Event-Based Data Distribution for Mobile Augmented Reality and Virtual Environments

2004 ◽  
Vol 13 (2) ◽  
pp. 211-221 ◽  
Author(s):  
Dennis G. Brown ◽  
Simon J. Julier ◽  
Yohan Baillot ◽  
Mark A. Livingston ◽  
Lawrence J. Rosenblum

The full power of mobile augmented and virtual reality systems is realized when these systems are connected to one another, to immersive virtual environments, and to remote information servers. Connections are usually made through wireless networks. However, wireless networks cannot guarantee connectivity and their bandwidth can be highly constrained. This paper presents a robust event-based data distribution mechanism for mobile augmented reality and virtual environments. It is based on replicated databases, pluggable networking protocols, and communication channels. The mechanism is demonstrated in the Battlefield Augmented Reality System (BARS) situation awareness system, composed of several mobile augmented reality systems, immersive and desktop-based virtual reality systems, a 2D mapbased multimodal system, handheld PCs, and other sources of information such as external data servers.

Author(s):  
Sarah Beadle ◽  
Randall Spain ◽  
Benjamin Goldberg ◽  
Mahdi Ebnali ◽  
Shannon Bailey ◽  
...  

Virtual environments and immersive technologies are growing in popularity for human factors purposes. Whether it is training in a low-risk environment or using simulated environments for testing future automated vehicles, virtual environments show promise for the future of our field. The purpose of this session is to have current human factors practitioners and researchers demonstrate their immersive technologies. This is the eighth iteration of the “Me and My VE” interactive session. Presenters in this session will provide a brief introduction of their virtual reality, augmented reality, or virtual environment work before engaging with attendees in an interactive demonstration period. During this period, the presenters will each have a multimedia display of their immersive technology as well as discuss their work and development efforts. The selected demonstrations cover issues of designing immersive interfaces, military and medical training, and using simulation to better understand complex tasks. This includes a mix of government, industry, and academic-based work. Attendees will be virtually immersed in the technologies and research presented allowing for interaction with the work being done in this field.


2018 ◽  
pp. 1660-1678
Author(s):  
Giuliana Guazzaroni

Mobile augmented reality offers important opportunities for learning. Moreover, it may represent new challenges for teachers and researchers. Implementing an augmented reality (AR) or a virtual reality (VR) learning experience involves the exploration of unusual pedagogical and technological boundaries. According to recent studies, it would be more productive to consider the augmented reality as a concept rather than an educational technology (Guazzaroni, 2015; Wu et al., 2013). This chapter is devoted to analyze a high school class of 23 students invited to use AR and VR tools to create their own study material. They are about 16-year-old attending Istituto Tecnico Tecnologico “Eustachio Divini” in San Severino Marche, Italy. The basic idea of the trial is to create a short printed document augmented with the technologies of AR and VR. The experience is evaluated using tests and direct observation. The aim is to observe the impact of augmented mobile learning and to demonstrate that AR and VR study material may represent a new communication object adequate to teach future students.


2007 ◽  
Vol 18-19 ◽  
pp. 63-68 ◽  
Author(s):  
G. Senthil Kumaran ◽  
K.R. Santhi ◽  
P.M.Rubesh Anand

The ability to view constructions virtually before using the real resources to construct them has been of main interest in civil engineering over a long period of time. This has been achieved partially through virtual reality. Virtual Reality helps in visualizing the operations on computer generated jobsites and to study the available alternate plans. Even though the latest software in virtual reality helps us in designing and drawing the plans, the question of reality still arises. The plans that are done in computer sometimes do not match with the real practical applications. This shows that it is difficult to bring the experiences of practical world into the computer. In order to overcome the gap between the real and virtual environments, this paper highlights the use of Augmented Reality (AR) in all the areas of civil engineering instead of using Virtual Reality. This paper describes the developing augmented reality technology and its various application domains in civil engineering.


Author(s):  
Giuliana Guazzaroni

Mobile augmented reality offers important opportunities for learning. Moreover, it may represent new challenges for teachers and researchers. Implementing an augmented reality (AR) or a virtual reality (VR) learning experience involves the exploration of unusual pedagogical and technological boundaries. According to recent studies, it would be more productive to consider the augmented reality as a concept rather than an educational technology (Guazzaroni, 2015; Wu et al., 2013). This chapter is devoted to analyze a high school class of 23 students invited to use AR and VR tools to create their own study material. They are about 16-year-old attending Istituto Tecnico Tecnologico “Eustachio Divini” in San Severino Marche, Italy. The basic idea of the trial is to create a short printed document augmented with the technologies of AR and VR. The experience is evaluated using tests and direct observation. The aim is to observe the impact of augmented mobile learning and to demonstrate that AR and VR study material may represent a new communication object adequate to teach future students.


Author(s):  
Sathiya Narayanan ◽  
Nikshith Narayan Ramesh ◽  
Amit Kumar Tyagi ◽  
L. Jani Anbarasi ◽  
Benson Edwin Raj

In the recent years, innovations such as Augmented Reality (AR), Virtual Reality (VR), and internet of things have enhanced user experience dramatically. In general, AR is completely different from VR and provides real-time solutions to users by projecting layers of information on real-world environments. Advancements in computer-generated sensory have made the concept of believable virtual environments a reality. With the availability of such technologies, one can investigate “how these technologies can be applied beyond gaming or other useful applications” and “how further improvements can be made to allow for full digital immersion.” This chapter provides a detailed description about AR and VR, followed by interesting real-world examples of AR applications. In addition, this chapter discusses the issues and challenges faced with AR/VR with a motivation of exploring the options for improvement.


2019 ◽  
Vol 11 (17) ◽  
pp. 4717 ◽  
Author(s):  
He Zhao ◽  
Qin Heng Zhao ◽  
Beata Ślusarczyk

The article is tasked with studying the modern possibilities and effectiveness of the application of virtual and augmented reality technologies in the field of managing human recourses (HRs) and basic operational corporate business processes. Using examples of successful use of AR (augmented reality)/VR (virtual reality) in the labor market by the largest companies in the USA, China, and Europe, the most relevant areas and forms of using these technologies in the work of HR specialists were considered. The study examined issues related to improving the performance of the main modern vectors of corporate development in the field of operational technological improvements, and, as the main result, a model of the company (organization) development was proposed based on improved management of business and HR processes using VR and AR tools. The developed model demonstrates the advantages of using it, and presents the reasons for the economic expediency of using these technologies at all stages of personnel management, including recruiting, staff selection, demonstration of the employer’s brand, testing candidates’ skills, improving internal communications, creating a positive corporate culture for employees, imitating the workflow, VR and AR-simulations as a tool for passing the input testing for recruitment, selection and management of remote employees, training, assessment, and adaptation of staff. The possibilities of using VR/AR as tools for operational improvements (lean management), for example, for organizing virtual business meetings and meetings, creating virtual presentations, online controlling in the manufacturing sector, automating operational processes, and using VR technologies, are also separately disclosed in the management of logistics, distribution, marketing, and advertising. The results of the analysis of theoretical and statistical sources of information showed the promise of using the possibilities of virtual reality in corporate management, which shifts the emphasis from the traditional understanding and perception of these technologies exclusively in the entertainment field. The obtained developments within the framework of the conducted research are universal in nature and can be applicable both in the study of modern methods of personnel management and in corporate lean management of modern business companies at various levels.


Author(s):  
Maria Teresa Restivo ◽  
Alberto Cardoso

Online experimentation comprises remote and virtual experimentation also aided and complemented by other online tools based in virtual reality, augmented reality, sensorial devices, live videos, interactive videos and serious games which promote user immersion in virtual environments recreating the real experience. This Special Issue collects an interesting set of short articles describing more than 20 different works in the context of online experimentation


2022 ◽  
Vol 12 (2) ◽  
pp. 797
Author(s):  
Hyekyung Imottesjo ◽  
Jaan-Henrik Kain

Both policy and research highlight the importance of diverse stakeholder input in urban development processes but visualizing future built environments and creating two-way design communication for non-expert stakeholders are challenging. The present study develops an intuitive and simplified 3D modeling platform that integrates web-based desktop, virtual reality and mobile augmented reality technologies for remote simultaneous urban design collaboration. Through iterative prototyping, based on two series of workshops with stakeholders, the study resulted in such an integrated platform as a minimum viable product as well as specifications for a minimum marketable product to be used in real projects. Further study is required to evaluate the minimum level of detail in the 3D modeling necessary for good perception of scale and environmental impact simulation.


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