Augmented Reality on User-Friendly Maneuver for Hunting Arsenic Toxicant

Author(s):  
R. Hema ◽  
M. Sundararajan
2021 ◽  
Vol 17 (1) ◽  
pp. 247-255
Author(s):  
Konstantinos CHARISI ◽  
Andreas TSIGOPOULOS ◽  
Spyridon KINTZIOS ◽  
Vassilis PAPATAXIARHIS

Abstract. The paper aims to introduce the ARESIBO project to a greater but targeted audience and outline its main scope and achievements. ARESIBO stands for “Augmented Reality Enriched Situation awareness for Border security”. In the recent years, border security has become one of the highest political priorities in EU and needs the support of every Member State. ARESIBO project is developed under HORIZON 2020 EC Research and Innovation program and it is the joint effort of 20 participant entities from 11 countries. Scientific excellence and technological innovation are top priorities as ARESIBO enhances the current state-of-the-art through technological breakthroughs in Mobile Augmented Reality and Wearables, Robust and Secure Telecommunications, Robots swarming technique and Planning of Context-Aware Autonomous Missions, and Artificial Intelligence (AI), in order to implement user-friendly tools for border and coast guards. The system aims to improve the cognitive capabilities and the perception of border guards through intuitive user interfaces that will help them acquire an improved situation awareness by filtering the huge amount of available information from multiple sources. Ultimately, it will help them respond faster and more effectively when a critical situation occurs.


Author(s):  
Michał Bednarczyk

User interfaces are in continuous progress. As the computing power of modern machines grows, they become more user-friendly and intuitive. Not all solutions are widely accepted, sometimes they become only a “curiosity”, while another ones achieve success. Lately, some user interface designers strive for such solutions, in which the user will have the impression of “staying” or “permeation” of the system with reality and therefore some kind of software integration with the environment. This is achieved by various methods utilizing interfaces controlled by voice or touch. Quite spectacular and very interesting are solutions that integrate image generated by a computer with a real view. This technology is called AR – Augmented Reality, and is the core of the author’s considerations about its application in contemporary surveying and GIS practice. In this article, are presented issues related to the possibilities that lie in the use of this technology in the daily work of geo-engineer.


Author(s):  
A. W. W. Yew ◽  
S. K. Ong ◽  
A. Y. C. Nee

It is the goal of ubiquitous computing (UbiComp) to hide computers from the users. Instead, everyday objects embedded with computer processing capability become smart objects that act as interfaces to computer software. A challenge with this new paradigm of computing is to create natural and obvious ways for people to interact with objects and receive output from the computer software that these objects serve as interfaces to. In this chapter, a solution is proposed whereby virtual user interfaces are added to smart objects. These virtual interfaces are viewed in augmented reality through personal viewing devices which also allow people to interact directly with them. The implementation of UbiComp environments and personal viewing devices is described in order to illustrate the use of current technology in creating user-friendly UbiComp environments.


Author(s):  
Mauro Figueiredo ◽  
José Gomes ◽  
Cristina Maria Cardoso Gomes ◽  
Rui Gaspar ◽  
João Madeira Lopes

Combining mobile technologies with Augmented Reality (AR) has recently enabled the ubiquity of AR technologies in our everyday life. We believe that the use of augmented reality will change significantly the teaching activities by enabling the addition of supplementary information that is seen on a mobile device. This chapter presents the most popular augmented reality applications and we select AR eco-systems to be used in daily teaching activities which are user friendly, do not require programming skills and are free. Different augmented reality technologies are explored in this chapter. It is presented the creation of two novel augmented reality books. One developed with teachers and students. Another book that was developed for increasing the interest of reading for children that is being used by storytellers. Several examples are also presented that are used in educational activities, from kindergarten, elementary, secondary schools and university, to improve reading, comprehension, learning of music and better understand the drawing of orthographic views.


2019 ◽  
Vol 36 (10) ◽  
pp. 19-24 ◽  
Author(s):  
Dan Lou

Purpose The purpose of this paper is to identify a light and scalable augmented reality (AR) solution to enhance library collections. Design/methodology/approach The author first did research to identify the major obstacle in creating a scalable AR solution. Next, she explored possible workaround methods and successfully developed two prototypes that make the current Web-based AR work with ISBN barcode. Findings Libraries have adopted AR technology in recent years mainly by developing mobile applications for specific education or navigation programs. Yet a straight-forward AR solution to enhance a library's collection has not been seen. One of the obstacles lies in finding a scalable and painless solution to associate special AR objects with physical books. At title level, books already have their unique identifier – the ISBN number. Unfortunately, marker-based AR technology only accept two-dimensional (2-D) objects, not the one-dimensional (1-D) EAN barcode (or ISBN barcode) used by books, as markers for technical reasons. In this paper, the author shares her development of two prototypes to make the Web-based AR work with the ISBN barcode. With the prototypes, a user can simply scan the ISBN barcode on a book to retrieve related AR content. Research limitations/implications This paper mainly researched and experimented with Web-based AR technologies in the attempt to identify a solution that is as platform-neutral as possible, and as user-friendly as possible. Practical implications The light and platform-neutral AR prototypes discussed in this paper have the benefits of minimum cost on both the development side and the experience side. A library does not need to put any additional marker on any book to implement the AR. A user does not need to install any additional applications in his/her smartphone to experience the AR. The prototypes show a promising future where physical collections inside libraries can become more interactive and attractive by blurring the line of reality and virtuality. Social implications The paper can help initiate the discussion on applying Web-based AR technologies to library collections.


2020 ◽  
Author(s):  
Danilo Reitano ◽  
Susanna Falsaperla

<p>Dealing with topics concerning natural risk management in a volcanic environment, can greatly benefit from innovative techniques. In particular, Augmented Reality (AR) and Virtual Reality (VR) are well known by Native Digital and can be used by lower-level and university students to promote their understanding of natural risks.</p><p><strong>3DTeLC </strong>is a three-year trans-European project funded by the Erasmus+ Key Action 2 programme: “Cooperation for Innovation and Exchange of Good Practices, a European scheme that fosters higher education partnerships” (https://www.erasmusplus.org.uk/key-action-2).</p><p>The main goal of this project is to help young students to become highly-skilled professionals in the field of environment and geosciences, gaining knowledge in image and 3D-spatial analysis, data management and informatics, and strengthening their mathematical and numerical skills in Earth observation and data analysis.</p><p>In the framework of this project INGV team has developed a “Talking poster”, using a custom AR tool to propose a user friendly approach aimed at the reduction of volcanic and seismic risks.</p>


2014 ◽  
Vol 548-549 ◽  
pp. 1493-1497
Author(s):  
Mohd Afizi Mohd Shukran ◽  
Kamaruzaman Maskat ◽  
Wan Sharil Sham Sharif ◽  
Mohd Sidek Fadhil Bin Mohd Yunus ◽  
Mohd Suhaili Ariffin

We propose System Model whereby augmented reality-based approach on Android devices for Malaysia military operations that in this area for unit positioning. An Android system or application will be as information devices to soldier unit in gathering or distributing their information between the allied units. Augmented reality interfaces other than provides a user-friendly and intuitive, it will create awareness and better understanding when on certain military operations risk is at the high level.


Author(s):  
Carsten Matysczok ◽  
Peter Ebbesmeyer ◽  
Holger Krumm ◽  
Jo¨rg Maciej

Recent advances have shown, that the base technology of augmented reality have matured the point of being usable only by specialists. But existing augmented reality applications are still prototypes. They are developed without any authoring system, only by software experts. To support the wide use of augmented reality technology, the designers of augmented reality application need methods and software tools to create the contents in a fast and cheap way. In this paper we describe an authoring system for creating augmented reality content in an easy and user friendly way. The system allows the creation of augmented reality applications in a straight forward way. By using meta-constructs like menus, selection lists or hotspots as well as illustration objects like 3D-models, videos, texts and sounds a variety of applications can be created without previous technological knowledge. A preview window is also part of the authoring system displaying the actual created AR-application.


Author(s):  
Judy Flavia ◽  
Aviraj Patel ◽  
Diwakar Kumar Jha ◽  
Navnit Kumar Jha

In the project we are demonstrating the combined usage Augmented Reality(AR) and brain faced com- puter interface(BI) which can be used to control the robotic acurator by.This method is more simple and more user friendly. Here brainwave senor will work in its normal setting detecting alpha, beta, and gam- ma signals. These signals are decoded to detect eye movements. These are very limited on its own since the number of combinations possible to make higher and more complex task possible. As a solution to this AR is integrated with the BCI application to make control interface more user friendly. This application can be used in many cases including many robotic and device controlling cases. Here we use BCI-AR to detect eye paralysis that can be archive by detecting eye lid movement of person by wearing headbend.


Sign in / Sign up

Export Citation Format

Share Document