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Journal articles on the topic 'AR gaming'

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1

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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Hu, Long, Yuanwen Tian, Jun Yang, Tarik Taleb, Lin Xiang, and Yixue Hao. "Ready Player One: UAV-Clustering-Based Multi-Task Offloading for Vehicular VR/AR Gaming." IEEE Network 33, no. 3 (May 2019): 42–48. http://dx.doi.org/10.1109/mnet.2019.1800357.

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Vandoni, Matteo, Vittoria Carnevale Pellino, Stefano Dell'Anna, Elena Ricagno, Giulia Liberali, Claudia Bonfanti, and Luca Correale. "Physical activity monitoring devices: energy expenditure comparison in a setting of free-living activities." International Journal of Physical Education, Fitness and Sports 8, no. 4 (October 29, 2019): 45–54. http://dx.doi.org/10.26524/ijpefs1945.

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The aim of this study was to evaluate the validity of Energy Expenditure (EE) estimation provided by 3 wearable devices [Fitbit-One (FO), Sensewear Armband (AR) and Actiheart (AC)] in a setting of free-living activities. 43 participants (24 females; 23.4±.4,5yrs) performed 9 activities: sedentary (watching video, reading), walking (on treadmill and outdoor), running (on treadmill and outdoor) and moderate-to-vigorous activities (Wii gaming, taking the stairs and playing football). Mean Absolute Percentage Error (MAPE) and Pearson’s correlation were calculated to assess the validity of each instrument in comparison to a portable metabolic analyser (PMA). In overall comparison MAPE’s were 7,7% for AR (r=.86; p<.0001), 8,6% for FO (r=.69; P<.001), and 11.6% for AC (r=.81; p<.0001). These findings support the accuracy of the wearables. The AR was the most accurate in the whole protocol. However, MAPE results suggest that devices algorithms should be improved for better measure of EE during moderate-to-vigorous activities.
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Vandoni, Matteo, Vittoria Carnevale Pellino, Stefano Dell'Anna, Elena Ricagno, Giulia Liberali, Claudia Bonfanti, and Luca Correale. "Physical activity monitoring devices: energy expenditure comparison in a setting of free-living activities." International Journal of Physical Education, Fitness and Sports 8, no. 4 (October 29, 2019): 45–54. http://dx.doi.org/10.26524/jpefs1945.

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The aim of this study was to evaluate the validity of Energy Expenditure (EE) estimation provided by 3 wearable devices [Fitbit-One (FO), Sensewear Armband (AR) and Actiheart (AC)] in a setting of free-living activities. 43 participants (24 females; 23.4±.4,5yrs) performed 9 activities: sedentary (watching video, reading), walking (on treadmill and outdoor), running (on treadmill and outdoor) and moderate-to-vigorous activities (Wii gaming, taking the stairs and playing football). Mean Absolute Percentage Error (MAPE) and Pearson’s correlation were calculated to assess the validity of each instrument in comparison to a portable metabolic analyser (PMA). In overall comparison MAPE’s were 7,7% for AR (r=.86; p<.0001), 8,6% for FO (r=.69; P<.001), and 11.6% for AC (r=.81; p<.0001). These findings support the accuracy of the wearables. The AR was the most accurate in the whole protocol. However, MAPE results suggest that devices algorithms should be improved for better measure of EE during moderate-to-vigorous activities.
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Afzal, Muneeb, Muhammad Tariq Shafiq, and Hammad Al Jassmi. "Improving construction safety with virtual-design construction technologies – a review." Journal of Information Technology in Construction 26 (July 20, 2021): 319–40. http://dx.doi.org/10.36680/j.itcon.2021.018.

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The construction industry is prone to major safety hazards owing to the complex and onsite nature of construction projects. Hence, construction researchers have been pursuing concepts, methods, and tools using advancing technologies to improve construction safety management. Subsequently, the rapid digitization of construction work practices is providing opportunities to improve construction safety. Research has revealed that construction safety management practices can benefit from the applications of virtual design construction technologies (VDC), such as building information modeling (BIM), virtual reality (VR), augmented reality (AR), geographic information systems (GIS), and gaming technology. This study comprehensively reviews 191 research articles, published between 2010 and 2019, focusing on providing an overview of the implementation and application of VDC technologies for improving construction safety. The objective of this review is to critically collect and analyze applications of VDC technologies and present a holistic view of the features and functions of VDC technologies that can impact jobsite safety improvement in the construction industry. The review showed that VDC technologies can substantially improve construction safety. Emerging digital technologies, such as BIM, VR, AR, GIS, and gaming technologies can transform the traditional document-oriented safety procedures into digitalized safety practices allowing safety managers to visualize and analysis construction sites virtually to devise proactive safety measures and effective safety trainings. This study also highlights challenges such as research gaps regarding these digital tools that are currently impeding their widespread use in construction safety.
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Di Paola, F., L. Inzerillo, and Y. Alognaa. "A GAMING APPROACH FOR CULTURAL HERITAGE KNOWLEDGE AND DISSEMINATION." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W15 (August 22, 2019): 421–28. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w15-421-2019.

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<p><strong>Abstract.</strong> In these last years, video games have become one of the most popular entertainment for children/teenagers/adults thanks to their appealing and seductive features and, in this context, the Serious Games (SG) have become an important research field. The most popular SGs in Cultural Heritage (CH) used the historical building like scenario where the game is playing. In this paper we show the procedure to achieve a CH video game where the Cultural Heritage is the main actor and not the scenario of the game. Furthermore, the game is not a SG but an Action-Adventure Game (AAG) or Survival Game (SuG), in a largest heading it can be classified as Entertainment Games (EGs). The novelty of this study is not only in the original application of the CH within the AAG sector but also consists of the experimentation of the Virtual Reality (VR) algorithm and of the application of Augmented Reality (AR) within the VR scenario used in the form of an avatar. Furthermore, in this paper we overcome the technical problems due to the different size of the environment and the work art.</p>
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Schaffernak, Harald, Birgit Moesl, Wolfgang Vorraber, and Ioana Victoria Koglbauer. "Potential Augmented Reality Application Areas for Pilot Education: An Exploratory Study." Education Sciences 10, no. 4 (March 25, 2020): 86. http://dx.doi.org/10.3390/educsci10040086.

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The goal of carrying out this work was to identify potential application areas for augmented reality (AR) in pilot education by addressing gender preferences. Like the field of engineering, the aviation industry is dominated by men. Because the aviation industry forecasts a high demand for pilots, it is highly desirable to address gender diversity and improve teaching methods in pilot education. In this study, potential application areas for AR-supported pilot training were investigated by conducting a survey with 60 pilots and flight instructors (including 12 women). Typical AR use cases were presented in videos, and the pilots reported their preferences regarding similar or other AR applications used in different parts of the flight training program. AR navigation was the use case that was most frequently preferred by both female and male pilots. The majority of pilots agreed that AR could potentially be used in theoretical instruction, pre-flight aircraft inspection, and procedure training. In addition, both gender groups showed similar preferences for various gaming concepts that make learning more interesting and engaging, such as receiving positive feedback. However, a higher percentage of women than men reported that achieving a target or receiving points to successfully finish a task and answering questions during the game were satisfying. Including a story in the game to attract attention was preferred by a higher percentage of men than women. The results of this study can be used to design AR educational concepts that support gender diversity in pilot education and other technical domains.
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Jang, Seongsoo, and Yi Liu. "Continuance use intention with mobile augmented reality games." Information Technology & People 33, no. 1 (May 2, 2019): 37–55. http://dx.doi.org/10.1108/itp-05-2018-0221.

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Purpose As mobile augmented reality (AR) games enter the maturity stage, understanding how to improve players’ continuance use intention with mobile AR games is critical. Drawing upon the uses and gratifications (U&G) theory, the purpose of this paper is to investigate the effects of four major gratifications – content, process, social and technology – and other factors on continuance intention to play mobile AR games. Design/methodology/approach Data collected from 280 Pokémon Go players were used to address research questions. Partial least squares method was employed to assess the relationships in the model and multigroup analysis was conducted based on survey participants’ demographics and their gaming experience. Findings Content gratification (i.e. catching Pokémon), process gratification (i.e. entertainment), game knowledge and achievement drive players’ continuance use intention. However, social and technology gratifications do not influence players’ continuance use intention. Multigroup analysis suggests that mobile AR game developers should capitalize on the fact that different types of gratifications prompt continuance use intention of different user segments in terms of demographics and experience in general mobile games and Pokémon Go. Originality/value The user behavior of mobile AR games has been studied at the early stage of the games, with less attention to variable continuance use intentions across different user segments. This paper attempts to fill the gap by extending the U&G theory to continuance use intention of mobile AR games at the maturity stage and further investigating the importance of player heterogeneity in continuance use intention with mobile AR games. The findings of this study contribute to the literature on U&G, continuance use intention and mobile AR games.
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Vidal-Balea, Aida, Óscar Blanco-Novoa, Paula Fraga-Lamas, and Tiago M. Fernández-Caramés. "Developing the Next Generation of Augmented Reality Games for Pediatric Healthcare: An Open-Source Collaborative Framework Based on ARCore for Implementing Teaching, Training and Monitoring Applications." Sensors 21, no. 5 (March 7, 2021): 1865. http://dx.doi.org/10.3390/s21051865.

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Augmented Reality (AR) provides an alternative to the traditional forms of interaction between humans and machines, and facilitates the access to certain technologies to groups of people with special needs like children. For instance, in pediatric healthcare, it is important to help children to feel comfortable during medical procedures and tests that may be performed on them. To tackle such an issue with the help of AR-based solutions, this article presents the design, implementation and evaluation of a novel open-source collaborative framework that enables to develop teaching, training, and monitoring pediatric healthcare applications. Specifically, such a framework allows for building collaborative applications and shared experiences for AR devices, providing functionalities for connecting with other AR devices and enabling real-time visualization and simultaneous interaction with virtual objects. Since all the communications involved in AR interactions are handled by AR devices, the proposed collaborative framework is able to operate autonomously through a Local Area Network (LAN), thus requiring no cloud or external servers. In order to demonstrate the potential of the proposed framework, a practical use case application is presented. Such an application has been designed to motivate pediatric patients and to encourage them to increase their physical activity through AR games. The presented games do not require any previous configuration, as they use ARCore automatic surface detection technology. Moreover, the AR mobile gaming framework allows multiple players to engage in the same AR experience, so children can interact and collaborate among them sharing the same AR content. In addition, the proposed AR system provides a remote web application that is able to collect and to visualize data on patient use, aiming to provide healthcare professionals with qualified data about the mobility and mood of their patients through an intuitive and user-friendly web tool. Finally, to determine the performance of the proposed AR system, this article presents its evaluation in terms of latency and processing time. The results show that both times are low enough to provide a good user experience.
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Banfi, F., and A. Mandelli. "INTERACTIVE VIRTUAL OBJECTS (IVOs) FOR NEXT GENERATION OF VIRTUAL MUSEUMS: FROM STATIC TEXTURED PHOTOGRAMMETRIC AND HBIM MODELS TO XR OBJECTS FOR VR-AR ENABLED GAMING EXPERIENCES." International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLVI-M-1-2021 (August 28, 2021): 47–54. http://dx.doi.org/10.5194/isprs-archives-xlvi-m-1-2021-47-2021.

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Abstract. Virtual museums should not live on the internet through traditional applications sharing collections through simple panoramas or static images and descriptions but reach novel innovative and interactive forms of Virtual Reality (VR) and Augmented Reality (AR), providing a more creative, intimate, personal learning experience. For this reason, the authors propose a method based on advanced Information Technologies (IT) to fully return the tangible and intangible values of different type of works of art. The primary purpose of this study is to create a system of virtual environments through which the digital user, mainly the visitor of an unconventional museum, will be able to physically interact, through visual and tactile methods, with 3D digital models of sculptures, information, and art objects. Thanks to the integration of the latest 3D modelling and digital survey techniques with the Visual Programming Language (VPL) and eXteded Reality (XR) development platforms, authors propose new levels of interactivity between users and Interactive Virtual Objects (IVOs) capable of coming to life, sharing new forms of real-time human-computer interaction for VR-AR enabled gaming experiences and virtual museums, using multiple devices such VR headset, web-based AR platforms, mobile phones, tablets, and PC workstation.
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Prateek Singh and Prof. Ajay Kaushik. "Watch Try on using Augmented Reality." International Journal for Modern Trends in Science and Technology 6, no. 12 (December 18, 2020): 418–20. http://dx.doi.org/10.46501/ijmtst061280.

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In the ongoing occasions, Augmented Reality (AR) has been widely accepted as the new game changer for big tech companies. The idea of Augmented Reality is much past than creating gaming experiences like Pokemon Go. It is used to improve the experience of customers and provide excellent solutions for easily spotting manufacturing errors. During this paper, we will assess whether AR could be used for online shopping of Fashion Accessories and the future scope of the same. According to several studies conducted, around 20% - 40% of the garments sold by the online fashion retailer are returned by the customers. Out of this percentage, 60% - 70% of the product returns happen due to sizing issues. Main reason to this inefficiency is wrong size ordered by the customer – mistakenly many times. Due to which, there is huge amount of money lost by a retailer simply due to extra shipping cost for returned items (to and fro) and it also leads to customer dissatisfaction.
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Vaquero-Melchor, Diego, Ana M. Bernardos, and Luca Bergesio. "SARA: A Microservice-Based Architecture for Cross-Platform Collaborative Augmented Reality." Applied Sciences 10, no. 6 (March 19, 2020): 2074. http://dx.doi.org/10.3390/app10062074.

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Augmented Reality (AR) functionalities may be effectively leveraged in collaborative service scenarios (e.g., remote maintenance, on-site building, street gaming, etc.). Standard development cycles for collaborative AR require to code for each specific visualization platform and implement the necessary control mechanisms over the shared assets. in order to face this challenge, this paper describes SARA, an architecture to support cross-platform collaborative Augmented Reality applications based on microservices. The architecture is designed to work over the concept of collaboration models which regulate the interaction and permissions of each user over the AR assets. Five of these collaboration models were initially integrated in SARA (turn, layer, ownership, hierarchy-based and unconstrained examples) and the platform enables the definition of new ones. Thanks to the reusability of its components, during the development of an application, SARA enables focusing on the application logic while avoiding the implementation of the communication protocol, data model handling and orchestration between the different, possibly heterogeneous, devices involved in the collaboration (i.e., mobile or wearable AR devices using different operating systems). to describe how to build an application based on SARA, a prototype for HoloLens and iOS devices has been implemented. the prototype is a collaborative voxel-based game in which several players work real time together on a piece of land, adding or eliminating cubes in a collaborative manner to create buildings and landscapes. Turn-based and unconstrained collaboration models are applied to regulate the interaction. the development workflow for this case study shows how the architecture serves as a framework to support the deployment of collaborative AR services, enabling the reuse of collaboration model components, agnostically handling client technologies.
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Sepasgozar, Samad M. E. "Digital Twin and Web-Based Virtual Gaming Technologies for Online Education: A Case of Construction Management and Engineering." Applied Sciences 10, no. 13 (July 7, 2020): 4678. http://dx.doi.org/10.3390/app10134678.

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Mixed reality is advancing exponentially in some innovative industries, including manufacturing and aerospace. However, advanced applications of these technologies in architecture, engineering, and construction (AEC) businesses remain nascent. While it is in demand, the use of these technologies in developing the AEC digital pedagogy and for improving professional competence have received little attention. This paper presents a set of five novel digital technologies utilising virtual and augmented reality and digital twin, which adds value to the literature by showing their usefulness in the delivery of construction courses. The project involved designing, developing, and implementing a construction augmented reality (AR), including Piling AR (PAR) and a virtual tunnel boring machine (VTBM) module. The PAR is a smartphone module that presents different elements of a building structure, the footing system, and required equipment for footing construction. VTBM is developed as a multiplayer and avatar-included module for experiencing mechanisms of a tunnel boring machine. The novelty of this project is that it developed innovative immersive construction modules, practices of implementing digital pedagogy, and presenting the capacity of virtual technologies for education. This paper is also highly valuable to educators since it shows how a set of simple to complex technologies can be used for teaching various courses from a distance, either in emergencies such as corona virus disease (COVID-19) or as a part of regular teaching. This paper is a step forward to designing future practices full of virtual education appropriate to the new generation of digitally savvy students.
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Giri, Gowri Shankar, Yaser Maddahi, and Kourosh Zareinia. "An Application-Based Review of Haptics Technology." Robotics 10, no. 1 (February 5, 2021): 29. http://dx.doi.org/10.3390/robotics10010029.

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Recent technological development has led to the invention of different designs of haptic devices, electromechanical devices that mediate communication between the user and the computer and allow users to manipulate objects in a virtual environment while receiving tactile feedback. The main criteria behind providing an interactive interface are to generate kinesthetic feedback and relay information actively from the haptic device. Sensors and feedback control apparatus are of paramount importance in designing and manufacturing a haptic device. In general, haptic technology can be implemented in different applications such as gaming, teleoperation, medical surgeries, augmented reality (AR), and virtual reality (VR) devices. This paper classifies the application of haptic devices based on the construction and functionality in various fields, followed by addressing major limitations related to haptics technology and discussing prospects of this technology.
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Scianna, A., G. F. Gaglio, and M. La Guardia. "DIGITAL PHOTOGRAMMETRY, TLS SURVEY AND 3D MODELLING FOR VR AND AR APPLICATIONS IN CH." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLIII-B2-2020 (August 12, 2020): 901–9. http://dx.doi.org/10.5194/isprs-archives-xliii-b2-2020-901-2020.

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Abstract. The world of valorization of Cultural Heritage is even more focused on the virtual representation and reconstructions of digital 3D models of monuments and archaeological sites. In this scenario the quality and the performances offered by the virtual reality (VR) and augmented reality (AR) navigation take primary importance, improving the accessibility of cultural sites where the real access is not allowed for natural conditions or human possibilities. The creation of a virtual environment useful for these purposes requires a specific workflow to follow, combining different strategies in the fields of survey, 3D modelling and virtual navigation. In this work a specific case of study has been analyzed as a practical example, the church of ‘San Giorgio dei Genovesi’, settled in the Historic Centre of Palermo (Italy). The acquisition of geometric information has been obtained with the integration of Terrestrial Laser Scanner (TLS) technologies and the photogrammetric reconstruction from mini Unmanned Aerial Vehicle (UAV) equipment. The obtained point cloud has been georeferred considering a network of Ground Control Points (GCP) acquired by a Global Navigation Satellite System (GNSS) receiver. The final point cloud has been processed and properly simplified through 3D modelling procedures, to obtain a realistic and light 3D model reconstruction. The model has hence employed into a VR WEB navigation system and will be used for AR outdoor application in the future, allowing to obtain different solutions for empowering the accessibility of the cultural good. The strategy of 3D CH model reconstruction, followed in this work, could be considered a reference methodology for the development of VR gaming applications finalized to CH valorization and AR applications, applied to museums or touristic paths in historical centres.
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Poustinchi, Ebrahim. "Mixed Robotic Interface Г : Searching for a hybrid cyber-physical design/experience interface using virtual/actual robots." SHS Web of Conferences 64 (2019): 01008. http://dx.doi.org/10.1051/shsconf/20196401008.

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Mixed Robotic Interface is a project-based design-research investigation, studying new ways of creating hybridized cyber-physical design and experience interfaces, at the intersection of robotics—as its core component, and augmented reality, game design, projection mapping, and digital fabrication. Mixed Robotic Interface Г—as part of Mixed Robotic Interface series of research projects, focuses on using “actual” and “virtual” robot arms as a possible creative medium and extensions of design/gaming environment creating immersive atmospheres for “experiencing” design. This research questions the possibilities of creating an architectural/spatial atmosphere through digitally enhanced experiences. Different from some of the current experiments with augmented reality (AR), virtual reality (VR) and projection-mapping in architecture, Mixed Robotic Interface Г is not looking into “immersive” experience as a way to “blur” the boundaries of digital and physical—similar to virtual reality experience with headsets. Instead, Mixed Robotic Interface Г creates a recognizable gap between real and virtual to open up a creative space for the user/audience to be involved between these two mediums. Mixed Robotic Interface Г uses para-fictional storytelling as a way to engage the audience with the experience and to create continues atmospheric qualities.
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Ahn, Woojin. "Novel Multi-AP Coordinated Transmission Scheme for 7th Generation WLAN 802.11be." Entropy 22, no. 12 (December 17, 2020): 1426. http://dx.doi.org/10.3390/e22121426.

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The demand for high-data-rate and time-sensitive applications, such as 4k/8k video streaming and real-time augmented reality (AR), virtual reality (VR), and gaming, has increased significantly. Addressing the inefficiency of distributed channel access and the fairness problem between uplink and downlink flows is crucial for the development of wireless local area network (WLAN) technologies. In this study, we propose a novel transmission scheme for IEEE 802.11be networks that addresses the fairness problem and improves the system throughput. Utilizing the concept of multi-AP coordinated OFDMA introduced in the 7th-generation WLAN IEEE 802.11be, the proposed transmission scheme allows an AP to share a granted transmission opportunity (TXOP) with nearby APs. A mathematically analysis of the throughput performance of the proposed schemes was performed using a Markov chain model. The simulation results verify that the scheme effectively improves the downlink fairness and the system throughput. Combined with the advanced multiuser (MU) features of IEEE 802.11ax, such as TUA, MU cascading sequence, and MU EDCA, the proposed scheme not only enhances downlink AP transmission, but also guarantees improved control over the medium. The scheme is carefully designed to be fully compatible with conventional IEEE 802.11 protocols, and is thus potentially universal.
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Banfi, Fabrizio, Raffaella Brumana, and Chiara Stanga. "Extended reality and informative models for the architectural heritage: from scan-to-BIM process to virtual and augmented reality." Virtual Archaeology Review 10, no. 21 (July 25, 2019): 14. http://dx.doi.org/10.4995/var.2019.11923.

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<p>The dissemination of the tangible and intangible values of heritage building represents one of the most important objectives in the field of Digital Cultural Heritage (DCH). In recent years, different studies and research applied to heritage monuments have shown how it is possible to improve the awareness of the architectural heritage through the integration of latest developments in the field of 3D survey, 3D modelling, Building Information Modeling (BIM) and eXtended Reality (XR). On the other hand, this digital workflow requires a huge amount of data sources and a holistic approach to reach a high level of information sharing coming from different disciplines and sectors such as restoration, geomatics, 3D virtual museums and serious gaming. In conjunction with entertainment software and gaming, this research shows the main results obtained during the generative process of digital environments oriented to improve the level of information and to enrich the contents coming from the informative models. The case study is represented by one of the most important Lombard monuments: the Basilica of Sant’Ambrogio in Milan. This study, starting from the 3D survey and the data collection of the historical records of the church, improves the creation of an XR experience that reaches a new level of interactivity for different types of devices (desktop, mobile, VR headset) and users (experts, non-experts).</p><p><strong>Highlights:</strong></p><ul><li><p>Generative modelling requirements and novel grades of generations (GOG) and accuracy (GOA) are presented in order to improve the digitisation of built heritage from the 3D survey, reducing time and costs of the scan-to-BIM process.</p></li><li><p>The holistic value of generative modelling allows experts to create digital worlds able to faithfully and accurately represent the detected reality and improve new immersive environments for Virtual Reality (VR) and Augmented Reality (AR) projects.</p></li><li><p>Immersive environments are created with a mixture of the latest generation software and hardware, allowing users to discover the hidden historical values of built heritage with new levels of interactivity and information.</p></li></ul>
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Kumar, Santosh. "What is driving the TSV business: Market & Technology Trends." Additional Conferences (Device Packaging, HiTEC, HiTEN, and CICMT) 2019, DPC (January 1, 2019): 000808–33. http://dx.doi.org/10.4071/2380-4491-2019-dpc-presentation_wp1_060.

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TSV interconnect based 3D/2.5D packaging has gained significant attention since its introduction in FPGA (for die partitioning) and HBM integrated GPU module (for gaming application). The performance potential offered by this technology is unequalled by any other packaging platform today. High-end applications like deep learning, datacenter networking, AR/VR, and autonomous driving are becoming real, thereby pushing the limits of other current packaging platforms. Fueled by increasing bandwidth needs for moving data in cloud-computing and supercomputing applications, performance-driven markets have adopted 3D stacked technologies in a row. Imaging, as the first market adopter of 3D integration, is propelling the market with an increasing number of sensors in smartphones and tablets, including 3D imaging. TSV-based products can be classified in three ranges: low, middle, and high-end. The middle and high-end product markets like CMOS image sensor, memory cube, and interposer are based on a via-middle process. In low-end products, we can also find TSV based on via-middle (i.e. in Apple's fingerprint sensor), but for cost reasons the MEMS industry is using essentially a via-last process, which is cheaper than a via-middle process. TSV's penetration rate in low-end products will remain stable, with the main source of growth due to RF filters in smartphone front-end modules, which keep increasing in order to support the different frequency bands used in 5G mobile communications protocol. This presentation will discuss about the market and technology trends of the TSV based 3D/2.5D packaging.
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Косицкая, Фаина Леонидовна. "MAIN TRENDS IN MODERN RUSSIAN HIGHER EDUCATION (BASED ON THE MATERIALS OF THE WINTER SCHOOL OF TEACHERS – 2020)." Pedagogical Review, no. 3(31) (June 21, 2020): 101–9. http://dx.doi.org/10.23951/2307-6127-2020-3-101-109.

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В рамках очередной Зимней школы преподавателей, организованной издательством «Юрайт» в конце января 2020 г. и проходившей в режиме вебинаров, были обсуждены основные тренды высшего образования. Вниманию участников было представлено более тридцати докладов по самым актуальным темам: непрерывность обучения, Soft skills, творческое мышление в решении задач (тренд – универсальные навыки и компетенции в четвертой индустриальной революции); ликвидация цифрового неравенства, тотальная цифровая грамотность, цифровая трансформация сознания педагогов-преподавателей (тренд – цифровая образовательная среда); новые педагогические роли (тьюторство, педагогический дизайн и др.), переход на проектное обучение с фокусом на междисциплинарность, трансформация учебного пространства, изменение роли библиотек (тренд – массовое персонализированное обучение (студентоцентрированность)); качественно новые цифровые учебно-методические комплексы, источники контента: открытые ресурсы, электронные библиотечные системы, массовые образовательные онлай-нкурсы, образовательные платформы, цифровизация образовательного наследия (тренд – цифровые учебно-методические комплексы); адаптивное обучение и оценивание, портфолио достижений, трансформация целей и методов тестирования (тренд – оценивание образовательных достижений); голосовые помощники и чат-боты, адаптивный подбор учебных материалов, AR, MR, VR и панорамное видео, игровые компьютерные практики (тренд – искусственный интеллект и VR-технологии в образовании); прокторинг, защита данных (тренд – информационная безопасность); педагогические исследования с использованием Big Date, психометрика и цифровые следы, рейтинги цифровой информации как новая реальность (тренд – исследования и аналитика данных). В рамках данного обзора остановимся на отдельных трендах, темах и докладах. Within the framework of the regular “Winter School of Teachers”, organized by Yurait Publishing House in late January 2020 and held in the webinar mode, the main trends in higher education were discussed, more than thirty reports were presented on the most relevant topics: continuous learning, SoftSkills, creative thinking in solving tasks (trend – universal skills and competences in the fourth industrial revolution); elimination of digital inequality, total digital literacy, digital transformation of the consciousness of educators (the trend is the digital educational environment); new pedagogical roles (tutoring, pedagogical design, etc.), the transition to project-based education with a focus on interdisciplinarity, the transformation of the academic space, the changing role of libraries (the trend is mass personalized learning (student-centered); qualitatively new digital educational and methodological complexes, content sources: open resources, EBS, MOOC, educational platforms, digitalization of educational heritage (the trend is digital educational and methodological complexes); adaptive training and assessment, portfolio of achievements, transformation of goals and testing methods (trend – evaluation of educational achievements); voice assistants and chat bots, adaptive selection of training materials, AR, MR, VR and panoramic video, gaming computer practices (trend – artificial intelligence and VR technologies in education); projecting, data protection (trend – information security); pedagogical research using Big Date, psychometrics and digital footprints, ratings of digital information as a new reality (trend – research and data analytics). As part of this review, we dwell on individual trends, topics and reports
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Kubilevičius, Karolis. "Whether using legal currency to purchase randomized virtual goods is considered gambling?" Law Review 20 (2019): 152–75. http://dx.doi.org/10.7220/2029-4239.20.7.

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Kulečnikova, Irina, Violeta Radžiūnienė, and Virginija Žilinskaitė. "AUKSINIO STAFILOKOKO, GAMINANČIO PANTONO-VALENTINO LEUKOCIDINO (PVL) TOKSINĄ, KLINIKINIAI ASPEKTAI." Medicinos teorija ir praktika 20, no. 4 (October 24, 2014): 361–64. http://dx.doi.org/10.15591/mtp.2014.058.

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Reikšminiai žodžiai: Pantono-Valentino leukocidino (PVL) toksinas, auksinis stafilokokas. Staphylococcus aureus yra paplitusi gram-teigiama bakterija, kuri dažnai kolonizuoja sveikų žmonių odą, gleivines, kvėpavimo takus. Dažniausiai šis sukėlėjas yra atsakingas už odos ir minkštųjų audinių infekcijų atsiradimą, bet kartais gali sukelti ir sunkių invazinių ligų (pneumoniją, osteomielitą). Mažiau nei 2 proc. Staphylococcus aureus padermių gamina Pantono-Valentino leukocidino (PVL) toksiną, kuris tiesiogiai naikina kraujo neutrofilinius granulocitus ir sukelia ryškų uždegiminį procesą su audinių nekroze. Dėl ryškaus citopatinio poveikio Pantono-Valentino leukocidino toksiną gaminantis Staphylococcus aureus sukelia ryškius klinikinius simptomus bei pasižymi didesne chirurginių intervencijų ir komplikacijų rizika. PVL toksiną gaminančių Staphylococcus aureus sukeliamos infekcijos aprašytos skirtingose žmonių grupėse, bet didesnę riziką užsikrėsti turi asmenys, turintys glaudų fizinį kontaktą ar besidalijantys asmens higienos priemonėmis. Gydymo strategija priklauso nuo infekcijos lokalizacijos ir ligos sunkumo, tačiau trūksta mokslo įrodymais pagrįstų studijų apie antibakterinio gydymo pasirinkimą ar skirtingos gydymo trukmės efektyvumą. Straipsnyje apžvelgiama literatūra: epidemiologija, toksino patogenezė, klinika, gydymas ir klinikinės studijos, nagrinėjančios Pantono-Valentino leukocidino sukeliamų ligų klinikines išraiškas bei jų išeitis.
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Baumanis, Jānis. "Atkarības jēdziena interpretācija krimināltiesībās." SOCRATES. Rīgas Stradiņa universitātes Juridiskās fakultātes elektroniskais juridisko zinātnisko rakstu žurnāls / SOCRATES. Rīga Stradiņš University Faculty of Law Electronic Scientific Journal of Law 1, no. 4 (2016): 86–95. http://dx.doi.org/10.25143/socr.04.2016.1.86-95.

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Rakstā pievērsta uzmanība Krimināllikumā izmantotajam jēdzienam “atkarība”. Autors sniedz šī jēdziena interpretāciju, skaidrojot normas ar gramatisko, sistēmisko, vēsturisko un teleoloģisko metodi, un secina, ka krimināltiesībās jēdziens “atkarība” galvenokārt izmantots, lai apzīmētu līdzatkarību, proti, atkarību no cita cilvēka vai atkarību no dažādām vielām. Analizējot atkarību kā psiholoģisko kategoriju un atkarību kā krimināltiesisko kategoriju, autors secina, ka krimināltiesībās, nepārbaudot faktiskās atkarības esamību, ir pietiekami konstatēt, ka tiesību normā ir atzīta atkarības esamība. The paper focuses on the concept of “dependency” (addiction) used in the Criminal Law. The author provides the interpretation of dependency (addiction) rendering the norms using grammatical, systemic, historical and teleological methods. The author concludes that in Criminal Law the concept of dependency (addiction) is basically used in order to denote interdependency, namely, the dependency on the other person and also in order to denote the dependency (addiction) on different substances. Although by interpreting some of the Criminal Law norms it can be concluded that the dependency range includes also behavioural dependencies, for instance, gambling dependency; however, in the Criminal Law theory and practice behavioural dependencies are actually not highlighted and they are not addressed. Analysing dependency as a psychological category and dependency as a category of the criminal law, the author draws the conclusion that in Criminal Law for the existence of dependency it is sufficient to ascertain that existence of dependency is recognised by the legal norm, without verifying the existence of the actual dependency.
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Bila, Svitlana. "Strategic priorities of social production digitalization: world experience." University Economic Bulletin, no. 48 (March 30, 2021): 40–55. http://dx.doi.org/10.31470/2306-546x-2021-48-40-55.

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Actual importance of study. At the beginning of the 2020s developed world countries and countries which are the leaders of world economic development faced up the challenges of radical structural reformation of social production (from industry to service system) which is based on digitalization. Digital technologies in world science and business practice are considered essential part of a complex technological phenomenon like ‘Industry 4.0’. Digitalization should cover development of all business processes and management processes at micro-, meso- and microlevels, processes of social production management at national and world economy levels. In general, in the 21st century world is shifting rapidly to the strategies of digital technologies application. The countries which introduce these strategies will gain guaranteed competitive advantages: from reducing production costs and improved quality of goods and services to developing new sales market and making guaranteed super-profits. The countries which stand aside from digitalization processes are at risk of being among the outsiders of socio-economic development. Such problem statement highlights the actual importance of determining the directions, trends and strategic priorities of social production digitalization. This issue is really crucial for all world countries, including Ukraine which is in midst of profound structural reformation of all national production system. Problem statement. Digital economy shapes the ground for ‘Industry 4.0’, information, It technologies and large databases become the key technologies. The main asset of ‘Industry 4.0’ is information, the major tool of production is cyberphysical systems that lead to formation the single unified highly productive environmental system of collecting, analyzing and applying data to production and other processes. Cyberphysical systems provides ‘smart machines’ (productive machines, tools and equipment which are programmed) integration via their connection to the Internet, or creation special network, ‘Industrial Internet’ (IIoT) which is regarded as a productive analogue of ‘Internet of Things’ (IoT) that is focused on the consumers. ‘Internet of Things’ can be connected with ‘smart factories’ which use ‘Industrial Internet’ to adjust production processes quickly turning into account the changes in costs and availability of resources as well as demand for production made. One of the most essential tasks for current economics and researchers of systems and processes of organization future maintenance of world production is to determine the main strategic priorities of social production digitalization. Analysis of latest studies and publications. Valuable contribution to the study of the core and directions of strategic priorities concerning social production digitalization was made by such foreign scientists as the Canadian researcher Tapscott D [1], foreigners Sun, L., Zhao, L [2], Mcdowell, M. [3] and others. Yet, the study of issues concerning social production digitalization are mainly done by the team of authors as such issues are complicated and multihierarchical. Furthermore, the problem of social production digitalization is closely linked to the transition to sustainable development, which is reflected in the works by Ukrainian scholars like Khrapkin V., Ustimenko V., Kudrin O., Sagirov A. and others in the monograph “Determinants of sustainable economy development” [4]. The edition of the first in Ukraine inter-disciplinary textbook on Internet economy by a group of scientists like Tatomyr I., Kvasniy L., Poyda S. and others [5] should also be mentioned. But the challenges of social production digitalization are constantly focused on by theoretical scientists, analytics and practitioners of these processes. Determining unexplored parts of general problem. Defining strategic priorities of social production digitalization requires clear understanding of prospective spheres of their application, economic advantages and risks which mass transition of social production from traditional (industrial and post-industrial)to digital technologies bear. A new system of technological equipment (production digitalization, Internet-economy, technology ‘Industry 4.0’, NBIC- technologies and circular economy) has a number of economic advantages for commodity producers and countries, as well as leads to dramatical changes in the whole social security system, changes at labour market and reformation the integral system of social relations in the society. Tasks and objectives of the study. The objective of the study is to highlight the core and define the main strategic priorities of social production digitalization, as they cause the process of radical structural reformation of industrial production, services and social spheres of national economy of world countries and world economy in general. To achieve the objective set in the article the following tasks are determined and solved: - to define the main priorities of digital technologies development, which is radically modify all social production business processes; - to study the essence and the role of circular economy for transition to sustainable development taken EU countries as an example; - to identify the strategic priorities of robotization of production processes and priority spheres of industrial and service robots application; - to define the role of NBIC-technologies in the process of social production structural reformation and its transition to new digital technologies in the 21st century. Method and methodology of the study. While studying strategic priorities of social production digitalization theoretical and empirical methods of study are used, such as historical and logical, analysis and synthesis, abstract and specific, casual (cause-and-effect) ones. All of them helped to keep the track of digital technologies evolution and its impact on structural reformation of social production. Synergetic approach, method of expert estimates and casual methods are applied to ground system influence of digital technologies, ‘Industry 4.0’ and their materialization as ‘circular economy’ on the whole complicated and multihierarchical system of social production in general. Basic material (the results of the study). Digital economy, i.e. economy where it is virtual but not material or physical assets and transactions are of the greatest value, institutional environment in which business processes as well as all managerial processes are developed on the basis of digital computer technologies and information and communication technologies (ICT), lies as the ground for social production digitalization. ICT sphere involves production of electronic equipment, computing, hardware,.software and services. It also provides various information sevices. Information Technology serves as a material basis for digital economy and digital technologies development. Among the basic digital technologies the following ones play the profound role: technology ‘Blockchain’, 3D priniting, unmanned aerial vehicles and flying drones, virtual reality (VR). Augmented reality (AR), Internet of Things (IoT), Industrial Internet of Things (IIoT), Internet of Value (IoV) which is founded on IT and blockchain technology, Internet of Everything (IoE), Artificial Intelligence (AI), neuron networks and robots. These basic digital technologies in business processes and management practices are applied in synergy, complexity and system but not in a single way. System combination of digital technologies gives maximal economic effect from their practical application in all spheres of social production-from industry to all kinds of services. For instance, in education digital technologies promote illustrating and virtual supplement of study materials; in tourism trade they promote engagement of virtual guides, transport and logistics security of tourist routes, virtual adverts and trips arrangements, virtual guidebooks, virtual demonstration of services and IT brochures and leaflets. Digital technologies radically change gambling and show businesses, in particular, they provide virtual games with ‘being there’ effect. Digital technologies drastically modify the retail trade sphere, advertisement and publishing, management and marketing, as well as provide a lot of opportunities for collecting unbiased data concerning changes in market conditions in real time. Digital technologies lie as the basis for ‘circular economy’, whose essence rests with non-linear, secondary, circular use of all existing natural and material resources to provide the production and consumption without loss of quality and availability of goods and services developed on the grounds of innovations, IT-technology application and ‘Industry 4.0’. Among priorities of circular economy potential applications the following ones should be mentioned: municipal services, solid household wastes management and their recycling, mass transition to smart houses and smart towns, circular agriculture development, circular and renewable energy, The potential of circular economy fully and equally corresponds to the demands for energy efficiency and rational consumption of limited natural resources, so it is widely applied in EU countries while transiting to sustainable development. In the 21st century processes of social production robotization draw the maximal attention of the society. There is a division between industrial and service robots which combine artificial intelligence and other various digital technologies in synergy. Industrial robots are widely used in production, including automotive industry, processing industry, energetic, construction sectors and agriculture Services are applied in all other spheres and sectors of national and world economies –from military-industrial complex (for instance, for mining and demining the areas, military drones) to robots-cleaners (robots-vacuum cleaners), robots-taxis, robots engaged in health care service and served as nurses (provide the ill person with water, tidy up, bring meals). Social production robotization is proceeding apace. According to “World Robotic Report 2020”, within 2014 – 2019 the total quantity of industrial robots increased by 85 %. By 2020 in the world the share of robots in the sphere of automated industrial production had comprised 34 %, in electronics – 25%, in metallurgy – 10 %. These indicators are constantly growing which results in structural reformation of the whole system of economic and industrial processes, radical changes in world labour market and the social sphere of world economy in general. Alongside with generally recognized types of digital technologies and robotization processes, an innovation segment of digital economy – NBIC – technologies (Nanotechnology, Biotechnology, Information technology, Cognitive Science) are rapidly spread. Among the priorities of NBIC-technologies development the special place belongs to interaction between information and cognitive technologies. As a material basis for its synergy in NBIC-technologies creation of neuron networks, artificial intelligence, artificial cyber brain for robots are applied. It is estimated as one of the most prospective and important achievements of digital economy which determines basic, innovational vector of social production structural reformations in the 21st century. The sphere of results application. International economic relations and world economy, development of competitive strategies of national and social production digitalization of world economy in general. Conclusions. Digital technologies radically change all spheres of social production and social life, including business and managerial processes at all levels. Digital technologies are constantly developing and modifying, that promotes emergence of new spheres and new business activities and management. 21st century witnessed establishing digital economy, smart economy, circular economy, green economy and other various arrangements of social production which are based on digital technologies. Social production digitalization and innovative digital technologies promotes business with flexible systems of arrangement and management, production and sales grounded on processing large Big Data permanently, on the basis of online monitoring in real time. Grounded on digital technologies business in real time mode processes a massive Big Data and on their results makes smart decisions in all business spheres and business processes management. Radical shifts in social production digitalization provides businesses of the states which in practice introduce digital technologies with significant competitive advantages - from decrease in goods and services production cost to targeted meeting of specific needs of consumers. Whereas, rapid introduction of digital technologies in the countries-leaders of world economic development results in a set of system socio-economic and socio-political challenges, including the following: crucial reformatting the world labour market and rise in mass unemployment, shift from traditional export developing countries’ specialization, breakups of traditional production networks being in force since the end of the 20th century, so called ‘chains of additional value shaping’, breakups of traditional cooperation links among world countries and shaping the new ones based on ‘Industry 4.0’ and ‘Industrial Internet’. Socio-economic and political consequences of radical structural reformation of all spheres in national and world economy in the 21st century, undoubtedly, will be stipulated with the processes of social production digitalization. It will require further systemic and fundamental scientific studies on this complicated and multi hierarchical process.
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Parekh, Pranav, Shireen Patel, Nivedita Patel, and Manan Shah. "Systematic review and meta-analysis of augmented reality in medicine, retail, and games." Visual Computing for Industry, Biomedicine, and Art 3, no. 1 (September 16, 2020). http://dx.doi.org/10.1186/s42492-020-00057-7.

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AbstractThis paper presents a detailed review of the applications of augmented reality (AR) in three important fields where AR use is currently increasing. The objective of this study is to highlight how AR improves and enhances the user experience in entertainment, medicine, and retail. The authors briefly introduce the topic of AR and discuss its differences from virtual reality. They also explain the software and hardware technologies required for implementing an AR system and the different types of displays required for enhancing the user experience. The growth of AR in markets is also briefly discussed. In the three sections of the paper, the applications of AR are discussed. The use of AR in multiplayer gaming, computer games, broadcasting, and multimedia videos, as an aspect of entertainment and gaming is highlighted. AR in medicine involves the use of AR in medical healing, medical training, medical teaching, surgery, and post-medical treatment. AR in retail was discussed in terms of its uses in advertisement, marketing, fashion retail, and online shopping. The authors concluded the paper by detailing the future use of AR and its advantages and disadvantages in the current scenario.
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Cidota, Marina A., Stephan G. Lukosch, Paul Dezentje, Paulina J. M. Bank, Heide K. Lukosch, and Rory M. S. Clifford. "Serious Gaming in Augmented Reality using HMDs for Assessment of Upper Extremity Motor Dysfunctions." i-com 15, no. 2 (January 1, 2016). http://dx.doi.org/10.1515/icom-2016-0020.

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AbstractFor a better understanding of how different disorders affect motor function, a uniform, standardized and objective evaluation is a desirable goal for the clinical community. We explore the potential of Augmented Reality (AR) combined with serious gaming and free hand tracking to facilitate objective, cost-effective and patient-friendly methods for evaluation of upper extremity motor dysfunction in different patient groups. In this paper, we describe the design process of the game and the system architecture of the AR framework to meet these requirements. Furthermore, we report our findings from two pilot studies we conducted with healthy people aged over 50. First, we present a usability study (
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36

Ratan, Rabindra, Josephine K. Boumis, Sarah Kuang, Andrew Gambino, and Kuo-Ting Huang. "Reality Stems From Modality: Stereotype Threat Effects of a STEM Game in Augmented and Virtual Reality." Frontiers in Virtual Reality 2 (August 12, 2021). http://dx.doi.org/10.3389/frvir.2021.636643.

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This study examined the relationship between stereotype threat, game modality (augmented reality, virtual reality), and stereotypic beliefs about STEM fields. Results of a 2 [modality] x 2 [stereotype threat] factorial, between-subjects experiment with women participants (N = 64) suggest that gender stereotypes primed before playing the STEM game in AR induced stereotype threat, but induced stereotype reactance in VR. Specifically, for participants who played in AR, the stereotype-reinforcing prompt (compared to a counter-stereotype prompt) was associated with worse STEM-game performance, which mediated an increase in stereotypical beliefs about women in STEM. Conversely, for participants who played in VR, the stereotype-reinforcing prompt was associated with better STEM-game performance and more positive (i.e., counter-stereotypic) beliefs about women in STEM, though without mediation. These findings support the claim that stereotypes triggered in a STEM-gaming context have the potential to reinforce stereotypes in STEM fields. Researchers and practitioners should consider the implication that VR is potentially more male-stereotyped than AR, while AR makes stereotyped identity characteristics more accessible than VR.
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37

Dannenmann, Peter. "Visualization concept for maintenance information using wearable devices." Aircraft Engineering and Aerospace Technology ahead-of-print, ahead-of-print (June 8, 2021). http://dx.doi.org/10.1108/aeat-02-2021-0041.

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Purpose The purpose of this paper is to show the current state of methods for information visualization on wearable devices and demonstrate how these devices and methods can be used to support the work of aircraft maintenance engineers. This paper develops a path to make aircraft maintenance tasks more efficient and safe by providing relevant and important information to maintenance personnel matching the task they are currently working on. Design/methodology/approach The current researchers elaborate prerequisites that wearable computing devices have to meet to use them in aircraft maintenance. Based on these prerequisites the researchers evaluate such existing devices and visualization techniques with regard to how they can be used to visualize information in aircraft maintenance processes. Findings This paper elaborates a roadmap how wearable devices can be applied in future aircraft maintenance scenarios. It also shows that augmented reality (AR) is a technology that shows great potential to support aircraft maintenance staff. The current researchers develop a scenario, how AR applications on wearable devices support such tasks. Practical implications The implementation of the maintenance scenario that is developed in this paper will vastly reduce the possibilities of mistakes by maintenance personnel. This leads to more efficient maintenance processes and further increases the safety of aviation in general. Originality/value Although AR today already is used in fields of application like gaming, an application of this technology in a safety-critical environment is not known to the author. This paper provides a step towards extending the application domains of this technology to aircraft maintenance.
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