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.
Questions related to Augmented Reality
Extended Reality (XR) includes AR, VR etc.
HI, can you recommend books or articles related to Augmented Reality and mobile applications usage ?
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!
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!
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.
Totally tech savvy AI, AR, ML, smartphone 24/7 scaled globally and for recreation gaming:
Is this feasible, given climate change?
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?
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?
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
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,
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.
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.
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.
What are the differences between Mixed Reality and Extended Reality. I am trying to understand through some examples. Please help me on that.
I am looking for research on augmented reality in the higher education classroom.
This explicitly refers to designs or concepts that aim to convey or foster knowledge about barriers and the concept of accessibility.
#gamification #360media
Recommendations of any kind for XR; VR; AR would help me a lot. Thank you very much for your help!
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?
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
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
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.
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
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?
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?
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?
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.
- Have you designed anything specifically in an AR program (Aero, Unity or other AR design software)? If yes - What did you design?
- What was your role?
- 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)
- What challenges did you face in learning AR?
- How did you learn how to design for immersive environments? (University, College, on-the-job training, independently, online courses?)
- What are your opinions regarding augmented reality changing the landscape of visual design?
- What do you think are the biggest obstacles media designers will face when designing for augmented reality?
- What are the main concepts of designing for AR that differ from media design?
- 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?
- What do you think the primary role of visual and media designers be in the AR development process?
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?
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.
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?
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:
Technical Report MINERVA e-Learning Innovative Methods and VR for Enterprises
AI: Artificial Intelligence,
ML: Machine Learning,
AR: Augmented Reality
We have many technical issues in Mixed Reality. Which is the most important technical challenge for Mixed Reality?
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.
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?
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).
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?
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:
Hi there,
Are there any AR content management systems which can create Augmented Reality scenarios without resorting to coding?
Best Regards,
Julian
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
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.
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 ?
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.
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.
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.
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.
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.
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?
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
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
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.?
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
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
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.
https://play.google.com/store/apps/details?id=com.dmatsokin.electro&hl=uk
https://play.google.com/store/apps/details?id=com.dmatsokin.vinci1&hl=uk
https://play.google.com/store/apps/details?id=com.dmatsokin.bridges&hl=uk
https://play.google.com/store/apps/details?id=com.dmatsokin.skyscrapers&hl=uk
https://play.google.com/store/apps/details?id=com.dmatsokin.kfk&hl=uk
I would like to know your point of view about AR in education.
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.
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?
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
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?
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)?
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?
The power of visual communication technologies like augmented reality in contemporary arts areas, the application and importance of augmented reality.
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
A technology that superimpose a computer generated image on a user view of the real world , thus provide a composit view...
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.
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?
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
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!
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
I am trying to measure emotional response when visual media content is displayed on television or AR device.
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.
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!