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1

Lakshmi, C. P., Sebastian Liya, K. Meenakshi, and KS Salkala. "Augmented Reality." Journal of Research and Reviews in Human Computer Interaction 1, no. 1 (2025): 28–37. https://doi.org/10.5281/zenodo.15086865.

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<em>Augmented Reality (AR) enhances real-world en- vironments by overlaying digital content, enabling interaction across industries like healthcare, gaming, and manufacturing. AR operates through marker-based, markerless, projection, and overlay-based methods, utilizing head-mounted displays, hand- held devices, and projection systems. Key challenges include tracking accuracy, latency, usability, and hardware limitations. AR integrates AI, IoT, and cloud computing for improved real- time processing. Applications include medical imaging, industrial automation, military simulations, and entertai
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Kumar, Ankur. "Augmented RealityAugmented Reality." International Journal for Research in Applied Science and Engineering Technology 9, no. VII (2021): 3510–22. http://dx.doi.org/10.22214/ijraset.2021.37098.

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Augmented Reality (AR), which blends virtual information with the real environment in real-time performance, is constantly evolving and becoming more sophisticated and robust. It is critical to ensure that the augmented reality system is accepted and successful. This paper primarily discusses the current state of AR applications and the various fields in which AR is being used.
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N. Jayashree, Mohamed Riyas. M, Nagulan. S, Selva manoj. J, and Vipin. K .J. "AR (Augmented Reality) Lens." World Journal of Advanced Research and Reviews 18, no. 1 (2023): 299–303. http://dx.doi.org/10.30574/wjarr.2023.18.1.0473.

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The term "Augmented Reality" (AR) refers to an interactive environment in which computer-generated perceptual data is used to enhance the appearance of real-world items. A system that combines real and virtual worlds, real-time interaction is known as Augmented Reality (AR), which helps people by providing them with virtual aids. Because it was built for an android, the software runs well. Our initiative is a next-generation learning platform that allows users to engage with the virtual environment. If we point our camera at an image of medical equipment, the camera will recognize it and offer
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N., Jayashree, Riyas. M. Mohamed, S. Nagulan., manoj. J. Selva, and K. .J Vipin. "AR (Augmented Reality) Lens." World Journal of Advanced Research and Reviews 18, no. 1 (2023): 299–303. https://doi.org/10.5281/zenodo.8167464.

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The term &quot;Augmented Reality&quot; (AR) refers to an interactive environment in which computer-generated perceptual data is used to enhance the appearance of real-world items. A system that combines real and virtual worlds, real-time interaction is known as Augmented Reality (AR), which helps people by providing them with virtual aids. Because it was built for an android, the software runs well. Our initiative is a next-generation learning platform that allows users to engage with the virtual environment. If we point our camera at an image of medical equipment, the camera will recognize it
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Salinas Martí­nez, Norma Patricia, Carlos Hernández-Nieto, Eliud Quintero, Xavier Sánchez, and Eduardo González-Mendívil. "AUGMENTED REALITY." Ergodesign & HCI 4, no. 1 (2016): 49. http://dx.doi.org/10.22570/ergodesignhci.v4i1.60.

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Augmented Reality, Visualization, Educational Technology&#x0D; In order to take advantage of the didactic potential that AugmentedReality (AR) provides we present an educational resource meant to help to transform the teaching and learning of Mathematics, through the creation of graphical representations for mathematical reasoning. The spatial visualization skill is a cross-curriculum content that has been taken for granted, the challenge then is to improve its development. With the design of this AR application we want to help students with this task. The application covers content that belon
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Leiber, Daria, Lukas Tanz, and Gunther Reinhart. "Augmented Reality in der Montagetechnik/Augmented Reality in assembly technology." wt Werkstattstechnik online 111, no. 03 (2021): 130–35. http://dx.doi.org/10.37544/1436-4980-2021-03-38.

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Modell- und simulationsbasierte Ansätze werden in verschiedenen Lebenszyklusphasen von Montageanlagen eingesetzt. Potenziale bestehen vor allem bei der Vereinfachung von Planung und Programmierung. Moderne Visualisierungsmethoden wie Augmented Reality (AR) können dabei genutzt werden, um Planungsergebnisse anschaulich darzustellen und existierende Anlagen in die Planung miteinzubeziehen. Auch zur Vereinfachung der Programmierung und Inbetriebnahme von Industrierobotern lässt sich AR einsetzen. &amp;nbsp; Model- and simulation-based methods are used in different life cycle phases of assembly sy
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Sallow, Amira B., and Younis M. Younis. "Augmented Reality: A Review." Academic Journal of Nawroz University 8, no. 3 (2019): 76. http://dx.doi.org/10.25007/ajnu.v8n3a399.

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Accepting Augmented Reality (AR) technologies to add to our observation and assist our understanding, hearing, and touch our surroundings in novel and augmented habits. AR determination maintenance in playing field such as edification, preservation, proposal and investigation, to designation but a few. Designates the sports ground of AR, together with a momentary characterization and improvement olden times, the allowing knowledge and their physical appearance. It surveys the formal of the art by rereading about recent submissions of AR technology with some recognized margins on the subject of
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Shkurov, Ye V., and D. V. Yatsiuk. "IMPLEMENTATION OF AUGMENTED REALITY IN MARKETING COMMUNICATIONS." Қорқыт Ата атындағы Қызылорда университетінің Хабаршысы Экономика ғылымдары сериясы 1 (2024): 5–17. https://doi.org/10.52081/ecj.2024.v1.i5.021.

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This article offers an analysis of the integration of augmented reality (AR) technologies in contemporary marketing communications. AR represents a cutting-edge tool that enables brands to seamlessly blend digital content with the physical environment, thereby fostering an interactive and emotionally engaging customer experience. The paper explores the application of AR across diverse sectors, including retail, cosmetics, and e-commerce, and investigates its influence on consumer behaviour, focusing on increased customer engagement, strengthened emotional connections with brands, and the effec
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Mendoza-Ramírez, Carlos E., Juan C. Tudon-Martinez, Luis C. Félix-Herrán, Jorge de J. Lozoya-Santos, and Adriana Vargas-Martínez. "Augmented Reality: Survey." Applied Sciences 13, no. 18 (2023): 10491. http://dx.doi.org/10.3390/app131810491.

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An Augmented Reality (AR) system is a technology that overlays digital information, such as images, sounds, or text, onto a user’s view of the real world, providing an enriched and interactive experience of the surrounding environment. It has evolved into a potent instrument for improving human perception and decision-making across various domains, including industrial, automotive, healthcare, and urban planning. This systematic literature review aims to offer a comprehensive understanding of AR technology, its limitations, and implementation challenges in the most significant areas of applica
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Goebert, Chad. "Augmented Reality in Sport Marketing." Sports Innovation Journal 1 (November 9, 2020): 134–51. http://dx.doi.org/10.18060/24227.

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The augmented reality (AR) market is expected to grow to $60.55 billion by 2023 and there are currently an estimated 4.2 billion AR-capable devices in the hands of consumers. Experts believe that sport is a high-value market for AR as it is uniquely positioned to utilize AR in multiple marketing contexts (Haber, 2019). The COVID-19 pandemic has accelerated the rate at which sport organizations are utilizing AR as they attempt to reach fans and consumers that are limited or restricted from attending events in person. This article introduces augmented reality to sport managers and practitioners
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Kumar, Rajiv. "Learning With Augmented Reality." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 08, no. 05 (2024): 1–5. http://dx.doi.org/10.55041/ijsrem34221.

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The effective development of healthcare competencies poses great educational challenges. A possible approach to provide learning opportunities is the use of augmented reality (AR) where virtual learning experiences can be embedded in a real physical context. The aim of this study was to provide a comprehensive overview of the current state of the art in terms of user acceptance, the AR applications developed and the effect of AR on the development of competencies in healthcare. Methods. We conducted an integrative review. Integrative reviews are the broadest type of research review methods all
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Krishna Kabra, Harshal Mane, Ankush Falke, Sai Daitkar, and Prof.Smruti Saphalika Barik. "Augmented Reality in Education." International Research Journal on Advanced Engineering and Management (IRJAEM) 3, no. 05 (2025): 1744–48. https://doi.org/10.47392/irjaem.2025.0276.

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This research combines interactive digital information with traditional teaching approaches to investigate the transformative potential of Augmented Reality (AR) in education. AR makes it easier to visualise complex ideas in fields of life science, animal science, computer science, and astronomy by utilising 3D models and real-time animations. In addition to making abstract subjects easier to understand, this immersive method increases student engagement and retention. Our implementation makes use of AR-compatible platforms, such as ARCore and Unity, to produce a flexible learning tool appropr
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Wyss, Corinne, Florian Furrer, Adrian Degonda, and Wolfgang Bührer. "Augmented Reality in der Hochschullehre: Überlegungen zu einer zukunftsweisenden Ausbildung von Lehrpersonen." MedienPädagogik: Zeitschrift für Theorie und Praxis der Medienbildung, no. 47 (AR/VR - Part 1) (April 6, 2022): 118–37. https://doi.org/10.5281/zenodo.8014028.

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Augmented Reality (AR) ist eine Technologie zur Erg&auml;nzung und &Uuml;berlagerung der rea- len Welt mit virtuellen Informationen. Hierzu stehen verschiedene Technologien zur Ver- f&uuml;gung. Zu diesen z&auml;hlen nebst Smartphones auch Smartbrillen, Head-Mounted Displays und weitere Ger&auml;te. In den letzten Jahren erfuhr AR im Bildungsbereich vermehrt Beach- tung. Obwohl die Anzahl an Projekten und Publikationen hierzu inzwischen immens ge- stiegen ist, bestehen immer noch Forschungsl&uuml;cken in Bezug auf generelle didaktische Aspekte von AR im Unterricht sowie zur Lehrpersonenbildung
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Hunter, E. B. "Augmented Reality and Theatre." Theatre Journal 76, no. 2 (2024): 177–95. http://dx.doi.org/10.1353/tj.2024.a932167.

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Abstract: The technology industry’s recent spatial turn presents new opportunities for theatre and performance in the twenty-first century. One such opportunity is augmented reality (AR), a technology that overlays digitally rendered assets onto the user’s physical space, giving the appearance that those assets populate the physical world. Through an analysis of The Builders Association’s Elements of Oz , which incorporated mobile AR into its stage production, as well as Bitter Wind , the author’s adaptation of Agamemnon for the Microsoft HoloLens headset, this essay analyzes the interpretive
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Vladimirovna, Kodirova Yelena. "Training using virtual and augmented reality." International Journal of Pedagogics 5, no. 2 (2025): 161–63. https://doi.org/10.37547/ijp/volume05issue02-43.

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In the context of the rapid development of technologies and the digitalization of society, education faces new challenges. Traditional teaching methods often struggle to engage students and explain complex concepts. Virtual Reality (VR) and Augmented Reality (AR) represent innovative approaches that can significantly enhance the educational process. These technologies allow for the creation of interactive and engaging learning materials that promote a deeper understanding of the subject. In particular, in the field of informatics, where abstract concepts can be difficult to grasp, VR and AR op
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Dörner, Ralf, Wolfgang Broll, Paul Grimm, and Bernhard Jung. "Virtual Reality und Augmented Reality (VR/AR)." Informatik-Spektrum 39, no. 1 (2014): 30–37. http://dx.doi.org/10.1007/s00287-014-0838-9.

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Ignat'ev, S., Z. Tret'yakova, and Marianna Voronina. "Augmented Reality in Descriptive Geometry." Geometry & Graphics 8, no. 2 (2020): 41–50. http://dx.doi.org/10.12737/2308-4898-2020-41-50.

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In this paper is investigated the possibility of Augmented Reality (AR) technologies contextualizing in teaching methods for “Descriptive Geometry” (DG) student course. The aim of the investigation was the study of the current state of knowledge and practice in the field of DG students teaching with the help of AR-technologies, and identification of key issues affecting the adoption by users (teachers and students) of AR-technologies as a modern educational tool in the. Conducted an analysis of existing researches in the field of modern educational tool in the field of DG. Has been carried out
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Mahapatra, Tanmaya, Nikolaos Tsiamitros, Anton Moritz Rohr, Kailashnath K, and Georgios Pipelidis. "Pedestrian Augmented Reality Navigator." Sensors 23, no. 4 (2023): 1816. http://dx.doi.org/10.3390/s23041816.

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Navigation is often regarded as one of the most-exciting use cases for Augmented Reality (AR). Current AR Head-Mounted Displays (HMDs) are rather bulky and cumbersome to use and, therefore, do not offer a satisfactory user experience for the mass market yet. However, the latest-generation smartphones offer AR capabilities out of the box, with sometimes even pre-installed apps. Apple’s framework ARKit is available on iOS devices, free to use for developers. Android similarly features a counterpart, ARCore. Both systems work well for small spatially confined applications, but lack global positio
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Tiwari, Vibhu. "Augmented Reality (AR) for Architectural Design." International Journal for Research in Applied Science and Engineering Technology 13, no. 4 (2025): 5992–96. https://doi.org/10.22214/ijraset.2025.69637.

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Abstract: This research explores the significant role of augmented reality (AR) in architecture. The research examineshow augmented reality (AR) has transformed the architectural design practice, from conceptualization to execution. This research identifies how augmented reality (AR) can be applied to enhance visualization, enhance the accuracy of designs, and make communication with the client easier. The advantages of augmented reality (AR) in allowing the development of real and engaging design experiences are addressed in this research. Augmented reality technology allows designers to tran
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Jess, Revathy, Sneha Manoj, Sravana A. J, and Prof Savitha K. K. "AR Indoor Navigation System." International Journal for Research in Applied Science and Engineering Technology 11, no. 5 (2023): 6752–57. http://dx.doi.org/10.22214/ijraset.2023.53254.

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Abstract: Nowadays, the field of abstract- augmented reality is starting to boom. In business, education, and now in the navigation of enormous multi-complexes, augmented reality is utilized. With its many capabilities and fewer hardware requirements at the same time, augmented reality makes work simpler and more exciting. When utilized for navigation, augmented reality can give a person additional directions from where they are now to where they want to go in an unknown environment. The purpose ofour research is to investigate every technology that is practical for indoor navigation and to pr
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Pramesti, A, Pramesti, and Olivia Olivia, S. "VIRTUAL REALITY DAN AUGMENTED REALITY DALAM ARSITEKTUR DIGITAL." JoDA Journal of Digital Architecture 3, no. 1 (2024): 27–33. http://dx.doi.org/10.24167/joda.v3i1.12648.

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Perkembangan teknologi Virtual Reality (VR) dan Augmented Reality (AR) telah membawa perubahan signifikan dalam berbagai bidang, termasuk arsitektur. VR dan AR menawarkan cara baru dalam memvisualisasikan, mendesain, dan berinteraksi dengan ruang binaan, membuka peluang bagi terciptanya arsitektur digital yang lebih imersif dan interaktif.Penelitian ini bertujuan untuk mengkaji penerapan VR dan AR dalam arsitektur digital, menganalisis manfaat dan tantangan penggunaannya, serta mengeksplorasi potensi pengembangannya di masa depan. Penelitian ini menggunakan pendekatan kualitatif dengan studi l
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Lokesh, Pusuluru Sai, Telu Ramya Sri, and Thirupathi Rao. "Interactive Shopping Using Augmented Reality." International Journal for Research in Applied Science and Engineering Technology 11, no. 4 (2023): 2249–52. http://dx.doi.org/10.22214/ijraset.2023.50503.

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Abstract: Interactive shopping using augmented reality (AR) is a rapidly growing field that provides consumers with a new and innovative way to shop. AR technology allows consumers to visualize products in their real-world environments, enhancing their shopping experience by providing a more immersive and interactive experience. This paper presents an overview of the current state of interactive shopping using AR and discusses the benefits and challenges of this emerging technology. The paper also explores the various applications of AR in shopping, including virtual try-on, product visualizat
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Laverdière, Carl, Jason Corban, Jason Khoury, et al. "Augmented reality in orthopaedics." Bone & Joint Journal 101-B, no. 12 (2019): 1479–88. http://dx.doi.org/10.1302/0301-620x.101b12.bjj-2019-0315.r1.

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Aims Computer-based applications are increasingly being used by orthopaedic surgeons in their clinical practice. With the integration of technology in surgery, augmented reality (AR) may become an important tool for surgeons in the future. By superimposing a digital image on a user’s view of the physical world, this technology shows great promise in orthopaedics. The aim of this review is to investigate the current and potential uses of AR in orthopaedics. Materials and Methods A systematic review of the PubMed, MEDLINE, and Embase databases up to January 2019 using the keywords ‘orthopaedic’
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Wyss, Corinne, Florian Furrer, Adrian Degonda, and Wolfgang Bührer. "Augmented Reality in der Hochschullehre." MedienPädagogik: Zeitschrift für Theorie und Praxis der Medienbildung 47 (April 6, 2022): 118–37. http://dx.doi.org/10.21240/mpaed/47/2022.04.06.x.

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Augmented Reality (AR) ist eine Technologie zur Ergänzung und Überlagerung der realen Welt mit virtuellen Informationen. Hierzu stehen verschiedene Technologien zur Verfügung. Zu diesen zählen nebst Smartphones auch Smartbrillen, Head-Mounted Displays und weitere Geräte. In den letzten Jahren erfuhr AR im Bildungsbereich vermehrt Beachtung. Obwohl die Anzahl an Projekten und Publikationen hierzu inzwischen immens gestiegen ist, bestehen immer noch Forschungslücken in Bezug auf generelle didaktische Aspekte von AR im Unterricht sowie zur Lehrpersonenbildung. Dies ist ein bedeutendes Defizit, da
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Piatykop, Olena, Olha Pronina, Iryna Tymofieieva, and Ihor Palii. "Early literacy with augmented reality." Educational Dimension 58 (June 14, 2022): 131–48. http://dx.doi.org/10.31812/educdim.4491.

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Augmented reality is currently one of the most rapidly emerging technologies, with applications in the field of education. AR technology, according to a review of numerous publications, provides new options for teachers and makes learning more appealing to pupils of all ages. Students can use mobile AR apps to observe a real-world environment with virtual things layered or composited on top of it. This is especially true for young children. The article highlights the activities that allow a child to have a unique AR experience. There is a comparison of available augmented reality (AR) applicat
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Tzima, Stavroula, Georgios Styliaras, and Athanasios Bassounas. "Augmented Reality in Outdoor Settings." Journal on Computing and Cultural Heritage 14, no. 3 (2021): 1–17. http://dx.doi.org/10.1145/3439953.

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New technologies such as Augmented Reality (AR) have already been exploited in the promotion of unique and well-known cultural assets. Nevertheless, different types of heritage assets can be found scattered in many different places, in both urban and rural landscapes, where AR applications may not function properly due to problems concerning the effectiveness of GPS or image recognition methods. It is an important issue that limits the exploitation of AR technology with a view to hidden cultural heritage promotion. The current study presents a hybrid image recognition technique used in an AR a
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Nendya, Matahari Bhakti, Aditya Wikan Mahastama, and Bantolo Setiadi. "Usability Study of Augmented Reality Indoor Navigation using Handheld Augmented Reality Usability Scale (HARUS)." CogITo Smart Journal 10, no. 2 (2024): 326–38. https://doi.org/10.31154/cogito.v10i2.658.326-338.

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Augmented Reality (AR) indoor navigation has surfaced as an unprecedented and inventive method of aiding and directing users as they traverse intricate indoor landscapes, including campuses and structures. The efficacy of AR interior navigation system implementation is predominantly contingent upon the ease of use and adeptness of users in engaging with this technology. This study sets out to comprehensively evaluate the usability of AR indoor navigation with a primary focus on the manipulability and comprehensibility aspects of AR technology, assessing how effectively it facilitates navigatio
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Cibilić, Iva, Vesna Poslončec-Petrić, and Kristina Tominić. "Implementing Augmented reality in Tourism." Proceedings of the ICA 4 (December 3, 2021): 1–5. http://dx.doi.org/10.5194/ica-proc-4-21-2021.

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Abstract. Modern technology is becoming a necessity of many destinations to stay competitive and attractive to the tourist. A new form of technology that is being used increasingly is Virtual and Augmented Reality (AR). The aim of this paper is to display the development of a mobile AR tourism application in urban heritage called PazinAR. Although Augmented Reality has passed the initial hype stage, the technology is just on the verge of being implemented in the tourism industry. This paper describes preparation, design, implementation and execution of prototype touristic application based on
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Sadanand, Gowda, Dey Tamal, and Ravindran Parthasarthi. "API for Augmented Reality and Virtual Reality." Recent Trends in Computer Graphics and Multimedia Technology 2, no. 2 (2020): 1–5. https://doi.org/10.5281/zenodo.4024216.

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<em>Augmented reality and Virtual reality are two of the most advanced technologies enhancing how humans consume digital media. AR and VR are being applied in various fields of technology related to Business, entertainment, scientific experiments, simulated training, medicine etc. Both technologies involve transfer of high-volume data consisting of visual and aural information and therefore require large bandwidth, very low latency, efficient encoding and optimal transmission to provide a seamless experience in real time. High latency during transmission can cause cybersickness (motion sicknes
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Boletsis, Costas, and Amela Karahasanović. "Augmented Reality and Virtual Reality for Retail Innovation." Magma 21, no. 7 (2018): 49–59. http://dx.doi.org/10.23865/magma.v21.1140.

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Nye og bedre Augmented Reality (AR) og Virtual Reality (VR) applikasjoner utvikles helle tiden og brukes mer og mer i handel. Utvikling i AR and VR i løpet av de siste årene satt i gang mange innovasjoner i måten handelen foregår, innovasjoner i markedsføring, og innovasjon i design og utvikling av produkter og tjenester. Likevel, vet vi lite om muligheter som AR og VR skaper for innovasjon og om erfaringene fra de som allerede bruker dem. Denne artikkelen beskriver hvordan AR og VR kunne med fordel brukes for flere typer av innovasjon og hjelpe forretningsvirksomhet til å vokse. Artikkelen gi
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Wilson, Bayard R., Timothy Y. Wang, and John O'Toole. "Augmented Reality in Spine Surgery." Neurosurgery 96, no. 3S (2025): S103—S110. https://doi.org/10.1227/neu.0000000000003343.

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Augmented reality (AR) is a technology that allows digital information to be superimposed onto a user's view of the real world, thereby enhancing the user's experience of a given real-world scenario. As recent advances in AR technology have made it more available for a variety of applications, hospitals and doctors have begun to test its utility in the operating room. AR technology allows surgeons to supplement their view of the operative field with useful patient-specific information for which they might otherwise need to turn their attention away from the task at hand. For spine surgeons in
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Benjamin, Wilson, Hull Joshua, and Schofield Damian. "An Evaluation of the use of Audio Guidance in Augmented Reality Systems Implemented at Sites of Cultural Heritage." International Journal of Multimedia & Its Applications (IJMA) 14, no. 2 (2022): 1–23. https://doi.org/10.5281/zenodo.6583506.

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Recently, museums and historic sites have begun reaching out beyond their traditional audience groups, using more innovative digital display technology to find and attract a new audience. Virtual, mixed, and Augmented Reality (AR) technologies are becoming more ubiquitous in our society and &ldquo;virtual history&rdquo; exhibits are starting to be available to the public. There are numerous studies focusing on AR, however a scant amount of research is being done at historical sites. An initial experiment used repeated measures (ANOVA) to compare and rank three different types of AR devices use
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Alekhya, V., Sujin Jose, Sorabh Lakhanpal, Irfan Khan, Surovi Paul, and Q. Mohammad. "Integrating Augmented Reality in Architectural Design: A New Paradigm." E3S Web of Conferences 505 (2024): 03009. http://dx.doi.org/10.1051/e3sconf/202450503009.

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The explores into the significant impact of augmented reality (AR) within the domain of architectural. The research being conducted examines the transformative effect of augmented reality (AR) on the practice of architectural design, including the entire process from basic conceptualization through ultimate execution. The present investigation analyzes the utilization of augmented reality (AR) as an approach to enhance visualization, increase design accuracy, and ease client communication. This study discusses the advantages of augmented reality (AR) in facilitating the production of realistic
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BHARGAVI, CHILUKAMARI. "AUGMENTED REALITY IN FASHION INDUSTRY." International Scientific Journal of Engineering and Management 04, no. 06 (2025): 1–9. https://doi.org/10.55041/isjem04606.

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ABSTRACT: Augmented Reality (AR) is progressively transforming the fashion sector by filling the void between digital technology and consumers' needs. As digital technologies and e-commerce continue to evolve, the necessity for richer, interactive, and engaging shopping experiences has never been more imperative. AR fills this gap by allowing customers to try on clothes and accessories virtually in real time through their smartphones, tablets, or smart mirrors without the need for any physical contact. This ability turns the conventional retail experience into an extremely personal journey. Co
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FitzGerald, Elizabeth, Rebecca Ferguson, Anne Adams, Mark Gaved, Yishay Mor, and Rhodri Thomas. "Augmented Reality and Mobile Learning." International Journal of Mobile and Blended Learning 5, no. 4 (2013): 43–58. http://dx.doi.org/10.4018/ijmbl.2013100103.

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In this paper, the authors examine the state of the art in augmented reality (AR) for mobile learning. Previous work in the field of mobile learning has included AR as a component of a wider toolkit but little has been done to discuss the phenomenon in detail or to examine in a balanced fashion its potential for learning, identifying both positive and negative aspects. The authors seek to provide a working definition of AR and to examine how it can be embedded within situated learning in outdoor settings. The authors classify it according to key aspects (device/technology, mode of interaction/
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Manna, Martina. "Teachers as Augmented Reality Designers." International Journal of Mobile and Blended Learning 15, no. 2 (2023): 1–16. http://dx.doi.org/10.4018/ijmbl.318667.

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As an emergent technology augmented reality (AR) demonstrated a plethora of advantages in foreign language education, promoting motivation, memorization of contents, as well as contextualized learning. However, the majority of teachers are unfamiliar with AR, and their role as designers and facilitators requires further investigation. Moreover, English is the most explored target language, and the study of AR for the teaching of Italian as a foreign language (TIFL) is limited. Therefore, the investigation explored the perceptions of educators on the experience of designing and implementing mob
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Khada, Bhoopesh, Pratik Kambli, Swami Kadam, and Yashpalsingh Dalawat. "ARcademy: Augmented Reality Adventures in Education." International Journal for Research in Applied Science and Engineering Technology 12, no. 5 (2024): 4267–73. http://dx.doi.org/10.22214/ijraset.2024.62558.

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Abstract: Augmented reality (AR) technology holds enormous promise for transforming education by enabling interactive and immersive learning experiences. This research article provides an AR application built to highlight the different possibilities of AR in educational contexts. The program incorporates different interactive aspects, including a virtual dragon, as a showcase of the adaptability and potential of AR for boosting learning experiences. Users can connect with the virtual dragon and explore its interactions within the real-world setting, showing the seamless integration of digital
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Petruse, Radu Emanuil, Ioan Bondrea, Marco Sacco, and Stefano Mottura. "Augmented Reality Aided 3D Modelling." Advanced Materials Research 1036 (October 2014): 1037–40. http://dx.doi.org/10.4028/www.scientific.net/amr.1036.1037.

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The purpose of the article is to introduce possibilities of using Augmented Reality instructions in order to better understand technical drawings. The aim of these instructions based on 3D models is to create AR training applications and analyze their impact on the users. These instructions consist in a 3D model, superimposed over the technical drawing. The AR application also offers step by step instructions for 3D modelling in CAD software, which are very useful in creating the 3D model starting from a technical drawing. The AR application was tested by students from the Faculty of Engineeri
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39

Krishnamurth, Vallidevi, Nagarajan K. K., D. Venkata Vara Prasad, et al. "Augmented reality and virtual reality in our daily life." International Journal of Informatics and Communication Technology (IJ-ICT) 9, no. 3 (2020): 205. http://dx.doi.org/10.11591/ijict.v9i3.pp205-211.

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Augmented reality, the new age technology, has widespread applications in every field imaginable. This technology has proven to be an inflection point in numerous verticals, improving lives and improving performance. In this paper, we explore the various possible applications of Augmented Reality (AR) in the field of Medicine. The objective of using AR in medicine or generally in any field is the fact that, AR helps in motivating the user, making sessions interactive and assist in faster learning. In this paper, we discuss about the applicability of AR in the field of medical diagnosis. Augmen
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Vallidevi, Krishnamurthy, K. K. Nagarajan, Vara Prasad D.Venkata, et al. "Augmented reality and virtual reality in our daily life." International Journal of Informatics and Communication Technology (IJ-ICT) 9, no. 3 (2020): 205–11. https://doi.org/10.11591/ijict.v9i3.pp205-211.

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Augmented reality, the new age technology, has widespread applications in every field imaginable. This technology has proven to be an inflection point in numerous verticals, improving lives and improving performance. In this paper, we explore the various possible applications of Augmented Reality (AR) in the field of Medicine. The objective of using AR in medicine or generally in any field is the fact that, AR helps in motivating the user, making sessions interactive and assist in faster learning. In this paper, we discuss about the applicability of AR in the field of medical diagnosis. Augmen
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41

Ansari, Asif Kareem, Samuel Sam KG, and Bibitha C. Baby. "Virtual Reality and Augmented Reality in Education." International Journal for Research in Applied Science and Engineering Technology 11, no. 3 (2023): 2014–18. http://dx.doi.org/10.22214/ijraset.2023.49825.

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Abstract: This paper’s objective is to show a framework for the VR and AR-based combined learning materials. VR and AR objects can stay incorporated into other educational material as by establishing effective education programmes, learning events, or other kinds of learning activities, learning objects can indeed be created. This essay reviews the study on both augmented and virtual reality and analyses holistic application techniques for the educational process. The proposed model supports the authors' findings and yields suggestions for its use.
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Sharma, Shivam, and Saud Shaikh. "Augmented Reality In Human Life." International Journal for Research in Applied Science and Engineering Technology 10, no. 5 (2022): 3357–64. http://dx.doi.org/10.22214/ijraset.2022.43122.

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Abstract: Augmented Reality frequently defined as a system that comes with three basic features: a mixture of real and virtual worlds, real-time interaction, and accurate 3D registration of virtual and real objects. In past few years, the rapid development of augmented reality technology has attracted people's high attention. The association of historical advances in Augment Reality (AR) techniques with small and affordable technologies (e.g., sensors, displays, and input devices) we are on the threshold of AR becoming an productive tool for many applications and even everyday life. Primarily
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Ardhani, Rahmad Ardhani, Sigit Setiyanto, and Ita Permatahati. "Augmented Reality 3D Heart as Learning Media at Midwifery Lab University of 'Aisyiyah Surakarta." International Journal of Computer and Information System (IJCIS) 3, no. 1 (2022): 1–5. http://dx.doi.org/10.29040/ijcis.v3i1.53.

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Abstract— Utilization of Information Technology (IT) in the process of delivering information has been developed rapidly. Currently, the latest technology used in the delivery of information is Augmented Reality (AR) technology.. Pada teknologi Augmented Reality (AR), pengguna dapat menvisualisasikan objek atau benda bersejarah dalam bentuk 3 dimensi. Augmented Reality (AR) has the advantage of being interactive and real time so Augmented Reality (AR) is widely implemented in the field of education as a medium to introduce historical objects which are cultural heritage or objects related to a
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Hariawan, Akto, Hellik Hermawan, and Retno Waluyo. "Pelatihan Augmented Reality (AR) Untuk Meningkatkan Keterampilan Guru." Madani : Indonesian Journal of Civil Society 2, no. 1 (2020): 47–52. http://dx.doi.org/10.35970/madani.v2i1.107.

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The development of information technology in the world is currently experiencing very rapid development, especially in the field of mobile phones making it easier for people to get information through smartphones. This development also plays a role in the development of learning media. One of the development of learning media that is currently still new is learning media using Augmented Reality (AR). but the teacher of SMKN 1 Karanganyar does not know Augmented Reality so they do not have the skills to make Augmented Reality as an alternative learning media. Therefore it is needed Augmented Re
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Prananta, Arie Wahyu, Abdur Rohman, Risnawati Agustin, and Nuridin Widya Pranoto. "Augmented Reality for Interactive, Innovative and Fun Science Learning: Systematic Literature Review." Jurnal Penelitian Pendidikan IPA 10, SpecialIssue (2024): 45–51. http://dx.doi.org/10.29303/jppipa.v10ispecialissue.7519.

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The development of the learning process by utilizing current technological developments needs to adapt to the character of 21st-century learning. The fact that 21st-century learning is still not implemented optimally and well enough in schools has encouraged several studies that integrate Augmented Reality technology into science learning. AR Learning Media can visualize science learning concepts for understanding and structure of an object model, making AR a more effective, innovative, and fun media. Where the research objective is to examine Augmented Reality for Interactive, Innovative, and
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Kembau, Agung Stefanus, Imagodeo Bideyesa Laimeheriwa, and Arief Perdana Kumaat. "AUGMENTED REALITY IN E-COMMERCE:." Journal of Management : Small and Medium Enterprises (SMEs) 18, no. 1 (2025): 165–80. https://doi.org/10.35508/jom.v18i1.17783.

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In the rapidly evolving world of e-commerce, Augmented Reality (AR) stands out as a transformative force, shaping consumer behavior and decision-making. This study delves into the profound impact of AR on digital behavioral intentions, particularly focusing on how interactivity, mental image, and consumer attitudes intertwine to drive these intentions. By surveying 120 tech-savvy Gen Z consumers in Indonesia, who actively engage with AR features in e-commerce, we uncovered compelling insights into the dynamics at play. Our analysis, employing Structural Equation Modeling-Partial Least Squares
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Trikotama, Raden Mochamad Arivya, Mohammad Nazwan Nurrohman, and Debora Keisha Hutajulu. "Application of augmented reality in education." Hipkin Journal of Educational Research 1, no. 3 (2024): 263–74. https://doi.org/10.64014/hipkin-jer.v1i3.26.

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The development of character and human resource quality can be improved by sustainable educational innovation in teaching methods and media, so educators must create an attractive and informative learning environment. One of these innovations is using augmented reality (AR) in education, which can produce generations of creative, innovative, and competitive individuals. This study uses the literature review (literature review) analysis method by analyzing the urgency of applying augmented reality (AR) in education in the era of society 5.0. This study aims to examine the development of AR tech
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Militello, Laura, Christen Sushereba, Olivia Hernandez, and Emily S. Patterson. "Augmented Reality Adaptive Training Principles." Proceedings of the International Symposium on Human Factors and Ergonomics in Health Care 8, no. 1 (2019): 72–75. http://dx.doi.org/10.1177/2327857919081016.

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As augmented reality (AR) technology offers enhanced capabilities for medical simulation training, research is required to understand how to best leverage the strengths of AR. We describe a literature review that will provide the foundation for articulating and testing candidate principles for AR adaptive training design. Our goal is to articulate and test design principles for designing recognition skills training as described in the recognition-primed decision model (Klein, 1997). We identified seminal articles from the the Naturalistic Decision Making literature, and used those to seed a sy
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Itoh, Yuta, Tobias Langlotz, Jonathan Sutton, and Alexander Plopski. "Towards Indistinguishable Augmented Reality." ACM Computing Surveys 54, no. 6 (2021): 1–36. http://dx.doi.org/10.1145/3453157.

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Adding virtual information that is indistinguishable from reality has been a long-awaited goal in Augmented Reality (AR). While already demonstrated in the 1960s, only recently have Optical See-Through Head-Mounted Displays (OST-HMDs) seen a reemergence, partially thanks to large investments from industry, and are now considered to be the ultimate hardware for augmenting our visual perception. In this article, we provide a thorough review of state-of-the-art OST-HMD-related techniques that are relevant to realize the aim of an AR interface almost indistinguishable from reality. In this work, w
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Elmqaddem, Noureddine. "Augmented Reality and Virtual Reality in Education. Myth or Reality?" International Journal of Emerging Technologies in Learning (iJET) 14, no. 03 (2019): 234. http://dx.doi.org/10.3991/ijet.v14i03.9289.

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Augmented Reality and Virtual Reality are not new technologies. But several constraints prevented their actual adoption. Recent technological progresses added to the proliferation of affordable hardware and software have made AR and VR more viable and desirable in many domains, including educa-tion; they have been relaunched with new promises previously unimaginable. The nature of AR and VR promises new teaching and learning models that better meet the needs of the 21st century learner. We’re now on a path to re-invent education. &#x0D; This work consists of explaining the reasons behind the n
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