User Responses Towards Augmented Reality Face Filters: Implications for Social Media and Brands

Author(s):  
Carlos Flavián ◽  
Sergio Ibáñez-Sánchez ◽  
Carlos Orús
Author(s):  
Tomas Brusell

When modern technology permeates every corner of life, there are ignited more and more hopes among the disabled to be compensated for the loss of mobility and participation in normal life, and with Information and Communication Technologies (ICT), Exoskeleton Technologies and truly hands free technologies (HMI), it's possible for the disabled to be included in the social and pedagogic spheres, especially via computers and smartphones with social media apps and digital instruments for Augmented Reality (AR) .In this paper a nouvel HMI technology is presented with relevance for the inclusion of disabled in every day life with specific focus on the future development of "smart cities" and "smart homes".


2022 ◽  
Vol 128 ◽  
pp. 107126
Author(s):  
Ana Javornik ◽  
Ben Marder ◽  
Jennifer Brannon Barhorst ◽  
Graeme McLean ◽  
Yvonne Rogers ◽  
...  

Author(s):  
Ernest Redondo ◽  
Isidro Navarro ◽  
Albert Sánchez ◽  
David Fonseca

This chapter discusses the impact of using social media resources and new emerging technologies in teaching and learning processes. The authors of this chapter focus on Spanish architecture-education framework by analyzing three case studies carried out by students finishing architecture and building degrees. Students’ interaction with this resources is assessed, as well as their derived academic results, and the degree of satisfaction from students and teachers using these resources and technologies. To conduct the study, the authors worked with Web based freeware applications, such as Dropbox, blogging systems, Moodle, YouTube, Wikipedia, and Google Maps. Mobile devices, such as smartphones and tablets PCs, were used to test QR-Codes (Quick Response Codes) and Augmented Reality technology based applications as Junaio and Ar-Media Plugin.


Author(s):  
Antonios Kargas ◽  
Nikoletta Karitsioti ◽  
Georgios Loumos

The forthcoming Industry 4.0 is expected to change not only manufacturing and industrial services, but will rearrange how services are offered in a variety of sectors, including museum's services. Museums will inevitably be led to more digital (VR & AR) and promoting (Social Media) paths. A forthcoming “digital convergence” between VR & AR technologies and social media's promoting logic could enlarge museums' potentialities in attracting more visitors, younger visitors, while new patterns for connecting learning effects and amusement should be established. This chapter contributes to the following: • Presenting existing theoretical and empirical research on Virtual Reality and Augmented Reality technological implementation in Museums. • Presenting current tensions on social media's usage from cultural organizations. • Exploring how VR & AR applications can incorporate various elements coming from social media operational logic.


2014 ◽  
Vol 1030-1032 ◽  
pp. 2753-2756
Author(s):  
Li Juan Ma

Cyberculture or computer culture is the culture that has emerged, or is emerging, from the use of computer networks for communication, entertainment, and business. It is also the study of various social phenomena associated with the Internet and other new forms of the network communication, such as online communities, online multi-player gaming, wearable computing, social gaming, social media, mobile apps, augmented reality, and texting, and includes issues related to identity, privacy, and network formation. With the era of cyberculture, ideological issues are prominent increasingly at all levels of society in cyberculture.


Frameless ◽  
2019 ◽  
Vol 1 (1) ◽  
pp. 45-46
Author(s):  
Renée Stevens ◽  

My creative research looks at how Augmented Reality (AR) can help overcome Learning Disabilities. This focus has directed me to develop a number of ideas and concepts that seek to understand how the addition of information in an augmented view could help tackle some of the challenges different Learning Disabilities present while, at the same time, appealing to a larger audience. This concept was the foundation for creating the immersive mobile application tagAR™, which adds a digital name tag into your augmented view, replacing the traditional “Hello, my name is” sticker version. It allows you to see the names of people around you hovering above their heads at all times. Currently, the app is reliant on the user holding up a mobile device to use the camera so that the application can add the name tags to the view on your screen. As mainstream technology continues to advance, this app will work for wearable devices, eliminating the need to hold up your phone, which is a bit socially awkward. The target audience of the app is those who have trouble remembering people’s names, those who will benefit from having a visual of the names of people around them and for those who want to network and meet new people at social and educational events such as conferences or workshops. Through the design and development of this app, I have been exploring how the social aspect can be extended beyond just the name display and user search features to include a customizable tags that can be searchable, so users can connect, find people with similar interests, share contact information as well as connect with others on multiple social media platforms. I will discuss the research, design and developmental processes that influenced the concept and functionality of this social app using AR.


2018 ◽  
Vol 4 (1) ◽  
Author(s):  
Safar Safar ◽  
Jaka Permadi ◽  
Hendrik Setyo Utomo

Augmented Reality (AR) combining real things and virtual things into 3D’s objects that are appeared on a display screen. AR technology in mobile (smartphones and tablets) can applied for learning media. Specially for Android that have many users from students in Indonesia. The used of mobile among students is still not optimal, because the most of them only use it for communication, social media and playing games. The purpose of development AR based Android for learning media of human embrio cycles is to create a learning environment that is more interactively. From this media the students can interacting directly with cyber objects so that they can learn delightly. The development application performs 3D’s objects and videos virtually from markers that is described as pictures in student’s textbooks. Application will detect markers and then displaying 3D’s models in the screen of the mobile real time and it can performs sounds. The apllication is developed by some softwares like Blender, Unity and Vuforia.


Author(s):  
Akhildev MJ ◽  
Albin Saj Chalissery ◽  
Maritta Stephen ◽  
Deepa Devassy

Fusion Reality is the next generation reality that will change the aspect of everything. We talk about a lot of reality technologies including augmented reality and virtual reality. But experiencing mixed reality is really expensive. This paper deals with fusion reality which aims to develop a software development kit that includes support for developing mixed reality applications within minutes. Our development kit is included in the official website of our fusion reality. Developers can download and install the Unity 3D software. After downloading the software developers can import the fusion reality kit package which is available at our website and can start to create theirs on mixed reality applications. The website contains the necessary files for developing fusion reality applications as well as integrated with an artificially intelligent chatbot which can be helpful in solving any doubts and queries the developers might have while developing the application. The chatbot is also available on telegram social media applications and developers can utilize the telegram application also to solve doubts and queries. Atoms, CoronaAR are android applications developed with a fusion reality kit of ours. Atoms deal with chemistry and aim to decrease the complexity of learning periodic table and other chemistry related things. CoronaAR also built with the latest technologies and tools associated with the fusion reality SDK and assets. Atoms are capable of augmenting the periodic table and elements with details of each particular element having its basic properties with isotopes, compounds and video displays to learn or experience periodic table like never before


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