Review on adaptation of augmented reality as training and learning methods in manufacturing and industrial engineering

Author(s):  
Yoshika Alahakoon ◽  
Asela K. Kulatunga
2006 ◽  
Vol 9 (3) ◽  
pp. 319-329 ◽  
Author(s):  
F. Bruno ◽  
F. Caruso ◽  
L. nDe Napoli ◽  
M. Muzzupappa

Neurology ◽  
2021 ◽  
pp. 10.1212/WNL.0000000000012413
Author(s):  
Stefano Sandrone ◽  
Chad E Carlson

Virtual reality and augmented reality have become increasingly prevalent in our lives. They are changing the way we see and interact with the world and have started percolating medical education. In this article, we reviewed key applications of virtual and augmented realities in neurology and neuroscience education, and discussed barriers and opportunities for implementation in the curriculum. Although long-term benefits of these approaches over more traditional learning methods and the optimal curricular balance remain mostly unexplored, virtual and augmented reality can change how we teach neurology and neuroscience.


2020 ◽  
Vol 7 (1) ◽  
Author(s):  
Xuewang Geng ◽  
Masanori Yamada

Abstract To address the difficulties related to acquiring Japanese compound verbs, which lack the clarity of verb combinations and the opacity of compound verb meanings, we designed and developed an augmented reality (AR) learning system based on image schema and AR animations. We investigated the effects of the AR-based language learning system developed in this study on the learning performance and cognitive load of an AR learning system and paper-based image schema materials. This study also examined the correlation between learning performance and cognitive load. Learners of these two learning methods had significantly improved performance on post-tests. Especially, regarding the retention of knowledge, the AR learning system was more effective. However, there was no significant difference in the perceived cognitive loads between the two learning methods. It is also found that the learning performance of the two learning methods was related to the perceived different types of cognitive load.


Sensors ◽  
2021 ◽  
Vol 22 (1) ◽  
pp. 63
Author(s):  
Marco A. Moreno-Armendáriz ◽  
Hiram Calvo ◽  
Carlos A. Duchanoy ◽  
Arturo Lara-Cázares ◽  
Enrique Ramos-Diaz ◽  
...  

In this work we describe a system composed of deep neural networks that analyzes characteristics of customers based on their face (age, gender, and personality), as well as the ambient temperature, with the purpose of generating a personalized signal to potential buyers who pass in front of a beverage establishment; faces are automatically detected, displaying a recommendation using deep learning methods. In order to present suitable digital posters for each person, several technologies were used: Augmented reality, estimation of age, gender, and estimation of personality through the Big Five test applied to an image. The accuracy of each one of these deep neural networks is measured separately to ensure an appropriate precision over 80%. The system has been implemented into a portable solution, and is able to generate a recommendation to one or more people at the same time.


Author(s):  
Dwi Remawati ◽  
Iwan Ady Prabowo ◽  
Tulus Wahyuno

 Many people do not know the figure of a ground marshall, the task is simple but very important, so that it becomes an interesting student learning material that is how a ground marshall can park a plane requires more interactive and communicative teaching and learning facilities, so students can more easily understand the material. Augmented Reality is one of the innovative and creative new learning methods because it uses technology that can provide visualization to Marshalling Signals that are not well-known by users, so application users will get information while developing user imagination.  the results with the questionnaire from respondents, after testing the application, the application is the best application according from respondents with an average value 92.7% while the first application is only 88.6%. Keyword : Ground Marshall, Augmented reality, Marshalling Signals


2021 ◽  
Vol 11 (11) ◽  
pp. 5277
Author(s):  
Afnan ◽  
Khan Muhammad ◽  
Noman Khan ◽  
Mi-Young Lee ◽  
Ali Imran ◽  
...  

With the emerging technologies of augmented reality (AR) and virtual reality (VR), the learning process in today’s classroom is much more effective and motivational. Overlaying virtual content into the real world makes learning methods attractive and entertaining for students while performing activities. AR techniques make the learning process easy, and fun as compared to traditional methods. These methods lack focused learning and interactivity between the educational content. To make learning effective, we propose to use handheld marker-based AR technology for primary school students. We developed a set of four applications based on students’ academic course of primary school level for learning purposes of the English alphabet, decimal numbers, animals and birds, and an AR Globe for knowing about different countries around the world. These applications can be played wherever and whenever a user wants without Internet connectivity, subject to the availability of a tablet or mobile device and the required target images. These applications have performance evaluation quizzes (PEQs) for testing students’ learning progress. Our study investigates the effectiveness of AR-based learning materials in terms of learning performance, motivation, attitude, and behavior towards different methods of learning. Our activity results favor AR-based learning techniques where students’ learning motivation and performance are enhanced compared to the non-AR learning methods.


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