The system of information markers of the mobile robots collective

2014 ◽  
Vol 10 ◽  
pp. 16-18
Author(s):  
A.Yu. Alekseev

The article discusses the use of AR (Augmented Reality) markers — extended virtual reality for monitoring the status of a robots group. The structure of the marker and the method of forming a package of dynamic two-dimensional code are described. The results of a comparative analysis of perspective screen technologies for displaying dynamic markers are presented.

Author(s):  
Anang Pramono ◽  
Martin Dwiky Setiawan

The concept of education for children is important. The aspects that must be considered are methods and learning media. In this research innovative and alternative learning media are made to understand fruits for children with Augmented Reality (AR). Augmented Reality (AR) in principle is a technology that is able to combine two-dimensional or three-dimensional virtual objects into a real environment and then project it. This learning media combines picture cards and virtual reality. Markers contained on picture cards will be captured by the mobile device camera, processed and will 3D animated pieces appear on the mobile screen in realtime. By using the concept of combining real world, real images on cards and virtual, applications can stimulate imagination and sense of desire in children and motivation to learn more and more. 3D fruit estimation created using the 3D Blender application and the Augmented Rea process lity is made using Unity and the Vuforia SDK library. The application of fruit recognition has been applied to several child respondents and has been tested on several types and brands of Android-based mobile phones. Based on research trials, 86% of 30 respondents stated that the application which was developed very effectively as a medium for the introduction of fruits.


Author(s):  
Dharmpal Singh ◽  
Abhishek Banerjee ◽  
Ira Nath

Augmented reality (AR) and virtual reality (VR) play an important role in today's world. Due to COVID-19, we all are doing many things by online mode. In this virtual place, the importance of AR and VR increases tremendously. With AR and VR tools, students have an inimitable chance to explore historic destinations while remaining in the classroom. Moreover, AR and VR tools provide students the ability to gain deeper understandings of abstract or complex subjects and phenomena that are relatively difficult to understand only by two-dimensional text, pictures, and video. This chapter discusses the similarities and differences of AR and VR and the evaluation of the application of AR and VR into educational programs.


Author(s):  
Doo Hun Lim ◽  
Soo Jeoung Han ◽  
Jihye Oh ◽  
Chang Sung Jang

The purpose of this chapter is to specify various notions of virtual reality (VR) and augmented reality (AR) including the historical development and illustrate how they are applied to train and mentor instructors in higher education settings. This study also presents various industry-wide examples of utilizing VR and AR for training and education. Benefits and limitations of using VR and AR in academic settings are discussed as well. Additionally, this study provides up to date VR and AR applications that can be adopted in training and mentoring instructors of higher education. Based on a comparative analysis of available technologies, the authors suggest possible future research to improve existing practices in the use of AR and VR in training and mentoring instructors in higher education settings.


2021 ◽  
Author(s):  
Damiano Perri ◽  
Marco Simonetti ◽  
Sergio Tasso ◽  
Osvaldo Gervasi

In this work we introduce a learning system based on Virtual Reality and Augmented Reality for studying analytical-geometric structures that are part of the curriculum in mathematics and physics in high school classes. We believe that an immersive study environment has several advantages with respect to traditional two-dimensional environments (such as a book or the simple screen of a PC or even a tablet), such as the spatial understanding of the concepts exposed, more peripheral awareness and moreover an evident decreasing in the information dispersion phenomenon. This does not mean that our teaching proposal has to substitute the traditional approaches, but it can be seen as a robust tool to support learning. In the first phase of our research we have sought to understand which mathematical objects and which tools could have been used to enhance the teaching of mathematics, in order to demonstrate that the use of Virtual Reality and Augmented Reality techniques significantly improves the level of understanding of the mathematical subject being studied by the students. The system which provides for the integration of two machine levels, hardware and software, was subsequently tested by a representative sample of students who then provided feedback through a questionnaire.


2020 ◽  
Vol 40 (3) ◽  
pp. 131-156
Author(s):  
Bonnie Lawlor

This paper offers an overview of the highlights of the 2020 NISO Plus inaugural conference that was held in Baltimore, MD from February 23–February 25, 2020. This conference replaced what would have been the 62nd Annual NFAIS conference. However, NISO and NFAIS merged in June 2019, resulting in the conference being renamed NISO Plus and taking on a new format. The goal was to continue some of the best traditions of past NFAIS conferences while building in time for discussions. With two and a half days of networking and education on tap, attendees had the opportunity to learn about emerging and exciting areas of change and development such as Artificial Intelligence and Machine Learning and new content types such as Augmented Reality/Virtual Reality. There were very practical sessions that focused on the status of standards, current issues and problems, with the goal of working towards innovative solutions and developing plans for moving forward.


2013 ◽  
Vol 25 ◽  
pp. 360-363 ◽  
Author(s):  
J. Martín-Gutiérrez ◽  
M. García-Domínguez ◽  
C. Roca-González ◽  
A. Sanjuán-HernanPérez ◽  
C. Mato-Carrodeguas

2012 ◽  
Author(s):  
R. A. Grier ◽  
H. Thiruvengada ◽  
S. R. Ellis ◽  
P. Havig ◽  
K. S. Hale ◽  
...  

2019 ◽  
Vol 16 (2) ◽  
pp. 22-31
Author(s):  
Christian Zabel ◽  
Gernot Heisenberg

Getrieben durch populäre Produkte und Anwendungen wie Oculus Rift, Pokémon Go oder der Samsung Gear stößt Virtual Reality, Augmented Reality und auch Mixed Reality auf zunehmend großes Interesse. Obwohl die zugrunde liegenden Technologien bereits seit den 1990er Jahren eingesetzt werden, ist eine breitere Adoption erst seit relativ kurzer Zeit zu beobachten. In der Folge ist ein sich schnell entwickelndes Ökosystem für VR und AR entstanden (Berg & Vance, 2017). Aus einer (medien-) politischen Perspektive interessiert dabei, welche Standortfaktoren die Ansiedlung und Agglomeration dieser Firmen begünstigen. Da die Wertschöpfungsaktivitäten sowohl hinsichtlich der Zielmärkte als auch der Leistungserstellung (z. B. starker Einsatz von IT und Hardware in der Produkterstellung) von denen klassischer Medienprodukte deutlich abweichen, kann insbesondere gefragt werden, ob die VR-, MR- und AR-Unternehmen mit Blick auf die Ansiedlungspolitik als Teil der Medienbranche aufzufassen sind und somit auf die für Medienunternehmen besonders relevanten Faktoren in ähnlichem Maße reagieren. Der vorliegende Aufsatz ist das Ergebnis eines Forschungsprojekts im Auftrag des Mediennetzwerks NRW, einer Tochterfirma der Film- und Medienstiftung NRW.


2018 ◽  
Author(s):  
Михаил Геннадьевич Чепрасов ◽  
Карина Аскаровна Агадилова ◽  
Игорь Олегович Мячин

В данной статье рассматриваются особенности становления российских стартап-компаний, ключевые проблемы развития и пути их решения. Проведен сравнительный анализ отечественных и зарубежных стартапов, где инновационные компании стали опорой экономики. Проанализирована статистика по состоянию стартапов России в настоящее время. Авторами отмечены главные предпосылки, которые ведут стартапы к провалу. Особое внимание уделено современным возможностям их финансирования. В статье описаны такие технологии финансирования как венчурное инвестирование, спонсирование бизнес-ангелами, государственная поддержка инновационных компаний, многоаспектная помощь бизнес-инкубаторов. Учтены преимущества и пробелы каждой из приведенных форм. This article discusses the features of the formation of Russian start-up companies, key development problems and ways to solve them. A comparative analysis of domestic and foreign startups, where innovative companies have become the backbone of the economy. Analyzed statistics on the status of startups in Russia at the present time. The authors noted the main prerequisites that lead startups to failure. Particular attention is paid to the modern possibilities of their financing. The authors described such financing technologies as venture investment, sponsorship by business angels, government support for innovative companies, multidimensional assistance from business incubators. Take into account the advantages and gaps of each of these forms.


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