scholarly journals AUGMENTED REALITY AS MEANS OF TRAVEL – WHEN PICTURE CHANGES THE PLACE / AUGMENTUOTOJI ERDVĖ KAIP KELIONĖS PRIEMONĖ, KAI VAIZDAS KEIČIA VIETĄ

2015 ◽  
Vol 8 (2) ◽  
pp. 95-102 ◽  
Author(s):  
Elena Sakalauskaitė

Article deals with the topic of travel in new and unexpected way. It analyses new technology, used in creating art or other products, that is called augmented reality and its usage on spatial objects. Author tries to find out how the operating with space in order to produce the experience of travel acts. This task is carried out by analyzing few video examples that are created on Vilnius Cathedral or we might even call it a tradition – each year the projection is being screened on Vilnius Cathedral building that always collects masses of the viewers who are watching it. Even if all projections differ at some point one from another, yet each of them have in common time (in December, before and after Christmas, topic (Christmas) and place (Vilnius Cathedral). So article analyses what this projection does with the building and how its being percept by viewers, by audience. Santrauka Straipsnyje kalbama apie kelionių fenomeną iš naujo rakurso, pasitelkiant naują technologiją, kuri naudojama greta kitų tikslų ir menui kurti bei vadinasi augmentuotoji erdvė, aptariant jos panaudojimą erdviniams objektams. Gilinamasi į tai, kaip šie kūriniai paveikia erdvę, kurdami kelionės pojūtį. Užduotis vykdoma pasitelkiant kelis pavyzdžius, kurie buvo sukurti ant Vilniaus šv. Stanislovo ir šv. Vladislovo arkikatedros bazilikos sienos, ir šiuos projektus jau galime įvardyti kaip tradiciją, kadangi kiekvienais metais projekcija surenka didelį žiūrovų būrį. Nors kiekvienais metais projekcijos šiek tiek skiriasi viena nuo kitos, vis dėlto jas jungia atsikartojantis laikas (tarp šv. Kalėdų ir Naujųjų Metų), tema (šv. Kalėdos) ir vieta (Vilniaus katedros dalis). Reikšminiai žodžiai: augmentuotoji erdvė, šiuolaikinis menas, ritualas, komunikacija, kelionė.

2020 ◽  
Author(s):  
Sven Blomqvist ◽  
Stefen Seipel ◽  
Maria Engström

Abstract BackgroundImpaired balance leading to falls is common in the elderly, and there is strong evidence that balance training reduces falls and increases independence. Reduced resources in health care will result in fewer people getting help with rehabilitation training. In this regard, the new technology augmented reality (AR) could be helpful. With AR the elderly can receive help with instructions and get feedback on their progression in balance training. The purpose of this study was to examine the feasibility of using AR-based visual-interactive tools in balance training of the elderly.MethodsSeven elderly participants (66-88 years old) with impaired balance trained under supervision of a physiotherapist twice a week for six weeks using AR-based visual-interactive guidance, which was facilitated through a Microsoft HoloLens holographic display. Afterwards, participants and physiotherapists were interviewed about the new technology and their experience of the training. Also, fear of falling, balance and physical ability were measured before and after training.ResultsMost participants experienced the new technology as positive in terms of increased motivation and feedback. Experiences were mixed regarding the physical and technical aspects of the HoloLens and the design of the HoloLens application. The majority of participants perceived that they were steadier after training; this was also shown in the balance tests. Also, most participants reduced their fear of falling after the training. Participants also described issues that needed to be further improved, for example, the training program was difficult and monotonous. Further, the HoloLens hardware was felt to be heavy, the application's menu was difficult to control with different hand maneuvers, and the calibration took a long time. Suggestions for improvements were described.ConclusionsThe study showed that training with the new technology is, to some extent, feasible for the elderly, but needs further development. Also, the technology seemed to stimulate increased motivation and adherence to training. However, the new technology and training requires further development and testing in a larger context.


2021 ◽  
Author(s):  
Nur Shuhadah Mohd ◽  
◽  
Hairul Nizam Ismail ◽  

Tourist experiences are shaped by the complexities of the individual visitor’s psychological factors, and it is widely known that tourists anticipate a positive experience from every trip made. Yet, the fact remains that travel is inextricably linked to the issues of geography and awareness and a misinterpretation of the attributes of a destination may lead to unlikely expectations that affect the entire experience. With the dynamic and interactive visualisation features offered by augmented reality (AR) on mobile phones and other smart handheld devices, this technology is viewed as being capable of closing the gap between tourist expectations and reality, thereby improving how tourists engage with their surroundings. Despite the known potential of this relatively new technology, its actual acceptance among the users is still minimal, especially in the Malaysian context. Considering this limitation, this study examined the extent of AR utilisation and its ability to influence the development of a tourists’ travel experience. The ‘Iskandar.my’ mobile AR app was used in this research to evaluate the tourists’ expectations, perception and satisfaction with the utilisation of this software platform to add value to their travel experience. The findings indicated that there was a statistically significant differences in the respondents’ experiences before and after using the AR content on the mobile app. The thrill associated with the use of this advanced technology was the primary factor in their satisfaction with the AR function. However, the lack of variety in the attractions covered, as well as the app’s currently limited offerings, were noted as factors that could affect the ‘Iskandar. my’ apps competitiveness with regard to other travel-related apps. Therefore, this researcher recommends that the developer of the app improve the design and service dimensions of the app to meet users’ travel needs.


Author(s):  
Luiz M. A. Santos

Abstract In the modern industrial scenario, the technological assets of new working methods and machinery in factory plants grow rapidly. Nevertheless, a reverse situation occurs in terms of availability of trained personnel within the subject area. Moreover, even the most experienced technician is faced with a continual need to update his/her skills. In respect to the training activities, more realism and a greater effectiveness could be achieved if the trainee could learn a new technology directly in the real working place. In this paper, considerations are presented for the use of an innovative hardware and Augmented Reality as platform components for the learning material to this training scenario. Both components are described with emphasis on their suitability to the target activity. The proposed platform encompasses a body-worn and wireless-networked computer, and software with specific features to assist the computer user in his/her task by enriching the content of the application environment. The software component, which addresses the application goals and required adaptations to the platform, is presented.


Author(s):  
Constantine C. Spyrakos ◽  
Charilaos A. Maniatakis ◽  
Panagiotis Kiriakopoulos ◽  
Alessio Francioso ◽  
Ioannis M. Taflampas

In this Chapter a triple-domed basilica constructed at the end of the 19th century is selected as a case study to present a methodology for the selection of the appropriate intervention techniques in monumental structures. The methodology includes in-situ and laboratory testing, application of analytical methods, consideration of geotechnical parameters and regional seismicity. Seismic loads are estimated according to contemporary and older concepts for seismic design. Since the impact of near-fault phenomena on masonry structures has not been thoroughly studied, although considered as responsible for extensive structural damage during major seismic events, a procedure is presented in order to account for the special characteristics of strong ground motion, in the so-called near-fault region. The seismic performance of the structure before and after interventions, using traditional and new technology, is assessed by applying a validated finite element model. Also, the out-of-plane behavior of structural parts is evaluated through kinematic analysis of selective collapse mechanisms.


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):  
Gerardo Reyes Ruiz ◽  
Samuel Olmos Peña ◽  
Marisol Hernández Hernández

New technologies have changed the way today's own label products are being offered. Today the Internet and even more the so-called social networks have played key roles in dispersing any particular product in a more efficient and dynamic sense. Also, having a smartphone and a wireless high-speed network are no longer a luxury or a temporary fad, but rather a necessity for the new generations. These technological advances and new marketing trends have not gone unnoticed by the medium and large stores. The augmented reality applied to interactive catalogs is a new technology that supports the adding of virtual reality to a real environment which in turn makes it a tool for discovering new uses, forms, and in this case, spending habits. The challenge for companies with their private labels in achieving their business objectives, is providing customers with products and services of the highest quality, thus promoting the efficient and streamlined use of all resources that are accounted for and at the same time promoting the use of new information technologies as a strategic competitive.


Author(s):  
M. Carmen Juan ◽  
David Furió ◽  
Leila Alem ◽  
Peta Ashworth ◽  
Miguelon Giménez

This chapter presents the Augmented Reality (AR) library developed for mobile phones. The authors explain the used tools, how they have ported ARToolKit for running on the mobile phone Nokia N95 with 8 GB, and the functionalities they have added. The authors present the mobile phone game they have developed for learning how to recycle using this AR library, ARGreenet. Forty-five children with a mean(SD) age of 11.02(2.33) years played the ARGreenet as well as a ‘Team’ version of the ARGreenet. The children answered questionnaires both before and after using each game. Several aspects were examined including the level of engagement, fun and ease of use. Analysis of the results showed significant differences between the ARGreenet and the Team ARGreenet with higher means for the Team ARGreenet. A majority of children (59.1%) expressed a preference for the Team ARGreenet.


Author(s):  
Patrick Pennefather ◽  
Claudia Krebs ◽  
Julie-Anne Saroyan

The research and development of an augmented reality (AR) application for Vancouver-based dance company Small Stage challenged a team of students at a graduate digital media program to understand how AR might reinvent the audience-dancer relationship. This chapter will chronicle the AR and choreographic development process that occurred simultaneously. Based on the documentation of that process, a number of insights emerged that dance creators and AR developers may find useful when developing an AR experience as counterpart to a live dance production. These include (1) understanding the role of technology to support or disrupt the traditional use of a proscenium-based stage, (2) describing how AR can be used to augment an audience's experience of dance, (3) integrating a motion capture pipeline to accelerate AR development to support the before and after experience of a public dance production.


1993 ◽  
Vol 6 (2) ◽  
pp. 74-77
Author(s):  
B. Dean ◽  
Donald R. Coid

Ultrasonography of the hip is a new technique which is said to assist in the diagnosis of neonatal hip disorders. The authors were unaware of any reports of formal evaluation of the introduction of this new technology into a District General Hospital. This study outlines several aspects of patient care before and after the introduction of neonatal hip ultrasonography to a Fife hospital as an adjunct to a neonatal orthopaedic clinic. After introduction of ultrasound the proportion of patients where the consultant was ‘very confident’ in the diagnosis increased by 29% (95% confidence intervals 9% to 49%); the proportion of children requiring three or more x-rays in the year following referral fell by 46% (95% confidence intervals 27% to 65%) and the proportion of children requiring five or more follow up attendances in the year following referral fell by 56% (95% confidence intervals 38% to 74%). Introduction of this technology has benefited patients by reducing their need to attend clinics and reducing their overall exposure to ionising radiation. There is a continuing need for ultrasonography to be provided in Fife neonatal orthopaedic outpatient clinics.


Author(s):  
Jorge Martín-Gutiérrez ◽  
Cristina Roca González ◽  
Melchor García Domínguez

This paper presents the results of a study designed to evaluate the effect of attending an intensive remedial course based on desktop augmented reality exercises to improve the spatial ability of freshman engineering students. Many of these students have problems in managing visual information or in creating mental models of objects represented by their orthographic projections. The study reports about research on comparison tests about the spatial skills of engineering students from two Spanish universities before and after performing a specific training for improving these abilities. The training was completed by 66 students as participants, considering a control group composed of 25 students from both universities. Results show that students from both universities improve their spatial ability and there is no statistical significance between students from both universities, neither before nor after training, so we may conclude that training’s effect on both universities is analogue.


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