scholarly journals The Immersive Power of Augmented Reality

Author(s):  
Gabriela Kiryakova

Augmented reality is one of the technologies that have received great attention and interest in recent years. In a world where the boundaries between the real and the virtual are blurring, this immersive technology enriches and complements the reality with digital content and allows people to gain a complete and real sense of the objects around them. Currently, the applications of augmented reality go beyond the domains of games and entertainment and are aimed at taking the full advantage of the technology in areas such as medicine, architecture, business, tourism, education and more. The current paper presents the essence of technology and types of augmented reality systems. The basic approaches for creating augmented reality applications are discussed. Specific examples of the application of the technology in the field of education are given-an augmented book and augmented reality educational projects, whose purpose is to make learning an interesting, immersive, engaging and motivating process.

2020 ◽  
Vol 3 (2) ◽  
Author(s):  
Graha Virgian Gustira Putri ◽  
Ade Syahputra ◽  
Silvester Dian Handy Permana

Augmented reality is the technology that superimposes a computer-generated digital content on a user's view of the real world in a real time so users can experience the real virtual objects. The use of augmented reality has spread into various industries, for an example in the fashion industry. One of fashion industry type is hairstyle industry. Eka Salon is a beauty salon that provides beauty treatments for women's hair care. This salon has a problem that customer are not satisfacted with the results of their new haircut because that doesnt match with their expectations. This can be seen from the results of observations at Eka Salon is resulted that 8 out of 15 interviewed customers were not satisfied with their new haircuts because it did not match the appearance in the catalog. In this research, an augmented reality hairstyles will be made that can visualize how the shape of the selected hairstyle by the customer without having to cut their hair first. The Viola-Jones method was chosen as the method used in this study because it has a high accuracy of 90% in face detection. The result of this research is that the Viola-Jones method can detect facial surfaces and generate a 3D hairstyle model distance to 100cm properly. The test of the acceptance level of this application is carried out by Eka Salon customers with an average percentage of 84.3%.


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.


Information ◽  
2020 ◽  
Vol 12 (1) ◽  
pp. 10
Author(s):  
Stavroula Tzima ◽  
Georgios Styliaras ◽  
Athanasios Bassounas

Escape Rooms are presently considered a very popular social entertainment activity, with increasing popularity in education field, since they are considered capable of stimulating the interest of players/students and enhancing learning. The combined game mechanics have led to blended forms of Escape Rooms, the Serious Escape Games (SEGs) and the hybrid type of Escape Rooms that uses Augmented Reality (AR)/Virtual Reality technology, a type that is expected to be widely used in the future. In the current study, the MillSecret is presented, a multi-player Serious Escape Game about local cultural heritage, where the players must solve a riddle about the cultural asset of watermills. MillSecret uses AR technology and it was designed to be conducted in the real-physical environment and in an informal educational context. The paper describes the game, its implementation, the playing process, and its evaluation, which aimed to study the feasibility of game conduction in outdoor settings and the views and experience of players with the game, the local cultural heritage and local history. Evaluation results reveal, among other findings, a very positive first feedback from players that allows us to further evolve the development of the game.


Author(s):  
Muhamad Fajar ◽  
Yogi Udjaja ◽  
Eko Setyo Purwanto ◽  
Anderies
Keyword(s):  

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.


1997 ◽  
Vol 6 (4) ◽  
pp. 413-432 ◽  
Author(s):  
Richard L. Holloway

Augmented reality (AR) systems typically use see-through head-mounted displays (STHMDs) to superimpose images of computer-generated objects onto the user's view of the real environment in order to augment it with additional information. The main failing of current AR systems is that the virtual objects displayed in the STHMD appear in the wrong position relative to the real environment. This registration error has many causes: system delay, tracker error, calibration error, optical distortion, and misalignment of the model, to name only a few. Although some work has been done in the area of system calibration and error correction, very little work has been done on characterizing the nature and sensitivity of the errors that cause misregistration in AR systems. This paper presents the main results of an end-to-end error analysis of an optical STHMD-based tool for surgery planning. The analysis was done with a mathematical model of the system and the main results were checked by taking measurements on a real system under controlled circumstances. The model makes it possible to analyze the sensitivity of the system-registration error to errors in each part of the system. The major results of the analysis are: (1) Even for moderate head velocities, system delay causes more registration error than all other sources combined; (2) eye tracking is probably not necessary; (3) tracker error is a significant problem both in head tracking and in system calibration; (4) the World (or reference) coordinate system adds error and should be omitted when possible; (5) computational correction of optical distortion may introduce more delay-induced registration error than the distortion error it corrects, and (6) there are many small error sources that will make submillimeter registration almost impossible in an optical STHMD system without feedback. Although this model was developed for optical STHMDs for surgical planning, many of the results apply to other HMDs as well.


Author(s):  
Elena E. Abramkina

Forensic authorship analysis is a frequently used technique to identify the real author of an arguable document. Often enough, under study are interrogation minutes. This kind of text is difficult for examination because of its stylistic and genre characteristics: formal phrases and structure as well as different author and compiler of the document. The above features restrict the use of some levels of language analysis. This issue, however, is poorly covered in specialist literature, with only a few articles related to it. The current paper describes the main discursive features of interrogation minutes used in authorship expertise. First we look at conventional techniques of authorship expertise and discuss their limitations. Special attention is given to the analysis of the interrogation minutes genre characteristics and their influence on the whole set of identifiers. The analysis of several conventional interrogation minutes techniques singled out two central tendencies in the authorship attribution: an identification features selection with new identifiers being added. The aim of the article is to propose a solution to the problem. Our technique is based on the methods of The Federal Ministry of the Interior, but it also takes into account genre charecteristics of the interrogation minutes. A new classification of identifiers has been developed. Additional features are offered to improve the attribution accuracy. These are clarifications, which are classified according to the semantic type of the object. In the article clarifications are divided into six types and a few subtypes and are also divided into low and high informative ones. The analysis of clarification is illustrated with the example of three different interrogation minutes. The concluding part of the article is concerned with the techniques of the interrogation minutes used in authorship expertise description, materials requirements and the steps of the analysis.


2021 ◽  
Author(s):  
Aysegul Koc

Technological Displacement: The Coat Check Interactive AR Installation in Perspective is a two-part dissertation that involves the research/creation of an augmented reality installation and a textual critique of displacement both as a socio-cultural phenomenon and a technology-driven status quo. Digital technologies involve a series of displacements from data storage and transfer to creating global networks. Going hand in hand with human mobilities technological displacement affects our lives and interactions deeply. Multimedia and digital overlaying of information and interconnectedness (mobile devices, tracking technologies, the internet...) make up our quotidian in various degrees, impelling us to be 'present' in time and places we actually are not. Technological displacement may be viewed as an extension of physical displacement of individuals and communities in that the need to reconcile, re-invent and innovatively market proximity becomes more and more an underlying theme of contemporary lives. Nowhere the reorientations of presence is more accentuated than 'augmented space', as described by Lev Manovich, "a physical space overlaid with dynamically changing information, multimedia in form and localized for each user." (219) It may be argued that our sense of reality is already 'augmented' by digital stimuli in many ways. Here I make the case that in an augmented or digitally enhanced environment we are displaced multiple times, or "multiplaced". Augmentation is superimposing multimedia to real space, blurring the boundary between the real and the virtual, creating a heterogeneous space defined neither by the standards of the virtual nor the real but the coexistence and cooperation of both. Augmented reality functions on the principle of multiple displacements in that real space is not a backdrop to multimedia: it is indispensable to the overall embodied experience. I created the Coat Check in 2011 using motion tracking technologies (Intersense IS900), specialized cameras (Point Grey 360 degree Spherical Vision Camera), screens (Fog Screen), software (Max/MSP), tools and applications (Snapdragon AR). The conceptualization of The Coat Check is based on an analogy between digital technologies and coat checks that are both storage, retrieval and displacement systems. The Coat Check also raises questions on identity and history as it refers to belonging, temporality, and mobility.


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.


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