scholarly journals Augmented Reality Technology: Application Fields and Communicative Aspects

2017 ◽  
Vol 9 (2) ◽  
pp. 258-265
Author(s):  
Rima Viršilaitė ◽  
Vida Davidavičienė

In this article the augmented reality technology, its definitions,conception, application fields and its communicative aspects are analysed. Used research method – analysis and generalization of scientific literature. The main characteristics and conceptions of augmented reality are presented, also its unique communicative features emphasized, which can improve communication process. Analysis and generalizations presented in this article can be useful for the organizations seeking innovative communication solutions.

2013 ◽  
Vol 442 ◽  
pp. 203-208
Author(s):  
Jozef Novak-Marcincin

Augmented Reality (AR) is a developing area of virtual reality research. The world environment around us provides a wealth of information that is difficult to duplicate in a computer. This is evidenced by the worlds used in virtual environments. An augmented reality system generates a composite view for the user. It is a combination of the real scene viewed by the user and a virtual scene generated by the computer that augments the scene with additional information. In paper is presented the example of virtual and augmented reality application in area of molding tool assembly realized by author.


2020 ◽  
Vol 3 (1) ◽  
pp. 103
Author(s):  
Dwi Ridho Aulianto

This study aims to determine the benefits of Augmented Reality and Virtual Reality technology applied to libraries in the Z generation era. The research method used study of literature by collecting several reference as sources that are relevant to the study material and and interviews with several generation Z informants. The results of the study found that the implementation of Augmented Reality technology can be used to create and read the Interactive Opac Brochure with AR; Utilization of Library Collection Display; Utilization for Searching Library Collections in Shelves through AR; Utilization for Interactive Learning Media for Users. While the implementation of Virtual Reality technology can be used for tours or library tours; Library Services; Information Literacy and Online Catalog. 


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


2014 ◽  
Vol 644-650 ◽  
pp. 5939-5942
Author(s):  
Fan Kang ◽  
Cun Chen Tang ◽  
Xiang Ping Xi

With the rapid development of media technology , there has been a debate on the effect of media technology on preschool education. And the most serious criticism is the "teenagers’ internet addiction". Countless facts have proved that just keeping the children away from internet is useless. In addition, educational technology can keep the child's great interest in learning and stifle the child's cognitive ability. In this study, communication and educational theories are used to construct preschool educational communication process mode. Augmented reality technology which has the qualities of immersion, imagination and imagination is chosen as the key educational technology of this preschool educational communication process mode.


10.2196/22007 ◽  
2020 ◽  
Vol 8 (4) ◽  
pp. e22007
Author(s):  
Yen-Fu Chen ◽  
Sylvia Janicki

Background Older adults in Taiwan are advised to adopt regular physical and social activities for the maintenance of their cognitive and physical health. Games offer a means of engaging older individuals in these activities. For this study, a collaborative cognitive-based board game, Nostalgic Seekers, was designed and developed with augmented reality technology to support cognitive engagement in older adults. Objective A user study of the board game was conducted to understand how the game facilitates communication, problem solving, and emotional response in older players and whether augmented reality is a suitable technology in game design for these players. Methods A total of 23 participants aged 50 to 59 years were recruited to play and evaluate the game. In each session, participants’ interactions were observed and recorded, then analyzed through Bales’ interaction process analysis. Following each session, participants were interviewed to provide feedback on their experience. Results The quantitative analysis results showed that the participants engaged in task-oriented communication more frequently than social-emotional communication during the game. In particular, there was a high number of answers relative to questions. The analysis also showed a significant positive correlation between task-oriented acts and the game score. Qualitative analysis indicated that participants found the experience of playing the game enjoyable, nostalgic objects triggered positive emotional responses, and augmented reality technology was widely accepted by participants and provided effective engagement in the game. Conclusions Nostalgic Seekers provided cognitive exercise and social engagement to players and demonstrated the positive potential of integrating augmented reality technology into cognitive-based games for older adults. Future game designs could explore strategies for regular and continuous engagement.


2020 ◽  
Author(s):  
Yen-Fu Chen ◽  
Sylvia Janicki

BACKGROUND Older adults in Taiwan are advised to adopt regular physical and social activities for the maintenance of their cognitive and physical health. Games offer a means of engaging older individuals in these activities. For this study, a collaborative cognitive-based board game, Nostalgic Seekers, was designed and developed with augmented reality technology to support cognitive engagement in older adults. OBJECTIVE A user study of the board game was conducted to understand how the game facilitates communication, problem solving, and emotional response in older players and whether augmented reality is a suitable technology in game design for these players. METHODS A total of 23 participants aged 50 to 59 years were recruited to play and evaluate the game. In each session, participants’ interactions were observed and recorded, then analyzed through Bales’ interaction process analysis. Following each session, participants were interviewed to provide feedback on their experience. RESULTS The quantitative analysis results showed that the participants engaged in task-oriented communication more frequently than social-emotional communication during the game. In particular, there was a high number of answers relative to questions. The analysis also showed a significant positive correlation between task-oriented acts and the game score. Qualitative analysis indicated that participants found the experience of playing the game enjoyable, nostalgic objects triggered positive emotional responses, and augmented reality technology was widely accepted by participants and provided effective engagement in the game. CONCLUSIONS Nostalgic Seekers provided cognitive exercise and social engagement to players and demonstrated the positive potential of integrating augmented reality technology into cognitive-based games for older adults. Future game designs could explore strategies for regular and continuous engagement.


2020 ◽  
Vol 10 (1) ◽  
pp. 64-72
Author(s):  
Akmal Junaidi ◽  
Rizky Prabowo ◽  
Admi Syarif ◽  
Yudistira Fazri

Furniture catalogs display items statically in 2-dimensional form only. Buyers often want to observe furniture in a real room. Home-View application in this study can display 3D furniture objects as they want. Home-View App has been developed with Augmented Reality technology. Application is developed using the Vuforia SDK library and User Defined Target (UDT) method in the Unity3D software. UDT is utilized to display 3D furniture on a target like magazine and book covers. Home-View application has two menus namely Marker Katalog and HomeView. Marker Katalog serves as a method to view 3D furniture in a small form in the furniture catalog. HomeView serves as a way to view 3D furniture in the desired room. This application has a positioning feature on the x and y axis and rotating feature on the z axis. The application can run by displaying 3D furniture to its actual size at the HomeView menu and successfully displaying 3D furniture as listed on the catalog at the Marker Katalog menu.


2020 ◽  
Vol 10 (3) ◽  
pp. 177-180
Author(s):  
VERA SHUNYAEVA ◽  

The article is devoted to the research of the youth criminal subculture and its impact on the personality of under-aged. In the course of analysis of this negative impact, a definition of the criminal subculture of under-aged was proposed. The main principles of such a criminal subculture as AUE (the acronym, transcribed from Russian: АУЕ or А.У.Е., comes from «Арестантский уклад един» / “Prisoners Unity (Solidarity)” are defined. The reasons contributing to the development of this negative phenomenon and the typical fea- tures of a minor sharing the ideology of the AUE were identified. The methods for counteracting the AUE were proposed. The method- ological basis of the research is formed by general scientific methods: dialectical, system research method, analysis, synthesis, induction, deduction, analogy, etc., as well as such private scientific methods as comparative legal, formal legal, structural and functional, statistical ones. The authors relied on the results of research by Russian and foreign legal scholars, sociologists, psychologists.


Sign in / Sign up

Export Citation Format

Share Document