The Realism and Ecology of Augmented Reality

2015 ◽  
Vol 19 (1) ◽  
pp. 92-112
Author(s):  
Giovanni Simonetta ◽  

Unlike in the phrase “Virtual Reality,” in the phrase “Augmented Reality” (AR) the stress is put on the word “reality.” It seems, though, that we still lack a concept of reality which can fit the world of both humans and computers. In connection with this philosophical issue, this paper aims to provide the background for a better insight into the meaning of Augmented Reality and its impact on human behavior. My thesis is that an ecological version of direct perception’s realism constitutes the most natural framework from which to start. The ecological approach to perception – namely, the Gibsonian theory of affordances – together with a non-dualistic, pragmatist and evolutionist notion of reality, perfectly fits this purpose. Thus, after a brief survey of the present state of AR technologies, it should become natural to interpret AR digital contents as implementations of affordances.

Author(s):  
Marisa Pascarelli Agrello ◽  
Marianina Impagliazzo ◽  
Joaquim José Escola

ResumoNo presente artigo apresentamos a experiência realizada com o uso dos softwares de realidade aumentada (RA) e a realidade virtual (RV) em cenários para o Ensino das Ciências objetivando atender a Era da Educação 4 por meio de manipulação de objetos virtuais.Com aplicações distintas, as duas tecnologias são complementares e se configuram como ferramentas adicionais aos docentes com a proposta de elevar a qualidade das aulas e a geração de uma aprendizagem significativa representando uma ponte entre a educação e a tecnologia. Como objetos virtuais de aprendizagem (OVA), deverão ser usados em sala de aula como forma de enriquecimento das experiências práticas por meio da representação virtual de temas e contextos tornando mais ativa, contextualizada e efetiva o processo de apreensão do mundo. Palavras-chave: realidade virtual, realidade aumentada, ensino das ciências, tecnologias educacionais. Abstract In the present article we present the experience with the use of software of augmented reality (RA) and virtual reality (VR) in scenarios for the Teaching of Sciences in order to attend the Age 4 of Education through manipulation of virtual objects, the two technologies are complementary and are configured as additional tools for teachers with the proposal of raising the quality of lessons and generating meaningful learning as a bridge between education and technology. As virtuais learning objects, they should be used in the classroom as a way to enrich practical experiences through virtual representation of themes and contexts, making the process of apprehension of the world more active, contextualized and effective. Keywords: virtual reality, augmented reality, science teaching, educational technologies.


TEM Journal ◽  
2020 ◽  
pp. 820-825
Author(s):  
Failasuf Fadli ◽  
Siti Irene Astuti D. ◽  
Rukiyati Rukiyati

The development of global technology is very fast. The invention of new technology penetrated the education sector as well. New technology-based learning media have been widely used by several teachers in various schools in the world. At present, new technological media in learning media such as augmented reality, virtual reality, must be responded to by the teacher. The focus of this research is on the phenomenon of teachers who are slow to respond to new technological developments. These teachers experience stress, anxiety, and give up on using technology-based learning media. Therefore, teacher resilience in responding to contemporary media is very much needed.


Neurology ◽  
2021 ◽  
pp. 10.1212/WNL.0000000000012413
Author(s):  
Stefano Sandrone ◽  
Chad E Carlson

Virtual reality and augmented reality have become increasingly prevalent in our lives. They are changing the way we see and interact with the world and have started percolating medical education. In this article, we reviewed key applications of virtual and augmented realities in neurology and neuroscience education, and discussed barriers and opportunities for implementation in the curriculum. Although long-term benefits of these approaches over more traditional learning methods and the optimal curricular balance remain mostly unexplored, virtual and augmented reality can change how we teach neurology and neuroscience.


Author(s):  
Solveig Hoppe ◽  
Marta De Andres Crespo ◽  
Matthew Williams ◽  
Ashok Handa ◽  
James McVeigh

The section on changes in training from the Future in Surgery Report by the Royal College of Surgeons of England outlined key ideas for improving surgical training in the future. These ideas included the use of augmented reality, virtual reality and simulation, as well as increased support for surgeons to diverge from traditional surgical training pathways to undertake research and act as entrepreneurs. The Second Oxford Surgical Innovation Conference (OxSI) had similar aims to prepare delegates for these changes in surgery. The event took place on Friday 13th March 2020 at St Catherine's College, Oxford, and included talks and workshops from world-renowned surgeons, which covered a vast range of topics but ultimately all gave a fascinating insight into what is needed to improve surgical practice and policy.


Author(s):  
S. Gonizzi Barsanti ◽  
S. G. Malatesta ◽  
F. Lella ◽  
B. Fanini ◽  
F. Sala ◽  
...  

The best way to disseminate culture is, nowadays, the creation of scenarios with virtual and augmented reality that supply the visitors of museums with a powerful, interactive tool that allows to learn sometimes difficult concepts in an easy, entertaining way. 3D models derived from reality-based techniques are nowadays used to preserve, document and restore historical artefacts. These digital contents are also powerful instrument to interactively communicate their significance to non-specialist, making easier to understand concepts sometimes complicated or not clear. Virtual and Augmented Reality are surely a valid tool to interact with 3D models and a fundamental help in making culture more accessible to the wide public. These technologies can help the museum curators to adapt the cultural proposal and the information about the artefacts based on the different type of visitor’s categories. These technologies allow visitors to travel through space and time and have a great educative function permitting to explain in an easy and attractive way information and concepts that could prove to be complicated. The aim of this paper is to create a virtual scenario and an augmented reality app to recreate specific spaces in the Capitoline Museum in Rome as they were during Winckelmann’s time, placing specific statues in their original position in the 18th century.


Author(s):  
Mark Pegrum

What is it? Augmented Reality (AR) bridges the real and the digital. It is part of the Extended Reality (XR) spectrum of immersive technological interfaces. At one end of the continuum, Virtual Reality (VR) immerses users in fully digital simulations which effectively substitute for the real world. At the other end of the continuum, AR allows users to remain immersed in the real world while superimposing digital overlays on the world. The term mixed reality, meanwhile, is sometimes used as an alternative to AR and sometimes as an alternative to XR.


Religions ◽  
2021 ◽  
Vol 12 (9) ◽  
pp. 768
Author(s):  
Ryan K. Bolger

The Metaverse is a pervasive expression of technological culture whose impact will be global. First, through knowledge, then through social, and now through geo-spatial, AI (the foundation of the Metaverse) will connect all entities on Earth through digital means thereby creating a three-dimensional informational and experiential layer across the world dubbed the Metaverse. The Metaverse has four characteristics: augmented reality, lifelogging, mirror worlds, and virtual reality. From the standpoint of Christian cultural engagement, a contextual theology has yet to be developed. In the work that follows, the Metaverse is engaged through a combination of contextualization and wholemaking from the standpoint of posthumanism and mysticism. The study focuses on evolutionary wholemaking as identified by Teilhard/Delio, while being guided by Bevans’ five (early) models of contextualization. The method of contextual wholemaking enables new ways of seeing, embracing, communing, complexifying, and creating within the four spheres of the Metaverse. After exploring the nature of the Metaverse in the first half of the paper, insights were gathered from the dialogue between contextual theology and culture and discussed in the second half of the paper.


Author(s):  
A. Afrooz ◽  
H. Ballal ◽  
C. Pettit

<p><strong>Abstract.</strong> Geodesign method and tools are extensively used for collaborative decision making focused on different fields such as transportation, land use, and landscape and has been applied in various places around the world. Nowadays, Augmented Reality (AR), Virtual Reality (VR) and more recently AR sandbox are increasingly becoming very popular particularly as a pedagogical tool. This research aims to investigate whether an AR sandbox could enhance the understanding of people around the development of design proposals and their impacts. We explored if AR sandbox could be implemented in a collaborative geodesign workflow. We reported an experiment where people were asked to build new trails using the sandbox and how the trails they designed were integrated with a larger design. Results explore opportunities and limitations of implementing AR sandbox in a collaborative geodesign workflow based on the experiment in this paper. Our AR sandbox experiment revealed a wide range of benefits to participants in the trail planning and to the geodesign structure.</p>


Author(s):  
Richard Lachman ◽  
Michael Joffe

Emerging developments in AI will have a tremendous impact on the world of media and entertainment. While the general public is focused on entertainment-related technology such as virtual reality and augmented reality, perhaps more significant is the technological transformation of how media experiences are created. Many of the signals about how and where these technologies will affect our lives are below the surface, deeper inside the pre-production and post-production process. This chapter will survey some of the ways in which AI affects the stories we consume, issues of ethics and equity surrounding the use of the AI in media, and early signals that presage a tectonic shift in the business of content production.


2022 ◽  
pp. 217-239
Author(s):  
Jennifer Stewart

By focusing on television film-induced tourists, this chapter will contribute to a better understanding of tourist behaviour in relation to motivations for travel to filming locations. The chapter combines, analyses, and critiques the main debates raised by key authors in relation to identifying the motivational factors that prompt site-specific film tourism as well as providing contributions from this author's 2016 research on television film-induced tourism in Ireland. The chapter is divided into the following sections: a brief history of film and television and a review and discussion on film tourism, a breakdown of the different categories of film tourist and a summation of the various motivations for television induced film tourism, followed by an insight into the concept of authenticity in film tourism studies and the use of technologies such as virtual reality and augmented reality as a means to provide a more immersive experience post COVID-19.


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