Relationship Marketing Through Virtual Reality and Augmented Reality

Author(s):  
Anjali Daisy

Augmented reality (AR) refers to the layering of visual information onto a live picture of your physical surroundings, enhancing the real-world environment in real-time. Both Snapchat and Instagram filters are current examples of augmented reality. Since this technology has shown its ability to catch users, more and more brands are using it to engage current and potential customers. In an environment where almost everyone has a Smartphone, augmented reality seems like an obvious next step since there is no need for the additional hardware. It is generally quite straightforward for people to use, and has a great capacity to enhance the effects of marketing.

2021 ◽  
Author(s):  
Ezgi Pelin Yildiz

Augmented reality is defined as the technology in which virtual objects are blended with the real world and also interact with each other. Although augmented reality applications are used in many areas, the most important of these areas is the field of education. AR technology allows the combination of real objects and virtual information in order to increase students’ interaction with physical environments and facilitate their learning. Developing technology enables students to learn complex topics in a fun and easy way through virtual reality devices. Students interact with objects in the virtual environment and can learn more about it. For example; by organizing digital tours to a museum or zoo in a completely different country, lessons can be taught in the company of a teacher as if they were there at that moment. In the light of all these, this study is a compilation study. In this context, augmented reality technologies were introduced and attention was drawn to their use in different fields of education with their examples. As a suggestion at the end of the study, it was emphasized that the prepared sections should be carefully read by the educators and put into practice in their lessons. In addition it was also pointed out that it should be preferred in order to communicate effectively with students by interacting in real time, especially during the pandemic process.


Author(s):  
Sathiya Narayanan ◽  
Nikshith Narayan Ramesh ◽  
Amit Kumar Tyagi ◽  
L. Jani Anbarasi ◽  
Benson Edwin Raj

In the recent years, innovations such as Augmented Reality (AR), Virtual Reality (VR), and internet of things have enhanced user experience dramatically. In general, AR is completely different from VR and provides real-time solutions to users by projecting layers of information on real-world environments. Advancements in computer-generated sensory have made the concept of believable virtual environments a reality. With the availability of such technologies, one can investigate “how these technologies can be applied beyond gaming or other useful applications” and “how further improvements can be made to allow for full digital immersion.” This chapter provides a detailed description about AR and VR, followed by interesting real-world examples of AR applications. In addition, this chapter discusses the issues and challenges faced with AR/VR with a motivation of exploring the options for improvement.


2021 ◽  
Author(s):  
Tiago Davi Oliveira de Araujo ◽  
Beatriz Sousa Santos ◽  
Carlos Gustavo Resque dos Santos ◽  
Bianchi Serique Meiguins

Author(s):  
John Hillman

Augmented reality is fundamentally different from virtual reality: it does not map a real world environment into a digital one as a virtual experience. Instead, it locates both reality and virtual within the same experiential frame. Through it, our interactions with reality are mediated via the fantasy of an augmented experience. Thus, augmented reality supplements what we see with the purpose of trying to maintain our attention. What is most fascinating about augmented reality is how reality itself becomes a part of, rather than distinct from, digital information. It is in this sense that the very notion of seeing is fundamentally challenged. Since when augmented technology is not deployed, what is left is an apparent incompleteness of simply looking. But what are the consequences of confronting this incompleteness? In this article I examine how augmented reality simply renders a structure that has always sustained the visual field. Keywords: augmented reality, gaze, Lacan, looking


Author(s):  
Kohilah Miundy ◽  
Halimah Badioze Zaman ◽  
Aliimran Nosrdin ◽  
Kher Hui Ng

The rapid growth in technology have affected processes in various domains such as business, healthcare, agriculture and education. Computer related applications used in these domains are available so easily, that it is impossible to imagine a situation without them. Technologies that were available but hardly commonly used a few decades ago such as Virtual Reality (VR) and Augmented Reality (AR) have now become technologies that are fast gaining interests in most fields including service related1 fields such as healthcare and education. The basic idea of AR is to superimpose sense enhancements over a real-world environment. It is a perfect solution for learners with learning difficulties as it combines the advantages of multi senses of the learners, helps them to understand learning better when the integration of both virtuality and reality is embedded in their learning applications. AR is mostly effectively used when computer generated visual enhancements are integrated into real life applications. Thus, this paper highlights the evaluation of the visual-based AR learning application to investigate its plausible assistive functions that can help dyscalculia learners learn Mathematics in a more meaningful way. Findings of the study showed that the students who had difficulties on memory, abstraction, sequencing processing, motor and visual perception, found the visual-based Augmented Reality (AR)  technology embedded in an application, a positive assistive learning application that can help dyscalculia learners learn mathematics more effectively.   


2019 ◽  
Vol 2019 (1) ◽  
pp. 237-242
Author(s):  
Siyuan Chen ◽  
Minchen Wei

Color appearance models have been extensively studied for characterizing and predicting the perceived color appearance of physical color stimuli under different viewing conditions. These stimuli are either surface colors reflecting illumination or self-luminous emitting radiations. With the rapid development of augmented reality (AR) and mixed reality (MR), it is critically important to understand how the color appearance of the objects that are produced by AR and MR are perceived, especially when these objects are overlaid on the real world. In this study, nine lighting conditions, with different correlated color temperature (CCT) levels and light levels, were created in a real-world environment. Under each lighting condition, human observers adjusted the color appearance of a virtual stimulus, which was overlaid on a real-world luminous environment, until it appeared the whitest. It was found that the CCT and light level of the real-world environment significantly affected the color appearance of the white stimulus, especially when the light level was high. Moreover, a lower degree of chromatic adaptation was found for viewing the virtual stimulus that was overlaid on the real world.


2018 ◽  
Author(s):  
Kyle Plunkett

This manuscript provides two demonstrations of how Augmented Reality (AR), which is the projection of virtual information onto a real-world object, can be applied in the classroom and in the laboratory. Using only a smart phone and the free HP Reveal app, content rich AR notecards were prepared. The physical notecards are based on Organic Chemistry I reactions and show only a reagent and substrate. Upon interacting with the HP Reveal app, an AR video projection shows the product of the reaction as well as a real-time, hand-drawn curved-arrow mechanism of how the product is formed. Thirty AR notecards based on common Organic Chemistry I reactions and mechanisms are provided in the Supporting Information and are available for widespread use. In addition, the HP Reveal app was used to create AR video projections onto laboratory instrumentation so that a virtual expert can guide the user during the equipment setup and operation.


Author(s):  
Yulia Fatma ◽  
Armen Salim ◽  
Regiolina Hayami

Along with the development, the application can be used as a medium for learning. Augmented Reality is a technology that combines two-dimensional’s virtual objects and three-dimensional’s virtual objects into a real three-dimensional’s  then projecting the virtual objects in real time and simultaneously. The introduction of Solar System’s material, students are invited to get to know the planets which are directly encourage students to imagine circumtances in the Solar System. Explenational of planets form and how the planets make the revolution and rotation in books are considered less material’s explanation because its only display objects in 2D. In addition, students can not practice directly in preparing the layout of the planets in the Solar System. By applying Augmented Reality Technology, information’s learning delivery can be clarified, because in these applications are combined the real world and the virtual world. Not only display the material, the application also display images of planets in 3D animation’s objects with audio.


2018 ◽  
Vol 8 (7) ◽  
pp. 1169 ◽  
Author(s):  
Ki-Baek Lee ◽  
Young-Joo Kim ◽  
Young-Dae Hong

This paper proposes a novel search method for a swarm of quadcopter drones. In the proposed method, inspired by the phenomena of swarms in nature, drones effectively look for the search target by investigating the evidence from the surroundings and communicating with each other. The position update mechanism is implemented using the particle swarm optimization algorithm as the swarm intelligence (a well-known swarm-based optimization algorithm), as well as a dynamic model for the drones to take the real-world environment into account. In addition, the mechanism is processed in real-time along with the movements of the drones. The effectiveness of the proposed method was verified through repeated test simulations, including a benchmark function optimization and air pollutant search problems. The results show that the proposed method is highly practical, accurate, and robust.


Author(s):  
Kevin Lesniak ◽  
Conrad S. Tucker

The method presented in this work reduces the frequency of virtual objects incorrectly occluding real-world objects in Augmented Reality (AR) applications. Current AR rendering methods cannot properly represent occlusion between real and virtual objects because the objects are not represented in a common coordinate system. These occlusion errors can lead users to have an incorrect perception of the environment around them when using an AR application, namely not knowing a real-world object is present due to a virtual object incorrectly occluding it and incorrect perception of depth or distance by the user due to incorrect occlusions. The authors of this paper present a method that brings both real-world and virtual objects into a common coordinate system so that distant virtual objects do not obscure nearby real-world objects in an AR application. This method captures and processes RGB-D data in real-time, allowing the method to be used in a variety of environments and scenarios. A case study shows the effectiveness and usability of the proposed method to correctly occlude real-world and virtual objects and provide a more realistic representation of the combined real and virtual environments in an AR application. The results of the case study show that the proposed method can detect at least 20 real-world objects with potential to be incorrectly occluded while processing and fixing occlusion errors at least 5 times per second.


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