A Review on Augmented Reality Technology

Author(s):  
Darshan BabuL.Arasu ◽  
Syafiza AnisBasharuddin ◽  
Nur ZulailaZulShukor ◽  
Wan Mohd Nazmee Wan Zainon

Nowadays, there is new technology such as augmented reality and virtual reality that starting to get attention from many parties especially in mobile gaming industry. This technology brings elements of the virtual world into the real world by enhancing what users see, hear and feel. All these elements are augmented by computer generated sensory input such as, sound, video, graphics or GPS data. Augmented and virtual reality also supported in many fields for example, education, design, reconnaissance, maintenance and etc. This paper review the field of Augmented Reality, including a brief definition, the problems, the inventing technologies and their characteristics. Besides, it will also discuss some recent application of as well as the limitations in the use of thesetechnology

Author(s):  
Yulia Fatma ◽  
Armen Salim ◽  
Regiolina Hayami

Along with the development, the application can be used as a medium for learning. Augmented Reality is a technology that combines two-dimensional’s virtual objects and three-dimensional’s virtual objects into a real three-dimensional’s  then projecting the virtual objects in real time and simultaneously. The introduction of Solar System’s material, students are invited to get to know the planets which are directly encourage students to imagine circumtances in the Solar System. Explenational of planets form and how the planets make the revolution and rotation in books are considered less material’s explanation because its only display objects in 2D. In addition, students can not practice directly in preparing the layout of the planets in the Solar System. By applying Augmented Reality Technology, information’s learning delivery can be clarified, because in these applications are combined the real world and the virtual world. Not only display the material, the application also display images of planets in 3D animation’s objects with audio.


Author(s):  
Gerardo Reyes Ruiz ◽  
Samuel Olmos Peña ◽  
Marisol Hernández Hernández

New technologies have changed the way today's own label products are being offered. Today the Internet and even more the so-called social networks have played key roles in dispersing any particular product in a more efficient and dynamic sense. Also, having a smartphone and a wireless high-speed network are no longer a luxury or a temporary fad, but rather a necessity for the new generations. These technological advances and new marketing trends have not gone unnoticed by the medium and large stores. The augmented reality applied to interactive catalogs is a new technology that supports the adding of virtual reality to a real environment which in turn makes it a tool for discovering new uses, forms, and in this case, spending habits. The challenge for companies with their private labels in achieving their business objectives, is providing customers with products and services of the highest quality, thus promoting the efficient and streamlined use of all resources that are accounted for and at the same time promoting the use of new information technologies as a strategic competitive.


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.


TEM Journal ◽  
2020 ◽  
pp. 820-825
Author(s):  
Failasuf Fadli ◽  
Siti Irene Astuti D. ◽  
Rukiyati Rukiyati

The development of global technology is very fast. The invention of new technology penetrated the education sector as well. New technology-based learning media have been widely used by several teachers in various schools in the world. At present, new technological media in learning media such as augmented reality, virtual reality, must be responded to by the teacher. The focus of this research is on the phenomenon of teachers who are slow to respond to new technological developments. These teachers experience stress, anxiety, and give up on using technology-based learning media. Therefore, teacher resilience in responding to contemporary media is very much needed.


2021 ◽  
Vol 3 (1) ◽  
pp. 6-7
Author(s):  
Kathryn MacCallum

Mixed reality (MR) provides new opportunities for creative and innovative learning. MR supports the merging of real and virtual worlds to produce new environments and visualisations where physical and digital objects co-exist and interact in real-time (MacCallum & Jamieson, 2017). The MR continuum links both virtual and augmented reality, whereby virtual reality (VR) enables learners to be immersed within a completely virtual world, while augmented reality (AR) blend the real and the virtual world. MR embraces the spectrum between the real and the virtual; the mix of the virtual and real worlds may vary depending on the application. The integration of MR into education provides specific affordances which make it specifically unique in supporting learning (Parson & MacCallum, 2020; Bacca, Baldiris, Fabregat, Graf & Kinshuk, 2014). These affordance enable students to support unique opportunities to support learning and develop 21st-century learning capabilities (Schrier, 2006; Bower, Howe, McCredie, Robinson, & Grover, 2014).   In general, most integration of MR in the classroom tend to be focused on students being the consumers of these experiences. However by enabling student to create their own experiences enables a wider range of learning outcomes to be incorporated into the learning experience. By enabling student to be creators and designers of their own MR experiences provides a unique opportunity to integrate learning across the curriculum and supports the develop of computational thinking and stronger digital skills. The integration of student-created artefacts has particularly been shown to provide greater engagement and outcomes for all students (Ananiadou & Claro, 2009).   In the past, the development of student-created MR experiences has been difficult, especially due to the steep learning curve of technology adoption and the overall expense of acquiring the necessary tools to develop these experiences. The recent development of low-cost mobile and online MR tools and technologies have, however, provided new opportunities to provide a scaffolded approach to the development of student-driven artefacts that do not require significant technical ability (MacCallum & Jamieson, 2017). Due to these advances, students can now create their own MR digital experiences which can drive learning across the curriculum.   This presentation explores how teachers at two high schools in NZ have started to explore and integrate MR into their STEAM classes.  This presentation draws on the results of a Teaching and Learning Research Initiative (TLRI) project, investigating the experiences and reflections of a group of secondary teachers exploring the use and adoption of mixed reality (augmented and virtual reality) for cross-curricular teaching. The presentation will explore how these teachers have started to engage with MR to support the principles of student-created digital experiences integrated into STEAM domains.


2020 ◽  
Vol 3 (1) ◽  
pp. 103
Author(s):  
Dwi Ridho Aulianto

This study aims to determine the benefits of Augmented Reality and Virtual Reality technology applied to libraries in the Z generation era. The research method used study of literature by collecting several reference as sources that are relevant to the study material and and interviews with several generation Z informants. The results of the study found that the implementation of Augmented Reality technology can be used to create and read the Interactive Opac Brochure with AR; Utilization of Library Collection Display; Utilization for Searching Library Collections in Shelves through AR; Utilization for Interactive Learning Media for Users. While the implementation of Virtual Reality technology can be used for tours or library tours; Library Services; Information Literacy and Online Catalog. 


2015 ◽  
Vol 2015 ◽  
pp. 1-5 ◽  
Author(s):  
Kuei-Shu Hsu ◽  
Chia-Sui Wang ◽  
Jinn-Feng Jiang ◽  
Hung-Yuan Wei

Augmented reality technology is applied so that driving tests may be performed in various environments using a virtual reality scenario with the ultimate goal of improving visual and interactive effects of simulated drivers. Environmental conditions simulating a real scenario are created using an augmented reality structure, which guarantees the test taker’s security since they are not subject to real-life elements and dangers. Furthermore, the accuracy of tests conducted through virtual reality is not influenced by either environmental or human factors. Driver posture is captured in real time using Kinect’s depth perception function and then applied to driving simulation effects that are emulated by Unity3D’s gaming technology. Subsequently, different driving models may be collected through different drivers. In this research, nearly true and realistic street environments are simulated to evaluate driver behavior. A variety of different visual effects are easily available to effectively reduce error rates, thereby significantly improving test security as well as the reliability and reality of this project. Different situation designs are simulated and evaluated to increase development efficiency and build more security verification test platforms using such technology in conjunction with driving tests, vehicle fittings, environmental factors, and so forth.


2018 ◽  
pp. 1500-1531
Author(s):  
Gerardo Reyes Ruiz ◽  
Samuel Olmos Peña ◽  
Marisol Hernández Hernández

New technologies have changed the way today's own label products are being offered. Today the Internet and even more the so-called social networks have played key roles in dispersing any particular product in a more efficient and dynamic sense. Also, having a smartphone and a wireless high-speed network are no longer a luxury or a temporary fad, but rather a necessity for the new generations. These technological advances and new marketing trends have not gone unnoticed by the medium and large stores. The augmented reality applied to interactive catalogs is a new technology that supports the adding of virtual reality to a real environment which in turn makes it a tool for discovering new uses, forms, and in this case, spending habits. The challenge for companies with their private labels in achieving their business objectives, is providing customers with products and services of the highest quality, thus promoting the efficient and streamlined use of all resources that are accounted for and at the same time promoting the use of new information technologies as a strategic competitive.


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