Augmented Bodies: Functional and Rhetorical Uses of Augmented Reality in Fashion

Pólemos ◽  
2016 ◽  
Vol 10 (1) ◽  
pp. 125-141
Author(s):  
Mara Logaldo

Abstract Augmented Reality (AR) is increasingly changing our perception of the world. The spreading of Quick Response (QR), Radio Frequency (RFID) and AR tags has provided ways to enrich physical items with digital information. By a process of alignment the codes can be read by the cameras contained in handheld devices or special equipment and add computer-generated contents – including 3-D imagery – to real objects in real time. As a result, we feel we belong to a multi-layered dimension, to a mixed environment where the real and the virtual partly overlap. Fashion has been among the most responsive domains to this new technology. Applications of AR in the field have already been numerous and diverse: from Magic Mirrors in department stores to 3-D features in fashion magazines; from augmented fashion shows, where models are covered with tags or transformed into walking holograms, to advertisements consisting exclusively of more or less magnified QR codes. Bodies are thus at the same time augmented and encrypted, offered to the eye of the digital camera to be transfigured and turned into a secret language which, among other functions, can also have that of becoming a powerful tool to bypass censorship.

Author(s):  
Prabha Selvaraj ◽  
Sumathi Doraikannan ◽  
Anantha Raman Rathinam ◽  
Balachandrudu K. E.

Today technology evolves in two different directions. The first one is to create a new technology for our requirement and solve the problem, and the second one is to do it with the existing technology. This chapter will discuss in detail augmented reality and its use in the real world and also its application domains like medicine, education, health, gaming, tourism, film and entertainment, architecture, and development. Many think that AR is only for smartphones, but there are different ways to enhance the insight of the world. Augmented realities can be presented on an extensive range of displays, monitors, screens, handheld devices, or glasses. This chapter will provide the information about the key components of AR devices. This chapter gives a view on different types of AR and also projects how the technology can be adapted for multiple purposes based on the required type of view.


Author(s):  
S. Titova ◽  
B. Siryi

Augmented reality (AR) is the integration of digital information with the user’s environment in real time. AR software use in many different ways and for the needs of cartography too. This technology may be useful for the development of navigational mobile applications and actions with static (paper) maps. There are two main operating modalities for implementation of augmented reality in applications: by markers and by the positioning of customer and surrounding objects (by azimuths determination between customer’s device and real objects). The first way is applied for static maps when another way is applied for navigational mobile applications. Augmented reality provides at least six opportunities, which create better options for working with design and content of maps for cartographers. This technology also provides the new experience in the work on maps for customers. The advantages of using augmented reality in cartography are the partial equation of static maps to geographical information systems, adaptability of cartographic images to the needs of users, improving the quality of design and content possibilities of maps and making actions with maps more attractive for customers. However, this technology is not without disadvantages, which connected with the development of AR-applications and requirements to smartphones. In addition, this article reveals aspects of the creation of augmented maps in cartographic companies.


2021 ◽  
Author(s):  
Nur Shuhadah Mohd ◽  
◽  
Hairul Nizam Ismail ◽  

Tourist experiences are shaped by the complexities of the individual visitor’s psychological factors, and it is widely known that tourists anticipate a positive experience from every trip made. Yet, the fact remains that travel is inextricably linked to the issues of geography and awareness and a misinterpretation of the attributes of a destination may lead to unlikely expectations that affect the entire experience. With the dynamic and interactive visualisation features offered by augmented reality (AR) on mobile phones and other smart handheld devices, this technology is viewed as being capable of closing the gap between tourist expectations and reality, thereby improving how tourists engage with their surroundings. Despite the known potential of this relatively new technology, its actual acceptance among the users is still minimal, especially in the Malaysian context. Considering this limitation, this study examined the extent of AR utilisation and its ability to influence the development of a tourists’ travel experience. The ‘Iskandar.my’ mobile AR app was used in this research to evaluate the tourists’ expectations, perception and satisfaction with the utilisation of this software platform to add value to their travel experience. The findings indicated that there was a statistically significant differences in the respondents’ experiences before and after using the AR content on the mobile app. The thrill associated with the use of this advanced technology was the primary factor in their satisfaction with the AR function. However, the lack of variety in the attractions covered, as well as the app’s currently limited offerings, were noted as factors that could affect the ‘Iskandar. my’ apps competitiveness with regard to other travel-related apps. Therefore, this researcher recommends that the developer of the app improve the design and service dimensions of the app to meet users’ travel needs.


Author(s):  
Amy Sze Hui Eow ◽  
Jiayu Guo ◽  
Sheng-Uei Guan

Near field communication (NFC) is a new wireless connectivity technology that enables short-range communication between electronic devices. The operation of NFC is intuitive, making it easy for consumers to use. With built-in security, it has great potential for payment and financial applications. However, NFC is a relatively new technology and the related industries are still brainstorming for extensive applications to make it more marketable. Hence, the aim of our research is to design and build a working prototype for tourists using NFC and smart card. Undoubtedly, photo-taking is an integral part of every tourist’s holiday. However, it is noticed that pictures alone are often incomplete. People hardly remember the details of the places they have visited and find it a hassle to keep records of the attractions. Hence, it is more meaningful if digital photos have short descriptions attached with little effort. Another observation is that although it is often cheaper for tourists to purchase tour packages, it is a hassle to keep track of several tickets. Such inconvenience can be reduced with a single device that is able to store tickets electronically. With the above observation in mind, we propose an NFC system (HolidayPaL) that would benefit tourists so that they have more memorable holidays. Firstly, NFC tags will be placed at each attraction, storing relevant snippets of site descriptions. The tourists can then use their NFC-enabled cameras to input the descriptions, which will then be attached to relevant photos. Personal comments can be added later as well. Tourists can subsequently view the photos and captions using some photo-album software. These captions give tourists better understanding and more vivid memory of the heritage and culture of the places visited. Another feature of the proposed application is to use NFC devices to store electronic tickets. Tourists can purchase a package over the counter and transfer it to their handheld devices via NFC. Subsequently, they can just tap their NFC devices at the entrance of each attraction to gain admission. The proposed NFC application will benefit three groups of people: individual tourists, the tourism industry, and digital camera manufacturers.


2019 ◽  
Vol 9 (15) ◽  
pp. 3177 ◽  
Author(s):  
Vijayakumar Nanjappan ◽  
Rongkai Shi ◽  
Hai-Ning Liang ◽  
Haoru Xiao ◽  
Kim King-Tong Lau ◽  
...  

Advanced developments in handheld devices’ interactive 3D graphics capabilities, processing power, and cloud computing have provided great potential for handheld augmented reality (HAR) applications, which allow users to access digital information anytime, anywhere. Nevertheless, existing interaction methods are still confined to the touch display, device camera, and built-in sensors of these handheld devices, which suffer from obtrusive interactions with AR content. Wearable fabric-based interfaces promote subtle, natural, and eyes-free interactions which are needed when performing interactions in dynamic environments. Prior studies explored the possibilities of using fabric-based wearable interfaces for head-mounted AR display (HMD) devices. The interface metaphors of HMD AR devices are inadequate for handheld AR devices as a typical HAR application require users to use only one hand to perform interactions. In this paper, we aim to investigate the use of a fabric-based wearable device as an alternative interface option for performing interactions with HAR applications. We elicited user-preferred gestures which are socially acceptable and comfortable to use for HAR devices. We also derived an interaction vocabulary of the wrist and thumb-to-index touch gestures, and present broader design guidelines for fabric-based wearable interfaces for handheld augmented reality applications.


Author(s):  
Juan Carlos Rodríguez-Campos ◽  
Mariana Rico-Chagollán

Currently, in education there are challenges that place the teacher in the need to acquire new knowledge for the development of new skills and didactic skills that can foster attitudes in students with a positive assessment of divergent, creative and critical thinking, as well as work Multidisciplinary, orderly and responsible, in adapting to change. The augmented reality Hololens is the direct or indirect vision of a real-world physical environment. If it is a technology that helps enrich the vision of our real environment complete with information from the digital world, it allows to create images and animations with total interactivity with the user in real time within a three-dimensional environment. The research focuses on the use of a new technology that allows to display three-dimensional images and interact with large volumes of data, which can be implemented in the different sector including education, due to the advancement of this technology and thanks to mobile devices It has greater processing capacity and includes digital cameras, state-of-the-art sensors and global location systems, possible development of more precise systems with augmented reality, since this technology allows something that until recently was unthinkable, mixing digital information with situations real three-dimensional, having an impact on the new academic profiles of higher level students.


Healthcare ◽  
2020 ◽  
Vol 9 (1) ◽  
pp. 23
Author(s):  
Nadir G. Abdelrahman ◽  
Raza Haque ◽  
Molly E. Polverento ◽  
Andrea Wendling ◽  
Courtney M. Goetz ◽  
...  

(1) Background: There is increasing scholarly support for the notion that properly implemented and used, technology can be of substantial benefit for older adults. Use of technology has been associated with improved self-rating of health and fewer chronic conditions. Use of technology such as handheld devices by older adults has the potential to improve engagement and promote cognitive and physical health. However, although, literature suggests some willingness by older adults to use technology, simultaneously there are reports of a more cautious attitude to its adoption. Our objective was to determine the opinions towards information technologies, with special reference to brain health, in healthy older adults either fully retired or still working in some capacity including older adult workers and retired adults living in an independent elderly living community. We were especially interested in further our understanding of factors that may play a role in technology adoption and its relevance to addressing health related issues in this population; (2) Methods: Two focus groups were conducted in an inner-city community. Participants were older adults with an interest in their general health and prevention of cognitive decline. They were asked to discuss their perceptions of and preferences for the use of technology. Transcripts were coded for thematic analysis; (3) Results: Seven common themes emerged from the focus group interviews: physical health, cognitive health, social engagement, organizing information, desire to learn new technology, advancing technology, and privacy/security; and (4) Conclusions: This study suggests that in order to promote the use of technology in older adults, one needs to consider wider contextual issues, not only device design per se, but the older adult’s rationale for using technology and their socio-ecological context.


Electronics ◽  
2021 ◽  
Vol 10 (8) ◽  
pp. 900
Author(s):  
Hanseob Kim ◽  
Taehyung Kim ◽  
Myungho Lee ◽  
Gerard Jounghyun Kim ◽  
Jae-In Hwang

Augmented reality (AR) scenes often inadvertently contain real world objects that are not relevant to the main AR content, such as arbitrary passersby on the street. We refer to these real-world objects as content-irrelevant real objects (CIROs). CIROs may distract users from focusing on the AR content and bring about perceptual issues (e.g., depth distortion or physicality conflict). In a prior work, we carried out a comparative experiment investigating the effects on user perception of the AR content by the degree of the visual diminishment of such a CIRO. Our findings revealed that the diminished representation had positive impacts on human perception, such as reducing the distraction and increasing the presence of the AR objects in the real environment. However, in that work, the ground truth test was staged with perfect and artifact-free diminishment. In this work, we applied an actual real-time object diminishment algorithm on the handheld AR platform, which cannot be completely artifact-free in practice, and evaluated its performance both objectively and subjectively. We found that the imperfect diminishment and visual artifacts can negatively affect the subjective user experience.


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