scholarly journals The use of multimedia, Augmented Reality (AR) and Virtual Environment (VE) in enhancing children's understanding of road safety

Author(s):  
Nur Afiqah Abu Bakar ◽  
Abdul Nasir Zulkifli ◽  
Nur Fadziana Faisal Mohamed
2013 ◽  
Vol 3 (3) ◽  
pp. 1
Author(s):  
Renan Augusto Dembogurski ◽  
Bruno José Dembogurski ◽  
José Luiz Ribeiro De Souza Filho ◽  
Dhiego Oliveira Sad ◽  
Rodrigo De Souza Silva ◽  
...  

This paper presents an application that allows the generation of virtual terrains interactively, using augmented reality markers. This application also allows the user to navigate in the generated virtual environment. To demonstrate how the process is done, a terrain generation scenario was chosen. Virtual objects were augmented using markers and the detection is done through the ARToolKit framework. A particle system was used to simulate deformation to better incorporate the needs of terrain generation. The deformation itself follows an interparticle force between the particles attached to a movable physical marker and the particles attached to a fixed multi-marker representing the mesh. A viscous force is also used to generate a plastic material effect ensuring permanent deformation. The resulting application although conceptually simple and easy to use, can produce an immersive output environment that the user can freely navigate.


2016 ◽  
Vol 8 (2) ◽  
pp. 60-68 ◽  
Author(s):  
Igor D.D. Curcio ◽  
Anna Dipace ◽  
Anita Norlund

Abstract The purpose of this article is to highlight the state of the art of virtual reality, augmented reality, mixed reality technologies and their applications in formal education. We also present a selected list of case studies that prove the utility of these technologies in the context of formal education. Furthermore, as byproduct, the mentioned case studies show also that, although the industry is able to develop very advanced virtual environment technologies, their pedagogical implications are strongly related to a well-designed theoretical framework.


2019 ◽  
Vol 19 (1) ◽  
Author(s):  
Ashraf Ayoub ◽  
Yeshwanth Pulijala

Abstract Background Virtual reality is the science of creating a virtual environment for the assessment of various anatomical regions of the body for the diagnosis, planning and surgical training. Augmented reality is the superimposition of a 3D real environment specific to individual patient onto the surgical filed using semi-transparent glasses to augment the virtual scene.. The aim of this study is to provide an over view of the literature on the application of virtual and augmented reality in oral & maxillofacial surgery. Methods We reviewed the literature and the existing database using Ovid MEDLINE search, Cochran Library and PubMed. All the studies in the English literature in the last 10 years, from 2009 to 2019 were included. Results We identified 101 articles related the broad application of virtual reality in oral & maxillofacial surgery. These included the following: Eight systematic reviews, 4 expert reviews, 9 case reports, 5 retrospective surveys, 2 historical perspectives, 13 manuscripts on virtual education and training, 5 on haptic technology, 4 on augmented reality, 10 on image fusion, 41 articles on the prediction planning for orthognathic surgery and maxillofacial reconstruction. Dental implantology and orthognathic surgery are the most frequent applications of virtual reality and augmented reality. Virtual planning improved the accuracy of inserting dental implants using either a statistic guidance or dynamic navigation. In orthognathic surgery, prediction planning and intraoperative navigation are the main applications of virtual reality. Virtual reality has been utilised to improve the delivery of education and the quality of training in oral & maxillofacial surgery by creating a virtual environment of the surgical procedure. Haptic feedback provided an additional immersive reality to improve manual dexterity and improve clinical training. Conclusion Virtual and augmented reality have contributed to the planning of maxillofacial procedures and surgery training. Few articles highlighted the importance of this technology in improving the quality of patients’ care. There are limited prospective randomized studies comparing the impact of virtual reality with the standard methods in delivering oral surgery education.


2021 ◽  
Author(s):  
Ezgi Pelin Yildiz

Augmented reality is defined as the technology in which virtual objects are blended with the real world and also interact with each other. Although augmented reality applications are used in many areas, the most important of these areas is the field of education. AR technology allows the combination of real objects and virtual information in order to increase students’ interaction with physical environments and facilitate their learning. Developing technology enables students to learn complex topics in a fun and easy way through virtual reality devices. Students interact with objects in the virtual environment and can learn more about it. For example; by organizing digital tours to a museum or zoo in a completely different country, lessons can be taught in the company of a teacher as if they were there at that moment. In the light of all these, this study is a compilation study. In this context, augmented reality technologies were introduced and attention was drawn to their use in different fields of education with their examples. As a suggestion at the end of the study, it was emphasized that the prepared sections should be carefully read by the educators and put into practice in their lessons. In addition it was also pointed out that it should be preferred in order to communicate effectively with students by interacting in real time, especially during the pandemic process.


Author(s):  
Ulrich Neumann ◽  
Suya You

An augmented reality fuses computer graphics onto images or direct views of a scene. In a new alternative augmentation approach a real scene is captured as video imagery from one or more cameras, and these images are used to augment a corresponding 3D scene model or virtual environment. This arrangement is termed an Augmented Virtual Environment (AVE) and it produces a powerful visualization of the dynamic activities observed by cameras. This chapter describes the AVE concept and the major technologies needed to realize such systems.


i-com ◽  
2021 ◽  
Vol 20 (3) ◽  
pp. 295-318
Author(s):  
Andreas Riegler ◽  
Andreas Riener ◽  
Clemens Holzmann

Abstract There is a growing body of research in the field of interaction between drivers/passengers and automated vehicles using augmented reality (AR) technology. Furthering the advancements and availability of AR, the number of use cases in and around vehicles rises. Our literature review reveals that in the past, AR research focussed on increasing road safety and displaying navigational aids, however, more recent research explores the support of immersive (non-)driving related activities, and finally enhance driving and passenger experiences, as well as assist other road users through external human-machine interfaces (HMIs). AR may also be the enabling technology to increase trust and acceptance in automated vehicles through explainable artificial intelligence (AI), and therefore help on the shift from manual to automated driving. We organized a workshop addressing AR in automotive human-computer interaction (HCI) design, and identified a number of challenges including human factors issues that need to be tackled, as well as opportunities and practical usages of AR in future mobility. We believe that our status-quo literature analysis and future-oriented workshop results can serve as a research agenda for user interface designers and researchers when developing automotive AR interfaces.


2021 ◽  
Vol 7 (1) ◽  
pp. 41-51
Author(s):  
Maria Engberg ◽  
Jay David Bolter ◽  
Colin Freeman ◽  
Gunnar Liestøl ◽  
Blair MacIntyre

We report here on an application of reality media (virtual and augmented reality) to digital cultural heritage. The particular challenge we address is: how to combine VR and AR to bridge the gap between the center (the museum housing cultural artifacts) and periphery (the heritage site where the artifacts were found) while at the same time attending to, even enhancing, the aura of both artifacts and sites? Our proposed solution is to implement the cultural heritage technique known as situated simulation (sitsim) in combination with a social virtual environment called Hubs. Our case study is a sitsim of the Acropolis in Athens, which can function on location and remotely and offers real-time conferencing capabilities for its participants. 


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