In the Right Place at the Right Time? A View at Latency and Its Implications for Automotive Augmented Reality Head-Up Displays

Author(s):  
Matthias Walter ◽  
Tim Wendisch ◽  
Klaus Bengler
Keyword(s):  
2021 ◽  
Vol 11 (13) ◽  
pp. 6047
Author(s):  
Soheil Rezaee ◽  
Abolghasem Sadeghi-Niaraki ◽  
Maryam Shakeri ◽  
Soo-Mi Choi

A lack of required data resources is one of the challenges of accepting the Augmented Reality (AR) to provide the right services to the users, whereas the amount of spatial information produced by people is increasing daily. This research aims to design a personalized AR that is based on a tourist system that retrieves the big data according to the users’ demographic contexts in order to enrich the AR data source in tourism. This research is conducted in two main steps. First, the type of the tourist attraction where the users interest is predicted according to the user demographic contexts, which include age, gender, and education level, by using a machine learning method. Second, the correct data for the user are extracted from the big data by considering time, distance, popularity, and the neighborhood of the tourist places, by using the VIKOR and SWAR decision making methods. By about 6%, the results show better performance of the decision tree by predicting the type of tourist attraction, when compared to the SVM method. In addition, the results of the user study of the system show the overall satisfaction of the participants in terms of the ease-of-use, which is about 55%, and in terms of the systems usefulness, about 56%.


Author(s):  
Marybeth Green ◽  
Linda Challoo ◽  
Mehrube Mehrubeoglu

The potential of augmented reality (AR) as a transformational tool has long been touted in academic circles. However, in order for AR to attain this goal, we must seriously examine previous research to determine if we are on the right path. This study examined 87 AR research studies situated in K-12 environments to determine what grade levels were involved, where the research being done was what content areas were involved, what kinds of triggers were used, and what learning environments were created through the use of AR. This research found that the majority of studies were situated in elementary contexts in science and math. Diverse learning environments were found including inquiry, problem-based learning, visualization, and gamification. Based on these findings, suggestions were made for future research including more research on students creating AR experiences, broadening the grade levels and content areas that are involved, and aiming future AR projects at the transformational level of the SAMR model.


2019 ◽  
Vol 9 (11) ◽  
pp. 2225 ◽  
Author(s):  
Francesco Osti ◽  
Gian Maria Santi ◽  
Gianni Caligiana

In this paper, we present a solution for the photorealistic ambient light render of holograms into dynamic real scenes, in augmented reality applications. Based on Microsoft HoloLens, we achieved this result with an Image Base Lighting (IBL) approach. The real-time image capturing that has been designed is able to automatically locate and position directional lights providing the right illumination to the holograms. We also implemented a negative “shadow drawing” shader that contributes to the final photorealistic and immersive effect of holograms in real life. The main focus of this research was to achieve a superior photorealism through the combination of real-time lights placement and negative “shadow drawing” shader. The solution was evaluated in various Augmented Reality case studies, from classical ones (using Vuforia Toolkit) to innovative applications (using HoloLens).


2020 ◽  
Vol 1 ◽  
pp. 1677-1686
Author(s):  
J. Chlebusch ◽  
I. Köhler ◽  
C. Stechert

AbstractAugmented Reality (AR) is to be used extensively in today's digitized teaching in order to enable students to a more efficient learning. However, teaching content must not be only digitised, but must be communicated in a meaningful way. For this purpose, a generally valid flowchart has been developed, that allows lectures to choose the right content for AR experiences. In order to create this flowchart, empirical values from test runs were combined with pedagogically proven empirical values for good teaching.


1997 ◽  
Vol 6 (3) ◽  
pp. 292-317 ◽  
Author(s):  
Rajeev Sharma ◽  
Jose Molineros

Augmented reality (AR) has the goal of enhancing a person's perception of the surrounding world, unlike virtual reality (VR) that aims at replacing the perception of the world with an artificial one. An important issue in AR is making the virtual world sensitive to the current state of the surrounding real world as the user interacts with it. For providing the appropriate augmentation stimulus at the right position and time, the system needs some sensor to interpret the surrounding scene. Computer vision holds great potential in providing the necessary interpretation of the scene. While a computer vision-based general interpretation of a scene is extremely difficult, the constraints from the assembly domain and specific marker-based coding scheme are used to develop an efficient and practical solution. We consider the problem of scene augmentation in the context of a human engaged in assembling a mechanical object from its components. Concepts from robot assembly planning are used to develop a systematic framework for presenting augmentation stimuli for this assembly domain. An experimental prototype system, VEGAS (Visual Enhancement for Guiding Assembly Sequences), is described, that implements some of the AR concepts for guiding assembly using computer vision.


Author(s):  
Komang Candra Brata ◽  
Deron Liang

Using location-based augmented reality (AR) for pedestrian navigation can greatly improve user action to reduce the travel time. Pedestrian navigation differs in many ways from the conventional navigation system used in a car or other vehicles. A major issue with using location-based AR for navigation to a specific landmark is their quality of usability, especially if the active screen is overcrowded with the augmented POI markers which were overlap each other at the same time. This paper describes the user journey map approach that led to new insights about how users were using location-based AR for navigation. These insights led to a deep understanding of challenges that user must face when using location-based AR application for pedestrian navigation purpose, and more generally, they helped the development team to appreciate the variety of user experience in software requirement specification phase. To prove our concept, a prototype of intuitive location-based AR was built to be compared with existing standard-location based AR. The user evaluation results reveal that the overall functional requirements which are gathered from user journey have same level of success rate criteria when compared with standard location-based AR. Nevertheless, the field study participants highlighted the extended features in our prototype could significantly enhance the user action on locating the right object in particular place when compared with standard location-based AR application (proved with the required time).


2020 ◽  
Vol 8 (1) ◽  
pp. 159
Author(s):  
Doni Saputra ◽  
I Gede Putu Krisna Juliharta ◽  
Bagus Putu Wahyu Nirmala

Multimedia development methods with several stages such as, concept, design, material collecting, assembly, testing and distribution, with these stages can produce multimedia products. Therefore, researchers developed a Muselok application based on the method of Luther-Sutopo combine with qualitative approach. This application build to show the collection of NTB Museum. Negeri Nusa Tenggara Barat / NTB as a technology Augmented Reality / AR. From the results of making the Muselok application by using the method of Luther-Sutopo, it was found that, during the implementation, several flow changes were made during the Muselok application making process, assembly process and testing process can be changed repeatedly until it was difficult to find the problem points of the application. From the Muselok application users there is constructive and positive feedback even though there are still some shortcomings in terms of the Muselok application interface.However, it must be realized that technical aspects was not the main problem. In fact, the process between the museum manager, the design team and the views of experts were dificult to combining their’s perspective. In the future, a transdisciplinary approach is needed to be able to produce the right technology, according to needs and provide added value even in technology research especially in the related with tourism as a science. Keywords: Augment Reality, Muselok Application, Luther -Sutopo, Museum, Tourism


2019 ◽  
Vol 2 (2) ◽  
Author(s):  
Siti Ghoyatul Muna

<em>MATHCPOLLY (MATEMATHIC CULTURE MONOPOLLY: MEDIA PEMBELAJARAN ETNOMATEMATIKA YANG TERINTEGRASI SOSIALISASI SIKAP PRO-ENVERONMENT BERBASIS AUGMENTED REALITY . The Industrial revolution in the world has undergone significant changes into the cyber or computer era so it is referred to as the 4.0 industry in which its development has expanded into various fields ranging from economic, social to educational. In addition, people in this era tend to be fast paced both in accessing information and other things.  So many educational media innovations from 4.0 to optimize the learning in the 4.0 industrial era, therefore we make MATHCPOLLY (Matemathic Culture Monopolly) is a game media monopoly of a collection of images and short messages Contain content related to ethnomatematics (mathematics on Culture) based on augmented. The Media is used for playing activities while studying ethnomatematics through RME. The research aims to introduce MATHCPOLLY as a simple media learning ethnomatematics, informing about the potential implementation of the MATHCPOLLY media. The research methods used are qualitative descriptive where data is obtained through open interviews, field studies, and literature studies. MATHCPOLLY Media is one of the right solutions as a socialization media of pro-environment as well as simple ethnomatematics learning.</em>


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