Battery Efficiency in Outdoor Sports Environments for Mobile Pervasive Augmented Reality Systems

2022 ◽  
pp. 520-536
Author(s):  
Rui Miguel Pascoal

This work analyses energy expenditure in outdoor sport environments with augmented reality technology. Battery efficiency is becoming a relevant topic in the context of the varied outdoor end-user services, among other realms. It is a key to the acceptance and use of mobile technology. In outdoor environments, battery efficiency can be low, especially when information based on close-to-real-time requires internet access and the use of sensors. Such requirement is today evident with the growth of internet dependence and multiple sensors, which perform both actively and passively via fitness gadgets, smartphones, pervasive systems, and other personal mobile gadgets. In this context, it is relevant to understand how energy is spent with the accelerometer, global position system, and internet access (Wi-Fi or mobile data) providing smart data for outdoor sports activities. Through a prototype, an analysis is made based on the current battery autonomy, and an algorithm model for better battery efficiency is proposed.

2020 ◽  
Vol 2 (1) ◽  
pp. 1-10
Author(s):  
David Kristian Lado ◽  
Melati Rosanensi

Utilization of Augmented Reality (AR) technology as a learning medium about perfect and imperfect metamorphosis aims as a tool in the alternative learning and teaching process between teachers and students by visualizing 3D objects in realtime. This multimedia application for introducing perfect and imperfect metamorphosis is based on Augmented Reality by referring to the material in the Science books for Elementary School grade IV (Four) curriculum 2013. The methodology used in developing this application is the Luther Sutopo development method. Where this method consists of 6 (Six) stages, namely concept, design, material collecting, assembly, testing, and distribution. The results or the output of the application that the author built is an android application using Augmented Reality technology to show the shape or form of the stages of animals that experience perfect metamorphosis and imperfect metamorphosis. The conclusion of this study is that the overall response of the end user to this application is quite good. Where in some questions related to this AR application has given good answers. This is evidenced by some of the tests that the authors have conducted on applications where the testers are writers and end users.


2021 ◽  
Author(s):  
Angela Cristina De Hugo Silva ◽  
Metod Gaber ◽  
Matevž Dolenc

Building Information Modeling is an increasingly common process for managing the entire lifecycle of a building - from design and planning, through the construction phase, to operation and maintenance. The result of this process is a building information model with all the generated data and information about the construction process that can be used in a variety of different end-user scenarios. One such use of the model is in a number of different augmented reality applications. Augmented reality technology is being used to bridge the gap between the digital and real worlds and is rapidly becoming an essential part of modern building data modeling design workflows. The chapter provides an overview of building data modeling and the current state of the art in the use of augmented reality in various user scenarios of building data modeling and explores various challenges that need to be addressed for the adoption of augmented reality technology in architecture, engineering, and construction in general.


Author(s):  
Тетяна Грунтова ◽  
Юлія Єчкало ◽  
Андрій Стрюк ◽  
Андрій Пікільняк

Hruntova T. V., Yechkalo YU. V., Stryuk A. M. and Pikilʹnyak A. V. Augmented Reality Tools in Physics Training at Higher Technical Educational Institutions. Research goal: the research is aimed at theoretical substantiation of applying the augmented reality technology and its peculiarities at higher technical educational institutions. Research objectives: the research is to solve the problems of determining the role and place of the technology in the educational process and its possible application to physics training. Object of research: teaching physics to students of higher technical educational institutions. Subject of research: the augmented reality technology as a component of the training process at higher educational institutions. Research methods used: theoretical methods include analysis of scientific and methodological literature; empirical methods include studying and observation of the training process. Research results: analysis of scientific publications allows defining the notion of augmented reality; application of augmented reality objects during laboratory practical works on physics is suggested. Main conclusions. introduction of the augmented reality technology in thetraining process at higher technical educational institutions increases learning efficiency, facilitates students’ training and cognitive activities, improves the quality of knowledge acquisition, provokes interest in a subject, promotesdevelopment of research skills and a future specialist’s competent personality.


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