Augmented Reality–Assisted Dementia Care

Author(s):  
Mengyu Y. Zhao ◽  
S. K. Ong ◽  
Andrew Y. C. Nee

With the increasing aging population, the number of people suffering from dementia continues to grow at a high rate. Emerging technologies have been applied to support the independence of patients with dementia. Among these technologies, augmented reality (AR) technology augments computer-generated virtual content on the real-world environment. There is an increasing interest in the use of AR tools and applications for dementia care as these tools and applications are capable of providing intuitive interaction and reducing the workload of caregivers. This chapter presents a state-of-the-art overview of AR-assisted applications for dementia care. An AR-assisted healthcare exercising system that enhances the user’s motor skills and cognition capability is presented to illustrate the use of AR in dementia care. Furthermore, an outlook of the future of AR-assisted dementia care applications is presented.

2019 ◽  
Vol 2019 (1) ◽  
pp. 237-242
Author(s):  
Siyuan Chen ◽  
Minchen Wei

Color appearance models have been extensively studied for characterizing and predicting the perceived color appearance of physical color stimuli under different viewing conditions. These stimuli are either surface colors reflecting illumination or self-luminous emitting radiations. With the rapid development of augmented reality (AR) and mixed reality (MR), it is critically important to understand how the color appearance of the objects that are produced by AR and MR are perceived, especially when these objects are overlaid on the real world. In this study, nine lighting conditions, with different correlated color temperature (CCT) levels and light levels, were created in a real-world environment. Under each lighting condition, human observers adjusted the color appearance of a virtual stimulus, which was overlaid on a real-world luminous environment, until it appeared the whitest. It was found that the CCT and light level of the real-world environment significantly affected the color appearance of the white stimulus, especially when the light level was high. Moreover, a lower degree of chromatic adaptation was found for viewing the virtual stimulus that was overlaid on the real world.


Author(s):  
Azizul Hassan

Augmented reality (AR) offers an interactive experience of the real-world environment when an object of the real-world is augmented by computer-generated perceptual information and relevant artefacts. This is a conceptual chapter based on the review of available literature. Also, resources on the internet have also been accessed and reviewed. On the context of the Diffusion of Innovation theory, this research aims to outline AR guiding for in an airport used for tourist aviation. Biman Bangladesh Airlines, the national flag carrier of the country, is the example where this study also explains the possible challenges and benefits that AR guiding facilities can possibly have. This research outlines two specific areas of management and marketing issues are analysis on the way to implement such guiding. Findings show that from the understanding of the Diffusion of Innovation, AR guiding in these days is adopted by an ‘Early Majority' who are followers and engages in reading those reviews given by the previous adopters of new services or products.


Author(s):  
Zeenat S. AlKassim ◽  
Nader Mohamed

In this chapter, the authors discuss a unique technology known as the Sixth Sense Technology, highlighting the future opportunities of such technology in integrating the digital world with the real world. Challenges in implementing such technologies are also discussed along with a review of the different possible implementation approaches. This review is performed by exploring the different inventions in areas similar to the Sixth Sense Technology, namely augmented reality (AR), computer vision, image processing, gesture recognition, and artificial intelligence and then categorizing and comparing between them. Lastly, recommendations are discussed for improving such a unique technology that has the potential to create a new trend in human-computer interaction (HCI) in the coming years.


Author(s):  
Bruce H. Thomas

Entertainment systems are one of the successful utilisations of augmented reality technologies to real world applications. This chapter provides my personal insights into the future directions of the use of augmented reality with gaming applications. This chapter explores a number of advances in technologies that may enhance augmented reality gaming. The features for both indoor and outdoor augmented reality are examined in context of their desired attributes for the gaming community. A set of concept games for outdoor augmented reality are presented to highlight novel features of this technology.


2020 ◽  
Vol 88 ◽  
pp. 103145 ◽  
Author(s):  
Susanna Aromaa ◽  
Antti Väätänen ◽  
Iina Aaltonen ◽  
Vladimir Goriachev ◽  
Kaj Helin ◽  
...  

Author(s):  
Samir Abou El-Seoud ◽  
Osam Halabi ◽  
Vladimir Geroimenko

Individuals with autism require systematic assistance while dealing with the surrounding environment and its objects. The project aim is to develop a framework that could be of substantial help to people with autism and cognitive disorders. The framework is based on common mobile devices and freely available Augmented Reality (AR) applications. The Augmented Reality used in our approach is marker-based AR that employs a camera and a visual marker to trigger and present media content on the mobile device’s screen. The developed framework allows parents and teachers to easily create educational augmented environments for children with autism and cognitive disorders by populating a real-world space with visual markers of favorite cartoonish helpers that can evoke helpful AR content and embed it in the real-world environment. The paper analyzes and discusses the use of the proposed framework from conceptual and technological points of view.


2020 ◽  
Vol 27 (2) ◽  
pp. 242-256
Author(s):  
Susanne Schmidt ◽  
Gerd Bruder ◽  
Frank Steinicke

Spatial augmented reality (SAR) technology allows one to change the appearance of objects by projecting directly onto their surface without the requirement of wearing glasses, and therefore can be used in many practical applications. In this article, we present a human–subject study, which investigates the research question whether it is possible to use SAR to change one's perception of depth and spatial relationships among objects and humans in a real-world environment. Such projected illusions could open up new possibilities, for example, supporting people who suffer from poor depth perception by compensating distance and size misperceptions. We present three monoscopic projection-based techniques that we adapted from visual arts: (i) color temperature, (ii) luminance contrast, and (iii) blur, and show that each of them can significantly change depth perception, even in a real-world environment when displayed with other distance cues. We discuss practical implications and individual differences in the perception of depth between observers, and we outline future directions to influence and improve human depth perception in the real world.


2021 ◽  
Author(s):  
Tiago Davi Oliveira de Araujo ◽  
Beatriz Sousa Santos ◽  
Carlos Gustavo Resque dos Santos ◽  
Bianchi Serique Meiguins

Author(s):  
Anjali Daisy

Augmented reality (AR) refers to the layering of visual information onto a live picture of your physical surroundings, enhancing the real-world environment in real-time. Both Snapchat and Instagram filters are current examples of augmented reality. Since this technology has shown its ability to catch users, more and more brands are using it to engage current and potential customers. In an environment where almost everyone has a Smartphone, augmented reality seems like an obvious next step since there is no need for the additional hardware. It is generally quite straightforward for people to use, and has a great capacity to enhance the effects of marketing.


Author(s):  
John Hillman

Augmented reality is fundamentally different from virtual reality: it does not map a real world environment into a digital one as a virtual experience. Instead, it locates both reality and virtual within the same experiential frame. Through it, our interactions with reality are mediated via the fantasy of an augmented experience. Thus, augmented reality supplements what we see with the purpose of trying to maintain our attention. What is most fascinating about augmented reality is how reality itself becomes a part of, rather than distinct from, digital information. It is in this sense that the very notion of seeing is fundamentally challenged. Since when augmented technology is not deployed, what is left is an apparent incompleteness of simply looking. But what are the consequences of confronting this incompleteness? In this article I examine how augmented reality simply renders a structure that has always sustained the visual field. Keywords: augmented reality, gaze, Lacan, looking


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