augment reality
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2021 ◽  
Vol 2 (2) ◽  
Author(s):  
Satrya Mahardhika ◽  
Frans Santoso ◽  
Nashiruddin Alfath

The purpose of this research is to learn about how IP character can help students remembering their lesson. In this case we apply the research to a subject that majority students having difficulty to learn, it is chemistry. Some students say that chemistry is the hardest subject for them. Some say that the hardest part is to remember codes and elements on chemistry. Even they said it is the most boring subject, and usually they get a bad mark for it. Based on our survey, we find out that most of students having difficulties to study the subject using traditional method. They prefer to learn using graphics, because it is easier to remember the codes. For this case, we create a set of play card that can help students remembering the chemicals codes. Each card has a unique IP Character that resembles chemical element. Writers also add an element, which could make the chemistry lesson easier to understand, that is game. A game rule will be applied on the card game, and it will help student learned chemistry. And to make it more attractive and fun, we also try to put some technology to the game. Using a technology called Augment Reality, we try to engage students more. 


Author(s):  
Houjie Li ◽  
Shuangshuang Yin ◽  
Fuming Sun ◽  
Fasheng Wang

Face tracking is an importance task in many computer vision based augment reality systems. Correlation filters (CFs) have been applied with great success to several computer vision problems including object detection, classification and tracking, but few CF-based methods are proposed for face tracking. As an essential research direction in computer vision, face tracking is very important in many human-computer applications. In this paper, we present a content aware CF for face tracking. In our work, face content refers to the locality sensitive histogram based foreground feature and the learning samples extracted from complex background. It means that both foreground and background information are considered in constructing the face tracker. The foreground feature is introduced into the objective function which could learn an efficient model to adapt to the face appearance variation. For evaluating the proposed face tracker, we build a dataset which contains 97 video sequences covering the 11 challenging attributes of face tracking. Extensive experiments are conducted on the dataset and the results demonstrate that the proposed face tracker shows superior performance to several state-of-the-art tracking algorithms.


2021 ◽  
Vol 10 (3) ◽  
pp. 1634-1639
Author(s):  
C. Jittawiriyanukoon ◽  
V. Srisarkun

Color image interpolation encompasses reconstructing parts of a video or an image based on information from the neighbor. Technique involves the restoration of noised photos and animation or image denoising. The Navier-Stokes (NS) technique has been widely investigated as an essential research by image restoration. These NS equations contribute spectacular results for producing an animation as they augment reality. They can boost real-time video games to be more sensible than ever. In this paper, we present the Incompressible NS approach (INS) for color image interpolating. The method per se is based on fluid flow concept to circulate directed lines from the peripheral into the area to be interpolated. The image intensity represents stream function in a computational flow of 2D fluid dynamics. The algorithm is implemented to carry on lines regarding gradient vectors at the edge of the interpolating region. It uses the improvement of powerful numerical analysis. It is also proven as an innovative idea for easing problems in image analytics as well as computer vision.


2021 ◽  
Vol 2021 ◽  
pp. 1-8
Author(s):  
Fang Xu ◽  
Wentao Chu

AR (Augment Reality) is an emerging technology that combines computer technology and simulation technology. It uses a computer to generate a simulation environment to immerse users in the environment. AR can simulate the real environment or things and present it to users by virtue of its multiperceptual, interactive, immersive, and other characteristics, to achieve an immersive effect. For sports dance, the same can be used to enhance the effect of teaching and learning through the use of AR technology. Aiming at the problems of delay and terminal equipment energy consumption caused by high-speed data transmission and calculation of virtual technology, this paper proposes a sports dance movement transmission scheme that uses equal power distribution on the uplink. Firstly, based on the collaborative attributes of the AR sports dance business, a system model for AR characteristics is established; secondly, the system frame structure is analyzed in detail, and the constraint conditions are established to minimize the total energy consumption of the system; finally, the mathematical model of Mobile Edge Computing (MEC) based on convex optimization is established under the condition that the delay and power consumption meet the constraints, so as to obtain the optimal communication and computing resource allocation scheme of sports dance in AR. The experimental results reveal that the proposed sports dance movement assessment method based on AR and MEC is efficient.


Author(s):  
Viswanath Matukumalli ◽  
Sai Naga Sasidhar Maddi ◽  
Kushwanth Krishna Angirekula ◽  
Vivek Reddy Pulicherla ◽  
A.M. Senthil kumar ◽  
...  
Keyword(s):  

Author(s):  
Karshiya S. Batyrova ◽  
◽  
Yaroslava G. Poshivaylo ◽  

The article is devoted to the application of augmented reality (Augment Reality, AR) technologies in cartography. A review of the main stages of the formation of technologies and significant achievements in various spheres of human activity is carried out. An overview of the manufacturers of devices and technologies holding leading positions in the augmented reality market is made. Two main directions of AR application in cartography are highlighted: expansion of analog maps and improvement of navigation applications. A comparative analysis of navigation cartographic applications with augmented reality from the point of view of their functionality is given. A scheme of the use of AR technology in cartography is given, in which marker-based, markerless and spatial variants of augmented reality technology are considered. The conclusion about the need for wider introduction of augmented reality technologies into thematic cartography is made.


Author(s):  
RAISA SHULGA

The article analyses the issues related to the capacities of art to act as an augmented reality. The AR concept includes the achievements of the IT to augment the physical world with virtual objects. It was included into scientific vocabulary at the end of the XX century. However, as the historical practice proves, the augment reality as a phenomenon has been present at all the stages of human existence. The need for augmented reality, which was caused by the desire to expand the boundaries of the existing world through the experience of the desired, effectively realized art is determined by the extent to which art can enrich a person's living space with augmented reality. The study reveals contradictions in theoretical approaches to the purpose of art and the realities of its functioning. Emphasis is placed on the need to rethink the understanding of the model of the functioning of art as a universal, non-historical phenomenon. It is proved that cultural and social research of the art influence and comprehension, it is important to abandon manipulations around the general concept of art. It is proposed to maximally operationalize the understanding of its effectiveness by specifying the features of the functioning of species and genres. It is also proposed to overcome the inertia of the value division of art into "high", i.e. valuable one and "low", i.e. the art of low value. This approach opens the way to understanding the real meaning of the needs, non-aesthetic and non-artistic nature, which guide most of the audience at all times, in their appeal to art. Research in this area reveals the potential of art in meeting the vital needs of man — psychological relaxation, emotional saturation, relaxation, entertainment. The essence of differences in consumption of an art product of "educated" and "naive" consumers is considered. Possibilities of reproducing augmented reality in the largest segments of current artistic life — cultural industries and contemporary art — are determined.


Author(s):  
Anabelem Soberanes-Martín

Augmented reality is on the rise in education. This case study focuses on its incursion in the training of health professionals. The author has chosen this focus to address situations that the students do not do in the classroom because of the complexity or lack of laboratories. Thus, the author proposes to develop a mobile application with augmented reality. In the first phase, the proposal includes aspects of the technique of urethral probes, including videos and animations. The proposal also includes markers on mannequin present the information of the process for application with mannequins and patients. The results of the application are that the author identified that the augment reality enrich the process of learning for the valuation by the students and teachers. It showed that the virtual contents contribute to the education of the students of the infirmary.


Author(s):  
Anabelem Soberanes-Martín

Augmented reality is on the rise in education. This case study focuses on its incursion in the training of health professionals. The author has chosen this focus to address situations that the students do not do in the classroom because of the complexity or lack of laboratories. Thus, the author proposes to develop a mobile application with augmented reality. In the first phase, the proposal includes aspects of the technique of urethral probes, including videos and animations. The proposal also includes markers on mannequin present the information of the process for application with mannequins and patients. The results of the application are that the author identified that the augment reality enrich the process of learning for the valuation by the students and teachers. It showed that the virtual contents contribute to the education of the students of the infirmary.


Author(s):  
You Wu ◽  
Mingzhen Zhang ◽  
Xiaosi Li ◽  
Yu Gan ◽  
Chao Zhao

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