scholarly journals Implementación de la Realidad Aumentada en un sistema opto mecatrónico de grabado láser

Author(s):  
Alan David Blanco-Miranda ◽  
Heraclio García-Cervantes

The main objective of this work is to develop an interactive mobile application for monitoring, description and training in the operation of a laser engraving machine using augmented reality technology. The CAD design of the machine is used, generating a visualization of each of the elements that make it up with a description of its main characteristics. Also, an option is included where you can observe the 3D animation of the engraving process. All of the above is generated through the use of open source software (Unity, Vuforia and C #) thus creating a practical option for training in the handling of this type of machinery. This type of technology can be implemented in different educational and industrial environments. For the convenience of use, the generated application has a user-friendly virtual environment and is developed for the main digital platforms (Android, iOS, Windows).

2020 ◽  
Vol 24 (3) ◽  
pp. 44-55
Author(s):  
Yu. Yu. Dyulicheva

The purpose of the work is the investigation of the modern approaches to augmented reality usage in mathematics and physics learning and the development of mobile application with graphical tips in the augmented reality mode for solving the dynamics typical problems.Materials and methods. The review of the modern articles on the augmented reality usage for mathematics and physics learning is provided; the iOS applications usage in mathematics learning such as GeoGebraAR for second order surfaces learning; the game MultiplicationAR for the multiplication table studying in an fascinating way; VectorAR application for vectors, cross and dot products, Cartesian and skew coordinate systems learning and iOS apps for physics learning such as Physics-Lab for conducting of the experiments with electrical circuits connections in the augmented reality, astrophysics and electromagnetism learning; Galileo application for accompanying of the theoretical material in physics with experiments to demonstrate paradoxes in mechanics, gravitational slingshot etc.; Arious application for students’ acquaintance with famous physicists and their discoveries in the augmented reality are considered. The analysis of tools for lecturers that can be used for the augmented reality content creation, such as HP Reveal and web-application Augment is performed. It should be noted the high personal interests of lecturers for the augmented reality technology implementation.Results. In the course of the work, the difficulties encountered by students in the study of mathematics and physics and possibilities of the augmented reality usage to overcome these difficulties are studied. A mobile application with the ability to receive graphical tips for solving dynamics problems that aimed at students with difficulties of forces and their projections understanding is developed. The methods for the mobile application are developed based on the basic classes of ARKit framework such as SCNNode, SCNBox, SCNPlane, SCNText, SCNGeometry, SCNGeometryElement, SCNShape, SCNMaterial etc. To conduct the experiments a pilot group of 14 random students is created, 9 of which experienced difficulties in solving some types of dynamic problems. The results of the experiment show a positive attitude of students to use of the augmented reality. 7 of 9 students who had difficulties got the skills to solve typical dynamic problems. Conclusion. Based on results of the research, we can conclude about the effectiveness of the augmented reality usage for studying of the abstract concepts in mathematics and physics. The developed mobile application with graphical tips in the augmented reality mode has improved the students’ performance in the pilot group. The lecturers play an important role in the implementation of AR-technology in the educational process. They help to maintain the student’s interest to AR-technology throughout the lesson. The disadvantages of the augmented reality applications include their narrow focus on studying of specific process, phenomenon or concept. The results of research can be applied in the educational process for mathematics and physics learning in order to increase the motivation and interest of students.


2019 ◽  
Vol 6 (1) ◽  
Author(s):  
Konstantinos Nasiotis ◽  
Martin Cousineau ◽  
François Tadel ◽  
Adrien Peyrache ◽  
Richard M. Leahy ◽  
...  

Abstract The methods for electrophysiology in neuroscience have evolved tremendously over the recent years with a growing emphasis on dense-array signal recordings. Such increased complexity and augmented wealth in the volume of data recorded, have not been accompanied by efforts to streamline and facilitate access to processing methods, which too are susceptible to grow in sophistication. Moreover, unsuccessful attempts to reproduce peer-reviewed publications indicate a problem of transparency in science. This growing problem could be tackled by unrestricted access to methods that promote research transparency and data sharing, ensuring the reproducibility of published results. Here, we provide a free, extensive, open-source software that provides data-analysis, data-management and multi-modality integration solutions for invasive neurophysiology. Users can perform their entire analysis through a user-friendly environment without the need of programming skills, in a tractable (logged) way. This work contributes to open-science, analysis standardization, transparency and reproducibility in invasive neurophysiology.


2016 ◽  
Vol 5 (7) ◽  
pp. 774-780 ◽  
Author(s):  
Sebastian M. Castillo-Hair ◽  
John T. Sexton ◽  
Brian P. Landry ◽  
Evan J. Olson ◽  
Oleg A. Igoshin ◽  
...  

Author(s):  
Carsten Matysczok ◽  
Peter Ebbesmeyer ◽  
Holger Krumm ◽  
Jo¨rg Maciej

Recent advances have shown, that the base technology of augmented reality have matured the point of being usable only by specialists. But existing augmented reality applications are still prototypes. They are developed without any authoring system, only by software experts. To support the wide use of augmented reality technology, the designers of augmented reality application need methods and software tools to create the contents in a fast and cheap way. In this paper we describe an authoring system for creating augmented reality content in an easy and user friendly way. The system allows the creation of augmented reality applications in a straight forward way. By using meta-constructs like menus, selection lists or hotspots as well as illustration objects like 3D-models, videos, texts and sounds a variety of applications can be created without previous technological knowledge. A preview window is also part of the authoring system displaying the actual created AR-application.


2020 ◽  
Vol 52 (1) ◽  
pp. 16-26
Author(s):  
Beata Konopska ◽  
Mateusz Kamiński

AbstractThe authors analyses the issues inherent in implementation of a multi-sensory mobile application which uses a map as an interface for an edutainment-style city guide for tourists. Two models – the triad of tourist experiences (3E), i.e. education, entertainment, and excitement, and the hierarchy of needs of Abraham Maslow – were used as the basis for identifying what conditions should be met by such an application to encourage its use by both local residents and tourists, in equal measure. It was decided that only open source software would be used to achieve the goal of the application.


2018 ◽  
Vol 2 (2) ◽  
Author(s):  
Mursyidah Mursyidah ◽  
Ramadhona Ramadhona

Abstrak— Rumah adat merupakan salah satu kebudayaan yang paling tinggi nilai seninya. Kurangnya pengetahuan tentang rumah adat serta peralatan tradisional Aceh dikalangan masyarakat umum, menjadikan nilai budaya Aceh semakin berkurang. Upaya untuk meningkatkan minat masyarakat untuk melestarikan budaya terus dilakukan. Salah satunya dengan menjadikan teknologi Augmented Reality sebagai media untuk memvisualisasikan rumah adat dan benda-benda tradisional aceh dalam bentuk animasi 3D. Metode yang digunakan pada penelitian ini adalah marker base tracking . Perangkat lunak yang digunakan dalam perancangan aplikasi ini yaitu Vuforia, blender 3D dan unity. Pada aplikasi ini user dapat melihat 1 animasi rumah adat Aceh dan 9 objek 3D benda tradisional Aceh. Dapat disimpulkan teknologi augmented reality memang dapat diterapkan pada perangkat Android, dengan hasil pengujian jarak terbaik kamera membaca marker yaitu 20 cm s/d 60 cm dengan sudut terbaik yaitu 0o s/d 40o.Kata kunci— augmented reality, marker, vuforia, rumah adat acehAbstract— Traditional house is one of the most high culture of art value. Lack of knowledge about traditional houses and traditional Acehnese objects among the general public, making the cultural values of Aceh diminishing. Efforts to improve realization of achenesse people to preserving culture of aceh, one of its by making Augmented Reality technology as a medium to visualize traditional house and traditional Acehnese objects to be 3D animation. The method used in this research is marker base tracking. The software that used in reasearch is Vuforia, blender 3D and unity. In this application, user will find an animation of trditional house of Aceh and 9 object 3D traditional object of Aceh. Conclusions from the study is augmented reality technology can be applied to Android devices, with the best distance test results of camera reading the marker is 20 cm to 60 cm and 0o to 40o for the best angle.Keywords— augmented reality, marker, vuforia, traditional house of aceh,


2018 ◽  
Vol 19 (6) ◽  
pp. 698-703
Author(s):  
Andrzej Rypulak ◽  
Sebastian Kuźmicz

The article describes the course of works aimed at creating a mobile application using Mobile Augmented Reality technology supporting the training process of personnel servicing aircraft in the field of pre-flight aircraft inspections. The requirements for the application, selection of programming tools and mobile imaging devices are presented. At the end of the article the results of tests of applications on various mobile devices and their conclusions are presented.


2018 ◽  
Vol 5 (2) ◽  
pp. 192-208 ◽  
Author(s):  
Muhammad Unggul Pamenang ◽  
Achmad Basuki ◽  
Riyanto Sigit

The earthquake comes with great risks, especially in urban areas where many multi-storey buildings exist. These risks have not been understood well yet by the people of the urban area. Socialization, simulation, and learning media need to be provided continuously to improve people awareness on the importance of knowledge about the earthquake risks. An interesting learning media is not only contain informations but also a 3D animation and an interaction with the user. For a more immersive interaction, this application is equipped with augmented reality technology that gives more real visual representation like the actual condition. The evaluation result shows that 82% respondent appreciates this application, at first common users do not know the risk of earthquakes on multi-storey building, with this application users can understand the importance of earthquake risk in buildings.


2020 ◽  
Author(s):  
Trias Widha Andari ◽  
Rizky Noviasri ◽  
Irni Resmi Apriyanti

While there are various kinds of Gresik’s traditional food, the data indicate that children are still lacking knowledge about them. Therefore, the objective of this study is to educate children about Gresik’s traditional food. The research method consists of three parts: predesign; design; and post-design. The result of this research is a mobile application that supports a pictorial book with augmented reality technology for children from 7 to 11 years old. Within that age range, children are able to classify and identify objects according to their characteristics. Augmented reality technology makes multimedia that contains the cooking process of Gresik’s traditional food become more interactive and attractive. Keywords: Gresik’s Traditional Food, Augmented Reality, Picture Story Book


2018 ◽  
Author(s):  
Maya B Mathur ◽  
David Reichling

Mouse-tracking is a sophisticated tool for measuring rapid, dynamic cognitive processes in real time, particularly in experiments investigating competition between perceptual or cognitive categories. We provide user-friendly, open-source software (https://osf.io/st2ef/) for designing and analyzing such experiments online using the Qualtrics survey platform. The software consists of a Qualtrics template with embedded Javascript and CSS along with R code to clean, parse, and analyze the data. No special programming skills are required to use this software. As we discuss, this software could be readily modified for use with other online survey platforms that allow the addition of custom Javascript. We empirically validate the provided software by benchmarking its performance on previously tested stimuli in a standard category-competition experiment with realistic crowdsourced data collection.


Sign in / Sign up

Export Citation Format

Share Document