VGI, Augmented Reality and Smart Web Application: Projects of Development in the Territory of the Sardinia Region

Author(s):  
Gabriele Garnero ◽  
Alessandro Corrias ◽  
Luisa Manigas ◽  
Stefania Valentina Zedda
2020 ◽  
Vol 24 (3) ◽  
pp. 44-55
Author(s):  
Yu. Yu. Dyulicheva

The purpose of the work is the investigation of the modern approaches to augmented reality usage in mathematics and physics learning and the development of mobile application with graphical tips in the augmented reality mode for solving the dynamics typical problems.Materials and methods. The review of the modern articles on the augmented reality usage for mathematics and physics learning is provided; the iOS applications usage in mathematics learning such as GeoGebraAR for second order surfaces learning; the game MultiplicationAR for the multiplication table studying in an fascinating way; VectorAR application for vectors, cross and dot products, Cartesian and skew coordinate systems learning and iOS apps for physics learning such as Physics-Lab for conducting of the experiments with electrical circuits connections in the augmented reality, astrophysics and electromagnetism learning; Galileo application for accompanying of the theoretical material in physics with experiments to demonstrate paradoxes in mechanics, gravitational slingshot etc.; Arious application for students’ acquaintance with famous physicists and their discoveries in the augmented reality are considered. The analysis of tools for lecturers that can be used for the augmented reality content creation, such as HP Reveal and web-application Augment is performed. It should be noted the high personal interests of lecturers for the augmented reality technology implementation.Results. In the course of the work, the difficulties encountered by students in the study of mathematics and physics and possibilities of the augmented reality usage to overcome these difficulties are studied. A mobile application with the ability to receive graphical tips for solving dynamics problems that aimed at students with difficulties of forces and their projections understanding is developed. The methods for the mobile application are developed based on the basic classes of ARKit framework such as SCNNode, SCNBox, SCNPlane, SCNText, SCNGeometry, SCNGeometryElement, SCNShape, SCNMaterial etc. To conduct the experiments a pilot group of 14 random students is created, 9 of which experienced difficulties in solving some types of dynamic problems. The results of the experiment show a positive attitude of students to use of the augmented reality. 7 of 9 students who had difficulties got the skills to solve typical dynamic problems. Conclusion. Based on results of the research, we can conclude about the effectiveness of the augmented reality usage for studying of the abstract concepts in mathematics and physics. The developed mobile application with graphical tips in the augmented reality mode has improved the students’ performance in the pilot group. The lecturers play an important role in the implementation of AR-technology in the educational process. They help to maintain the student’s interest to AR-technology throughout the lesson. The disadvantages of the augmented reality applications include their narrow focus on studying of specific process, phenomenon or concept. The results of research can be applied in the educational process for mathematics and physics learning in order to increase the motivation and interest of students.


2021 ◽  
Vol 5 (12) ◽  
pp. 82
Author(s):  
Maria Cristina Costa ◽  
Paulo Santos ◽  
João Manuel Patrício ◽  
António Manso

Mobile augmented reality applications are gaining prominence in education, but there is a need to design appropriate and enjoyable games to be used in educational contexts such as classrooms. This paper presents an interactive information system designed to support the implementation of an augmented reality application in the context of game-based learning. PlanetarySystemGO includes a location-based mobile augmented reality game designed to promote learning about the celestial bodies and planetary systems of the Universe, and a web application that interacts with the mobile device application. Besides face-to-face classes, this resource can also be used in online classes, which is very useful in social isolation situations as the ones caused by the COVID-19 pandemic. Furthermore, it is the inclusion of the web application, with a back-office, in the information system that makes it possible to include curricula contents according to the grade level of students. Moreover, it is intended that teachers use the information system to include the contents they find appropriate to the grade level they teach. Therefore, it is crucial to provide their professional development to be able to use this resource. In this regard, a pilot study was conducted with teachers who participated in a STEM professional development programme in order to assess if the system is appropriate to be used by them. It is concluded that teachers found this resource relevant to motivate students to learn, and also acknowledged that the web application facilitated the introduction of appropriate curricula contents and also was useful to assess student performance during the game. Teachers need support, however, to implement these types of technologies which are not familiar to them. The necessary support can be provided through collaboration among the researchers and teachers in their schools. Besides engaging students to learn about celestial bodies, it is concluded that the information system can be used by teachers to introduce appropriate curricula contents and to be implemented in class.


2021 ◽  
Author(s):  
Roman Bakhmut ◽  
Nataliia Kunanets ◽  
Volodymyr Pasichnyk ◽  
Olga Artemenko ◽  
Ivan Tsmots

Sensors ◽  
2021 ◽  
Vol 21 (5) ◽  
pp. 1865
Author(s):  
Aida Vidal-Balea ◽  
Óscar Blanco-Novoa ◽  
Paula Fraga-Lamas ◽  
Tiago M. Fernández-Caramés

Augmented Reality (AR) provides an alternative to the traditional forms of interaction between humans and machines, and facilitates the access to certain technologies to groups of people with special needs like children. For instance, in pediatric healthcare, it is important to help children to feel comfortable during medical procedures and tests that may be performed on them. To tackle such an issue with the help of AR-based solutions, this article presents the design, implementation and evaluation of a novel open-source collaborative framework that enables to develop teaching, training, and monitoring pediatric healthcare applications. Specifically, such a framework allows for building collaborative applications and shared experiences for AR devices, providing functionalities for connecting with other AR devices and enabling real-time visualization and simultaneous interaction with virtual objects. Since all the communications involved in AR interactions are handled by AR devices, the proposed collaborative framework is able to operate autonomously through a Local Area Network (LAN), thus requiring no cloud or external servers. In order to demonstrate the potential of the proposed framework, a practical use case application is presented. Such an application has been designed to motivate pediatric patients and to encourage them to increase their physical activity through AR games. The presented games do not require any previous configuration, as they use ARCore automatic surface detection technology. Moreover, the AR mobile gaming framework allows multiple players to engage in the same AR experience, so children can interact and collaborate among them sharing the same AR content. In addition, the proposed AR system provides a remote web application that is able to collect and to visualize data on patient use, aiming to provide healthcare professionals with qualified data about the mobility and mood of their patients through an intuitive and user-friendly web tool. Finally, to determine the performance of the proposed AR system, this article presents its evaluation in terms of latency and processing time. The results show that both times are low enough to provide a good user experience.


Author(s):  
Oleh Nikonov ◽  
Oleh Nikonov ◽  
Diana Hlushkova ◽  
Serhii Tymchenko

Problem. Constant innovations in technology lead to the development of new methods and paradigms of human interaction with the digital world. An essential requirement that determines the usefulness of visual models for solving specific problems is, in addition to the automated construction of such models, the clarity of the obtained images and the convenience of manipulating their properties. Goal. The purpose of the article is to develop software for interactive visualization of systems and units of transport vehicles. Methodology. One of the promising areas of interactive visualization is the use of augmented reality. With the advent of mass mobile devices that have the necessary characteristics to run augmented reality applications, it has become possible to solve both the main shortcomings of the systems - the lack of mobility and mass distribution. Results. When developing a web application with augmented reality technology, the mathematical and algorithmic bases of augmented reality, tools for developing web applications, developed the structure and description of the web application, developed a database that stores information about models, markers and feedback and user questions. Originality. The peculiarity of this work is the focus on the mass introduction of augmented reality in the fields of learning and design. Mobile devices, tablets and computers, which should only have a camera and an Internet connection, can be used as platforms to apply the results of the study. Practical value. The developed techniques and web application can be used directly in the design of software products for use in the field of transport engineering, business processes, design, as well as in education and other fields.


2018 ◽  
Vol 7 (2.14) ◽  
pp. 85
Author(s):  
Mohd Syafiq Alam Shah ◽  
Mohd Azam Osman ◽  
Abdullah Zawawi Talib ◽  
Siti Azizah Mohd Nor

Mangrove forest is an ecosystem that is highly diverse not only in mangrove plants but also supports rich assemblages of fauna and other non-mangrove floral species.  It provides numerous kinds of ecosystem services that are of great benefit to humankind. However, to the general public, knowledge on the importance of mangrove ecosystems is very limited. In this paper, we present our experience in establishing the Mangrove Reference Data Center (MRDC) and its augmented reality-based mobile application called Kilim Scouter which provides information details of mangrove plants and related information to the users. MRDC is a data center that stores information details of mangrove plants in Kilim Geoforest Park in Langkawi Island, Malaysia such as common and scientific names of species, as well as its distribution (GPS location).  In addition, MRDC also stores other information for example other inhabitants of the ecosystem and non-living entities such as Karstic hills and caves found in the Mangrove ecosystem. MRDC comes with a web application that acts as an interface to MRDC for accessing, adding or modifying the information details of mangrove plants. Kilim Scouter is a mobile application which deploys Augmented Reality (AR) technology, a technology through which the view of the real world environment is augmented by adding computer-generated elements/objects. Kilim Scouter utilizes the AR technology to automatically track and identify the mangrove plants and its related information, and then provides the information by retrieving data from MRDC. MRDC and Kilim Scouter are capable of providing on-the-go accessibility of information details of mangrove plants and target users such as tourists and researchers. This application will create awareness on the importance of the mangrove ecosystems and thus, assist the effort in sustaining the mangrove ecosystem.  


Author(s):  
Gede Yudha Prema Pangestu ◽  
Ni Made Ika Marini Mandenni ◽  
Ni Kadek Dwi Rusjayanthi

Bali is one of the highly developed tourist destination in Indonesia. The arrival of tourists having holiday in Bali led to increase residential needs with complete amenities. The occupancy rate of hotel and villa in Bali is increase significantlly during the long vacation. The emergence of new villa and hotel occupancy raises the level of competition in business, so it needs a correct use good marketing communication strategy in marketing the product in order to attract the attention of consumers. Web Application Augmented Reality Villa can help visualize the residential villa in three-dimensional shapes that look more attractive and practical. The use of brochures as written information and the application of augmented reality technology on the Web Application Augmented Reality Villa aims to develop an application that can provide information about the villa to visitors. Web Application uses Augmented Reality Villa designed by FlarToolkit library. Based on the test results show the application can display 3-dimensional objects by scanning marker villa in a brochure which already contain marker.


2021 ◽  
Vol 1 ◽  
pp. 211-217
Author(s):  
Elena S. Utrobina ◽  
Vladimir P. Popov

This article discusses the use of VR (virtual reality) and AR (augmented reality) technologies in mobile applications for the tourism sector. The basic concepts of the technologies under consideration are given. The analysis of mobile mapping applications using virtual and augmented reality technologies is performed. The trends and perspectives of using AR and VR technologies for tourism are revealed. The differences in the methods and scenarios of using these technologies, the feasibility of their implementation in cartographic applications created for tourism purposes, as well as their advantages of using them in combination with maps are revealed. The limiting factors of the development of these areas are considered. A scheme of interaction of a tourist mobile application has been developed, which is based on a map with external services (navigation, booking, virtual tours, etc.). The scheme can be a useful tool in the development of cartographic mobile applications for the tourism sector. It is based on an experimental interactive web-application, considered on the example of the "Hotels" layer.


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