scholarly journals Combining Physical and Virtual Contexts through Augmented Reality: Design and Evaluation of a prototype using drug box as marker for antibiotics’ training

Author(s):  
Sokratis Nifakos ◽  
Tanja Tomson ◽  
Nabil Zary

Introduction: Antimicrobial resistance is a global health issue. Studies have shown that improved antibiotic prescription education among healthcare professionals reduces mistakes during the antibiotic prescription process. The aim of this study was to investigate novel educational approaches that through the use of Augmented Reality technology could make use of the real physical context and thereby enrich the educational process of antibiotics prescription. The objective is to investigate which type of information related to antibiotics could be used in an augmented reality application for antibiotics education. Methods: This study followed the Design Based Research Methodology composed of the following main steps: problem analysis, investigation of information that should be visualized for the training session and finally the involvement of the end users the development and evaluation processes of the prototype. Results: Two of the most important aspects in antibiotics’ prescription processes, to represent in an augmented reality application, are the antibiotic guidelines and the side effects. Moreover, this study showed how this information could be visualized from a mobile device using an Augmented Reality scanner and antibiotic drug boxes as markers. Discussion: In this study we investigated the usage of objects from a real physical context such as drug boxes and how they could be used as educational resources. The logical next steps are to examine how this approach of combining physical and virtual contexts through Augmented Reality applications could contribute to the improvement of competencies among healthcare professionals and its impact on the decrease of antibiotics resistance.

2014 ◽  
Author(s):  
Sokratis Nifakos ◽  
Tanja Tomson ◽  
Nabil Zary

Introduction: Antimicrobial resistance is a global health issue. Studies have shown that improved antibiotic prescription education among healthcare professionals reduces mistakes during the antibiotic prescription process. The aim of this study was to investigate novel educational approaches that through the use of Augmented Reality technology could make use of the real physical context and thereby enrich the educational process of antibiotics prescription. The objective is to investigate which type of information related to antibiotics could be used in an augmented reality application for antibiotics education. Methods: This study followed the Design Based Research Methodology composed of the following main steps: problem analysis, investigation of information that should be visualized for the training session and finally the involvement of the end users the development and evaluation processes of the prototype. Results: Two of the most important aspects in antibiotics’ prescription processes, to represent in an augmented reality application, are the antibiotic guidelines and the side effects. Moreover, this study showed how this information could be visualized from a mobile device using an Augmented Reality scanner and antibiotic drug boxes as markers. Discussion: In this study we investigated the usage of objects from a real physical context such as drug boxes and how they could be used as educational resources. The logical next steps are to examine how this approach of combining physical and virtual contexts through Augmented Reality applications could contribute to the improvement of competencies among healthcare professionals and its impact on the decrease of antibiotics resistance.


2021 ◽  
pp. 110-118
Author(s):  
Олександр Володимирович Каратанов ◽  
Андрій Миколайович Биков ◽  
Марія Вадимівна Сергієнко ◽  
Дмитро Михайлович Мірошниченко

This study examines augmented reality, which imposes on the world around us virtual objects, characters, filters, or other effects through a special camera. Currently, augmented reality is considered potential for pedagogical programs and it is beginning to gain momentum and be actively used. The use of augmented reality technology opens up new opportunities that increase productivity and efficiency in various industries, improve communication and knowledge transfer and make distance learning more comfortable and realistic. However, the factor of reducing the cost of production or the educational process due to the introduction of augmented reality is not yet fully disclosed and requires a detailed analysis, part of which is conducted in this paper. The existing types of augmented, virtual and mixed reality technologies were analyzed, their comparison was made, the current place in the market was determined, as well as their influence and role in modern education. The paper presents examples of the use of augmented reality technology in various fields, including in production, which demonstrates a significant increase in efficiency and confirms the relevance. An overview of the premises and laboratories, which now use virtual and augmented reality technologies for the educational process. The article also describes the shortcomings of the educational process, which can be corrected by introducing augmented reality technology. The economic benefit of using augmented reality in the educational process on a real example was calculated, due to which the expediency of this implementation was proved. Elements of the educational process are considered, the replacement of which with augmented reality will make education cheaper, and this means more accessible. An example of markers used for an augmented reality application in the field of aircraft construction is given. The tendency of the application of augmented reality and use in the educational process for the next years is analyzed, the branches in which it can be applied are considered and the expediency of its use is confirmed.


2020 ◽  
Vol 69 (1) ◽  
pp. 414-417
Author(s):  
S.M. Sarsimbayeva ◽  

The article deals with the development of augmented reality applications on the Vuforia platform, the use this technology in the educational process for the purpose of visual modeling of educational material. The results of the analysis of existing approaches to the development of augmented reality applications, platforms, tool development environments such as Vuforia, with the ability to connect Unity, and the implementation of augmented reality technology are shown. The importance of using high-level augmented reality technologies, the prospects for using augmented reality technology, and the opportunities and advantages of using it in the educational process are highlighted. It is noted that the one of the promising areas of development of innovative educational technologies is the use of augmented reality in the learning process. An augmented reality application to Abay Kunanbayev's poems created on the basis of marker technology is proposed.


Author(s):  
MAHMOOD AL-BAHRI ◽  
Wasin Al Kishri ◽  
Ravindra R Dharamshi

Augmented Reality Technologies as such have been known since the first decade of the 21st century. However, due to the relatively high costs of terminal equipment, the lack of mass demand in industries, their unpreparedness to implement augmented reality in production processes, the limited use of augmented reality in the educational process, etc., this technology did not become networked. In the broadest sense of this word, the traffic generated by augmented reality significantly affects both the principles of network construction and its planning. The article is devoted to studying the interaction of augmented reality applications and control methods for Unmanned Aerial Vehicles. The study was carried out experimentally using the developed experimental stand. During the experiment, an augmented reality application was used to control the UAV. The assessments of the quality of service of the network and subjective evaluations of the quality of perception were obtained. The Hurst parameter was used to determine the relationship between the quality of communication network service and the quality of perception. The parameters of the communication network maintenance are determined to ensure the specified rate of perception when controlling the UAV using the augmented reality application.


2019 ◽  
Vol 53 (1) ◽  
pp. 199-218
Author(s):  
Tetiana H. Kramarenko ◽  
Olha S. Pylypenko ◽  
Vladimir I. Zaselskiy

The purpose of the study is improving the methodology of teaching Mathematics using cloud technologies and augmented reality, analyzing the peculiarities of the augmented reality technology implementing in the educational process. Attention is paid to the study of adaptation of Augmented Reality technology implementing in teaching mathematical disciplines for students. The task of the study is to identify the problems requiring theoretical and experimental solutions. The object of the study is the process of teaching Mathematics in higher and secondary education institutions. The subject of the study is augmented reality technology in STEM-based Mathematics learning. In the result of the study an overview of modern augmented reality tools and their application practices was carried out. The peculiarities of the mobile application 3D Calculator with Augmented reality of Dynamic Mathematics GeoGebra system usage in Mathematics teaching are revealed.


Author(s):  
Тетяна Грунтова ◽  
Юлія Єчкало ◽  
Андрій Стрюк ◽  
Андрій Пікільняк

Hruntova T. V., Yechkalo YU. V., Stryuk A. M. and Pikilʹnyak A. V. Augmented Reality Tools in Physics Training at Higher Technical Educational Institutions. Research goal: the research is aimed at theoretical substantiation of applying the augmented reality technology and its peculiarities at higher technical educational institutions. Research objectives: the research is to solve the problems of determining the role and place of the technology in the educational process and its possible application to physics training. Object of research: teaching physics to students of higher technical educational institutions. Subject of research: the augmented reality technology as a component of the training process at higher educational institutions. Research methods used: theoretical methods include analysis of scientific and methodological literature; empirical methods include studying and observation of the training process. Research results: analysis of scientific publications allows defining the notion of augmented reality; application of augmented reality objects during laboratory practical works on physics is suggested. Main conclusions. introduction of the augmented reality technology in thetraining process at higher technical educational institutions increases learning efficiency, facilitates students’ training and cognitive activities, improves the quality of knowledge acquisition, provokes interest in a subject, promotesdevelopment of research skills and a future specialist’s competent personality.


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