Augmented Reality and Mobile Technologies

Author(s):  
Grant Potter

Unlike Virtual Reality (VR) that attempts to replace the perception of an immediate environment with an artificial one, Augmented Reality (AR) applications aim to enhance a person’s perception of their immediate environment. A blend of both the virtual and the real, AR application interfaces on mobile devices display information that is dependent on users’ time and location. AR applications are not necessarily an entirely new technology and have been emerging in various sectors over the past 5 years. For example, in aviation, AR in the form of ‘heads-up-displays’ has been used to display important data to pilots for decades. As mobile devices diversify in their speed, power consumption needs, network connectivity, and locative functions, developers are able to port AR applications to next generation mobile handsets, opening a wide range of utility and potential across public and private sectors.

2021 ◽  
Vol 11 (8) ◽  
pp. 3711
Author(s):  
Selma Rizvić ◽  
Dušanka Bošković ◽  
Vensada Okanović ◽  
Ivona Ivković Kihić ◽  
Irfan Prazina ◽  
...  

Bosnia and Herzegovina (BH) has a very picturesque past. Founded in 11th century, it has always been a crossroads of faiths and civilizations. Extended Reality (XR) technologies can finally take us to time travel into this history, enable us to experience past events and meet historical characters. In this paper, we overview the latest applications we developed that use Virtual Reality (VR) video, Virtual and Augmented Reality (AR) for interactive digital storytelling about BH history. “Nine dissidents” is the first BH VR documentary, tackling a still tricky subject of dissidents in the Socialist Yugoslavia, artists and writers falsely accused, persecuted and still forbidden. “Virtual Museum of Old Crafts” aims to present and preserve crafts intangible heritage through Virtual Reality. “Battle on Neretva VR” is recreating a famous WWII battle offering the users to experience it and meet comrade Tito, the commander of the Yugoslav Liberation Army. “Sarajevo 5D” shows the cultural monuments from Sarajevo that do not exist anymore in physical form using Augmented Reality. Through user experience studies, we measure the user immersion and edutainment of these applications and show the potential of XR for the presentation and preservation of cultural heritage.


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):  
Ria Hanewald ◽  
Wan Ng

This chapter aims to provide an outline of the digital revolution and the way that mobile devices facilitate participation in the Information age. It provides readers with a broad understanding of the key developments that have emerged over the past two decades as well as the current developments in this area. New and emerging practices relating to the use of mobile technologies for learning and their underlying drivers will be explored. The interconnectivity of applications and devices that is closely linked to concepts of multiple literacies and digital citizenship will be discussed. This brief review of the emerging technology landscape allows for greater appreciation and fuller exploitation of the potential that mobile technologies hold and provides a portrayal of its topography to enable conceptualization at a macro-level.


Author(s):  
Javier Gonzalez-Sanchez ◽  
Quincy Conley ◽  
Maria-Elena Chavez-Echeagaray ◽  
Robert K. Atkinson

The assembly process is often very complex and involved, collecting and managing a significant number of parts in an intricate manner. Because the quality of a product is in large part impacted by the assembly process, intuitive and carefully scaffolded guidelines can make a difference in how fast and how accurate an assembler can complete the assembly process. To this end, the authors propose an innovative system that leverages three current and emerging technologies; augmented reality (AR), cloud computing, and mobile devices, to create an Augmented Reality Product Assembly (ARPA) system. This paper describes the total framework for creating the ARPA system. They also discuss how the system leverages augmented reality visualizations for repurposing user-generated assembly guidelines by incorporating cloud-based computing. Although the authors situate ARPA’s use in an industrial setting, it is domain-independent and able to support a wide range of practical and educational applications.


2020 ◽  
Vol 10 (1) ◽  
pp. 4
Author(s):  
Jesús López Belmonte ◽  
Santiago Pozo Sánchez ◽  
Arturo Fuentes Cabrera ◽  
José María Romero Rodríguez

The use of mobile devices in classrooms is becoming more and more common. The introduction of these resources to produce learning is part of the mobile learning methodology. Among the possibilities of these devices provide we can find, as an emerging technology, augmented reality, which combines elements of the real world with virtual images. The purpose of this paper is to know the impact of the augmented reality in the educational cooperatives of Andalusia. In this regard, educational cooperatives are centers characterized in their origin by promoting the development of methodologies based on Information and Communication Technologies (ICT). The data collection instrument used in this questionnaire is a quantitative methodology of a descriptive nature. The questionnaire was prepared ad hoc according to the existing literature and the answers coded on a Likert scale. The results show that only a minority of teachers implement the augmented reality in their classes. In addition, there are statistically significant differences in terms of professional experience, so that younger teachers tend to implement methodologies based on the use of emerging mobile technologies such as augmented reality. Finally, it is emphasized that despite the constant technological advance of mobile devices in society, their application in the classroom occurs slowly.


2018 ◽  
Vol 15 (2) ◽  
Author(s):  
Björn Sommer ◽  
Marc Baaden ◽  
Michael Krone ◽  
Andrew Woods

Abstract Bioinformatics-related research produces huge heterogeneous amounts of data. This wealth of information includes data describing metabolic mechanisms and pathways, proteomics, transcriptomics, and metabolomics. Often, the visualization and exploration of related structural – usually molecular – data plays an important role in the aforementioned contexts. For decades, virtual reality (VR)-related technologies were developed and applied to Bioinformatics problems. Often, these approaches provide “just” visual support of the analysis, e.g. in the case of exploring and interacting with a protein on a 3D monitor and compatible interaction hardware. Moreover, in the past these approaches were limited to cost-intensive professional visualization facilities. The advent of new affordable, and often mobile technologies, provides high potential for using similar approaches on a regular basis for daily research. Visual Analytics is successfully being used for several years to analyze complex and heterogeneous datasets. Immersive Analytics combines these approaches now with new immersive and interactive technologies. This publication provides a short overview of related technologies, their history and Bioinformatics-related approaches. Six new applications on the path from VR to Immersive Analytics are being introduced and discussed.


TEM Journal ◽  
2020 ◽  
pp. 820-825
Author(s):  
Failasuf Fadli ◽  
Siti Irene Astuti D. ◽  
Rukiyati Rukiyati

The development of global technology is very fast. The invention of new technology penetrated the education sector as well. New technology-based learning media have been widely used by several teachers in various schools in the world. At present, new technological media in learning media such as augmented reality, virtual reality, must be responded to by the teacher. The focus of this research is on the phenomenon of teachers who are slow to respond to new technological developments. These teachers experience stress, anxiety, and give up on using technology-based learning media. Therefore, teacher resilience in responding to contemporary media is very much needed.


2019 ◽  
Author(s):  
Tadhg Nagle ◽  
David Sammon ◽  
Walter Cleary

With the advent of new technology and digital trends, realizing value from data is a top priority for organizations. Along with this, the increased awareness that every business is a data business is beginning to take hold, especially in organizations engaging in data projects through the use of technologies such as Big Data, the Internet of Things and Advanced Analytics. However, it has been shown that there is a lack of understanding on how these projects will deliver value or benefit for the organization (LaValle et al. 2011). Or indeed, there is a lack of understanding on how to effectively manage and govern such projects and capabilities (Tallon 2013). In other words, implementing a data project does not automatically deliver business value, execute as expected, or make your organization data driven. To make your organization more effective when implementing data projects and developing a mature data capability, conversations need to be initiated between stakeholders and focus on the key problem to be solved by the data project. This focus is provided by answering six simple questions: why, what, when, who, where, and how. Yet, given the multitude of conversations that need to take place around the problem there are a lack of appropriate tools that can enable stakeholders to reach a shared understanding when planning data projects. Our research with major public and private sector organizations over the past three years has resulted in the development of a new ‘discursive template’ (c.f. Tsoukas and Chia 2002) (namely the Data Value Map - DVM to promote new transformative conversations within data projects while also producing a more rigorous and robust validation of the potential value of those projects. Moreover, this new approach is the output of four studies, which include: (i) a survey of over 50 organizations worldwide which examined the drivers, goals and barriers of data analytics, (ii) an analysis of 18 projects focused on developing data solutions, (iii) an analysis of over 100 implementations of the DVM, and (iv) one in-depth case study with multiple implementations. The objective of this paper is to present both our new approach for planning data projects along with the insights gained from these studies.


2019 ◽  
Vol 64 ◽  
pp. 01005
Author(s):  
Gorsev Argin ◽  
Burak Pak ◽  
Handan Turkoglu

In the last decade, the advances in mobile technologies and location-based applications reshaped our mutual relationship with the urban environment. These technologies, as both a mean and barrier to the engagement between humans and their environment, have transformed the urban experience in profound ways. Urban experience is a relatively new concept introduced with the rise of modern cities in the nineteenth century. Its loss due to the rapid urbanization has been a subject of debate since then. Among the discussions that take place in this debate, the figure of ‘flâneur’ plays an extensive role. The flâneur is a figure who wanders through and appropriates the metropolitan city in pursuit of urban experience and reaps aesthetic meaning from the spectacle of the teeming crowds. Flânerie, or the act of wandering, and its implications for our understanding of urban life have been profound. Today, mobile technologies create a new kind of urban wanderer which is described as “post-flâneur”. In this paper, by examining the altering concept of flânerie, we discuss the effects of mobile technologies on urban experience. Based on an informed study of a wide range of theories, we make reflections on the impact of mobile devices on the mutual relationship between humans and their environment, introduce key concepts for understanding the emergent phenomenon of post-flânerie and elaborate on its interconnections with the phenomena of cyber and hybrid-flânerie.


Author(s):  
Darshan BabuL.Arasu ◽  
Syafiza AnisBasharuddin ◽  
Nur ZulailaZulShukor ◽  
Wan Mohd Nazmee Wan Zainon

Nowadays, there is new technology such as augmented reality and virtual reality that starting to get attention from many parties especially in mobile gaming industry. This technology brings elements of the virtual world into the real world by enhancing what users see, hear and feel. All these elements are augmented by computer generated sensory input such as, sound, video, graphics or GPS data. Augmented and virtual reality also supported in many fields for example, education, design, reconnaissance, maintenance and etc. This paper review the field of Augmented Reality, including a brief definition, the problems, the inventing technologies and their characteristics. Besides, it will also discuss some recent application of as well as the limitations in the use of thesetechnology


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