scholarly journals Augmented Reality and Virtual Reality: A 360° Immersion into Western History of Architecture

Author(s):  
Ava Linda Cardoso

This paper is an overview of augmented reality’s basic concepts and its connection to the logistics field. The paper includes a brief history of the tech and how it differs to the virtual reality. The main goal is to understand how augmented reality is being used in logistics to innovate and enhance services. It refers to how courier and freight companies are taking advantage of this technology to upgrade the warehouses, transportation and enhance value added services. It also analyses how the retail market is modernizing its stores and is using mobile applications for online shopping. Using augmented reality has overall pros and cons and even though is a technology on its early stages it shows a great potential to revolutionize the supply chain in its totality.


2022 ◽  
pp. 217-239
Author(s):  
Jennifer Stewart

By focusing on television film-induced tourists, this chapter will contribute to a better understanding of tourist behaviour in relation to motivations for travel to filming locations. The chapter combines, analyses, and critiques the main debates raised by key authors in relation to identifying the motivational factors that prompt site-specific film tourism as well as providing contributions from this author's 2016 research on television film-induced tourism in Ireland. The chapter is divided into the following sections: a brief history of film and television and a review and discussion on film tourism, a breakdown of the different categories of film tourist and a summation of the various motivations for television induced film tourism, followed by an insight into the concept of authenticity in film tourism studies and the use of technologies such as virtual reality and augmented reality as a means to provide a more immersive experience post COVID-19.


2014 ◽  
Vol 5 (3) ◽  
pp. 1
Author(s):  
Marcelo da Silva Hounsell ◽  
Juliana Patrícia Detroz ◽  
Marcio Geovani Jasinski ◽  
Rafaela Bosse ◽  
Thiago Luiz Berlim

Virtual Reality (VR) is becoming a mature technology field. To understand its origins and foresee strategies, a study on the last decade of papers published in the Brazilians´ most prominent symposium (the SVR – Symposium on Virtual and Augmented Reality) has been carried out. Papers were classified according to subject of study (including application domains, sub-areas and technologies, among others) as well asresearch structure (including authorship counts and geographical distribution, research approaches, among others). The study shows that health related applications have received most of the attention although techniques and tools proposal have raised the most recently which could be related to the lowlevel programming languages and frameworks preferences found to this community. The number of Augmented Reality (AR) papers has grown steadily and a great variety of underlying knowledge fields (such as 3D interaction and real-time simulation) is a persistent aspect of SVR. Data also show that expected shift from VRML to other 3D Web technologies have already happened. Although oversees participation has been not constant, papers published in English has proven stable in SVR editions. Few institutions from Southeast have dominated the research area but another few from Northeast have just surpassed them. Regarding the research, a lack of higher-level maturity research approaches has been noticed. In addition, it was found difficult to assess the relevance of papers to other researches due to poor abstracts and no centralized database of papers. The analysis of 262 papers suggest that (i) by improving the research budget to the area could impact productivity; (ii) a centralized database would facilitate recovering past contributions and; (iii) that enforcing more scientifically rigorous papers with better abstracts and written in English could raise the visibility of Brazilians´ research in VR/AR.


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.


2012 ◽  
Vol 3 (1) ◽  
pp. 97-104
Author(s):  
Friedrich Kittler

Der Vortrag schlägt vor, nicht mehr den Menschen als letzte Referenz und vertrauten Maßstab der Architektur zu setzen, sondern Architekturen als Mediensysteme zu denken. Eine noch ungeschriebene Mediengeschichte der Architektur sollte daher auch und gerade in historischer Absicht nach formalen Entsprechungen zwischen Techniken des Entwerfens und solchen der Bauten suchen, in denen Praxis und Produkt zusammenfallen. </br></br>The paper proposes the consideration of architecture(s) as a media system, instead of imposing man as its ultimate reference and known measure. A media history of architecture – which remains to be written – should therefore search for formal correspondences between techniques of drafting and those of buildings, in which practice and product coincide.


In his later work, Heidegger argued that Western history involved a sequence of distinct understandings of being and correspondingly distinct worlds. Dreyfus illustrates several distinct world styles by contrasting Greek, industrial, and technological practices for using equipment. By reading Being and Time in the light of Heidegger’s later concerns with the history of being, Dreyfus shows how Heidegger’s own account of equipment in Being and Time helped set the stage for technology by encouraging an understanding of being that leaves equipment and natural objects open to a technological reorganization of the world into a standing reserve of resources. Seen in the light of the relation of nature and technology revealed by later Heidegger, Being and Time appears in the history of the being of equipment not just as a transition but as the decisive step toward technology.


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