Technology-Supported Tourist Guiding in Aviation Tourism

Author(s):  
Azizul Hassan

Augmented reality (AR) offers an interactive experience of the real-world environment when an object of the real-world is augmented by computer-generated perceptual information and relevant artefacts. This is a conceptual chapter based on the review of available literature. Also, resources on the internet have also been accessed and reviewed. On the context of the Diffusion of Innovation theory, this research aims to outline AR guiding for in an airport used for tourist aviation. Biman Bangladesh Airlines, the national flag carrier of the country, is the example where this study also explains the possible challenges and benefits that AR guiding facilities can possibly have. This research outlines two specific areas of management and marketing issues are analysis on the way to implement such guiding. Findings show that from the understanding of the Diffusion of Innovation, AR guiding in these days is adopted by an ‘Early Majority' who are followers and engages in reading those reviews given by the previous adopters of new services or products.

Author(s):  
Abhay Kumar M D

Augmented reality is an interactive experience of a real-world environment where the objects or images that reside within the world are enhanced or supplemented by computer-generated perceptual information. Augmented Reality adds a thing to the existing world. It is an enhancement to the real world where we mix the real world with the virtual objects. In this paper, we are proposing a methodology that builds a preview of the virtual watch object alongside the real environment. Using this methodology users can place the virtual watch on their wrist and visualize it in their personal space. This eventually reduces the challenging task of walking into a showroom and trying different watches, as the user gets a clear preview before purchasing the actual item. This methodology is best suited for this technology-driven environment.


2021 ◽  
Vol 5 (7) ◽  
pp. 37
Author(s):  
Juan Garzón

Augmented reality (AR) enables an interactive experience with the real world where real-world objects are enhanced with computer-generated perceptual information. Twenty-five years have passed since the first AR application designed exclusively to be used in educational settings. Since then, this technology has been successfully implemented to enrich educational contexts providing learning gains, motivation, enjoyment, autonomy, among other benefits. This study provides an overview of AR technology in education from its origins to the present. Consequently, based on the analysis of its evolution, the study defines three generations of AR in education. Moreover, the study identifies some major challenges from previous AR applications and, finally, it poses some insights to address these challenges to enhance the benefits of AR for education.


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.


2020 ◽  
Vol 88 ◽  
pp. 103145 ◽  
Author(s):  
Susanna Aromaa ◽  
Antti Väätänen ◽  
Iina Aaltonen ◽  
Vladimir Goriachev ◽  
Kaj Helin ◽  
...  

2020 ◽  
Vol 32 ◽  
pp. 03026
Author(s):  
Deepali Panda ◽  
Gayatri Raje ◽  
Satish Ket

The current navigation system requires the user to continuously map with the navigation application with the real-world environment. It sometimes leads to an incorrect path due to minor difference in the distance between different paths. The identification of nearby places of unknown locality is difficult as one has to ask for information and reviews which can be misleading. Recognition of unknown people for their authenticity cannot be guaranteed as one has to rely on official documents which can be fake. This paper aims to describe the design of an application that will provide the same reality-based environment as that seen through the naked eye, but it adds visual simulation or content to provide an enhanced view to the user during navigation. We will be using Augmented reality to provide users with more information, computer-assisted decision making, and interactive learning and training. The application will combine Google’s existing Maps data with a live feed from your phone’s camera to overlay walking directions on top of the real world and help you figure out which way you need to go. Identification of near-by places and authenticity of the unknown people can be done from the data stored on the cloud and will be augmented when scanned through the camera of the phone which is the only requirement of the application. It also enables the users to navigate indoors with the help of a radar map and arrow pointing towards the points of interest. This application enables the user to navigate using the mobile phone and get the directions augmented in the real world to take accurate decisions. The user can also navigate to different points of interest- indoor as well as outdoor. It also enables the recognition of places, as well as people and the details related to the same, get augmented.


Author(s):  
Е.Н. Юдина

интернет-пространство стало частью реального мира современных студентов. В наши дни особенно актуальна проблема активизации использования интернета как дополнительного ресурса в образовательном процессе. В статье приводятся результаты небольшого социологического исследования, посвященного использованию интернета в преподавании социологических дисциплин. Internet space has become a part of the real world of modern students. The problem of increasing the use of the Internet as an additional resource in the educational process is now particularly topical. The article contains the results of a small sociological study on the use of the Internet in teaching sociological disciplines.


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.


2021 ◽  
pp. 254-267
Author(s):  
John Royce

Good readers evaluate as they go along, open to triggers and alarms which warn that something is not quite right, or that something has not been understood. Evaluation is a vital component of information literacy, a keystone for reading with understanding. It is also a complex, complicated process. Failure to evaluate well may prove expensive. The nature and amount of information on the Internet make evaluation skills ever more necessary. Looking at research studies in reading and in evaluation, real-life problems are suggested for teaching, modelling and discussion, to bring greater awareness to good, and to less good, readers.


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.


Sign in / Sign up

Export Citation Format

Share Document