cara promosi tersebut diharapkan dapat menarik minat perhatian masyarakat umum dan masyarakat umum untuk mengetahui informasi mengenai kegiatan di Universitas Semarang khususnya Fakultas Teknologi Informasi dan Komunikasi. Pada penelitian ini, akan membahas bagaimana mengklasifikasikan kegiatan-kegiatan tersebut menggunakan metode naive bayes   menjadi dua  kategori yaitu favorit atau tidak favorit. Berdasarkan data foto dan video kegiatan FTIK tahun 2017 yang telah diimplementasikan menggunakan tools Unity 3D menunjukkan bahwa penerapan Augmented Reality untuk identifikasi logo sebagai media informasi menggunakan metode klasifikasi naive bayes dapat diimplementasikan dengan baik. Diharapkan dengan adanya klasifikasi kegiatan dengan memanfaatkan teknologi  augmented  reality  yang  diimplementasikan menggunakan  tools  Unity  3D, informasi yang dihasilkan akan lebih informatif dan menarik perhatian masyarakat umum.   Kata kunci: augmented, reality, naive, bayesian, kegiatan.

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

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    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

  20. 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...

  1. 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

  2. Affordances in Mobile Augmented Reality Applications

    Directory of Open Access Journals (Sweden)

    Tor Gjøsæter

    2014-10-01

    Full Text Available This paper explores the affordances of augmented reality content in a mobile augmented reality application. A user study was conducted by performing a multi-camera video recording of seven think aloud sessions. The think aloud sessions consisted of individual users performing tasks, exploring and experiencing a mobile augmented reality (MAR application we developed for the iOS platform named ARad. We discuss the instrumental affordances we observed when users interacted with augmented reality content, as well as more complex affordances rising from conventions from media content, AR and the traditional WIMP paradigm. We find that remediation of traditional newspaper content through the MAR medium can provide engaging, pleasing and exciting user experiences. However, the some of the content still suffers from being shoveled onto the MAR platform without adapting it properly. Finally, we discuss what content was most successfully mediated to the user and how the content impacts the user experience.

  3. 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…

  4. Augmented reality mobile application for overlaying images on textiles

    OpenAIRE

    Brinza, Veronica

    2016-01-01

    Augmented reality is one the relatively new and fast growing branches in modern informatics. It incorporates in simple people lives on a lot of different levels. It can be used everywhere starting from the simple checking of your email and ending up with a complex augmented reality video games or augmented reality learning. From the ancient times actors tried to immerse the spectators in world of the performance using decoration and costumed. In XVIII – XIX centuries pictures w...

  5. 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...

  6. 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.

  7. Tracking for Outdoor Mobile Augmented Reality: Further development of the Zion Augmented Reality Application

    OpenAIRE

    Strand, Tor Egil Riegels

    2008-01-01

    This report deals with providing tracking to an outdoor mobile augmented reality system and the Zion Augmented Reality Application. ZionARA is meant to display a virtual recreation of a 13th century castle on the site it once stood through an augmented reality Head Mounted Display. Mobile outdoor augmented/mixed reality puts special demands on what kind of equipment is practical. After briefly evaluating the different existing tracking methods, a solution based on GPS and an augmented inertia...

  8. 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.

  9. 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.

  10. 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.

  11. Markerless Augmented Reality via Stereo Video See-Through Head-Mounted Display Device

    Directory of Open Access Journals (Sweden)

    Chung-Hung Hsieh

    2015-01-01

    Full Text Available Conventionally, the camera localization for augmented reality (AR relies on detecting a known pattern within the captured images. In this study, a markerless AR scheme has been designed based on a Stereo Video See-Through Head-Mounted Display (HMD device. The proposed markerless AR scheme can be utilized for medical applications such as training, telementoring, or preoperative explanation. Firstly, a virtual model for AR visualization is aligned to the target in physical space by an improved Iterative Closest Point (ICP based surface registration algorithm, with the target surface structure reconstructed by a stereo camera pair; then, a markerless AR camera localization method is designed based on the Kanade-Lucas-Tomasi (KLT feature tracking algorithm and the Random Sample Consensus (RANSAC correction algorithm. Our AR camera localization method is shown to be better than the traditional marker-based and sensor-based AR environment. The demonstration system was evaluated with a plastic dummy head and the display result is satisfactory for a multiple-view observation.

  12. 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…

  13. Augmented Reality Applied to the Diagnostics and Fruition of Cultural Heritage

    Directory of Open Access Journals (Sweden)

    Lucio Colizzi

    2010-12-01

    Full Text Available 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 approach for augmented reality, starts from a video stream analysis that incorporates a real scene. Within the same scene are scattered a set of known geometric images called“markers”. When the software module in charge of the video flow analysis identifies a marker within the scene, it tries to position it in relation to a reference system integral with the chamber which performs the video shoot, and then replaces it in real time, overlapping with a 3D model achieved through a virtual modeling software. The aim of this article is to evaluate the state of the art augmented reality and then examine several experiments involving its application to cultural heritage.

  14. 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...

  15. Robust and Accurate Algorithm for Wearable Stereoscopic Augmented Reality with Three Indistinguishable Markers

    Directory of Open Access Journals (Sweden)

    Fabrizio Cutolo

    2016-09-01

    Full Text Available In the context of surgical navigation systems based on augmented reality (AR, the key challenge is to ensure the highest degree of realism in merging computer-generated elements with live views of the surgical scene. This paper presents an algorithm suited for wearable stereoscopic augmented reality video see-through systems for use in a clinical scenario. A video-based tracking solution is proposed that relies on stereo localization of three monochromatic markers rigidly constrained to the scene. A PnP-based optimization step is introduced to refine separately the pose of the two cameras. Video-based tracking methods using monochromatic markers are robust to non-controllable and/or inconsistent lighting conditions. The two-stage camera pose estimation algorithm provides sub-pixel registration accuracy. From a technological and an ergonomic standpoint, the proposed approach represents an effective solution to the implementation of wearable AR-based surgical navigation systems wherever rigid anatomies are involved.

  16. Augmented reality during robot-assisted laparoscopic partial nephrectomy: toward real-time 3D-CT to stereoscopic video registration.

    Science.gov (United States)

    Su, Li-Ming; Vagvolgyi, Balazs P; Agarwal, Rahul; Reiley, Carol E; Taylor, Russell H; Hager, Gregory D

    2009-04-01

    To investigate a markerless tracking system for real-time stereo-endoscopic visualization of preoperative computed tomographic imaging as an augmented display during robot-assisted laparoscopic partial nephrectomy. Stereoscopic video segments of a patient undergoing robot-assisted laparoscopic partial nephrectomy for tumor and another for a partial staghorn renal calculus were processed to evaluate the performance of a three-dimensional (3D)-to-3D registration algorithm. After both cases, we registered a segment of the video recording to the corresponding preoperative 3D-computed tomography image. After calibrating the camera and overlay, 3D-to-3D registration was created between the model and the surgical recording using a modified iterative closest point technique. Image-based tracking technology tracked selected fixed points on the kidney surface to augment the image-to-model registration. Our investigation has demonstrated that we can identify and track the kidney surface in real time when applied to intraoperative video recordings and overlay the 3D models of the kidney, tumor (or stone), and collecting system semitransparently. Using a basic computer research platform, we achieved an update rate of 10 Hz and an overlay latency of 4 frames. The accuracy of the 3D registration was 1 mm. Augmented reality overlay of reconstructed 3D-computed tomography images onto real-time stereo video footage is possible using iterative closest point and image-based surface tracking technology that does not use external navigation tracking systems or preplaced surface markers. Additional studies are needed to assess the precision and to achieve fully automated registration and display for intraoperative use.

  17. 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.

  18. 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...

  19. Augmented Reality Using JavaScript

    OpenAIRE

    Hailemichael, Aida

    2013-01-01

    The project goal was to provide a mobile application, for a venue called Kulturhuset Karelia which is located in Tammisaari Finland. In this paper, the concept of Augmented Reality technology is briefly discussed along with the mobile application for the venue. The utilisation of JavaScript for creating Augmented reality content for mobile Augmented reality browser is also demonstrated. The application was created by using Architecht API which is Jacvascript library based on the Wikitude...

  20. 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.

  1. Mobile Augmented Reality Supporting Marketing Strategies : using mobile's augmented reality-based marketing applications to promote products and services to end customers

    OpenAIRE

    Kengne, Paul

    2014-01-01

    Imagine a technology with which you could see more than others see, hear more than others hear and perhaps even touch, smell and taste things that others cannot. Augmented Reality (AR) is this technology to create a “next generation, reality-based interface”. This thesis explores the augmented reality technology as a whole while presenting its potentials to SMEs for an adoption to support their marketing strategies. The research was conducted qualitatively, and it is solution centric in ...

  2. 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.

  3. 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

  4. 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

  5. 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....

  6. An optimized video system for augmented reality in endodontics: a feasibility study.

    Science.gov (United States)

    Bruellmann, D D; Tjaden, H; Schwanecke, U; Barth, P

    2013-03-01

    We propose an augmented reality system for the reliable detection of root canals in video sequences based on a k-nearest neighbor color classification and introduce a simple geometric criterion for teeth. The new software was implemented using C++, Qt, and the image processing library OpenCV. Teeth are detected in video images to restrict the segmentation of the root canal orifices by using a k-nearest neighbor algorithm. The location of the root canal orifices were determined using Euclidean distance-based image segmentation. A set of 126 human teeth with known and verified locations of the root canal orifices was used for evaluation. The software detects root canals orifices for automatic classification of the teeth in video images and stores location and size of the found structures. Overall 287 of 305 root canals were correctly detected. The overall sensitivity was about 94 %. Classification accuracy for molars ranged from 65.0 to 81.2 % and from 85.7 to 96.7 % for premolars. The realized software shows that observations made in anatomical studies can be exploited to automate real-time detection of root canal orifices and tooth classification with a software system. Automatic storage of location, size, and orientation of the found structures with this software can be used for future anatomical studies. Thus, statistical tables with canal locations will be derived, which can improve anatomical knowledge of the teeth to alleviate root canal detection in the future. For this purpose the software is freely available at: http://www.dental-imaging.zahnmedizin.uni-mainz.de/.

  7. Usability evaluation of augmented reality user interfaces in games and personal navigation assistants

    OpenAIRE

    Ivanec, Zorian

    2017-01-01

    This paper studies heuristic usability evaluation of user interfaces. The literature review distinguishes characteristics of augmented reality and smartphones, presents heuristic evaluation, PACMAD usability model, personal navigation assistants, video games, augmented reality and J. Nielsen usability heuristics. In research part, usability heuristics of related subject fields and design guidelines are combined. Created heuristics and control questionnaire are used for evaluation of augmented...

  8. Using presence to evaluate an augmented reality location aware game

    OpenAIRE

    McCall, Roderick; Wetzel, Richard; Löschner, Johannes; Braun, Anne-Kathrin

    2011-01-01

    Location-aware augmented reality games provide players with a rich and potentially unlimited range of interaction possibilities. In this paper, a study is described which uses a number of measurement techniques including questionnaires, direct observation, semi-structured interviews and video analysis to measure player’s sense of presence. The paper points to the importance of the availability of actions within augmented reality games and how this shapes their sense of presence. The findings ...

  9. Augmented reality & gesture-based architecture in games for the elderly.

    Science.gov (United States)

    McCallum, Simon; Boletsis, Costas

    2013-01-01

    Serious games for health and, more specifically, for elderly people have developed rapidly in recent years. The recent popularization of novel interaction methods of consoles, such as the Nintendo Wii and Microsoft Kinect, has provided an opportunity for the elderly to engage in computer and video games. These interaction methods, however, still present various challenges for elderly users. To address these challenges, we propose an architecture consisted of Augmented Reality (as an output mechanism) combined with gestured-based devices (as an input method). The intention of this work is to provide a theoretical justification for using these technologies and to integrate them into an architecture, acting as a basis for potentially creating suitable interaction techniques for the elderly players.

  10. Robust and efficient fiducial tracking for augmented reality in HD-laparoscopic video streams

    Science.gov (United States)

    Mueller, M.; Groch, A.; Baumhauer, M.; Maier-Hein, L.; Teber, D.; Rassweiler, J.; Meinzer, H.-P.; Wegner, In.

    2012-02-01

    Augmented Reality (AR) is a convenient way of porting information from medical images into the surgical field of view and can deliver valuable assistance to the surgeon, especially in laparoscopic procedures. In addition, high definition (HD) laparoscopic video devices are a great improvement over the previously used low resolution equipment. However, in AR applications that rely on real-time detection of fiducials from video streams, the demand for efficient image processing has increased due to the introduction of HD devices. We present an algorithm based on the well-known Conditional Density Propagation (CONDENSATION) algorithm which can satisfy these new demands. By incorporating a prediction around an already existing and robust segmentation algorithm, we can speed up the whole procedure while leaving the robustness of the fiducial segmentation untouched. For evaluation purposes we tested the algorithm on recordings from real interventions, allowing for a meaningful interpretation of the results. Our results show that we can accelerate the segmentation by a factor of 3.5 on average. Moreover, the prediction information can be used to compensate for fiducials that are temporarily occluded or out of scope, providing greater stability.

  11. 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....... The latency of the da Vinci S surgical system was on average 62 ms. None of the components of our overlay system (separately or combined) significantly affected the latency. However, the latency of the assistant's monitor increased by 14 ms. Passing the video streams through CPU or GPU memory increased...... visual communication in training for robot-assisted minimally invasive surgery with da Vinci surgical systems. To make sure that our augmented reality system provides the best possible user experience, we investigated the video latency of the da Vinci surgical system and how the components of our system...

  12. 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...

  13. 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.

  14. 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

  15. 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

  16. Landmark-based augmented reality system for paranasal and transnasal endoscopic surgeries.

    Science.gov (United States)

    Thoranaghatte, Ramesh; Garcia, Jaime; Caversaccio, Marco; Widmer, Daniel; Gonzalez Ballester, Miguel A; Nolte, Lutz-P; Zheng, Guoyan

    2009-12-01

    In this paper we present a landmark-based augmented reality (AR) endoscope system for endoscopic paranasal and transnasal surgeries along with fast and automatic calibration and registration procedures for the endoscope. Preoperatively the surgeon selects natural landmarks or can define new landmarks in CT volume. These landmarks are overlaid, after proper registration of preoperative CT to the patient, on the endoscopic video stream. The specified name of the landmark, along with selected colour and its distance from the endoscope tip, is also augmented. The endoscope optics are calibrated and registered by fast and automatic methods. Accuracy of the system is evaluated in a metallic grid and cadaver set-up. Root mean square (RMS) error of the system is 0.8 mm in a controlled laboratory set-up (metallic grid) and was 2.25 mm during cadaver studies. A novel landmark-based AR endoscope system is implemented and its accuracy is evaluated. Augmented landmarks will help the surgeon to orientate and navigate the surgical field. Studies prove the capability of the system for the proposed application. Further clinical studies are planned in near future. Copyright (c) 2009 John Wiley & Sons, Ltd.

  17. 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.

  18. 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…

  19. 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…

  20. Marketing and Augmented Reality

    OpenAIRE

    Zelený, Martin

    2010-01-01

    The main goal of this diploma thesis is to identify the usage of augmented reality in contemporary marketing practice and the expectations of marketers for the future use. This will be achieved by conducting a quantitative and qualitative research among existing creative and advertising companies. Secondary goal is introducing the concept of augmented reality from the theoretical point of view and also description of potential utilization based on known examples. The tools for the practical p...

  1. 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.

  2. 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...

  3. 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

  4. 3D interactive augmented reality-enhanced digital learning systems for mobile devices

    Science.gov (United States)

    Feng, Kai-Ten; Tseng, Po-Hsuan; Chiu, Pei-Shuan; Yang, Jia-Lin; Chiu, Chun-Jie

    2013-03-01

    With enhanced processing capability of mobile platforms, augmented reality (AR) has been considered a promising technology for achieving enhanced user experiences (UX). Augmented reality is to impose virtual information, e.g., videos and images, onto a live-view digital display. UX on real-world environment via the display can be e ectively enhanced with the adoption of interactive AR technology. Enhancement on UX can be bene cial for digital learning systems. There are existing research works based on AR targeting for the design of e-learning systems. However, none of these work focuses on providing three-dimensional (3-D) object modeling for en- hanced UX based on interactive AR techniques. In this paper, the 3-D interactive augmented reality-enhanced learning (IARL) systems will be proposed to provide enhanced UX for digital learning. The proposed IARL systems consist of two major components, including the markerless pattern recognition (MPR) for 3-D models and velocity-based object tracking (VOT) algorithms. Realistic implementation of proposed IARL system is conducted on Android-based mobile platforms. UX on digital learning can be greatly improved with the adoption of proposed IARL systems.

  5. Online Tracking of Outdoor Lighting Variations for Augmented Reality with Moving Cameras

    OpenAIRE

    Liu , Yanli; Granier , Xavier

    2012-01-01

    International audience; In augmented reality, one of key tasks to achieve a convincing visual appearance consistency between virtual objects and video scenes is to have a coherent illumination along the whole sequence. As outdoor illumination is largely dependent on the weather, the lighting condition may change from frame to frame. In this paper, we propose a full image-based approach for online tracking of outdoor illumination variations from videos captured with moving cameras. Our key ide...

  6. 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.

  7. 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.

  8. Introducing Augmented Reality in Cultural Heritage Studies

    OpenAIRE

    Villarejo, Luis; González-Reverté, Francesc; Miralbell, Oriol; Gomis, Joan Miquel

    2014-01-01

    Augmented Reality is a technology that allows overlaid digital content into our view of the real world through the camera of a Smartphone or a tablet. Video, audio, 2D and 3D images, web and text are just some examples of the type of content that can be overlaid on our perception of the real world. This content can be associated with real world elements by means of geolocation or image recognition. Such technology has great engagement potential and is used in many fields to augment the users’...

  9. 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)

  10. 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...

  11. Mobile Augmented Reality Applications

    OpenAIRE

    Prochazka, David; Stencl, Michael; Popelka, Ondrej; Stastny, Jiri

    2011-01-01

    Augmented reality have undergone considerable improvement in past years. Many special techniques and hardware devices were developed, but the crucial breakthrough came with the spread of intelligent mobile phones. This enabled mass spread of augmented reality applications. However mobile devices have limited hardware capabilities, which narrows down the methods usable for scene analysis. In this article we propose an augmented reality application which is using cloud computing to enable using...

  12. 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

  13. 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...

  14. 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.

  15. Augmented reality in neurosurgery.

    Science.gov (United States)

    Tagaytayan, Raniel; Kelemen, Arpad; Sik-Lanyi, Cecilia

    2018-04-01

    Neurosurgery is a medical specialty that relies heavily on imaging. The use of computed tomography and magnetic resonance images during preoperative planning and intraoperative surgical navigation is vital to the success of the surgery and positive patient outcome. Augmented reality application in neurosurgery has the potential to revolutionize and change the way neurosurgeons plan and perform surgical procedures in the future. Augmented reality technology is currently commercially available for neurosurgery for simulation and training. However, the use of augmented reality in the clinical setting is still in its infancy. Researchers are now testing augmented reality system prototypes to determine and address the barriers and limitations of the technology before it can be widely accepted and used in the clinical setting.

  16. 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....

  17. 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…

  18. Augmented Reality: Daily Prayers for Preschooler Student

    OpenAIRE

    Hendra Pradibta

    2018-01-01

    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 Ba...

  19. 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…

  20. 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

  1. Implementasi Augmented Reality Pada Alat Musik Dairi Menggunakan Metode Markerless Berbasis Android

    OpenAIRE

    Ritonga, M. Hafis

    2016-01-01

    Dairi’s musical instrument is a form of cultural heritage of North Sumatra, to preserve a way with is with the use of technology Markerless Augmented Reality in the form of musical instruments Dairi aplication. Technology of Markerless Augmented Reality, the virtual objects in two dimensions (2D) or three-dimensional (3D) and projected in real time. Using camera, objects in the real world at random after the recorded video and it is the Dairi’s musical instrument display object...

  2. 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.

  3. 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

  4. Deformable three-dimensional model architecture for interactive augmented reality in minimally invasive surgery.

    Science.gov (United States)

    Vemuri, Anant S; Wu, Jungle Chi-Hsiang; Liu, Kai-Che; Wu, Hurng-Sheng

    2012-12-01

    Surgical procedures have undergone considerable advancement during the last few decades. More recently, the availability of some imaging methods intraoperatively has added a new dimension to minimally invasive techniques. Augmented reality in surgery has been a topic of intense interest and research. Augmented reality involves usage of computer vision algorithms on video from endoscopic cameras or cameras mounted in the operating room to provide the surgeon additional information that he or she otherwise would have to recognize intuitively. One of the techniques combines a virtual preoperative model of the patient with the endoscope camera using natural or artificial landmarks to provide an augmented reality view in the operating room. The authors' approach is to provide this with the least number of changes to the operating room. Software architecture is presented to provide interactive adjustment in the registration of a three-dimensional (3D) model and endoscope video. Augmented reality including adrenalectomy, ureteropelvic junction obstruction, and retrocaval ureter and pancreas was used to perform 12 surgeries. The general feedback from the surgeons has been very positive not only in terms of deciding the positions for inserting points but also in knowing the least change in anatomy. The approach involves providing a deformable 3D model architecture and its application to the operating room. A 3D model with a deformable structure is needed to show the shape change of soft tissue during the surgery. The software architecture to provide interactive adjustment in registration of the 3D model and endoscope video with adjustability of every 3D model is presented.

  5. 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...

  6. 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…

  7. The Effects of Augmented Reality-based Otago Exercise on Balance, Gait, and Falls Efficacy of Elderly Women.

    Science.gov (United States)

    Yoo, Ha-Na; Chung, Eunjung; Lee, Byoung-Hee

    2013-07-01

    [Purpose] The purpose of this study was to determine the effects of augmented reality-based Otago exercise on balance, gait, and falls efficacy of elderly women. [Subjects] The subjects were 21 elderly women, who were randomly divided into two groups: an augmented reality-based Otago exercise group of 10 subjects and an Otago exercise group of 11 subjects. [Methods] All subjects were evaluated for balance (Berg Balance Scale, BBS), gait parameters (velocity, cadence, step length, and stride length), and falls efficacy. Within 12 weeks, Otago exercise for muscle strengthening and balance training was conducted three times, for a period of 60 minutes each, and subjects in the experimental group performed augmented reality-based Otago exercise. [Results] Following intervention, the augmented reality-based Otago exercise group showed significant increases in BBS, velocity, cadence, step length (right side), stride length (right side and left side) and falls efficacy. [Conclusion] The results of this study suggest the feasibility and suitability of this augmented reality-based Otago exercise for elderly women.

  8. 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 ...

  9. 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.

  10. Feasibility and safety of augmented reality-assisted urological surgery using smartglass.

    Science.gov (United States)

    Borgmann, H; Rodríguez Socarrás, M; Salem, J; Tsaur, I; Gomez Rivas, J; Barret, E; Tortolero, L

    2017-06-01

    To assess the feasibility, safety and usefulness of augmented reality-assisted urological surgery using smartglass (SG). Seven urological surgeons (3 board urologists and 4 urology residents) performed augmented reality-assisted urological surgery using SG for 10 different types of operations and a total of 31 urological operations. Feasibility was assessed using technical metadata (number of photographs taken/number of videos recorded/video time recorded) and structured interviews with the urologists on their use of SG. Safety was evaluated by recording complications and grading according to the Clavien-Dindo classification. Usefulness of SG for urological surgery was queried in structured interviews and in a survey. The implementation of SG use during urological surgery was feasible with no intrinsic (technical defect) or extrinsic (inability to control the SG function) obstacles being observed. SG use was safe as no grade 3-5 complications occurred for the series of 31 urological surgeries of different complexities. Technical applications of SG included taking photographs/recording videos for teaching and documentation, hands-free teleconsultation, reviewing patients' medical records and images and searching the internet for health information. Overall usefulness of SG for urological surgery was rated as very high by 43 % and high by 29 % of surgeons. Augmented reality-assisted urological surgery using SG is both feasible and safe and also provides several useful functions for urological surgeons. Further developments and investigations are required in the near future to harvest the great potential of this exciting technology for urological surgery.

  11. 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.

  12. A head-mounted display system for augmented reality: Initial evaluation for interventional MRI

    International Nuclear Information System (INIS)

    Wendt, M.; Wacker, F.K.

    2003-01-01

    Purpose: To discuss the technical details of a head mounted display with an augmented reality (AR) system and to describe a first pre-clinical evaluation in interventional MRI. Method: The AR system consists of a video-see-through head mounted display (HMD), mounted with a mini video camera for tracking and a stereo pair of mini cameras that capture live images of the scene. The live video view of the phantom/patient is augmented with graphical representations of anatomical structures from MRI image data and is displayed on the HMD. The application of the AR system with interventional MRI was tested using a MRI data set of the head and a head phantom. Results: The HMD enables the user to move around and observe the scene dynamically from various viewpoints. Within a short time the natural hand-eye coordination can easily be adapted to the slightly different view. The 3D perception is based on stereo and kinetic depth cues. A circular target with a diameter of 0.5 square centimeter was hit in 19 of 20 attempts. In a first evaluation the MRI image data augmented reality scene of a head phantom allowed good planning and precise simulation of a puncture. Conclusion: The HMD in combination with AR provides a direct, intuitive guidance for interventional MR procedures. (orig.) [de

  13. 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.

  14. Utilization of the Space Vision System as an Augmented Reality System For Mission Operations

    Science.gov (United States)

    Maida, James C.; Bowen, Charles

    2003-01-01

    Augmented reality is a technique whereby computer generated images are superimposed on live images for visual enhancement. Augmented reality can also be characterized as dynamic overlays when computer generated images are registered with moving objects in a live image. This technique has been successfully implemented, with low to medium levels of registration precision, in an NRA funded project entitled, "Improving Human Task Performance with Luminance Images and Dynamic Overlays". Future research is already being planned to also utilize a laboratory-based system where more extensive subject testing can be performed. However successful this might be, the problem will still be whether such a technology can be used with flight hardware. To answer this question, the Canadian Space Vision System (SVS) will be tested as an augmented reality system capable of improving human performance where the operation requires indirect viewing. This system has already been certified for flight and is currently flown on each shuttle mission for station assembly. Successful development and utilization of this system in a ground-based experiment will expand its utilization for on-orbit mission operations. Current research and development regarding the use of augmented reality technology is being simulated using ground-based equipment. This is an appropriate approach for development of symbology (graphics and annotation) optimal for human performance and for development of optimal image registration techniques. It is anticipated that this technology will become more pervasive as it matures. Because we know what and where almost everything is on ISS, this reduces the registration problem and improves the computer model of that reality, making augmented reality an attractive tool, provided we know how to use it. This is the basis for current research in this area. However, there is a missing element to this process. It is the link from this research to the current ISS video system and to

  15. 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.

  16. 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 making the complex content and context of these subjects more approachable to the students through the visualization made possible through the use of this technology. A case study is described in this chapter. Issues and factors required for the sustainable use of the mobile-facilitated application...... of augmented reality are discussed....

  17. 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...

  18. 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.

  19. 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.

  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. Augmented reality on poster presentations, in the field and in the classroom

    Science.gov (United States)

    Hawemann, Friedrich; Kolawole, Folarin

    2017-04-01

    Augmented reality (AR) is the direct addition of virtual information through an interface to a real-world environment. In practice, through a mobile device such as a tablet or smartphone, information can be projected onto a target- for example, an image on a poster. Mobile devices are widely distributed today such that augmented reality is easily accessible to almost everyone. Numerous studies have shown that multi-dimensional visualization is essential for efficient perception of the spatial, temporal and geometrical configuration of geological structures and processes. Print media, such as posters and handouts lack the ability to display content in the third and fourth dimensions, which might be in space-domain as seen in three-dimensional (3-D) objects, or time-domain (four-dimensional, 4-D) expressible in the form of videos. Here, we show that augmented reality content can be complimentary to geoscience poster presentations, hands-on material and in the field. In the latter example, location based data is loaded and for example, a virtual geological profile can be draped over a real-world landscape. In object based AR, the application is trained to recognize an image or object through the camera of the user's mobile device, such that specific content is automatically downloaded and displayed on the screen of the device, and positioned relative to the trained image or object. We used ZapWorks, a commercially-available software application to create and present examples of content that is poster-based, in which important supplementary information is presented as interactive virtual images, videos and 3-D models. We suggest that the flexibility and real-time interactivity offered by AR makes it an invaluable tool for effective geoscience poster presentation, class-room and field geoscience learning.

  2. 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.

  3. SU-C-209-06: Improving X-Ray Imaging with Computer Vision and Augmented Reality

    Energy Technology Data Exchange (ETDEWEB)

    MacDougall, R.D.; Scherrer, B [Boston Children’s Hospital, Boston, MA (United States); Don, S [Washington University, St. Louis, MO (United States)

    2016-06-15

    Purpose: To determine the feasibility of using a computer vision algorithm and augmented reality interface to reduce repeat rates and improve consistency of image quality and patient exposure in general radiography. Methods: A prototype device, designed for use with commercially available hardware (Microsoft Kinect 2.0) capable of depth sensing and high resolution/frame rate video, was mounted to the x-ray tube housing as part of a Philips DigitalDiagnost digital radiography room. Depth data and video was streamed to a Windows 10 PC. Proprietary software created an augmented reality interface where overlays displayed selectable information projected over real-time video of the patient. The information displayed prior to and during x-ray acquisition included: recognition and position of ordered body part, position of image receptor, thickness of anatomy, location of AEC cells, collimated x-ray field, degree of patient motion and suggested x-ray technique. Pre-clinical data was collected in a volunteer study to validate patient thickness measurements and x-ray images were not acquired. Results: Proprietary software correctly identified ordered body part, measured patient motion, and calculated thickness of anatomy. Pre-clinical data demonstrated accuracy and precision of body part thickness measurement when compared with other methods (e.g. laser measurement tool). Thickness measurements provided the basis for developing a database of thickness-based technique charts that can be automatically displayed to the technologist. Conclusion: The utilization of computer vision and commercial hardware to create an augmented reality view of the patient and imaging equipment has the potential to drastically improve the quality and safety of x-ray imaging by reducing repeats and optimizing technique based on patient thickness. Society of Pediatric Radiology Pilot Grant; Washington University Bear Cub Fund.

  4. SU-C-209-06: Improving X-Ray Imaging with Computer Vision and Augmented Reality

    International Nuclear Information System (INIS)

    MacDougall, R.D.; Scherrer, B; Don, S

    2016-01-01

    Purpose: To determine the feasibility of using a computer vision algorithm and augmented reality interface to reduce repeat rates and improve consistency of image quality and patient exposure in general radiography. Methods: A prototype device, designed for use with commercially available hardware (Microsoft Kinect 2.0) capable of depth sensing and high resolution/frame rate video, was mounted to the x-ray tube housing as part of a Philips DigitalDiagnost digital radiography room. Depth data and video was streamed to a Windows 10 PC. Proprietary software created an augmented reality interface where overlays displayed selectable information projected over real-time video of the patient. The information displayed prior to and during x-ray acquisition included: recognition and position of ordered body part, position of image receptor, thickness of anatomy, location of AEC cells, collimated x-ray field, degree of patient motion and suggested x-ray technique. Pre-clinical data was collected in a volunteer study to validate patient thickness measurements and x-ray images were not acquired. Results: Proprietary software correctly identified ordered body part, measured patient motion, and calculated thickness of anatomy. Pre-clinical data demonstrated accuracy and precision of body part thickness measurement when compared with other methods (e.g. laser measurement tool). Thickness measurements provided the basis for developing a database of thickness-based technique charts that can be automatically displayed to the technologist. Conclusion: The utilization of computer vision and commercial hardware to create an augmented reality view of the patient and imaging equipment has the potential to drastically improve the quality and safety of x-ray imaging by reducing repeats and optimizing technique based on patient thickness. Society of Pediatric Radiology Pilot Grant; Washington University Bear Cub Fund

  5. 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.

  6. [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.

  7. 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…

  8. Augmented Reality-Guided Lumbar Facet Joint Injections.

    Science.gov (United States)

    Agten, Christoph A; Dennler, Cyrill; Rosskopf, Andrea B; Jaberg, Laurenz; Pfirrmann, Christian W A; Farshad, Mazda

    2018-05-08

    The aim of this study was to assess feasibility and accuracy of augmented reality-guided lumbar facet joint injections. A spine phantom completely embedded in hardened opaque agar with 3 ring markers was built. A 3-dimensional model of the phantom was uploaded to an augmented reality headset (Microsoft HoloLens). Two radiologists independently performed 20 augmented reality-guided and 20 computed tomography (CT)-guided facet joint injections each: for each augmented reality-guided injection, the hologram was manually aligned with the phantom container using the ring markers. The radiologists targeted the virtual facet joint and tried to place the needle tip in the holographic joint space. Computed tomography was performed after each needle placement to document final needle tip position. Time needed from grabbing the needle to final needle placement was measured for each simulated injection. An independent radiologist rated images of all needle placements in a randomized order blinded to modality (augmented reality vs CT) and performer as perfect, acceptable, incorrect, or unsafe. Accuracy and time to place needles were compared between augmented reality-guided and CT-guided facet joint injections. In total, 39/40 (97.5%) of augmented reality-guided needle placements were either perfect or acceptable compared with 40/40 (100%) CT-guided needle placements (P = 0.5). One augmented reality-guided injection missed the facet joint space by 2 mm. No unsafe needle placements occurred. Time to final needle placement was substantially faster with augmented reality guidance (mean 14 ± 6 seconds vs 39 ± 15 seconds, P Augmented reality-guided facet joint injections are feasible and accurate without potentially harmful needle placement in an experimental setting.

  9. APLIKASI AUGMENTED REALITY BERBASIS AGEN CERDAS SEBAGAI MARKETING COMMUNICATION PADA PROGRAM STUDI TEKNIK INFORMATIKA FTIK UNIVERSITAS SEMARANG

    Directory of Open Access Journals (Sweden)

    Nur Wakhidah

    2017-09-01

    Full Text Available In this study, using Augmented Reality and Methods Markeless Video Animation, which is focused on Information Engineering Program Faculty of Information and Communication Technology at the University of Semarang. Communication in use for Media Marketing Communication at the Faculty of Information Technology and Communications there are several obstacles to the process of the communication campaign for new students to get the information they need to visit the information center part of the University of Semarang to request brochures, and other promotional media are on the website http: // ftik.usm.ac.id, banners, and newspaper media only limited information has not been a technology that combines state of reality or virtual engineering conditions. In order for the conditions created virtual become more real and displays overall excellence of the Information Engineering Program Faculty of Information and Communication Technology at the University of Semarang. By making use of augmented reality technology using the marker in the text Information Engineering Program of a model text, and video animation that can be displayed virtually using mobile phones both android, blackberry or iphone so that people will more easily attract and knowing full well what are the an advantage Informatics Engineering Program of the video display animation.Aplikasi It will be developed using the Unity 3D and Vuforia SDK.   Keywords : Augmented Reality, Markeless, Video, Animation, Marketing

  10. 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.

  11. 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.

  12. 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...

  13. Coronary Heart Disease Preoperative Gesture Interactive Diagnostic System Based on Augmented Reality.

    Science.gov (United States)

    Zou, Yi-Bo; Chen, Yi-Min; Gao, Ming-Ke; Liu, Quan; Jiang, Si-Yu; Lu, Jia-Hui; Huang, Chen; Li, Ze-Yu; Zhang, Dian-Hua

    2017-08-01

    Coronary heart disease preoperative diagnosis plays an important role in the treatment of vascular interventional surgery. Actually, most doctors are used to diagnosing the position of the vascular stenosis and then empirically estimating vascular stenosis by selective coronary angiography images instead of using mouse, keyboard and computer during preoperative diagnosis. The invasive diagnostic modality is short of intuitive and natural interaction and the results are not accurate enough. Aiming at above problems, the coronary heart disease preoperative gesture interactive diagnostic system based on Augmented Reality is proposed. The system uses Leap Motion Controller to capture hand gesture video sequences and extract the features which that are the position and orientation vector of the gesture motion trajectory and the change of the hand shape. The training planet is determined by K-means algorithm and then the effect of gesture training is improved by multi-features and multi-observation sequences for gesture training. The reusability of gesture is improved by establishing the state transition model. The algorithm efficiency is improved by gesture prejudgment which is used by threshold discriminating before recognition. The integrity of the trajectory is preserved and the gesture motion space is extended by employing space rotation transformation of gesture manipulation plane. Ultimately, the gesture recognition based on SRT-HMM is realized. The diagnosis and measurement of the vascular stenosis are intuitively and naturally realized by operating and measuring the coronary artery model with augmented reality and gesture interaction techniques. All of the gesture recognition experiments show the distinguish ability and generalization ability of the algorithm and gesture interaction experiments prove the availability and reliability of the system.

  14. 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.

  15. 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.

  16. 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...

  17. 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

  18. 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...

  19. 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.

  20. Aspects of User Experience in Augmented Reality

    DEFF Research Database (Denmark)

    Madsen, Jacob Boesen

    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.......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...

  1. 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...

  2. Augmented reality and its practical application

    OpenAIRE

    ZÍTKOVÁ, Helena

    2011-01-01

    This thesis combines topic of augmented reality with tourism. For analyzing the state of the use of augmented reality was composed case studies. It was created product, which is called Guide to mobile phone.

  3. 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

  4. 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…

  5. 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.

  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. 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.

  8. 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-applikat......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...

  9. 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.

  10. 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....

  11. Towards an Understanding of the Effects of Augmented Reality Games on Disaster Management

    OpenAIRE

    Luczak-Roesch, Markus

    2017-01-01

    Location-based augmented reality games have entered the mainstream with the nearly overnight success of Niantic's Pok\\'emon Go. Unlike traditional video games, the fact that players of such games carry out actions in the external, physical world to accomplish in-game objectives means that the large-scale adoption of such games motivate people, en masse, to do things and go places they would not have otherwise done in unprecedented ways. The social implications of such mass-mobilisation of ind...

  12. Mobile Augmented Reality Support for Architects based on feature Tracking Techniques

    DEFF Research Database (Denmark)

    Grønbæk, Kaj; Nielsen, Mikkel Bang; Kramp, Gunnar

    2004-01-01

    This paper presents a mobile Augmented Reality (AR) system called the SitePack supporting architects in visualizing 3D models in real-time on site. We describe how vision based feature tracking techniques can help architects making decisions on site concerning visual impact assessment. The AR sys...

  13. 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.

  14. 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.

  15. Viseu Mobile: A location based Augmented Reality tour guide for mobile devices

    Directory of Open Access Journals (Sweden)

    M.L. Martins

    2015-11-01

    Full Text Available This article reports on the project "Viseu na Palma da Mão", which is based on a Augmented Reality app for mobile devices, whose main purpose is to maximise the tourists’ experience when visiting the town of Viseu. The paper starts by presenting a reflection on Augmented Reality and its potential and applications, with a special emphasis on the tourism industry. The increasing possibility to access the Internet anytime, anywhere, together with the unprecedented growth of mobile device penetration has boosted the development of specific applications that seek to respond to the increasing demands of tourists. It is on this premise that the app Viseu Mobile emerges, seeking to enhance the constant use of mobile devices, and making them act as a personal tour guide, based on location based information. The different stages of development and different features of the application are also explained

  16. 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...

  17. Research on gesture recognition of augmented reality maintenance guiding system based on improved SVM

    Science.gov (United States)

    Zhao, Shouwei; Zhang, Yong; Zhou, Bin; Ma, Dongxi

    2014-09-01

    Interaction is one of the key techniques of augmented reality (AR) maintenance guiding system. Because of the complexity of the maintenance guiding system's image background and the high dimensionality of gesture characteristics, the whole process of gesture recognition can be divided into three stages which are gesture segmentation, gesture characteristic feature modeling and trick recognition. In segmentation stage, for solving the misrecognition of skin-like region, a segmentation algorithm combing background mode and skin color to preclude some skin-like regions is adopted. In gesture characteristic feature modeling of image attributes stage, plenty of characteristic features are analyzed and acquired, such as structure characteristics, Hu invariant moments features and Fourier descriptor. In trick recognition stage, a classifier based on Support Vector Machine (SVM) is introduced into the augmented reality maintenance guiding process. SVM is a novel learning method based on statistical learning theory, processing academic foundation and excellent learning ability, having a lot of issues in machine learning area and special advantages in dealing with small samples, non-linear pattern recognition at high dimension. The gesture recognition of augmented reality maintenance guiding system is realized by SVM after the granulation of all the characteristic features. The experimental results of the simulation of number gesture recognition and its application in augmented reality maintenance guiding system show that the real-time performance and robustness of gesture recognition of AR maintenance guiding system can be greatly enhanced by improved SVM.

  18. Enhancing tourism with augmented and virtual reality

    OpenAIRE

    Jenny, Sandra

    2017-01-01

    Augmented and virtual reality are on the advance. In the last twelve months, several interesting devices have entered the market. Since tourism is one of the fastest growing economic sectors in the world and has become one of the major players in international commerce, the aim of this thesis was to examine how tourism could be enhanced with augmented and virtual reality. The differences and functional principles of augmented and virtual reality were investigated, general uses were described ...

  19. 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.

  20. 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.

  1. Enhancing User Experiences of Mobile-Based Augmented Reality via Spatial Augmented Reality: Designs and Architectures of Projector-Camera Devices

    Directory of Open Access Journals (Sweden)

    Thitirat Siriborvornratanakul

    2018-01-01

    Full Text Available As smartphones, tablet computers, and other mobile devices have continued to dominate our digital world ecosystem, there are many industries using mobile or wearable devices to perform Augmented Reality (AR functions in their workplaces in order to increase productivity and decrease unnecessary workloads. Mobile-based AR can basically be divided into three main types: phone-based AR, wearable AR, and projector-based AR. Among these, projector-based AR or Spatial Augmented Reality (SAR is the most immature and least recognized type of AR for end users. This is because there are a small number of commercial products providing projector-based AR functionalities in a mobile manner. Also, prices of mobile projectors are still relatively high. Moreover, there are still many technical problems regarding projector-based AR that have been left unsolved. Nevertheless, it is projector-based AR that has potential to solve a fundamental problem shared by most mobile-based AR systems. Also the always-visible nature of projector-based AR is one good answer for solving current user experience issues of phone-based AR and wearable AR systems. Hence, in this paper, we analyze what are the user experience issues and technical issues regarding common mobile-based AR systems, recently widespread phone-based AR systems, and rising wearable AR systems. Then for each issue, we propose and explain a new solution of how using projector-based AR can solve the problems and/or help enhance its user experiences. Our proposed framework includes hardware designs and architectures as well as a software computing paradigm towards mobile projector-based AR systems. The proposed design is evaluated by three experts using qualitative and semiquantitative research approaches.

  2. COMBINING INDEPENDENT VISUALIZATION AND TRACKING SYSTEMS FOR AUGMENTED REALITY

    Directory of Open Access Journals (Sweden)

    P. Hübner

    2018-05-01

    Full Text Available The basic requirement for the successful deployment of a mobile augmented reality application is a reliable tracking system with high accuracy. Recently, a helmet-based inside-out tracking system which meets this demand has been proposed for self-localization in buildings. To realize an augmented reality application based on this tracking system, a display has to be added for visualization purposes. Therefore, the relative pose of this visualization platform with respect to the helmet has to be tracked. In the case of hand-held visualization platforms like smartphones or tablets, this can be achieved by means of image-based tracking methods like marker-based or model-based tracking. In this paper, we present two marker-based methods for tracking the relative pose between the helmet-based tracking system and a tablet-based visualization system. Both methods were implemented and comparatively evaluated in terms of tracking accuracy. Our results show that mobile inside-out tracking systems without integrated displays can easily be supplemented with a hand-held tablet as visualization device for augmented reality purposes.

  3. Online tracking of outdoor lighting variations for augmented reality with moving cameras.

    Science.gov (United States)

    Liu, Yanli; Granier, Xavier

    2012-04-01

    In augmented reality, one of key tasks to achieve a convincing visual appearance consistency between virtual objects and video scenes is to have a coherent illumination along the whole sequence. As outdoor illumination is largely dependent on the weather, the lighting condition may change from frame to frame. In this paper, we propose a full image-based approach for online tracking of outdoor illumination variations from videos captured with moving cameras. Our key idea is to estimate the relative intensities of sunlight and skylight via a sparse set of planar feature-points extracted from each frame. To address the inevitable feature misalignments, a set of constraints are introduced to select the most reliable ones. Exploiting the spatial and temporal coherence of illumination, the relative intensities of sunlight and skylight are finally estimated by using an optimization process. We validate our technique on a set of real-life videos and show that the results with our estimations are visually coherent along the video sequences.

  4. 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.

  5. Implementation of Markerless Augmented Reality Technology Based on Android to Introduction Lontara in Marine Society

    Science.gov (United States)

    Jumarlis, Mila; Mirfan, Mirfan

    2018-05-01

    Local language learning had been leaving by people especially young people had affected technology advances so that involved lack of interest to learn culture especially local language. So required interactive and interest learning media for introduction Lontara. This research aims to design and implement augmented reality on introduction Lontara on mobile device especially android. Application of introduction Lontara based on Android was designed by Vuforia and Unity. Data collection method were observation, interview, and literature review. That data was analysed for being information. The system was designed by Unified Modeling Language (UML). The method used is a marker. The test result found that application of Augmented Reality on introduction Lontara based on Android could improve public interest for introducing local language particularly young people in learning about Lontara because of using technology. Application of introduction of Lontara based on Android used augmented reality occurred sound and how to write Lontara with animation. This application could be running without an internet connection, so that its used more efficient and could maximize from user.

  6. 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.

  7. 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

  8. Augmented reality and photogrammetry: A synergy to visualize physical and virtual city environments

    Science.gov (United States)

    Portalés, Cristina; Lerma, José Luis; Navarro, Santiago

    2010-01-01

    Close-range photogrammetry is based on the acquisition of imagery to make accurate measurements and, eventually, three-dimensional (3D) photo-realistic models. These models are a photogrammetric product per se. They are usually integrated into virtual reality scenarios where additional data such as sound, text or video can be introduced, leading to multimedia virtual environments. These environments allow users both to navigate and interact on different platforms such as desktop PCs, laptops and small hand-held devices (mobile phones or PDAs). In very recent years, a new technology derived from virtual reality has emerged: Augmented Reality (AR), which is based on mixing real and virtual environments to boost human interactions and real-life navigations. The synergy of AR and photogrammetry opens up new possibilities in the field of 3D data visualization, navigation and interaction far beyond the traditional static navigation and interaction in front of a computer screen. In this paper we introduce a low-cost outdoor mobile AR application to integrate buildings of different urban spaces. High-accuracy 3D photo-models derived from close-range photogrammetry are integrated in real (physical) urban worlds. The augmented environment that is presented herein requires for visualization a see-through video head mounted display (HMD), whereas user's movement navigation is achieved in the real world with the help of an inertial navigation sensor. After introducing the basics of AR technology, the paper will deal with real-time orientation and tracking in combined physical and virtual city environments, merging close-range photogrammetry and AR. There are, however, some software and complex issues, which are discussed in the paper.

  9. Perform light and optic experiments in Augmented Reality

    Science.gov (United States)

    Wozniak, Peter; Vauderwange, Oliver; Curticapean, Dan; Javahiraly, Nicolas; Israel, Kai

    2015-10-01

    In many scientific studies lens experiments are part of the curriculum. The conducted experiments are meant to give the students a basic understanding for the laws of optics and its applications. Most of the experiments need special hardware like e.g. an optical bench, light sources, apertures and different lens types. Therefore it is not possible for the students to conduct any of the experiments outside of the university's laboratory. Simple optical software simulators enabling the students to virtually perform lens experiments already exist, but are mostly desktop or web browser based. Augmented Reality (AR) is a special case of mediated and mixed reality concepts, where computers are used to add, subtract or modify one's perception of reality. As a result of the success and widespread availability of handheld mobile devices, like e.g. tablet computers and smartphones, mobile augmented reality applications are easy to use. Augmented reality can be easily used to visualize a simulated optical bench. The students can interactively modify properties like e.g. lens type, lens curvature, lens diameter, lens refractive index and the positions of the instruments in space. Light rays can be visualized and promote an additional understanding of the laws of optics. An AR application like this is ideally suited to prepare the actual laboratory sessions and/or recap the teaching content. The authors will present their experience with handheld augmented reality applications and their possibilities for light and optic experiments without the needs for specialized optical hardware.

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

    OpenAIRE

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

    2018-01-01

    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 th...

  11. PRISMA-MAR: An Architecture Model for Data Visualization in Augmented Reality Mobile Devices

    Science.gov (United States)

    Gomes Costa, Mauro Alexandre Folha; Serique Meiguins, Bianchi; Carneiro, Nikolas S.; Gonçalves Meiguins, Aruanda Simões

    2013-01-01

    This paper proposes an extension to mobile augmented reality (MAR) environments--the addition of data charts to the more usual text, image and video components. To this purpose, we have designed a client-server architecture including the main necessary modules and services to provide an Information Visualization MAR experience. The server side…

  12. 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…

  13. Augmented reality: dé nieuwe dimensie in de sport?

    NARCIS (Netherlands)

    Slender, Hans

    2010-01-01

    Volgens trendwatcher Justien Marseille de trend van 2010: augmented reality. Augmented reality is een techniek om met de computer gemaakte beelden toe te voegen aan de realiteit. Het Nederlandse Layar (layar.com) presenteerde zich vorig jaar vol trots als een unieke augmented reality browser, met

  14. 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…

  15. 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.

  16. 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.

  17. 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

  18. 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).

  19. 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...

  20. Guidelines for user interactions in mobile augmented reality

    OpenAIRE

    Ortman, Erik; Swedlund, Kenneth

    2012-01-01

    Over the last couple of years the field of Augmented Reality has transformed from something mainly seen in academic researchinto several examples of big commercially successful products, and the widespread use of highly capable mobile devices has greatly helped accelerate this trend. The powerful sensors in modern handsets enable designers to bring Augmented Reality implementations to the hands ofthe users.This thesis examines how Augmented Reality can be implemented onmobile platforms, mainl...

  1. 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...

  2. 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.

  3. Clinical usefulness of augmented reality using infrared camera based real-time feedback on gait function in cerebral palsy: a case study.

    Science.gov (United States)

    Lee, Byoung-Hee

    2016-04-01

    [Purpose] This study investigated the effects of real-time feedback using infrared camera recognition technology-based augmented reality in gait training for children with cerebral palsy. [Subjects] Two subjects with cerebral palsy were recruited. [Methods] In this study, augmented reality based real-time feedback training was conducted for the subjects in two 30-minute sessions per week for four weeks. Spatiotemporal gait parameters were used to measure the effect of augmented reality-based real-time feedback training. [Results] Velocity, cadence, bilateral step and stride length, and functional ambulation improved after the intervention in both cases. [Conclusion] Although additional follow-up studies of the augmented reality based real-time feedback training are required, the results of this study demonstrate that it improved the gait ability of two children with cerebral palsy. These findings suggest a variety of applications of conservative therapeutic methods which require future clinical trials.

  4. 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.

  5. 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

  6. 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.

  7. 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.

  8. Towards an interactive medical system by augmented reality

    OpenAIRE

    Khawla Ben Abderrahim; Mohamed Kallel; M.S. Bouhlel

    2013-01-01

    Augmented reality is a computer field that progresses rapidly. Its principle is to mix the real world and the virtual world. Many applications already use augmented reality, particularly the medical field. Medical image allows doctors to make diagnosis of the patient. This diagnosis allows him to make the best decision without committing professional mistakes that can cause problems. Hence the idea of integrating augmented reality with medical image analysis to help the doctor to make the bes...

  9. 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...

  10. Location based augmented reality application on Unity 3D

    OpenAIRE

    Serra Font, Antoni

    2013-01-01

    This document presents the development and steps taken in order to create an augmented reality application using the Unity 3D software using a mobile handheld device. The steps of the development will be explained and the performance evaluated.

  11. 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.

  12. 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.

  13. Visual Enhancement for Sports Entertainment by Vision-Based Augmented Reality

    OpenAIRE

    Uematsu, Yuko; Saito, Hideo

    2008-01-01

    This paper presents visually enhanced sports entertainment applications: AR Baseball Presentation System and Interactive AR Bowling System. We utilize vision-based augmented reality for getting immersive feeling. First application is an observation system of a virtual baseball game on the tabletop. 3D virtual players are playing a game on a real baseball field model, so that users can observe the game from favorite view points through a handheld monitor with a web camera....

  14. 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

  15. Two Innovative Steps for Training on Maintenance: 'VIRMAN' Spanish Project based on Virtual Reality 'STARMATE' European Project based on Augmented Reality

    International Nuclear Information System (INIS)

    Gonzalez Anez, Francisco

    2002-01-01

    This paper presents two development projects (STARMATE and VIRMAN) focused on supporting training on maintenance. Both projects aim at specifying, designing, developing, and demonstrating prototypes allowing computer guided maintenance of complex mechanical elements using Augmented and Virtual Reality techniques. VIRMAN is a Spanish development project. The objective is to create a computer tool for maintenance training course elaborations and training delivery based on 3D virtual reality models of complex components. The training delivery includes 3D record displays on maintenance procedures with all complementary information for intervention understanding. Users are requested to perform the maintenance intervention trying to follow up the procedure. Users can be evaluated about the level of knowledge achieved. Instructors can check the evaluation records left during the training sessions. VIRMAN is simple software supported by a regular computer and can be used in an Internet framework. STARMATE is a forward step in the area of virtual reality. STARMATE is a European Commission project in the frame of 'Information Societies Technologies'. A consortium of five companies and one research institute shares their expertise in this new technology. STARMATE provides two main functionalities (1) user assistance for achieving assembly/de-assembly and following maintenance procedures, and (2) workforce training. The project relies 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. The user interface is see-through goggles, headphones, microphone and an optical tracking system. All these devices are integrated in a helmet connected with two regular computers. The user has his hands free for performing the maintenance intervention and he can navigate in the virtual

  16. 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.

  17. Breaking the Barriers to True Augmented Reality

    OpenAIRE

    Sandor, Christian; Fuchs, Martin; Cassinelli, Alvaro; Li, Hao; Newcombe, Richard; Yamamoto, Goshiro; Feiner, Steven

    2015-01-01

    In recent years, Augmented Reality (AR) and Virtual Reality (VR) have gained considerable commercial traction, with Facebook acquiring Oculus VR for \\$2 billion, Magic Leap attracting more than \\$500 million of funding, and Microsoft announcing their HoloLens head-worn computer. Where is humanity headed: a brave new dystopia-or a paradise come true? In this article, we present discussions, which started at the symposium "Making Augmented Reality Real", held at Nara Institute of Science and Te...

  18. 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.

  19. Wearable computer for mobile augmented-reality-based controlling of an intelligent robot

    Science.gov (United States)

    Turunen, Tuukka; Roening, Juha; Ahola, Sami; Pyssysalo, Tino

    2000-10-01

    An intelligent robot can be utilized to perform tasks that are either hazardous or unpleasant for humans. Such tasks include working in disaster areas or conditions that are, for example, too hot. An intelligent robot can work on its own to some extent, but in some cases the aid of humans will be needed. This requires means for controlling the robot from somewhere else, i.e. teleoperation. Mobile augmented reality can be utilized as a user interface to the environment, as it enhances the user's perception of the situation compared to other interfacing methods and allows the user to perform other tasks while controlling the intelligent robot. Augmented reality is a method that combines virtual objects into the user's perception of the real world. As computer technology evolves, it is possible to build very small devices that have sufficient capabilities for augmented reality applications. We have evaluated the existing wearable computers and mobile augmented reality systems to build a prototype of a future mobile terminal- the CyPhone. A wearable computer with sufficient system resources for applications, wireless communication media with sufficient throughput and enough interfaces for peripherals has been built at the University of Oulu. It is self-sustained in energy, with enough operating time for the applications to be useful, and uses accurate positioning systems.

  20. Exploring Urban Environments Using Virtual and Augmented Reality

    OpenAIRE

    Stelios Papakonstantinou; Vesna Brujic-Okretic; Fotis Liarokapis

    2007-01-01

    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 ...

  1. Live texturing of augmented reality characters from colored drawings.

    Science.gov (United States)

    Magnenat, Stéphane; Ngo, Dat Tien; Zünd, Fabio; Ryffel, Mattia; Noris, Gioacchino; Rothlin, Gerhard; Marra, Alessia; Nitti, Maurizio; Fua, Pascal; Gross, Markus; Sumner, Robert W

    2015-11-01

    Coloring books capture the imagination of children and provide them with one of their earliest opportunities for creative expression. However, given the proliferation and popularity of digital devices, real-world activities like coloring can seem unexciting, and children become less engaged in them. Augmented reality holds unique potential to impact this situation by providing a bridge between real-world activities and digital enhancements. In this paper, we present an augmented reality coloring book App in which children color characters in a printed coloring book and inspect their work using a mobile device. The drawing is detected and tracked, and the video stream is augmented with an animated 3-D version of the character that is textured according to the child's coloring. This is possible thanks to several novel technical contributions. We present a texturing process that applies the captured texture from a 2-D colored drawing to both the visible and occluded regions of a 3-D character in real time. We develop a deformable surface tracking method designed for colored drawings that uses a new outlier rejection algorithm for real-time tracking and surface deformation recovery. We present a content creation pipeline to efficiently create the 2-D and 3-D content. And, finally, we validate our work with two user studies that examine the quality of our texturing algorithm and the overall App experience.

  2. 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.

  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. 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.…

  5. 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…

  6. 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...

  7. Stereoscopic augmented reality for laparoscopic surgery.

    Science.gov (United States)

    Kang, Xin; Azizian, Mahdi; Wilson, Emmanuel; Wu, Kyle; Martin, Aaron D; Kane, Timothy D; Peters, Craig A; Cleary, Kevin; Shekhar, Raj

    2014-07-01

    Conventional laparoscopes provide a flat representation of the three-dimensional (3D) operating field and are incapable of visualizing internal structures located beneath visible organ surfaces. Computed tomography (CT) and magnetic resonance (MR) images are difficult to fuse in real time with laparoscopic views due to the deformable nature of soft-tissue organs. Utilizing emerging camera technology, we have developed a real-time stereoscopic augmented-reality (AR) system for laparoscopic surgery by merging live laparoscopic ultrasound (LUS) with stereoscopic video. The system creates two new visual cues: (1) perception of true depth with improved understanding of 3D spatial relationships among anatomical structures, and (2) visualization of critical internal structures along with a more comprehensive visualization of the operating field. The stereoscopic AR system has been designed for near-term clinical translation with seamless integration into the existing surgical workflow. It is composed of a stereoscopic vision system, a LUS system, and an optical tracker. Specialized software processes streams of imaging data from the tracked devices and registers those in real time. The resulting two ultrasound-augmented video streams (one for the left and one for the right eye) give a live stereoscopic AR view of the operating field. The team conducted a series of stereoscopic AR interrogations of the liver, gallbladder, biliary tree, and kidneys in two swine. The preclinical studies demonstrated the feasibility of the stereoscopic AR system during in vivo procedures. Major internal structures could be easily identified. The system exhibited unobservable latency with acceptable image-to-video registration accuracy. We presented the first in vivo use of a complete system with stereoscopic AR visualization capability. This new capability introduces new visual cues and enhances visualization of the surgical anatomy. The system shows promise to improve the precision and

  8. 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.

  9. 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.

  10. 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.

  11. Augmented Reality for Maintenance and Repair (ARMAR)

    Science.gov (United States)

    2007-08-01

    implementations by leveraging more robust vision algorithms or by using fiducials. 57 Fi gu re 2 3. A ug m en te d co nt ro ls st at e di ag ra m 58...34 Proceedings of the IEEE Conference on Virtual Reality (VR 󈧇), Washington, DC, 2003, p. 199. [18] W. Friedrich , "ARVIKA-Augmented Reality for...and ACM International Symposium on Mixed and Augmented Reality (ISMAR 󈧊), Santa Barbara , CA, 2006, pp. 105-108. [33] S. G. Rao, S. J. Schmugge

  12. 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.

  13. Development of an augmented reality based simulation system for cooperative plant dismantling work

    International Nuclear Information System (INIS)

    Ishii, Hirotake; Man, Zhiyuan; Yan, Weida; Shimoda, Hiroshi; Izumi, Masanori

    2015-01-01

    An augmented reality-based simulation system for cooperative plant dismantling work has been developed and evaluated. In the system, behaviors of virtual objects such as the dismantling target, chain blocks, and trolleys are physically simulated. Their appearance is superimposed on camera images captured with cameras on users' tablet devices. The users can manipulate virtual objects cooperatively via touch operation. They can cut the dismantling targets, lift them on the trolleys using chain blocks, and convey them through narrow passages to ascertain whether the dismantling targets can be conducted without colliding with the passages. During the simulation, collisions between the virtual objects and real work environment are detected based on their three-dimensional shape data measured in advance. The collided parts are visualized using augmented reality superimposition. Four evaluators assessed the simulation system. Results show that the simulation system can be useful for prior examination of dismantling works, but some points were also found to need improvement. (author)

  14. Augmented reality-guided neurosurgery: accuracy and intraoperative application of an image projection technique.

    Science.gov (United States)

    Besharati Tabrizi, Leila; Mahvash, Mehran

    2015-07-01

    An augmented reality system has been developed for image-guided neurosurgery to project images with regions of interest onto the patient's head, skull, or brain surface in real time. The aim of this study was to evaluate system accuracy and to perform the first intraoperative application. Images of segmented brain tumors in different localizations and sizes were created in 10 cases and were projected to a head phantom using a video projector. Registration was performed using 5 fiducial markers. After each registration, the distance of the 5 fiducial markers from the visualized tumor borders was measured on the virtual image and on the phantom. The difference was considered a projection error. Moreover, the image projection technique was intraoperatively applied in 5 patients and was compared with a standard navigation system. Augmented reality visualization of the tumors succeeded in all cases. The mean time for registration was 3.8 minutes (range 2-7 minutes). The mean projection error was 0.8 ± 0.25 mm. There were no significant differences in accuracy according to the localization and size of the tumor. Clinical feasibility and reliability of the augmented reality system could be proved intraoperatively in 5 patients (projection error 1.2 ± 0.54 mm). The augmented reality system is accurate and reliable for the intraoperative projection of images to the head, skull, and brain surface. The ergonomic advantage of this technique improves the planning of neurosurgical procedures and enables the surgeon to use direct visualization for image-guided neurosurgery.

  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. 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…

  17. 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.

  18. 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.)

  19. Medical imaging and augmented reality. Proceedings

    Energy Technology Data Exchange (ETDEWEB)

    Dohi, Takeyoshi [Tokyo Univ. (Japan). Dept. of Mechano-Informatics; Sakuma, Ichiro [Tokyo Univ. (Japan). Dept. of Precision Engineering; Liao, Hongen (eds.) [Tokyo Univ. (Japan). Dept. of Bioengineering

    2008-07-01

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

    Science.gov (United States)

    Cherukuru, N. W.; Calhoun, R.

    2016-06-01

    Augmented reality (AR) is a technology in which the enables the user to view virtual content as if it existed in real world. We are exploring the possibility of using this technology to view radial velocities or processed wind vectors from a Doppler wind lidar, thus giving the user an ability to see the wind in a literal sense. This approach could find possible applications in aviation safety, atmospheric data visualization as well as in weather education and public outreach. 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.

  1. 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 experiment...

  2. 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...

  3. 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…

  4. 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.

  5. 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.

  6. The magnificent adventure of a ‘Fragment’. Block NXLVI Parthenon North Frieze In Augmented Reality

    OpenAIRE

    Cirafici, Alessandra; Maniello, Donato; Amoretti, Valeria

    2015-01-01

    The aim of this study is the creation of a multimedia totem with the use of video mapping techniques, representing a particular form of augmented reality, in order to provide new means different from the existing ones- for museum enjoyment. The object of the totem was the creation of a documentary about the full scale reproduction of block NXLVI of the north frieze of the Parthenon. With the words “augmented reality” we mean the addition of more information than what the observer would normal...

  7. Improved Nondestructive Disassembly Process using Augmented Reality and RFID Product/Part Tracking

    Directory of Open Access Journals (Sweden)

    Ile Mircheski

    2017-11-01

    Full Text Available The waste from electric and electronic equipment and discarded automobiles in the past grew rapidly and resulted with waste in billions of tones. The aim of this paper is to present an improved non-destructive disassembly process of electromechanical products using augmented reality based devices, such as glasses, tablets or mobile phones, and RFID technology for valuable product/part tracking. The proposed method includes tagging of components of interest in the product assembly by using a RFID tag. The valuable product is marked with specific ID number written in the RFID tag, in order to declare the product. The relevant data such as material and weight of components, guidelines for non-destructive disassembly for the valuable product and removing of component of interest will be obtained with the assistance of RFID tag and a centralized database. This modular system offers guidelines for the non-destructive disassembly process for obtaining valuable component of interest intended for easy repairs, remanufacture, reuse or recycling. The guidelines are in video presentation format using augmented reality for easy visualization of non-destructive disassembly process. The benefits of proposed modular system includes biggest percentage of reuse of the valuable components, easy maintaining, improved material recycling, environmental protection and greater total return form end of life products.

  8. Real-time markerless tracking for augmented reality: the virtual visual servoing framework.

    Science.gov (United States)

    Comport, Andrew I; Marchand, Eric; Pressigout, Muriel; Chaumette, François

    2006-01-01

    Tracking is a very important research subject in a real-time augmented reality context. The main requirements for trackers are high accuracy and little latency at a reasonable cost. In order to address these issues, a real-time, robust, and efficient 3D model-based tracking algorithm is proposed for a "video see through" monocular vision system. The tracking of objects in the scene amounts to calculating the pose between the camera and the objects. Virtual objects can then be projected into the scene using the pose. Here, nonlinear pose estimation is formulated by means of a virtual visual servoing approach. In this context, the derivation of point-to-curves interaction matrices are given for different 3D geometrical primitives including straight lines, circles, cylinders, and spheres. A local moving edges tracker is used in order to provide real-time tracking of points normal to the object contours. Robustness is obtained by integrating an M-estimator into the visual control law via an iteratively reweighted least squares implementation. This approach is then extended to address the 3D model-free augmented reality problem. The method presented in this paper has been validated on several complex image sequences including outdoor environments. Results show the method to be robust to occlusion, changes in illumination, and mistracking.

  9. 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…

  10. 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

  11. 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…

  12. Experiencing 3D interactions in virtual reality and augmented reality

    NARCIS (Netherlands)

    Martens, J.B.; Qi, W.; Aliakseyeu, D.; Kok, A.J.F.; Liere, van R.; Hoven, van den E.; Ijsselsteijn, W.; Kortuem, G.; Laerhoven, van K.; McClelland, I.; Perik, E.; Romero, N.; Ruyter, de B.

    2004-01-01

    We demonstrate basic 2D and 3D interactions in both a Virtual Reality (VR) system, called the Personal Space Station, and an Augmented Reality (AR) system, called the Visual Interaction Platform. Since both platforms use identical (optical) tracking hardware and software, and can run identical

  13. 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...

  14. 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...

  15. 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…

  16. 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.

  17. The Use of Geometry Learning Media Based on Augmented Reality for Junior High School Students

    Science.gov (United States)

    Rohendi, D.; Septian, S.; Sutarno, H.

    2018-02-01

    Understanding the geometry especially of three-dimensional space is still considered difficult by some students. Therefore, a learning innovation is required to overcome students’ difficulties in learning geometry. In this research, we developed geometry learning media based on augmented reality in android flatform’s then it was implemented in teaching three-dimensional objects for some junior high school students to find out: how is the students response in using this new media in geometry and is this media can solve the student’s difficulties in understanding geometry concept. The results showed that the use of geometry learning media based on augmented reality in android flatform is able to get positive responses from the students in learning geometry concepts especially three-dimensional objects and students more easy to understand concept of diagonal in geometry than before using this media.

  18. 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...

  19. [Intraoperative augmented reality visualization. Current state of development and initial experiences with the CamC].

    Science.gov (United States)

    Weidert, S; Wang, L; von der Heide, A; Navab, N; Euler, E

    2012-03-01

    The intraoperative application of augmented reality (AR) has so far mainly taken place in the field of endoscopy. Here, the camera image of the endoscope was augmented by computer graphics derived mostly from preoperative imaging. Due to the complex setup and operation of the devices, they have not yet become part of routine clinical practice. The Camera Augmented Mobile C-arm (CamC) that extends a classic C-arm by a video camera and mirror construction is characterized by its uncomplicated handling. It combines its video live stream geometrically correct with the acquired X-ray. The clinical application of the device in 43 cases showed the strengths of the device in positioning for X-ray acquisition, incision placement, K-wire placement, and instrument guidance. With its new function and the easy integration into the OR workflow of any procedure that requires X-ray imaging, the CamC has the potential to become the first widely used AR technology for orthopedic and trauma surgery.

  20. 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

  1. 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)

  2. 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.

  3. 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.

  4. 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

  5. Augmented Reality As a Working Aid for Intellectually Disabled Persons For Work in Horticulture

    OpenAIRE

    P. Benda; M. Ulman; M. Šmejkalová

    2015-01-01

    The main focus of this article is to verify experimentally the possibility of using Augmented Reality as a platform for display educational materials in the field of horticulture in the real world for people with intellectual disabilities. Experimental verification was attended by eight people with varying levels of mental disability. The educational material was presented to the research participants in the form of a video, which was accessible ...

  6. 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...

  7. 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

  8. 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.

  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 aiding collimator exchange at the LHC

    Energy Technology Data Exchange (ETDEWEB)

    Martínez, Héctor, E-mail: hector.martinez@sensetrix.com [SenseTrix, PL 20 FI-00101 Helsinki (Finland); Fabry, Thomas [European Organization for Nuclear Research, CERN, CH-1211 Genève 23 (Switzerland); Laukkanen, Seppo [SenseTrix, PL 20 FI-00101 Helsinki (Finland); Mattila, Jouni [Tampere University of Technology, PO Box 527, FI-33101 Tampere (Finland); Tabourot, Laurent [SYMME, Université de Savoie, Polytech Annecy-Chambéry, 5 chemin de Bellevue, 74944 Annecy le Vieux (France)

    2014-11-01

    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.

  11. Cranial implant design using augmented reality immersive system.

    Science.gov (United States)

    Ai, Zhuming; Evenhouse, Ray; Leigh, Jason; Charbel, Fady; Rasmussen, Mary

    2007-01-01

    Software tools that utilize haptics for sculpting precise fitting cranial implants are utilized in an augmented reality immersive system to create a virtual working environment for the modelers. The virtual environment is designed to mimic the traditional working environment as closely as possible, providing more functionality for the users. The implant design process uses patient CT data of a defective area. This volumetric data is displayed in an implant modeling tele-immersive augmented reality system where the modeler can build a patient specific implant that precisely fits the defect. To mimic the traditional sculpting workspace, the implant modeling augmented reality system includes stereo vision, viewer centered perspective, sense of touch, and collaboration. To achieve optimized performance, this system includes a dual-processor PC, fast volume rendering with three-dimensional texture mapping, the fast haptic rendering algorithm, and a multi-threading architecture. The system replaces the expensive and time consuming traditional sculpting steps such as physical sculpting, mold making, and defect stereolithography. This augmented reality system is part of a comprehensive tele-immersive system that includes a conference-room-sized system for tele-immersive small group consultation and an inexpensive, easily deployable networked desktop virtual reality system for surgical consultation, evaluation and collaboration. This system has been used to design patient-specific cranial implants with precise fit.

  12. 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.

  13. 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...

  14. A novel rotational matrix and translation vector algorithm: geometric accuracy for augmented reality in oral and maxillofacial surgeries.

    Science.gov (United States)

    Murugesan, Yahini Prabha; Alsadoon, Abeer; Manoranjan, Paul; Prasad, P W C

    2018-06-01

    Augmented reality-based surgeries have not been successfully implemented in oral and maxillofacial areas due to limitations in geometric accuracy and image registration. This paper aims to improve the accuracy and depth perception of the augmented video. The proposed system consists of a rotational matrix and translation vector algorithm to reduce the geometric error and improve the depth perception by including 2 stereo cameras and a translucent mirror in the operating room. The results on the mandible/maxilla area show that the new algorithm improves the video accuracy by 0.30-0.40 mm (in terms of overlay error) and the processing rate to 10-13 frames/s compared to 7-10 frames/s in existing systems. The depth perception increased by 90-100 mm. The proposed system concentrates on reducing the geometric error. Thus, this study provides an acceptable range of accuracy with a shorter operating time, which provides surgeons with a smooth surgical flow. Copyright © 2018 John Wiley & Sons, Ltd.

  15. 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.

  16. 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....

  17. 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.

  18. SLAM-based dense surface reconstruction in monocular Minimally Invasive Surgery and its application to Augmented Reality.

    Science.gov (United States)

    Chen, Long; Tang, Wen; John, Nigel W; Wan, Tao Ruan; Zhang, Jian Jun

    2018-05-01

    While Minimally Invasive Surgery (MIS) offers considerable benefits to patients, it also imposes big challenges on a surgeon's performance due to well-known issues and restrictions associated with the field of view (FOV), hand-eye misalignment and disorientation, as well as the lack of stereoscopic depth perception in monocular endoscopy. Augmented Reality (AR) technology can help to overcome these limitations by augmenting the real scene with annotations, labels, tumour measurements or even a 3D reconstruction of anatomy structures at the target surgical locations. However, previous research attempts of using AR technology in monocular MIS surgical scenes have been mainly focused on the information overlay without addressing correct spatial calibrations, which could lead to incorrect localization of annotations and labels, and inaccurate depth cues and tumour measurements. In this paper, we present a novel intra-operative dense surface reconstruction framework that is capable of providing geometry information from only monocular MIS videos for geometry-aware AR applications such as site measurements and depth cues. We address a number of compelling issues in augmenting a scene for a monocular MIS environment, such as drifting and inaccurate planar mapping. A state-of-the-art Simultaneous Localization And Mapping (SLAM) algorithm used in robotics has been extended to deal with monocular MIS surgical scenes for reliable endoscopic camera tracking and salient point mapping. A robust global 3D surface reconstruction framework has been developed for building a dense surface using only unorganized sparse point clouds extracted from the SLAM. The 3D surface reconstruction framework employs the Moving Least Squares (MLS) smoothing algorithm and the Poisson surface reconstruction framework for real time processing of the point clouds data set. Finally, the 3D geometric information of the surgical scene allows better understanding and accurate placement AR augmentations

  19. 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...

  20. 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.

  1. 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. 

  2. Using Augmented Reality to engage STEM students with an authentic curriculum

    Directory of Open Access Journals (Sweden)

    M. Hobbs

    2016-06-01

    Full Text Available This paper reports on the introduction of a set of 'Augmented Reality' (AR tasks, offering an innovative, real world and problem based set of activities for a group of first year University Gaming and Computer Science students. Our initial research identifies a gap in the perceptions of STEM students between the usefulness of discipline based modules and a compulsory 'Professional Development' module where more ‘employability’ based skills were delivered. It had a history of poor student engagement and attendance, and failed to provide a compelling narrative/links to the outside world. The AR tasks were designed to facilitate group-working and multi-channel communication, and to engage students through the use of a more creative technology. Framed as a rich case study, insights are captured through student blogs, video interviews and a questionnaire. Initial findings indicate higher levels of satisfaction and an appreciation of groupwork tasks, enhanced student engagement and a greater awareness of the value of transferable skills.

  3. Augmented reality as an aid in maxillofacial surgery: validation of a wearable system allowing maxillary repositioning.

    Science.gov (United States)

    Badiali, Giovanni; Ferrari, Vincenzo; Cutolo, Fabrizio; Freschi, Cinzia; Caramella, Davide; Bianchi, Alberto; Marchetti, Claudio

    2014-12-01

    We present a newly designed, localiser-free, head-mounted system featuring augmented reality as an aid to maxillofacial bone surgery, and assess the potential utility of the device by conducting a feasibility study and validation. Our head-mounted wearable system facilitating augmented surgery was developed as a stand-alone, video-based, see-through device in which the visual features were adapted to facilitate maxillofacial bone surgery. We implement a strategy designed to present augmented reality information to the operating surgeon. LeFort1 osteotomy was chosen as the test procedure. The system is designed to exhibit virtual planning overlaying the details of a real patient. We implemented a method allowing performance of waferless, augmented-reality assisted bone repositioning. In vitro testing was conducted on a physical replica of a human skull, and the augmented reality system was used to perform LeFort1 maxillary repositioning. Surgical accuracy was measured with the aid of an optical navigation system that recorded the coordinates of three reference points (located in anterior, posterior right, and posterior left positions) on the repositioned maxilla. The outcomes were compared with those expected to be achievable in a three-dimensional environment. Data were derived using three levels of surgical planning, of increasing complexity, and for nine different operators with varying levels of surgical skill. The mean error was 1.70 ± 0.51 mm. The axial errors were 0.89 ± 0.54 mm on the sagittal axis, 0.60 ± 0.20 mm on the frontal axis, and 1.06 ± 0.40 mm on the craniocaudal axis. The simplest plan was associated with a slightly lower mean error (1.58 ± 0.37 mm) compared with the more complex plans (medium: 1.82 ± 0.71 mm; difficult: 1.70 ± 0.45 mm). The mean error for the anterior reference point was lower (1.33 ± 0.58 mm) than those for both the posterior right (1.72 ± 0.24 mm) and posterior left points (2.05 ± 0.47 mm). No significant difference

  4. 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

  5. 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 chall......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....

  6. 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

  7. 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.

  8. Segmented and Detailed Visualization of Anatomical Structures based on Augmented Reality for Health Education and Knowledge Discovery

    Directory of Open Access Journals (Sweden)

    Isabel Cristina Siqueira da Silva

    2017-05-01

    Full Text Available The evolution of technology has changed the face of education, especially when combined with appropriate pedagogical bases. This combination has created innovation opportunities in order to add quality to teaching through new perspectives for traditional methods applied in the classroom. In the Health field, particularly, augmented reality and interaction design techniques can assist the teacher in the exposition of theoretical concepts and/or concepts that need of training at specific medical procedures. Besides, visualization and interaction with Health data, from different sources and in different formats, helps to identify hidden patterns or anomalies, increases the flexibility in the search for certain values, allows the comparison of different units to obtain relative difference in quantities, provides human interaction in real time, etc. At this point, it is noted that the use of interactive visualization techniques such as augmented reality and virtual can collaborate with the process of knowledge discovery in medical and biomedical databases. This work discuss aspects related to the use of augmented reality and interaction design as a tool for teaching anatomy and knowledge discovery, with the proposition of an case study based on mobile application that can display targeted anatomical parts in high resolution and with detail of its parts.

  9. Augmented Reality Sandbox and Constructivist Approach for Geoscience Teaching and Learning

    OpenAIRE

    Muhammad Nawaz; Sandeep N. Kundu; Farha Sattar

    2017-01-01

    Augmented reality sandbox adds new dimensions to education and learning process. It can be a core component of geoscience teaching and learning to understand the geographic contexts and landform processes. Augmented reality sandbox is a useful tool not only to create an interactive learning environment through spatial visualization but also it can provide an active learning experience to students and enhances the cognition process of learning. Augmented reality sandbox can be used as an inter...

  10. 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...

  11. Augmented Reality user interface analysis in mobile devices

    OpenAIRE

    Guzmán Guzmán, José Daniel

    2014-01-01

    [ENGLISH] The presence of high-end phones in the telephony market, has allowed consumers to have access to the computational power of mobile smart-phone devices. Powerful processors, combined with cameras and ease of development encourage an increasing number of Augmented Reality (AR) researchers to adopt mobile smart-phones as AR platform. The same way, Augmented Reality on mobile devices has become increasingly popular for many applications, including search and location, tourism, and shopp...

  12. 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.

  13. 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

  14. 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.

  15. 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.

  16. 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.

  17. 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.

  18. 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.

  19. Projector-based augmented reality for intuitive intraoperative guidance in image-guided 3D interstitial brachytherapy.

    Science.gov (United States)

    Krempien, Robert; Hoppe, Harald; Kahrs, Lüder; Daeuber, Sascha; Schorr, Oliver; Eggers, Georg; Bischof, Marc; Munter, Marc W; Debus, Juergen; Harms, Wolfgang

    2008-03-01

    The aim of this study is to implement augmented reality in real-time image-guided interstitial brachytherapy to allow an intuitive real-time intraoperative orientation. The developed system consists of a common video projector, two high-resolution charge coupled device cameras, and an off-the-shelf notebook. The projector was used as a scanning device by projecting coded-light patterns to register the patient and superimpose the operating field with planning data and additional information in arbitrary colors. Subsequent movements of the nonfixed patient were detected by means of stereoscopically tracking passive markers attached to the patient. In a first clinical study, we evaluated the whole process chain from image acquisition to data projection and determined overall accuracy with 10 patients undergoing implantation. The described method enabled the surgeon to visualize planning data on top of any preoperatively segmented and triangulated surface (skin) with direct line of sight during the operation. Furthermore, the tracking system allowed dynamic adjustment of the data to the patient's current position and therefore eliminated the need for rigid fixation. Because of soft-part displacement, we obtained an average deviation of 1.1 mm by moving the patient, whereas changing the projector's position resulted in an average deviation of 0.9 mm. Mean deviation of all needles of an implant was 1.4 mm (range, 0.3-2.7 mm). The developed low-cost augmented-reality system proved to be accurate and feasible in interstitial brachytherapy. The system meets clinical demands and enables intuitive real-time intraoperative orientation and monitoring of needle implantation.

  20. Projector-Based Augmented Reality for Intuitive Intraoperative Guidance in Image-Guided 3D Interstitial Brachytherapy

    International Nuclear Information System (INIS)

    Krempien, Robert; Hoppe, Harald; Kahrs, Lueder; Daeuber, Sascha; Schorr, Oliver; Eggers, Georg; Bischof, Marc; Munter, Marc W.; Debus, Juergen; Harms, Wolfgang

    2008-01-01

    Purpose: The aim of this study is to implement augmented reality in real-time image-guided interstitial brachytherapy to allow an intuitive real-time intraoperative orientation. Methods and Materials: The developed system consists of a common video projector, two high-resolution charge coupled device cameras, and an off-the-shelf notebook. The projector was used as a scanning device by projecting coded-light patterns to register the patient and superimpose the operating field with planning data and additional information in arbitrary colors. Subsequent movements of the nonfixed patient were detected by means of stereoscopically tracking passive markers attached to the patient. Results: In a first clinical study, we evaluated the whole process chain from image acquisition to data projection and determined overall accuracy with 10 patients undergoing implantation. The described method enabled the surgeon to visualize planning data on top of any preoperatively segmented and triangulated surface (skin) with direct line of sight during the operation. Furthermore, the tracking system allowed dynamic adjustment of the data to the patient's current position and therefore eliminated the need for rigid fixation. Because of soft-part displacement, we obtained an average deviation of 1.1 mm by moving the patient, whereas changing the projector's position resulted in an average deviation of 0.9 mm. Mean deviation of all needles of an implant was 1.4 mm (range, 0.3-2.7 mm). Conclusions: The developed low-cost augmented-reality system proved to be accurate and feasible in interstitial brachytherapy. The system meets clinical demands and enables intuitive real-time intraoperative orientation and monitoring of needle implantation

  1. 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...

  2. 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

  3. Contextualized Interdisciplinary Learning in Mainstream Schools Using Augmented Reality-Based Technology: A Dream or Reality?

    Science.gov (United States)

    Ong, Alex

    2010-01-01

    The use of augmented reality (AR) tools, where virtual objects such as tables and graphs can be displayed and be interacted with in real scenes created from imaging devices, in mainstream school curriculum is uncommon, as they are potentially costly and sometimes bulky. Thus, such learning tools are mainly applied in tertiary institutions, such as…

  4. 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

  5. Student Opinions on Mobile Augmented Reality Application and Developed Content in Science Class

    Directory of Open Access Journals (Sweden)

    Damla Karagozlu

    2017-11-01

    Full Text Available As one of the most important branches of science, natural science studies have never lost their currency. The purpose of this study is to examine the development process of Augmented Reality contents which were developed using a design-based research method with the purpose of using it in teaching of natural science topics and to look into student evaluations. In the study which employed design-based research model, developed contents were applied, analysed and re-designed with students constantly. The study group of the research consisted of forty 7th grade students at a private college in 2016-2017 fall semester. Augmented reality contents developed for science teaching were evaluated by teachers and students as effective. According to the teacher and student opinions, it was concluded that augmented reality contents of science teaching developed during design-based research process was nice, easily applicable and useful. It can be said that while developing educative materials for students, applying design-based research model and paying attention to material design principles secures the effectiveness of the developed material.

  6. Usability engineering: domain analysis activities for augmented-reality systems

    Science.gov (United States)

    Gabbard, Joseph; Swan, J. E., II; Hix, Deborah; Lanzagorta, Marco O.; Livingston, Mark; Brown, Dennis B.; Julier, Simon J.

    2002-05-01

    This paper discusses our usability engineering process for the Battlefield Augmented Reality System (BARS). Usability engineering is a structured, iterative, stepwise development process. Like the related disciplines of software and systems engineering, usability engineering is a combination of management principals and techniques, formal and semi- formal evaluation techniques, and computerized tools. BARS is an outdoor augmented reality system that displays heads- up battlefield intelligence information to a dismounted warrior. The paper discusses our general usability engineering process. We originally developed the process in the context of virtual reality applications, but in this work we are adapting the procedures to an augmented reality system. The focus of this paper is our work on domain analysis, the first activity of the usability engineering process. We describe our plans for and our progress to date on our domain analysis for BARS. We give results in terms of a specific urban battlefield use case we have designed.

  7. 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.

  8. Towards Robot teaching based on Virtual and Augmented Reality Concepts

    Science.gov (United States)

    Ennakr, Said; Domingues, Christophe; Benchikh, Laredj; Otmane, Samir; Mallem, Malik

    2009-03-01

    A complex system is a system made up of a great number of entities in local and simultaneous interaction. Its design requires the collaboration of engineers of various complementary specialties, so that it is necessary to invent new design methods. Indeed, currently the industry loses much time between the moment when the product model is designed and when the latter is serially produced on the lines of factories. This production is generally ensured by automated and more often robotized means. A deadline is thus necessary for the development of the automatisms and the robots work on a new product model. In this context we launched a study based on the principle of the mechatronics design in Augmented Reality-Virtual Reality. This new approach will bring solutions to problems encountered in many application scopes, but also to problems involved in the distance which separates the offices from design of vehicles and their production sites. This new approach will minimize the differences of errors between the design model and real prototype.

  9. 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…

  10. 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.

  11. 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…

  12. Designing and Developing an Augmented Reality Application: A Sample Of Chemistry Education

    Directory of Open Access Journals (Sweden)

    Zeynep Taçgın

    2016-09-01

    Full Text Available Augmented Reality has been accepted as an effective educational method and this review depends on philosophical background of cognitive science. This means, several channels –aural, visual, and interactivity, etc. - have been used to offer information in order to support individual learning styles. In this study, Natural User Interface- and Human Computer Interaction-based Augmented Reality application has been developed for the chemistry education. The purpose of this study is to design and develop a student-centered Augmented Reality environment to teach periodic table, and atomic structure of the elements and molecules. Head Mounted Display has been used to develop Augmented Reality system, and user control has been executed with hand motions (grab, drag, drop, select and rotate. The hand motion control has been used to improve spatial abilities of students in order to maximize the transferred knowledge. Use of the most common natural controlling tools (fingers and hands to interact with virtual objects instead of AR markers or other tools provides a more interactive, holistic, social and effective learning environment that authentically reflects the world around them. In this way, learners have an active role, and are not just passive receptors. Correspondingly, the developed NUI-based system has been constructed as design-based research and developed by using instructional design methods and principles to get reach of more effective and productive learning material. Features of this developed material consist of some fundamental components to create more intuitive and conductive tools in order to support Real World collaboration.

  13. 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...

  14. 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. 

  15. 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

  16. 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.

  17. 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.

  18. Application results for an augmented video tracker

    Science.gov (United States)

    Pierce, Bill

    1991-08-01

    The Relay Mirror Experiment (RME) is a research program to determine the pointing accuracy and stability levels achieved when a laser beam is reflected by the RME satellite from one ground station to another. This paper reports the results of using a video tracker augmented with a quad cell signal to improve the RME ground station tracking system performance. The video tracker controls a mirror to acquire the RME satellite, and provides a robust low bandwidth tracking loop to remove line of sight (LOS) jitter. The high-passed, high-gain quad cell signal is added to the low bandwidth, low-gain video tracker signal to increase the effective tracking loop bandwidth, and significantly improves LOS disturbance rejection. The quad cell augmented video tracking system is analyzed, and the math model for the tracker is developed. A MATLAB model is then developed from this, and performance as a function of bandwidth and disturbances is given. Improvements in performance due to the addition of the video tracker and the augmentation with the quad cell are provided. Actual satellite test results are then presented and compared with the simulated results.

  19. 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

  20. A Novel Augmented Reality Navigation System for Endoscopic Sinus and Skull Base Surgery: A Feasibility Study

    Science.gov (United States)

    Li, Liang; Yang, Jian; Chu, Yakui; Wu, Wenbo; Xue, Jin; Liang, Ping; Chen, Lei

    2016-01-01

    Objective To verify the reliability and clinical feasibility of a self-developed navigation system based on an augmented reality technique for endoscopic sinus and skull base surgery. Materials and Methods In this study we performed a head phantom and cadaver experiment to determine the display effect and accuracy of our navigational system. We compared cadaver head-based simulated operations, the target registration error, operation time, and National Aeronautics and Space Administration Task Load Index scores of our navigation system to conventional navigation systems. Results The navigation system developed in this study has a novel display mode capable of fusing endoscopic images to three-dimensional (3-D) virtual images. In the cadaver head experiment, the target registration error was 1.28 ± 0.45 mm, which met the accepted standards of a navigation system used for nasal endoscopic surgery. Compared with conventional navigation systems, the new system was more effective in terms of operation time and the mental workload of surgeons, which is especially important for less experienced surgeons. Conclusion The self-developed augmented reality navigation system for endoscopic sinus and skull base surgery appears to have advantages that outweigh those of conventional navigation systems. We conclude that this navigational system will provide rhinologists with more intuitive and more detailed imaging information, thus reducing the judgment time and mental workload of surgeons when performing complex sinus and skull base surgeries. Ultimately, this new navigational system has potential to increase the quality of surgeries. In addition, the augmented reality navigational system could be of interest to junior doctors being trained in endoscopic techniques because it could speed up their learning. However, it should be noted that the navigation system serves as an adjunct to a surgeon’s skills and knowledge, not as a substitute. PMID:26757365

  1. A Novel Augmented Reality Navigation System for Endoscopic Sinus and Skull Base Surgery: A Feasibility Study.

    Directory of Open Access Journals (Sweden)

    Liang Li

    Full Text Available To verify the reliability and clinical feasibility of a self-developed navigation system based on an augmented reality technique for endoscopic sinus and skull base surgery.In this study we performed a head phantom and cadaver experiment to determine the display effect and accuracy of our navigational system. We compared cadaver head-based simulated operations, the target registration error, operation time, and National Aeronautics and Space Administration Task Load Index scores of our navigation system to conventional navigation systems.The navigation system developed in this study has a novel display mode capable of fusing endoscopic images to three-dimensional (3-D virtual images. In the cadaver head experiment, the target registration error was 1.28 ± 0.45 mm, which met the accepted standards of a navigation system used for nasal endoscopic surgery. Compared with conventional navigation systems, the new system was more effective in terms of operation time and the mental workload of surgeons, which is especially important for less experienced surgeons.The self-developed augmented reality navigation system for endoscopic sinus and skull base surgery appears to have advantages that outweigh those of conventional navigation systems. We conclude that this navigational system will provide rhinologists with more intuitive and more detailed imaging information, thus reducing the judgment time and mental workload of surgeons when performing complex sinus and skull base surgeries. Ultimately, this new navigational system has potential to increase the quality of surgeries. In addition, the augmented reality navigational system could be of interest to junior doctors being trained in endoscopic techniques because it could speed up their learning. However, it should be noted that the navigation system serves as an adjunct to a surgeon's skills and knowledge, not as a substitute.

  2. 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...

  3. The improvement of autism spectrum disorders on children communication ability with PECS method Multimedia Augmented Reality-Based

    Science.gov (United States)

    Taryadi; Kurniawan, I.

    2018-01-01

    This research was done to examine the usage of PECS method (Picture Exchange Communication System) multimedia augmented reality based as a learning alternative in training the communication of autism childen. The aim of this research were developing an approach to improve the communication ability before and after an intervension with PECS multimedia augmented reality method. The subject of this research were 12 autism children in Inclusion school in Pekalongan region. The experiment method was used with the single subject research approach. The research resulted that the average ability level in communication before and after the treatment has shown 47% while during the treatment the average level is 65%. Whereas there is an improvement after intervension stage with the average of 76%..

  4. SmoothMoves : Smooth pursuits head movements for augmented reality

    NARCIS (Netherlands)

    Esteves, Augusto; Verweij, David; Suraiya, Liza; Islam, Rasel; Lee, Youryang; Oakley, Ian

    2017-01-01

    SmoothMoves is an interaction technique for augmented reality (AR) based on smooth pursuits head movements. It works by computing correlations between the movements of on-screen targets and the user's head while tracking those targets. The paper presents three studies. The first suggests that head

  5. Jedi training: playful evaluation of head-mounted augmented reality display systems

    Science.gov (United States)

    Ozbek, Christopher S.; Giesler, Bjorn; Dillmann, Ruediger

    2004-05-01

    A fundamental decision in building augmented reality (AR) systems is how to accomplish the combining of the real and virtual worlds. Nowadays this key-question boils down to the two alternatives video-see-through (VST) vs. optical-see-through (OST). Both systems have advantages and disadvantages in areas like production-simplicity, resolution, flexibility in composition strategies, field of view etc. To provide additional decision criteria for high dexterity, accuracy tasks and subjective user-acceptance a gaming environment was programmed that allowed good evaluation of hand-eye coordination, and that was inspired by the Star Wars movies. During an experimentation session with more than thirty participants a preference for optical-see-through glasses in conjunction with infra-red-tracking was found. Especially the high-computational demand for video-capture, processing and the resulting drop in frame rate emerged as a key-weakness of the VST-system.

  6. AUGMENTED REALITY APPLICATIONS IN HAND-HELD DEVICES IN THE LIGHT OF BAUDRILLARD’S “SIMULACRA AND SIMULATION”

    Directory of Open Access Journals (Sweden)

    Erandaru Erandaru

    2008-01-01

    available within the consumer market in the form of augmented reality application. An application based on a concept that merges virtual data within the physical environment, a different approach compared to common virtual reality technology where user is immersed within a virtual environment. Instead of detachment, augmented reality offers attachment with reality. While it is still too early to study augmented reality technology’s impact on society, a study on Baudrillard’s critiques will nevertheless gives a valuable insight on how designers could make use of augmented reality technology to shape society with a sense of consciousness of the real world. Keywords: Baudrillard, augmented reality applications.

  7. 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 virtual 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.

  8. 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...

  9. 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...

  10. 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

  11. 3D animation model with augmented reality for natural science learning in elementary school

    Science.gov (United States)

    Hendajani, F.; Hakim, A.; Lusita, M. D.; Saputra, G. E.; Ramadhana, A. P.

    2018-05-01

    Many opinions from primary school students' on Natural Science are a difficult lesson. Many subjects are not easily understood by students, especially on materials that teach some theories about natural processes. Such as rain process, condensation and many other processes. The difficulty that students experience in understanding it is that students cannot imagine the things that have been taught in the material. Although there is material to practice some theories but is actually quite limited. There is also a video or simulation material in the form of 2D animated images. Understanding concepts in natural science lessons are also poorly understood by students. Natural Science learning media uses 3-dimensional animation models (3D) with augmented reality technology, which offers some visualization of science lessons. This application was created to visualize a process in Natural Science subject matter. The hope of making this application is to improve student's concept. This app is made to run on a personal computer that comes with a webcam with augmented reality. The app will display a 3D animation if the camera can recognize the marker.

  12. 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.

  13. 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.

  14. 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…

  15. Invisible marker based augmented reality system

    Science.gov (United States)

    Park, Hanhoon; Park, Jong-Il

    2005-07-01

    Augmented reality (AR) has recently gained significant attention. The previous AR techniques usually need a fiducial marker with known geometry or objects of which the structure can be easily estimated such as cube. Placing a marker in the workspace of the user can be intrusive. To overcome this limitation, we present an AR system using invisible markers which are created/drawn with an infrared (IR) fluorescent pen. Two cameras are used: an IR camera and a visible camera, which are positioned in each side of a cold mirror so that their optical centers coincide with each other. We track the invisible markers using IR camera and visualize AR in the view of visible camera. Additional algorithms are employed for the system to have a reliable performance in the cluttered background. Experimental results are given to demonstrate the viability of the proposed system. As an application of the proposed system, the invisible marker can act as a Vision-Based Identity and Geometry (VBIG) tag, which can significantly extend the functionality of RFID. The invisible tag is the same as RFID in that it is not perceivable while more powerful in that the tag information can be presented to the user by direct projection using a mobile projector or by visualizing AR on the screen of mobile PDA.

  16. 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...... for increasing the realism of 3D objects such as bump mapping. This extensible framework helps us identify challenges of the two techniques and benefits of their combination. We utilize our prototype shape-changing device enriched with spatial augmented reality through projection mapping to demonstrate...... the concept. We present a novel mechanical distance-fields algorithm for real-time fitting of mechanically constrained shape-changing devices to arbitrary 3D graphics. Furthermore, we present a technique for increasing effective screen real estate for spatial augmented reality through view-dependent shape...

  17. 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…

  18. 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.

  19. Virtual and Augmented Reality on the 5G Highway

    OpenAIRE

    Orlosky, Jason; Kiyokawa, Kiyoshi; Takemura, Haruo

    2017-01-01

    In recent years, virtual and augmented reality have begun to take advantage of the high speed capabilities of data streaming technologies and wireless networks. However, limitations like bandwidth and latency still prevent us from achieving high fidelity telepresence and collaborative virtual and augmented reality applications. Fortunately, both researchers and engineers are aware of these problems and have set out to design 5G networks to help us to move to the next generation of virtual int...

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

    Science.gov (United States)

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

    2016-10-01

    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 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 currently used to validly support medical professionals training. PubMed, Embase, INSPEC and PsychInfo were searched using predefined inclusion criteria for relevant articles up to August 2015. All study types were considered eligible. Articles concerning AR applications used to train or educate medical professionals were evaluated. Twenty-seven studies were found relevant, describing a total of seven augmented reality applications. Applications were assigned to three different categories. The first category is directed toward laparoscopic surgical training, the second category toward mixed reality training of neurosurgical procedures and the third category toward training echocardiography. Statistical pooling of data could not be performed due to heterogeneity of study designs. Face-, construct- and concurrent validity was proven for two applications directed at laparoscopic training, face- and construct validity for neurosurgical procedures and face-, content- and construct validity in echocardiography training. In the literature, none of the ARAs completed a full validation process for the purpose of use. Augmented reality applications that support blended learning in medical training have gained public and scientific interest. In order to be of value, applications must be able to transfer information to the user. Although promising, the literature to date is lacking to support such evidence.

  1. 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

  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 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.

  4. Augmented reality environment for temporomandibular joint motion analysis.

    Science.gov (United States)

    Wagner, A; Ploder, O; Zuniga, J; Undt, G; Ewers, R

    1996-01-01

    The principles of interventional video tomography were applied for the real-time visualization of temporomandibular joint movements in an augmented reality environment. Anatomic structures were extracted in three dimensions from planar cephalometric radiographic images. The live-image fusion of these graphic anatomic structures with real-time position data of the mandible and the articular fossa was performed with a see-through, head-mounted display and an electromagnetic tracking system. The dynamic fusion of radiographic images of the temporomandibular joint to anatomic temporomandibular joint structures in motion created a new modality for temporomandibular joint motion analysis. The advantages of the method are its ability to accurately examine the motion of the temporomandibular joint in three dimensions without restraining the subject and its ability to simultaneously determine the relationship of the bony temporomandibular joint and supporting structures (ie, occlusion, muscle function, etc) during movement before and after treatment.

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

    Directory of Open Access Journals (Sweden)

    Douglas DB

    2016-08-01

    Full Text Available David B Douglas,1 Emanuel F Petricoin,2 Lance Liotta,2 Eugene Wilson3 1Department of Radiology, Stanford University, Palo Alto, CA, 2Center for Applied Proteomics and Molecular Medicine, George Mason University, Manassas, VA, 3Department of Radiology, Fort Benning, Columbus, GA, USA Purpose: 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”. Materials and methods: 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. Results: 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. Conclusion: 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. Keywords: augmented reality, 3D medical imaging, radiology, depth perception

  6. A novel dental implant guided surgery based on integration of surgical template and augmented reality.

    Science.gov (United States)

    Lin, Yen-Kun; Yau, Hong-Tzong; Wang, I-Chung; Zheng, Cheng; Chung, Kwok-Hung

    2015-06-01

    Stereoscopic visualization concept combined with head-mounted displays may increase the accuracy of computer-aided implant surgery. The aim of this study was to develop an augmented reality-based dental implant placement system and evaluate the accuracy of the virtually planned versus the actual prepared implant site created in vitro. Four fully edentulous mandibular and four partially edentulous maxillary duplicated casts were used. Six implants were planned in the mandibular and four in the maxillary casts. A total of 40 osteotomy sites were prepared in the casts using stereolithographic template integrated with augmented reality-based surgical simulation. During the surgery, the dentist could be guided accurately through a head-mounted display by superimposing the virtual auxiliary line and the drill stop. The deviation between planned and prepared positions of the implants was measured via postoperative computer tomography generated scan images. Mean and standard deviation of the discrepancy between planned and prepared sites at the entry point, apex, angle, depth, and lateral locations were 0.50 ± 0.33 mm, 0.96 ± 0.36 mm, 2.70 ± 1.55°, 0.33 ± 0.27 mm, and 0.86 ± 0.34 mm, respectively, for the fully edentulous mandible, and 0.46 ± 0.20 mm, 1.23 ± 0.42 mm, 3.33 ± 1.42°, 0.48 ± 0.37 mm, and 1.1 ± 0.39 mm, respectively, for the partially edentulous maxilla. There was a statistically significant difference in the apical deviation between maxilla and mandible in this surgical simulation (p augmented reality technology. © 2013 Wiley Periodicals, Inc.

  7. Augmented reality navigation in open surgery for hilar cholangiocarcinoma resection with hemihepatectomy using video-based in situ three-dimensional anatomical modeling: A case report.

    Science.gov (United States)

    Tang, Rui; Ma, Longfei; Xiang, Canhong; Wang, Xuedong; Li, Ang; Liao, Hongen; Dong, Jiahong

    2017-09-01

    Patients who undergo hilar cholangiocarcinoma (HCAC) resection with concomitant hepatectomy have a high risk of postoperative morbidity and mortality due to surgical trauma to the hepatic and biliary vasculature. A 58-year-old Chinese man with yellowing skin and sclera, abdominal distension, pruritus, and anorexia for approximately 3 weeks. Magnetic resonance cholangiopancreatography and enhanced computed tomography (CT) scanning revealed a mass over the biliary tree at the porta hepatis, which diagnosed to be s a hilar cholangiocarcinoma. Three-dimensional (3D) images of the patient's hepatic and biliary structures were reconstructed preoperatively from CT data, and the 3D images were used for preoperative planning and augmented reality (AR)-assisted intraoperative navigation during open HCAC resection with hemihepatectomy. A 3D-printed model of the patient's biliary structures was also used intraoperatively as a visual reference. No serious postoperative complications occurred, and the patient was tumor-free at the 9-month follow-up examination based on CT results. AR-assisted preoperative planning and intraoperative navigation might be beneficial in other patients with HCAC patients to reduce postoperative complications and ensure disease-free survival. In our postoperative analysis, we also found that, when the3D images were superimposed 3D-printed model using a see-through integral video graphy display device, our senses of depth perception and motion parallax were improved, compared with that which we had experienced intraoperatively using the videobased AR display system.

  8. A new head-mounted display-based augmented reality system in neurosurgical oncology: a study on phantom.

    Science.gov (United States)

    Cutolo, Fabrizio; Meola, Antonio; Carbone, Marina; Sinceri, Sara; Cagnazzo, Federico; Denaro, Ennio; Esposito, Nicola; Ferrari, Mauro; Ferrari, Vincenzo

    2017-12-01

    Benefits of minimally invasive neurosurgery mandate the development of ergonomic paradigms for neuronavigation. Augmented Reality (AR) systems can overcome the shortcomings of commercial neuronavigators. The aim of this work is to apply a novel AR system, based on a head-mounted stereoscopic video see-through display, as an aid in complex neurological lesion targeting. Effectiveness was investigated on a newly designed patient-specific head mannequin featuring an anatomically realistic brain phantom with embedded synthetically created tumors and eloquent areas. A two-phase evaluation process was adopted in a simulated small tumor resection adjacent to Broca's area. Phase I involved nine subjects without neurosurgical training in performing spatial judgment tasks. In Phase II, three surgeons were involved in assessing the effectiveness of the AR-neuronavigator in performing brain tumor targeting on a patient-specific head phantom. Phase I revealed the ability of the AR scene to evoke depth perception under different visualization modalities. Phase II confirmed the potentialities of the AR-neuronavigator in aiding the determination of the optimal surgical access to the surgical target. The AR-neuronavigator is intuitive, easy-to-use, and provides three-dimensional augmented information in a perceptually-correct way. The system proved to be effective in guiding skin incision, craniotomy, and lesion targeting. The preliminary results encourage a structured study to prove clinical effectiveness. Moreover, our testing platform might be used to facilitate training in brain tumour resection procedures.

  9. A surgical robot with augmented reality visualization for stereoelectroencephalography electrode implantation.

    Science.gov (United States)

    Zeng, Bowei; Meng, Fanle; Ding, Hui; Wang, Guangzhi

    2017-08-01

    Using existing stereoelectroencephalography (SEEG) electrode implantation surgical robot systems, it is difficult to intuitively validate registration accuracy and display the electrode entry points (EPs) and the anatomical structure around the electrode trajectories in the patient space to the surgeon. This paper proposes a prototype system that can realize video see-through augmented reality (VAR) and spatial augmented reality (SAR) for SEEG implantation. The system helps the surgeon quickly and intuitively confirm the registration accuracy, locate EPs and visualize the internal anatomical structure in the image space and patient space. We designed and developed a projector-camera system (PCS) attached to the distal flange of a robot arm. First, system calibration is performed. Second, the PCS is used to obtain the point clouds of the surface of the patient's head, which are utilized for patient-to-image registration. Finally, VAR is produced by merging the real-time video of the patient and the preoperative three-dimensional (3D) operational planning model. In addition, SAR is implemented by projecting the planning electrode trajectories and local anatomical structure onto the patient's scalp. The error of registration, the electrode EPs and the target points are evaluated on a phantom. The fiducial registration error is [Formula: see text] mm (max 1.22 mm), and the target registration error is [Formula: see text] mm (max 1.18 mm). The projection overlay error is [Formula: see text] mm, and the TP error after the pre-warped projection is [Formula: see text] mm. The TP error caused by a surgeon's viewpoint deviation is also evaluated. The presented system can help surgeons quickly verify registration accuracy during SEEG procedures and can provide accurate EP locations and internal structural information to the surgeon. With more intuitive surgical information, the surgeon may have more confidence and be able to perform surgeries with better outcomes.

  10. Observation and analysis of a classroom teaching and learning practice based on augmented reality and serious games on mobile platforms

    Directory of Open Access Journals (Sweden)

    Sylvie Barma

    2015-06-01

    Full Text Available This qualitative research is part of a learning effort to better understand how serious games are exploited in a science education context. The research team examined this issue by focusing on augmented reality as a technological innovation imbedded on a tablet. Given the current state of knowledge related to serious games and augmented reality, and given the fact that its use in the context of teaching/learning is not extended, this paper focuses on an initial exploration of how a new teaching practice involving a serious game based on an interactive augmented reality solution would impact on students in a physics class. A Design Based Research methodology was applied in a real‑world context within a college‑level physics class. Two conceptual tests containing ten questions on spatial notions regarding electromagnetic fields were administered to two control groups and two groups using the proposed serious game. The latter groups were administrated a game evaluation questionnaire as well. Thematic interpretation of students written responses to the evaluation questionnaire as well as the lessons and observations we derived from the in-class experimentation are provided and discussed in the paper.

  11. Development of a Real-Time Detection System for Augmented Reality Driving

    OpenAIRE

    Hsu, Kuei-Shu; Wang, Chia-Sui; Jiang, Jinn-Feng; Wei, Hung-Yuan

    2015-01-01

    Augmented reality technology is applied so that driving tests may be performed in various environments using a virtual reality scenario with the ultimate goal of improving visual and interactive effects of simulated drivers. Environmental conditions simulating a real scenario are created using an augmented reality structure, which guarantees the test taker’s security since they are not subject to real-life elements and dangers. Furthermore, the accuracy of tests conducted through virtual real...

  12. 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…

  13. 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…

  14. In vivo estimation of target registration errors during augmented reality laparoscopic surgery.

    Science.gov (United States)

    Thompson, Stephen; Schneider, Crispin; Bosi, Michele; Gurusamy, Kurinchi; Ourselin, Sébastien; Davidson, Brian; Hawkes, David; Clarkson, Matthew J

    2018-06-01

    Successful use of augmented reality for laparoscopic surgery requires that the surgeon has a thorough understanding of the likely accuracy of any overlay. Whilst the accuracy of such systems can be estimated in the laboratory, it is difficult to extend such methods to the in vivo clinical setting. Herein we describe a novel method that enables the surgeon to estimate in vivo errors during use. We show that the method enables quantitative evaluation of in vivo data gathered with the SmartLiver image guidance system. The SmartLiver system utilises an intuitive display to enable the surgeon to compare the positions of landmarks visible in both a projected model and in the live video stream. From this the surgeon can estimate the system accuracy when using the system to locate subsurface targets not visible in the live video. Visible landmarks may be either point or line features. We test the validity of the algorithm using an anatomically representative liver phantom, applying simulated perturbations to achieve clinically realistic overlay errors. We then apply the algorithm to in vivo data. The phantom results show that using projected errors of surface features provides a reliable predictor of subsurface target registration error for a representative human liver shape. Applying the algorithm to in vivo data gathered with the SmartLiver image-guided surgery system shows that the system is capable of accuracies around 12 mm; however, achieving this reliably remains a significant challenge. We present an in vivo quantitative evaluation of the SmartLiver image-guided surgery system, together with a validation of the evaluation algorithm. This is the first quantitative in vivo analysis of an augmented reality system for laparoscopic surgery.

  15. Functional Reflective Polarizer for Augmented Reality and Color Vision Deficiency

    Science.gov (United States)

    2016-03-03

    augment reality system is relatively high as compared to a polarizing beam splitter or a conventional reflective polarizer. Such a functional reflective...brightness of the display [7]. A key component for polarization management is polarizing beam splitter (PBS). Even though the PBS has exceptional...polarizer that can be incorporated into a compact augmented reality system. The design principle of the functional reflective polarizer is explained and

  16. Inducing Fear: Difference Between Virtual Reality and 2D Video

    NARCIS (Netherlands)

    van der Wal, C.N.; Hermans, A.; Bosse, T.

    2017-01-01

    A Virtual Reality based training can be an interesting method to teach crowd managers and emergency responders how to act in emergency situations under pressure. Compared to watching Two-Dimensional Video, Virtual Reality is assumed to induce stronger emotions and a more real-life experience of the

  17. 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

  18. 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.

  19. 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

    visual communication in training for robot-assisted minimally invasive surgery with da Vinci surgical systems. To make sure that our augmented reality system provides the best possible user experience, we investigated the video latency of the da Vinci surgical system and how the components of our system...... affect the overall latency. To measure the photon-to-photon latency, we used a microcontroller to determine the time between the activation of a lightemitting diode in front of the endoscopic camera and the corresponding increase in intensity of the surgeon's display as measured by a phototransistor...

  20. AUGMENTED REALITY AS A TEACHING TOOL IN HIGHER EDUCATION

    Directory of Open Access Journals (Sweden)

    Tashko Rizov

    2015-06-01

    Full Text Available Rapid development of the technology has influenced its inevitable entrance in the learning processes. Teachers are often challenged to use the appropriate educational technology in the process of teaching in order to ease the learning process of students. Introducing new technology in the teaching process should utilize the new technology in any possible way in order to assist the teacher in transferring the knowledge and assist the students in grasping that knowledge. This paper should emphasize the benefits of using augmented reality in higher education, by measuring outcomes of the students which used augmented reality as a teaching tool in the courses. Results from the survey imply that students show significantly improved results in increasing the interest, understanding and interiorizing the learning material. University teachers found that using augmented reality is significantly improving the learning process of students and their teaching process in a pedagogical and technical sense. 

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. Impact of Virtual and Augmented Reality Based on Intraoperative Magnetic Resonance Imaging and Functional Neuronavigation in Glioma Surgery Involving Eloquent Areas.

    Science.gov (United States)

    Sun, Guo-Chen; Wang, Fei; Chen, Xiao-Lei; Yu, Xin-Guang; Ma, Xiao-Dong; Zhou, Ding-Biao; Zhu, Ru-Yuan; Xu, Bai-Nan

    2016-12-01

    The utility of virtual and augmented reality based on functional neuronavigation and intraoperative magnetic resonance imaging (MRI) for glioma surgery has not been previously investigated. The study population consisted of 79 glioma patients and 55 control subjects. Preoperatively, the lesion and related eloquent structures were visualized by diffusion tensor tractography and blood oxygen level-dependent functional MRI. Intraoperatively, microscope-based functional neuronavigation was used to integrate the reconstructed eloquent structure and the real head and brain, which enabled safe resection of the lesion. Intraoperative MRI was used to verify brain shift during the surgical process and provided quality control during surgery. The control group underwent surgery guided by anatomic neuronavigation. Virtual and augmented reality protocols based on functional neuronavigation and intraoperative MRI provided useful information for performing tailored and optimized surgery. Complete resection was achieved in 55 of 79 (69.6%) glioma patients and 20 of 55 (36.4%) control subjects, with average resection rates of 95.2% ± 8.5% and 84.9% ± 15.7%, respectively. Both the complete resection rate and average extent of resection differed significantly between the 2 groups (P virtual and augmented reality based on functional neuronavigation and intraoperative MRI can facilitate resection of gliomas involving eloquent areas. Copyright © 2016 Elsevier Inc. All rights reserved.

  6. A clinical pilot study of a modular video-CT augmentation system for image-guided skull base surgery

    Science.gov (United States)

    Liu, Wen P.; Mirota, Daniel J.; Uneri, Ali; Otake, Yoshito; Hager, Gregory; Reh, Douglas D.; Ishii, Masaru; Gallia, Gary L.; Siewerdsen, Jeffrey H.

    2012-02-01

    Augmentation of endoscopic video with preoperative or intraoperative image data [e.g., planning data and/or anatomical segmentations defined in computed tomography (CT) and magnetic resonance (MR)], can improve navigation, spatial orientation, confidence, and tissue resection in skull base surgery, especially with respect to critical neurovascular structures that may be difficult to visualize in the video scene. This paper presents the engineering and evaluation of a video augmentation system for endoscopic skull base surgery translated to use in a clinical study. Extension of previous research yielded a practical system with a modular design that can be applied to other endoscopic surgeries, including orthopedic, abdominal, and thoracic procedures. A clinical pilot study is underway to assess feasibility and benefit to surgical performance by overlaying CT or MR planning data in realtime, high-definition endoscopic video. Preoperative planning included segmentation of the carotid arteries, optic nerves, and surgical target volume (e.g., tumor). An automated camera calibration process was developed that demonstrates mean re-projection accuracy (0.7+/-0.3) pixels and mean target registration error of (2.3+/-1.5) mm. An IRB-approved clinical study involving fifteen patients undergoing skull base tumor surgery is underway in which each surgery includes the experimental video-CT system deployed in parallel to the standard-of-care (unaugmented) video display. Questionnaires distributed to one neurosurgeon and two otolaryngologists are used to assess primary outcome measures regarding the benefit to surgical confidence in localizing critical structures and targets by means of video overlay during surgical approach, resection, and reconstruction.

  7. 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...

  8. 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,…

  9. 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...

  10. Augmented Reality in the environment of Heritage Building

    Directory of Open Access Journals (Sweden)

    Gerson José de Mattos Freire

    2012-11-01

    Full Text Available The placement of elements that enhance the ambiance in assets and historic sites can serve to supply evidence to a greater understanding of the events associated with these sites. The functional organization grows in importance within the historic buildings, by the need to transmit the historical context of the time and the experience associated to the experience of the place. Technical augmented reality can simplify this transmission, valuing the equity and providing them with an overview of the proposed experiments. This paper discusses the technologies available and a methodological framework for the use of Augmented Reality in the context of historical heritage.

  11. Mad City Mystery: Developing Scientific Argumentation Skills with a Place-Based Augmented Reality Game on Handheld Computers

    Science.gov (United States)

    Squire, Kurt D.; Jan, Mingfong

    2007-01-01

    While the knowledge economy has reshaped the world, schools lag behind in producing appropriate learning for this social change. Science education needs to prepare students for a future world in which multiple representations are the norm and adults are required to "think like scientists." Location-based augmented reality games offer an…

  12. 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…

  13. Multithreaded hybrid feature tracking for markerless augmented reality.

    Science.gov (United States)

    Lee, Taehee; Höllerer, Tobias

    2009-01-01

    We describe a novel markerless camera tracking approach and user interaction methodology for augmented reality (AR) on unprepared tabletop environments. We propose a real-time system architecture that combines two types of feature tracking. Distinctive image features of the scene are detected and tracked frame-to-frame by computing optical flow. In order to achieve real-time performance, multiple operations are processed in a synchronized multi-threaded manner: capturing a video frame, tracking features using optical flow, detecting distinctive invariant features, and rendering an output frame. We also introduce user interaction methodology for establishing a global coordinate system and for placing virtual objects in the AR environment by tracking a user's outstretched hand and estimating a camera pose relative to it. We evaluate the speed and accuracy of our hybrid feature tracking approach, and demonstrate a proof-of-concept application for enabling AR in unprepared tabletop environments, using bare hands for interaction.

  14. 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...

  15. 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...

  16. 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.

  17. 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......’ understanding within anatomy and physiology. Aim: Against this background, the current project set out to investigate how and to what extent the application of augmented reality (AR) could help students gain a better understanding through an increased focus on contextualized visualization. The overall aim...

  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. Pursuit of X-ray Vision for Augmented Reality

    Science.gov (United States)

    2012-01-01

    applications. Virtual Reality 15(2–3), 175–184 (2011) 29. Livingston, M.A., Swan II, J.E., Gabbard , J.L., Höllerer, T.H., Hix, D., Julier, S.J., Baillot, Y...Brown, D., Baillot, Y., Gabbard , J.L., Hix, D.: A perceptual matching technique for depth judgments in optical, see-through augmented reality. In: IEEE

  20. 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…

  1. (Re-)Examination of Multimodal Augmented Reality

    NARCIS (Netherlands)

    Rosa, N.E.; Werkhoven, P.J.; Hürst, W.O.

    2016-01-01

    The majority of augmented reality (AR) research has been concerned with visual perception, however the move towards multimodality is imminent. At the same time, there is no clear vision of what multimodal AR is. The purpose of this position paper is to consider possible ways of examining AR other

  2. Alleviating travel anxiety through virtual reality and narrated video technology.

    Science.gov (United States)

    Ahn, J C; Lee, O

    2013-01-01

    This study presents an empirical evidence of benefit of narrative video clips in embedded virtual reality websites of hotels for relieving travel anxiety. Even though it was proven that virtual reality functions do provide some relief in travel anxiety, a stronger virtual reality website can be built when narrative video clips that show video clips with narration about important aspects of the hotel. We posit that these important aspects are 1. Escape route and 2. Surrounding neighborhood information, which are derived from the existing research on anxiety disorder as well as travel anxiety. Thus we created a video clip that showed and narrated about the escape route from the hotel room, another video clip that showed and narrated about surrounding neighborhood. We then conducted experiments with this enhanced virtual reality website of a hotel by having human subjects play with the website and fill out a questionnaire. The result confirms our hypothesis that there is a statistically significant relationship between the degree of travel anxiety and psychological relief caused by the use of embedded virtual reality functions with narrative video clips of a hotel website (Tab. 2, Fig. 3, Ref. 26).

  3. An augmented reality system for upper-limb post-stroke motor rehabilitation: a feasibility study.

    Science.gov (United States)

    Assis, Gilda Aparecida de; Corrêa, Ana Grasielle Dionísio; Martins, Maria Bernardete Rodrigues; Pedrozo, Wendel Goes; Lopes, Roseli de Deus

    2016-08-01

    To determine the clinical feasibility of a system based on augmented reality for upper-limb (UL) motor rehabilitation of stroke participants. A physiotherapist instructed the participants to accomplish tasks in augmented reality environment, where they could see themselves and their surroundings, as in a mirror. Two case studies were conducted. Participants were evaluated pre- and post-intervention. The first study evaluated the UL motor function using Fugl-Meyer scale. Data were compared using non-parametric sign tests and effect size. The second study used the gain of motion range of shoulder flexion and abduction assessed by computerized biophotogrammetry. At a significance level of 5%, Fugl-Meyer scores suggested a trend for greater UL motor improvement in the augmented reality group than in the other. Moreover, effect size value 0.86 suggested high practical significance for UL motor rehabilitation using the augmented reality system. System provided promising results for UL motor rehabilitation, since enhancements have been observed in the shoulder range of motion and speed. Implications for Rehabilitation Gain of range of motion of flexion and abduction of the shoulder of post-stroke patients can be achieved through an augmented reality system containing exercises to promote the mental practice. NeuroR system provides a mental practice method combined with visual feedback for motor rehabilitation of chronic stroke patients, giving the illusion of injured upper-limb (UL) movements while the affected UL is resting. Its application is feasible and safe. This system can be used to improve UL rehabilitation, an additional treatment past the traditional period of the stroke patient hospitalization and rehabilitation.

  4. A Novel Augmented Reality-Based Navigation System in Perforator Flap Transplantation - A Feasibility Study.

    Science.gov (United States)

    Jiang, Taoran; Zhu, Ming; Zan, Tao; Gu, Bin; Li, Qingfeng

    2017-08-01

    In perforator flap transplantation, dissection of the perforator is an important but difficult procedure because of the high variability in vascular anatomy. Preoperative imaging techniques could provide substantial information about vascular anatomy; however, it cannot provide direct guidance for surgeons during the operation. In this study, a navigation system (NS) was established to overlie a vascular map on surgical sites to further provide a direct guide for perforator flap transplantation. The NS was established based on computed tomographic angiography and augmented reality techniques. A virtual vascular map was reconstructed according to computed tomographic angiography data and projected onto real patient images using ARToolKit software. Additionally, a screw-fixation marker holder was created to facilitate registration. With the use of a tracking and display system, we conducted the NS on an animal model and measured the system error on a rapid prototyping model. The NS assistance allowed for correct identification, as well as a safe and precise dissection of the perforator. The mean value of the system error was determined to be 3.474 ± 1.546 mm. Augmented reality-based NS can provide precise navigation information by directly displaying a 3-dimensional individual anatomical virtual model onto the operative field in real time. It will allow rapid identification and safe dissection of a perforator in free flap transplantation surgery.

  5. Visual Enhancement for Sports Entertainment by Vision-Based Augmented Reality

    Directory of Open Access Journals (Sweden)

    Hideo Saito

    2008-09-01

    Full Text Available This paper presents visually enhanced sports entertainment applications: AR Baseball Presentation System and Interactive AR Bowling System. We utilize vision-based augmented reality for getting immersive feeling. First application is an observation system of a virtual baseball game on the tabletop. 3D virtual players are playing a game on a real baseball field model, so that users can observe the game from favorite view points through a handheld monitor with a web camera. Second application is a bowling system which allows users to roll a real ball down a real bowling lane model on the tabletop and knock down virtual pins. The users watch the virtual pins through the monitor. The lane and the ball are also tracked by vision-based tracking. In those applications, we utilize multiple 2D markers distributed at arbitrary positions and directions. Even though the geometrical relationship among the markers is unknown, we can track the camera in very wide area.

  6. 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...

  7. 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.

  8. The Trans-Visible Navigator: A See-Through Neuronavigation System Using Augmented Reality.

    Science.gov (United States)

    Watanabe, Eiju; Satoh, Makoto; Konno, Takehiko; Hirai, Masahiro; Yamaguchi, Takashi

    2016-03-01

    The neuronavigator has become indispensable for brain surgery and works in the manner of point-to-point navigation. Because the positional information is indicated on a personal computer (PC) monitor, surgeons are required to rotate the dimension of the magnetic resonance imaging/computed tomography scans to match the surgical field. In addition, they must frequently alternate their gaze between the surgical field and the PC monitor. To overcome these difficulties, we developed an augmented reality-based navigation system with whole-operation-room tracking. A tablet PC is used for visualization. The patient's head is captured by the back-face camera of the tablet. Three-dimensional images of intracranial structures are extracted from magnetic resonance imaging/computed tomography and are superimposed on the video image of the head. When viewed from various directions around the head, intracranial structures are displayed with corresponding angles as viewed from the camera direction, thus giving the surgeon the sensation of seeing through the head. Whole-operation-room tracking is realized using a VICON tracking system with 6 cameras. A phantom study showed a spatial resolution of about 1 mm. The present system was evaluated in 6 patients who underwent tumor resection surgery, and we showed that the system is useful for planning skin incisions as well as craniotomy and the localization of superficial tumors. The main advantage of the present system is that it achieves volumetric navigation in contrast to conventional point-to-point navigation. It extends augmented reality images directly onto real surgical images, thus helping the surgeon to integrate these 2 dimensions intuitively. Copyright © 2016 The Authors. Published by Elsevier Inc. All rights reserved.

  9. 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...

  10. 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...

  11. 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.

  12. Augmented Reality Sultan Deli Di Istana Maimun

    OpenAIRE

    Nathan P. L

    2016-01-01

    Augmented reality is a technology that can provide visualization of 3D models. Based from that technology, the modeling from a picture of Sultan Deli Istana Maimun can be applied to restore photos Sultan Deli into a three-dimensional model. This is due to Sultan Deli which is one of the important figures in the history of Medan city known less by the public. Submission of Deli Sultanate history only through such two-dimensional images and other archives. The photo shows the Sultan of Deli ev...

  13. 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…

  14. 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.…

  15. Construction of Interactive Teaching System for Course of Mechanical Drawing Based on Mobile Augmented Reality Technology

    Directory of Open Access Journals (Sweden)

    Juan Cheng

    2018-02-01

    Full Text Available The teaching aim of Mechanical Drawing is to cultivate the students' graphics interpreting ability, plotting ability, inter-space imagination and innovation ability. For engineering students in China Universities, Mechanical Drawing course with the characteristics of 3D and 2D inter-space transformation, is often difficult to master. The ordinary dull teaching method is not enough for stimulating students’ spatial imagination capability, interest in learning, and cannot meet teachers’ teaching needs to explain complicated graphs relationships. In this paper, we design an interactive teaching system based on mobile augmented reality to improve the learning efficiency of Mechanical Drawing course. To check the effect of the proposed system, we carried out a case study of course teaching of Mechanical Drawing. The results demonstrate that the class for which interactive teaching system based on mobile augmented reality technology was adopted is significantly superior to the class for which the ordinary dull teaching approach was adopted with regard to the degree of proficiency of course key and difficult points content,spatial imagination capability, students’ interest in learning and study after class, especially in respect of students’ learning interest and spatial imagination capability.

  16. An augmented reality home-training system based on the mirror training and imagery approach.

    Science.gov (United States)

    Trojan, Jörg; Diers, Martin; Fuchs, Xaver; Bach, Felix; Bekrater-Bodmann, Robin; Foell, Jens; Kamping, Sandra; Rance, Mariela; Maaß, Heiko; Flor, Herta

    2014-09-01

    Mirror training and movement imagery have been demonstrated to be effective in treating several clinical conditions, such as phantom limb pain, stroke-induced hemiparesis, and complex regional pain syndrome. This article presents an augmented reality home-training system based on the mirror and imagery treatment approaches for hand training. A head-mounted display equipped with cameras captures one hand held in front of the body, mirrors this hand, and displays it in real time in a set of four different training tasks: (1) flexing fingers in a predefined sequence, (2) moving the hand into a posture fitting into a silhouette template, (3) driving a "Snake" video game with the index finger, and (4) grasping and moving a virtual ball. The system records task performance and transfers these data to a central server via the Internet, allowing monitoring of training progress. We evaluated the system by having 7 healthy participants train with it over the course of ten sessions of 15-min duration. No technical problems emerged during this time. Performance indicators showed that the system achieves a good balance between relatively easy and more challenging tasks and that participants improved significantly over the training sessions. This suggests that the system is well suited to maintain motivation in patients, especially when it is used for a prolonged period of time.

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

    OpenAIRE

    Cherukuru N. W.; Calhoun R.

    2016-01-01

    Augmented reality (AR) is a technology in which the enables the user to view virtual content as if it existed in real world. We are exploring the possibility of using this technology to view radial velocities or processed wind vectors from a Doppler wind lidar, thus giving the user an ability to see the wind in a literal sense. This approach could find possible applications in aviation safety, atmospheric data visualization as well as in weather education and public outreach. As a proof of...

  18. 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.

  19. 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.…

  20. Interactive Learning Environment: Web-based Virtual Hydrological Simulation System using Augmented and Immersive Reality

    Science.gov (United States)

    Demir, I.

    2014-12-01

    Recent developments in internet technologies make it possible to manage and visualize large data on the web. Novel visualization techniques and interactive user interfaces allow users to create realistic environments, and interact with data to gain insight from simulations and environmental observations. The hydrological simulation system is a web-based 3D interactive learning environment for teaching hydrological processes and concepts. The simulation systems provides a visually striking platform with realistic terrain information, and water simulation. Students can create or load predefined scenarios, control environmental parameters, and evaluate environmental mitigation alternatives. The web-based simulation system provides an environment for students to learn about the hydrological processes (e.g. flooding and flood damage), and effects of development and human activity in the floodplain. The system utilizes latest web technologies and graphics processing unit (GPU) for water simulation and object collisions on the terrain. Users can access the system in three visualization modes including virtual reality, augmented reality, and immersive reality using heads-up display. The system provides various scenarios customized to fit the age and education level of various users. This presentation provides an overview of the web-based flood simulation system, and demonstrates the capabilities of the system for various visualization and interaction modes.

  1. 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...

  2. A study of an assisting robot for mandible plastic surgery based on augmented reality.

    Science.gov (United States)

    Shi, Yunyong; Lin, Li; Zhou, Chaozheng; Zhu, Ming; Xie, Le; Chai, Gang

    2017-02-01

    Mandible plastic surgery plays an important role in conventional plastic surgery. However, its success depends on the experience of the surgeons. In order to improve the effectiveness of the surgery and release the burden of surgeons, a mandible plastic surgery assisting robot, based on an augmented reality technique, was developed. Augmented reality assists surgeons to realize positioning. Fuzzy control theory was used for the control of the motor. During the process of bone drilling, both the drill bit position and the force were measured by a force sensor which was used to estimate the position of the drilling procedure. An animal experiment was performed to verify the effectiveness of the robotic system. The position error was 1.07 ± 0.27 mm and the angle error was 5.59 ± 3.15°. The results show that the system provides a sufficient accuracy with which a precise drilling procedure can be performed. In addition, under the supervision's feedback of the sensor, an adequate safety level can be achieved for the robotic system. The system realizes accurate positioning and automatic drilling to solve the problems encountered in the drilling procedure, providing a method for future plastic surgery.

  3. 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…

  4. Augmented Reality and Mobile Art

    Science.gov (United States)

    Gwilt, Ian

    The combined notions of augmented-reality (AR) and mobile art are based on the amalgamation of a number of enabling technologies including computer imaging, emergent display and tracking systems and the increased computing-power in hand-held devices such as Tablet PCs, smart phones, or personal digital assistants (PDAs) which have been utilized in the making of works of art. There is much published research on the technical aspects of AR and the ongoing work being undertaken in the development of faster more efficient AR systems [1] [2]. In this text I intend to concentrate on how AR and its associated typologies can be applied in the context of new media art practices, with particular reference to its application on hand-held or mobile devices.

  5. An Augmented Reality-Based Mobile Learning System to Improve Students' Learning Achievements and Motivations in Natural Science Inquiry Activities

    Science.gov (United States)

    Chiang, Tosti H. C.; Yang, Stephen J. H.; Hwang, Gwo-Jen

    2014-01-01

    In this study, an augmented reality-based mobile learning system is proposed for conducting inquiry-based learning activities. An experiment has been conducted to examine the effectiveness of the proposed approach in terms of learning achievements and motivations. The subjects were 57 fourth graders from two classes taught by the same teacher in…

  6. A Survey on Applications of Augmented Reality

    OpenAIRE

    Andrea Sanna; Federico Manuri

    2016-01-01

    The term Augmented Reality (AR) refers to a set of technologies and devices able to enhance and improve human perception, thus bridging the gap between real and virtual space. Physical and artificial objects are mixed together in a hybrid space where the user can move without constraints. This mediated reality is spread in our everyday life: work, study, training, relaxation, time spent traveling are just some of the moments in which you can use AR applications.This paper aims to provide an o...

  7. 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.

  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 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...

  10. 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

  11. 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.…

  12. 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…

  13. 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

  14. Aplikasi Augmented Reality Denah SMP Negeri 36 Purworejo Menggunakan Mobile Android

    Directory of Open Access Journals (Sweden)

    Ni Luh Made Dewi Asih Astita

    2015-10-01

    Full Text Available Teknologi augmented reality pada masa kini sedang menjadi tren dalam pembuatan aplikasi mobile, baik untuk aplikasi hiburan maupun aplikasi pembelajaran. Salah satu jenis augmented reality yang sedang digemari adalah location based service augmented reality. Jenis AR ini berguna untuk menentukan dan mengidentifikasi lokasi suatu tempat, seperti pada aplikasi tugas akhir ini yang merupakan denah ruangan yang terdapat di SMPN 36 Purworejo. Selain dapat membantu masyarakat dalam mencari ruangan di sekolah hanya dengan menggunakan ponsel Android, aplikasi ini juga menyajikan tampilan denah sekolah yang modern kepada pengguna. Perangkat lunak yang digunakan untuk membuat aplikasi ini yaitu Platform Junaio yang menyediakan pengalaman augmmented reality berdasarkan teknologi XML. Tahap perancangan dimulai dengan merancang konsep aplikasi, mengidentifikasi kebutuhan data, dan survei lokasi. Tahap implementasi dilakukan dengan membangun dan mengembangkan aplikasi sesuai dengan rancangan yang sudah dibuat. Tahap ini meliputi implementasi sistem pada perangkat keras dan perangkat lunak. Tahap pengujian dilakukan dengan metode black box serta dilakukan pengujian Beta secara langsung kepada 15 responden. Hasil pengujian menunjukkan bahwa aplikasi ini dapat berjalan dengan baik pada sistem operasi Android versi Jelly Bean. Fungsi- fungsi pada aplikasi juga dapat bekerja dengan baik dan sesuai dengan fungsinya masing-masing. Berdasarkan penilaian yang diberikan oleh 15 responden, aplikasi AR denah sekolah ini dinilai menarik, mudah dipahami dan digunakan, serta mampu membantu masyarakat dalam mencari lokasi ruangan di sekolah. Hal ini terlihat pada semua aspek penilaian, yang mendapatkan persentase rata-rata 90%. Aplikasi ini dapat digunakan sebagai suatu inovasi teknologi untuk denah sekolah berteknologi LBS AR dan berbasis Android.

  15. 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.

  16. 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…

  17. Adaptive Monocular Visual-Inertial SLAM for Real-Time Augmented Reality Applications in Mobile Devices.

    Science.gov (United States)

    Piao, Jin-Chun; Kim, Shin-Dug

    2017-11-07

    Simultaneous localization and mapping (SLAM) is emerging as a prominent issue in computer vision and next-generation core technology for robots, autonomous navigation and augmented reality. In augmented reality applications, fast camera pose estimation and true scale are important. In this paper, we present an adaptive monocular visual-inertial SLAM method for real-time augmented reality applications in mobile devices. First, the SLAM system is implemented based on the visual-inertial odometry method that combines data from a mobile device camera and inertial measurement unit sensor. Second, we present an optical-flow-based fast visual odometry method for real-time camera pose estimation. Finally, an adaptive monocular visual-inertial SLAM is implemented by presenting an adaptive execution module that dynamically selects visual-inertial odometry or optical-flow-based fast visual odometry. Experimental results show that the average translation root-mean-square error of keyframe trajectory is approximately 0.0617 m with the EuRoC dataset. The average tracking time is reduced by 7.8%, 12.9%, and 18.8% when different level-set adaptive policies are applied. Moreover, we conducted experiments with real mobile device sensors, and the results demonstrate the effectiveness of performance improvement using the proposed method.

  18. Adaptive Monocular Visual–Inertial SLAM for Real-Time Augmented Reality Applications in Mobile Devices

    Directory of Open Access Journals (Sweden)

    Jin-Chun Piao

    2017-11-01

    Full Text Available Simultaneous localization and mapping (SLAM is emerging as a prominent issue in computer vision and next-generation core technology for robots, autonomous navigation and augmented reality. In augmented reality applications, fast camera pose estimation and true scale are important. In this paper, we present an adaptive monocular visual–inertial SLAM method for real-time augmented reality applications in mobile devices. First, the SLAM system is implemented based on the visual–inertial odometry method that combines data from a mobile device camera and inertial measurement unit sensor. Second, we present an optical-flow-based fast visual odometry method for real-time camera pose estimation. Finally, an adaptive monocular visual–inertial SLAM is implemented by presenting an adaptive execution module that dynamically selects visual–inertial odometry or optical-flow-based fast visual odometry. Experimental results show that the average translation root-mean-square error of keyframe trajectory is approximately 0.0617 m with the EuRoC dataset. The average tracking time is reduced by 7.8%, 12.9%, and 18.8% when different level-set adaptive policies are applied. Moreover, we conducted experiments with real mobile device sensors, and the results demonstrate the effectiveness of performance improvement using the proposed method.

  19. Adaptive Monocular Visual–Inertial SLAM for Real-Time Augmented Reality Applications in Mobile Devices

    Science.gov (United States)

    Piao, Jin-Chun; Kim, Shin-Dug

    2017-01-01

    Simultaneous localization and mapping (SLAM) is emerging as a prominent issue in computer vision and next-generation core technology for robots, autonomous navigation and augmented reality. In augmented reality applications, fast camera pose estimation and true scale are important. In this paper, we present an adaptive monocular visual–inertial SLAM method for real-time augmented reality applications in mobile devices. First, the SLAM system is implemented based on the visual–inertial odometry method that combines data from a mobile device camera and inertial measurement unit sensor. Second, we present an optical-flow-based fast visual odometry method for real-time camera pose estimation. Finally, an adaptive monocular visual–inertial SLAM is implemented by presenting an adaptive execution module that dynamically selects visual–inertial odometry or optical-flow-based fast visual odometry. Experimental results show that the average translation root-mean-square error of keyframe trajectory is approximately 0.0617 m with the EuRoC dataset. The average tracking time is reduced by 7.8%, 12.9%, and 18.8% when different level-set adaptive policies are applied. Moreover, we conducted experiments with real mobile device sensors, and the results demonstrate the effectiveness of performance improvement using the proposed method. PMID:29112143

  20. Augmented Fotonovelas: A Visual Methodology for Community Engaged Research

    OpenAIRE

    Hidalgo, LeighAnna Grace

    2014-01-01

    Augmented Fotonovelas draw upon the aesthetic of traditional fotonovelas, but incorporate new technologies--such as video interviews, interactive mapping, smart phone technology, and Augmented Reality (AR). Augmented Fotonovelas also make the most of the classic form, utilizing photographs, text, and bubble captions. Through this methodology, new and old come together to produce Augmented Scholarship. I define Augmented Scholarship as knowledge production bridging the gap between communities ...

  1. 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…

  2. Usual and Virtual Reality Video Game-Based Physiotherapy for Children and Youth with Acquired Brain Injuries

    Science.gov (United States)

    Levac, Danielle; Miller, Patricia; Missiuna, Cheryl

    2012-01-01

    Little is known about how therapists promote learning of functional motor skills for children with acquired brain injuries. This study explores physiotherapists' description of these interventions in comparison to virtual reality (VR) video game-based therapy. Six physiotherapists employed at a children's rehabilitation center participated in…

  3. Use of display technologies for augmented reality enhancement

    Science.gov (United States)

    Harding, Kevin

    2016-06-01

    Augmented reality (AR) is seen as an important tool for the future of user interfaces as well as training applications. An important application area for AR is expected to be in the digitization of training and worker instructions used in the Brilliant Factory environment. The transition of work instructions methods from printed pages in a book or taped to a machine to virtual simulations is a long step with many challenges along the way. A variety of augmented reality tools are being explored today for industrial applications that range from simple programmable projections in the work space to 3D displays and head mounted gear. This paper will review where some of these tool are today and some of the pros and cons being considered for the future worker environment.

  4. 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.

  5. Projector-Based Augmented Reality for Quality Inspection of Scanned Objects

    Science.gov (United States)

    Kern, J.; Weinmann, M.; Wursthorn, S.

    2017-09-01

    After scanning or reconstructing the geometry of objects, we need to inspect the result of our work. Are there any parts missing? Is every detail covered in the desired quality? We typically do this by looking at the resulting point clouds or meshes of our objects on-screen. What, if we could see the information directly visualized on the object itself? Augmented reality is the generic term for bringing virtual information into our real environment. In our paper, we show how we can project any 3D information like thematic visualizations or specific monitoring information with reference to our object onto the object's surface itself, thus augmenting it with additional information. For small objects that could for instance be scanned in a laboratory, we propose a low-cost method involving a projector-camera system to solve this task. The user only needs a calibration board with coded fiducial markers to calibrate the system and to estimate the projector's pose later on for projecting textures with information onto the object's surface. Changes within the projected 3D information or of the projector's pose will be applied in real-time. Our results clearly reveal that such a simple setup will deliver a good quality of the augmented information.

  6. Augmented reality for the surgeon: Systematic review.

    Science.gov (United States)

    Yoon, Jang W; Chen, Robert E; Kim, Esther J; Akinduro, Oluwaseun O; Kerezoudis, Panagiotis; Han, Phillip K; Si, Phong; Freeman, William D; Diaz, Roberto J; Komotar, Ricardo J; Pirris, Stephen M; Brown, Benjamin L; Bydon, Mohamad; Wang, Michael Y; Wharen, Robert E; Quinones-Hinojosa, Alfredo

    2018-04-30

    Since the introduction of wearable head-up displays, there has been much interest in the surgical community adapting this technology into routine surgical practice. We used the keywords augmented reality OR wearable device OR head-up display AND surgery using PubMed, EBSCO, IEEE and SCOPUS databases. After exclusions, 74 published articles that evaluated the utility of wearable head-up displays in surgical settings were included in our review. Across all studies, the most common use of head-up displays was in cases of live streaming from surgical microscopes, navigation, monitoring of vital signs, and display of preoperative images. The most commonly used head-up display was Google Glass. Head-up displays enhanced surgeons' operating experience; common disadvantages include limited battery life, display size and discomfort. Due to ergonomic issues with dual-screen devices, augmented reality devices with the capacity to overlay images onto the surgical field will be key features of next-generation surgical head-up displays. Copyright © 2018 John Wiley & Sons, Ltd.

  7. 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.

  8. 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...

  9. Large depth of focus dynamic micro integral imaging for optical see-through augmented reality display using a focus-tunable lens.

    Science.gov (United States)

    Shen, Xin; Javidi, Bahram

    2018-03-01

    We have developed a three-dimensional (3D) dynamic integral-imaging (InIm)-system-based optical see-through augmented reality display with enhanced depth range of a 3D augmented image. A focus-tunable lens is adopted in the 3D display unit to relay the elemental images with various positions to the micro lens array. Based on resolution priority integral imaging, multiple lenslet image planes are generated to enhance the depth range of the 3D image. The depth range is further increased by utilizing both the real and virtual 3D imaging fields. The 3D reconstructed image and the real-world scene are overlaid using an optical see-through display for augmented reality. The proposed system can significantly enhance the depth range of a 3D reconstructed image with high image quality in the micro InIm unit. This approach provides enhanced functionality for augmented information and adjusts the vergence-accommodation conflict of a traditional augmented reality display.

  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. Usability Engineering of Text Drawing Styles in Augmented Reality User Interfaces

    OpenAIRE

    Gabbard, Joseph L.

    2008-01-01

    In the coming years, augmented reality, mobile computing, and related technologies have the potential to completely redefine how we interact with and use computers. No longer will we be bound to desktops and laptops, nor will we be bound to monitors, two-dimensional (2D) screens, and graphical user interface (GUI) backgrounds. Instead we will employ wearable systems to move about and augmented reality displays to overlay 2D and three-dimensional (3D) graphics onto the real world. Whe...

  12. Intelligence Context Aware Mobile Navigation using Augmented Reality Technology

    Directory of Open Access Journals (Sweden)

    Ahmad Hoirul Basori

    2018-04-01

    Full Text Available Most of the technologies of today’s world, which are enriched with various powerful features and amazing quality characteristics, enables software developers to come up with best possible software solutions, no matter what the context of the particular issue. Technologies such as Augmented Reality (AR, is utilized almost every kind of fields in today’s society. As computers become more advanced through mobile devices and wearable technology, augmented reality will become a seamless experience that is a part of our everyday lives. In the context of this work, an Intelligence mobile navigation application for the King Abdul Aziz University Rabigh is developed enabling the user to find specific locations on campus and offers the ability to explore the campus environment via AR. Furthermore, the system, Mobile Campus Navigation with Augmented Reality application is capable of giving guidance in outdoor location navigating and retrieving details of campus officials and lecturers. With the proposed system, it is expected to serve as a useful and informative navigate helper for both students of King Abdul Aziz University and for the visitors, at outdoor locations and to use as an application to check officials and lecturer availability and retrieve detail about them when they are not available at the office at any time.

  13. 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

  14. A telescope with augmented reality functions

    Science.gov (United States)

    Hou, Qichao; Cheng, Dewen; Wang, Qiwei; Wang, Yongtian

    2016-10-01

    This study introduces a telescope with virtual reality (VR) and augmented reality (AR) functions. In this telescope, information on the micro-display screen is integrated to the reticule of telescope through a beam splitter and is then received by the observer. The design and analysis of telescope optical system with AR and VR ability is accomplished and the opto-mechanical structure is designed. Finally, a proof-of-concept prototype is fabricated and demonstrated. The telescope has an exit pupil diameter of 6 mm at an eye relief of 19 mm, 6° field of view, 5 to 8 times visual magnification , and a 30° field of view of the virtual image.

  15. 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…

  16. 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.

  17. PENGARUH MEDIA PEMBELAJARAN BERBASIS AUGMENTED REALITY TERHADAP HASIL BELAJAR SISWA KELAS X PADA KONSEP DINAMIKA PARTIKEL

    Directory of Open Access Journals (Sweden)

    Iwan Permana Suwarna

    2016-02-01

    Full Text Available Abstract: This research aims to determine the effect of learning media based on Augmented Reality to learning outcome of students 10th grade on the concept particle dynamics. This research was done in 10th grade science class: 2 and 4 in SMA 67 Jakarta. The research was done in October-November 2013. The research method is a quasi experimental with a noneqiuvalent control group design and the sampling technique is purposive. Instruments of the research are test (multiple choices and non test(questionnaire. Data were analyzed quantitatively using the t test, questionare analyzed qualitatively. The conclution : there is the influence of augmented reality-based instructional media on learning outcome of students grade 10th on the concept particle dynamics. Average learning outcome experiment group is higher than control group. The experimental group superior on cognitive level (C1-C4. Carrying capacity of the media Augmented Reality on the learning process had teacher done is excellent category (83.24 %. DOI: 10.15408/tjems.v1i1.1111

  18. An Inquiry-Based Augmented Reality Mobile Learning Approach to Fostering Primary School Students' Historical Reasoning in Non-Formal Settings

    Science.gov (United States)

    Efstathiou, Irene; Kyza, Eleni A.; Georgiou, Yiannis

    2018-01-01

    This study investigated the contribution of a location-based augmented reality (AR) inquiry-learning environment in developing 3rd grade students' historical empathy and conceptual understanding. Historical empathy is an important element of historical thinking, which is considered to improve conceptual understanding and support the development of…

  19. 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…

  20. Effects of an Augmented Reality-Based Educational Game on Students' Learning Achievements and Attitudes in Real-World Observations

    Science.gov (United States)

    Hwang, Gwo-Jen; Wu, Po-Han; Chen, Chi-Chang; Tu, Nien-Ting

    2016-01-01

    Augmented reality (AR) has been recognized as a potential technology to help students link what they are observing in the real world to their prior knowledge. One of the most challenging issues of AR-based learning is the provision of effective strategy to help students focus on what they need to observe in the field. In this study, a competitive…

  1. 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...

  2. Sensor-Aware Recognition and Tracking for Wide-Area Augmented Reality on Mobile Phones

    Science.gov (United States)

    Chen, Jing; Cao, Ruochen; Wang, Yongtian

    2015-01-01

    Wide-area registration in outdoor environments on mobile phones is a challenging task in mobile augmented reality fields. We present a sensor-aware large-scale outdoor augmented reality system for recognition and tracking on mobile phones. GPS and gravity information is used to improve the VLAD performance for recognition. A kind of sensor-aware VLAD algorithm, which is self-adaptive to different scale scenes, is utilized to recognize complex scenes. Considering vision-based registration algorithms are too fragile and tend to drift, data coming from inertial sensors and vision are fused together by an extended Kalman filter (EKF) to achieve considerable improvements in tracking stability and robustness. Experimental results show that our method greatly enhances the recognition rate and eliminates the tracking jitters. PMID:26690439

  3. Sensor-Aware Recognition and Tracking for Wide-Area Augmented Reality on Mobile Phones.

    Science.gov (United States)

    Chen, Jing; Cao, Ruochen; Wang, Yongtian

    2015-12-10

    Wide-area registration in outdoor environments on mobile phones is a challenging task in mobile augmented reality fields. We present a sensor-aware large-scale outdoor augmented reality system for recognition and tracking on mobile phones. GPS and gravity information is used to improve the VLAD performance for recognition. A kind of sensor-aware VLAD algorithm, which is self-adaptive to different scale scenes, is utilized to recognize complex scenes. Considering vision-based registration algorithms are too fragile and tend to drift, data coming from inertial sensors and vision are fused together by an extended Kalman filter (EKF) to achieve considerable improvements in tracking stability and robustness. Experimental results show that our method greatly enhances the recognition rate and eliminates the tracking jitters.

  4. Sensor-Aware Recognition and Tracking for Wide-Area Augmented Reality on Mobile Phones

    Directory of Open Access Journals (Sweden)

    Jing Chen

    2015-12-01

    Full Text Available Wide-area registration in outdoor environments on mobile phones is a challenging task in mobile augmented reality fields. We present a sensor-aware large-scale outdoor augmented reality system for recognition and tracking on mobile phones. GPS and gravity information is used to improve the VLAD performance for recognition. A kind of sensor-aware VLAD algorithm, which is self-adaptive to different scale scenes, is utilized to recognize complex scenes. Considering vision-based registration algorithms are too fragile and tend to drift, data coming from inertial sensors and vision are fused together by an extended Kalman filter (EKF to achieve considerable improvements in tracking stability and robustness. Experimental results show that our method greatly enhances the recognition rate and eliminates the tracking jitters.

  5. 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....

  6. Google Cardboard Dates Augmented Reality : Issues, Challenges and Future Opportunities

    OpenAIRE

    Perla, Ramakrishna; Hebbalaguppe, Ramya

    2017-01-01

    The Google's frugal Cardboard solution for immersive Virtual Reality experiences has come a long way in the VR market. The Google Cardboard VR applications will support us in the fields such as education, virtual tourism, entertainment, gaming, design etc. Recently, Qualcomm's Vuforia SDK has introduced support for developing mixed reality applications for Google Cardboard which can combine Virtual and Augmented Reality to develop exciting and immersive experiences. In this work, we present a...

  7. 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…

  8. 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...

  9. MARCS: Mobile Augmented Reality for Cybersecurity

    OpenAIRE

    Mattina, Brendan Casey

    2017-01-01

    Network analysts have long used two-dimensional security visualizations to make sense of network data. As networks grow larger and more complex, two-dimensional visualizations become more convoluted, potentially compromising user situational awareness of cyber threats. To combat this problem, augmented reality (AR) can be employed to visualize data within a cyber-physical context to restore user perception and improve comprehension; thereby, enhancing cyber situational awareness. Multiple gen...

  10. Augmented Reality Cubes for Cognitive Gaming: Preliminary Usability and Game Experience Testing

    Directory of Open Access Journals (Sweden)

    Costas Boletsis

    2016-03-01

    Full Text Available Early detection is important in dementia care; however, cognitive impairment is still under-recognised and under-diagnosed. Cognitive screening and training are two important preventative treatments, which can lead to early detection of cognitive decline. In this work, the “Cognitive Augmented Reality Cubes” (CogARC system is presented, i.e. a serious game for cognitive training and screening, utilising an interaction technique based on Augmented Reality and the manipulation of tangible, physical objects (cubes. The game is a collection of cognitive mini-games of preventative nature and is, primarily, targeting elderly players (≥60 years old. A preliminary testing was conducted focusing on the game experience that CogARC offers (utilising the In-Game Experience Questionnaire, the usability of the system (using the System Usability Scale, and the specific user observations and remarks, as documented by open, semi-structured interviews.  Overall, CogARC demonstrated satisfying positive responses, however, the negative reactions indicated that there are specific problems with aspects of the interaction technique and a number of mini-games. The open interview shed more light on the specific issues of each mini-game and further interpretation of user interactions. The current study managed to provide interesting insights into the game design elements, integration of Augmented Reality, tangible interaction of the system, and on how elderly players perceive and use those interaction components. 

  11. 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.

  12. 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.

  13. The design guidelines of mobile augmented reality for tourism in Malaysia

    Science.gov (United States)

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

    2017-10-01

    Recent data shows that one in every five people in the world owns a Smartphone and spends most of their time on the phone using apps. Visitors prefer this type of portable, convenient, practical and simple technology when travelling, especially geo location-enabled applications such as the GPS. The aim of this paper is to develop design guidelines for Mobile Augmented Reality (MAR) for tourism. From the analysis of existing design guidelines of Mobile Augmented Reality (MAR) for tourism, an application design guidelines are proposed based on Human-computer interaction principle and usability design that would fulfils the user's requirement in a better way. Six design principles were examined in this analysis. The analysis identified eleven suggestions for design principles. These recommendations are offered towards designing principles and developing prototype app for tourist in Malaysia. This paper identifies design principles to reduce cognitive overhead of tourist, learn ability and suitable context for providing content whiles their travel in Malaysia.

  14. "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…

  15. Adapting Speech Recognition in Augmented Reality for Mobile Devices in Outdoor Environments

    OpenAIRE

    Pascoal, Rui; Ribeiro, Ricardo; Batista, Fernando; de Almeida, Ana

    2017-01-01

    This paper describes the process of integrating automatic speech recognition (ASR) into a mobile application and explores the benefits and challenges of integrating speech with augmented reality (AR) in outdoor environments. The augmented reality allows end-users to interact with the information displayed and perform tasks, while increasing the user’s perception about the real world by adding virtual information to it. Speech is the most natural way of communication: it allows hands-free inte...

  16. Augmented reality: don't we all wish we lived in one?

    International Nuclear Information System (INIS)

    Hayes, Birchard P.; Michel, Kelly D.; Few, Douglas A.; Gertman, David; Le Blanc, Katya

    2010-01-01

    From stereophonic, positional sound to high-definition imagery that is crisp and clean, high fidelity computer graphics enhance our view, insight, and intuition regarding our environments and conditions. Contemporary 3-D modeling tools offer an open architecture framework that enables integration with other technologically innovative arenas. One innovation of great interest is Augmented Reality, the merging of virtual, digital environments with physical, real-world environments creating a mixed reality where relevant data and information augments the real or actual experience in real-time by spatial or semantic context. Pairing 3-D virtual immersive models with a dynamic platform such as semi-autonomous robotics or personnel odometry systems to create a mixed reality offers a new and innovative design information verification inspection capability, evaluation accuracy, and information gathering capability for nuclear facilities. Our paper discusses the integration of two innovative technologies, 3-D visualizations with inertial positioning systems, and the resulting augmented reality offered to the human inspector. The discussion in the paper includes an exploration of human and non-human (surrogate) inspections of a nuclear facility, integrated safeguards knowledge within a synchronized virtual model operated, or worn, by a human inspector, and the anticipated benefits to safeguards evaluations of facility operations.

  17. 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…

  18. Applying virtual and augmented reality in cultural computing

    NARCIS (Netherlands)

    Bartneck, C.; Hu, J.; Salem, B.I.; Cristescu, R.; Rauterberg, G.W.M.

    2008-01-01

    We are exploring a new application of virtual and augmented reality for a novel direction in human-computer inteaction named 'cultural computing', which aims to provide a new medium for cultural translation and unconscious metamorphosis. In this application both virtual and robotic agents are

  19. Augmented reality games for learning : A literature review

    NARCIS (Netherlands)

    Li, J.; van der Spek, E.D.; Feijs, L.M.G.; Wang, F.; Hu, J.; Streitz, N.; Markopoulos, P.

    2017-01-01

    This study presents a literature review of previous studies of Augmented Reality (AR) games for learning. We classified learner groups, learning subjects, and learning environments mentioned in the literature. From this we conclude that AR games for learning generally have positive effects. We found

  20. 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…

  1. 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…

  2. The final TimeWarp: using form and content to support player experience and presence when designing location-aware mobile augmented reality games

    OpenAIRE

    Blum, Lisa; Wetzel, Richard; McCall, Roderick; Oppermann, Leif; Broll, Wolfgang

    2012-01-01

    Designing Augmented Reality location aware games requires an understanding of how form and content issues impact on presence. A study of 60 players was conducted using questionnaires, video analysis and interviews. The results indicate that content including: moral dilemmas, strong narratives, using real locations effectively and applying simple physical behavior within virtual characters to improve embodiment have a positive impact on player experience. The results are presented in ...

  3. AR Feels "Softer" than VR: Haptic Perception of Stiffness in Augmented versus Virtual Reality.

    Science.gov (United States)

    Gaffary, Yoren; Le Gouis, Benoit; Marchal, Maud; Argelaguet, Ferran; Arnaldi, Bruno; Lecuyer, Anatole

    2017-11-01

    Does it feel the same when you touch an object in Augmented Reality (AR) or in Virtual Reality (VR)? In this paper we study and compare the haptic perception of stiffness of a virtual object in two situations: (1) a purely virtual environment versus (2) a real and augmented environment. We have designed an experimental setup based on a Microsoft HoloLens and a haptic force-feedback device, enabling to press a virtual piston, and compare its stiffness successively in either Augmented Reality (the virtual piston is surrounded by several real objects all located inside a cardboard box) or in Virtual Reality (the same virtual piston is displayed in a fully virtual scene composed of the same other objects). We have conducted a psychophysical experiment with 12 participants. Our results show a surprising bias in perception between the two conditions. The virtual piston is on average perceived stiffer in the VR condition compared to the AR condition. For instance, when the piston had the same stiffness in AR and VR, participants would select the VR piston as the stiffer one in 60% of cases. This suggests a psychological effect as if objects in AR would feel "softer" than in pure VR. Taken together, our results open new perspectives on perception in AR versus VR, and pave the way to future studies aiming at characterizing potential perceptual biases.

  4. 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.

  5. 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…

  6. 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.…

  7. EFFECTS OF AUGMENTED REALITY PRESENTATIONS ON CONSUMER'S VISUAL PERCEPTION OF FLOOR PLANS

    OpenAIRE

    Lutheran, April L

    2012-01-01

    Home architects and designers use many types of presentation drawings to convey design ideas. Augmented reality is a relatively new technology that can be used to aid in design and marketing for residential builders. An augmented reality presentation provides a more complete idea of a design than other presentations such as 3D model renderings and hand drawn artist sketches. While designers are accustomed to visualizing 2D plans, this task is difficult for home buyers. This difficulty has bee...

  8. Application of Virtual, Augmented, and Mixed Reality to Urology

    OpenAIRE

    Hamacher, Alaric; Kim, Su Jin; Cho, Sung Tae; Pardeshi, Sunil; Lee, Seung Hyun; Eun, Sung-Jong; Whangbo, Taeg Keun

    2016-01-01

    Recent developments in virtual, augmented, and mixed reality have introduced a considerable number of new devices into the consumer market. This momentum is also affecting the medical and health care sector. Although many of the theoretical and practical foundations of virtual reality (VR) were already researched and experienced in the 1980s, the vastly improved features of displays, sensors, interactivity, and computing power currently available in devices offer a new field of applications t...

  9. 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.

  10. 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 Bianca

    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...

  11. 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 making the complex content and context of these subjects more approachable to the students through the visualization made possible through the use of this technology. A case study is described in this chapter. Issues and factors required for the sustainable use of the mobile-facilitated application...... of augmented reality are discussed....

  12. Virtual Interactive Presence in Global Surgical Education: International Collaboration Through Augmented Reality.

    Science.gov (United States)

    Davis, Matthew Christopher; Can, Dang D; Pindrik, Jonathan; Rocque, Brandon G; Johnston, James M

    2016-02-01

    Technology allowing a remote, experienced surgeon to provide real-time guidance to local surgeons has great potential for training and capacity building in medical centers worldwide. Virtual interactive presence and augmented reality (VIPAR), an iPad-based tool, allows surgeons to provide long-distance, virtual assistance wherever a wireless internet connection is available. Local and remote surgeons view a composite image of video feeds at each station, allowing for intraoperative telecollaboration in real time. Local and remote stations were established in Ho Chi Minh City, Vietnam, and Birmingham, Alabama, as part of ongoing neurosurgical collaboration. Endoscopic third ventriculostomy with choroid plexus coagulation with VIPAR was used for subjective and objective evaluation of system performance. VIPAR allowed both surgeons to engage in complex visual and verbal communication during the procedure. Analysis of 5 video clips revealed video delay of 237 milliseconds (range, 93-391 milliseconds) relative to the audio signal. Excellent image resolution allowed the remote neurosurgeon to visualize all critical anatomy. The remote neurosurgeon could gesture to structures with no detectable difference in accuracy between stations, allowing for submillimeter precision. Fifteen endoscopic third ventriculostomy with choroid plexus coagulation procedures have been performed with the use of VIPAR between Vietnam and the United States, with no significant complications. 80% of these patients remain shunt-free. Evolving technologies that allow long-distance, intraoperative guidance, and knowledge transfer hold great potential for highly efficient international neurosurgical education. VIPAR is one example of an inexpensive, scalable platform for increasing global neurosurgical capacity. Efforts to create a network of Vietnamese neurosurgeons who use VIPAR for collaboration are underway. Copyright © 2016 Elsevier Inc. All rights reserved.

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

    OpenAIRE

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

    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 four countries. There was consensus among experts in relation to a focus on ‘learning before technology’, and they in particular supplemented affordances identified in literature with perspectives re...

  14. 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...... four countries. There was consensus among experts in relation to a focus on ‘learning before technology’, and they in particular supplemented affordances identified in literature with perspectives related to interactivity, a creator perspective and inquiry based science. Expert reflections were...

  15. Hands in space: gesture interaction with augmented-reality interfaces.

    Science.gov (United States)

    Billinghurst, Mark; Piumsomboon, Tham; Huidong Bai

    2014-01-01

    Researchers at the Human Interface Technology Laboratory New Zealand (HIT Lab NZ) are investigating free-hand gestures for natural interaction with augmented-reality interfaces. They've applied the results to systems for desktop computers and mobile devices.

  16. 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…

  17. 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.

  18. Stereoscopic Augmented Reality System for Supervised Training on Minimal Invasive Surgery Robots

    DEFF Research Database (Denmark)

    Matu, Florin-Octavian; Thøgersen, Mikkel; Galsgaard, Bo

    2014-01-01

    the need for efficient training. When training with the robot, the communication between the trainer and the trainee is limited, since the trainee often cannot see the trainer. To overcome this issue, this paper proposes an Augmented Reality (AR) system where the trainer is controlling two virtual robotic...... arms. These arms are virtually superimposed on the video feed to the trainee, and can therefore be used to demonstrate and perform various tasks for the trainee. Furthermore, the trainer is presented with a 3D image through a stereoscopic display. Because of the added depth perception, this enables...... the procedure, and thereby enhances the training experience. The virtual overlay was also found to work as a good and illustrative approach for enhanced communication. However, the delay of the prototype made it difficult to use for actual training....

  19. 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…

  20. Working Memory & Augmented Reality's Trajectory: A Literature Review of AR in Education, Online Learning, Workforce Training, and Working Memory Research

    Science.gov (United States)

    Squires, David R.

    2017-01-01

    The structure of the literature review features the current trajectory of Augmented Reality in the field including the current literature detailing how Augmented Reality has been applied in educational environments; how Augmented Reality has been applied in training environments; how Augmented Reality has been used to measure cognition and the…

  1. archAR: an archaeological augmented reality experience

    Science.gov (United States)

    Wiley, Bridgette; Schulze, Jürgen P.

    2015-03-01

    We present an application for Android phones or tablets called "archAR" that uses augmented reality as an alternative, portable way of viewing archaeological information from UCSD's Levantine Archaeology Laboratory. archAR provides a unique experience of flying through an archaeological dig site in the Levantine area and exploring the artifacts uncovered there. Using a Google Nexus tablet and Qualcomm's Vuforia API, we use an image target as a map and overlay a three-dimensional model of the dig site onto it, augmenting reality such that we are able to interact with the plotted artifacts. The user can physically move the Android device around the image target and see the dig site model from any perspective. The user can also move the device closer to the model in order to "zoom" into the view of a particular section of the model and its associated artifacts. This is especially useful, as the dig site model and the collection of artifacts are very detailed. The artifacts are plotted as points, colored by type. The user can touch the virtual points to trigger a popup information window that contains details of the artifact, such as photographs, material descriptions, and more.

  2. A Sun Path Observation System Based on Augment Reality and Mobile Learning

    OpenAIRE

    Tarng, Wernhuar; Ou, Kuo-Liang; Lu, Yun-Chen; Shih, Yi-Syuan; Liou, Hsin-Hun

    2018-01-01

    This study uses the augmented reality technology and sensor functions of GPS, electronic compass, and three-axis accelerometer on mobile devices to develop a Sun path observation system for applications in astronomy education. The orientation and elevation of the Sun can be calculated by the system according to the user’s location and local time to simulate the Sun path. When holding the mobile device toward the sky, the screen will show the virtual Sun at the same position as that of the rea...

  3. Augmented kinematic feedback from haptic virtual reality for dental skill acquisition.

    Science.gov (United States)

    Suebnukarn, Siriwan; Haddawy, Peter; Rhienmora, Phattanapon; Jittimanee, Pannapa; Viratket, Piyanuch

    2010-12-01

    We have developed a haptic virtual reality system for dental skill training. In this study we examined several kinds of kinematic information about the movement provided by the system supplement knowledge of results (KR) in dental skill acquisition. The kinematic variables examined involved force utilization (F) and mirror view (M). This created three experimental conditions that received augmented kinematic feedback (F, M, FM) and one control condition that did not (KR-only). Thirty-two dental students were randomly assigned to four groups. Their task was to perform access opening on the upper first molar with the haptic virtual reality system. An acquisition session consisted of two days of ten trials of practice in which augmented kinematic feedback was provided for the appropriate experimental conditions after each trial. One week after, a retention test consisting of two trials without augmented feedback was completed. The results showed that the augmented kinematic feedback groups had larger mean performance scores than the KR-only group in Day 1 of the acquisition and retention sessions (ANOVA, p0.05). The trends in acquisition and retention sessions suggest that the augmented kinematic feedback can enhance the performance earlier in the skill acquisition and retention sessions.

  4. 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&...

  5. Dimensions of Mobile Augmented Reality for Learning: A First Inventory

    OpenAIRE

    Specht, Marcus; Ternier, Stefaan; Greller, Wolfgang

    2011-01-01

    Specht, M., Ternier, S., & Greller, W. (2011). Dimensions of Mobile Augmented Reality for Learning: A First Inventory. Journal of the Research for Educational Technology (RCET), 7(1), 117-127. Spring 2011.

  6. 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.)

  7. 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.

  8. 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…

  9. Practical system for generating digital mixed reality video holograms.

    Science.gov (United States)

    Song, Joongseok; Kim, Changseob; Park, Hanhoon; Park, Jong-Il

    2016-07-10

    We propose a practical system that can effectively mix the depth data of real and virtual objects by using a Z buffer and can quickly generate digital mixed reality video holograms by using multiple graphic processing units (GPUs). In an experiment, we verify that real objects and virtual objects can be merged naturally in free viewing angles, and the occlusion problem is well handled. Furthermore, we demonstrate that the proposed system can generate mixed reality video holograms at 7.6 frames per second. Finally, the system performance is objectively verified by users' subjective evaluations.

  10. Real-time in situ three-dimensional integral videography and surgical navigation using augmented reality: a pilot study

    Science.gov (United States)

    Suenaga, Hideyuki; Hoang Tran, Huy; Liao, Hongen; Masamune, Ken; Dohi, Takeyoshi; Hoshi, Kazuto; Mori, Yoshiyuki; Takato, Tsuyoshi

    2013-01-01

    To evaluate the feasibility and accuracy of a three-dimensional augmented reality system incorporating integral videography for imaging oral and maxillofacial regions, based on preoperative computed tomography data. Three-dimensional surface models of the jawbones, based on the computed tomography data, were used to create the integral videography images of a subject's maxillofacial area. The three-dimensional augmented reality system (integral videography display, computed tomography, a position tracker and a computer) was used to generate a three-dimensional overlay that was projected on the surgical site via a half-silvered mirror. Thereafter, a feasibility study was performed on a volunteer. The accuracy of this system was verified on a solid model while simulating bone resection. Positional registration was attained by identifying and tracking the patient/surgical instrument's position. Thus, integral videography images of jawbones, teeth and the surgical tool were superimposed in the correct position. Stereoscopic images viewed from various angles were accurately displayed. Change in the viewing angle did not negatively affect the surgeon's ability to simultaneously observe the three-dimensional images and the patient, without special glasses. The difference in three-dimensional position of each measuring point on the solid model and augmented reality navigation was almost negligible (augmented reality system was highly accurate and effective for surgical navigation and for overlaying a three-dimensional computed tomography image on a patient's surgical area, enabling the surgeon to understand the positional relationship between the preoperative image and the actual surgical site, with the naked eye. PMID:23703710

  11. Hybrid Augmented Reality for Participatory Learning: The Hidden Efficacy of Multi-User Game-Based Simulation

    Science.gov (United States)

    Oh, Seungjae; So, Hyo-Jeong; Gaydos, Matthew

    2018-01-01

    The goal for this research is to articulate and test a new hybrid Augmented Reality (AR) environment for conceptual understanding. From the theoretical lens of embodied interaction, we have designed a multi-user participatory simulation called ARfract where visitors in a science museum can learn about complex scientific concepts on the refraction…

  12. Augmented reality: don't we all wish we lived in one?

    Energy Technology Data Exchange (ETDEWEB)

    Hayes, Birchard P [Los Alamos National Laboratory; Michel, Kelly D [Los Alamos National Laboratory; Few, Douglas A [INL; Gertman, David [INL; Le Blanc, Katya [INL

    2010-01-01

    From stereophonic, positional sound to high-definition imagery that is crisp and clean, high fidelity computer graphics enhance our view, insight, and intuition regarding our environments and conditions. Contemporary 3-D modeling tools offer an open architecture framework that enables integration with other technologically innovative arenas. One innovation of great interest is Augmented Reality, the merging of virtual, digital environments with physical, real-world environments creating a mixed reality where relevant data and information augments the real or actual experience in real-time by spatial or semantic context. Pairing 3-D virtual immersive models with a dynamic platform such as semi-autonomous robotics or personnel odometry systems to create a mixed reality offers a new and innovative design information verification inspection capability, evaluation accuracy, and information gathering capability for nuclear facilities. Our paper discusses the integration of two innovative technologies, 3-D visualizations with inertial positioning systems, and the resulting augmented reality offered to the human inspector. The discussion in the paper includes an exploration of human and non-human (surrogate) inspections of a nuclear facility, integrated safeguards knowledge within a synchronized virtual model operated, or worn, by a human inspector, and the anticipated benefits to safeguards evaluations of facility operations.

  13. Location Based Service sebagai Penunjuk Lokasi Hotel di Kota Semarang Berbasis Augmented Reality

    Directory of Open Access Journals (Sweden)

    Indra Permana

    2015-10-01

    Full Text Available Semarang dikenal sebagai kota yang unik karena mempunyai destinasi wisata yang dipengaruhi oleh banyaknya etnis yang ada. Selain keunikan pariwisatanya, Kota Semarang juga dapat dipandang sebagai kota bisnis, terbukti dengan menjamurnya tempat usaha seperti restaurant, cafe dan yang paling pesat pertumbuhannya saat ini yaitu hotel. Belakangan ini pertumbuhan hotel di Semarang sudah kian pesat. Hal ini juga berpengaruh kepada para pendatang ataupun wisatawan yang singgah di Kota Semarang. Dari banyaknya jumlah hotel yang ada, bukan tidak mungkin jika para pendatang merasa bingung saat mencari hotel yang sesuai dengan keinginan mereka. Tentunya para pendatang memerlukan aplikasi yang dapat menampilkan lokasi dan informasi lengkap tentang hotel di Kota Semarang. Untuk dapat mewujudkan gagasan tersebut, maka dilakukan sejumlah metode penelitian antara lain studi literatur, mendefinisikan kebutuhan, pengumpulan data hotel pada Dinas Kebudayaan dan Pariwisata Kota Semarang, perancangan dan implementasi aplikasi, serta melakukan pengujian terhadap aplikasi kepada beberapa orang responden. Aplikasi dirancang dengan tujuan untuk memudahkan pengguna ketika hendak mencari hotel di Kota Semarang. Hasil dari penelitian ini adalah sebuah channel “SMARTEL” (Semarang Augmented Reality Hotel Location pada aplikasi Junaio untuk mencari lokasi hotel di Kota Semarang. Basis Augmented Reality dipilih karena sifatnya yang real time saat menampilkan data atau informasi ,serta mempunyai tampilan visual yang interaktif. Channel akan menampilkan POI (Point of Interest atau dalam penelitian kali ini yaitu informasi lokasi hotel, yang didasarkan pada lokasi pengguna saat ini berada, atau dikenal dengan istilah LBS (Location Based Service. Dengan adanya channel ini, pengguna dapat lebih mempersingkat waktu dan lebih mudah dalam menemukan dan menuju ke lokasi hotel yang berada di Kota Semarang. Karena SMARTEL masih dalam bentuk channel, maka harapan untuk penelitian

  14. Development of augmented reality system for servicing electromechanical equipment

    Science.gov (United States)

    Zhukovskiy, Y.; Koteleva, N.

    2018-05-01

    Electromechanical equipment is widely used. It is used in industrial enterprises, in the spheres of public services, in everyday life, etc. Maintenance servicing of electromechanical equipment is an important part of its life cycle. High-quality and timely service can extend the life of the electromechanical equipment. The creation of special systems that simplify the process of servicing electromechanical equipment is an urgent task. Such systems can shorten the time for maintenance of electrical equipment, and, therefore, reduce the cost of maintenance in general. This article presents an analysis of information on the operation of service services for maintenance and repair of electromechanical equipment, identifies the list of services, and estimates the time required to perform basic service operations. The structure of the augmented reality system is presented, the ways of interaction of the augmented reality system with the automated control systems working at the enterprise are presented.

  15. The Wearable World in the Palm of our Hand: The Perceived Importance of Augmented Reality in Marketing Strategies

    OpenAIRE

    Fernando Bandeira, Ph.D; António Cardoso; Álvaro Cairrão

    2013-01-01

    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 per...

  16. Augmenting real-time video with virtual models for enhanced visualization for simulation, teaching, training and guidance

    Science.gov (United States)

    Potter, Michael; Bensch, Alexander; Dawson-Elli, Alexander; Linte, Cristian A.

    2015-03-01

    In minimally invasive surgical interventions direct visualization of the target area is often not available. Instead, clinicians rely on images from various sources, along with surgical navigation systems for guidance. These spatial localization and tracking systems function much like the Global Positioning Systems (GPS) that we are all well familiar with. In this work we demonstrate how the video feed from a typical camera, which could mimic a laparoscopic or endoscopic camera used during an interventional procedure, can be used to identify the pose of the camera with respect to the viewed scene and augment the video feed with computer-generated information, such as rendering of internal anatomy not visible beyond the imaged surface, resulting in a simple augmented reality environment. This paper describes the software and hardware environment and methodology for augmenting the real world with virtual models extracted from medical images to provide enhanced visualization beyond the surface view achieved using traditional imaging. Following intrinsic and extrinsic camera calibration, the technique was implemented and demonstrated using a LEGO structure phantom, as well as a 3D-printed patient-specific left atrial phantom. We assessed the quality of the overlay according to fiducial localization, fiducial registration, and target registration errors, as well as the overlay offset error. Using the software extensions we developed in conjunction with common webcams it is possible to achieve tracking accuracy comparable to that seen with significantly more expensive hardware, leading to target registration errors on the order of 2 mm.

  17. Registration strategy using occlusal splint based on augmented reality for mandibular angle oblique split osteotomy.

    Science.gov (United States)

    Zhu, Ming; Chai, Gang; Zhang, Yan; Ma, Xiaofei; Gan, Jiliang

    2011-09-01

    An augmented reality tool allows for visual tracking of real anatomic structures in superposition with volume-rendered computed tomographic or magnetic resonance imaging scans and thus can be used for navigated translocation of important structures during operation. In this feasibility study, ARToolKit was used in mandibular angle oblique split osteotomy to define the cutting planes according to an operative plan. We overlay the operative plan on the model of a mandible made by rapid prototyping technology, and the technology was successfully used in 15 patients. Before the operation, all patients underwent computed tomographic scan, and dental casts were prepared by surgeons. Then, surgeons make the occlusal splint according to a dental cast to fix the marker, which can be recognized by the ARToolKit. The occlusal splint and marker were transformed to three-dimensional data using a laser scanner, and a programmer that runs on a personal computer named Rapidform matches the marker and the mandible image to generate the virtual image. By this step, the virtual image describing the marker, occlusal splint, and the mandible image of the patient are integrated. During the operation, the operative plan was overlaid on the rapid prototyping model of the mandible as soon as the ARToolKit recognized the marker. The technology was successfully used in 15 patients; the virtual image of the mandible and the cutting-plane both overlaid the real model of the mandible. This study has reported a new and effective way for mandibular angle oblique split osteotomy, and using occlusal splint might be a powerful option for the registration of augmented reality. Augmented reality tools like ARToolKit may be helpful for control of maxillary translocation in orthognathic surgery.

  18. 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...

  19. 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

  20. 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.

  1. 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

  2. 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.

  3. System for synthetic vision and augmented reality in future flight decks

    Science.gov (United States)

    Behringer, Reinhold; Tam, Clement K.; McGee, Joshua H.; Sundareswaran, Venkataraman; Vassiliou, Marius S.

    2000-06-01

    Rockwell Science Center is investigating novel human-computer interface techniques for enhancing the situational awareness in future flight decks. One aspect is to provide intuitive displays which provide the vital information and the spatial awareness by augmenting the real world with an overlay of relevant information registered to the real world. Such Augmented Reality (AR) techniques can be employed during bad weather scenarios to permit flying in Visual Flight Rules (VFR) in conditions which would normally require Instrumental Flight Rules (IFR). These systems could easily be implemented on heads-up displays (HUD). The advantage of AR systems vs. purely synthetic vision (SV) systems is that the pilot can relate the information overlay to real objects in the world, whereas SV systems provide a constant virtual view, where inconsistencies can hardly be detected. The development of components for such a system led to a demonstrator implemented on a PC. A camera grabs video images which are overlaid with registered information, Orientation of the camera is obtained from an inclinometer and a magnetometer, position is acquired from GPS. In a possible implementation in an airplane, the on-board attitude information can be used for obtaining correct registration. If visibility is sufficient, computer vision modules can be used to fine-tune the registration by matching visual clues with database features. Such technology would be especially useful for landing approaches. The current demonstrator provides a frame-rate of 15 fps, using a live video feed as background and an overlay of avionics symbology in the foreground. In addition, terrain rendering from a 1 arc sec. digital elevation model database can be overlaid to provide synthetic vision in case of limited visibility. For true outdoor testing (on ground level), the system has been implemented on a wearable computer.

  4. Development and human factors analysis of an augmented reality interface for multi-robot tele-operation and control

    Science.gov (United States)

    Lee, Sam; Lucas, Nathan P.; Ellis, R. Darin; Pandya, Abhilash

    2012-06-01

    This paper presents a seamlessly controlled human multi-robot system comprised of ground and aerial robots of semiautonomous nature for source localization tasks. The system combines augmented reality interfaces capabilities with human supervisor's ability to control multiple robots. The role of this human multi-robot interface is to allow an operator to control groups of heterogeneous robots in real time in a collaborative manner. It used advanced path planning algorithms to ensure obstacles are avoided and that the operators are free for higher-level tasks. Each robot knows the environment and obstacles and can automatically generate a collision-free path to any user-selected target. It displayed sensor information from each individual robot directly on the robot in the video view. In addition, a sensor data fused AR view is displayed which helped the users pin point source information or help the operator with the goals of the mission. The paper studies a preliminary Human Factors evaluation of this system in which several interface conditions are tested for source detection tasks. Results show that the novel Augmented Reality multi-robot control (Point-and-Go and Path Planning) reduced mission completion times compared to the traditional joystick control for target detection missions. Usability tests and operator workload analysis are also investigated.

  5. 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

  6. Sensor fusion in head pose tracking for augmented reality

    NARCIS (Netherlands)

    Persa, S.F.

    2006-01-01

    The focus of this thesis is on studying diverse techniques, methods and sensors for position and orientation determination with application to augmented reality applications. In Chapter 2 we reviewed a variety of existing techniques and systems for position determination. From a practical point of

  7. Intra-operative ultrasound-based augmented reality guidance for laparoscopic surgery.

    Science.gov (United States)

    Singla, Rohit; Edgcumbe, Philip; Pratt, Philip; Nguan, Christopher; Rohling, Robert

    2017-10-01

    In laparoscopic surgery, the surgeon must operate with a limited field of view and reduced depth perception. This makes spatial understanding of critical structures difficult, such as an endophytic tumour in a partial nephrectomy. Such tumours yield a high complication rate of 47%, and excising them increases the risk of cutting into the kidney's collecting system. To overcome these challenges, an augmented reality guidance system is proposed. Using intra-operative ultrasound, a single navigation aid, and surgical instrument tracking, four augmentations of guidance information are provided during tumour excision. Qualitative and quantitative system benefits are measured in simulated robot-assisted partial nephrectomies. Robot-to-camera calibration achieved a total registration error of 1.0 ± 0.4 mm while the total system error is 2.5 ± 0.5 mm. The system significantly reduced healthy tissue excised from an average (±standard deviation) of 30.6 ± 5.5 to 17.5 ± 2.4 cm 3 ( p < 0.05) and reduced the depth from the tumor underside to cut from an average (±standard deviation) of 10.2 ± 4.1 to 3.3 ± 2.3 mm ( p < 0.05). Further evaluation is required in vivo, but the system has promising potential to reduce the amount of healthy parenchymal tissue excised.

  8. 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.

  9. 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…

  10. 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…

  11. Generic precise augmented reality guiding system and its calibration method based on 3D virtual model.

    Science.gov (United States)

    Liu, Miao; Yang, Shourui; Wang, Zhangying; Huang, Shujun; Liu, Yue; Niu, Zhenqi; Zhang, Xiaoxuan; Zhu, Jigui; Zhang, Zonghua

    2016-05-30

    Augmented reality system can be applied to provide precise guidance for various kinds of manual works. The adaptability and guiding accuracy of such systems are decided by the computational model and the corresponding calibration method. In this paper, a novel type of augmented reality guiding system and the corresponding designing scheme are proposed. Guided by external positioning equipment, the proposed system can achieve high relative indication accuracy in a large working space. Meanwhile, the proposed system is realized with a digital projector and the general back projection model is derived with geometry relationship between digitized 3D model and the projector in free space. The corresponding calibration method is also designed for the proposed system to obtain the parameters of projector. To validate the proposed back projection model, the coordinate data collected by a 3D positioning equipment is used to calculate and optimize the extrinsic parameters. The final projecting indication accuracy of the system is verified with subpixel pattern projecting technique.

  12. 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.

  13. Development of a Real-Time Detection System for Augmented Reality Driving

    Directory of Open Access Journals (Sweden)

    Kuei-Shu Hsu

    2015-01-01

    Full Text Available Augmented reality technology is applied so that driving tests may be performed in various environments using a virtual reality scenario with the ultimate goal of improving visual and interactive effects of simulated drivers. Environmental conditions simulating a real scenario are created using an augmented reality structure, which guarantees the test taker’s security since they are not subject to real-life elements and dangers. Furthermore, the accuracy of tests conducted through virtual reality is not influenced by either environmental or human factors. Driver posture is captured in real time using Kinect’s depth perception function and then applied to driving simulation effects that are emulated by Unity3D’s gaming technology. Subsequently, different driving models may be collected through different drivers. In this research, nearly true and realistic street environments are simulated to evaluate driver behavior. A variety of different visual effects are easily available to effectively reduce error rates, thereby significantly improving test security as well as the reliability and reality of this project. Different situation designs are simulated and evaluated to increase development efficiency and build more security verification test platforms using such technology in conjunction with driving tests, vehicle fittings, environmental factors, and so forth.

  14. Enhancing the Tourism Experience through Mobile Augmented Reality: Challenges and Prospects

    Directory of Open Access Journals (Sweden)

    Chris D. Kounavis

    2012-07-01

    Full Text Available This paper discusses the use of Augmented Reality (AR applications for the needs of tourism. It describes the technology’s evolution from pilot applications into commercial mobile applications. We address the technical aspects of mobile AR application development, emphasizing the technologies that render the delivery of augmented reality content possible and experientially superior. We examine the state of the art, providing an analysis concerning the development and the objectives of each application. Acknowledging the various technological limitations hindering AR’s substantial end‐ user adoption, the paper proposes a model for developing AR mobile applications for the field of tourism, aiming to release AR’s full potential within the field.

  15. Augmented Reality: Advances in Diagnostic Imaging

    Directory of Open Access Journals (Sweden)

    David B. Douglas

    2017-11-01

    Full Text Available In recent years, advances in medical imaging have provided opportunities for enhanced diagnosis and characterization of diseases including cancer. The improved spatial resolution provides outstanding detail of intricate anatomical structures, but has challenged physicians on how to effectively and efficiently review the extremely large datasets of over 1000 images. Standard volume rendering attempts to tackle this problem as it provides a display of 3D information on a flat 2D screen, but it lacks depth perception and has poor human–machine interface (HMI. Most recently, Augmented Reality/Virtual Reality (AR/VR with depth 3-dimensional (D3D imaging provides depth perception through binocular vision, head tracking for improved HMI and other key AR features. In this article, we will discuss current and future medical applications of AR including assessing breast cancer. We contend that leveraging AR technology may enhance diagnosis, save cost and improve patient care.

  16. 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.

  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. 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...

  19. 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.

  20. 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…

  1. 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.

  2. Computer-Assisted Culture Learning in an Online Augmented Reality Environment Based on Free-Hand Gesture Interaction

    Science.gov (United States)

    Yang, Mau-Tsuen; Liao, Wan-Che

    2014-01-01

    The physical-virtual immersion and real-time interaction play an essential role in cultural and language learning. Augmented reality (AR) technology can be used to seamlessly merge virtual objects with real-world images to realize immersions. Additionally, computer vision (CV) technology can recognize free-hand gestures from live images to enable…

  3. 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…

  4. Future Trends of Virtual, Augmented Reality, and Games for Health

    OpenAIRE

    Ma, Minhua; Jain, Lakhmi C; Anderson, Paul

    2014-01-01

    Serious game is now a multi-billion dollar industry and is still growing steadily in many sectors. As a major subset of serious games, designing and developing Virtual Reality (VR), Augmented Reality (AR), and serious games or adopting off-the-shelf games to support medical education, rehabilitation, or promote health has become a promising frontier in the healthcare sector since 2004, because games technology is inexpensive, widely available, fun and entertaining for people of all ages, with...

  5. 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

  6. Implementasi Augmented Reality (AR) Pada Pengenalan Koleksi Museum Aceh Sebagai Sarana Pembelajaran Multimedia Berbasis Android

    OpenAIRE

    Heriza, Rahmat

    2016-01-01

    131421024 Berkembang nya laju teknologi Augmented Reality (AR) membuat kehidupan menjadi lebih real, dengan menggabungkan dunia maya kedalam dunia nyata dalam bentuk 3 Dimensi dengan menggunakan fitur kamera. Tujuan aplikasi ini memberi edukasi dan informasi kepada masyarakat mempelajari koleksi Museum Aceh dengan memanfaatkan teknologi augmented reality. AR sangat membantu dalam visualisasi bentuk objek, maka dengan dibuat nya aplikasi ini sebagai media pembelajaran objek koleksi Museum A...

  7. Virtual interactive presence and augmented reality (VIPAR) for remote surgical assistance.

    Science.gov (United States)

    Shenai, Mahesh B; Dillavou, Marcus; Shum, Corey; Ross, Douglas; Tubbs, Richard S; Shih, Alan; Guthrie, Barton L

    2011-03-01

    Surgery is a highly technical field that combines continuous decision-making with the coordination of spatiovisual tasks. We designed a virtual interactive presence and augmented reality (VIPAR) platform that allows a remote surgeon to deliver real-time virtual assistance to a local surgeon, over a standard Internet connection. The VIPAR system consisted of a "local" and a "remote" station, each situated over a surgical field and a blue screen, respectively. Each station was equipped with a digital viewpiece, composed of 2 cameras for stereoscopic capture, and a high-definition viewer displaying a virtual field. The virtual field was created by digitally compositing selected elements within the remote field into the local field. The viewpieces were controlled by workstations mutually connected by the Internet, allowing virtual remote interaction in real time. Digital renderings derived from volumetric MRI were added to the virtual field to augment the surgeon's reality. For demonstration, a fixed-formalin cadaver head and neck were obtained, and a carotid endarterectomy (CEA) and pterional craniotomy were performed under the VIPAR system. The VIPAR system allowed for real-time, virtual interaction between a local (resident) and remote (attending) surgeon. In both carotid and pterional dissections, major anatomic structures were visualized and identified. Virtual interaction permitted remote instruction for the local surgeon, and MRI augmentation provided spatial guidance to both surgeons. Camera resolution, color contrast, time lag, and depth perception were identified as technical issues requiring further optimization. Virtual interactive presence and augmented reality provide a novel platform for remote surgical assistance, with multiple applications in surgical training and remote expert assistance.

  8. 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)

  9. 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.

  10. 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...

  11. 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.

  12. 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…

  13. Testing Augmented Reality Systems for Spotting Sub-Surface Impurities

    DEFF Research Database (Denmark)

    Hald, Kasper; Rehm, Matthias; Moeslund, Thomas B.

    2018-01-01

    This paper describes setup and procedure for testing augmented reality systems for showing sub-surface positions of foreign elements in an opaque mass. The goal is it test four types of setup in terms of user accuracy and speed, the four setups being a head-mounted see-through display, an arm...

  14. 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

  15. 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

  16. 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

  17. In Vivo versus Augmented Reality Exposure in the Treatment of Small Animal Phobia: A Randomized Controlled Trial.

    Directory of Open Access Journals (Sweden)

    Cristina Botella

    Full Text Available Although in vivo exposure is the treatment of choice for specific phobias, some acceptability problems have been associated with it. Virtual Reality exposure has been shown to be as effective as in vivo exposure, and it is widely accepted for the treatment of specific phobias, but only preliminary data are available in the literature about the efficacy of Augmented Reality. The purpose of the present study was to examine the efficacy and acceptance of two treatment conditions for specific phobias in which the exposure component was applied in different ways: In vivo exposure (N = 31 versus an Augmented Reality system (N = 32 in a randomized controlled trial. "One-session treatment" guidelines were followed. Participants in the Augmented Reality condition significantly improved on all the outcome measures at post-treatment and follow-ups. When the two treatment conditions were compared, some differences were found at post-treatment, favoring the participants who received in vivo exposure. However, these differences disappeared at the 3- and 6-month follow-ups. Regarding participants' expectations and satisfaction with the treatment, very positive ratings were reported in both conditions. In addition, participants from in vivo exposure condition considered the treatment more useful for their problem whereas participants from Augmented Reality exposure considered the treatment less aversive. Results obtained in this study indicate that Augmented Reality exposure is an effective treatment for specific phobias and well accepted by the participants.

  18. In Vivo versus Augmented Reality Exposure in the Treatment of Small Animal Phobia: A Randomized Controlled Trial.

    Science.gov (United States)

    Botella, Cristina; Pérez-Ara, M Ángeles; Bretón-López, Juana; Quero, Soledad; García-Palacios, Azucena; Baños, Rosa María

    2016-01-01

    Although in vivo exposure is the treatment of choice for specific phobias, some acceptability problems have been associated with it. Virtual Reality exposure has been shown to be as effective as in vivo exposure, and it is widely accepted for the treatment of specific phobias, but only preliminary data are available in the literature about the efficacy of Augmented Reality. The purpose of the present study was to examine the efficacy and acceptance of two treatment conditions for specific phobias in which the exposure component was applied in different ways: In vivo exposure (N = 31) versus an Augmented Reality system (N = 32) in a randomized controlled trial. "One-session treatment" guidelines were followed. Participants in the Augmented Reality condition significantly improved on all the outcome measures at post-treatment and follow-ups. When the two treatment conditions were compared, some differences were found at post-treatment, favoring the participants who received in vivo exposure. However, these differences disappeared at the 3- and 6-month follow-ups. Regarding participants' expectations and satisfaction with the treatment, very positive ratings were reported in both conditions. In addition, participants from in vivo exposure condition considered the treatment more useful for their problem whereas participants from Augmented Reality exposure considered the treatment less aversive. Results obtained in this study indicate that Augmented Reality exposure is an effective treatment for specific phobias and well accepted by the participants.

  19. 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.

  20. 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...