State of the Art Virtual Reality and Augmented Reality Knowhow

Author(s):  
Bintang Handayani ◽  
Maximiliano E. Korstanje

This study looks at some primary points in the discourse of virtual dark tourism (VDT) formation. Derived from the spectrum of sound branding (SB), virtual reality (VR), coupled with augmented reality (AR), the case is used as a tool to support the claims of VDT. Findings suggest viewpoints for making death sites exclusive, and offer valuable clues to the design of VDT formation as an option to include death sites as market offerings of dark tourism. Guided by social constructionist research philosophy, coupled with semiology and compositional interpretation, the analysis offers valuable clues to position sites built around the narratives of death. Not only does it verify elements of unique and emotional selling propositions in the typology of death sites, but it also signifies the emerging state of the art on the nexus between VDT and SB. Specifically, dark themed songs coupled AR are used as tourism drivers for designing Trunyan Cemetery, Bali. Overall, this review shows preliminary designs for prototype death sites. Several issues and directions for future research are discussed.


2016 ◽  
Vol 8 (2) ◽  
pp. 60-68 ◽  
Author(s):  
Igor D.D. Curcio ◽  
Anna Dipace ◽  
Anita Norlund

Abstract The purpose of this article is to highlight the state of the art of virtual reality, augmented reality, mixed reality technologies and their applications in formal education. We also present a selected list of case studies that prove the utility of these technologies in the context of formal education. Furthermore, as byproduct, the mentioned case studies show also that, although the industry is able to develop very advanced virtual environment technologies, their pedagogical implications are strongly related to a well-designed theoretical framework.


Technologies ◽  
2020 ◽  
Vol 8 (4) ◽  
pp. 77
Author(s):  
Sanika Doolani ◽  
Callen Wessels ◽  
Varun Kanal ◽  
Christos Sevastopoulos ◽  
Ashish Jaiswal ◽  
...  

Recently, the use of extended reality (XR) systems has been on the rise, to tackle various domains such as training, education, safety, etc. With the recent advances in augmented reality (AR), virtual reality (VR) and mixed reality (MR) technologies and ease of availability of high-end, commercially available hardware, the manufacturing industry has seen a rise in the use of advanced XR technologies to train its workforce. While several research publications exist on applications of XR in manufacturing training, a comprehensive review of recent works and applications is lacking to present a clear progress in using such advance technologies. To this end, we present a review of the current state-of-the-art of use of XR technologies in training personnel in the field of manufacturing. First, we put forth the need of XR in manufacturing. We then present several key application domains where XR is being currently applied, notably in maintenance training and in performing assembly task. We also reviewed the applications of XR in other vocational domains and how they can be leveraged in the manufacturing industry. We finally present some current barriers to XR adoption in manufacturing training and highlight the current limitations that should be considered when looking to develop and apply practical applications of XR.


Sensors ◽  
2019 ◽  
Vol 19 (5) ◽  
pp. 1072 ◽  
Author(s):  
Tibor Guzsvinecz ◽  
Veronika Szucs ◽  
Cecilia Sik-Lanyi

As the need for sensors increases with the inception of virtual reality, augmented reality and mixed reality, the purpose of this paper is to evaluate the suitability of the two Kinect devices and the Leap Motion Controller. When evaluating the suitability, the authors’ focus was on the state of the art, device comparison, accuracy, precision, existing gesture recognition algorithms and on the price of the devices. The aim of this study is to give an insight whether these devices could substitute more expensive sensors in the industry or on the market. While in general the answer is yes, it is not as easy as it seems: There are significant differences between the devices, even between the two Kinects, such as different measurement ranges, error distributions on each axis and changing depth precision relative to distance.


Author(s):  
Inma García-Pereira ◽  
Lucía Vera ◽  
Manuel Pérez Aixendri ◽  
Cristina Portalés ◽  
Sergio Casas

Multisensory stimuli can be integrated in systems that make use of different paradigms, such as Virtual Reality (VR), Augmented Reality (AR) or, in a wider sense, Mixed Reality (MR), enhancing user experiences within the virtual content. However, despite the many technological solutions that exist (both hardware and software), only visual and sonic stimuli can be considered as highly integrated in consumer-grade applications. This chapter addresses the current state of the art in multisensory experiences, taking also in consideration the aforementioned interaction paradigms, and brings the benefits and challenges. As an example, authors introduce ROMOT, a RObotic 3D-MOvie Theatre, that supports and integrates various types of displays and interactive applications, providing users with multisensory experiences.


2021 ◽  
Vol 28 (5) ◽  
pp. 1-27
Author(s):  
Stephen Uzor ◽  
Per Ola Kristensson

Crossing, or goal crossing, has proven useful in various selection scenarios, including pen, mouse, touch, and virtual reality (VR). However, crossing has not been exploited for freehand selection using augmented reality head-mounted displays (AR HMDs). Using the HoloLens, we explore freehand crossing for selection and compare it to the state-of-the-art “gaze and commit” (head gaze) method. We report on three studies investigating freehand crossing in multiple use cases. The first study shows that crossing outperforms head gaze in selection scenarios of varying target arrangements. The second explores crossing, head gaze, and hand pointing in radial menu and dynamic interface scenarios. The third explores crossing as a function carrier for a variety of basic interaction functions in a drawing application. This work builds on existing knowledge on the goal-crossing paradigm by demonstrating its potential as a useful interaction method in 3D AR HMD interfaces.


Author(s):  
Bintang Handayani ◽  
Maximiliano E. Korstanje

This study looks at some primary points in the discourse of virtual dark tourism (VDT) formation. Derived from the spectrum of sound branding (SB), virtual reality (VR), coupled with augmented reality (AR), the case is used as a tool to support the claims of VDT. Findings suggest viewpoints for making death sites exclusive, and offer valuable clues to the design of VDT formation as an option to include death sites as market offerings of dark tourism. Guided by social constructionist research philosophy, coupled with semiology and compositional interpretation, the analysis offers valuable clues to position sites built around the narratives of death. Not only does it verify elements of unique and emotional selling propositions in the typology of death sites, but it also signifies the emerging state of the art on the nexus between VDT and SB. Specifically, dark themed songs coupled AR are used as tourism drivers for designing Trunyan Cemetery, Bali. Overall, this review shows preliminary designs for prototype death sites. Several issues and directions for future research are discussed.


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

2019 ◽  
Vol 16 (2) ◽  
pp. 22-31
Author(s):  
Christian Zabel ◽  
Gernot Heisenberg

Getrieben durch populäre Produkte und Anwendungen wie Oculus Rift, Pokémon Go oder der Samsung Gear stößt Virtual Reality, Augmented Reality und auch Mixed Reality auf zunehmend großes Interesse. Obwohl die zugrunde liegenden Technologien bereits seit den 1990er Jahren eingesetzt werden, ist eine breitere Adoption erst seit relativ kurzer Zeit zu beobachten. In der Folge ist ein sich schnell entwickelndes Ökosystem für VR und AR entstanden (Berg & Vance, 2017). Aus einer (medien-) politischen Perspektive interessiert dabei, welche Standortfaktoren die Ansiedlung und Agglomeration dieser Firmen begünstigen. Da die Wertschöpfungsaktivitäten sowohl hinsichtlich der Zielmärkte als auch der Leistungserstellung (z. B. starker Einsatz von IT und Hardware in der Produkterstellung) von denen klassischer Medienprodukte deutlich abweichen, kann insbesondere gefragt werden, ob die VR-, MR- und AR-Unternehmen mit Blick auf die Ansiedlungspolitik als Teil der Medienbranche aufzufassen sind und somit auf die für Medienunternehmen besonders relevanten Faktoren in ähnlichem Maße reagieren. Der vorliegende Aufsatz ist das Ergebnis eines Forschungsprojekts im Auftrag des Mediennetzwerks NRW, einer Tochterfirma der Film- und Medienstiftung NRW.


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