Long-Term Engagement in Mobile Location-Based Augmented Reality Games

2019 ◽  
pp. 129-147 ◽  
Author(s):  
Heinrich Söbke ◽  
Jannicke Baalsrud Hauge ◽  
Ioana A. Stefan
Author(s):  
Maria Francisca Casado-Claro ◽  
Marina Mattera

This chapter proposes a comprehensive approach to understand not only how augmented reality and virtual reality operate within the tourism industry, but also how mixed reality can contribute to enhance the visitor experience and how tourism organizations can move beyond traditional communication and physical experiences into a new type of tourism approach that helps them stay relevant in the long term, as well as in the mid-term. Since the tourism industry is amongst the most affected by the COVID-19 pandemic, changes are essential to ensure an adequate adaptation to the ‘new normal'. Technology enables various tourist organizations to generate greater value creation and opens possibilities to be able to extend the visit beyond physical presence, to ensure the safety of workers and visitors, to improve processes, and to make them more competitive overall. If this is carried out in collaboration with all stakeholders, one destination can generate a solid network to promote itself and become competitive during travel restrictions and in preparation for a post-pandemic new normal.


2019 ◽  
Vol 28 (6) ◽  
pp. 574-580 ◽  
Author(s):  
Min Bao ◽  
Stephen A. Engel

Augmented reality (AR) has developed rapidly since its conception less than 30 years ago and is now a hot topic for both consumers and scientists. Although much attention has been paid to its application in industry, medicine, education, and entertainment, the use of AR in psychological research has been less noted. In this article, we survey recent progress in basic research that uses AR to explore the plasticity of the adult visual system. We focus on a particular application of AR called altered reality, which has been used to shed new light on mechanisms of long-term contrast adaptation and ocular-dominance plasticity. The results suggest that AR could also be a useful tool for the treatment of visual disorders.


Author(s):  
Simon Burkard ◽  
Frank Fuchs-Kittowski ◽  
Sebastian Himberger ◽  
Fabian Fischer ◽  
Stefan Pfennigschmidt

1997 ◽  
Vol 6 (4) ◽  
pp. 386-398 ◽  
Author(s):  
Thad Starner ◽  
Steve Mann ◽  
Bradley Rhodes ◽  
Jeffrey Levine ◽  
Jennifer Healey ◽  
...  

Wearable computing moves computation from the desktop to the user. We are forming a community of networked, wearable-computer users to explore, over a long period, the augmented realities that these systems can provide. By adapting its behavior to the user's changing environment, a body-worn computer can assist the user more intelligently, consistently, and continuously than a desktop system. A text-based augmented reality, the Remembrance Agent, is presented to illustrate this approach. Video cameras are used both to warp the visual input (mediated reality) and to sense the user's world for graphical overlay. With a camera, the computer could track the user's finger to act as the system's mouse; perform face recognition; and detect passive objects to overlay 2.5D and 3D graphics onto the real world. Additional apparatus such as audio systems, infrared beacons for sensing location, and biosensors for learning about the wearer's affect are described. With the use of input from these interface devices and sensors, a long-term goal of this project is to model the user's actions, anticipate his or her needs, and perform a seamless interaction between the virtual and physical environments.


2014 ◽  
Vol 61 (10) ◽  
pp. 2609-2620 ◽  
Author(s):  
Gustavo A. Puerto-Souza ◽  
Jeffrey A. Cadeddu ◽  
Gian-Luca Mariottini

Author(s):  
Rui Nobrega ◽  
Joao Jacob ◽  
Antonio Coelho ◽  
Jessika Weber ◽  
Joao Ribeiro ◽  
...  

Neurology ◽  
2021 ◽  
pp. 10.1212/WNL.0000000000012413
Author(s):  
Stefano Sandrone ◽  
Chad E Carlson

Virtual reality and augmented reality have become increasingly prevalent in our lives. They are changing the way we see and interact with the world and have started percolating medical education. In this article, we reviewed key applications of virtual and augmented realities in neurology and neuroscience education, and discussed barriers and opportunities for implementation in the curriculum. Although long-term benefits of these approaches over more traditional learning methods and the optimal curricular balance remain mostly unexplored, virtual and augmented reality can change how we teach neurology and neuroscience.


2020 ◽  
pp. 146144482096587
Author(s):  
Ingrid Richardson ◽  
Larissa Hjorth ◽  
Jordi Piera-Jimenez

In mid-2016, the streets of cities around the world were populated by digital wayfarers taking part in the augmented reality (AR) game, Pokémon GO. The game popularized the digital overlay technique of AR, in which real-time pedestrian movement is integrated with mobile location-based functionality and network information. In the years that followed, playing Pokémon GO gradually became a mundane activity, fitting into the everyday routines of millions of people across the globe. It is at this juncture – when the gameplay became a habitual and unremarkable practice – that the research discussed here began. Through ethnographic fieldwork conducted in Badalona in Spain in 2018–2019, this article explores how sedimented and mundane media – those that are already embedded in daily life routines and typical scenarios of use – can become possible conduits for informal care, wellbeing and social change through playful inclusion and connection.


Author(s):  
Miraç Banu Gundogan

Ecosystems are particular areas in nature where all living and nonliving components interact with each other and their environment. The term has also been used as a metaphor in scientific and social contexts. Learning ecosystem is one of these which studies the components and interactions of learning processes. Augmented reality is among the components of a (mobile) learning ecosystem. Potentials of integrating augmented reality in mobile learning are not denied, yet there are concerns that these might turn into short living fashion items if their long term consequences are not considered. Defining a mobile learning ecosystem, clarifying the position of augmented reality component within, describing its relations with other components and searching for a balance in these interactions would be an answer to these concerns. This chapter gives an answer by presenting mobile learning ecosystem and augmented reality definitions derived from a Delphi study carried out in 2016 in Turkey. The results and discussions present a “good fit” framework for a viable mobile learning ecosystem.


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