Augmented Reality Musical Service Part 1 for Non-face-to-face Watching by Multiple Audiences

Author(s):  
Young-Suk Yoon ◽  
Hyunwoo Cho ◽  
Chanho Park ◽  
Sangheon Park
2018 ◽  
Vol Vol 17 (Vol 17, No 1 (2018)) ◽  
pp. 128-140
Author(s):  
Oleksandr Pushkar

The article deals with the approach to developing an advertising multimedia product for the promotion or sale of goods or services. Under the advertising product is an advertising video, an interactive commercial, 3-D advertising, virtual and augmented reality, an online store. Based on the analogy method, a diagram of the process of perceiving the advertising multimedia product by the user is presented. The use of the hybrid approach of customer development for updating the multimedia product and taking into account the virtual values of users is substantiated. Developed scenarios for the development of a multimedia product, depending on the results of achieving the planned goals. The sequence of multimedia product development is proposed based on the convergence of face-to-face and screen-to-screen approaches.


Author(s):  
Luis Almeida ◽  
Paulo Menezes ◽  
Jorge Dias

The socialization between elderly people assumes a key role on their mind and body well-being while loneliness expects to be one of major problems of our increasing age society. This research aims to study and develop a framework to support elderly people socialization when they are confined to their homes for some reason. It can be also adequate for people following some neurological or physical rehabilitation treatment remotely or monitoring behaviors in order to prevent potential diseases. This work proposes a framework that supports the socialization through Augmented Reality (AR) based on telepresence. The aim is a low cost solution that enables users to communicate and interact remotely, experiencing the benefits of a face-to-face meeting. The authors explore computers graphics, spatial audio, and artificial vision to induce sensations of being physical in the presence of other people and exploit the potential activities that such frameworks enable. TV and phones are elderly common companion devices that should be complementarily used with emergent AR technologies to enhance and create the remote presence feeling, minimizing the loneliness. Inspired by Virtual Reality (VR) studies, one of the authors’ goals is to explore if VR presence measurement instruments are useful in the AR context by reviewing literature on the area.


Pharmacy ◽  
2020 ◽  
Vol 8 (3) ◽  
pp. 109
Author(s):  
Jennifer Schneider ◽  
Melanie Patfield ◽  
Hayley Croft ◽  
Saad Salem ◽  
Irene Munro

There is increasing use of augmented reality (AR) technology, which combines the virtual and real world, in the tertiary education sector. AR enables flexibility in student learning, since this technology may be used in the face to face setting and may also be accessed by students at any time outside of this setting. The purpose of this study was to develop an AR tool and investigate its effectiveness for learning about the medication naloxone using AR in a MagicBook; and determine student opinions on its acceptability and usability. Using a sequential explanatory, mixed method design, 25 undergraduate pharmacy students were recruited to participate in the study. Pre- and post-tests were used to measure changes in knowledge and a survey was used to collect information on the usability and acceptability of AR for learning. The findings of the study indicated that AR technology was able to support student learning on the chosen topic, showing 42% improvement in quiz score p < 0.0001, and that students found using AR was stimulating, interactive, engaging and easy to follow. Thus, AR technology could be an effective way to enhance student learning about medicines.


Author(s):  
Doni Ropawandi ◽  
◽  
Lilia Halim ◽  
Hazrati Husnin

The COVID-19 pandemic has significantly disrupted education and has instantaneously shifted education from being conducted predominately ‘face to face’ to being totally ‘online’. For most teachers, this unexpected teaching approach has impelled them into finding ways to provide the same quality of education to their students. One way of doing this is by adopting educational technologies in learning and teaching, including the use of augmented reality (AR) technology. AR technology has been integrated into the field of physics education. In this study, the effects of AR technology on understanding of the concepts of electricity in an online learning environment for 11th-grade students was investigated. Pretest and posttest were carried out in the control group and the experimental group. The results showed that AR technology improved understanding of electrical concepts for the students in the experimental group compared to the control group, with a very significant difference between both groups. This research contributes to the development of AR technology in education, especially in relation to the teaching and learning of abstract physics concepts.


Author(s):  
Ronan T. Bree

Learning in higher education is now performed across several dimensions, for example: face-to-face in the classroom or practical sessions; engaging with reusable learning objects; online distance learning and virtual learning environments, all represent significant 'places' of learning. With the advent of technology, the incorporation of multimedia resources to complement lecture theory/practical applications is increasingly evident in modules and programmes. However, with these advances come excessive supplementary digital resources that are available to students, often across multiple platforms. The resources can become separated from relevant lecture notes and this disconnection represents a potential block to learning. Augmented Reality (AR) addresses this concern. Through activation via a 'trigger' image placed in a printed handout, students can engage with specific multimedia content in real-time, and more importantly at the appropriate part of their course. Examples of these multimedia resources are pre-existing online, or customised electronic sketch, videos. Each can be made available for repeat viewings at a later stage, empowering students and benefiting self-paced learning and revision. Here, the role and benefit of AR in empowering students with regard to their learning and the steps needed to introduce AR are discussed.


2005 ◽  
Vol 14 (5) ◽  
pp. 528-549 ◽  
Author(s):  
Jannick P. Rolland ◽  
Frank Biocca ◽  
Felix Hamza-Lup ◽  
Yanggang Ha ◽  
Ricardo Martins

Distributed systems technologies supporting 3D visualization and social collaboration will be increasing in frequency and type over time. An emerging type of head-mounted display referred to as the head-mounted projection display (HMPD) was recently developed that only requires ultralight optics (i.e., less than 8 g per eye) that enables immersive multiuser, mobile augmented reality 3D visualization, as well as remote 3D collaborations. In this paper a review of the development of lightweight HMPD technology is provided, together with insight into what makes this technology timely and so unique. Two novel emerging HMPD-based technologies are then described: a teleportal HMPD (T-HMPD) enabling face-to-face communication and visualization of shared 3D virtual objects, and a mobile HMPD (M-HMPD) designed for outdoor wearable visualization and communication. Finally, the use of HMPD in medical visualization and training, as well as in infospaces, two applications developed in the ODA and MIND labs respectively, are discussed.


2021 ◽  
Vol 11 (11) ◽  
pp. 4921
Author(s):  
Santiago Criollo-C ◽  
David Abad-Vásquez ◽  
Marjan Martic-Nieto ◽  
Fausto Andrés Velásquez-G ◽  
Jorge-Luis Pérez-Medina ◽  
...  

With the rise of information technology and digitization, education has been faced with the need to adopt new learning models using technology to create innovative educational methodologies. In addition, due to pandemic restrictions and in order to help contain the spread of the virus (COVID-19), all educational institutions have been forced to switch immediately to online education. The application of augmented reality (AR) in education provides important benefits, such as increased engagement and interactivity, and can help to minimize the negative effects of the disruption of face-to-face education. Therefore, this paper focuses on describing the effect of an augmented reality mobile application (NetAR) that was developed for engineering students as a complement to traditional education. To achieve this objective, an experimental group and a control group were established to work with the application for three weeks for three hours a day. Moreover, there are a number of usability issues with AR that may impact learning effectiveness and motivation. Therefore, the usability of the application was evaluated with the IBM Computer System Usability Questionnaire (CSUQ) tool. The usability results show that users are satisfied with NetAR, and the statistical data from the control group indicate that the application positively affects learning.


2011 ◽  
Vol 121-126 ◽  
pp. 4300-4304
Author(s):  
Yu Chuan Liu ◽  
Ming Cong

This paper proposes an interactive augmented reality (AR) architecture for online computer supported collaborative work (CSCW). Current CSCW applications for AR are focused on multiple users met together to collaborate on the same physical environment. The proposed architecture can provide collaboration through computer network without the need of face-to-face communication. System architecture and operation scenario are firstly constructed. AR applications for machine assembly trainingis studied. The proposed interactive AR system architecture can provide new experiences for users and both the effectiveness and efficiency for online training applications can be significantly improved.


2020 ◽  
Vol 3 (1) ◽  
pp. 1-5
Author(s):  
Remuz Kmurawak ◽  
Diana Setyaningsih

Learning media for young children is a tool used to introduce the theme as teaching materials or what is often called the curriculum for early childhood. The more sense tools are involved in the learning process, the more likely the child understands the information presented by the teacher. Recently, learning media still uses face to face methods or books. Meanwhile, early childhood is easily bored and more interested in new things. This research aims to develop a Learning media that used to introduce animals using Augmented Reality (AR) so that children can know the environment and food needed by the introduced animal. 83% of teachers and 91% of students enjoy using the application in animal recognition. KEYWORDS    Learning Media, Animal Recognition, Augmented Reality, Mobile Phone


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