Science topic

Augmented Reality - Science topic

Augmented reality (AR) is a live, direct or indirect, view of a physical, real-world environment whose elements are augmented by computer-generated sensory input such as sound, video, graphics or GPS data.
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AR technology has the potential to revolutionize the way healthcare is delivered by improving patient outcomes, reducing medical errors, and providing better training and education for healthcare professionals. Nevertheless, it's essential to address these concerns (e.g., accuracy and reliability, cybersecurity, user training, integration with existing healthcare systems) and ensure that AR technology is developed, tested, and implemented in a safe and effective manner in healthcare settings. This may be achieved through proper regulation, user training, and continuous monitoring and evaluation of the technology.
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Extended Reality (XR) includes AR, VR etc.
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Ziheng Zhang In the engineering profession, there are several possible uses for extended reality (XR). Among the options are:
- Engineers can utilize virtual reality (VR) to construct and test virtual prototypes of items before building them in the physical world. This can save engineers time and money by allowing them to detect and correct design flaws before manufacturing physical prototypes.
- Training and education: Engineers and other technical workers can benefit from immersive training simulations created with virtual reality (VR) and augmented reality (AR). This may make learning complicated topics and procedures more entertaining and successful.
- Remote collaboration: XR may be used to connect engineers in various places so that they can collaborate in a shared virtual environment. This can help with project communication and cooperation regardless of location.
- Maintenance and repair: Using AR, engineers may get real-time information and directions while doing maintenance or repairs on complicated equipment.
- Site inspections: With XR, engineers may conduct virtual site inspections and discover possible concerns before they exist.
Overall, the application of XR in engineering can assist to simplify processes, enhance efficiency, and promote field accuracy and safety.
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HI, can you recommend books or articles related to Augmented Reality and mobile applications usage ?
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Sahar Mesfar There are several books and articles on the subject of augmented reality and mobile app usage. Here are a few suggestions:
1. Jonathan T. Linowes' book "Augmented Reality: A Practical Guide" is available. This book gives an overview of augmented reality's history and present condition, as well as practical tips for designing AR apps.
2. Raghav Sood's "Pro Android Augmented Reality". This book teaches the fundamentals of augmented reality (AR) and how to create AR applications for Android smartphones.
3. Jonathan Linowes' "Augmented Reality for Developers". This book serves as a resource for developers interested in learning the theory and practice of creating augmented reality apps.
4. Bradley Metrock's "Augmented Reality: The Future of Mobile Gaming and Entertainment". This book investigates the possibilities of augmented reality in mobile gaming and entertainment.
5. Dieter Schmalstieg and Tobias Höllerer's "Mobile Augmented Reality". This book provides a thorough overview of the state-of-the-art in mobile augmented reality, including the technological underpinnings as well as the design and assessment of mobile AR systems.
6. J. Michael Spector and David Wiley's "Augmented Reality in Education and Training". This book investigates the use of augmented reality (AR) in education and training, containing case studies and examples of how AR is utilized in various contexts.
Articles:
1. "Augmented Reality in Mobile Learning: An Overview," Tracey S. Vellucci and Sharon Y. Tettegah. This article offers an overview of the usage of augmented reality (AR) in mobile learning.
2. "Augmented Reality in Mobile Tourism: An Overview," written by Georgios Kefalas and Athanasios Karathanassis. This article examines the usage of augmented reality (AR) in mobile tourist apps.
3. "Augmented Reality for Mobile Advertising," by T. B. Sheridan, K. L. M. Riege, and A. W. Black. This article examines the usage of augmented reality (AR) in mobile advertising.
Keep in mind that some of these materials may be out of date, and the industry is continuously evolving, so it's critical to be open to new advancements and conduct studies on the newest technologies, platforms, and frameworks.
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Hello,
I am currently investigating the integration of VR and AR in the process of language learning. I am mainly focusing on the technological possibilities that the use of e.g. VR glasses offers compared to other learning media. I have already analysed a few advantages. I would like to know which arguments have not been appreciated enough so far. Overall, one often hears the same arguments.
Thank you very much!
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Hi Andreas K. It is very interesting area of research!
I feel that rather than glasses; NLP or cognitive service used for language training would matter more than whether it is AR glass or VR Glass; can you share more insight about service used for language training?
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Hello,
I have a specific question about VR and AR in professional use.
VR and AR can be used in controlling robots and machines. This is possible if the VR and AR devices and robots are networked together. I wonder how this can be used to help foreign employees understand the language better. After all, virtual control is precisely what reduces the need for language skills. Is there any opinion or scientific source on this?
Thanks a lot!
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Andreas K. If we combine VR/AR with glasses, we can do whatever we want, and your use case can also be covered. The biggest problem will be connected to the projected information, how it will be processed by our brain, and what side effects are caused.
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There are many technical challenges in VR/AR. Among these, which is the most important technical challenge without which VR/AR will miss the mass market? Let us discuss.
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I agree with Ljubomir Jacić about the potential of VR in education. In my recent study, I examined the effectiveness of VR for learning geography.
You can also find more details about the challenges of VR use in my PhD thesis.
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Totally tech savvy AI, AR, ML, smartphone 24/7 scaled globally and for recreation gaming:
Is this feasible, given climate change?
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Rafael Dean Brown This is a multilayered topic: demand, business, design, UX, future tech, etc. It could be simplified to become a design and architecture-dependent question, of course. Relevant topics: Do current technological capabilities allow solutions to be designed with these aspects in mind? Yes. Is it possible to extend solutions in this direction? Yes. Is it commercially viable at the moment? Not sure.
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Industry 4.0 emerge as a new workplace in which virtual and augmented reality, for example, but also internet of things, big data and other tehcnologies, are propaged as ways for improving productivity. What profiles of project management improvement are potencially possible, and are actually in use in this workplace context?
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The 10 best project management software and tools for 2022
With so many project management software options to choose from, it can seem daunting to find the right one for your projects or company. We’ve narrowed them down to these nine...
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Augmented Virtuality (AV) already overlays most parts of the users' environment, so I wonder if Diminished Reality (DR) could be seen as a sub-term of AV with a special focus on intentionally removing particular objects. Or is it better to see DR as a feature of Augmented Reality (AR), as in “do only remove few particular objects”? Maybe it is better to say it applies to both and therefore could be seen as a feature of Mixed Reality (MR)? (I use AV, AR, and MR according to Milgram and Kishino's Reality-Virtuality Continuum here)
Does anyone have a reliable definition about the differences and similarities between those concepts?
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Dear Sebastian Felix Rauh,
Here is some useful auxiliary info:
What are the differences among virtual, augmented and mixed reality?
They're pretty big and important.
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Hello there I am written my bachelor thesis about how augmented reality impacts our experiences before purchasing products, I created a survey please fulfilled the survey its fun and doesnt take that long time, thank you and I appreciate your time and answers, the link is below https://forms.gle/w4St6Kyf2SnVaWFx7
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The question "Are you familiar with augmented reality?" isn't clear. We don't know which level we are...And we can check both yes/no.
I didn't find the exact IKEA PLACE APP either.
Sorry but it's difficult to respond the questionnaire.
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Hi I realise it's quite niche, I have information on both NFTs and AR separately but wondered if there were figures for AR NFTs. I am doing a presentation on blockchain applications.
Best regards,
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Most of the figures available out there for market size are hypothetical; it is more of buzz and will take some time for business to adopt!
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I have been using ZapWorks and Augmentaty but I would love to know if you know any better app for using AR with middle school students.
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Good Luck.
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Hi there! First post here, so hopefully this has all the requisite information.
I am a fourth year college student, working on my capstone study, which is on augmented reality lens usage (as in the live filters you see on Snapchat and Instagram and whatnot, to be brief) and the relationship with self-esteem, social comparison, and a number of other variables. I have conducted a survey and my sample size is 300. I am using SPSS.
For my scales, I have tested each scale internally with Cronbach's alpha, calculated the sum and/or mean for each construct/scale, and also recoded them into categorical variable versions (sorted by low, moderate, high) - not actually sure if this is useful? My professor was fine with it, but I sort of feel like they aren't paying super close attention.
My big question is: what tests are recommended for the following variables, especially if I don't know how to define them as independent/dependent or predictor/outcome? In many cases, they are both.
  • Self-Esteem (Rosenberg 1965), also used by a number of the other papers mentioned after this.
  • Self-Photo Manipulation (McLean et al. 2015).
  • Fear of Negative Appearance Evaluation (Lundgren et al. 2004).
  • Social Comparison (Wagner et al. 2021).
  • Social Media Usage (Veldhuis et al. 2020).
  • Online Self-Presentation (Meeus et al. 2019).
  • Social Media Anxiety (Mackson et al. 2019).
  • Deliberate Selfie Posting (Veldhuis et al. 2020).
  • Online Popularity (Meeus et al. 2019)
Then I have the following variables I would like to look at those in relation to (in addition to comparing them among themselves):
  • AR Lens Opinion (coded as negative, neutral, positive)
  • AR Lens Usage (coded as 0 'Never used' 1 'Rarely' 2 'Sometimes' 3 'Often')
  • Demographics like race, gender (coded into three categories including non-binary), and age
There are some other variables involved, but you should get the idea, I hope. It can be so hard to keep track of what tests are relevant for each pairing, and I don't understand how best to analyze more than two pairings at a time, so direction towards clear resources would be helpful. I do look at the papers that I adapted my scales from, but there are so many synonyms for the same tests that it can be so hard to get a grasp on what the test is doing, and I don't quite know when I should be using z-scores to compare variables.
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Ultimately, your conceptual model/framework would determine with your variables are independent/dependent or predictor/outcome, etc.
However, you could start off by conducting a principal component analysis / factor analysis these variables to establish your constructs/factors - refer to Prof Gaskins website and YouTube channel if you do not know how to do this: http://statwiki.gaskination.com/index.php?title=Main_Page and https://www.youtube.com/channel/UCOMWLcopuV4xj8U3dePhVlQ The factor loadings and average variance extracted (AVE) can be used to determine the convergent reliability. The composite reliability and Cronbach's Alpha can be used for reliability. The discriminant validity can be computed via Fornell and Larcker (1981) study, i.e. the comparison of the square root of AVE values for each attitude scale should be greater then correlation between the Component Correlation Matrix (determined in your factor analysis).
You could then explore the relationships between these variable via regression or structural equation modelling.
The AR Lens and demographic can be cross-tabulated with your main dependent variable(s) via ANOVA, Wald Chi-Squire, Generalized Linear Models, etc.
Again, I suggest that you refer to Prof Gaskin's website and YouTube Video's to assist.
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Hello, I am working on a Doctoral dissertation about the “Lessons learned from the implementation of extended reality in education and training”. Iam hoping to publish in the next 4 months - if you have any recommended articles/papers that you believe would be relevant, please let me know.
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Extended Reality (XR) in Virtual Laboratories: A Review of Challenges and Future Training Directions
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What are the differences between Mixed Reality and Extended Reality. I am trying to understand through some examples. Please help me on that.
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Extended reality or XR is just a term used to group all technologies that go between real and virtual worlds. The letter X is to be replaced with any of the letters: A, M or V which gives AR, MR, VR respectively.
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I am looking for research on augmented reality in the higher education classroom.
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Don Michael Jr. We are doing research in this area; however yet to publish paper; since it is under review. Let me know if there is any specific information that you are looking for?
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This explicitly refers to designs or concepts that aim to convey or foster knowledge about barriers and the concept of accessibility.
#gamification #360media
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Dear Mr. Bükers!
I found the following resources:
Kaimara, P., Fokides, E., Oikonomou, A. et al. Potential Barriers to the Implementation of Digital Game-Based Learning in the Classroom: Pre-service Teachers’ Views. Tech Know Learn 26, 825–844 (2021). https://doi.org/10.1007/s10758-021-09512-7 Free access:
2) A case-study: Paiva, J.C.; Queirós, R.; Leal, J.P.; Swacha, J.; Miernik, F. Managing Gamified Programming Courses with the FGPE Platform. Information 2022, 13, 45. https://doi.org/10.3390/info13020045 Open access:
3) Yung-Fu Wang et al 2022.The key elements of gamification in corporate training – The Delphi method, Entertainment Computing, Volume 40, January 2022, Free access:
Yours sincerely, Bulcsu Szekely
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Recommendations of any kind for XR; VR; AR would help me a lot. Thank you very much for your help!
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Dear Mr. Bükers!
I would go for "Its Learning":
2) A case-study: Joel Smith 2021. Isle of Man endorses hybrid learning as the way forward following 3 lockdowns, June 16, 2021, available at: https://itslearning.com/uk/news/hybrid-learning-is-the-way-forward/
Yours sincerely, Bulcsu Szekely
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I am very interested in new technologies, especially VR and AR.
Is there any model which can be used to measure the attitude towards new technologies?
I read about TAM, UTAUT, and the technology readiness model but I am curious to know if there is a model or tool that can help with getting people's tendency to use new technology that they have not used before. or to predict their attitude toward a new technology that has just been announced.
I feel that I miss something, can you help in clarifying the how-to or the options I have with such interest?
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Dear Aws,
To analyze the adoption of this type of innovation, you can use traditional models:
- TAM (Technology acceptance model) (Davis, 1989)
- TAM 2 (Venkatesh & Davis 2000 & Venkatesh 2000)
- TAM 3 (Venkatesh & Bala 2008)
- UTAUT (Unified theory of acceptance and use of technology) (Venkatesh et al. 2003)
However, you can also use other models such as:
- TRA (theory of reasoned action) (Ajzen & Fishbein, 1980)
- TRI (Technology Readiness Index) (Parasuraman, 2000).
- TRI 2.0 (Parasuraman & Colby, 2015)
For more recent updates, it is recommended that you participate in specialized conferences where these topics are addressed, such as AIRSI2020; AIRSI2021 or the future edition of
Good luck with this interesting topic.
Rerences:
- Ajzen, I.; Fishbein, M (1980), Understanding attitudes and predicting social behavior, Englewood Cliffs, NJ: Prentice-Hall
- Davis, F. D. (1989), "Perceived usefulness, perceived ease of use, and user acceptance of information technology", MIS Quarterly, 13 (3): 319–340, doi:10.2307/249008
- Davis, F. D.; Bagozzi, R. P.; Warshaw, P. R. (1989), "User acceptance of computer technology: A comparison of two theoretical models", Management Science, 35 (8): 982–1003, doi:10.1287/mnsc.35.8.982.
- Parasuraman, A. & Colby, C.L (2015). “An Updated and Streamlined Technology Readiness: TRI 2.0”, Journal of Service Research, Volume 18:1, pages 59-74
- Parasuraman, A. (2000). "Technology Readiness Index (TRI) a multiple-item scale to measure readiness to embrace new technologies". Journal of Service Research. 2 (4): 307–320. doi:10.1177/109467050024001.
- Venkatesh, V. (2000), "Determinants of perceived ease of use: Integrating control, intrinsic motivation, and emotion into the technology acceptance model", Information Systems Research, 11, pp. 342–365
- Venkatesh, V. (2000), "Determinants of perceived ease of use: Integrating control, intrinsic motivation, and emotion into the technology acceptance model", Information Systems Research, 11, pp. 342–365
- Venkatesh, V.; Bala, H. (2008), "Technology Acceptance Model 3 and a Research Agenda on Interventions", Decision Sciences, 39 (2): 273–315, doi:10.1111/j.1540-5915.2008.00192.x
- Venkatesh, V.; Davis, F. D. (2000), "A theoretical extension of the technology acceptance model: Four longitudinal field studies", Management Science, 46 (2): 186–204, doi:10.1287/mnsc.46.2.186.11926
- Venkatesh, V.; Morris, M. G.; Davis, G. B.; Davis, F. D. (2003), "User acceptance of information technology: Toward a unified view" (PDF), MIS Quarterly, 27 (3): 425–478, doi:10.2307/30036540, JSTOR 30036540
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Hi everyone,
I'm wondering if anyone here would be able to offer any insights they may have on repeating a within-subjects study using the same participants who would return for a further round of testing either 4 days or 6 months after their first test.
As background, I am investigating whether drone piloting performance is improved when drone pilots view checklist procedures using Augmented Reality headsets compared to how they perform when using computer screens to view and execute procedures.
All participants will perform two different flights using an AR headset to view and execute procedures, followed by another flight with a different set of procedures using a nearby computer screen to view procedures. Participants would be divided into 2 groups:
1. The AR-First Group
2. The Screen-First Group
The AR-First group would execute a drone flight viewing and executing a set of drone flight procedures using a Head Mounted Display. A few minutes after they complete this flight, they will then execute another drone flight, only this time using a nearby computer screen instead of a HMD to view an entirely different set of procedures from their previous flight.
The Screen-First will be executing the exact same procedures, the only difference being that they will execute their first drone flight using the nearby computer screen to view and execute procedures, and will execute their second flight using the HMD.
Additionally, we want to measure whether drone piloting degrades following a significant time delay between flights, requiring us to bring half of our cohort of participants back 4 days later, and bring the other half back 6 months later. The reason for bringing them back 4 days later is to make some sort of estimation on how astronauts might perform when flying a drone on future missions to the surface of the Moon (assuming they perform their last drone flight the day before they launch, and execute their next drone flight on their first day on the Moon).
Likewise, for the Mars astronauts, who will be subject to a 6 months time delay between their last drone flight on Earth and their first flight on Mars.
I suppose the question I'm asking is if anyone is familiar with any previous studies which repeated a within-subjects experiment more than once following a time delay between tests - crucially - with participants executing the exact same tasks as they performed during their first day of testing where participants are required to perform manual tasks.
I'm currently planning on having my participants execute the same procedures on their second test day. We would then compare their performance on Test Day 2 with Test Day 1 to see if their performance has improved or degraded.
However, because there are no existing longitudinal studies in the field of Augmented Reality of a longitudinal nature, I'm afraid I may have to come up with my own methodology.
Any comments and feedback welcome.
Thanks in advance,
Cian
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Hi Dr Cian O'Regan . I agree with
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Hey, Could you please spare 10 minutes and watch the related video of my prototype and answer the required questions?
I really appreciate your time.
Thank you
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I think this is a very well done program. I believe that adding in images and videos of a real dissected heart/organ will be helpful as well. This would give the students an animation that could help them visualize the function of the organ, as well as how it looks in vivo.
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Dear fellow researchers,
I am looking for some advice on eye-tracking enabled VR headsets. Currently contemplating between HTC Vive Pro Eye and Pico Neo 3 Pro Eye... Both have built in eye tracking by tobii. Does anyone has any experience with any of them? Or can recommend any other brands?
We are planning to use it for research in combination with EEG and EDA sensors to assess human response to built environment. Any advice is much appreciated.
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The iMotions VR Eye Tracking Module allows for eye tracking data collection, visualization, and analysis in virtual environments using the HTC Vive Pro Eye and Varjo VR-2 eye tracking headsets.
Kind Regards
Qamar Ul Islam
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Hi,
I'm studying augmented reality as a tool on ship bridges for maritime operations. One variable I want to study is the perceived risk of introducing this technology in the work of ship bridge operators. What I want to know is whether operators think the new technology (AR) might increase the risk of certain problems in maritime operations. I looked around a bit but haven't found a satisfactory questionnaire for this. The Technology Acceptance Model Questionnaire and the System Usability Scale focus too much on usability. The Perceived Risks Questionnaire (Jacoby & Kaplan, 1972) is aimed at private customers.
Could you suggest standardized questionnaires I can use to study the perceived risk of introducing this new technology?
Thanks in advance,
Floris
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Thanks for your answers!
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Recently I have learned how to develop Augmented Reality (AR) and i was wondering if I can use it in my researches. Is this a valid research method to use AR instead of Pictures in order to study Visual Preferences?
Is there any research that have used this method?
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You might look into marketing research regarding AR, as a fair amount of work has been done comparing AR to traditional media (i.e. AR vs images) and some of it relates to preferences. Here is one example, which may be a little off the topic, but there are probably many useful pieces of research out there in this space:
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Our recent research shows that AR systems have inherent conflict while interacting with virtual objects. We termed this new conflict as Virtual Kinesthetic Conflict (VKC). This conflict is very similar to the inherent Visual Accommodation Conflict (VAC) in VR. Just like VAC, VKC also cannot be avoided, we can only reduce the effects of VKC. In our recent publication, we have listed a few guidelines to reduce the effects of VKC. Can you think of other solutions?
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Introducing sensory overlays (sometimes called Virtual Fixtures) can reduce the impact of kinesthetic conflict in augmented reality and telepresence environments. The best overlays are haptic (even if they don't prevent physical dislocation), but you can make real improvements (as measured by Fitts Law) with just audio overlays. Here is a link earliest work we did at the US Air Force looking at Fitts implications of haptic and audio fixtures to AR:
It also helps when there is time-delay in telepresence environments, which is an even worse kinesthetic conflict than "missing surfaces" in AR:
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The paper describes the possibilities of training drivers and students to effective driving modes of the train. Could you suggest the similar Software and Hardware Simulators for combine harvester Drivers Training?
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Agree with Qamar Ul Islam.
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Hello everyone. I am writing a paper on Augmented Reality for Visual Designers. I'd like to get some first-hand information about Immersive Design. If anyone would be willing to answer these questions, I would greatly appreciate your feedback.
  1. Have you designed anything specifically in an AR program (Aero, Unity or other AR design software)? If yes - What did you design?
  2. What was your role?
  3. How did your current skillset assist you in learning AR? (This question is for those who have a degree or career in another field that design related)
  4. What challenges did you face in learning AR?
  5. How did you learn how to design for immersive environments? (University, College, on-the-job training, independently, online courses?)
  6. What are your opinions regarding augmented reality changing the landscape of visual design?
  7. What do you think are the biggest obstacles media designers will face when designing for augmented reality?
  8. What are the main concepts of designing for AR that differ from media design?
  9. With the scarcity of educational programs available in AR design, what are your suggestions for media professionals who are interested in AR design to pursue getting training?
  10. What do you think the primary role of visual and media designers be in the AR development process?
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I worked with AR at a university and encountered everyone one of the problems mentioned by Patrick Jost and Potidas. The only they don't mention is the sheer frustration learning and applying AR. - As they said the lack of anything remotely close to uniform standards. Even updates from wired to wireless Oculus glass was a adventure.
In addition, I encountered resistance from the gallery exhibit users. for example : While wearing the glasses they felt easily disoriented, distracted and felt the (AR) information was un-asked for. They want to ask for added info rather than have it pushed.
My students remind me Apple phones have been advertising they are AR ready for 4 years. But as yet I still see little if any work being done. - However they think these 2010 and 2014 HyperReality videos by Keiichi Matsuda ( http://km.cx ) London, UK, while high exaggerations of the idea, offer some insight of we we might expect in the future.
1)__ HYPER-REALITY by Keiichi Matsuda
2)__ Augmented (hyper)Reality: Domestic Robocop by Keiichi Matsuda
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Many Augmented Reality (AR) technologies allow us to portray various systems in a virtual environment. Are we able to project the Coronavirus into our environments to more easily understand the stucture of the virus?
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Sure. You will need 3d object of Coronavirus and then some knowledge of Augmented reality SDK to accomplish your task.
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Are there any documents, perhaps by the Instruments Society of America (ISA), specifying regular calibration for AR platforms? I am not completely sure. Answers will help me with my research of AR.
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From my experience, when you build applications with Unity3D and Vuforia plugin, calibration is automatic for all mobile devices.
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We are preparing a basic list of questions to ask the user in order to find whether they are stressed and if so their stress is mental or physical. We need to prepare a questionnaire as part of an ongoing project 'Augmented Reality supported self-help interventions for physiological and psychological acute stress'
Could anyone recommend me good sources I can refer?
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This long list of symptoms is surely useful and interesting.
Is it reasonable to recognize that much of it is part of the human experience on this planet?
Especially during the isolation of quarantine, conditions affecting. students at University, or entrepreneurs working long hours, or a large portion of the population spending excessive time online, because that is the option currently available.
Now is the time to be extra kind, to ourselves, and to others.
One day the little trivilialities that bother today, will be forgotten tomorrow.
Good for research to be done on this topic, my hope is that potential problems are minimized, and not amplified.
Hopefully that will be reflective in the questionaire.
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The Blender 2.80 manual on the glTF 2.0 section strongly advises not to use the Embedded version. I myself found it difficult to use this version of the format because I had problems related to compatibility with emissive textures, with the Alpha channel (Alpha blend and Alpha Clip themselves) and with the size related to the files (too large compared to a hypothetical use on A-Frame for app development in Browser). Without studying alternative libraries to import compressed Embedded GLTF, is it possible to decrease the file size and optimize the format thus obtained, or should it be exported from Blender a binary glTF and subsequently, in programming, loading textures?
Reference to the technical report of the project we are working on, called MINERVA:
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Hi Vittoria, have you considered to use the drako compression ? it is in the flags of the gltf exporter. I use better the gltf + bin + textures for 3d online visualization (browser) through ATON http://osiris.itabc.cnr.it/scenebaker/index.php/projects/aton/
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AI: Artificial Intelligence,
ML: Machine Learning,
AR: Augmented Reality
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Hi there, interesting question. Take a look at my recent article, which discusses how "open" consumers are to substitute products in AR. This could, indeed, be helpful to developing countries. Take a look at let me know what you think, Khitam!
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We have many technical issues in Mixed Reality. Which is the most important technical challenge for Mixed Reality?
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In the battlefield, security issues as follows.
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i want to make research related to augmented reality for language learning in my classroom. so I need to learn to make simple AR for my class. i need expert to sharing experience about AR.
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Great... Useful Information sir.. Salah Ahmed Catherine P. Tapales Indra Perdana
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Hi,
Just would like to ask if someone have already created a IEEE format Survey Questionnaire for Changeability, Synchronicity, Real Time Interaction, resource management safety and security for a project in Augmented Reality for mobile fixture or related case?
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Augmented reality is a constrcut and you could get a Set of choices of statements from the past study or else a standard scale could be found with statements written by an author in that field from past research papers
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Currently, I collected data from science teachers to Understand their intention to use augmented reality: using some behavioral theories. I prepared the method and results sections.
I am looking for a colleague who has knowledge of the use of technology in education in particular science education and has work experience to test psychological theories (e.g., TPB, NAM, UTAUT, and UTAUT 2). You can contact me for detailed information about the study.
I expect the colleague I am looking for
  • to assist me in completing the introduction and discussion sections of the work.
  • Having articles on this subject in journals previously indexed in SSCI, SCI, or SCI-expanded.
The colleague who wants to work with me can contact me via my e-mail address (huseyin.ates@ahievran.edu.tr).
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Hi
How could I help you dear?
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Virtual reality is a commonly applied tool in human factors research. Driving or pedestrian (street-crossing) simulators allow for a safe and controlled test environment. However, generalizing results to reality is often criticized. Questionnaires, e.g. to measure presence, are often used to measure the virtual experience. Recently, augmented reality is more and more used in this context. Are there questionnaires to rate the AR experience, e.g. how well the virtual objects blend with the real environment?
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Dear Philipp, we used ISO-based questionnaires to rate our medical augmented reality application. Maybe it helps, please see our article here:
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Kindly share your experience/opinion to help me in my research and take this One Minute survey especially if you're interested in learning Arabic or have a problem in motivation and keeping focused:
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It is done! Good Luck
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Hi there,
Are there any AR content management systems which can create Augmented Reality scenarios without resorting to coding?
Best Regards,
Julian
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Yes, But what do you want to create? Search the term of Augmented Reality Authoring tools.
You can create AR Experiences with Reality Composer, I m working on course to publish in Udemy but its not ready.
Adobe releaesd Project Aero last year, it can be helpful too. there are paid solutions too.
We developed an application for AR Game development but its not available yet
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Our project is designing a multiplayer AR game delivered via iPad to raise awareness of pupils’ multilingual resources. Anyone else working on AR development for use with children in classrooms? More at www.virtulapp.eu
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Yes, Lorna Carson. I am working on AR in the education project as my PhD research. The main focus is on touchless interactions and machine learning agents in AR learning applications.
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I am researching the sense of presence in Virtual Reality and my colleagues are increasingly asking me if I know something about the sense of presence in Augmented Reality. Can we talk about presence in Augmented Reality? Presence is "being there" if we use Virtual Reality. But a person remains "here" and virtual objects are "here" if we use Augmented Reality.
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Thank you, but I'm interested in augmented reality, not virtual. AR not VR
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The WEF declares that the world is entering the Fourth Industrial Revolution.  Is this the same as the previously branded Knowledge Era ?  What distinguishes the fourth industrial revoloution from the previous era ?
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Fourth Industrial Revolution will happen more effectively due to the Information Technology which the previous Industrial Revolution did never come across such a drastic technology development.
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There are many technical challenges in VR/AR. Among these, which is the most important technical challenge without which VR/AR will miss the mass market? Let us discuss.
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Right now I think content is the king as it requires expert in the domain to create realistic models. It's challenging for normal users for these content creation.
I agree with Christian Moro about the motion sickness. Looking around for a few minutes is fine, but moving is really a problem in VR for a certain person.
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Does anyone know of programs or developers working specifically with augmented reality and materials development? I'm currently wondering how it is possible to develop one easier tool to visualise 3D structures, such as crystal and molecules.
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For 3D Visualization, you can use a game engine like Unity or Unreal, and then add some Augmented Reality features like VR Headset to your game set so that you can interact with the materials.
I hope this helps.
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I designed the research model by making Augmented Reality as independent variable and customer E-satisfaction as dependent variable mediated by online CX based on the situated cognition theorizing. I found measures for all research model but the problem is that I couldn't find AR scale that measure the relationship between AR and online CX.
I need quantitative and survey questions that I will use in measuring AR.
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You could use a continuous scale from 1 to 10 to rate the experience from different perspectives. for example: haptic experience, visual experience or auditory experience.
Then you can do a dependency test to determine the meaning that may impact.
If you research for the senses, I can recommend authors such as Pradeep (buying brain), Renvoise (neuromarketing) or Hulten (sensory marketing). Although they are marketing issues, they provide a clear idea of ​​the sensory experience
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I designed the research model of my DBA research by making Augmented Reality as independent variable and customer E-satisfaction as dependent variable mediated by online CX based on the situated cognition theorizing. The problem is that I couldn't find AR scale that measure the relationship between AR and online CX.
I need quantitative and survey questions that I will use in measuring AR.
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Likely, a coordinated an integrated development to enable the digital transition will facilitate the coexistence of different stages of technologies and services, from the most traditional to the most advanced. The integration of this set also involves meeting individual challenges arising from previous industrial stages (eg labor qualification, material standardization, modularization, etc.) and current (management using virtual and augmented reality, smart buildings, etc.). Objectives such as Organizing construction, Rationalizing construction, Industrializing construction and the Digitization and “servitization” of construction management fit into this agenda.
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Indeed it is possible to replace modern technologies and remove traditional technologies such as augmented reality, big data, internet of things and blockchain. I want to cooperate with us, I am currently using one of the transformational economics patterns from the traditional side to the emerging side in the hotel work environment by using augmented reality technology
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Hi everyone,
Reading some research made in the 1990s and early 2000s it is really interesting to see that, since that time people are telling that immersive technologies are the "future".
Since 2015, with Oculus Rift and the development of industry, a lot of things changed: we have VR equipment much more affordable and the development for immersive technology is getting increasingly easier.
AR is also very popular due to the possibilities opened up by smartphones.
However, the view that AR/VR are the future still an expectation that is mentioned in tech-reports and tech-magazines.
How do you see these expectations changing? What is a new expectation or implementation that wasn't there in 1990s or even ealier?
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XR is already here and is being widely used in private business. Car companies, retailers, furniture, they are all using and investing in XR. Take Ikea as an example, and how their AR app lets you see how a piece of furniture will look at your living room. On the healthcare side of the equation, computerized posturography, vestibular rehabilitation and several other application of XR are already being highly used and commercialized. The business reports for XR applications keeps growing and growing. Research has to pick up a little bit more, but it is not the future anymore, it is here. Most of the prototypes and ideas from the early 2000's are available nowadays and just getting better. I started developing environments for physical therapy in 2009 and the big change I saw was affordability and accuracy, all guided by the game industry. We still need more research though.
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What is the relationship between IOT and Augmented Reality
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Since the IoT addresses the connection of physical objects (things) and virtual representations, there certainly is a great number of operation scenarios for the combined use of IoT and AR. - Renaud already mentioned interesting aspects.
AR offers the possibility to make things visible (e.g., a computing device behind the wall), show where things are (e.g. to locate a car with a built-in sensor or to find an animal with a transponder), to display additional information (e.g. virtual text labels giving information about the battery level of a IoT device), might offer user interfaces (as Renaud already said) and much more...
However, in the IoT context the design of a AR applications requires a spatial concept. This is an interesting subject for me a geoinformation scientist.
I am looking forward to more answers to the question.
Regards, Benno
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I intend to conduct a quasi-experiment in my research between 2 classrooms, one group delivered with ICT tools and the other with augmented reality (Aurasma app as supplemental material ) to find out which group has enhanced the achievement and creative thinking skills among students much more?
I wonder If I asked them to utilize the Aurasma app in their home then what should I teach them in the classroom although I stated clearly that the second group will be taught through an augmented reality app? I think there will be an overlapping between the two concepts: (the mobility of AR) and (the flipped learning) in case if I taught them with AR within the daily lesson.
I will be grateful for who can clarify this ambiguity?
My best regard
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The first group will be more inventive than the second, because the application Aurasma makes creativity for students and the first will achieve this result on its own.
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I am a student at Ghulam Ishaq Khan Institute, Pakistan and I am conducting research on evaluating the barriers to adoption of industry 4.0 in the construction industry of developing countries with Pakistan as a case in point. You are requested to fill the questionnaire attached. It will take 15-20 minutes of your precious time. Your response will be highly acknowledged. The questionnaire is attached. Once the survey has been filled, kindly reply to this discussion with the updated response file.
Thanks
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Dear Sir,
Thank you for your suggestion. Actually the research study is based on finding the inter-relationship among barriers to adoption of industry 4.0 in the construction industry. Maybe the description was a little bit confusing which is why I have modified it. However, I do not agree with your last remarks regarding the use of software combination because integrating industry 4.0 is not as simple as it seems. I have identified those barriers on the basis of extensive literature review as well as discussion with industry experts. This study aims to present a graphical representation of the interrelationship among the variables using Interpretive structural modeling and MICMAC. For better understanding, I have attached the reference article from which I was able to extract the idea, you can refer to it.
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My team and I have developed a prototype of an augmented reality mobile application for teaching primary school students human anatomy. We are going to do a usability testing and evaluation with the primary school students using FUN toolkit, and we are also going to conduct an expert review using heuristic evaluation and cognitive walkthrough. Furthermore, we also want the teachers to test the app, and to evaluate the usability in the context of their students' usage. However, the teachers are neither usability experts nor end-users so what is the most appropriate method for them regarding usability testing, survey design etc? Do you have any recommendations for usability testing methods, survey design/template etc.?
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I would let the teachers have a test run and then interview them afterwards about their pedagogical views. I see no real need for a CW with the teachers. I would include them in the test with children though. They will be of great help in verbalizing issues that the kids cannot identify themselves and they know the children and are expert about children’s behavior. Ideally you’d let the teachers play fist so they know the interface. My2Cents
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I am intending to conduct a study entitled: "The effect of Augmented reality as an instructional tool in enhancing students' creative thinking skills".
There are numerous technological tools have contributed to promoting students' creative thinking skills such as ICT tools, google platform, WhatsApp, gaming, animation and so... but to the best of my knowledge, there is not a published study in the open lit proves that (AR) can help in enhancing creative thinking skills.
Now, my question:
Since I have no evidence so far proves that AR can foster creativity among students, would you suggest me to stop examing the effect of AR or keep it up? and if not so how can I justify that in my research?
My best regard
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Since I have no evidence so far proves that AR can foster creativity among students, would you suggest me to stop examining the effect of AR or keep it up? and if not so how can I justify that in my research?
If you'd performed rigorous literature review & find no precedent that AR is positively influencing creative thinking skills. Then you might consider either of these 3 approaches:
  1. Quantitative Experimentation Study - adopt / develop an AR app & conduct an experimentation study with experiment & control groups to evaluate the effect of AR on the experiment group.
  2. Quantitative Correlational Study - operationalize both the constructs of AR & creative thinking skills with validated & reliable survey questionnaire and then conduct the correlational survey with appropriate data analyses.
  3. Qualitative Interview Study - perform in-depth interviews with appropriate AR users & find out any artifacts / evidence that AR is enhancing students' creative thinking skills.
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Hello scholars
I am so interested in knowing if there is evidence proving that Aurasma app can help in promoting the creative thinking skills among students?
Thanks in advance
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thanks dr I really appreciate it
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Hello, everyone.
Augmented Reality (AR) is a technology that overlays interactive digital elements — such as text, images, video clips, sounds, 3D models and animations — into real-world environments. Not only does AR enhance learning, but it also provides students with opportunities to create their own content.
A search of the internet reveals a variety of web-based AR tools and apps for almost any subject. Many of these apps promote 21st century skills such as creativity, problem-solving, critical thinking, analysis, coding and iterative testing.
We created some mobile apps for Android for education.
I would like to know your point of view about AR in education.
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Better understand Physics and Chemistry etc and explore the unknown world effectively and lively!
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At the Kazan Federal University (Russian Federation), I help organize the VII conference of the Sadykov reading."Society 5.0: The Paradoxes of the Digital Future". But I do not know how to find new contacts who may be interested to participate in.
Conference working languages: Russian, English, Chinese.
Workshops topics:
- Digital Paradise or "hello" from Big Brother?
- Homo Digitalis: Hopes, Risks, Prospects.
- Transformation of Knowledge and Education in a Digital Society
- Ontology of Virtual and Augmented Reality.
- Digital Humanity as a New Interdisciplinary Paradigm.
- Is Society 5.0. a step Towards Transhumanism?
- The fourth industrial revolution and digital capitalism.
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You might want to reach out to those at Nazarbayev University in Kazakhstan too.
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Mixed Reality (MR) is a concept not yet consolidated. I have read and heard distinct definitions of the term: sometimes it fuses itself with the concept of Augmented Reality (AR), others, with Virtual Reality (VR) synchronized with the real world, as a room-scale VR experience.
What is, indeed, the best definition for Mixed Reality?
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There is not a single, "best" definition of MR. In fact, my colleagues and I investigated this question for a paper presented at this year's CHI conference. Based on expert interviews and a literature review, what we found were 6 distinct and widely used working definitions:
  • MR according to Milgram's continuum
  • MR as a synonym for AR
  • MR as a type of collaboration
  • MR as a combination of AR & VR
  • MR as an alignment of environments
  • MR as a "stronger" version of AR
These can be classified based on a conceptual framework (some would call it a taxonomy) with 7 dimensions:
  • number of environments
  • number of users
  • level of immersion
  • level of virtuality
  • degree of interaction
  • input
  • output
Hope this helps! :)
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la UNESCO propone estudiar la posibilidad de crear programas de educación a distancia para relevar buenas prácticas en el diseño, adaptación y uso de recursos educativos abiertos y ofrecer asesorías a los países miembros, principalmente a los en vías de desarrollo, para que amplíen su oferta de programas en educación superior virtual.
Se debe hacer uso de la blended education (aprendizaje combinado) es un enfoque de la educación que combina materiales educativos en línea y oportunidades para la interacción en línea con los métodos tradicionales de aula basados ​​en el lugar. Requiere la presencia física tanto del maestro como del estudiante, con algunos elementos de control del estudiante sobre el tiempo, el lugar, el camino o el ritmo. Si bien los estudiantes aún asisten a escuelas "físicas" con un maestro presente, las prácticas presenciales en el aula se combinan con actividades mediadas por computadora con respecto al contenido y la entrega. El aprendizaje combinado también se utiliza en entornos de desarrollo profesional y en la capacitación para el trabajo.
El aprendizaje combinado depende en gran medida del contexto, por lo tanto, es difícil encontrar una concepción universal de él. Algunos informes han afirmado que la falta de consenso sobre una definición difícil de aprendizaje combinado ha llevado a dificultades en la investigación sobre su efectividad. Sin embargo, un meta análisis de 2015 que históricamente analizó una revisión exhaustiva de los estudios de investigación basados ​​en la evidencia sobre el aprendizaje combinado, encontró elementos comunes en la definición de que el aprendizaje combinado "se consideraba una combinación de los modos tradicionales de instrucción (cara a cara) con en línea; modos de aprendizaje, basándose en la instrucción mediada por la tecnología, donde todos los participantes en el proceso de aprendizaje están separados por la distancia en algunas ocasiones ". Este informe también encontró que todos estos estudios basados ​​en evidencia concluyeron que el rendimiento de los estudiantes trajo consigo mayores experiencias de aprendizaje combinado en comparación con las experiencias de aprendizaje totalmente en línea o totalmente en persona. [1]
Un claro ejemplo de lo anterior es la entrega digital de aprendizaje combinado a través de la aplicación móvil Master-O, por Inspire One. La entrega digital de aprendizaje combinado en una aplicación móvil. El "aprendizaje combinado" a veces se usa en el mismo sentido del "aprendizaje personalizado" y la instrucción diferenciada.
[1] Siemens, G., Gašević, D., & Dawson, S. (2015). Preparing for the Digital University: a review of the history and current state of distance, blended, and online learning. Pg. 62. Athabasca University. Retrieved from http://linkresearchlab.org/PreparingDigitalUniversity.pdf
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Gracias Guilherme por tu aporte.
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Augmented Reality and Virtual Reality : What are the state of art augmented reality / virtual reality tools and development platforms? What are the potential use cases for finance, insurance, automative, medicine and telecom sectors?
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potential use case for VR,AR tools in manufacturing,Retail,Logistics
1-Remote maintenance-assisted by experts
2-Simulation and Training of employee
3-User perspective and design simulation
4-Emergency ,safety simulation and analysis
5-Process modeling ,simulation and integration with AI based analysis
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What is the best Instructional Design Model (IDM) to follow when designing an AR learning app for language acquisition for non speakers age (23-30)?
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Hi Eshrak,
This is an interesting question and as any interesting question, there is no straightforward answer to it. The ID models that may fit (partially) are many and may range from the "canonical" instructional systems design ADDIE model (needs analysis, design, development, implementation, evaluation) to include rapid prototyping (AKA, rapid application development) and D3(data-driven development). The latter full advantage of data and machine learning. In 2017 van Merriënboer and Kirschner published a book on instructional design of training programs for complex learning which including courses, curricula, or environments(e.g. AI). This is the full citation: Van Merriënboer, J. J., & Kirschner, P. A. (2017). Ten steps to complex learning: A systematic approach to four-component instructional design. Routledge.
You may also find relevant the following summary of the empirical literature on the elements of effective design of computer-based interventions:
Mayer, R.E. (2008). Applying the science of learning: Evidence-based principles for the design of multimedia instruction. American psychologist, 63(8), p.760.
Kim, Y., & Baylor, A. L. (2016). Research-based design of pedagogical agent roles: A review, progress, and recommendations. International Journal of Artificial Intelligence in Education, 26(1), 160-169.
Please let me know if you have more questions.
Best,
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Industry 4.0 has been partially defined by its use of machine-to-machine communication and Internet-of-Things (IoT) devices to create factories that operate like smart homes: an array of appliances and machines are brought into constant communication in order to create a cohesive, highly visible system. Logistics 4.0 operates under these same principles, but with a different set of component parts. Specifically, it makes use of “smart” containers, vehicles, pallets, and transport systems in order to create a fully networked supply stream that offers supply chain managers, shippers, freight forwarders, and others the necessary visibility to route transport and perform other logistics tasks in an optimal way. The concepts of Logistics 4.0 are becoming popular as logistics management evolves. Industry 4.0 impacts the corporate world through digitization both horizontal and vertical supply chains, products, services, business models, and customer relations.
How much this will affect the Third-Party Logistics (3PL) providers?
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through block chain and AI the security , speed and accuracy of information sharing will be key element of i4.0 in 3PL..
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The power of visual communication technologies like augmented reality in contemporary arts areas, the application and importance of augmented reality.
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Due to technical and Design issues, Audiences can just experience Most of AR Art projects by watching videos or looking at screenshots, but the real pleasure of Augmented Reality is the feeling of presence in the scene.
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I would like to explore the possible topics to write a thesis regarding the Application of AR in Service Industry (in car repair workshops) any leads would be appreciated
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Using Augmented Reality in Management of Car Service Check list
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A technology that superimpose a computer generated image on a user view of the real world , thus provide a composit view...
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If the companies like Apple and Facebook release AR glasses with Wide Field of View and reasonable price, it can create a paradigm shift in product design. Each object will have a Visual interface in AR.
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A colleague is currently drafting her thesis proposal.
The aim of the thesis would be comparing the pedagogical effectiveness of traditional map reading in the geography classroom, versus 'digital' map reading tools. Some examples of 'digital' map reading tools could be google maps, augmented reality apps, or virtual reality 'field trips'.
Ideally, she would be conducting her research in Irish secondary schools, but she is willing to consider case studies from other countries.
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They are improving students' map reading skills. A combination of both the digital map reading tools and the traditional method will definitely be more effective.
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Hi Guys.
I am hoping to get some help on my thesis questions and suggestions on the questions i have proposed. Please comment and give constructive feedback to help me.
The research question was formulated on the basis on having a keen in interest in Augmented reality applications and trying to understand what benefits there are for companies and how these benefits are measured. As the technology is still relatively expensive, how do companies justify this expenditure in terms of a return.
Questions:
1.What benefits arise from the implementation of augmented reality solutions.
a. How are these benefits measured?
b. When should a company consider implementing an augmented reality solution?
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You're apt to find that AR is helpful for looking at Need For Touch; in particular, consumers have a strong need to touch products prior to buying them and this difference is an important psychological variable that affects the success of e-commerce sites. A good AR program will be valuable for meeting consumes NFT.
Here's a link to my paper on the topic:
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During some lessons it may be for a limited time, in specific situations of didactic games or the presentation of specific learning processes and topics, the teacher may allow the use of devices such as virtual reality slots and augmented reality. In addition, the teacher can also include other mobile devices such as laptops, tablets, smartphones etc. in the education process. In certain situations, these devices would play the role of teaching instruments supporting the didactic processes conducted by the teacher.
Do you agree with my opinion on this matter?
In view of the above, I am asking you the following question:
Can glasses for virtual reality and augmented reality be teaching instruments used in education processes?
Please reply
I invite you to the discussion
Thank you very much
Best wishes
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Hi! Not so much for teaching as for personal learning.
Or rather, this reminds us of the role of the teacher as scaffolding for individual learning (Vygotskij). Collective demos of new gadgets in the classroom is not so meaningful, and these technologies have been hyped and overrated.
The bottom line is: there is no separate cyber world, nor should digital information be understood as an information layer on top of the physical. Our one and only world is today rather understood as information, in information terms. I am following Floridi’s Philosophy of Information in this line of thinking. Otherwise we cant see the forest for all the trees.
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I am interested in the user-interface question of providing guidance to a user in VR or AR to move a handheld tracked object into a specific and precise 6-degree-of-freedom pose (position+orientation) that is floating in air.
I have been conducting a literature review but have not yet found research focusing on this specific issue. There is a lot of work about AR guidance to indicate a position of interest (3-DOF) with a physical referent (e.g. an arrow pointing to a physical button that a user should press, or a location on a machine that a component should be inserted into). However, these methods assume there is something physical being pointed to, rather than an in-air situation (e.g. guiding a user to hold a smartphone camera or a flashlight in a particular world-space pose).
A trivial approach of course would be to render a world-space virtual representation of the handheld object and to have the user just move the physical object until it lines up. However, this has issues in that there is always less precision in Z (towards the user or further away from the user) as the depth cues for Z-alignment are weaker.
This suggests that other user interfaces may help a user do precise alignment, and I'm interested to know if there are prior user studies that explore this topic, as I haven't found any yet. Thank you in advance!
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I don't know of any prior studies that explore this topic specifically, however I do believe that isolating multiple goals, in this case each of the 6-Ds, is the more likely way to go. Simple instructions may provide greater results than having the user compare their object's orientation to a virtual one. For example, objects can be oriented in 3-DOF (pitch/roll/yaw) by providing combinations of instructions in two of the three axis, as in "rotate-(CW/CCW)-X_degrees," "tumble-(away/toward) you-X_degrees." This would not over complicate the interface for the user, but it may be too simplistic requiring follow on "rotate" and "tumble" commands to talk them in as they guestimate degrees, quarter or eight turns. If the system's feedback loop has little to no detectable lag, the user could be instructed to "stop turn" when the system is satisfied.
To get 6-DOF adding commands such as "pan-(left/right/up/down)" and "move- (closer/away)" may work, but the distance of movement may be obscure. The user's arm may be the most available and obvious unit of measure. For instance, "move-away-1/2 the remaining distance" would instruct the user to extend their arm from where it is, to half their remaining reach.
Frankly, I think the approach taken depends on the level of simplicity needed for the user (spoken instructions vs. visual cues/comparison), the speed of the feedback loop to provide updated solutions/instructions and prevent over-rotations, and the threshold of exactness needed to assume correct positioning in each of the 6-Ds. Interesting, each of these three areas would make great leading experimental studies leading to a more comprehensive and intuitive UI for the purpose at hand.
Lastly, quaternion matrices may provide a useful means of calculating and annotating the corrections needed to move the users object from their current orientation to the target 6-DOF orientation. But more would need to be known before we go in that direction.
I'd be interested in following progress on this subject/project.
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As the Vice Chair of the IEEE Computer Society, Silicon Valley, looking forward to meet potential speakers, particularly in the bay area, who can give talks in the following areas:
Artificial Intelligence, Autonomic Computing, Machine Learning
Neuromorphic computing, Smart Cities, Quantum Computing
Conversational UI, Fog Computing, 4D Printing
Smart Robots, Connected Home, Augmented Reality
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Sourabh Shastri
Assistant Professor
Kathua Campus
University of Jammu
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I am trying to measure emotional response when visual media content is displayed on television or AR device.
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feel free to email me for additional suggestions on how to measure emotional responses. You can find my Email in the paper. Happy to share some scales with you then,
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Please take a few minutes of your time to fill in the following questionnaire to evaluate the volume of information presented to users in outdoor sports activities in augmented reality systems.
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Done. Would be interested in results when you'll have them.
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Hi all,
Does anyone have any recommendations on potential useful articles? There is plenty out there for computer/mobile/ tablet based experiences but I have not come across any for Augmented Reality.
Thanks!
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Important question about VR & AR
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5 Important Augmented And Virtual Reality Trends For 2019
Alongside AI and automation, virtual reality (VR) and its closely related cousin augmented reality (AR) have been touted for several years now as technologies likely to have a profoundly transformative effect on the way we live and work...
Solutions which allowing humans to explore fully immersive computer-generated worlds (in VR), and overlay computer graphics onto our view of our immediate environment (AR) are both increasingly being adopted in both entertainment and industry...
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