Search results for "Augmented reality"

showing 10 items of 208 documents

Cross-Device Augmented Reality Annotations Method for Asynchronous Collaboration in Unprepared Environments

2021

Augmented Reality (AR) annotations are a powerful way of communication when collaborators cannot be present at the same time in a given environment. However, this situation presents several challenges, for example: how to record the AR annotations for later consumption, how to align virtual and real world in unprepared environments or how to offer the annotations to users with different AR devices. In this paper we present a cross-device AR annotation method that allows users to create and display annotations asynchronously in environments without the need for prior preparation (AR markers, point cloud capture, etc.). This is achieved through an easy user-assisted calibration process and a …

computer supported collaborative workuser-centered evaluationhuman–computer interactionannotationsInformation technologyT58.5-58.64augmented reality; annotations; computer supported collaborative work; user-centered evaluation; human–computer interactionaugmented realityInformation SystemsInformation
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Using neurophysiological tools to investigate marketing communication elements in digital and extended reality contexts

2023

No hace muchos años, las comunicaciones de marketing, particularmente la publicidad, estaban restringidas a unos pocos medios. Estos medios restringieron las comunicaciones de marketing a espacios y tiempos predefinidos. Ahora, los medios digitales, incluida la realidad extendida, eliminaron esas barreras de espacio y tiempo, permitiendo a las marcas interactuar con los consumidores prácticamente desde cualquier lugar y en cualquier momento. El medio digital también transformó el papel de los consumidores en la comunicación de marketing: de meros espectadores pasivos a dadores activos de opinión y aportaciones. La comprensión de los efectos de estos cambios en las percepciones de los consum…

consumer neuroscienceUNESCO::CIENCIAS ECONÓMICAS::Organización y dirección de empresas ::Marketingsocial mediamarketingmarketing communicationneruomarketingadvertisingaugmented reality
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e-Health and the Internet of Things. Definitions, applications, regulation, actors. Roadmap to a use cases research.

2015

This reports deals with the electronic health (e-Health) as a prism to study the Internet of Things. After having provided the necessary definitions and having described applications, regulators, regulations and actors both in the UK, in the US and in the EU, the author sets the basis for a use cases research regarding the e-prescribing.

e-Health healthcare medical law Internet of Things e-prescribing e-Rx private law comparative law use cases m-Health mobile health wearables ingestibles implantables embeddebles quantified self augmented reality robot drones 3D printing apps computer programs software
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Supporting Diagnosis and Treatment of Scoliosis: Using Augmented Reality to Calculate 3D Spine Models in Real-Time - ARScoliosis

2020

Scoliosis is a complex spinal disorder that mostly affects adolescents and younger population. To avoid and reduce harmful radiation techniques in adolescent idiopathic scoliosis investigation and follow-ups, a novel non-invasive approach is highly recommended and needed in clinical practice. In this paper ARScoliosis application to diagnose, visualize and document spinal condition and particularly adolescent idiopathic scoliosis in real time is presented. This ARScoliosis application is developed in Unity 3D, a game engine, and allows non-invasive quantification of posture and spinal deformity using recently available non-ionizing wide-angle depth sensor Microsoft Azure Kinect DK as a diag…

education.field_of_studymedicine.medical_specialtyComputer scienceGame enginePopulationAugmented Reality; Spinal Disorder; Scoliosis Diagnosis; Visual Inspection3d modelIdiopathic scoliosisScoliosismedicine.diseaseImaging modalitiesClinical PracticePhysical medicine and rehabilitationmedicineAugmented realityeducation2020 IEEE International Conference on Bioinformatics and Biomedicine (BIBM)
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Developing and Evaluating Educational Innovations for STEAM Education in Rapidly Changing Digital Technology Environments

2022

In this paper, we offer three examples from our research projects on both technological and pedagogical innovations to illustrate the impact of rapid technology changes on research. Members of our research team both developed and used technology applications in their research projects, utilizing design-based research (DBR). During the experiments, we encountered new challenges by the end of the research cycle due to updates in technologies. Although we had an idea of how to redesign the project for the next cycle based on the analyses of data, we noticed that we needed to not only redesign our approaches based on the research results but the changes in technologies were so rapid that materi…

flipped classroomsAugmented Realitymatematiikkatechnological and pedagogical innovationsluonnontieteetteknologinen kehitys3D printingaugmented realitykäänteinen opetusSteam Education3D Printingsteam educationTechnological and Pedagogical Innovationsteknologiaopetusmenetelmät3D-tulostusFlipped Classroomsopetusteknologialisätty todellisuus
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Digital and Interactive Learning and Teaching Methods in Descriptive Geometry

2013

Abstract During the course of “Fundamentals and applications of Science of Representation - Geometric drawing” (held at the Faculty of Engineering at the University of Palermo) we successfully tested the adoption of informatics tools to enhance the comprehension and the critical analysis of complex figures in the geometrical space. The peculiarity in the teaching methodology was the adoption of interactive software products (Cabri Geometre and GeoGebra concerning dynamic and geometrical constructions; the well-known Rhinoceros plug-in, Grasshopper, about generating algorithms; Linceo regarding implementing the graphic display of complex solids in augmented reality). According to our experie…

generative algorithmsMultimediaComputer scienceTeaching methodcomputer.software_genredigital and interactive learning toolsaugmented realityInteractive LearningDescriptive geometryMathematics educationSettore ICAR/17 - DisegnoGeneral Materials ScienceAugmented realitydynamic geometryRepresentation (mathematics)computerProjective geometryProcedia - Social and Behavioral Sciences
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When virtual and real worlds coexist: Visualization and visual system affect spatial performance in augmented reality

2021

New visualization approaches are being actively developed aiming to mitigate the effect of vergence-accommodation conflict in stereoscopic augmented reality; however, high interindividual variability in spatial performance makes it difficult to predict user gain. To address this issue, we investigated the effects of consistent and inconsistent binocular and focus cues on perceptual matching in the stereoscopic environment of augmented reality using a head-mounted display that was driven in multifocal and single focal plane modes. Participants matched the distance of a real object with images projected at three viewing distances, concordant with the display focal planes when driven in the mu…

genetic structuresComputer scienceperceptual matchingmedia_common.quotation_subjectComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISIONStereoscopydepth cuesArticlelaw.inventionlawPerceptionHumansComputer visionmedia_commonAugmented Realitybusiness.industryAccommodation OcularEmmetropiaSensory SystemsVisualizationOphthalmologySpatial relationhead-mounted displaybinocular and accommodative disordersCardinal pointAugmented realityArtificial intelligenceCuesFocus (optics)Depth perceptionbusinessJournal of Vision
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On Augmented Reality for the Learning of 3D-Geometric Contents: A Preliminary Exploratory Study with 6-Grade Primary Students

2019

Nowadays, Augmented Reality (AR) is one of the emerging technologies with a greater impact in the Education field. Research has proved that AR-based activities improve the teaching and learning processes. Also, the use of this type of technology in classroom facilitates the understanding of contents from different areas as Arts, Mathematics or Science. In this work we propose an AR-based instruction in order to explore the benefits in a 6th-grade Primary course related to 3D-geometry shapes. This first experiment, designed from an exploratory approach, will shed light on new study variables to perform new implementations whose conclusions become more consistent. The results obtained allow u…

geometryPublic AdministrationEmerging technologies3D-geometric shapesTeaching methodPrimary educationExploratory researchPhysical Therapy Sports Therapy and RehabilitationEducació primària02 engineering and technologyField (computer science)Education0202 electrical engineering electronic engineering information engineeringDevelopmental and Educational PsychologyComputer Science (miscellaneous)Mathematics educationImplementationAugmented Reality05 social sciencesEducational technology050301 educationGeometriaspatial visionComputer Science Applicationsprimary education020201 artificial intelligence & image processingAugmented reality0503 educationEducation Sciences
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An Efficient Implementation of Parallel Parametric HRTF Models for Binaural Sound Synthesis in Mobile Multimedia

2020

The extended use of mobile multimedia devices in applications like gaming, 3D video and audio reproduction, immersive teleconferencing, or virtual and augmented reality, is demanding efficient algorithms and methodologies. All these applications require real-time spatial audio engines with the capability of dealing with intensive signal processing operations while facing a number of constraints related to computational cost, latency and energy consumption. Most mobile multimedia devices include a Graphics Processing Unit (GPU) that is primarily used to accelerate video processing tasks, providing high computational capabilities due to its inherent parallel architecture. This paper describes…

interpolation.General Computer Scienceparallel filtersComputer scienceGPUGpuGraphics processing unitLatency (audio)Parametric model02 engineering and technologycomputer.software_genre030507 speech-language pathology & audiology03 medical and health sciencesSoftware portabilityHRTF modeling0202 electrical engineering electronic engineering information engineeringGeneral Materials ScienceMultimediaparametric modelGeneral EngineeringTeleconferenceBinaural synthesis020206 networking & telecommunicationsVideo processingEnergy consumptioninterpolationInterpolationHrtf modelingScalabilityParallel filtersElectrónicaAugmented realitylcsh:Electrical engineering. Electronics. Nuclear engineering0305 other medical sciencelcsh:TK1-9971Mobile devicecomputerIEEE Access
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AUGMENTED REALITY FOR CULTURAL HERITAGE: THE REBIRTH OF A HISTORICAL SQUARE

2019

Abstract. The case study, faced in this paper, arises in the context of Interreg Italia-Malta European project named I-Access, dedicated to the improvement of accessibility to Cultural Heritage (CH). Accessibility considered not only as the demolition of physical architectural barriers, but also as the possibility of fruition of CH through technological tools that can increase its perception and knowledge. Last achievements in photogrammetry and terrestrial laser scanner (TLS) technology offered new methods of data acquisition in the field of CH, giving the possibility of monitoring and processing big data, in the form of point clouds. Ever in this field, reverse engineering techniques and …

lcsh:Applied optics. Photonics010504 meteorology & atmospheric sciencesComputer scienceBig data0211 other engineering and technologiesVirtual heritageContext (language use)Cultural HeritageAugmented reality02 engineering and technologycomputer.software_genrelcsh:Technology01 natural sciencesComputer graphicsTLS021101 geological & geomatics engineering0105 earth and related environmental sciencesMultimedialcsh:Tbusiness.industrylcsh:TA1501-18203D printingVisualizationCultural heritagePhotogrammetrylcsh:TA1-2040PhotogrammetryVirtual HeritageAugmented realitylcsh:Engineering (General). Civil engineering (General)businesscomputerSettore ICAR/06 - Topografia E Cartografia
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