scholarly journals Photorealism in Mixed Reality: A Systematic Literature Review

2021 ◽  
Vol 21 (1) ◽  
pp. 15-29
Author(s):  
Lidiane Pereira ◽  
Wellingston C. Roberti Junior ◽  
Rodrigo L. S. Silva

In Augmented Reality systems, virtual objects are combined with real objects, both three dimensional, interactively and at run-time. In an ideal scenario, the user has the feeling that real and virtual objects coexist in the same space and is unable to differentiate the types of objects from each other. To achieve this goal, research on rendering techniques have been conducted in recent years. In this paper, we present a Systematic Literature Review aiming to identify the main characteristics concerning photorealism in Mixed and Augmented Reality systems to find research opportunities that can be further exploited or optimized. The objective is to verify if exists a definition of photorealism in Mixed and Augmented Reality. We present a theoreticalfundamental over the most used methods concerning realism in Computer Graphics. Also, we want to identify the most used methods and tools to enable photorealism in Mixed and Augmented Reality systems.

2020 ◽  
Vol 2 (1) ◽  
pp. 39-53
Author(s):  
Yolinda Suciliyana ◽  
La Ode Abdul Rahman

Technology in the multimedia field that is currently developing is Augmented Reality (AR). Utilization of Augmented Reality as a medium for children's education provides a new perspective on the existing educational media, not only using real objects but also using virtual objects in the delivery of information. AR is a technology that combines three-dimensional virtual objects into a real three-dimensional environment and displays them in real time. AR can make delivery easier and make information more interesting especially for children. AR is expected to be able to support as one of the media for school-age children in an effort to realize health promotion. This research method uses a literature review that focuses on the use of Augmented Reality as a medium for health education for school-age children. The literature used is in the form of articles originating from national and international journals. The application of AR as an educational medium can increase children's knowledge. In Indonesia the use of AR media has not been implemented much less especially in nursing. The need for the development of this AR media in the world of nursing.


Author(s):  
Nicoletta Sala

Virtual reality (VR), augmented reality (AR), and mixed reality (MR) are three different technologies developed in the last decades of the 20th century. They combine hardware and software solutions. They permit the creation of three-dimensional (3D) virtual worlds and virtual objects. This chapter describes how VR, MR, and AR technologies find positive application fields in educational environments. They support different learning styles, offering potential help in teaching and in learning paths.


2021 ◽  
Vol 13 (2) ◽  
pp. 563
Author(s):  
Bing Ran ◽  
Scott Weller

Despite the growing utility and prevalence of social entrepreneurship, an accepted definition remains elusive and infeasible. Yet, it is imperative that the principles guiding social entrepreneurship are identified so that common ground is established to facilitate future research. On the basis of a systematic literature review, this conceptual paper proposes a theoretical framework outlining social entrepreneurship as a three-dimensional framework as a function of continua of “social” and “business” logics, “beneficial” and “detrimental” social change logics, and “innovation” and “mundane” logics. The framework accommodates the fuzziness and ambiguity associated with social entrepreneurship whilst remaining a workable, identifiable construct. By accounting for the shifting logics practiced by social entrepreneurship that both influence and are influenced by the organizational environment, this framework provides an exit strategy for the definitional elusiveness of social entrepreneurship. The resultant structures and functions of social entrepreneurship are shaped by these constraints as reflected by the fluidity and flexibility endorsed by the framework. Four avenues for future research regarding social entrepreneurship are recommended on the basis of the framework proposed in this article.


2021 ◽  
pp. 088541222199424
Author(s):  
Mauro Francini ◽  
Lucia Chieffallo ◽  
Annunziata Palermo ◽  
Maria Francesca Viapiana

This work aims to reorganize theoretical and empirical research on smart mobility through the systematic literature review approach. The research goal is to reach an extended and shared definition of smart mobility using the cluster analysis. The article provides a summary of the state of the art that can have broader impacts in determining new angles for approaching research. In particular, the results will be a reference for future quantitative developments for the authors who are working on the construction of a territorial measurement model of the smartness degree, helping them in identifying performance indicators consistent with the definition proposed.


2008 ◽  
Vol 02 (02) ◽  
pp. 207-233
Author(s):  
SATORU MEGA ◽  
YOUNES FADIL ◽  
ARATA HORIE ◽  
KUNIAKI UEHARA

Human-computer interaction systems have been developed in recent years. These systems use multimedia techniques to create Mixed-Reality environments where users can train themselves. Although most of these systems rely strongly on interactivity with the users, taking into account users' states, they still lack the possibility of considering users preferences when they help them. In this paper, we introduce an Action Support System for Interactive Self-Training (ASSIST) in cooking. ASSIST focuses on recognizing users' cooking actions as well as real objects related to these actions to be able to provide them with accurate and useful assistance. Before the recognition and instruction processes, it takes users' cooking preferences and suggests one or more recipes that are likely to satisfy their preferences by collaborative filtering. When the cooking process starts, ASSIST recognizes users' hands movement using a similarity measure algorithm called AMSS. When the recognized cooking action is correct, ASSIST instructs the user on the next cooking procedure through virtual objects. When a cooking action is incorrect, the cause of its failure is analyzed and ASSIST provides the user with support information according to the cause to improve the user's incorrect cooking action. Furthermore, we construct parallel transition models from cooking recipes for more flexible instructions. This enables users to perform necessary cooking actions in any order they want, allowing more flexible learning.


Author(s):  
Rasimah Che Mohd Yusoff ◽  
Azhar Osman ◽  
Sya Azmeela Shariff ◽  
Noor Hafizah Hassan ◽  
Nilam Nur Amir Sjarif ◽  
...  

2018 ◽  
Author(s):  
Uri Korisky ◽  
Rony Hirschhorn ◽  
Liad Mudrik

Notice: a peer-reviewed version of this preprint has been published in Behavior Research Methods and is available freely at http://link.springer.com/article/10.3758/s13428-018-1162-0Continuous Flash Suppression (CFS) is a popular method for suppressing visual stimuli from awareness for relatively long periods. Thus far, it has only been used for suppressing two-dimensional images presented on-screen. We present a novel variant of CFS, termed ‘real-life CFS’, with which the actual immediate surroundings of an observer – including three-dimensional, real life objects – can be rendered unconscious. Real-life CFS uses augmented reality goggles to present subjects with CFS masks to their dominant eye, leaving their non-dominant eye exposed to the real world. In three experiments we demonstrate that real objects can indeed be suppressed from awareness using real-life CFS, and that duration suppression is comparable that obtained using the classic, on-screen CFS. We further provide an example for an experimental code, which can be modified for future studies using ‘real-life CFS’. This opens the gate for new questions in the study of consciousness and its functions.


2021 ◽  
Vol 11 (20) ◽  
pp. 9543
Author(s):  
Nicolás Matus ◽  
Cristian Rusu ◽  
Sandra Cano

Students’ experiences have been covered by a large number of studies in different areas. Even so, the concept of student experience (SX) is diffuse, as it does not have a widely accepted meaning and is often shaped to the specific purposes of each study. Understanding this concept allows educational institutions to better address the needs of students. For this reason, we conducted a systematic literature review addressing the concept of SX in higher education, specifically aiming at undergraduate students. In this work, we approach the concept of SX from the perspective of customer experience (CX), based on the premise that students are users of higher education institutions’ products, systems and/or services. We reviewed articles published between 2011 and 2021, indexed in five databases (Scopus, Web of Sciences, ACM digital, IEEE Xplore and Science Direct), trying to address research questions concerning: (1) the SX definition; (2) dimensions, attributes and factors that influence SX; and (3) methods used to evaluate the SX. We selected 65 articles and analyzed various SX definitions, as well as scales and surveys to evaluate SX, mainly relating to satisfaction and quality in higher education. We propose a holistic definition of SX and recommend ways to achieve its better analysis.


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