Augmented Reality Based Smart Supermarket System with Indoor Navigation using Beacon Technology (Easy Shopping Android Mobile App)

Author(s):  
P.K.V Jayananda ◽  
D.H.D. Seneviratne ◽  
Pradeep Abeygunawardhana ◽  
L.N Dodampege ◽  
A.M.B Lakshani
10.28945/2207 ◽  
2015 ◽  
Vol 10 ◽  
pp. 021-035 ◽  
Author(s):  
Yan Lu ◽  
Joseph T. Chao ◽  
Kevin R. Parker

This project shows a creative approach to the familiar scavenger hunt game. It involved the implementation of an iPhone application, HUNT, with Augmented Reality (AR) capability for the users to play the game as well as an administrative website that game organizers can use to create and make available games for users to play. Using the HUNT mobile app, users will first make a selection from a list of games, and they will then be shown a list of objects that they must seek. Once the user finds a correct object and scans it with the built-in camera on the smartphone, the application will attempt to verify if it is the correct object and then display associated multi-media AR content that may include images and videos overlaid on top of real world views. HUNT not only provides entertaining activities within an environment that players can explore, but the AR contents can serve as an educational tool. The project is designed to increase user involvement by using a familiar and enjoyable game as a basis and adding an educational dimension by incorporating AR technology and engaging and interactive multimedia to provide users with facts about the objects that they have located


Author(s):  
Johny Pretell Cruzado ◽  
Tatiana Llajaruna Cespedes ◽  
Gian Pierre Bohorquez Coria ◽  
Jose Luis Herrera Salazar
Keyword(s):  

Author(s):  
Nina Ferreri ◽  
Christopher B. Mayhorn

As digital technology develops, users create expectations for performance that may be violated when malfunctions occur. This project examined how priming expectations of technology performance (high v. low v. no) and experiences of technology malfunction (present v. not present) can influence feelings of frustration and performance on a task. A preliminary sample of 42 undergraduate participants completed a QR code scavenger hunt using the augmented reality mobile app, ARIS. Following the task, participants reported what they found for each scavenger hunt clue, their responses to failures in digital technology, and technology acceptance attitudes. Several factorial ANOVAs revealed a main effect for expectation on adaptive items of the RFDT scale and a main effect for malfunction on performance level. This suggests a potential contradiction between attitudes and behaviors when considering a common scenario involving technology.


2019 ◽  
Vol 16 (3) ◽  
pp. 419-437
Author(s):  
Zorica Dodevska ◽  
Vladimir Kvrgic ◽  
Marko Mihic ◽  
Boris Delibasic

The use of robotic models with the main functionalities of real objects together with the implementation of innovative technologies, augmented reality (AR) in this case, is the focus of the paper. Therefore, the concept of a simplified robotic model (SRM) is presented. This concept is important because it is useful for achieving the goals of engineering projects, which is especially justified prior to the construction of the real objects. It improves presentation, development, and education capabilities that are unavoidable segments of the project strategy. Additionally, it is possible to transfer developed solutions to the final objects after certain modifications. Multidisciplinary building of the unique SRM of the 3-axis centrifuge for pilot training is described, where multi-attribute decisionmaking is used to conduct some experiments. The application includes the use of a physical model, built from LEGO elements, software for controlling and monitoring the physical model, and an AR mobile app.


2021 ◽  
Author(s):  
Eunyoung (Christine) Sung ◽  
Dai‐In Danny Han ◽  
Yung Kyun Choi
Keyword(s):  

Author(s):  
Abdon Carrera Rivera ◽  
Sofia Vasconez Miranda ◽  
Jonathan Samaniego Villarroel ◽  
Amalín Mayorga Alban

Author(s):  
Nahla Aljojo ◽  
Asmaa Munshi ◽  
Azida Zainol ◽  
Rahaf Al-Amri ◽  
Anan Al-Aqeel ◽  
...  

Smartphones and Mobile App are drawing closer to an acceptable learning tool, especially related to history that are viewed as a tool which control the present and build the future, and the study of history is the practical application of the Qur'an and the Sunnah, in which the stories of the sermon are frequently repeated. This paper we aim to add more entertainment and creative ways to teach history by using Augmented Reality in teaching process that will help both student to more interact and visualize the historical stories, and teachers by providing them a more helpful tool in teaching process at classrooms, through our goal we will rely on the 2030 vision by implementing the goal of” National Character Enrichment” vision program. In this project we are focusing on the book of social and national education (first history subject level) that contains units of Islamic history for the fourth grade students of elementary schools especially


Sign in / Sign up

Export Citation Format

Share Document