Enhancement of Anatomical Education Using Augmented Reality: An Empirical Study of Body Painting

2019 ◽  
Vol 12 (6) ◽  
pp. 599-609 ◽  
Author(s):  
Roghayeh Barmaki ◽  
Kevin Yu ◽  
Rebecca Pearlman ◽  
Richard Shingles ◽  
Felix Bork ◽  
...  
Author(s):  
Stella Doukianou ◽  
Damon Daylamani-Zad ◽  
Kathy O’Loingsigh

AbstractPresentations are the most successful and popular form of communication in business. However, the formats of presentations in business have not changed much for past few decades. The emergent and disruptive technologies such as Augmented Reality and Animated Infographics have provided potential for enhancing communications in businesses to increase engagement and therefore increasing the effectiveness of such communications. This paper focuses on the impact and effectiveness of using interactive AR in business presentations. The paper presents the design and development of our AR presentation application. Followed by a presentation of an empirical study into the usability and effectiveness of using Augmented Reality and Animated Infographics in business presentation and compares the results against the traditional slideware slides presentation approach. The results of the experiment with 94 participants are presented and analysed. The results demonstrate that the AR approach out performs the traditional methods in terms of usability, audience engagement and effectiveness of communication.


2015 ◽  
Vol 58 (3) ◽  
pp. 208-213 ◽  
Author(s):  
Maria-Blanca Ibanez ◽  
Angela Di-Serio ◽  
Diego Villaran-Molina ◽  
Carlos Delgado-Kloos

2020 ◽  
Vol 32 (2) ◽  
pp. 769-796 ◽  
Author(s):  
Hossein Olya ◽  
Timothy Hyungsoo Jung ◽  
Mandy Claudia Tom Dieck ◽  
Kisang Ryu

Purpose This paper aims to explore a complex combination of four realms of the experience economy in formulating memories and satisfaction among festival visitors by using augmented reality (AR), thus engaging visitors in the physical science experience. This study also identifies necessary conditions to achieve desired responses from visitors. Design/methodology/approach Asymmetrical modelling with fuzzy set qualitative comparative analysis (fsQCA) was used to investigate causal recipes of two configurations of the experience economy and evaluation of experience leading to both high and low scores from visitor engagement. Necessary condition analysis was applied to examine necessary predictors in visitor engagement. The proposed configuration model was tested by using data obtained from visitors to science festivals in the UK. Findings Five causal recipes explained the complex conditions in which visitors were more likely engaged in AR. Aesthetics, education, entertainment and satisfaction were necessary for high engagement among festival visitors. Research limitations/implications The results from fsQCA and analyses of necessary conditions help festival organizers improve visitor satisfaction and engagement in a memorable AR experience. Originality/value This empirical study deepens current festival understanding of how visitors experience AR by exploring combinations of complex configurations of the experience economy and evaluations of visitor experience based on memories and satisfaction. Unlike symmetrical approaches, asymmetrical modelling by using fsQCA can explore recipes for both high and low scores of visitor satisfaction and engagement. This is the first empirical study investigating necessary predictors of festival visitor behaviour.


2006 ◽  
Vol 15 (4) ◽  
pp. 419-437 ◽  
Author(s):  
Emily Bennett ◽  
Brett Stevens

A projection augmented model (PA model) is a type of haptic augmented reality display. It consists of a real physical model, onto which a computer image is projected to create a realistic looking object. Thus, a PA model creates the illusion of actually being the object that it represents, as opposed to a white model and a projected image. Users can physically touch the surface of a PA model with their bare hands, which has experiential value for the types of applications for which they are being developed. However, the majority of PA models do not provide haptic feedback for material properties such as texture, and hence feel incorrect when they are touched. In addition, most PA models are front-projected which means the projected image appears on the back of the user's hand, and their hand casts a shadow on the display. Previous research has found that touching this type of PA model reduces a user's sense of object presence. The empirical study reported in this paper investigated which of the problems had a greater effect on object presence. It was found that object presence was significantly higher when correct haptic feedback for material properties was provided; however eliminating the visual projection problems rarely affected object presence. These results have implications for the direction in which PA model technology should be developed. They also have implications for theory on how the haptic and visual senses contribute to a person's sense of object presence, and indeed presence.


2021 ◽  
Vol 5 (CSCW2) ◽  
pp. 1-27
Author(s):  
Tooba Ahsen ◽  
Zi Yi Lim ◽  
Aaron L. Gardony ◽  
Holly A. Taylor ◽  
Jan P de Ruiter ◽  
...  

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