Augmented reality advertising via a mobile app

2021 ◽  
Author(s):  
Eunyoung (Christine) Sung ◽  
Dai‐In Danny Han ◽  
Yung Kyun Choi
Keyword(s):  
10.28945/2207 ◽  
2015 ◽  
Vol 10 ◽  
pp. 021-035 ◽  
Author(s):  
Yan Lu ◽  
Joseph T. Chao ◽  
Kevin R. Parker

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


Author(s):  
Johny Pretell Cruzado ◽  
Tatiana Llajaruna Cespedes ◽  
Gian Pierre Bohorquez Coria ◽  
Jose Luis Herrera Salazar
Keyword(s):  

Author(s):  
Nina Ferreri ◽  
Christopher B. Mayhorn

As digital technology develops, users create expectations for performance that may be violated when malfunctions occur. This project examined how priming expectations of technology performance (high v. low v. no) and experiences of technology malfunction (present v. not present) can influence feelings of frustration and performance on a task. A preliminary sample of 42 undergraduate participants completed a QR code scavenger hunt using the augmented reality mobile app, ARIS. Following the task, participants reported what they found for each scavenger hunt clue, their responses to failures in digital technology, and technology acceptance attitudes. Several factorial ANOVAs revealed a main effect for expectation on adaptive items of the RFDT scale and a main effect for malfunction on performance level. This suggests a potential contradiction between attitudes and behaviors when considering a common scenario involving technology.


2019 ◽  
Vol 16 (3) ◽  
pp. 419-437
Author(s):  
Zorica Dodevska ◽  
Vladimir Kvrgic ◽  
Marko Mihic ◽  
Boris Delibasic

The use of robotic models with the main functionalities of real objects together with the implementation of innovative technologies, augmented reality (AR) in this case, is the focus of the paper. Therefore, the concept of a simplified robotic model (SRM) is presented. This concept is important because it is useful for achieving the goals of engineering projects, which is especially justified prior to the construction of the real objects. It improves presentation, development, and education capabilities that are unavoidable segments of the project strategy. Additionally, it is possible to transfer developed solutions to the final objects after certain modifications. Multidisciplinary building of the unique SRM of the 3-axis centrifuge for pilot training is described, where multi-attribute decisionmaking is used to conduct some experiments. The application includes the use of a physical model, built from LEGO elements, software for controlling and monitoring the physical model, and an AR mobile app.


Author(s):  
Abdon Carrera Rivera ◽  
Sofia Vasconez Miranda ◽  
Jonathan Samaniego Villarroel ◽  
Amalín Mayorga Alban

Author(s):  
Nahla Aljojo ◽  
Asmaa Munshi ◽  
Azida Zainol ◽  
Rahaf Al-Amri ◽  
Anan Al-Aqeel ◽  
...  

Smartphones and Mobile App are drawing closer to an acceptable learning tool, especially related to history that are viewed as a tool which control the present and build the future, and the study of history is the practical application of the Qur'an and the Sunnah, in which the stories of the sermon are frequently repeated. This paper we aim to add more entertainment and creative ways to teach history by using Augmented Reality in teaching process that will help both student to more interact and visualize the historical stories, and teachers by providing them a more helpful tool in teaching process at classrooms, through our goal we will rely on the 2030 vision by implementing the goal of” National Character Enrichment” vision program. In this project we are focusing on the book of social and national education (first history subject level) that contains units of Islamic history for the fourth grade students of elementary schools especially


2014 ◽  
Vol 13 ◽  
pp. 13
Author(s):  
J. C.V. Garzón ◽  
M. L. Magrini ◽  
E. Galembeck

Introduction and objectives: The New Media Consortium (NMC) Horizon Project defines educational technology in a broad sense as tools and resources that are used to improve teaching, learning, and creative inquiry. Each technology has been carefully researched and framed in the context of its potential impact on higher education. Within the Horizon Project there are currently seven categories of technologies, tools, and strategies for their use that the NMC monitors continuously. All they have the potential to foster real changes in education, particularly in the development of progressive pedagogies and learning strategies; the organization of teachers’ work; and the arrangement and delivery of content. Following the recommendations of NMC experts panel, we design an application named Augmented Reality Metabolic Pathways (ARMET) in order to improve motivation and to promote student interactivity to the development of skills needed to learn the metabolic pathways. Materials and methods: The ARMET app was developed using Unity, 3D molecules obtained from Protein Data Bank and ChemSpider-chemical structure database, the usage data are stored into a database (MySQL) and are analyzed using the statistical software R. Results and conclusions: ARMET mixes several technologies out of seven categories recommend in the NMC Horizon Report: Mobile app, Bring Your Own Device, Flipped Classroom, Learning Analytics and Augmented Reality. The principal criterion for the inclusion of those technologies into the app was its potential relevance to teaching and learning biochemistry. ARMET is available for iOS and Android platforms, and includes PDF files with a set of cards, the game board and classroom worksheet’s. The students and teachers can register for free. Teachers can create classes and track student performance. ARMET collects data for personalizing learning experiences addressing the challenge to build better pedagogical tools to establish effective formative assessment for metabolism teaching.


2018 ◽  
Author(s):  
Florian Ebner ◽  
Amelie De Gregorio ◽  
Fabienne Schochter ◽  
Inga Bekes ◽  
Wolfgang Janni ◽  
...  

BACKGROUND Medical education is evolving from "learning by doing" to simulation-based hands-on tutorials. OBJECTIVE The aim of this prospective 2-armed study was to evaluate a newly developed augmented reality ultrasound app and its effect on educational training and diagnostic accuracy. METHODS We recruited 66 medical students and, using imaging and measuring a kidney as quality indicators, tested them on the time they needed for these tasks. Both groups used textbooks as preparation; in addition, the study group had access to a virtual ultrasound simulation app for mobile devices. RESULTS There was no significant difference between the study arms regarding age (P=.97), sex (P=.14), and previous ultrasound experience (P=.66). The time needed to complete the kidney measurements also did not differ significantly (P=.26). However, the results of the longitudinal kidney measurements differed significantly between the study and control groups, with larger, more realistic values in the study group (right kidney: study group median 105.3 mm, range 86.1-127.1 mm, control group median 92 mm, range 50.4-112.2 mm; P<.001; left kidney: study group median 100.3 mm, range 81.7-118.6 mm, control group median 85.3 mm, range 48.3-113.4 mm; P<.001). Furthermore, whereas all students of the study group obtained valid measurements, students of the control group did not obtain valid measurements of 1 or both kidneys in 7 cases. CONCLUSIONS The newly developed augmented reality ultrasound simulator mobile app provides a useful add-on for ultrasound education and training. Our results indicate that medical students’ use of the mobile app for training purposes improved the quality of kidney measurements.


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