scholarly journals Old tradition, new technologies: comprehension and retention using augmented reality

2021 ◽  
Author(s):  
Olivia Parker

Traditional media, especially printed media, such as newspapers, books, and posters, is static. The increased usage of smart devices has trigged the use of mobile augmented reality (AR) in commercial print media. This technology allows consumers to overlay supplemental multimodal content on the real-world environment through the use of an AR app on a smartphone or tablet. The addition of mobile AR provides an extra dimension through which to absorb or dismiss an advertisement’s content. The main objective of this study is to determine if the use of mobile augmented reality in print affects the customer’s ability to understand and remember the message of an advertisement. Assessing augmented reality’s affect on printed media will help determine the value of investing in this technology and its future potential in the advertising landscape. This experiment was designed to test whether participants in two groups, one that used Layar, an augmented reality application, and one that did not, were still able to understand and remember the messages and content of a Nissan car advertisement featured in the Toronto Star. Through interviews and questionnaires subjects were tested on their recall ability and message comprehension given the passage of time. The results indicate that AR poses no significant advantage or disadvantage when compared to traditional print media. It appears that regardless of the mode of communication the advertisement’s messages are successfully conveyed. The results have shown that over time the viewer is likely to remember what interests them independently of whether augmented reality is used or not.

2021 ◽  
Author(s):  
Olivia Parker

Traditional media, especially printed media, such as newspapers, books, and posters, is static. The increased usage of smart devices has trigged the use of mobile augmented reality (AR) in commercial print media. This technology allows consumers to overlay supplemental multimodal content on the real-world environment through the use of an AR app on a smartphone or tablet. The addition of mobile AR provides an extra dimension through which to absorb or dismiss an advertisement’s content. The main objective of this study is to determine if the use of mobile augmented reality in print affects the customer’s ability to understand and remember the message of an advertisement. Assessing augmented reality’s affect on printed media will help determine the value of investing in this technology and its future potential in the advertising landscape. This experiment was designed to test whether participants in two groups, one that used Layar, an augmented reality application, and one that did not, were still able to understand and remember the messages and content of a Nissan car advertisement featured in the Toronto Star. Through interviews and questionnaires subjects were tested on their recall ability and message comprehension given the passage of time. The results indicate that AR poses no significant advantage or disadvantage when compared to traditional print media. It appears that regardless of the mode of communication the advertisement’s messages are successfully conveyed. The results have shown that over time the viewer is likely to remember what interests them independently of whether augmented reality is used or not.


2019 ◽  
Vol 9 (24) ◽  
pp. 5454
Author(s):  
Anabela Marto ◽  
Alexandrino Gonçalves

The growing number of mobile augmented reality applications has been favoring its awareness and usage among diversified areas. Focusing on cultural heritage applications, this study presents an evaluation of a mobile augmented reality application tested at Conimbriga, an archaeological site. The prototype developed for this purpose, named DinofelisAR, allowed users to view, over 360 degrees, a majestic reconstruction of a Forum from the Roman Era superimposed over its current ruins. Thus, users were able to keep perceiving the present-day surroundings of a Roman city in ruins while, at the same time, had the possibility to explore the matching virtual model. The results presented, arising from 90 participants involved in this evaluation, praise the sense of opportunity for new augmented reality solutions targeted at cultural heritage sites.


2014 ◽  
Vol 6 (2) ◽  
pp. 83 ◽  
Author(s):  
Elisa Usada

Praktikum merupakan salah satu jenis pembelajaran yang dilaksanakan untuk mengasah keterampilan dan memperdalam pemahaman mahasiswa akan suatu materi, dengan menggunakan peralatan-peralatan praktek. Pelaksanaan praktikum mengacu pada petunjuk praktikum dan modul berisi materi yang akan dipraktekkan. Perkembangan teknologi media belajar memungkinkan modul praktikum untuk dikemas dalam bentuk yang lebih menarik, selain dalam bentuk buku teks konvensional. Media belajar berbasis AR (Augmented Reality) telah digunakan untuk mendukung aplikasi edukasi dalam berbagai domain, seperti sejarah, matematika, dan sebagainya. Penelitian ini bertujuan merancang dan membangun modul praktikum mata kuliah Teknik Digital berbasis mobile AR. Metodologi yang akan digunakan adalah melalui pendekatan prototype dengan langkah-langkah: mengumpulkan dan menganalisa kebutuhan; perancangan; membangun protototype. Hasil dari penelitian ini adalah sebuah prototype modul mata praktikum Teknik Digital berbasis mobile-AR. Prototype yang dihasilkan belum menampilkan model 3D yang lengkap. Sebagai langkah penelitian lanjutan, pembuatan model 3D yang lengkap akan dibuat dan prototype ini harus melalui proses evaluasi oleh konsumen, dilanjutkan dengan perubahan rancangan dan prototype apabila diperlukan, sebelum dibuat dalam skala besar dan diimplementasikan.


Author(s):  
L. Zhang ◽  
P. van Oosterom ◽  
H. Liu

Abstract. Point clouds have become one of the most popular sources of data in geospatial fields due to their availability and flexibility. However, because of the large amount of data and the limited resources of mobile devices, the use of point clouds in mobile Augmented Reality applications is still quite limited. Many current mobile AR applications of point clouds lack fluent interactions with users. In our paper, a cLoD (continuous level-of-detail) method is introduced to filter the number of points to be rendered considerably, together with an adaptive point size rendering strategy, thus improve the rendering performance and remove visual artifacts of mobile AR point cloud applications. Our method uses a cLoD model that has an ideal distribution over LoDs, with which can remove unnecessary points without sudden changes in density as present in the commonly used discrete level-of-detail approaches. Besides, camera position, orientation and distance from the camera to point cloud model is taken into consideration as well. With our method, good interactive visualization of point clouds can be realized in the mobile AR environment, with both nice visual quality and proper resource consumption.


2021 ◽  
Vol 4 ◽  
pp. 98-100
Author(s):  
Semen Gorokhovskyi ◽  
Yelyzaveta Pyrohova

With the rapid development of applications for mobile platforms, developers from around the world already understand the need to impress with new technologies and the creation of such applications, with which the consumer will plunge into the world of virtual or augmented reality. Some of the world’s most popular mobile operating systems, Android and iOS, already have some well-known tools to make it easier to work with the machine learning industry and augmented reality technology. However, it cannot be said that their use has already reached its peak, as these technologies are at the stage of active study and development. Every year the demand for mobile application developers increases, and therefore more questions arise as to how and from which side it is better to approach immersion in augmented reality and machine learning. From a tourist point of view, there are already many applications that, with the help of these technologies, will provide more information simply by pointing the camera at a specific object.Augmented Reality (AR) is a technology that allows you to see the real environment right in front of us with a digital complement superimposed on it. Thanks to Ivan Sutherland’s first display, created in 1968 under the name «Sword of Damocles», paved the way for the development of AR, which is still used today.Augmented reality can be divided into two forms: based on location and based on vision. Location-based reality provides a digital picture to the user when moving through a physical area thanks to a GPS-enabled device. With a story or information, you can learn more details about a particular location. If you use AR based on vision, certain user actions will only be performed when the camera is aimed at the target object.Thanks to advances in technology that are happening every day, easy access to smart devices can be seen as the main engine of AR technology. As the smartphone market continues to grow, consumers have the opportunity to use their devices to interact with all types of digital information. The experience of using a smartphone to combine the real and digital world is becoming more common. The success of AR applications in the last decade has been due to the proliferation and use of smartphones that have the capabilities needed to work with the application itself. If companies want to remain competitive in their field, it is advisable to consider work that will be related to AR.However, analyzing the market, one can see that there are no such applications for future entrants to higher education institutions. This means that anyone can bring a camera to the university building and learn important information. The UniApp application based on the existing Swift and Watson Studio technologies was developed to simplify obtaining information on higher education institutions.


2013 ◽  
Vol 845 ◽  
pp. 703-707 ◽  
Author(s):  
Abd Majid Nazatul Aini ◽  
Haslina Arshad

Mobile Augmented Reality (AR), which mixes the real world and the virtual world on hand-held devices, is a growing area of the manufacturing industry. Since mobile AR can be used to augment a users view of an industry plant, it provides alternative solutions for design, quality control, monitoring and control, service, and maintenance in complex process industries, such as the aluminium smelting industry. The objective of this paper is to discuss the integration of mobile AR within an aluminium industrial plant, in order to achieve effective fault detection and diagnosis. The possible integration of mobile AR within an aluminium fault detection and diagnosis system is shown with regard to four main functions, namely (1) plant information system, (2) fault history, (3) interactive troubleshooting, and (4) statistical analysis results. This paper opens up possible future works, where the potential use of mobile AR can be explored as an additional user interface component, for increasing the effectiveness of process monitoring within the aluminium smelting process.


Author(s):  
Evrim Çeltek

The growing number of applications available through smart devices provides an increasing diversity of travel-related services like looking up menus for restaurants, finding directions, making reservations, marketing, advertising and using translations. In the last decade, marketers have developed more creative practices to attract consumers. One of these new marketing tools is augmented reality application with the smart technologies, which is considered as an advertising and new marketing communication instrument that increases awareness and helps get information. This chapter presents the profile of AR applications and marketing benefits in tourism industry.


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