Search results for " reali"

showing 10 items of 923 documents

An Easy-to-Use AR Authoring Tool for Industrial Applications

2013

Augmented Reality (AR) applications have been emerged last years as a valuable tool for saving significant costs in maintenance and process control tasks in industry. This trend has been stimulated by the appearance of authoring tools that allow the fast and easy development of AR applications. However, most of current AR authoring tools are actually programming interfaces that are exclusively suitable for programmers, and they do not provide advanced visual effects such as occlusion or object collision detection.

MultimediaComputer scienceHuman–computer interactionProcess controlCollision detectionAugmented realitycomputer.software_genreObject (computer science)computer
researchProduct

Virtual Reality Applications for Higher Educations: A Market Analysis

2021

MultimediaComputer scienceMarket analysisDesign elements and principlesVirtual realitycomputer.software_genreVDP::Samfunnsvitenskap: 200::Pedagogiske fag: 280VDP::Teknologi: 500::Informasjons- og kommunikasjonsteknologi: 550computerProceedings of the Annual Hawaii International Conference on System Sciences
researchProduct

Discounted Prototyping of Virtual Reality Solutions for Science Education

2017

Science education requires experimental work for learners to achieve the intended learning outcomes, which sometimes involve abstract concepts by nature. Advances in digital technology can help learners to undertake experimental work, which would otherwise be costly, either due to the scarcity of laboratory equipment or safety requirements. However, one of the major concerns resides into how to design usable learning solutions from the users’ perspective. That would require the involvement of users at all stages of design and development process, even if the technology itself could still be in its infancy. It can be very helpful to present the new design concepts to potential users at a ver…

MultimediaComputer scienceProcess (engineering)business.industrymedia_common.quotation_subjectVirtual realityUSablecomputer.software_genreScience educationTest (assessment)ScarcityUser experience designHuman–computer interactionDesign processbusinesscomputermedia_common
researchProduct

Combining traditional and indirect augmented reality for indoor crowded environments. A case study on the Casa Batlló museum

2017

Abstract Mobile audio-guides are currently being used in museums to enhance the visitors’ experience. Over the past few years, some Augmented Reality (AR) solutions have been explored in this context, making it possible to provide augmented visual and sonic stimuli through the use of smartphones. However, the special conditions of museums (e.g. artificial markers cannot be used, small, crowded rooms, etc.) and the limited computational capacity of smartphones mean that there are important restrictions in the use of this technology. In this paper we introduce a novel mobile augmented guide for the Casa Batllo museum (Barcelona, Spain) which is based on a combination of traditional and indire…

MultimediaComputer sciencebusiness.industryGeneral Engineering020207 software engineeringContext (language use)02 engineering and technologycomputer.software_genreComputer Graphics and Computer-Aided DesignHuman-Computer InteractionUser experience design0202 electrical engineering electronic engineering information engineering020201 artificial intelligence & image processingAugmented realitybusinesscomputerComputers & Graphics
researchProduct

Free networks visible networks

2005

Free network visible network is an active media system that uses the possibilities of the new technologies to create new landscapes in the public space by means of the visualization of the data that flow between digital networks. It changes our perception of the world with the "invisible meanings" that are around us. Mixed reality technology and Internet traffic listening system are adopted in this project in order to visualize, floating in the space, the interchanged information between users of a network. The people are able to experience in a new exciting way about how colorful virtual objects, representing the digital data, are flying around. These virtual objects change their shape, si…

MultimediaComputer sciencebusiness.industryVirtual realityComputer-mediated realitycomputer.software_genreMetaverseMixed realityVisualizationPublic spaceData visualizationThe InternetbusinesscomputerProceedings of the 2005 International Conference on Active Media Technology, 2005. (AMT 2005).
researchProduct

Narratives of satisfying and unsatisfying experiences of current mobile augmented reality applications

2012

Over the last few years, mobile applications demonstrating Augmented Reality (AR) - such as Layar, Junaio and Google Goggles - have been introduced to consumers. We conducted an online survey to explore the user experience (UX) of early stage mobile AR applications available in the market in spring 2011, covering both location-based AR browsers and image recognition AR applications for object-based interaction. We identify various types of experiences such applications have evoked by qualitatively analyzing 84 users' narratives of their most satisfying and unsatisfying experiences. The results highlight, for example, experiences of awareness of surroundings, empowerment, positive surprise, …

MultimediaComputer sciencebusiness.industrymedia_common.quotation_subjectNoveltyExperience designcomputer.software_genreMixed realitySurpriseUser experience designHuman–computer interactionLocation-based serviceImmersion (virtual reality)NarrativeAugmented realitybusinessEmpowermentta512computermedia_commonProceedings of the SIGCHI Conference on Human Factors in Computing Systems
researchProduct

Critical approach to 3D virtual realities for group work

2002

Collaborative virtual environments (CVEs) have been studied extensively during the past few years. In this paper, the concept of virtual reality (VR), and its value for group work are critically examined. To ground the discussions, experiences from a virtual reality project, from 3D chats, and from present CVE applications are analysed in the light of human communication. It is argued that the value of virtual reality is often overemphasised and overrated in the group work context, especially when conce rning desktop virtual realities and generic groupwork without an explicitly defined task or purpose. The main problem with VR is its self-centricity and inadequate support for shared real-li…

MultimediaHuman–computer interactionComputer scienceComputer-supported cooperative workContext (language use)User interfaceVirtual realityGroup workcomputer.software_genrecomputerMixed realityHuman communicationTask (project management)Proceedings of the second Nordic conference on Human-computer interaction
researchProduct

Benefits of learning technologies in medical training, from full-scale simulators to virtual reality and multimedia presentations

2010

The rapid growth of technology provides a wide range of new learning tools such as multimedia presentations of materials, interactive animated images for anatomy learning, 3-D models, full-scale (FS) patient simulators, and microworld training software, which are virtual reality tools that include high-level interactive haptic properties. These new learning approaches have been recently used in medical training and education.

Multimediabusiness.industryComputer science05 social sciencesVirtual RealityMedical TrainingVirtual realitycomputer.software_genreMental Rotation050105 experimental psychology03 medical and health sciences0302 clinical medicineSoftwareVirtual Environment030202 anesthesiologyVirtual machineSpatial Ability[SCCO.PSYC]Cognitive science/Psychology[SCCO.PSYC] Cognitive science/PsychologyMedical training0501 psychology and cognitive sciencesbusinesscomputerComputingMilieux_MISCELLANEOUSHaptic technology
researchProduct

Papildinātās realitātes spēles mobilām ierīcēm dizaina izstrādes principi

2018

Diplomdarba tēma ir “Papildinātās realitātes spēles mobilām ierīcēm dizaina izstrādes principi”. Darba teorētiskajā daļā tiek apskatīts videospēļu rašanās un dizaina attīstība, spēļu pasaules dizaina veidošanas principi (spēles elementi, mehānika, krāsu izvēle), populārākie un mūsdienu tehnoloģijas, un lietotāja saskarne. Empīriskajā daļā tiek izpētīts spēles “Čūska” dizaina evolūcija, sakot no 1970. gadā veidotiem spēlēm līdz mūsdienīgām. Diplomdarba mērķis ir izpētīt, kādas ir vēsturiskas izmaiņas spēļu dizainā ar tehnoloģijas izmaiņu, ka arī dizaina raksturīgākos spēļu dizaina principus formulēšana. Radošajā daļā tiek izstrādāts dizaina projekts “Papildinātās realitātes spēle “Čūska” diz…

Mākslas zinātne“Čūska”dizainsizstrādes principipapildinātā realitātespēle
researchProduct

Mārketinga komunikācijas uzņēmumā ACK būve.

2021

Bakalaura darba izvēlētā tēma – mārketinga komunikācijas uzņēmumā “ACK būve”. Darba mērķis – izpētīt uzņēmuma SIA “ACK būve” līdzšinējās mārketinga komunikācijas darbības, lai noskaidrotu izmantoto mārketinga komunikāciju veidu atdevi, atklātu vājās puses vai trūkumus un veiktu iespējamos labojumus, balstoties uz teorētiskām un praktiskām atziņām par mārketinga komunikācijas vidi un komunikācijas veidiem, un darba gaitā veikto kvalitatīvo un kvantitatīvo pētījumu pamata. Darba pirmā nodaļa sastāv no komunikācijas vides un veidu dažādu aspektu teorētiskās analīzes, salīdzinot dažādu mārketinga avotu autoru viedokli. Otrajā nodaļā tiek raksturotas un analizētas uzņēmuma “ACK būve” līdzšinējās…

Mārketinga komunikācijaMārketinga videSabiedriskās attiecībasEkonomika un uzņēmējdarbībaProduktu realizācijas veicināšanaReklāma
researchProduct