scholarly journals Development of an Approach for Creating and Storing the Information with the Help of Unity and AR Core SDK

Author(s):  
Rohit Pagote ◽  
Animesh Tayal ◽  
Snehal Dongare ◽  
Amar Sharma ◽  
Parul Chore ◽  
...  

Storing the information in the compact manner which is also easy to access is very difficult during these days. But with the help of AR (Augmented Reality) it is possible to place the notes and information in place without creating mess about it. A note keeping system inputs the note and the place on which it should be placed. This feature can be developed using unity and ARCore Sdk. AR Notekeeper is an AR based application in which user can create Notes and To Do Lists and not only just create them but store them in real word virtually using Augmented Reality with a passcode security feature. This functionality not only allows to keep their notes in a place which is known to only them but also ensures it stays there.

2021 ◽  
Vol 2 ◽  
Author(s):  
Paschalis Panteleris ◽  
Damien Michel ◽  
Antonis Argyros

The solutions to many computer vision problems, including that of 6D object pose estimation, are dominated nowadays by the explosion of the learning-based paradigm. In this paper, we investigate 6D object pose estimation in a practical, real-word setting in which a mobile device (smartphone/tablet) needs to be localized in front of a museum exhibit, in support of an augmented-reality application scenario. In view of the constraints and the priorities set by this particular setting, we consider an appropriately tailored classical as well as a learning-based method. Moreover, we develop a hybrid method that consists of both classical and learning based components. All three methods are evaluated quantitatively on a standard, benchmark dataset, but also on a new dataset that is specific to the museum guidance scenario of interest.


SISFORMA ◽  
2019 ◽  
Vol 6 (1) ◽  
pp. 16
Author(s):  
Pieter Santoso Hadi ◽  
Albertus Dwiyoga Widiantoro ◽  
Hendra Prasetya

The behavior of students of university in their study have an effect in their character toward corruption. As motivation effects the behavior and the behavior effects the character of person [1]. Game is one of interactive digital media that can be used as educational tools. Game education is a digital game which structured for educational purpose [2]. Augmented Reality game is a live direct or indirect view from real word perspective whose elements are augmented by computer-generated in which a view of reality is modified even diminished by a computer [3]. This Journal contains the result of using Augmented Reality game as education media for anti corruption education  in behavior of university students. Education  materials consist of bad behavior of university students that appear on their study and their relation with corruption.Keywords – Augmented Reality, Game, Behavior, University, Student, Education


2021 ◽  
Vol 22 (1-2) ◽  
pp. 1-10
Author(s):  
Damia Fuentes Escote ◽  
Sudhanshu Kumar Semwal

Using drones and augmented reality paradigm, new forms of interactive algorithms has been created and proposed.We start with a first person view interaction where the drone mimics the movement of one person’s head wearing aHMD so that movements of the head can be mapped to actions by the drones. We then provide two novel AR/VRapplications of drones to create something similar to third person view in 2D and 3D. To get started, our firstidea is to control a drone using head movements. The second application which we implemented is to provide animplementation where tangible platforms are used by the drone to react to the movements of the character. Finallyour third implementaton if to create and AR world using real outdoor scenery and asking a drone to mimic a thirdperson view combining the real scenery with a synthetic actor so that based on the synthetic actor movement thedrone changes its behavior correctly in the real-word trying to provide a synchronized view of the real and syntheticword. There are three novel ideas providing a new form of interactions which will improve with drones functionalityin future. Our implementation shows the feasibility of our idea as discussed in the paper.


2018 ◽  
Vol 7 (11) ◽  
pp. 224
Author(s):  
Choon Ng ◽  
Chandrashekar Ramasamy

Augmented Reality (AR) marketing is a novel and creative way to market products and services. However, there are concerns about its marketing effectiveness as it is still immature to take over the place of traditional marketing method. Hence, this study was aimed to identify the issues and drivers of employing AR, in marketing, and to study the future trend of AR marketing in Malaysia. Foresight methodology tool, the Social, Technological, Environmental, Economic, Political, and Values (STEEPV) method was used in identifying the issues and drivers of employing AR in marketing. Furthermore, an impact–uncertainty analysis was used to identify the top two drivers of the subject. The top two drivers identified were the “need for interrelation between the virtual and the real word” and “technological knowledge generation” with the highest statistical mean vote for impact and uncertainty, respectively. The development of scenario analysis was constructed in correspondence with the top two drivers which gave insights into the four alternative possibilities in the time horizon of 5 to 10 years. The drivers must coexist in order to generate potential scenarios for the development and sustainability of AR marketing in Malaysia.


2020 ◽  
Vol 51 (3) ◽  
pp. 603-616
Author(s):  
Kenn Apel ◽  
Victoria S. Henbest

Purpose Morphological awareness is the ability to consciously manipulate the smallest units of meaning in language. Morphological awareness contributes to success with literacy skills for children with typical language and those with language impairment. However, little research has focused on the morphological awareness skills of children with speech sound disorders (SSD), who may be at risk for literacy impairments. No researcher has examined the morphological awareness skills of children with SSD and compared their skills to children with typical speech using tasks representing a comprehensive definition of morphological awareness, which was the main purpose of this study. Method Thirty second- and third-grade students with SSD and 30 with typical speech skills, matched on age and receptive vocabulary, completed four morphological awareness tasks and measures of receptive vocabulary, real-word reading, pseudoword reading, and word-level spelling. Results Results indicated there was no difference between the morphological awareness skills of students with and without SSD. Although morphological awareness was moderately to strongly related to the students' literacy skills, performance on the morphological awareness tasks contributed little to no additional variance to the children's real-word reading and spelling skills beyond what was accounted for by pseudoword reading. Conclusions Findings suggest that early elementary-age students with SSD may not present with concomitant morphological awareness difficulties and that the morphological awareness skills of these students may not play a unique role in their word-level literacy skills. Limitations and suggestions for future research on the morphological awareness skills of children with SSD are discussed.


ASHA Leader ◽  
2013 ◽  
Vol 18 (9) ◽  
pp. 14-14 ◽  
Keyword(s):  

Amp Up Your Treatment With Augmented Reality


2003 ◽  
Vol 15 (2) ◽  
pp. 141-156 ◽  
Author(s):  
eve Coste-Maniere ◽  
Louai Adhami ◽  
Fabien Mourgues ◽  
Alain Carpentier

2012 ◽  
Author(s):  
R. A. Grier ◽  
H. Thiruvengada ◽  
S. R. Ellis ◽  
P. Havig ◽  
K. S. Hale ◽  
...  

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