scholarly journals The Role of Augmented and Virtual Reality Technologies in Developing Logistics Processes

Author(s):  
Péter Veres ◽  
Ákos Cservenák ◽  
Róbert Skapinyecz ◽  
Béla Illés ◽  
Tamás Bányai ◽  
...  

Nowadays, manufacturing and service companies are increasingly using new IT-based methods and solutions. Two of these areas are the use of augmented reality (AR) and virtual reality (VR). Kyrgyz National Agrarian University named after K.I. Skrybian (KNAU) and Kyrgyz State Technical University Named After Iskhaak Razzakov (KSTU) established VR laboratories with the support of an European project, in which the Institute of Logistics of the University of Miskolc played a key role. In this publication, we present the basics of VR and AR technology, with the current market and research shares and lastly its application in laboratories and industrial environments.

Author(s):  
A. L. Galinovsky

The article examines the problem of personnel training in modern conditions. The task is set about the competencies of students of a technical university, what educational technologies are effective for training personnel, how to form the topic of scientific work for students. The article concludes that scientific and research work for the educational process is an important discipline, the importance of this discipline is very high. The article notes the role of the discipline “Introduction to the specialty” and its importance for further education at the university. All these questions are asked at a time when the world is entering a new industrial revolution.


2018 ◽  
Vol 1 (2) ◽  
Author(s):  
Faizal Zuli

<p><em>The role of the media is quite important in providing information to the public about the University of Satya negara Indonesia. Delivery of information is usually done orally and in the form of a two-dimensional such as posters, brochures, as well as through the website. Media such information certainly has its advantages and disadvantages respectively. For it makes the author want to design a media campaign to complement the usual media used by the campus. The making of a media promotion of the technology to implement multimedia computer, namely a merger between Augmented Reality (AR) and Virtual Reality (VR). Augmented Reality and Virtual Reality was selected because of its advantages in describing a building object in 3 dimensions (3D) in real time, to facilitate the user in knowing the information about the campus of the University of Satya negara Indonesia, which can be used on a Smartphone. In the design of inimenerapkan algorithm of FAST Corner Detection as well as using methods of Multimedia Development Life Cycle (MDLC).</em></p><p><strong><em>Keyword </em></strong><em>: Augmented Reality, </em>Satya Negara Indonesia<em> University, Virtual Reality, 3D </em></p>


Author(s):  
Giuliana Guazzaroni

Virtual reality (VR), augmented reality (AR), and artificial intelligence (AI) are increasingly being used by educational institutions and museums worldwide. Visitors of museums and art galleries may live different layers of reality while enjoying works of art augmented with immersive VR. Research points out that this possibility may strongly affect human emotions. Digital technologies may allow forms of hybridization between flesh and technological objects within virtual or real spaces. They are interactive processes that may contribute to the redefinition of the relationship between identity and technology, between technology and body (Mainardi, 2013). Interactive museums and art galleries are real environments amplified, through information systems, which allow a shift between reality, and electronically manipulated immersive experiences. VR is emotionally engaging and a VR scenario may enhance emotional experience (Diemer et al., 2015) or induce an emotional change (Wu et al., 2016). The main purpose of this chapter is to verify how art and VR affect emotions.


2019 ◽  
Vol 28 (2) ◽  
pp. 105-118 ◽  
Author(s):  
Dmitry A. Belyaev ◽  
Olga A. Volkova ◽  
Evgenia P. Shebolkina

The article provides an overview of foreign and national research on the possibilities of using cognitive management in the educational environment of higher education institution. The authors emphasize the potential of cognitive management principles application in the educational organization, the direct correlation between cognitive management tasks and the general purposes of educational process. The possible approaches to knowledge management in educational organization are described. The authors dwell on the general methodological, economic and functional aspects of cognitive management at the university, argue that the value-communicative essence of university education enables to manage the knowledge base of the university. On the example of Ukhta State Technical University the article considers the possibilities of students’ project activity and project self-government. Firstly, it ensures the increment and intensification of the value-communicative flow of knowledge within the University and in its interaction with the external environment. Secondly, it fosters students to master the role of a cognitive manager. Thirdly, it encourages students to develop their meta-abilities which can be viewed as a form of cognitive management outcomes in higher educational institution.


2021 ◽  
Vol 2 ◽  
Author(s):  
Richard Skarbez ◽  
Missie Smith ◽  
Mary C. Whitton

Since its introduction in 1994, Milgram and Kishino's reality-virtuality (RV) continuum has been used to frame virtual and augmented reality research and development. While originally, the RV continuum and the three dimensions of the supporting taxonomy (extent of world knowledge, reproduction fidelity, and extent of presence metaphor) were intended to characterize the capabilities of visual display technology, researchers have embraced the RV continuum while largely ignoring the taxonomy. Considering the leaps in technology made over the last 25 years, revisiting the RV continuum and taxonomy is timely. In reexamining Milgram and Kishino's ideas, we realized, first, that the RV continuum is actually discontinuous; perfect virtual reality cannot be reached. Secondly, mixed reality is broader than previously believed, and, in fact, encompasses conventional virtual reality experiences. Finally, our revised taxonomy adds coherence, accounting for the role of users, which is critical to assessing modern mixed reality experiences. The 3D space created by our taxonomy incorporates familiar constructs such as presence and immersion, and also proposes new constructs that may be important as mixed reality technology matures.


2021 ◽  
Vol 311 ◽  
pp. 02005
Author(s):  
I. S. Voznesensky ◽  
T. A. Mironova ◽  
L. O. Ternovaya

The article presents the results of the analysis of the process of expansion and diversity of communication channels in the university environment, which is relevant from the standpoint of achieving the goals of sustainable development in the field of education. It is shown that one of the most accessible and open communication channels, in which modern students are actively involved, is the channel of environmental communications. They have many manifestations, which corresponds to the most exceptionally wide ecological space, reflecting both individual and collective interests, features of a narrow professional attitude to nature and its civilizational understanding. A significant part of the disciplines studied in higher education contributes to the formation of students' environmental competencies. The specificity of the ecological approach to education and upbringing contributes to involvement of students in activities for the nature protection. The regularities of environmental communications functioning can be traced on the example of environmental education carried out at the Moscow Automobile Road State Technical University (MADI).


Animation ◽  
2019 ◽  
Vol 14 (3) ◽  
pp. 222-234
Author(s):  
María Lorenzo Hernández

Ari Folman’s The Congress (2013) borrows freely from Stanisław Lem’s dystopian view in his Sci-fi novel The Futurological Congress (1971) to propose the gradual dissolution of the human into an artificial form, which is animation. By moving the action of the novel from a hypothetical future to contemporary Hollywood, Ari Folman gives CGI animation the role of catalyst for changes not only in the production system, but for human thought and, therefore, for society. This way, the film ponders the changing role of performers at the time of their digitalization, as well as on the progressive dematerialization of the film industry, considering a dystopian future where simulation fatally displaces reality, which invites relating The Congress with Jean Baudrillard’s and Alan Cholodenko’s theses on how animating technologies have resulted in the culture of erasing. Moreover, this article highlights how Lem’s metaphor of the manipulation of information in the Soviet era is transformed in the second part of The Congress into a vision of cinema as a collective addiction, relating it to Alexander Dovzhenko’s and Edgar Morin’s speculative theories of total film – which come close to the potentialities of today’s Virtual Reality and Augmented Reality. In addition, although The Congress is a disturbing view of film industry and animating technologies, its vision of film is nostalgically retro as it vindicates an entire tradition of Golden Age animation that transformed the star system into cartoons, suggesting the fictionalization of their lives and establishing a postmodern continuum between animation and film.


Reality is shaped differently in software environments through Virtual Reality VR and augmented Reality AR, it has a remarkable position and an important background with its role of ensuring contact between the software environment and the user. It was popular in the entertainment sector, in particularly industry, but over time, it becomes apparent that there would be a much greater need for VR/AR technologies in different areas dealing with tasks/issues in the real world. In This article we provide an overview of virtual and augmented reality systems and their principal domains of applications.


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