The massive technological advancements around the world have created significant challenging competition among companies where each of the companies tries to attract the customers using different techniques. One of th...The massive technological advancements around the world have created significant challenging competition among companies where each of the companies tries to attract the customers using different techniques. One of the recent tech- niques is Augmented Reality (AR). The AR is a new technology which is capable of presenting possibilities that are difficult for other technologies to offer and meet. Nowadays, numerous augmented reality applications have been used in the industry of different kinds and disseminated all over the world. AR will really alter the way individuals view the world. The AR is yet in its initial phases of research and development at different colleges and high-tech institutes. Throughout the last years, AR apps became transportable and generally available on various devices. Besides, AR be- gins to occupy its place in our audio-visual media and to be used in various fields in our life in tangible and exciting ways such as news, sports and is used in many domains in our life such as electronic commerce, promotion, design, and business. In addition, AR is used to facilitate the learning whereas it enables students to access location-specific infor- mation provided through various sources. Such growth and spread of AR applications pushes organizations to compete one another, every one of them exerts its best to gain the customers. This paper provides a comprehensive study of AR including its history, architecture, applications, current challenges and future trends.展开更多
Augmented reality (AR) has emerged from research laboratories and is now being accepted in other domains as an attractive way of visualizing information. Before AR can be used in the mass market, there are a number ...Augmented reality (AR) has emerged from research laboratories and is now being accepted in other domains as an attractive way of visualizing information. Before AR can be used in the mass market, there are a number of obstacles that need to be overcome. Several of these can be overcome by adopting open standards. A global grassroots community seeking open, interoperable AR content and experiences began to take shape in early 2010. This community is working collaboratively to reduce the barriers to the flow of data from content provider to AR end user. Standards development organizations and industry groups that provide open interfaces for AR meet regularly to provide updates, identify complementary work, and seek harmonization. The community also identifies deployer and implementer needs, communicates requirements, and discusses emerging challenges that could be resolved with standards. In this article, we describe current activities in international standards-development organizations. We summarize the AR standards gap analysis and shed light on special considerations for using standards in mobile AR.展开更多
This study promotes application of Augmented Reality (AR), whose properties can handle multiple sensory that heightens its quality of performances, affections in first time users, and introduces the possibility and ...This study promotes application of Augmented Reality (AR), whose properties can handle multiple sensory that heightens its quality of performances, affections in first time users, and introduces the possibility and guideline in mass production through the development of"Augmented Reality Band", a gadget based on AR system that allows users to interact with virtual music instruments to make music through the system that analyze printed marker on the shirt. The system is developed by using FLAR Toolkit and made accessible via AR band website. The user can run the system online from anywhere by wearing the shirt printed with embedded musical instruments AR code. In order to promote AR Band performances, the authors assessed the quality of the system from technical professionals. It has been found out that the quality level is very high (4.64/5.00) and the user satisfaction evaluated by sample group has been found in a satisfied level (4.22/5.00). In summary, AR Band has proven its performances to enhance user satisfaction and its further development and adaptation is under discussion and suggestion section provided at the end.展开更多
Nonlinear errors always exist in data obtained from tracker in augmented reality (AR), which badly influence the effect of AR. This paper proposes to rectify the errors using BP neural network. As BP neural network ...Nonlinear errors always exist in data obtained from tracker in augmented reality (AR), which badly influence the effect of AR. This paper proposes to rectify the errors using BP neural network. As BP neural network is prone to getting into local extrema and convergence is slow, genetic algorithm is employed to optimize the initial weights and threshold of neural network. This paper discusses how to set the crucial parameters in the algorithm. Experimental results show that the method ensures that the neural network achieves global convergence quickly and correctly. Tracking precision of AR system is improved after the tracker is rectified, and the third dimension of AR system is enhanced.展开更多
The paper elaborates the features and superiority of applying multimedia technology to aquatic organisms in a Science and Life Technology course. The augmented reality application of multimedia technology in aquatic o...The paper elaborates the features and superiority of applying multimedia technology to aquatic organisms in a Science and Life Technology course. The augmented reality application of multimedia technology in aquatic organisms’ instruction has its own features, teaching information capacity, interactive user interface. The paper concludes the superiority of Unity and Vuforia AR instruction from five perspectives;meanwhile, the paper elaborates its disadvantages. An AR-based instruction attitude questionnaire was conducted at the end of the experiment to obtain learners’ perspectives of the system. Learners in AR approach demonstrate higher motivation and concentrate their attention on the learning tasks. Learners showed more positive attitude in willingness to use the AR-based instruction to improve learning interests. This study provided insights for better understanding the design, theory and practice of e-learning through augmented reality technology.展开更多
Vision 2030 requires a new generation of people with a wide variety of abilities,talents,and skills.The adoption of augmented reality(AR)and virtual reality is one possible way to align education with Vision 2030.Imme...Vision 2030 requires a new generation of people with a wide variety of abilities,talents,and skills.The adoption of augmented reality(AR)and virtual reality is one possible way to align education with Vision 2030.Immersive technologies like AR are rapidly becoming powerful and versatile enough to be adopted in education to achieve this goal.Technologies such as AR could be beneficial tools to enhance maintainable growth in education.We reviewed the most recent studies in augmented reality to check its appropriateness in aligning with the educational goals of Vision 2030.First,the various definitions,terminologies,and technologies of AR are described briefly.Then,the specific characteristics and benefits of AR systems are determined.There may be a significance of the pedagogical method used by adapting the AR scheme and the consistency of the equipment and learning experiences.Therefore,three kinds of instructional methods that stress roles,location,and tasks were evaluated.The kind of learning that is offered by the distinct kinds of AR approaches is elaborated upon.The technological,pedagogical,learning problems experienced with AR are described.The potential solutions for a few of the issues experienced and the topics for subsequent research are presented in this article.展开更多
This article examines the main variables that influence the intention to use Augmented Reality(AR)applications in the tourism sector in Jordan.The study model has been constructed based on the unified theory of accept...This article examines the main variables that influence the intention to use Augmented Reality(AR)applications in the tourism sector in Jordan.The study model has been constructed based on the unified theory of acceptance and the use of technology2(UTAUT2),by incorporating a new construct(aesthetics)to explore the usage intention of Mobile Augmented Reality in Tourism(MART).A questionnaire was used and distributed to a sample of 450 participants.Data were analyzed using the Smart PLS version 3.0.for testing 12 hypotheses.29 measurement items were carefully reviewed based on previous studies that were selected to assess the research hypotheses.The findings revealed that the proposed model elucidates 35.7%of the variance in the users’intention to use MART.The results also showed that both performance expectancy and aesthetics were found to be the most significant factors at level(0.001).Four variables,respectively,were at level(0.01)which consisted of social influence,facilitating conditions,hedonic motivation,and price value.The weakest effect was effort expectancy at level(0.05).As the use of AR has become important for tourists,this study establishes a research base that can be built upon for future researchers.MART developers can benefit from the results of this research to design and deliver this service successfully and to ensure that its adoption by users is achieved.展开更多
Background In the past few years,augmented reality(AR)has rapidly advanced and has been applied in different fields.One of the successful AR applications is the immersive and interactive serious games,which can be use...Background In the past few years,augmented reality(AR)has rapidly advanced and has been applied in different fields.One of the successful AR applications is the immersive and interactive serious games,which can be used for education and learning purposes.Methods In this project,a prototype of an AR serious game is developed and demonstrated.Gamers utilize a head-mounted device and a vibrotactile feedback jacket to explore and interact with the AR serious game.Fourteen vibration actuators are embedded in the vibrotactile feedback jacket to generate immersive AR experience.These vibration actuators are triggered in accordance with the designed game scripts.Various vibration patterns and intensity levels are synthesized in different game scenes.This article presents the details of the entire software development of the AR serious game,including game scripts,game scenes with AR effects design,signal processing flow,behavior design,and communication configuration.Graphics computations are processed using the graphics processing unit in the system.Results/Conclusions The performance of the AR serious game prototype is evaluated and analyzed.The computation loads and resource utilization of normal game scenes and heavy computation scenes are compared.With 14 vibration actuators placed at different body positions,various vibration patterns and intensity levels can be generated by the vibrotactile feedback jacket,providing different real-world feedback.The prototype of this AR serious game can be valuable in building large-scale AR or virtual reality educational and entertainment games.Possible future improvements of the proposed prototype are also discussed in this article.展开更多
There have been numerous works proposed to merge augmented reality/mixed reality(AR/MR)and Internet of Things(IoT)in various ways.However,they have focused on their specific target applications and have limitations on...There have been numerous works proposed to merge augmented reality/mixed reality(AR/MR)and Internet of Things(IoT)in various ways.However,they have focused on their specific target applications and have limitations on interoperability or reusability when utilizing them to different domains or adding other devices to the system.This paper proposes a novel architecture of a convergence platform for AR/MR and IoT systems and services.The proposed architecture adopts the oneM2M IoT standard as the basic framework that converges AR/MR and IoT systems and enables the development of application services used in general-purpose environments without being subordinate to specific systems,domains,and device manufacturers.We implement the proposed architecture utilizing the open-source oneM2M-based IoT server and device platforms released by the open alliance for IoT standards(OCEAN)and Microsoft HoloLens as an MR device platform.We also suggest and demonstrate the practical use cases and discuss the advantages of the proposed architecture.展开更多
The study addresses the integration of the Building Information Modelling (BIM) methodology with Virtual Reality (VR) and Augmented Reality (AR) technologies in the context of the development of a multidisciplinary pr...The study addresses the integration of the Building Information Modelling (BIM) methodology with Virtual Reality (VR) and Augmented Reality (AR) technologies in the context of the development of a multidisciplinary project, involving architecture, structures, water network and electrical system components. In order to cover in detail the various design features, the case study was limited to a specific area of a house, the sanitary rooms, as it presents sufficient complexity in modeling and the application of VR and AR software. The VR/AR functionalities applied over the BIM model increase the potential of BIM in the construction sector, contributing to the achievement of a high level of collaboration and control of the project based on an immersive and interactive environment. The elaboration of the different phases of a BIM design requires the transfer of models between BIM and VR/AR systems, allowing us to analyze the main advantages that BIM/VR/AR integration can introduce in the construction industry. The study contributes positively to achieving new knowledge in BIM, being disseminated in an academic research work and illustrated in a practical context.展开更多
文摘The massive technological advancements around the world have created significant challenging competition among companies where each of the companies tries to attract the customers using different techniques. One of the recent tech- niques is Augmented Reality (AR). The AR is a new technology which is capable of presenting possibilities that are difficult for other technologies to offer and meet. Nowadays, numerous augmented reality applications have been used in the industry of different kinds and disseminated all over the world. AR will really alter the way individuals view the world. The AR is yet in its initial phases of research and development at different colleges and high-tech institutes. Throughout the last years, AR apps became transportable and generally available on various devices. Besides, AR be- gins to occupy its place in our audio-visual media and to be used in various fields in our life in tangible and exciting ways such as news, sports and is used in many domains in our life such as electronic commerce, promotion, design, and business. In addition, AR is used to facilitate the learning whereas it enables students to access location-specific infor- mation provided through various sources. Such growth and spread of AR applications pushes organizations to compete one another, every one of them exerts its best to gain the customers. This paper provides a comprehensive study of AR including its history, architecture, applications, current challenges and future trends.
基金Neil Trevett(NVIDIA),Timo Engelke(Fraunhofer IGD),andGeorge Percivall and Carl Reed(OGC)for their continued support
文摘Augmented reality (AR) has emerged from research laboratories and is now being accepted in other domains as an attractive way of visualizing information. Before AR can be used in the mass market, there are a number of obstacles that need to be overcome. Several of these can be overcome by adopting open standards. A global grassroots community seeking open, interoperable AR content and experiences began to take shape in early 2010. This community is working collaboratively to reduce the barriers to the flow of data from content provider to AR end user. Standards development organizations and industry groups that provide open interfaces for AR meet regularly to provide updates, identify complementary work, and seek harmonization. The community also identifies deployer and implementer needs, communicates requirements, and discusses emerging challenges that could be resolved with standards. In this article, we describe current activities in international standards-development organizations. We summarize the AR standards gap analysis and shed light on special considerations for using standards in mobile AR.
文摘This study promotes application of Augmented Reality (AR), whose properties can handle multiple sensory that heightens its quality of performances, affections in first time users, and introduces the possibility and guideline in mass production through the development of"Augmented Reality Band", a gadget based on AR system that allows users to interact with virtual music instruments to make music through the system that analyze printed marker on the shirt. The system is developed by using FLAR Toolkit and made accessible via AR band website. The user can run the system online from anywhere by wearing the shirt printed with embedded musical instruments AR code. In order to promote AR Band performances, the authors assessed the quality of the system from technical professionals. It has been found out that the quality level is very high (4.64/5.00) and the user satisfaction evaluated by sample group has been found in a satisfied level (4.22/5.00). In summary, AR Band has proven its performances to enhance user satisfaction and its further development and adaptation is under discussion and suggestion section provided at the end.
基金Project supported by Science Foundation of Shanghai Municipal Commission of Science and Technology (Grant No .025115008)
文摘Nonlinear errors always exist in data obtained from tracker in augmented reality (AR), which badly influence the effect of AR. This paper proposes to rectify the errors using BP neural network. As BP neural network is prone to getting into local extrema and convergence is slow, genetic algorithm is employed to optimize the initial weights and threshold of neural network. This paper discusses how to set the crucial parameters in the algorithm. Experimental results show that the method ensures that the neural network achieves global convergence quickly and correctly. Tracking precision of AR system is improved after the tracker is rectified, and the third dimension of AR system is enhanced.
文摘The paper elaborates the features and superiority of applying multimedia technology to aquatic organisms in a Science and Life Technology course. The augmented reality application of multimedia technology in aquatic organisms’ instruction has its own features, teaching information capacity, interactive user interface. The paper concludes the superiority of Unity and Vuforia AR instruction from five perspectives;meanwhile, the paper elaborates its disadvantages. An AR-based instruction attitude questionnaire was conducted at the end of the experiment to obtain learners’ perspectives of the system. Learners in AR approach demonstrate higher motivation and concentrate their attention on the learning tasks. Learners showed more positive attitude in willingness to use the AR-based instruction to improve learning interests. This study provided insights for better understanding the design, theory and practice of e-learning through augmented reality technology.
文摘Vision 2030 requires a new generation of people with a wide variety of abilities,talents,and skills.The adoption of augmented reality(AR)and virtual reality is one possible way to align education with Vision 2030.Immersive technologies like AR are rapidly becoming powerful and versatile enough to be adopted in education to achieve this goal.Technologies such as AR could be beneficial tools to enhance maintainable growth in education.We reviewed the most recent studies in augmented reality to check its appropriateness in aligning with the educational goals of Vision 2030.First,the various definitions,terminologies,and technologies of AR are described briefly.Then,the specific characteristics and benefits of AR systems are determined.There may be a significance of the pedagogical method used by adapting the AR scheme and the consistency of the equipment and learning experiences.Therefore,three kinds of instructional methods that stress roles,location,and tasks were evaluated.The kind of learning that is offered by the distinct kinds of AR approaches is elaborated upon.The technological,pedagogical,learning problems experienced with AR are described.The potential solutions for a few of the issues experienced and the topics for subsequent research are presented in this article.
文摘This article examines the main variables that influence the intention to use Augmented Reality(AR)applications in the tourism sector in Jordan.The study model has been constructed based on the unified theory of acceptance and the use of technology2(UTAUT2),by incorporating a new construct(aesthetics)to explore the usage intention of Mobile Augmented Reality in Tourism(MART).A questionnaire was used and distributed to a sample of 450 participants.Data were analyzed using the Smart PLS version 3.0.for testing 12 hypotheses.29 measurement items were carefully reviewed based on previous studies that were selected to assess the research hypotheses.The findings revealed that the proposed model elucidates 35.7%of the variance in the users’intention to use MART.The results also showed that both performance expectancy and aesthetics were found to be the most significant factors at level(0.001).Four variables,respectively,were at level(0.01)which consisted of social influence,facilitating conditions,hedonic motivation,and price value.The weakest effect was effort expectancy at level(0.05).As the use of AR has become important for tourists,this study establishes a research base that can be built upon for future researchers.MART developers can benefit from the results of this research to design and deliver this service successfully and to ensure that its adoption by users is achieved.
文摘Background In the past few years,augmented reality(AR)has rapidly advanced and has been applied in different fields.One of the successful AR applications is the immersive and interactive serious games,which can be used for education and learning purposes.Methods In this project,a prototype of an AR serious game is developed and demonstrated.Gamers utilize a head-mounted device and a vibrotactile feedback jacket to explore and interact with the AR serious game.Fourteen vibration actuators are embedded in the vibrotactile feedback jacket to generate immersive AR experience.These vibration actuators are triggered in accordance with the designed game scripts.Various vibration patterns and intensity levels are synthesized in different game scenes.This article presents the details of the entire software development of the AR serious game,including game scripts,game scenes with AR effects design,signal processing flow,behavior design,and communication configuration.Graphics computations are processed using the graphics processing unit in the system.Results/Conclusions The performance of the AR serious game prototype is evaluated and analyzed.The computation loads and resource utilization of normal game scenes and heavy computation scenes are compared.With 14 vibration actuators placed at different body positions,various vibration patterns and intensity levels can be generated by the vibrotactile feedback jacket,providing different real-world feedback.The prototype of this AR serious game can be valuable in building large-scale AR or virtual reality educational and entertainment games.Possible future improvements of the proposed prototype are also discussed in this article.
基金This research was supported by MSIT(Ministry of Science and ICT),Korea,under the ITRC(Information Technology Research Center)support program(IITP-2021-2018-0-01431)the High-Potential Individuals Global Training Program(2019-0-01611)supervised by the IITP(Institute for Information&Communications Technology Planning&Evaluation).
文摘There have been numerous works proposed to merge augmented reality/mixed reality(AR/MR)and Internet of Things(IoT)in various ways.However,they have focused on their specific target applications and have limitations on interoperability or reusability when utilizing them to different domains or adding other devices to the system.This paper proposes a novel architecture of a convergence platform for AR/MR and IoT systems and services.The proposed architecture adopts the oneM2M IoT standard as the basic framework that converges AR/MR and IoT systems and enables the development of application services used in general-purpose environments without being subordinate to specific systems,domains,and device manufacturers.We implement the proposed architecture utilizing the open-source oneM2M-based IoT server and device platforms released by the open alliance for IoT standards(OCEAN)and Microsoft HoloLens as an MR device platform.We also suggest and demonstrate the practical use cases and discuss the advantages of the proposed architecture.
文摘The study addresses the integration of the Building Information Modelling (BIM) methodology with Virtual Reality (VR) and Augmented Reality (AR) technologies in the context of the development of a multidisciplinary project, involving architecture, structures, water network and electrical system components. In order to cover in detail the various design features, the case study was limited to a specific area of a house, the sanitary rooms, as it presents sufficient complexity in modeling and the application of VR and AR software. The VR/AR functionalities applied over the BIM model increase the potential of BIM in the construction sector, contributing to the achievement of a high level of collaboration and control of the project based on an immersive and interactive environment. The elaboration of the different phases of a BIM design requires the transfer of models between BIM and VR/AR systems, allowing us to analyze the main advantages that BIM/VR/AR integration can introduce in the construction industry. The study contributes positively to achieving new knowledge in BIM, being disseminated in an academic research work and illustrated in a practical context.