augmented reality technology
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2022 ◽  
Author(s):  
Haida Umiera Hashim ◽  
Melor Md Yunus ◽  
Helmi Norman

American Psychiatric Association defined autism spectrum disorder as a neurological disorder due to which a diagnosed child may face difficulty in social communication or have a repeated or restricted set of behaviors. Learners with autism are primarily visual strategy learners, and they tend to learn better through pictures and images. Due to their cognitive disabilities, most learners with autism struggle to acquire new vocabulary. There have been many inventions invented by researchers all over the world to help autistic children with their education; however, not much emphasis put on the interventions that can assist autistic children with their English vocabulary learning process. Hence, this study intends to investigate the stakeholders’ acceptance and thoughts on the use of augmented reality mobile applications for children with autism. This study is a qualitative research study where interviews are used as an instrument to gather stakeholders’ views on the usefulness of the designed and developed augmented reality technology mobile application. This study involved seven respondents who come from different backgrounds and in different field areas. The results have gathered that the designed and developed mobile application has the prospect of helping children with autism with their English language learning process. With further improvements, the designed and developed mobile application is believed to be able to help autistic children to learn English vocabulary in a more exciting yet meaningful manner and at the same time help to spark their interest in their English vocabulary language learning process.


2022 ◽  
pp. 520-536
Author(s):  
Rui Miguel Pascoal

This work analyses energy expenditure in outdoor sport environments with augmented reality technology. Battery efficiency is becoming a relevant topic in the context of the varied outdoor end-user services, among other realms. It is a key to the acceptance and use of mobile technology. In outdoor environments, battery efficiency can be low, especially when information based on close-to-real-time requires internet access and the use of sensors. Such requirement is today evident with the growth of internet dependence and multiple sensors, which perform both actively and passively via fitness gadgets, smartphones, pervasive systems, and other personal mobile gadgets. In this context, it is relevant to understand how energy is spent with the accelerometer, global position system, and internet access (Wi-Fi or mobile data) providing smart data for outdoor sports activities. Through a prototype, an analysis is made based on the current battery autonomy, and an algorithm model for better battery efficiency is proposed.


2022 ◽  
Vol 14 (1) ◽  
pp. 1-22
Author(s):  
Ivan Jajić ◽  
Mario Spremić ◽  
Ivan Miloloža

In this paper, the adoption of Augmented Reality, as one of the emerging and intriguing digital technologies, has been investigated. This research uses the extended Unified Theory on Acceptance and Use of Technology framework to analyze these factors. The student population respondents' data about Augmented Reality adoption was collected. The student population has been chosen due to the highest probability of accepting new technologies. The research results show a positive and significant performance expectancy and enjoyment, while effort expectancy showed a negative and significant impact on the behavioural intention dependent variable. These research results can be used for the potential development of Augmented Reality apps in the retail industry and the academic implications of the connections between variables in the UTAUT framework.


2021 ◽  
Vol 8 (4) ◽  
pp. 1-14
Author(s):  
Gokhan Sontay ◽  
Orhan Karamustafaoğlu

As a result of recent technological developments, many mobile applications used in the educational environments have emerged. One of these applications is the augmented reality technology used in smartphones and tablets. Many augmented reality applications are now prepared with 4D-technology and are employed to transform virtual environments into real life situations. In this study, we examined the views of 6th-grade students about using augmented reality technology in teaching science. Designed as a phenomenological research from the qualitative research methods, this study was conducted with nine 6th-grade volunteer students studying in a secondary school in the district of Göynücek in Amasya Province during the 2017-2018 academic year. The data were collected through interviews, using a semi-structured form. We analyzed the data set, by applying descriptive analysis method using NVivo 9 program. Categories emerged from the student views. We modeled the qualitative data in terms of these categories. Based on the research findings it was concluded that the augmented reality activities carried out provided permanent learning about the systems in our body and increased positive attitudes and interests towards the lessons, according to the students' opinions. We concluded that the science teaching with the use of augmented reality technology will provide positive learning outcomes on students. Further, teachers should receive and be provided with professional development on augmented reality to be able to use it more efficiently. This study is expected to contribute to researchers and practitioners in the future.


2021 ◽  
Vol 5 (4) ◽  
pp. 558
Author(s):  
Fajar Septian ◽  
Bobi Agustian

Augmented Reality (AR) technology provides opportunities for science and engineering. AR also has great opportunities in the world of education, which is to provide and display additional information in the form of 3D objects, video, sound, and text on an object. Smartphone software developers have developed Augmented reality technology that was previously developed on PC devices where this technology utilizes the existing camera on a smartphone. With this situation, AR technology has the opportunity to be used in the development of a media for recognizing hijaiyah letters, so that children will be happier learning because of its attractive appearance and teachers or parents can more easily teach lessons to their children. The way to use it is as follows: first, the user puts a registered and printed marker, second, the smartphone camera identifies (tracking) the marker. If the marker is invalid, the user repeats the identification process. If the marker is valid and identified, the marker will display the hijaiyah letter object in three-dimensional form. Third, users can understand the shape and pronunciation of hijaiyah letters by touching the virtual button on the marker


2021 ◽  
Vol 5 (2) ◽  
pp. 137-146
Author(s):  
Aulia Akhrian Syahidi ◽  
◽  
Arifin Noor Asyikin ◽  
Rahimatus Sania ◽  
Subandi Subandi ◽  
...  

Along with the spread of the COVID-19 virus which has an impact on new student admissions at various universities in Indonesia. This impact was also felt at the Politeknik Negeri Banjarmasin (POLIBAN) with the decline in the number of registrants and the public's interest in continuing higher education. So, we need a promotion that is not monotonous and must be innovative. Various kinds of technology have been created to support and facilitate all activities in various fields, one of which is in the field of promotional media. Promotion is very important for a university to offer or show the facilities and infrastructure contained in the university and show its quality. The purpose of this study is to implement mobile augmented reality technology as a POLIBAN promotional media solution and evaluate the user experience of the application. The research method used is the Extreme Programming (XP) development method and a technique for evaluating user experience using the User Experience Questionnaire (UEQ). The results of the research conducted based on the results of the implementation stated that functionally all the features offered by the application can function properly and the results of the evaluation of user experience as a non-functional assessment of 50 respondents with an average value of 2.87 with an excellent predicate.


Author(s):  
Oleh Nikonov

The use of artificial intelligence is a modern important trend in the creation of promising information and control systems of vehicles, including special purpose. The high demands on augmented reality software simply cannot rely solely on human programming to display virtual objects against the real world. Neural networks and machine learning can perform these tasks with much greater efficiency and can greatly improve the augmented reality experience. Goal. The purpose of the article is to develop the concept of convergence of augmented reality and artificial intelligence technologies for special purpose vehicles. Methodology. Artificial intelligence technologies contribute to the transformation of the economy, labor market, government institutions and society as a whole. The use of artificial intelligence technologies helps to reduce costs, increase production efficiency, quality of goods and services. Augmented reality technology offers more innovative methods of visualization by expanding the boundaries of reality, controlling the perspective of the object and visualization in a real context. Results. The concept of convergence of augmented reality and artificial intelligence technologies for special purpose vehicles based on a synergetic approach has been developed. An integrated intelligent information and control system for special purpose vehicles with augmented reality technology has been developed. Originality. Using the convergence of augmented reality and artificial intelligence technologies for special purpose vehicles. Practical value. Convergence is the foundation for achieving numerous positive social and economic effects. The use of augmented reality technology and artificial intelligence can significantly increase the efficiency of special purpose vehicles.


2021 ◽  
Vol 12 (4) ◽  
pp. 132-141
Author(s):  
Haida Umiera Hashim ◽  
Melor Md Yunus ◽  
Helmi Norman

American Psychiatric Association defined autism spectrum disorder as a neurological disorder due to which a diagnosed child may face difficulty in social communication or have a repeated or restricted set of behaviors. Learners with autism are primarily visual strategy learners, and they tend to learn better through pictures and images. Due to their cognitive disabilities, most learners with autism struggle to acquire new vocabulary. There have been many inventions invented by researchers all over the world to help autistic children with their education; however, not much emphasis put on the interventions that can assist autistic children with their English vocabulary learning process. Hence, this study intends to investigate the stakeholders’ acceptance and thoughts on the use of augmented reality mobile applications for children with autism. This study is a qualitative research study where interviews are used as an instrument to gather stakeholders’ views on the usefulness of the designed and developed augmented reality technology mobile application. This study involved seven respondents who come from different backgrounds and in different field areas. The results have gathered that the designed and developed mobile application has the prospect of helping children with autism with their English language learning process. With further improvements, the designed and developed mobile application is believed to be able to help autistic children to learn English vocabulary in a more exciting yet meaningful manner and at the same time help to spark their interest in their English vocabulary language learning process.


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