Academic literature on the topic 'AR gaming'

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Journal articles on the topic "AR gaming"

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Santoso, Gregorius Alvin Raditya. "GPS-Based AR Games Development Potential." SISFORMA 1, no. 2 (November 19, 2014): 5. http://dx.doi.org/10.24167/sisforma.v1i2.397.

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The application of new technologies in a game is not a new thing. One example is the application of Augmented Reality (AR) technology in game. Many people do not know the application of AR technology in game, although the application of this technology is able to produce a game with unique gameplay. In addition, since AR game is GPS-based, it offers new gaming experience, that is, playing outdoors in which the real world becomes the game arena. This advantage gives the AR technology a huge potential to be developed into a game
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Perry, Bernadette. "ARIS: A Tool to Promote Language Learning Through AR Gaming." CALICO Journal 35, no. 3 (April 29, 2018): 333–42. http://dx.doi.org/10.1558/cj.36318.

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Voštinár, Patrik, Dana Horváthová, Martin Mitter, and Martin Bako. "The look at the various uses of VR." Open Computer Science 11, no. 1 (January 1, 2021): 241–50. http://dx.doi.org/10.1515/comp-2020-0123.

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Abstract Virtual, augmented and mixed reality (VR, AR and MR) infiltrated not only gaming, industry, engineering, live events, entertainment, real estate, retail, military, etc., but as surveys indicate, also healthcare and education. In all these areas there is a lack of software development experts for VR, AR and MR to meet the needs of practice. Therefore, our intention at the Department of Computer Science, Faculty of Natural Sciences, Matej Bel University in Banská Bystrica, Slovakia, is to focus on the education and enlightenment of these areas. The aim of this article is to show the role of interactivity in different VR applications and its impact on users in three different areas: gaming, healthcare and education. In the case of one application of Arachnophobia, we also present the results of the research using a questionnaire.
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Khalid, Che Mohd Lukman, Zainai Mohamed, Mohamad Syazli Fathi, Mohd Zulakhmar Zakiyudin, Norshakila Rawai, and Mohammad Abedi. "The Potential of Augmented Reality Technology for Pre-Construction." Applied Mechanics and Materials 405-408 (September 2013): 3419–22. http://dx.doi.org/10.4028/www.scientific.net/amm.405-408.3419.

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Construction project management covering various aspects such as planning, coordinating, directing, scheduling, monitoring and control. Pre-construction services are used in planning a construction project before the actual construction begins. However, various problems happened at the pre-construction planning stage. This paper present an overview of the major problems in pre-construction stage and look at the potential of using augmented reality technology to overcome those problems. It was found that, at the pre-construction stage, good planning can not be done by the project teams especially to engineers and contractors due to the lack of supporting data, particularly when it involves information relating to underground utilities such as telecommunications, gas, electricity, water and sewerage. There are several approaches that can been undertaken in pre-construction services, especially in making an informed decision. The potential technology is using Augmented Reality (AR)-based approach in pre-construction service. Augmented reality is the integration of digital information with the users environment in real-time. It was one of the tool that support the concept of cyber-physical systems (CPS). CPS is the integration systems between computational network and physical processes. Currently, there are many fields utilised the application of AR such as medical, militiry, vehicles, gaming and navigation. This paper presents the applications of an AR-based approach to medical and gaming industry and explore the potential of using AR in pre-construction. The finding shows that the AR is a potential decision support tool that will speed up the planning process of the project team in the pre-construction phase in real-time.
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Curran, Kevin, Denis McFadden, and Ryan Devlin. "The Role of Augmented Reality within Ambient Intelligence." International Journal of Ambient Computing and Intelligence 3, no. 2 (April 2011): 16–34. http://dx.doi.org/10.4018/jaci.2011040102.

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An Augmented Reality (AR) is a technology which provides the user with a real time 3D enhanced perception of a physical environment with addition virtual elements—either virtual scenery, information regarding surroundings, other contextual information—and is also capable of hiding or replacing real structures. With Augmented Reality applications becoming more advanced, the ways the technology can be viably used is increasing. Augmented Reality has been used for gaming several times with varying results. AR systems are seen by some as an important part of the ambient intelligence landscape. Therefore, the authors present several types of augmentation applications of AR in the domestic, industrial, scientific, medicinal, and military sectors which may benefit future ambient intelligent systems.
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Maruyama, Tomoyasu. "Location Based Elements into Gaming Industry." Abstracts of the ICA 1 (July 15, 2019): 1–2. http://dx.doi.org/10.5194/ica-abs-1-241-2019.

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<p><strong>Abstract.</strong> The gaming industry is at a tipping point, where the real world is becoming the playground. In 2018, we could see many location-based games (LBG) such as Yokai Watch World, Jurassic World Alive, and Walking Dead Our World in the gaming market (Figure 1), after Google launched the Google Maps Platform for Real World games4) at Game Developer Conference 2018. Further, the location-based element can be added for the existing game or made the other genre of the game as well. Hence, it realized that the LBG could provide huge potential for gaming industry.</p><p>In the presentation, I am going to discuss about how maps work for Real world game throughout the existing game and demo. It includes the basic requirement of the Mapping features from Game developers and its future collaboration with related technology such as AR (Augmented Reality)/ VR (Virtual Reality). Here are the main requirements that most of game developers needed when they build a LBG.</p><ol><li>Easy to deploy without geospatial knowledge The platform should provide a Vector 3D mapping data via Native Game Engine such as Unity3D and Unreal Engine or even original game engine. So, it should be provided by a native plug-in for the game engine loaded in client side to make a game object.</li><li>Styling features for all vector data (Point, Polyline, and Polygon) The main components of the vector data should be roads, buildings, and parks, where game developers need to customize any game element. For example, fill parks with trees, oceans with waves, and beaches with umbrellas. They also request to customize colours, textures, and the sizes of objects to create a game all their own.</li><li>Appropriate POI (Point of Interest) data suitable for the game world</li></ol><p>Game developers might request to find player-friendly and appropriate places for game play. The POI data will support game developers drive your players to the real-world locations that make sense for your game. In addition, many game developers are interested in the LBG and try to create new genre of the game. They will notice about the value of Maps as a reference point between a real world and Gaming world. For example, I believe that the location based Ads will become their next generation revenue resources instead of In-App purchase that they currently gained. Further, the combination of the real-world data, maturing AR capabilities and the explosive user growth on mobile are starting to enable experiences that span realities, leading to dramatically higher engagement.</p>
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Muguro, Joseph K., Pringgo Widyo Laksono, Yuta Sasatake, Kojiro Matsushita, and Minoru Sasaki. "User Monitoring in Autonomous Driving System Using Gamified Task: A Case for VR/AR In-Car Gaming." Multimodal Technologies and Interaction 5, no. 8 (July 21, 2021): 40. http://dx.doi.org/10.3390/mti5080040.

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Background: As Automated Driving Systems (ADS) technology gets assimilated into the market, the driver’s obligation will be changed to a supervisory role. A key point to consider is the driver’s engagement in the secondary task to maintain the driver/user in the control loop. This paper aims to monitor driver engagement with a game and identify any impacts the task has on hazard recognition. Methods: We designed a driving simulation using Unity3D and incorporated three tasks: No-task, AR-Video, and AR-Game tasks. The driver engaged in an AR object interception game while monitoring the road for threatening road scenarios. Results: There was a significant difference in the tasks (F(2,33) = 4.34, p = 0.0213), identifying the game-task as significant with respect to reaction time and ideal for the present investigation. Game scoring followed three profiles/phases: learning, saturation, and decline profile. From the profiles, it is possible to quantify/infer drivers’ engagement with the game task. Conclusion: The paper proposes alternative monitoring that has utility, i.e., entertaining the user. Further experiments with AR-Games focusing on the real-world car environment will be performed to confirm the performance following the recommendations derived from the current test.
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Laskari, Iro. "Creating algorithmic audio-visual narratives through the use of augmented reality prints." Technoetic Arts 17, no. 1 (June 1, 2019): 25–31. http://dx.doi.org/10.1386/tear_00003_1.

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Abstract This article investigates the hypothesis of creating non-linear audio-visual narratives, through an unanticipated use of traditional print-based games, enriched with videos, via augmented reality (AR) possibilities. A ludic system has been created and presented. Based on a traditional card game, a non-linear cinematic narrative occurs. We attempt to examine the following questions: in which way can we bring together different forms of visual communication, such as graphic design and video? Can the above forms create a complex narrative whole and what kind of rules will be needed for this? How can we enrich traditional forms of gaming with the potentials of AR? Gaming itself demands a set of rules. Can these rules play the role of algorithms in the combined universe that we have designed and created? In which way can the designer on the one hand and the user on the other influence the overall output of the system? What will the user experience be like? The printed card system chosen for this is Tarot and more precisely the Great Arcana, which makes use of the 22 fundamental Tarot figures.
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Makhataeva, Zhanat, and Huseyin Varol. "Augmented Reality for Robotics: A Review." Robotics 9, no. 2 (April 2, 2020): 21. http://dx.doi.org/10.3390/robotics9020021.

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Augmented reality (AR) is used to enhance the perception of the real world by integrating virtual objects to an image sequence acquired from various camera technologies. Numerous AR applications in robotics have been developed in recent years. The aim of this paper is to provide an overview of AR research in robotics during the five year period from 2015 to 2019. We classified these works in terms of application areas into four categories: (1) Medical robotics: Robot-Assisted surgery (RAS), prosthetics, rehabilitation, and training systems; (2) Motion planning and control: trajectory generation, robot programming, simulation, and manipulation; (3) Human-robot interaction (HRI): teleoperation, collaborative interfaces, wearable robots, haptic interfaces, brain-computer interfaces (BCIs), and gaming; (4) Multi-agent systems: use of visual feedback to remotely control drones, robot swarms, and robots with shared workspace. Recent developments in AR technology are discussed followed by the challenges met in AR due to issues of camera localization, environment mapping, and registration. We explore AR applications in terms of how AR was integrated and which improvements it introduced to corresponding fields of robotics. In addition, we summarize the major limitations of the presented applications in each category. Finally, we conclude our review with future directions of AR research in robotics. The survey covers over 100 research works published over the last five years.
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Wüest, Robert, and Stephan Nebiker. "Geospatial Augmented Reality for the interactive exploitation of large-scale walkable orthoimage maps in museums." Proceedings of the ICA 1 (May 16, 2018): 1–6. http://dx.doi.org/10.5194/ica-proc-1-124-2018.

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In this paper we present an app framework for augmenting large-scale walkable maps and orthoimages in museums or public spaces using standard smartphones and tablets. We first introduce a novel approach for using huge orthoimage mosaic floor prints covering several hundred square meters as natural Augmented Reality (AR) markers. We then present a new app architecture and subsequent tests in the Swissarena of the Swiss National Transport Museum in Lucerne demonstrating the capabilities of accurately tracking and augmenting different map topics, including dynamic 3d data such as live air traffic.<br> The resulting prototype was tested with everyday visitors of the museum to get feedback on the usability of the AR app and to identify pitfalls when using AR in the context of a potentially crowded museum. The prototype is to be rolled out to the public after successful testing and optimization of the app. We were able to show that AR apps on standard smartphone devices can dramatically enhance the interactive use of large-scale maps for different purposes such as education or serious gaming in a museum context.
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Dissertations / Theses on the topic "AR gaming"

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Lundmark, Martin. "The dice are still rolling : A study that shows how AR technology can create new gameplay specific qualities." Thesis, Högskolan Kristianstad, Fakulteten för ekonomi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-22065.

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The gaming industry is changing, and new games and gaming experiences are being developed. From board games to video games, to the latest AR and VR games. Right now, developers are trying to develop experiences that combine the real and the virtual into one wholesome and believable mix. This gives new opportunities to implement technology in classical artifacts. In the context of board games there are several tangible pieces, and the dice is the chosen main character for this study. Placed in the middle, between board games and digital games, AR games comes now. Previous research of board games and digital technology gives interesting information on the activity and provides a foundation for new design. The dice is world famous, so this study aims to find out how this piece can evolve with the help of technology. By working with concept driven design, in relation with an AR game studio, the AR Dice and the AR Game DiceFold was invented. A qualitative method was used in which experts of the industry got together to discuss the new experiences of AR games and the functionality of the AR Dice which might become a new part of the gaming world in the near future. The findings of this study lead to three promising discoveries. A new gaming component, new AR game and further answers regarding research in the scopes of AR games.
Spelindustrin förändras och nya former av spel och upplevelser utvecklas. Från brädspel till datorspel till de nyaste AR och VR spelen. Just nu arbetar utvecklare med att skapa nya upplevelser där det virtuella kombineras med verkligheten till en fulländad och trovärdig mix. Detta skapar utrymme för nya möjligheter at implementera teknologi i klassiska artefakter. Inom kontexten av brädspel finner vi många fysiska spelobjekt och tärningen är vald som huvud-karaktären för den här studien. Placerad mellan brädspel och digitala spel kommer nu AR spel. Tidigare forskning inom brädspel och teknologi gav intressant information inom kontexten och agerar som riktlinjer och som grund för ny design. Tärningen är världskänd så siktar den härstudien mot att ta reda på hur det här objektet kan utvecklas med hjälp av teknologi. Genom att arbeta med konceptdriven design och i nära relation med en AR spelstudio, designades den nya AR tärningen och det nya AR spelet DiceFold. En kvalitativ metod användes där experter inom industrin diskuterade de nya möjliga upplevelser inom AR spel och funktionaliteten hos AR tärningen, som kanske kan bli en ny del inom spelvärlden i en snar framtid. Denna studie resulterar i tre olika saker, den nya spel komponenten AR tärningen, det nya AR spelet DiceFold och mer information inom forskning av AR spel.
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Zachariáš, Michal. "Návrh a Aplikace Dvourozměrných Vizuálních Markerů pro Speciální Účely." Doctoral thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2016. http://www.nusl.cz/ntk/nusl-412574.

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Současné vizuální markerové systémy mají jednu zásadní nevýhodu oproti tzv. markerless přístupům - pohyb kamery je omezen na oblast pokrytou markery. V každém snímku musí být marker dostatečně velký, aby jej bylo možné identifikovat a vypočítat pozici a rotaci kamery. Zároveň musí být dostatečně malý, aby se celý (nebo alespoň jeho podstatná část) vešel do záběru kamery. Avšak tyto požadavky jsou protichůdné. Tato práce nabízí řešení tohoto problému za pomoci konceptu Marker Fields. Jde o strukturu, jejíž přítomnost je možné v obraze kamery snadno detekovat a identifikovat část, na kterou se kamera právě dívá, a to na základě jakékoli (malé) podoblasti s definovanou velikostí. Aby bylo možné podoblasti identifikovat zblízka i zdálky, nejsou od sebe odděleny, ale do velké míry se překrývají. V této práci jsou vysvětleny různé implementace konceptu marker fields, spolu s jejich zamýšleným použitím a výhodami a nevýhodami. Jako důkaz použitelnosti marker fields v reálném světě, se druhá největší část této práce věnuje popisu jejich reálných aplikací.
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Shen, Yun, and 沈芸. "The Influence of Object Presentation Styles on Gaming Performance and Experience in AR Treasure Hunt Games." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/rfjwhb.

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碩士
國立交通大學
工業工程與管理系所
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Augmented Reality offers a new possibility of development in gaming industry. One classic example is the “Pokemon Go”, a treasure hunt game that set off a boom throughout the world. How to design the presentation styles of the treasures and raising the challenge of a game are crucial to maintain gamers’ loyalty. This research is aimed to adopt psychological concept- “Context Appropriateness” and “Context Adaptability”- as design factors of treasures, and to investigate how these two factors affect gamers’ search time and the feeling of challenge in dynamic environment. This research recruited 40 Millennials (20~38 years old) participating this 2x2 between-subject design experiment, measured the search time and the challenge score, and recorded players’ scan path with an eye tracker. Result showed that search time increased when the treasures were context inappropriate or context adaptable, and both independent variables interactively affected the search time as well. The analysis of the eye tracker revealed that the players conducted top-down processing first, then bottom-up processing when searching the treasures. First, context appropriateness played as a clue or misleading factor, which guided the start of the searching point to a specific area. When being context unadaptable, the target popped-out, and the players conducted parallel search and attended to the target rapidly. In this stage, the influence of context adaptability is not significant. The targets disauised when being context adaptable and the players relied on the clue of context appropriateness to narrow down the search area. When the targets are context inappropriate, the players have to conduct serial search in a wider area, causing longer search time. On the aspect of challenging, context adaptability played an important role and made players spend more time and effort focusing on the detail of target, which increased the feeling of challenge. To sum up, Context Appropriateness and Context Adaptability can be the design references of AR treasure hunt game, to build up the hardness level and enrich the gaming experience, and increase players’ loyalty to a game.
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Book chapters on the topic "AR gaming"

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N. R., Raajan, and Nandhini Kesavan. "Mixed Augmented Reality Systems for Real World Integration." In Emerging Technologies and Applications for Cloud-Based Gaming, 159–90. IGI Global, 2017. http://dx.doi.org/10.4018/978-1-5225-0546-4.ch008.

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Augmented Reality (AR) plays a vital role in the field of visual computing. AR is actually different but often confused to be the same is Virtual Reality (VR). While VR creates a whole new world, AR aims at designing an environment in real time with virtual components that are overlaid on the real components. Due to this reason, AR comes under the category of 'mixed reality'. AR could be viewed on any smart electronic gadgets like mobile, laptop, projector, tablet etc., AR could be broadly classified as Marker-based and Markerless. If it is marker-based, a pattern is used whereas in markerless system there is no need of it. In case of marker, if we show the pattern to a webcam it will get details about it and impose the object on the marker. We are incorporating a new efficient solution for integrating a virtual object on to a real world which can be very much handful for tourism and advertisement for showcasing objects or things. The ultimate goal is to augmenting the 3D video onto a real world on which it will increase the person's conceptual understanding of the subject.
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Schrier, Karen. "Reliving History with "Reliving the Revolution"." In Handbook of Research on Effective Electronic Gaming in Education, 1460–76. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-59904-808-6.ch085.

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Students need to learn the critical thinking of history, yet they rarely have opportunities to authentically simulate historic inquiry. Research has suggested the pedagogical potential for using augmented reality (AR) games—location-based games that use wireless handheld devices such as PDAs to provide virtual game information in a physical environment. The novel AR game, Reliving the Revolution (RtR), was created as a model for studying how AR games can engage students in interpretive, collaborative, and problem-solving activities. In this chapter, the game is introduced, and main results of the initial iterative tests are discussed, including what went wrong and how the game was redesigned to better support deeper engagement and historical thinking and learning.
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Narayanan, Sathiya, Nikshith Narayan Ramesh, Amit Kumar Tyagi, L. Jani Anbarasi, and Benson Edwin Raj. "Current Trends, Challenges, and Future Prospects for Augmented Reality and Virtual Reality." In Multimedia and Sensory Input for Augmented, Mixed, and Virtual Reality, 275–81. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-4703-8.ch015.

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In the recent years, innovations such as Augmented Reality (AR), Virtual Reality (VR), and internet of things have enhanced user experience dramatically. In general, AR is completely different from VR and provides real-time solutions to users by projecting layers of information on real-world environments. Advancements in computer-generated sensory have made the concept of believable virtual environments a reality. With the availability of such technologies, one can investigate “how these technologies can be applied beyond gaming or other useful applications” and “how further improvements can be made to allow for full digital immersion.” This chapter provides a detailed description about AR and VR, followed by interesting real-world examples of AR applications. In addition, this chapter discusses the issues and challenges faced with AR/VR with a motivation of exploring the options for improvement.
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Selvaraj, Prabha, Sumathi Doraikannan, Anantha Raman Rathinam, and Balachandrudu K. E. "Augmented Reality and Experiences." In Smart Marketing With the Internet of Things, 66–93. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-5763-0.ch004.

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Today technology evolves in two different directions. The first one is to create a new technology for our requirement and solve the problem, and the second one is to do it with the existing technology. This chapter will discuss in detail augmented reality and its use in the real world and also its application domains like medicine, education, health, gaming, tourism, film and entertainment, architecture, and development. Many think that AR is only for smartphones, but there are different ways to enhance the insight of the world. Augmented realities can be presented on an extensive range of displays, monitors, screens, handheld devices, or glasses. This chapter will provide the information about the key components of AR devices. This chapter gives a view on different types of AR and also projects how the technology can be adapted for multiple purposes based on the required type of view.
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Mathew, Prabha Susy, and Anitha S. Pillai. "Role of Immersive (XR) Technologies in Improving Healthcare Competencies." In Virtual and Augmented Reality in Education, Art, and Museums, 23–46. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-1796-3.ch002.

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Immersive technology refers to technology that enhances reality by blending the physical environment with virtual content or by completely taking the user to a virtual world far away from reality. Different immersive technologies are augmented reality (AR), virtual reality (VR), and mixed reality (MR). As immersive technology is becoming more affordable, user-friendly, pervasive, and ubiquitous, it's been adopted and embraced by several industries. Though its early adopters were from the gaming industry, now it's explored and used by many other industries such as mining, healthcare, and medicine, retail, education, automotive, manufacturing, etc. Using these technologies, medical professionals can improve their competencies, and they will be able to effectively transfer the skill acquired through simulations to the operation theatre. This chapter focuses on uses, benefits, and adoption challenges of Immersive technologies with specific reference to healthcare training.
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Wang, Shaojung Sharon. "Spatial Immersion and Human Interaction." In Advances in Media, Entertainment, and the Arts, 371–92. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-2433-6.ch018.

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This study investigated how Pokémon GO play may integrate players' gaming experiences and physical environments to facilitate spatial-human immersions in psychologically meaningful ways. Two age groups that represent generational players were further compared. A survey of 1031 players found that co-presence was positively associated with game enjoyment and game involvement, and nostalgia was positively associated with game enjoyment. The mediation effect of nostalgia on game involvement through game enjoyment was significant and game involvement completely mediated the relationship between game enjoyment and place attachment. In the 35 years and older age group, the direct effect of nostalgia on game involvement and the indirect effect of nostalgia on game involvement through game enjoyment were both significant. Theoretical implications on linking spatial relationships and the process of movement in the immersive AR environment and connecting the media experiences from one's formative youth period to the world of technological advances are elaborated.
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Conference papers on the topic "AR gaming"

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Kosmyna, Nataliya. "MIT: Making use of XR: from Gaming at Home to ICUs at Hospitals to fight COVID-19." In SPIE AR, VR, MR Industry Talks II, edited by Conference Chair. SPIE, 2021. http://dx.doi.org/10.1117/12.2597481.

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Lange, Danny. "Bringing Gaming; VR; and AR to Life with Deep Learning." In MM '17: ACM Multimedia Conference. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3123266.3130873.

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Portalés, Cristina, Carlos D. Perales, and Adrian D. Cheok. "Exploring social, cultural and pedagogical issuesin AR-gaming through the live lego house." In the international conference. New York, New York, USA: ACM Press, 2007. http://dx.doi.org/10.1145/1255047.1255103.

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Koh, Raymond Koon Chuan, Henry Been-Lirn Duh, and Jian Gu. "An integrated design flow in user interface and interaction for enhancing mobile AR gaming experiences." In 2010 IEEE International Symposium on Mixed and Augmented Reality - Arts, Media, and Humanities (ISMAR-AMH). IEEE, 2010. http://dx.doi.org/10.1109/ismar-amh.2010.5643296.

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Schmoll, Robert-Steve, Sreekrishna Pandi, Patrik J. Braun, and Frank H. P. Fitzek. "Demonstration of VR / AR offloading to Mobile Edge Cloud for low latency 5G gaming application." In 2018 15th IEEE Annual Consumer Communications & Networking Conference (CCNC). IEEE, 2018. http://dx.doi.org/10.1109/ccnc.2018.8319323.

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Mahboob, Atif, Stephan Husung, Christian Weber, Andreas Liebal, and Heidi Krömker. "Smartphone As a Stand-Alone Device for Rendering, Visualization and Tracking for Use During Product Development in Virtual Reality (VR)." In ASME 2019 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2019. http://dx.doi.org/10.1115/detc2019-97173.

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Abstract Product development process makes use of different models, methods and available technologies to validate product requirements at an early stage. Technologies like Virtual Reality (VR) and Augmented Reality (AR) are increasingly finding their application in industry and in the product development process. VR has the potential to support the product evaluation process. However, the costly preparation of VR scenes and the expensive hardware needed for the implementation greatly limits its use in the industry. Normally, the different VR content development and rendering softwares are application specific and offer very limited interoperability or reuse of created content. In addition, the needed hardware usually consists of dedicated visualization computers, tracking sensors, interaction devices and requires a fixed installation space. The motivation for the work presented in this paper is to reduce the preparation effort, hardware cost and remove the need for a fixed installation usually required by VR. The High-End smartphones of today from almost all the manufacturers can facilitate the development and stand-alone execution of VR and AR applications. However, the major application of Smartphone Virtual Reality (SVR) is mainly in the entertainment industry i.e. VR-gaming or visualization applications etc. VR until today is thought to be a visualization technology that requires special hardware for its implementation. There are hardly any applications of SVR in the industry today mainly because of two reasons. First, the position tracking against the user movement in the virtual scene is not readily available in SVR. It is usually achieved by attaching additional tracking devices to smartphones. Secondly, the smartphones themselves are not perceived as high-performance devices suitable for industrial simulations. This paper discusses a method for efficient preparation of VR-scene along with their behavior simulations and presents a novel SVR application that eliminates the need for expensive VR hardware. The challenges and the requirements from the SVR along with the possible solutions are discussed in detail. The presented SVR application includes product behavior simulation and wireless communication with a laptop. An example product along with its behavior simulation sums-up the application of SVR in the product development process. The position tracking in SVR is implemented and an experiment compares the precision of this position tracking with the tracking achieved by a Head Mounted Display (HMD). The experimental setup along with the achieved results are also discussed. A user survey conducted for the smartphone VR application and the feedback of this survey is also presented in this paper.
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7

Tumaševičiūtė, Rasa, and Gytautas Ignatavičius. "BIOLOGIŠKAI SKAIDŽIŲ ATLIEKŲ TVARKYMAS KURIANT ŽIEDINĘ BIOEKONOMIKĄ." In 22-oji jaunųjų mokslininkų konferencijos „Mokslas – Lietuvos ateitis“ teminė konferencija APLINKOS APSAUGOS INŽINERIJA. Vilnius Gediminas Technical University, 2020. http://dx.doi.org/10.3846/aainz.2019.016.

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Pastaraisiais metais biologiškai skaidžios atliekos įgauna vis didesnę reikšmę, nes yra vis plačiau naudojamos kaip tvari alternatyva naftos pagrindo produktams ir didelės vertės bioproduktams gaminti. Didžioji dalis pakopinių bioatliekų perdirbimo gamyklų (biorefineries) kaip žaliavą naudoja homogeninius srautus iš žemės ūkio, maisto perdirbimo įmonių ir (ar) nuotekų valymo įrenginių. Straipsnyje yra pristatoma biologiškai skaidžių atliekų, esančių komunalinių atliekų sraute (toliau – BAKAS), panaudojimo bioatliekų perdirbimo gamyklose situacija. Išanalizuoti tyrimai, kuriuose kaip žaliava naudojama komunalinių atliekų biologiškai skaidi (organinė) frakcija, iš kurios gaminami aukštos vertės bioproduktai – fermentai, bioplastikai ar biopesticidai. Nustatytiems tyrimams įvertintos produktų rinkos galimybės ir nustatyti didžiausią ekonominį potencialią turintys aukštos vertės bioproduktai. Pakopinės bioatliekų perdirbimo gamyklos, kurios naudoja komunalinių atliekų biologiškai skaidžią frakciją yra perspektyvus atliekų tvarkymo sprendimas, kuris suteikia galimybę išvystyti žiedinę bioekonomiką ir išspręsti atliekų tvarkymo problemas.
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BIRGĖLAITĖ, Miglė, and Marina VALENTUKEVIČIENĖ. "FLUORIDŲ ŠALINIMO IŠ POŽEMINIO VANDENS TYRIMAI." In Conference for Junior Researchers „Science – Future of Lithuania“. VGTU Technika, 2018. http://dx.doi.org/10.3846/aainz.2018.003.

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Straipsnyje nagrinėjama, ar galima sumažinti fluoridų koncentracijas požeminiame geriamajame vandenyje, naudojant adsorbcijos procesą su sorbentais. Tyrimo metu buvo išbandyti šie sorbentai: polonitas, iškaitintos kriauklės, betonitas, apdorotos geležies prisotintos paplavos bei išdegintas molio ir paplavų mišinys. Patikrinus sorbentus, dėl geriausių sorbcinių savybių tolesnius tyrimus buvo pasirinkta atlikti su iškaitintu molio ir paplavų mišinio sorbentu. Minėto sorbento gamybai naudojamos apdorotos geležies prisotintos paplavos, kurios susidaro plovimo metu vandens gerinimo įrenginiuose ir molio milteliai, skirti keramikai gaminti. Vanduo tyrimams atlikti buvo paimtas iš Kalotės vandens ruošyklos gręžinio. Atlikus eksperimentą buvo nustatyta, kad 60–78 % fluoridų yra pašalinama iš požeminio vandens, vidutinė sorbento sorbcinė geba lygi 6,6∙10–3 mg/g, sorbento atsigavimo laipsnis jį regeneruojant su natrio šarmo tirpalu yra 39,3 %. Tyrimo metu buvo išmatuotas visų mėginių pH, elektrinis laidis, temperatūra.
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