scholarly journals Integrative activity of a point of sale and the product dissemination with augmented reality

Author(s):  
Marva Angélica Mora-Lumbreras ◽  
Norma Sánchez-Sánchez ◽  
Carolina Rocío Sánchez-Pérez

An Integrative Activity uses the skills and knowledge provided in various subjects to solve practical problems, with an individual and/ or group approach. Specifically in this article we work on a Point of Sale system and the Diffusion of Products with Augmented Reality, developed over three semesters and involving courses of Software Engineering, Computer Human Interaction, Design of Virtual Environments and Computing for Mobile Devices. The activity applies knowledge of software development models, usability, 3D modeling, augmented reality and development of web applications for mobile devices. At the end of this activity, the student has managed to develop complete software, from planning until testing phases.

Author(s):  
Oleh Nikonov ◽  
Oleh Nikonov ◽  
Diana Hlushkova ◽  
Serhii Tymchenko

Problem. Constant innovations in technology lead to the development of new methods and paradigms of human interaction with the digital world. An essential requirement that determines the usefulness of visual models for solving specific problems is, in addition to the automated construction of such models, the clarity of the obtained images and the convenience of manipulating their properties. Goal. The purpose of the article is to develop software for interactive visualization of systems and units of transport vehicles. Methodology. One of the promising areas of interactive visualization is the use of augmented reality. With the advent of mass mobile devices that have the necessary characteristics to run augmented reality applications, it has become possible to solve both the main shortcomings of the systems - the lack of mobility and mass distribution. Results. When developing a web application with augmented reality technology, the mathematical and algorithmic bases of augmented reality, tools for developing web applications, developed the structure and description of the web application, developed a database that stores information about models, markers and feedback and user questions. Originality. The peculiarity of this work is the focus on the mass introduction of augmented reality in the fields of learning and design. Mobile devices, tablets and computers, which should only have a camera and an Internet connection, can be used as platforms to apply the results of the study. Practical value. The developed techniques and web application can be used directly in the design of software products for use in the field of transport engineering, business processes, design, as well as in education and other fields.


2012 ◽  
Vol 3 (2) ◽  
pp. 26-43 ◽  
Author(s):  
Johan Eliasson ◽  
Robert Ramberg

In location-based and contextual mobile learning, students are continually mobile in the virtual, social, and physical environment. A common problem in this view of mobile learning is that students spend time focusing on the mobile devices at the expense of interacting with other students or exploring the physical environment. The authors approach this problem from an interaction design perspective, where they design and analyse geometry-learning activities in two iterations. Based on video data from groups of students participating in the learning activities, the authors analyse when mobile devices are in the foreground and background of their interaction. The authors present six guidelines for designing location-based and contextual mobile learning activities, where mobile devices support rather than distract students from contents and contexts relevant to the learning goals. Finally, the guidelines are evaluated using a model of interaction, which represents mobile device interaction as one of four different modes of human interaction with technology.


2010 ◽  
Vol 2 (1) ◽  
pp. 48-72
Author(s):  
Parisa Eslambolchilar ◽  
Roderick Murray-Smith

The dynamic systems approach to the design of continuous interaction allows designers to use analytical tools such as state-space modeling and Bode diagrams to simulate and analyse the behaviour and stability of sensor-based applications alone and when it is coupled with a manual control model of user behaviour. This approach also helps designers to calibrate and tune the parameters of the sensor-based application before the actual implementation, and in response to user action. In this article the authors introduce some term definitions from manual control theory for the analysis of the continuous aspects of the interaction design and human behaviour. Then we provide a theoretical framework for specification, analysis and calibration of a sensor-based zooming and scrolling application on mobile devices including the user in the interaction loop. It is especially topical and interesting for guiding design of sensor-based applications on mobile devices. We test our framework with a tilt-controlled speed-dependent automatic zooming application on a PDA.


1997 ◽  
Vol 6 (6) ◽  
pp. 687-700 ◽  
Author(s):  
Véronique Normand ◽  
Didier Pernel ◽  
Béatrice Bacconnet

The Thomson-CSF Corporate Research Laboratories are investigating the issues of user-interface design, spoken and multimodal interaction design and realization in virtual environments. This paper describes our technical approach to speech-enabled multimodal virtual environments, based on our past achievements in the multimodal interaction domain, and presents our main supporting projects in this area. These projects involve augmented reality for maintenance, military situation building and assessment, and collaborative virtual environments.


2016 ◽  
Vol 22 (3) ◽  
pp. 237-246
Author(s):  
Patricia Search

Interaction design and augmented reality applications map information relationships between physical and virtual worlds. Mobile devices provide new opportunities for integrating digital graphics, text, and sound with the surrounding physical environment. Designers and artists are experimenting with innovative applications that present challenges in information design research and praxis. This paper explores the following dimensions of augmented reality that are integral to applications in information design that use this technology: semiotics of space and time; multisensory design; relational aesthetics, and kinesthetic interaction that incorporates gestures, physical movement, and embodiment into the interactive process.


2022 ◽  
Vol 54 (8) ◽  
pp. 1-38
Author(s):  
Lik-Hang Lee ◽  
Tristan Braud ◽  
Simo Hosio ◽  
Pan Hui

Interaction design for Augmented Reality (AR) is gaining attention from both academia and industry. This survey discusses 260 articles (68.8% of articles published between 2015–2019) to review the field of human interaction in connected cities with emphasis on augmented reality-driven interaction. We provide an overview of Human-City Interaction and related technological approaches, followed by reviewing the latest trends of information visualization, constrained interfaces, and embodied interaction for AR headsets. We highlight under-explored issues in interface design and input techniques that warrant further research and conjecture that AR with complementary Conversational User Interfaces (CUIs) is a crucial enabler for ubiquitous interaction with immersive systems in smart cities. Our work helps researchers understand the current potential and future needs of AR in Human-City Interaction.


Author(s):  
Parisa Eslambolchilar ◽  
Roderick Murray-Smith

The dynamic systems approach to the design of continuous interaction allows designers to use analytical tools such as state-space modeling and Bode diagrams to simulate and analyse the behaviour and stability of sensor-based applications alone and when it is coupled with a manual control model of user behaviour. This approach also helps designers to calibrate and tune the parameters of the sensor-based application before the actual implementation, and in response to user action. In this article the authors introduce some term definitions from manual control theory for the analysis of the continuous aspects of the interaction design and human behaviour. Then we provide a theoretical framework for specification, analysis and calibration of a sensor-based zooming and scrolling application on mobile devices including the user in the interaction loop. It is especially topical and interesting for guiding design of sensor-based applications on mobile devices. We test our framework with a tilt-controlled speed-dependent automatic zooming application on a PDA.


Author(s):  
Xiaojun Bi ◽  
Andrew Howes ◽  
Per Ola Kristensson ◽  
Antti Oulasvirta ◽  
John Williamson

This chapter introduces the field of computational interaction, and explains its long tradition of research on human interaction with technology that applies to human factors engineering, cognitive modelling, artificial intelligence and machine learning, design optimization, formal methods, and control theory. It discusses how the book as a whole is part of an argument that, embedded in an iterative design process, computational interaction design has the potential to complement human strengths and provide a means to generate inspiring and elegant designs without refuting the part played by the complicated, and uncertain behaviour of humans. The chapters in this book manifest intellectual progress in the study of computational principles of interaction, demonstrated in diverse and challenging applications areas such as input methods, interaction techniques, graphical user interfaces, information retrieval, information visualization, and graphic design.


Author(s):  
Sarah Beadle ◽  
Randall Spain ◽  
Benjamin Goldberg ◽  
Mahdi Ebnali ◽  
Shannon Bailey ◽  
...  

Virtual environments and immersive technologies are growing in popularity for human factors purposes. Whether it is training in a low-risk environment or using simulated environments for testing future automated vehicles, virtual environments show promise for the future of our field. The purpose of this session is to have current human factors practitioners and researchers demonstrate their immersive technologies. This is the eighth iteration of the “Me and My VE” interactive session. Presenters in this session will provide a brief introduction of their virtual reality, augmented reality, or virtual environment work before engaging with attendees in an interactive demonstration period. During this period, the presenters will each have a multimedia display of their immersive technology as well as discuss their work and development efforts. The selected demonstrations cover issues of designing immersive interfaces, military and medical training, and using simulation to better understand complex tasks. This includes a mix of government, industry, and academic-based work. Attendees will be virtually immersed in the technologies and research presented allowing for interaction with the work being done in this field.


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