Introduction of augmented reality in ultrasound training – The set up for the UppStudy (Ultrasound aPP Study)

Author(s):  
K Lato ◽  
N Degregorio ◽  
C Lato ◽  
F Schochter ◽  
U Simon ◽  
...  
Keyword(s):  

Libri ◽  
2018 ◽  
Vol 68 (3) ◽  
pp. 219-229 ◽  
Author(s):  
Lih-Juan ChanLin

Abstract In educational settings, physical objects or artwork are commonly used to convey meanings. These designs can be enhanced in ways which provide dynamic information overlay and context for children’s stories, such as how augmented reality technology (AR) uses created overlay digital information on the realistic object for enhancing interactions in learning and reading. The recent advancements in mobile AR have attracted a great deal of attention in the area of children’s learning and reading. In this context, a mobile AR story library (containing 228 picture books created by young artists from secondary schools) was developed for children’s reading. An AR platform (Hp Reveal) was used with Drupal for the management of story video clips, with children invited to immerse themselves in the artwork and stories in the library. Specific research questions were raised in this study: (1) how did teachers and the library implement the AR stories for children’s reading and (2) how did children react to AR reading? Observations and questionnaires were used to gather research data, while themes for scaffolding children’s reading in the mobile AR reading environment are summarized. It was observed that adults learned to use the AR mobile application and set up physical reading spaces (the library and classrooms) for children. When children were reading with AR, adults provided guidance and support for scaffolding children’s reading processes. The children were positive about the use of tablet with AR for reading stories and enjoyed reading the story content triggered by the AR technology.



2020 ◽  
Vol 6 ◽  
pp. e260
Author(s):  
Luciano A. Abriata

For years, immersive interfaces using virtual and augmented reality (AR) for molecular visualization and modeling have promised a revolution in the way how we teach, learn, communicate and work in chemistry, structural biology and related areas. However, most tools available today for immersive modeling require specialized hardware and software, and are costly and cumbersome to set up. These limitations prevent wide use of immersive technologies in education and research centers in a standardized form, which in turn prevents large-scale testing of the actual effects of such technologies on learning and thinking processes. Here, I discuss building blocks for creating marker-based AR applications that run as web pages on regular computers, and explore how they can be exploited to develop web content for handling virtual molecular systems in commodity AR with no more than a webcam- and internet-enabled computer. Examples span from displaying molecules, electron microscopy maps and molecular orbitals with minimal amounts of HTML code, to incorporation of molecular mechanics, real-time estimation of experimental observables and other interactive resources using JavaScript. These web apps provide virtual alternatives to physical, plastic-made molecular modeling kits, where the computer augments the experience with information about spatial interactions, reactivity, energetics, etc. The ideas and prototypes introduced here should serve as starting points for building active content that everybody can utilize online at minimal cost, providing novel interactive pedagogic material in such an open way that it could enable mass-testing of the effect of immersive technologies on chemistry education.



2020 ◽  
Vol 1 ◽  
Author(s):  
Nawel Khenak ◽  
Jeanne Vézien ◽  
Patrick Bourdot

Although many augmented reality (AR)-based assembly support systems have been proposed in academic research and industry, the effectiveness of AR to resolve the occlusion issue in the context of a blind assembly process remains an unexplored topic. Therefore, the present work investigates how AR can assist operators during the execution of blind manual assembly tasks. Specifically, an AR research set-up was designed to provide assistance in occlusion situations during a peg-in-hole task. The set-up featured a see-through device (HoloLens), which provides operators with two modes of visual augmentations that directly overlay on the assembly objects. The first mode referred to as the “wireframe overlay” displays the inner part of the objects, providing an inside view of the occluded parts, and the second one referred to as the “axes overlay,” displays the axes of the objects and their slots, indicating how to align the different parts during the assembly. The effectiveness of these AR visualizations was compared to a baseline augmentation-free situation in a controlled experiment. Thus, following a within-subject design, 30 participants performed a two-stages blind insertion task. Their performances represented by task completion time, insertion errors, and smoothness of the insertions were recorded. In addition, a post-questionnaire reported their subjective perception of task difficulty during the task and their preferences. Results indicated a strong acceptance of participants for AR visualizations that they rated as allowing them to perform the task more easily. However, no statistically significant differences in terms of objective performance measures were found. Yet, it was found that axes overlay produced smoother trajectories compared to the wireframe overlay, highlighting the potential effect of more abstract visualization aids.



2009 ◽  
Vol 32 (4) ◽  
pp. 203-211 ◽  
Author(s):  
J. Talbot ◽  
J. Meyer ◽  
R. Watts ◽  
R. Grasset
Keyword(s):  


2021 ◽  
Vol 11 (6) ◽  
pp. 2656
Author(s):  
Sara Scheffer ◽  
Alberto Martinetti ◽  
Roy Damgrave ◽  
Sebastian Thiede ◽  
Leo van Dongen

In the last few decades, several initiatives and approaches are set up to support maintenance procedures for the railway industry in adopting the principles of Industry 4.0. Contextualized maintenance technologies such as Augmented Reality (AR) overlay can integrate virtual information on physical objects to improve decision-making and action-taking processes. Operators work in a dynamic working environment requiring both high adaptive capabilities and expert knowledge. There is a need to support the operators with tailor-based information that is customized and contextualized to their expertise and experience. It calls for AR tools and approaches that combine complex methodologies with high usability requirements. The development of these AR tools could benefit from a structured approach. Therefore, the objective of this paper is to propose an adaptive architectural framework aimed at shaping and structuring the process that provides operators with tailored support when using an AR tool. Case study research is applied within a revelatory railway industry setting. It was found that the framework ensures that self-explanatory AR systems can capture the knowledge of the operator, support the operator during maintenance activities, conduct failure analysis, provide problem-solving strategies, and improve learning capabilities. This study contributes to the necessity of having a human-centered approach for the successful adaption of AR technology tools for the railway industry.



Confirming the adoption and use of information technology is central to human-computer interaction. User experience (UX) and Usage Continuance (UC) which latently signifying implementation success are vocal upon this mechanism. The advent of smart phones and mobile technologies such as Geographical Positioning System (GPS) has seen great proliferation in positioning outdoor location. However, GPS is incapable to work in an indoor environment (Hub, 2008) properly. Hence, for navigating indoor location one need to combine the existing mobile technologies and most of their components with location-based augmented reality. In this paper, implementation success of Indoor Navigation with Location-Based Augmented Reality named ‘GuideMe” is studied. The factors considered to evaluate implementation success are adopted from information systems and mobile computer interface literature. The objectives of this paper are to determine users’ experience (satisfaction) and usage continuance of GuideMe. Prior to that, GuideMe has been successfully designed and developed using IOS with tools (Unity engine, Placenote SDK and XCode to set up IOS packages), User feedbacks are gathered via questionnaire forms taken from 35 respondents who volunteer to experiment GuideMe. The volunteers are free to choose and navigate offices at buildings of University of Jeddah (UJ), with the help of GuideMe. The findings of the study conclude that: GuideMe has facilitated users to navigate and seek indoor location independently, conveniently and efficiently since they did not disturb or asked others for directions. Hence, this has improved users’ experience which indicates users’ satisfaction. The high value of mean for “behavioral intention to use” has shown users intend to continue using GuideMe. This is further verified and confirmed by “expectation confirmation” analysis. These findings have the potential to deploy GuideMe to large complexes, such as airports, shopping malls, schools, hospitals and libraries in a cost-effective manner.



Author(s):  
M. Nawaf ◽  
P. Drap ◽  
M. Ben-Ellefi ◽  
E. Nocerino ◽  
B. Chemisky ◽  
...  

Abstract. Cultural Heritage (CH) resources are partial, heterogeneous, discontinuous, and subject to ongoing updates and revisions. The use of semantic web technologies associated with 3D graphical tools is proposed to improve access, exploration, exploitation and enrichment of these CH data in a standardized and more structured form. This article presents the monitoring work developed for more than ten years on the excavation of the Xlendi site. Around an exceptional shipwreck, the oldest from the Archaic period in the Western Mediterranean, we have set up a unique excavation at a depth of 110m assisted by a rigorous and continuous photogrammetry campaign. All the collected results are modelled by an ontology and visualized with virtual and augmented reality tools that allow a bidirectional link between the proposed graphical representations and the non-graphical archaeological data. It is also important to highlight the development of an innovative 3D mobile app that lets users study and understand the site as well as experience sensations close to those of a diver visiting the site.



Author(s):  
Laura Strater ◽  
Christina M Frederick ◽  
Monifa Vaughn-Cooke ◽  
Jim Bliss ◽  
Smruti Shah

Virtual environments, augmented reality, serious games, simulations, and other digitally mediated experiences are revolutionizing the way that we work, learn, and interact with people and systems. The employment of these technologies is driving innovation in research, training, education, evaluation, and various business endeavors. This session will provide a brief overview of some of the diverse uses of virtual environments (VEs) in an alternate demonstration format that leaves just over half of the session time for hands on, interactive demonstrations. Unlike most demonstration sessions, where possible, we encourage session attendees to personally interact with the demonstrations. The session will begin with demonstrators providing a brief description of their VE and how they’ve used it to address a unique need. At the conclusion of the description portion of the session, each VE will be set up at a demonstration station in the room, and session attendees are encouraged to engage with both the demonstrations for a hands on interaction with the VE and with the demonstrators to get more information about the development and use of the VE, and stimulate discussion on how the concepts, methods, and tools can be used to solve additional problems or business needs.



Author(s):  
Rita T. Willmann ◽  
Uwe Woessner

Virtual prototyping allows us to reduce the expensive production of real prototypes to a minimum and shorten vehicle development phases. Augmented Reality (AR) visualization is a demonstrative and intuitive tool in order to overlay physical prototypes with virtual content and thus comprehend complex relationships quickly. Further, AR technologies can intensify the collaboration between specialists with different expert knowledge and support common decision making during reviews meetings. However, the existing work processes, software tools and predefined regulations do not permit the use of AR tools in all automotive areas. In this work, a prototypical AR application, based on optical tracking tools, was set up in a real automotive environment and evaluated in terms of its applicability for CFD simulation data in the passenger compartment. The examination provides valuable information about environmental conditions, requirements from end users as well as the integration in existing work processes. The results are a basis for future improvements in order to offer a seamless and automated workflow in an early state of the development process and for maintenance.



Sign in / Sign up

Export Citation Format

Share Document