scholarly journals Aurora Retrive – An Augmented Reality Game using Real World Maps

The game developed uses real world map data to generate real world 3D environment in Augmented Reality (AR). This Real world Game developed represents a way of technology implemented in augmented reality which is used to play Multi player Role Play Game (RPG). The game can be played on two different modes like role playing or multi-player mode. This game system is made as multiplayer game on a role playing environment for specific player, in which every player has their own role playing in it. The entire real world game environment is loaded in AR on any of the object that acts as the marker in the real world environment. This game system is developed using the UNITY game engine for creating game environment and the environment itself is created using real world data obtained using Map box. Vuforia studio frame work is used for implementation of game environment in AR. C# programming language is used to program game play actions and environment generations and modifications in runtime.

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):  
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.


Author(s):  
Kai R. Larsen ◽  
Daniel S. Becker

After preparing your dataset, the business problem should be quite familiar, along with the subject matter and the content of the dataset. This section is about modeling data, using data to train algorithms to create models that can be used to predict future events or understand past events. The section shows where data modeling fits in the overall machine learning pipeline. Traditionally, we store real-world data in one or more databases or files. This data is extracted, and features and a target (T) are created and submitted to the “Model Data” stage (the topic of this section). Following the completion of this stage, the model produced is examined (Section V) and placed into production. With the model in the production system, present data generated from the real-world environment is inputted into the system. In the example case of a diabetes patient, we enter a new patient’s information electronic health record into the system, and a database lookup retrieves additional data for feature creation.


Author(s):  
Mengyu Y. Zhao ◽  
S. K. Ong ◽  
Andrew Y. C. Nee

With the increasing aging population, the number of people suffering from dementia continues to grow at a high rate. Emerging technologies have been applied to support the independence of patients with dementia. Among these technologies, augmented reality (AR) technology augments computer-generated virtual content on the real-world environment. There is an increasing interest in the use of AR tools and applications for dementia care as these tools and applications are capable of providing intuitive interaction and reducing the workload of caregivers. This chapter presents a state-of-the-art overview of AR-assisted applications for dementia care. An AR-assisted healthcare exercising system that enhances the user’s motor skills and cognition capability is presented to illustrate the use of AR in dementia care. Furthermore, an outlook of the future of AR-assisted dementia care applications is presented.


2020 ◽  
Vol 88 ◽  
pp. 103145 ◽  
Author(s):  
Susanna Aromaa ◽  
Antti Väätänen ◽  
Iina Aaltonen ◽  
Vladimir Goriachev ◽  
Kaj Helin ◽  
...  

Author(s):  
Samir Abou El-Seoud ◽  
Osam Halabi ◽  
Vladimir Geroimenko

Individuals with autism require systematic assistance while dealing with the surrounding environment and its objects. The project aim is to develop a framework that could be of substantial help to people with autism and cognitive disorders. The framework is based on common mobile devices and freely available Augmented Reality (AR) applications. The Augmented Reality used in our approach is marker-based AR that employs a camera and a visual marker to trigger and present media content on the mobile device’s screen. The developed framework allows parents and teachers to easily create educational augmented environments for children with autism and cognitive disorders by populating a real-world space with visual markers of favorite cartoonish helpers that can evoke helpful AR content and embed it in the real-world environment. The paper analyzes and discusses the use of the proposed framework from conceptual and technological points of view.


2020 ◽  
Vol 27 (2) ◽  
pp. 242-256
Author(s):  
Susanne Schmidt ◽  
Gerd Bruder ◽  
Frank Steinicke

Spatial augmented reality (SAR) technology allows one to change the appearance of objects by projecting directly onto their surface without the requirement of wearing glasses, and therefore can be used in many practical applications. In this article, we present a human–subject study, which investigates the research question whether it is possible to use SAR to change one's perception of depth and spatial relationships among objects and humans in a real-world environment. Such projected illusions could open up new possibilities, for example, supporting people who suffer from poor depth perception by compensating distance and size misperceptions. We present three monoscopic projection-based techniques that we adapted from visual arts: (i) color temperature, (ii) luminance contrast, and (iii) blur, and show that each of them can significantly change depth perception, even in a real-world environment when displayed with other distance cues. We discuss practical implications and individual differences in the perception of depth between observers, and we outline future directions to influence and improve human depth perception in the real world.


2021 ◽  
Author(s):  
Tiago Davi Oliveira de Araujo ◽  
Beatriz Sousa Santos ◽  
Carlos Gustavo Resque dos Santos ◽  
Bianchi Serique Meiguins

Author(s):  
Anjali Daisy

Augmented reality (AR) refers to the layering of visual information onto a live picture of your physical surroundings, enhancing the real-world environment in real-time. Both Snapchat and Instagram filters are current examples of augmented reality. Since this technology has shown its ability to catch users, more and more brands are using it to engage current and potential customers. In an environment where almost everyone has a Smartphone, augmented reality seems like an obvious next step since there is no need for the additional hardware. It is generally quite straightforward for people to use, and has a great capacity to enhance the effects of marketing.


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