A RESOURCE-INDEPENDENT METHOD TO DELIVER AUGMENTED REALITY CONTENT

2015 ◽  
Vol 75 (2) ◽  
Author(s):  
Syazani Suhaifi ◽  
Junaidi Abdullah ◽  
Ku Day Chyi

Marker Based Augmented Reality requires files and resources that have to be loaded from storage such as a local machine or a web server. We proposed a resource-independent method of transmitting AR content by encoding resources such as 3D model files as QR code and using the QR code itself as the marker. The AR system does not need any online and local storage. We processed the content to best fit it into the QR code. Larger contents are then split to multiple QR codes and the data is joined together by the application on the other end.

2021 ◽  
Vol 9 (4) ◽  
pp. 449
Author(s):  
Diky Rizky Awan ◽  
Agus Muliantara

Currently, the whole world is experiencing a pandemic outbreak of the COVID-19 virus, which is an infectious disease that is one of the types of coronavirus. Transmission of this virus can go through the surrounding goods that are touched by the hand so it is recommended to always maintain hand hygiene by washing hands with water and soap. Not at every entrance in Niti Mandala Renon field, there is a sink and no information about the location of the sink in this field, which can cause the community to be confused due to lack of information. Augmented Reality (AR) applications can be used to solve this problem because with AR can explain more interactive information because the information displayed through 3D objects is directly applied to the real world visually. In this case, AR is used to display the map of sink location information with an interactive 3D model that can be rotated and zoomed to help the community easily get the information. This application use marker-based AR with multi-target so that each map information is stored and display on the different marker. Users only need to install the application on their android device and scan the QR code provided, then the 3D map object will be displayed according to the registered marker. Based on testing this study gets a 100% success rate in functional aspects.


Author(s):  
Satya Kiranmai Tadepalli ◽  
Preethivardhan Anusri Ega ◽  
Pavan Kalyan Inugurthi

This system advice directions to the destination in the user’s camera screen. QR codes shall be installed at all possible destinations in the building assuming any destination can be the starting point of the user. Users must scan a QR code to select a destination. Google AR Core takes live feed from the user's camera and does simultaneous localization and mapping to update the user’s location. Shortest path to the chosen destination is found using A * algorithm and the directions to the destination are shown in the user's camera screen using Augmented Reality. The application is developed in Unity from scratch using some essential plugins like Google ARCore. We aim at developing the front end in the simplest way possible so that the users can easily reach their destination by just opening the camera where the directions are shown as animations in their surroundings.


Author(s):  
Widyasari Widyasari ◽  
Hadi Sutopo ◽  
Murniati Agustian

Mathematics in elementary school is difficult to understand, boring, formal, theoretical, and book-based learning, which makes students tired of listening and paying attention. The purpose of this study is to create a learning prototype based on QR codes, especially mathematics learning in elementary schools. Using the QR code, students can access math games related to the course. This learning model could encourage students to learn mathematics. The research included seven steps in research and development named after Borg & Gall, such as need assessment, plan, early product development, first test, revise early product, field test and revise product. The object of the research is QR code-based learning, and the respondents are elementary school students and teachers. After analyzing data in the first and field test, researchers found the result. QR code-based learning could support children for learning mathematics.


Author(s):  
Mingliang Xu ◽  
Qingfeng Li ◽  
Jianwei Niu ◽  
Hao Su ◽  
Xiting Liu ◽  
...  

Quick response (QR) codes are usually scanned in different environments, so they must be robust to variations in illumination, scale, coverage, and camera angles. Aesthetic QR codes improve the visual quality, but subtle changes in their appearance may cause scanning failure. In this article, a new method to generate scanning-robust aesthetic QR codes is proposed, which is based on a module-based scanning probability estimation model that can effectively balance the tradeoff between visual quality and scanning robustness. Our method locally adjusts the luminance of each module by estimating the probability of successful sampling. The approach adopts the hierarchical, coarse-to-fine strategy to enhance the visual quality of aesthetic QR codes, which sequentially generate the following three codes: a binary aesthetic QR code, a grayscale aesthetic QR code, and the final color aesthetic QR code. Our approach also can be used to create QR codes with different visual styles by adjusting some initialization parameters. User surveys and decoding experiments were adopted for evaluating our method compared with state-of-the-art algorithms, which indicates that the proposed approach has excellent performance in terms of both visual quality and scanning robustness.


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.


2021 ◽  
Vol LXIV (5) ◽  
pp. 503-519
Author(s):  
Evgenia Goranova ◽  
◽  
Valentina Voinohovska ◽  

The article presents an approach applied in the online training of pre-service teachers to acquire digital competence. The content of the concept of ‘digital competence’ in its sustainable and variable component is clarified. The understanding of ‘augmented reality’ to e-learning objects is presented. Two forms of ‘augmented reality’ have been proposed to visualize video information to a clarified concept. The first one is presented via a QR code for quick access and applicable for mobile learning. The other is provided by icons and is applicable to e-learning with a computer. It is believed that ‘augmented reality’ can differentiate students’ online learning according to the field-dependent and field-independent cognitive style and their preferences on the use of different digital learning devices.


2016 ◽  
Vol 2 (1) ◽  
pp. 355-358
Author(s):  
Manuel Katanacho ◽  
Wladimir De la Cadena ◽  
Sebastian Engel

AbstractThe presented work is an alternative to established measurement systems in surgical navigation. The system is based on camera based tracking of QR code markers. The application uses a single video camera, integrated in a surgical lamp, that captures the QR markers attached to surgical instruments and to the patient.


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