scholarly journals USE OF AUGMENTED REALITY TECHNOLOGIES IN SOFTWARE FOR INTERACTIVE VISUALIZATION OF THREE-DIMENSIONAL OBJECTS ON INDUSTRIAL SUBJECTS

2021 ◽  
Vol 61 (1) ◽  
pp. 71-84
Author(s):  
Yuliia V. Ulianovska ◽  
Tetyana M. Rudyanova ◽  
Anastasiia O. Oleshchuk ◽  
Victoria V. Kostenko ◽  
Olha F. Bulhakova
2021 ◽  
Vol 58 (3) ◽  
pp. 137-142
Author(s):  
A.O. Dauitbayeva ◽  
◽  
A.A. Myrzamuratova ◽  
A.B. Bexeitova ◽  
◽  
...  

This article is devoted to the issues of visualization and information processing, in particular, improving the visualization of three-dimensional objects using augmented reality and virtual reality technologies. The globalization of virtual reality has led to the introduction of a new term "augmented reality"into scientific circulation. If the current technologies of user interfaces are focused mainly on the interaction of a person and a computer, then augmented reality with the help of computer technologies offers improving the interface of a person and the real world around them. Computer graphics are perceived by the system in the synthesized image in connection with the reproduction of monocular observation conditions, increasing the image volume, spatial arrangement of objects in a linear perspective, obstructing one object to another, changing the nature of shadows and tones in the image field. The experience of observation is of great importance for the perception of volume and space, so that the user "completes" the volume structure of the observed representation. Thus, the visualization offered by augmented reality in a real environment familiar to the user contributes to a better perception of three-dimensional object.


Author(s):  
Igor Ivkovic ◽  
Sage Franch

Abstract – Augmented reality (AR) technology facilitates augmentation of current views with digital artifacts, such as information, three-dimensional objects, audio, and video. Mixed reality (MR) represents an enhanced version of AR, where advanced spatial mapping is used to anchor digital artifacts in physical space. Using MR technology, digital artifacts can be more closely integrated into the natural environment, thereby transcending physical limitations and creating enhanced blended learning environments. In this paper, we propose an approach for integration of MR technology into engineering education. Specifically, we propose to integrate Microsoft HoloLens into a first-year course on data structures and algorithms to improve student engagement and learning outcomes. In the pilot study, students were assigned to implement A* algorithm and then given a chance to visualize their implementation using Microsoft HoloLens. The feedback provided by students indicated increased engagement and interest in graph-based path-finding algorithms as well as MR technology.


2019 ◽  
Vol 8 (3) ◽  
pp. 61
Author(s):  
Amira B. Sallow ◽  
Ahmed A. H. Alkurdi ◽  
Zhvan A. Sulaiman

Smartphones have greatly advanced in the past decade. The first smartphone had very low processing power and memory. Nowadays, smartphones have close to desktop class processors and memory. They are also equipped with high resolution displays. This advancement enables creating and running sophisticated and large graphics applications. Such as Augmented and Virtual reality. Augmented Reality (AR) can be described as a view of the real-world environment extended with computer-generated three-dimensional objects. AR enables placing objects that are designed in a computer to the user environment with fine precision. AR can be largely useful in a variety of fields. On that note, AR is making great contribution to the field of education in the present time. Studying and learning different subjects can be a dull experience, especially for primary school children. Children nowadays are growing in the internet and technology era. Thus, education must evolve to the technological standard as well. Using AR to teach children can be exciting, motivating and simulating in a way that is much easier and beneficial than reading textbooks. In this paper, an alphabet book is designed for key stage 1 students. The design is accomplished in Photoshop CC and Maya3D. Afterwards, using Vuforia and Unity3D, the letters are brought to life when a smartphone is pointed at them. A 3D model of the letter is shown along with a 3D example and audio of the example is played.


2021 ◽  
Author(s):  
Anastasia Alekseevna Shagalova ◽  
Tatyana Nikolaevna Tomchinskaya

This article analyzes the problems of the development of spatial thinking of students in the development of the discipline "Descriptive geometry", solving projection problems and proposes their solution using the technology of augmented reality. The concept and technology of augmented reality, tracking technologies are considered. The substantiation of the relevance and timeliness of its use to support educational processes is given. The article explores the use of augmented reality technologies in teaching students' spatial thinking, which saves time on the transfer and assimilation of information received by students within the framework of this discipline. The analysis of existing research in the field of application of augmented reality technology in teaching the discipline "Descriptive geometry" is carried out. The possibility of using augmented reality technology in education for the purpose of visual presentation of educational material is shown. A project for the development of a mobile AR application for visualizing the tasks of a textbook on descriptive geometry based on the Vuforia platform is considered. The proposed software product is implemented on a mobile platform with the Android operating system. When developing software, the C # programming language is used to write scripts to implement the required functionality, in particular, interactive interaction with three-dimensional objects.


Author(s):  
V. Palma ◽  
R. Spallone ◽  
M. Vitali

<p><strong>Abstract.</strong> This paper presents the most recent developments in a project aimed to the documentation, storage and dissemination of the cultural heritage. The subject of the project are more than 70 Baroque atria in Turin, recognized by critics for their particular unitary vaulted systems Our research team is currently working on digitizing documents and studying ways to enhance and share these results through ICT. In particular, we want to explore possibilities for recognizing and tracing three-dimensional objects in augmented reality (AR) applications connected to the collected data. Recent developments in this field relate to the technology available on widespread mobile devices such as tablets and smartphones, allowing for real-time 3D scanning. Using software prototypes, we want to introduce some problems involved in integrating this technology into digital archives.</p>


Author(s):  
Saidina Hamzah ◽  
Denny Kurniadi

The limitedness number of teaching media such as projector and networking hardware in SMK N 2 of padang causes the learning activities especially WAN (Wide Area Network) Technology to be not optimal. Therefore, the material learning activities become one-way and unattractive. The school prohibit students to borrow networking hardware, so that the process of recognizing the physical form of network devices occurs only during laboratory activities. These learning causes inefficient use of study time. Students often abuse the use of smartphones in school as entertainment media. ARSchool networking Hardware Learning Media was developed to overcome this problem. The Marker Based Tracking Method of Augmented Reality technology was utilized to display three-dimensional objects (3D) on an Android Smartphone. The 3D objects of network devices was designed by using the Blender application. The making of media was based on WAN Technology syllabus used by school. The design of media used Unity and Vuforia application as database of image target or marker. With this learning, students could easily learn the networking hardware of WAN Technology anywhere and anytime. The feasibility test shows that this learning media is very practical (95,45%) and very valid (94,47%). This media is equipped with the explanation of parts of the devices that is displayed in the form of text, image and audioKeywords: Learning Media, Augmented Reality, Android, Network Hardware.


The integration of physical reality and layers of digital information in real time can be diverse (text, symbols, audio, video, and/or three-dimensional objects) with the result of enriching or altering the information of the physical reality. It is also usual in the everyday context of citizens. In other words, augmented reality has been used for years, for example, to mark an offside game in football or to alter the face in real time. Regarding the computer and mobile applications, they are those related to the AR, and it is an increasingly widespread technology in the daily environment with potential in the educational field. Educational software creators have noticed that teachers can make a didactic use of AR technology in the classroom. Beyond contributing to educate in a responsible use of AR, with an adequate didactic approach, AR implies important advantages such as improving of motivation, participation, commitment to the object of study, teamwork, and procedure improvement.


2019 ◽  
Vol 17 (4) ◽  
pp. 36-53
Author(s):  
Koun Tem Sun ◽  
Meng Hsun Chen

From random interviews of mathematics teachers, the researchers are conscious that students have difficulties in solving problems regarding compound body volume measurement. The researchers found the main factor involved in the difficulties was incomplete spatial concepts. Augmented reality (AR), which is a kind of educational technology, has been widely applied in the educational field in recent years. AR provides two- or three-dimensional objects and/or information and interaction with them. These characteristics can compensate for the insufficient characterization of compound-body volume in traditional education environments. The paper studies evaluation in utilizing free augmented reality to learn volumetric measurement of compound bodies to complete spatial concepts as well as improve the students' learning performance. The finding suggests that the positive impact on visualization and interaction as well as attitude lead students to be more engaged in learning activities with less cognitive effort, resulting in better learning performance.


2018 ◽  
Vol 10 (2) ◽  
pp. 1035
Author(s):  
Agung Selamet Riadi ◽  
Anton Anton ◽  
Ummu Radiyah

The world of tourism in Indonesia, especially  DKI Jakarta, has developed rapidly. One of the tourism object in Jakarta is  Old Town  tour  (Kota Tua). About thirty percent of visitors who came to the Kota Tua area,  generally come  only  to  take  pictures,  bike  or  just  gather.  To  provide  a  unique  experience  and  historical  knowledge  to tourists, an application of  augmented  reality is made that can be used by tourists when visiting Jakarta's  Kota Tua area. In the application created there are three-dimensional objects, photos, as well as general informationsand historical informations  of attractions in the  Kota Tua  Jakarta.  The method of this  research  using  waterfall model  as  a  system  development  model  with  five  stages  namely  Requirement  Analysis,  System  Design, Implementation, Integration and Testing, Operation and Maintenance.


Author(s):  
A. Alvaro-Tordesillas ◽  
S. Crespo-Aller ◽  
S. Barba

<p><strong>Abstract.</strong> The project that we present develops a mobile application (ArtAlive®) for the generation of augmented reality experiences on museum sculptural objects. The novelty of our application is that we eliminate the markers that other applications need to run. We do this turning the sculptures into their own markers, based on the recognition of anamorphic images of these sculptures: two-dimensional images of three-dimensional objects. So we eliminate the intermediate elements of the process making the experience easier. The aim is to transform the experience of visiting a museum into a more interactive and intuitive experience. The possibility of accessing the information contained in the augmented reality experiences linked specifically to each work, from the comfort of the smartphone, gives the process greater accessibility and flexibility.</p> <p>The recognition of the objects is developed with Vuforia, an augmented reality software development kit (SDK) for mobile devices. ArtAlive® has been registered in the Spanish Intellectual Property Registry, and a possible business model has been defined in a very basic way.</p>


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