The Use of Augmented Reality to Improve Safety of Anterior Petrosectomy: Two-Dimensional Operative Video

2021 ◽  
Vol 146 ◽  
pp. 162
Author(s):  
Walter C. Jean ◽  
Daniel R. Felbaum
Author(s):  
Yahya Rasheed Alameer

  The purpose of the research is to determine the effect of the difference in the mode of presentation of the enhanced reality models in the development of the cognitive achievement of secondary students in Jazan region in computer science, the researcher used quasi-experimental approach in comparing the 2D image models of Augmented reality to the first experimental group, and teaching the pattern of 3D image models of Augmented reality of the second experimental group, to ascertain the hypotheses of the research and to reveal the relationship between the independent variable and the dependent variable, the sample consisted of (60) students: (30) students in the first experimental group, which was studied using the two-dimensional Augmented Reality models, And (30) students in the second experimental group, which was studied using the pattern of Augmented Reality three-dimensional, the results showed that there were statistically significant differences at (α≤05.0) between the mean scores of the students of the first experimental groups studied using the two-dimensional Augmented Reality models, the second experiment, which was studied using the Augmented three-dimensional image models, in the post-application to test cognitive achievement, for the second experimental group studied using the three-dimensional Augmented Reality models, In the light of the results, recommendations and suggestions were made to develop the cognitive achievement of secondary students in computer and various subjects.    


Repositor ◽  
2020 ◽  
Vol 2 (5) ◽  
pp. 553
Author(s):  
Tirto Adhi Triambodo ◽  
Ali Sofyan Kholimi ◽  
Lailatul Husniah

AbstrakTaman Rekreasi Sengkaling memiliki luas keseluruhan  9 hektar yang terdiri dari 6 hektar  diantaranya ada taman dan pepohonan hijau. Mengingat luasnya Taman Rekreasi Sengkaling, disana tidak ada peta dan tempat lokasi pusat informasi wahana berada di pintu masuk yang tentu akan membuat pengunjung bingung ketika sudah berada didalam Taman Rekreasi Sengkaling ingin mengetahui informasi wahana dan membutuhkan waktu lama dalam mencapai tujuan wahana yang diinginkan. Berdasarkan dari permasalahan yang ada, maka dibutuhkan suatu aplikasi yang bisa memberikan informasi dan navigasi sehingga pengunjung dapat dengan mudah mengetahui informasi wahana dan navigasi menuju lokasi wahana. Augmented Reality adalah teknologi yang menggabungkan benda maya dua dimensi dan ataupun tiga dimensi ke dalam lingkungan nyata tiga dimensi. Teknologi Augmented Reality ini digunakan untuk pembuatan aplikasi untuk informasi dan navigasi pada Taman Rekreasi Sengkaling. Pada pengujian sistem berdasarkan hasil kuesioner dengan 5 pertanyaan kepada 30 responden untuk memakai aplikasi AR Taman Rekreasi Sengkaling. Dari pengujian sistem aplikasi AR kepada user yang memilih setuju dengan presentase 91%. Maka hasil yang didapatkan, penggunaan aplikasi Augmented Reality direspon baik oleh pengunjung Taman Rekreasi Sengkaling.Abstract  Sengkaling Recreation Park has a total area of 9 hectares consisting of 6 hectares of which there are parks and green trees. Given the breadth of the Sengkaling Recreation Park, there is no map and location of the information center where the vehicle is located at the entrance which would make visitors confused when already in the Sengkaling Recreation Park wants to know vehicle information and takes a long time to reach the desired destination. Based on the existing problems, it requires an application that can provide information and navigation so that visitors can easily find information on vehicle and navigation to the location of the vehicle. Augmented Reality is a technology that combines two-dimensional and / or three-dimensional virtual objects into a real three-dimensional environment. This Augmented Reality technology is used for making applications for information and navigation in Sengkaling Recreation Park. On testing the system based on the results of the questionnaire with 5 questions to 30 respondents to use the AR Sengkaling Recreational Park application. From testing the AR application system to users who choose to agree with a percentage of 91%. Then the results obtained, the use of Augmented Reality applications responded well by visitors to the Sengkaling Recreation Park.


2019 ◽  
Vol 9 (1) ◽  
Author(s):  
Siti Arpah Ahmad ◽  
Zarina Zainol ◽  
Rozita Yunos ◽  
Adzhar Abd Kadir ◽  
Mohd. Zaki Haji Ghazali ◽  
...  

Augmented Reality (AR) is a visual technology that able to provide users with a semi-real time experience. The advancement of mobile phone and camera technology have make the potential of AR emerged. Companies wants high product sales and look more advanced than their competitors. One of the effort is to provide customers with correct experience of their products. Catalog is a tool to market a product. However, paper printing catalog is two dimensional, and has limitation in fully presenting the product. This work, presents the adoption of AR in T-shirt catalog. The application utilized Android mobile phone to view the 3D model of the t-shirt. The user scan the catalog using the android handphone on the paper printing catalog, and they able to view in 3D the different angle of the T-shirt. This application has successfully developed and testing has been made on compatibility and functionality test.


Author(s):  
Bonny A Suryawinata

To attract house buyers, many ways is done by the developers to promote their products, such as by using multiple marketing medias namely television, radio, internet, newspapers or distribute flyers during the exhibition. It is not uncommon that the said use of multiple media elements still make prospective buyers feel confused, because they can not imagine the shape of the house, since all they see is a flat two dimensional (2D) object. To obtain detailed product information house of course they have to visit the exhibition or housing sales office that would spend the time and cost. This is why the authors proposed an application that can display 3D images over the Internet by using Augmented Reality technology, so that prospective home buyers can access these applications anytime and anywhere. 


SISFOTENIKA ◽  
2020 ◽  
Vol 10 (2) ◽  
pp. 152
Author(s):  
Joe Yuan Mambu ◽  
Andria Kusuma Wahyudi ◽  
Brily Latusuay ◽  
Devi Elwanda Supit

<p>In learning projectile motion and its velocity, students tend to look up a plain two-dimensional image in a science book. While there’s some educational props, yet they usually a very tradional ones and can not be used for real calculation. The utilization of Augmented Reality (AR) in educational method may raise curiosity and gives a unique way in learning projectile motion as the motion can be seen in a three dimensional. Augmented Reality itself is a combination of real world and virtual objects. This application uses the Vuforia SDK that able to blend the real world and virtual objects. Through this application, we were able to simulate projectile motion and its velocity in more realistic way, have slightly interaction with the reality, and gets input from user so they can learn and see the result of the parameter that they entered. Thus, with the advantage of AR the application gives a more realistic feel compared to the existing ones available in public as it could receive any input and show the output in AR. </p>


Author(s):  
Anang Pramono ◽  
Martin Dwiky Setiawan

The concept of education for children is important. The aspects that must be considered are methods and learning media. In this research innovative and alternative learning media are made to understand fruits for children with Augmented Reality (AR). Augmented Reality (AR) in principle is a technology that is able to combine two-dimensional or three-dimensional virtual objects into a real environment and then project it. This learning media combines picture cards and virtual reality. Markers contained on picture cards will be captured by the mobile device camera, processed and will 3D animated pieces appear on the mobile screen in realtime. By using the concept of combining real world, real images on cards and virtual, applications can stimulate imagination and sense of desire in children and motivation to learn more and more. 3D fruit estimation created using the 3D Blender application and the Augmented Rea process lity is made using Unity and the Vuforia SDK library. The application of fruit recognition has been applied to several child respondents and has been tested on several types and brands of Android-based mobile phones. Based on research trials, 86% of 30 respondents stated that the application which was developed very effectively as a medium for the introduction of fruits.


Author(s):  
Dharmpal Singh ◽  
Abhishek Banerjee ◽  
Ira Nath

Augmented reality (AR) and virtual reality (VR) play an important role in today's world. Due to COVID-19, we all are doing many things by online mode. In this virtual place, the importance of AR and VR increases tremendously. With AR and VR tools, students have an inimitable chance to explore historic destinations while remaining in the classroom. Moreover, AR and VR tools provide students the ability to gain deeper understandings of abstract or complex subjects and phenomena that are relatively difficult to understand only by two-dimensional text, pictures, and video. This chapter discusses the similarities and differences of AR and VR and the evaluation of the application of AR and VR into educational programs.


2020 ◽  
Vol 19 (Number 4) ◽  
pp. 559-581
Author(s):  
Ashwindran Naidu Sanderasagran ◽  
Azizuddin Abd Aziz ◽  
Daing Mohamad Nafiz Daing Idris

The behaviour of fluid flow is a complex paradigm for cognitive interpretation and visualisation. Engineers need to visualise the behaviour mechanics of flow field response in order to enhance the cognitive ability in problem solving. Therefore, mixed reality related technology is the solution for enhanced virtual interactive learning environment. However, there are limited augmented reality platforms on fluid flow interactive learning. Therefore, an interactive education application is proposed for students and engineers to interact and understand the complex flow behaviour pattern subjected to elementary geometry body relative to external flow. This paper presented the technical development of a real-time flow response visualisation augmented reality application for computational fluid dynamics application. It was developed with the assistance of several applications such as Unity, Vuforia, and Android. Particle system modules available in the Unity engine were used to create a two-dimensional flow stream domain. The flow visualisation and interaction were limited to two-dimensional and the numerical fluid continuum response was not analysed. The physical flow response pattern of three simple geometry bodies was validated against ANSYS simulated results based on visual empirical observation. The particle size and number of particles emitted were adjusted in order to emulate the physical representation of fluid flow. Colour contour was set to change according to fluid velocity. Visual validation indicated trivial dissimilarities between FLUENT generated results and flow response exhibited by the proposed augmented reality application.


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