scholarly journals An Augmented Reality U-Academy Module: From Basic Principles to Connected Subjects

Author(s):  
Paulo Menezes

<p class="0abstract">A module for learning about virtual and augmented reality is being developed under the U-Academy project. The module is composed of three parts. The first part is an introduction to the basic concepts of virtual and augmented reality with the help of illustrative examples. The second part presents some of the current uses of augmented reality and its prospective use in several areas that range from industry to medicine. The final part aims at those students interested in the insights of this technology by presenting the underlying concepts such as: camera models, computer graphics, pattern detection and pose estimation from inertial sensors or camera images.</p>

2021 ◽  
Vol 1 ◽  
pp. 211-217
Author(s):  
Elena S. Utrobina ◽  
Vladimir P. Popov

This article discusses the use of VR (virtual reality) and AR (augmented reality) technologies in mobile applications for the tourism sector. The basic concepts of the technologies under consideration are given. The analysis of mobile mapping applications using virtual and augmented reality technologies is performed. The trends and perspectives of using AR and VR technologies for tourism are revealed. The differences in the methods and scenarios of using these technologies, the feasibility of their implementation in cartographic applications created for tourism purposes, as well as their advantages of using them in combination with maps are revealed. The limiting factors of the development of these areas are considered. A scheme of interaction of a tourist mobile application has been developed, which is based on a map with external services (navigation, booking, virtual tours, etc.). The scheme can be a useful tool in the development of cartographic mobile applications for the tourism sector. It is based on an experimental interactive web-application, considered on the example of the "Hotels" layer.


2018 ◽  
Vol Vol 17 (Vol 17, No 1 (2018)) ◽  
pp. 128-140
Author(s):  
Oleksandr Pushkar

The article deals with the approach to developing an advertising multimedia product for the promotion or sale of goods or services. Under the advertising product is an advertising video, an interactive commercial, 3-D advertising, virtual and augmented reality, an online store. Based on the analogy method, a diagram of the process of perceiving the advertising multimedia product by the user is presented. The use of the hybrid approach of customer development for updating the multimedia product and taking into account the virtual values of users is substantiated. Developed scenarios for the development of a multimedia product, depending on the results of achieving the planned goals. The sequence of multimedia product development is proposed based on the convergence of face-to-face and screen-to-screen approaches.


Author(s):  
Michel Meyer

Chapter 2 redefines the three basic concepts of any rhetoric: ethos, logos, and pathos. It relates these elements to the questioning process by which they are rhetorically linked. Special attention is given to logos as a way of answering and expressing questions. This leads to the development of a radically new view of language and the principles of thought. The passage of a propositionalist view of language and reason, indifferent to questioning, to a problematological one, based on questioning is studied through examples of sentences. This leads to an integrative view, in which texts are also seen as answers to questions taken up (partially, i.e. as points of view) by the audience or the reader. The chapter ends with a reformulation of the basic principles of thought (identity, sufficient reason, and non-contradiction) as the three principles necessary to deal with questions, answers, and their relationship.


Author(s):  
Fabio A. Casari ◽  
Nassir Navab ◽  
Laura A. Hruby ◽  
Philipp Kriechling ◽  
Ricardo Nakamura ◽  
...  

Abstract Purpose of Review Augmented reality (AR) is becoming increasingly popular in modern-day medicine. Computer-driven tools are progressively integrated into clinical and surgical procedures. The purpose of this review was to provide a comprehensive overview of the current technology and its challenges based on recent literature mainly focusing on clinical, cadaver, and innovative sawbone studies in the field of orthopedic surgery. The most relevant literature was selected according to clinical and innovational relevance and is summarized. Recent Findings Augmented reality applications in orthopedic surgery are increasingly reported. In this review, we summarize basic principles of AR including data preparation, visualization, and registration/tracking and present recently published clinical applications in the area of spine, osteotomies, arthroplasty, trauma, and orthopedic oncology. Higher accuracy in surgical execution, reduction of radiation exposure, and decreased surgery time are major findings presented in the literature. Summary In light of the tremendous progress of technological developments in modern-day medicine and emerging numbers of research groups working on the implementation of AR in routine clinical procedures, we expect the AR technology soon to be implemented as standard devices in orthopedic surgery.


Author(s):  
Kate Ferris ◽  
Ryan M. Kelly ◽  
Ross Brown ◽  
Greg Wadley ◽  
Steven Baker ◽  
...  

2021 ◽  
Vol 11 (1) ◽  
pp. 363
Author(s):  
Juan Jesús Roldán-Gómez ◽  
Eduardo González-Gironda ◽  
Antonio Barrientos

Forest firefighting missions encompass multiple tasks related to prevention, surveillance, and extinguishing. This work presents a complete survey of firefighters on the current problems in their work and the potential technological solutions. Additionally, it reviews the efforts performed by the academy and industry to apply different types of robots in the context of firefighting missions. Finally, all this information is used to propose a concept of operation for the comprehensive application of drone swarms in firefighting. The proposed system is a fleet of quadcopters that individually are only able to visit waypoints and use payloads, but collectively can perform tasks of surveillance, mapping, monitoring, etc. Three operator roles are defined, each one with different access to information and functions in the mission: mission commander, team leaders, and team members. These operators take advantage of virtual and augmented reality interfaces to intuitively get the information of the scenario and, in the case of the mission commander, control the drone swarm.


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