scholarly journals Augmented Reality Research and Applications in Education

2021 ◽  
Author(s):  
Ezgi Pelin Yildiz

Augmented reality is defined as the technology in which virtual objects are blended with the real world and also interact with each other. Although augmented reality applications are used in many areas, the most important of these areas is the field of education. AR technology allows the combination of real objects and virtual information in order to increase students’ interaction with physical environments and facilitate their learning. Developing technology enables students to learn complex topics in a fun and easy way through virtual reality devices. Students interact with objects in the virtual environment and can learn more about it. For example; by organizing digital tours to a museum or zoo in a completely different country, lessons can be taught in the company of a teacher as if they were there at that moment. In the light of all these, this study is a compilation study. In this context, augmented reality technologies were introduced and attention was drawn to their use in different fields of education with their examples. As a suggestion at the end of the study, it was emphasized that the prepared sections should be carefully read by the educators and put into practice in their lessons. In addition it was also pointed out that it should be preferred in order to communicate effectively with students by interacting in real time, especially during the pandemic process.

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.


2017 ◽  
Vol 17 (02) ◽  
pp. e20 ◽  
Author(s):  
Kevin E. Soulier ◽  
Matías Nicolás Selzer ◽  
Martín Leonardo Larrea

In recent years, Augmented Reality has become a very popular topic, both as a research and commercial field. This trend has originated with the use of mobile devices as computational core and display. The appearance of virtual objects and their interaction with the real world is a key element in the success of an Augmented Reality software. A common issue in this type of software is the visual inconsistency between the virtual and real objects due to wrong illumination. Although illumination is a common research topic in Computer Graphics, few studies have been made about real time estimation of illumination direction. In this work we present a low-cost approach to detect the direction of the environment illumination, allowing the illumination of virtual objects according to the real light of the ambient, improving the integration of the scene. Our solution is open-source, based on Arduino hardware and the presented system was developed on Android.


2017 ◽  
Vol 1 (2) ◽  
pp. 18-41
Author(s):  
Zeenat AlKassim ◽  
Nader Mohamed

This paper discusses recent and unique inventions in Human Computer Interaction (HCI). To that end, firstly the authors discuss the Sixth Sense Technology. This technology allows users to interact with virtual objects in the real world in a unique manner. It has a number of applications which are further discussed. Then the opportunities and challenges are discussed. Most importantly, a list of inventions in fields of Augmented Reality (AR) and Virtual Reality (VR) in the recent years are discussed, grouped and compared. These include the smart eye glasses, VR headsets, smart watches, and more. Future implications of all those technologies are brought into light considering the new advancements in software and hardware designs. Recommendations are highlighted for future inventions.


Author(s):  
Alvebi Hopaliki ◽  
Yupianti Yupianti ◽  
Juju Jumadi

Augmented Reality (AR) is a variation of the virtual environment or more often calledasAR technology users that can see the real world, with virtual objects added to the real world. So, users see virtual objects and real objects are in the sum place. Augmented reality requires streaming video with a camera that is used as a sowce of image input, then tracking and detecting markers. After the W is detected 30 model will appear of an item. This 3D model was mated mite software for 3D design, jbr example 3DS Max. Blender and others In this ancient animal Ieaming media using pattern recognition that can be interment! as taking raw data and based on data classification Then it can take the mutation problem how to design 30 objects with the Blender application to introduce d anc‘ient animals. purpose of this m is to build ancient animal leaning media in real time by using augmented reality technology.


Disputatio ◽  
2019 ◽  
Vol 11 (55) ◽  
pp. 437-451
Author(s):  
Mark Silcox

AbstractIn “The Virtual and the Real,” David Chalmers argues that there is an epistemic and ontological parity between VR and ordinary reality. My argument here is that, whatever the plausibility of these claims, they provide no basis for supposing that there is a similar parity of value. Careful reflection upon certain aspects of the transition that individuals make from interacting with real-world, physical environments to interacting with VR provides a basis for thinking that, to the extent that there are good reasons to deny the reality of virtual objects, there are also reasons to place a correspondingly higher value upon the experience of interacting with a VR environment. Chalmers’ assumption to the contrary arises from a subtle misrepresentation of how the phenomenon of cognitive penetration works in the perception of virtual objects, and from an unwillingness to acknowledge how our attitudes toward virtual environments are conditioned by the values we adopt when engaged in gameplay.


2019 ◽  
Vol 3 (1) ◽  
pp. 1-9
Author(s):  
Aulia Sari Prihatini ◽  
Mahrizal Masri ◽  
Mhd. Zulfansyuri Siambaton

Reality Increasing or often also called AR (Augmented Reality) in English, is a technology that can add two-dimensional or three-dimensional illusions of objects together into a 3D into the real world then project illusion objects into real time. Unlike the illusion of reality where in the real world is completely replaced, reality only adds to or completes reality. Augmented Reality unites real objects and illusions into real circles, works interactively in real time and found integration between objects in 3D and good integration requires effective investigation. Web AR provides Web-based access using Augmented Reality through a web browser using a combination of technologies including WebRTC, WebGL, WebVR, and Modern APLs sensors. Catalogs are publicity tools used by companies as a way to promote their products and services. Examples of companies that use catalogs are Furniture stores that promote products. Here it will be visualized into 3D until it looks more clear and attractive to consumers. So, based on the description above, the author takes the title "Implementation of Augmented Reality with Marker Method as Media Catalog in AR-Based Furniture Stores. Keywords: Augmented Reality, WEB AR, catalog


Author(s):  
Yuzhu Lu ◽  
Shana Smith

In this paper, we present a prototype system which makes use of the characterisitcs of CAVE-based virtual reality to enhance immersion in an augmented-reality environment. The system integrates virtual objects into a real scene captured by a set of stereo remote cameras. We also developed a GPU-based method for computing occlusion between real and virtual objects, in real time. The method uses information from the captured stereo images to determine depth of objects in the real scene. Results and performance comparisons show that the GPU-based method is much faster than prior CPU-based methods.


Author(s):  
Kevin Lesniak ◽  
Conrad S. Tucker

The method presented in this work reduces the frequency of virtual objects incorrectly occluding real-world objects in Augmented Reality (AR) applications. Current AR rendering methods cannot properly represent occlusion between real and virtual objects because the objects are not represented in a common coordinate system. These occlusion errors can lead users to have an incorrect perception of the environment around them when using an AR application, namely not knowing a real-world object is present due to a virtual object incorrectly occluding it and incorrect perception of depth or distance by the user due to incorrect occlusions. The authors of this paper present a method that brings both real-world and virtual objects into a common coordinate system so that distant virtual objects do not obscure nearby real-world objects in an AR application. This method captures and processes RGB-D data in real-time, allowing the method to be used in a variety of environments and scenarios. A case study shows the effectiveness and usability of the proposed method to correctly occlude real-world and virtual objects and provide a more realistic representation of the combined real and virtual environments in an AR application. The results of the case study show that the proposed method can detect at least 20 real-world objects with potential to be incorrectly occluded while processing and fixing occlusion errors at least 5 times per second.


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.


2019 ◽  
Vol 9 (9) ◽  
pp. 1797
Author(s):  
Chen ◽  
Lin

Augmented reality (AR) is an emerging technology that allows users to interact with simulated environments, including those emulating scenes in the real world. Most current AR technologies involve the placement of virtual objects within these scenes. However, difficulties in modeling real-world objects greatly limit the scope of the simulation, and thus the depth of the user experience. In this study, we developed a process by which to realize virtual environments that are based entirely on scenes in the real world. In modeling the real world, the proposed scheme divides scenes into discrete objects, which are then replaced with virtual objects. This enables users to interact in and with virtual environments without limitations. An RGB-D camera is used in conjunction with simultaneous localization and mapping (SLAM) to obtain the movement trajectory of the user and derive information related to the real environment. In modeling the environment, graph-based segmentation is used to segment point clouds and perform object segmentation to enable the subsequent replacement of objects with equivalent virtual entities. Superquadrics are used to derive shape parameters and location information from the segmentation results in order to ensure that the scale of the virtual objects matches the original objects in the real world. Only after the objects have been replaced with their virtual counterparts in the real environment converted into a virtual scene. Experiments involving the emulation of real-world locations demonstrated the feasibility of the proposed rendering scheme. A rock-climbing application scenario is finally presented to illustrate the potential use of the proposed system in AR applications.


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