scholarly journals Trends and Research Issues of Augmented Reality Studies in Architectural and Civil Engineering Education—A Review of Academic Journal Publications

2019 ◽  
Vol 9 (9) ◽  
pp. 1840 ◽  
Author(s):  
Pei-Huang Diao ◽  
Naai-Jung Shih

Architectural and civil engineering (ACE) education is inextricably connected to real-world practice. The application of augmented reality (AR) technology can help to establish a link between virtual and real-world information for students. Studies of applying AR in ACE education have increased annually, and numerous research have indicated that AR possesses immense application potential. To address and analyze pertinent research issues, published studies in the Scopus database were explored, and revealed that problems persist and are worthy of attention, such as the selection of system types and devices, the application of research methods, and appropriate learning strategies and teaching methods. Courses with objective grading standards should be given priority in AR experimental courses for a meticulous investigation of AR influence on students’ learning outcomes and ultimately improvement of classroom quality. Suitable types of AR systems should be selected based on course content, prior to the design and development of the system. It is recommended to develop markerless systems for a larger application range to benefit students with additional convenience. Systems can also be accompanied by functions, such as instant online assessments, synchronized assessments, and exchange capabilities to assist learning what has been taught and develop critical thinking abilities. The combination of AR and building information modeling (BIM) in architectural and civil practice, which has immense application potential, has become an emerging research trend. Collaboration between academics and practice should be enhanced with roles and knowledge of instructors, engineers, designers, and computer experts integrated for an optimal connection between general pedagogy and domain-specific learning. Teaching methods that emphasize “locations”, as well as “roles”, can be adopted in order to create a superior reality learning environment with diversified learning methods. The trends and research have become an integration and collaboration issue that should be performed interactively with pedagogical findings, and resources integrated across roles, fields, and university departments.

Bauingenieur ◽  
2020 ◽  
Vol 95 (10) ◽  
pp. 379-388
Author(s):  
Christian Schranz ◽  
Alexander Gerger ◽  
Harald Urban

Zusammenfassung Die Bauwirtschaft gehört bis dato zu den am wenigsten von der Digitalisierung erfassten Wirtschaftszweigen. Der vermehrte Einsatz von Building Information Modeling (BIM) in Planungsbüros beschleunigt nun die Digitalisierung des Bauwesens. Dies ermöglicht den vermehrten Einsatz weiterer digitaler Tools im Bauprozess, zum Beispiel Augmented Reality (AR). Neue Tools bieten die Chance, die vorhandenen Prozesse neu zu überdenken und auf Innovations- und Effizienzpotenzial zu untersuchen. Die Autoren sehen für die Technologie AR großes Potenzial im Bauprozess. Im Forschungsprojekt AR-AQ-Bau führten sie daher eine Anwendungs- und Anforderungsanalyse für AR durch. In diesem Artikel werden einige derzeitige und mögliche Anwendungen von AR im Bauwesen sowie deren Anforderungen an AR-Hard- und Software (z. B. durch die Besonderheiten der Baustelle) dargestellt und ein Ausblick in die Zukunft gegeben. Der Anwendungsbereich von AR ist äußerst vielfältig. Einerseits kann BIM dadurch leichter auf die Baustelle übertragen und können Abnahmen und Qualitätskontrollen durchgeführt werden. Andererseits stellen ein Remote-Expert-System, Schulungen und die Unterstützung im Behördenverfahren weitere Einsatzmöglichkeiten dar.


Bauingenieur ◽  
2020 ◽  
Vol 95 (12) ◽  
pp. 501-508
Author(s):  
H. Urban ◽  
T. Irschik ◽  
Ch. Schranz ◽  
Ch. Schönauer

Zusammenfassung Building Information Modeling (BIM) etabliert sich immer mehr in der Planungsphase als auch in der Ausführungsphase. Augmented Reality (AR) ermöglicht die Verwendung von BIM direkt auf der Baustelle und fördert somit den verstärkten Einsatz von BIM im Bauprozess. Sowohl Tablets als auch Datenbrillen können für AR zum Einsatz kommen. Datenbrillen bieten aus Sicht der Autoren in Zukunft einige wichtige Vorteile für den Einsatz auf der Baustelle – bei ihnen bleiben zum Beispiel die Hände frei. Für einen produktiven Einsatz der AR-Datenbrille ist die jederzeit richtige Positionierung (auch Tracking genannt) des virtuellen Modells auf der Baustelle essentiell. Die Baustelle stellt dabei aufgrund der äußeren Rahmenbedingungen große Herausforderungen an das Trackingsystem. Viele Oberflächen sind relativ gleichmäßig grau oder weiß. Suboptimale Lichtverhältnisse und kaum dauerhafte Erkennungspunkte erschweren zusätzlich das Tracking. Im Projekt AR-AQ-Bau beschäftigen sich die Autoren mit der Übertragung von BIM auf die Baustelle mittels AR-Datenbrillen und führten dazu verschiedene Trackingtests durch. Dieser Artikel zeigt vorhandene Probleme und mögliche Lösungen für das Tracking des AR-Modells auf Baustellen.


2022 ◽  
Vol 54 (9) ◽  
pp. 1-35
Author(s):  
Carlos Bermejo ◽  
Pan Hui

Augmented reality (AR) applications have gained much research and industry attention. Moreover, the mobile counterpart—mobile augmented reality (MAR) is one of the most explosive growth areas for AR applications in the mobile environment (e.g., smartphones). The technical improvements in the hardware of smartphones, tablets, and smart-glasses provide an advantage for the wide use of mobile AR in the real world and experience these AR applications anywhere. However, the mobile nature of MAR applications can limit users’ interaction capabilities, such as input and haptic feedback. In this survey, we analyze current research issues in the area of human-computer interaction for haptic technologies in MAR scenarios. The survey first presents human sensing capabilities and their applicability in AR applications. We classify haptic devices into two groups according to the triggered sense: cutaneous/tactile : touch, active surfaces, and mid-air; kinesthetic : manipulandum, grasp, and exoskeleton. Due to MAR applications’ mobile capabilities, we mainly focus our study on wearable haptic devices for each category and their AR possibilities. To conclude, we discuss the future paths that haptic feedback should follow for MAR applications and their challenges.


Author(s):  
Sai Rohit Chenchu Boga ◽  
Bhargav Kansagara ◽  
Ramesh Kannan

In an educational perspective, unlike other disciplines, hands-on practice is difficult to come by in Civil Engineering. By providing a student with a realistic 3D simulation, we propose a concept that improves the understanding of the individual and eliminate guess-work entirely. Our platform that makes education fun and interactive by eliminating the constraints of a conventional teaching environment by incorporating Virtual Reality (VR) or Augmented Reality (AR) as a tool. AR can help the target audience visualize a model (to scale) in all three dimensions in the palm of their hand. This chapter explores the use of interactive 3D game environments in design visualization in Building Information Modeling (BIM) by adopting various available software packages and APIs. VR will allow the prospective customer to enter and explore a structure before it is constructed. This can be achieved by making use of a powerful game engine, in this case, Unity3D. In this chapter, we will describe ways to pivot Unity's functions towards the benefit of civil engineering.


2018 ◽  
pp. 1037-1066 ◽  
Author(s):  
Sai Rohit Chenchu Boga ◽  
Bhargav Kansagara ◽  
Ramesh Kannan

In an educational perspective, unlike other disciplines, hands-on practice is difficult to come by in Civil Engineering. By providing a student with a realistic 3D simulation, we propose a concept that improves the understanding of the individual and eliminate guess-work entirely. Our platform that makes education fun and interactive by eliminating the constraints of a conventional teaching environment by incorporating Virtual Reality (VR) or Augmented Reality (AR) as a tool. AR can help the target audience visualize a model (to scale) in all three dimensions in the palm of their hand. This chapter explores the use of interactive 3D game environments in design visualization in Building Information Modeling (BIM) by adopting various available software packages and APIs. VR will allow the prospective customer to enter and explore a structure before it is constructed. This can be achieved by making use of a powerful game engine, in this case, Unity3D. In this chapter, we will describe ways to pivot Unity's functions towards the benefit of civil engineering.


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.


2018 ◽  
Author(s):  
Kyle Plunkett

This manuscript provides two demonstrations of how Augmented Reality (AR), which is the projection of virtual information onto a real-world object, can be applied in the classroom and in the laboratory. Using only a smart phone and the free HP Reveal app, content rich AR notecards were prepared. The physical notecards are based on Organic Chemistry I reactions and show only a reagent and substrate. Upon interacting with the HP Reveal app, an AR video projection shows the product of the reaction as well as a real-time, hand-drawn curved-arrow mechanism of how the product is formed. Thirty AR notecards based on common Organic Chemistry I reactions and mechanisms are provided in the Supporting Information and are available for widespread use. In addition, the HP Reveal app was used to create AR video projections onto laboratory instrumentation so that a virtual expert can guide the user during the equipment setup and operation.


10.28945/2207 ◽  
2015 ◽  
Vol 10 ◽  
pp. 021-035 ◽  
Author(s):  
Yan Lu ◽  
Joseph T. Chao ◽  
Kevin R. Parker

This project shows a creative approach to the familiar scavenger hunt game. It involved the implementation of an iPhone application, HUNT, with Augmented Reality (AR) capability for the users to play the game as well as an administrative website that game organizers can use to create and make available games for users to play. Using the HUNT mobile app, users will first make a selection from a list of games, and they will then be shown a list of objects that they must seek. Once the user finds a correct object and scans it with the built-in camera on the smartphone, the application will attempt to verify if it is the correct object and then display associated multi-media AR content that may include images and videos overlaid on top of real world views. HUNT not only provides entertaining activities within an environment that players can explore, but the AR contents can serve as an educational tool. The project is designed to increase user involvement by using a familiar and enjoyable game as a basis and adding an educational dimension by incorporating AR technology and engaging and interactive multimedia to provide users with facts about the objects that they have located


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