Augmented Reality

Author(s):  
Erkan Özdemir ◽  
Serkan Kılıç

Technological advances have had an impact on many industries as well as the tourism industry. Augmented reality applications, one of the emerging new technologies in recent years, have also started to be used in our daily lives. Augmented Reality (AR) is a technology that allows its users to see the real world together with an additional virtual world that is added in real time to the same field of view. The augmented reality applications contribute to the enrichment of tourists' tourism experiences, especially during their visit and result in augmented satisfaction levels. Furthermore, it is one of the effective tools that can be used against the wear and tear of cultural heritage sites caused by overcrowding. In this chapter, the application fields of the augmented reality in the field of tourism have been discussed under the subtitles. As a result of our study, recommendations for the development of AR applications both for the literature and real-life application have been presented.

2018 ◽  
Author(s):  
Uri Korisky ◽  
Rony Hirschhorn ◽  
Liad Mudrik

Notice: a peer-reviewed version of this preprint has been published in Behavior Research Methods and is available freely at http://link.springer.com/article/10.3758/s13428-018-1162-0Continuous Flash Suppression (CFS) is a popular method for suppressing visual stimuli from awareness for relatively long periods. Thus far, it has only been used for suppressing two-dimensional images presented on-screen. We present a novel variant of CFS, termed ‘real-life CFS’, with which the actual immediate surroundings of an observer – including three-dimensional, real life objects – can be rendered unconscious. Real-life CFS uses augmented reality goggles to present subjects with CFS masks to their dominant eye, leaving their non-dominant eye exposed to the real world. In three experiments we demonstrate that real objects can indeed be suppressed from awareness using real-life CFS, and that duration suppression is comparable that obtained using the classic, on-screen CFS. We further provide an example for an experimental code, which can be modified for future studies using ‘real-life CFS’. This opens the gate for new questions in the study of consciousness and its functions.


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.


2018 ◽  
pp. 1500-1531
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.


2022 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Sepanta Sharafuddin ◽  
Ivan Belik

PurposeThe present study provides a comprehensive review of the evolution of data analytics using real-world cases. The purpose is to provide a distinct overview of where the phenomenon was derived from, where it currently stands and where it is heading.Design/methodology/approachThree case studies were selected to represent three different eras of data analytics: Yesterday (1950s–1990s), Today (2000s–2020s) and Tomorrow (2030s–2050s).FindingsRapid changes in information technologies more likely moving us towards a more cyber-physical society, where an increasing number of devices, people and corporations are connected. We can expect the development of a more connected cyber society, open for data exchange than ever before.Social implicationsThe analysis of technological trends through the lens of representative real-world cases helps to clarify where data analytics was derived from, where it currently stands and where it is heading towards. The presented case studies accentuate that data analytics is constantly evolving with no signs of stagnation.Originality/valueAs the field of data analytics is constantly evolving, the study of its evolution based on particular studies aims to better understand the paradigm shift in data analytics and the resulting technological advances in the IT business through the representative real-life cases.


2018 ◽  
Vol 7 (12) ◽  
pp. 463 ◽  
Author(s):  
Chris Panou ◽  
Lemonia Ragia ◽  
Despoina Dimelli ◽  
Katerina Mania

In this paper, we present the software architecture of a complete mobile tourist guide for cultural heritage sites located in the old town of Chania, Crete, Greece. This includes gamified components that motivate the user to traverse the suggested interest points, as well as technically challenging outdoors augmented reality (AR) visualization features. The main focus of the AR feature is to superimpose 3D models of historical buildings in their past state onto the real world, while users walk around the Venetian part of Chania’s city, exploring historical information in the form of text and images. We examined and tested registration and tracking mechanisms based on commercial AR frameworks in the challenging outdoor, sunny environment of a Mediterranean town, addressing relevant technical challenges. Upon visiting one of three significant monuments, a 3D model displaying the monument in its past state is visualized onto the mobile phone’s screen at the exact location of the real-world monument, while the user is exploring the area. A location-based experience was designed and integrated into the application, enveloping the 3D model with real-world information at the same time. The users are urged to explore interest areas and unlock historical information, while earning points following a gamified experience. By combining AR technologies with location-aware and gamified elements, we aim to promote the technologically enhanced public appreciation of cultural heritage sites and showcase the cultural depth of the city of Chania.


1997 ◽  
Vol 6 (4) ◽  
pp. 399-412 ◽  
Author(s):  
Jun Rekimoto

Current augmented reality (AR) systems are not designed to be used in our daily lives. Head-mounted see-through displays are too cumbersome and look too unusual for everyday life. The limited scalability of position-tracking devices limits the use of AR to very restricted environments. This paper proposes a different way to realize AR that can be used in an open environment by introducing the concept of ID awareness and a hand-held video see-through display. Unlike other AR systems that use head-mounted or head-up displays, our approach employs the combination of a palmtop-sized display and a small video camera. A user sees the real world through the display device, with added computer-augmented information. We call this configuration the magnifying glass approach. It has several advantages over traditional head-up or head-mounted configurations. The main advantage is that the user is not required to wear any cumbersome headgear. The user can easily move the display device around like a magnifying glass and compare real and augmented images. The video camera also obtains information related to real-world situations. The system recognizes real-world objects using the video images by reading identification (ID) tags. Based on the recognized ID tag, the system retrieves and displays information about the real-world object to the user. The prototype hand-held device based on our proposed concept is called NaviCam. We describe several potential applications. Our experiments with NaviCam show the great potential of our video see-through palmtop display. It was significantly faster than a head-up configuration, and its subjective score from testers was also higher.


2021 ◽  
Vol 4 (2) ◽  
pp. 242-247
Author(s):  
Wanda listiani ◽  
Sri Rustiyanti ◽  
Fani Dila Sari ◽  
IBG. Surya Peradantha

The name Galunggung is very well known to the people of Indonesia as the name of the mountain and the name of an Old Sundanese Manuscript. The ancient manuscript of Amanat Galunggung is a manuscript written in the 16th century and contains the teachings of life or local genius of the Sukapura or Tasikmalaya people. Mount Galunggung has experienced several eruptions from 1822 to 1983. The eruption of Mount Galunggung has had a catastrophic impact on the community and provided long term benefits for improving the soil fertility around the Mount Galunggung site such as the Indihiang site. Various disasters that have occurred due to volcanic eruptions in various regions have become a source of learning for the community to mitigate disasters from an early age. This research uses qualitative methods and digital augmented reality techniques. Augmented Reality can be used in visualizing and simulating mountain sites or other cultural heritage sites. The results of this study recommend the application of Augmented Realty technology in the conservation of cultural heritage sites and disaster mitigation as well as the planning program for the nomination of mountain sites in Indonesia for UNESCO’s world cultural heritage by the Indonesian government. Various efforts to develop site conservation with digital 4.0 technology and assistance for local communities involving universities, local governments, museum communities and the cultural arts tourism industry. The use of Augmented Reality can be useful for increasing understanding and learning experiences about cultural sites and heritage in tertiary, primary and secondary education.


Author(s):  
Clara E. Fernandes ◽  
Ricardo Morais

This technical paper will assess new technological advances that could change the way we buy clothes, exploring existing solutions that are still commonly confused with each other: Smart fitting rooms (SFR), interactive mirrors (IM), Virtual Reality (VR), and Augmented Reality (AR). The methodological approach based on an exploratory research will start with a literature review on SFR and IM, comparing the main differences between these two technologies and addressing their unsuccessful attempts in retail. Our research will also assess daily technologies, which could possibly improve the customer’s experience with online shopping, as well as customers with reduced mobility. With smart gadgets in every corner, consumers are more difficult to convince with innovative products. We will propose future possibilities for fashion retail, where results will be presented as a first approach, in hopes of creating innovative solutions for the future. Moreover, sustainable implications related with this approach will be addressed in our additional considerations. This technical study considers only two basic solutions that were eventually too complicated to fit into fashion retail, exploring additional solutions that could change these limitations. Although explored and researched in the last years, solutions like IM and SFR were once part of what was considered the future of fashion retail. However, poor business models and lack of technological advances at the time limited these solutions. New technologies such as Augmented Reality (AR), Virtual Reality (VR) and Mixed-Reality (MR), combined with the latest smartphone evolution could relaunch solutions like these.  


Author(s):  
Valarmathie Gopalan ◽  
Juliana Aida Abu Bakar ◽  
Abdul Nasir Zulkifli

Mobile Augmented Reality (MAR) has grown exponentially over the last four decades from imagination to real physical experience, especially in education. Previously, experts have completed the concepts of effectiveness, usability, acceptance and understanding in designing MAR applications to introduce and expose technological advances. However, most of these applications are addressed extensively for classroom science learning, while science experiments receive little attention. Students have to go through difficulties in understanding the phenomena of science and consequently become dissatisfied with their grasp on basic knowledge and eventually cannot pursue higher education or career related to science. This paper presents the development of Mobile Augmented Reality for Physics (MARPEX) application for high school students. The purpose of this application is to enhance the learning motivation in science experiments through the content of modern science. It aims to provide an individual learning experience for each student in science experiments. The MARPEX app design has gone through several phases of filtering and evaluation based on the specified objectives. This application needs to maintain the factors necessary to achieve this goal. This app has been designed and developed specifically for science (physics) experiments on the topic of electromagnetism. The application encrypts several experimental instances with the addition of good visualization to understand this phenomenon and has real-life experimental experience<strong>.</strong>


Author(s):  
Dewi Agushinta R. ◽  
Ihsan Jatnika ◽  
Henny Medyawati ◽  
Hustinawaty Hustinawaty

Augmented Reality (AR) is one of the popular technologies nowadays. Along with the technological advances, Augmented Reality is an effort to combine the real world and virtual worlds created through computers so that the boundary between the two becomes very thin because Augmented Reality allows users to interact in real-time with the system. Augmented Reality can be applied in various fields according to the needs of each user. One application is on Android-based mobile hardware applications. This research developed the Augmented Reality battle with some of the features more interactive, interesting and clearer information to facilitate the user in its operation. This Augmented Reality is applied to the Android mobile device with the name of FruitGarden. This paper presented of designing Augmented Reality for recognizing the fruit of Indonesia archipelago which will give a different view of performing the fruit image and information.


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