scholarly journals A Needs-Based Augmented Reality System

2021 ◽  
Vol 11 (17) ◽  
pp. 7978
Author(s):  
Manal A. Yahya ◽  
Ajantha Dahanayake

Augmented Reality aims to enhance the real world with computer-generated information. AR technology is both attractive and promising. Current AR experiences depend on external elements to launch, such as markers, images, and location. For an AR experience to be more personalized, this research proposes a scheme to trigger AR experiences based on human needs. This approach should enable human needs to be captured, and analyze them to select the most suited experiences that fulfill or aids in fulfilling needs. The contribution of this paper includes (1) a study of current AR technologies and triggers, (2) an analysis of human needs into measurable elements, and (3) a description of a needs-based AR application process with a demonstration of the process guidelines. The research presents a proof of concept prototype of a restaurant that satisfies the subsistence need for hunger. The results show the effectiveness of the guidelines in detecting human needs and recommending AR experiences; however, producing correct predictions and recommendations requires a well-established dataset.

2019 ◽  
Vol 2019 (1) ◽  
pp. 237-242
Author(s):  
Siyuan Chen ◽  
Minchen Wei

Color appearance models have been extensively studied for characterizing and predicting the perceived color appearance of physical color stimuli under different viewing conditions. These stimuli are either surface colors reflecting illumination or self-luminous emitting radiations. With the rapid development of augmented reality (AR) and mixed reality (MR), it is critically important to understand how the color appearance of the objects that are produced by AR and MR are perceived, especially when these objects are overlaid on the real world. In this study, nine lighting conditions, with different correlated color temperature (CCT) levels and light levels, were created in a real-world environment. Under each lighting condition, human observers adjusted the color appearance of a virtual stimulus, which was overlaid on a real-world luminous environment, until it appeared the whitest. It was found that the CCT and light level of the real-world environment significantly affected the color appearance of the white stimulus, especially when the light level was high. Moreover, a lower degree of chromatic adaptation was found for viewing the virtual stimulus that was overlaid on the real world.


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.


2017 ◽  
Vol 20 (8) ◽  
pp. 5-10
Author(s):  
S. M. Forkosh

The article analyzes the concept of simulators of J. Baudrillard in the context of the formation of a methodological toolkit for the research of contemporary culture. It is determined that attempts to consider the work of Baudrillard by certain stereotypes hide the fact that this philosopher, when creating models of the field of research, did not address the emerged methodological structures. The actual formation of a conceptual apparatus describing author’s models of the field of research turns methodological tools into signs that determine the field of Baudrillard’s research. One of the main conclusions that can be  made by exploring the Baudrillard concept is the provision of modern consumption as a consumption of signs and symbols that has lost touch with the pleasure of biologically based human needs. This process is called the desire of buyers to be identified. Baudrillard seeks to show that the signs themselves produce their referents and meanings. Moreover, the signs try to break with all meanings and references and to be closed only on interaction with each other. As a result, a real universe of signs appears and this sign-object machine seeks to absorb the «real» world. This is probably because language has always been a means of social control, and since in the era of globalization such exploitation of language has only intensified, now the signs are completely detached from their referents and the «era of simulation and simulacra» arises. The fundamental is discussing the evolution of the sign in its similarity with the evolutionary interpretation of labor. A «free» worker can produce only equivalences and a «free and emancipated sign» can only refer to equivalent values. That is why the philosopher determines the significance of the new European sign in the simulacrum of «nature» (the simulacrum of «nature» is regarded as the Idea of Nature). The problems of natural science and the metaphysics of reality are characteristic features of the entire bourgeoisie since the Renaissance.The principal role in the formation of Baudrillard’s conceptual representations belongs to language. The postmodern overcoming of the subject-object difference is realized by Baudrillard by appealing primarily to the linguistic or «sign» nature of reality. The object is transformed into an object-sign and as such, within the framework of the general theory of sign systems, becomes an encoded fragment whose main characteristic is not simply the stereotyped craving for «difference philosophy» but the subordination of the object system code to its totality. Objects appears from human life, and the life disappears as a subject, turning into a human-object, which like a thing, performing a certain function, appears in inter-human relations. Signed consumption covers the whole life of people, from consumption of things and ending with consumption of the environment of human life, which includes labor, leisure, culture, social sphere, nature. All this enters into human life in the form of consumed signs, «simulacrum», transforming it as a whole into a simulation, in the manipulation of signs. The sign, the «simulacrum,» indirectly helps a person to master reality, but at the same time he destroys the real, replaces it with himself. Therefore, it is impossible to distinguish reality from error, since a significant feature of our culture is that illusion, imitation or simulation is so deeply preserved in our lives that it makes impossible the distinction between the real world and the realm of the imagination. The position of the researcher that in the era of postmodernity the distinctions between true and false, authentic and unauthentic, real and unreal are disappearing, is one of the central in his works and indicates a possible vector of cultural development.


2018 ◽  
Author(s):  
Uri Korisky ◽  
Rony Hirschhorn ◽  
Liad Mudrik

Notice: a peer-reviewed version of this preprint has been published in Behavior Research Methods and is available freely at http://link.springer.com/article/10.3758/s13428-018-1162-0Continuous Flash Suppression (CFS) is a popular method for suppressing visual stimuli from awareness for relatively long periods. Thus far, it has only been used for suppressing two-dimensional images presented on-screen. We present a novel variant of CFS, termed ‘real-life CFS’, with which the actual immediate surroundings of an observer – including three-dimensional, real life objects – can be rendered unconscious. Real-life CFS uses augmented reality goggles to present subjects with CFS masks to their dominant eye, leaving their non-dominant eye exposed to the real world. In three experiments we demonstrate that real objects can indeed be suppressed from awareness using real-life CFS, and that duration suppression is comparable that obtained using the classic, on-screen CFS. We further provide an example for an experimental code, which can be modified for future studies using ‘real-life CFS’. This opens the gate for new questions in the study of consciousness and its functions.


2021 ◽  
Vol 9 (3) ◽  
pp. 339
Author(s):  
Gede Bagus Danandjaya ◽  
I Gede Arta Wibawa

In gamelan, one of the most important instruments is trompong. Trompong is an idiphones instrument that has 10 rows of round shaped metal called pencon. Every pencon has its own sound. As a traditional music instrument, of course gamelan especialy trompong must be preserved continuously. But unfortunately, playing Balinese gamelan with real instrument is hard to do because the difficulty to finding gamelan in the real world. By using technolgy such as Augmented Reality, playing trompong possible to do even without having the real instrument.  Augmented Reality will be develop using Unity 3D software along with Vuforia SDK, and also this application using Android smartphone as a base of Augmented Reality application. This Augmented Reality application called TrompongAR and will be marker based Augmented Reality, by using a target marker will help Augmented Reality to place where the 3-dimensional trompong will placed. The 3-dimensional trompong will have 10 pencon that can played by tapping the pencon, the touched pencon will produce sound like the real instrument.


Author(s):  
Prabha Selvaraj ◽  
Sumathi Doraikannan ◽  
Anantha Raman Rathinam ◽  
Balachandrudu K. E.

Today technology evolves in two different directions. The first one is to create a new technology for our requirement and solve the problem, and the second one is to do it with the existing technology. This chapter will discuss in detail augmented reality and its use in the real world and also its application domains like medicine, education, health, gaming, tourism, film and entertainment, architecture, and development. Many think that AR is only for smartphones, but there are different ways to enhance the insight of the world. Augmented realities can be presented on an extensive range of displays, monitors, screens, handheld devices, or glasses. This chapter will provide the information about the key components of AR devices. This chapter gives a view on different types of AR and also projects how the technology can be adapted for multiple purposes based on the required type of view.


Author(s):  
Azizul Hassan

Augmented reality (AR) offers an interactive experience of the real-world environment when an object of the real-world is augmented by computer-generated perceptual information and relevant artefacts. This is a conceptual chapter based on the review of available literature. Also, resources on the internet have also been accessed and reviewed. On the context of the Diffusion of Innovation theory, this research aims to outline AR guiding for in an airport used for tourist aviation. Biman Bangladesh Airlines, the national flag carrier of the country, is the example where this study also explains the possible challenges and benefits that AR guiding facilities can possibly have. This research outlines two specific areas of management and marketing issues are analysis on the way to implement such guiding. Findings show that from the understanding of the Diffusion of Innovation, AR guiding in these days is adopted by an ‘Early Majority' who are followers and engages in reading those reviews given by the previous adopters of new services or products.


Sensors ◽  
2020 ◽  
Vol 20 (10) ◽  
pp. 2997 ◽  
Author(s):  
Abolghasem Sadeghi-Niaraki ◽  
Soo-Mi Choi

Most existing augmented reality (AR) applications are suitable for cases in which only a small number of real world entities are involved, such as superimposing a character on a single surface. In this case, we only need to calculate pose of the camera relative to that surface. However, when an AR health or environmental application involves a one-to-one relationship between an entity in the real-world and the corresponding object in the computer model (geo-referenced object), we need to estimate the pose of the camera in reference to a common coordinate system for better geo-referenced object registration in the real-world. New innovations in developing cheap sensors, computer vision techniques, machine learning, and computing power have helped to develop applications with more precise matching between a real world and a virtual content. AR Tracking techniques can be divided into two subcategories: marker-based and marker-less approaches. This paper provides a comprehensive overview of marker-less registration and tracking techniques and reviews their most important categories in the context of ubiquitous Geospatial Information Systems (GIS) and AR focusing to health and environmental applications. Basic ideas, advantages, and disadvantages, as well as challenges, are discussed for each subcategory of tracking and registration techniques. We need precise enough virtual models of the environment for both calibrations of tracking and visualization. Ubiquitous GISs can play an important role in developing AR in terms of providing seamless and precise spatial data for outdoor (e.g., environmental applications) and indoor (e.g., health applications) environments.


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