Search results for "Augmented reality"

showing 10 items of 208 documents

Current and future use of virtual and augmented reality in minimal invasive oral surgery

2020

Not available

medicine.medical_specialtyvirtual reality augmented reality oral surgerybusiness.industryOral surgerySettore MED/28 - Malattie OdontostomatologicheMedicineAugmented realityMedical physicsCurrent (fluid)business
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Pokémon GO 2016: Exploring Situational Contexts of Critical Incidents in Augmented Reality

2016

Pokémon GO, an augmented reality mobile game, captured the attention of millions of people around the world in July 2016. Various sources from around the globe have reported both positive and negative incidents and outcomes related to the game. Some of the incidents have been particularly remarkable for the player, i.e., critical incidents. A critical incident is a single experience, which a person perceives or remembers as unusually positive or negative. Critical incidents typically are highly influential for human behaviour, and thus, important to study. Playing augmented reality games can take place in varying situational contexts. Situational context includes information that can be use…

mobile gamingvuorovaikutusInternet privacyGlobeinteraction050801 communication & media studiesContext (language use)Sample (statistics)critical incidentsMetaversepaikkacontexts0508 media and communicationssituational contextplace0502 economics and businessmedicineSituational ethicslisätty todellisuusSocialityta113Pokemon GObusiness.industry05 social sciencessosiaalisuussocialityexergamingObject (philosophy)mobile gameaugmented realitymedicine.anatomical_structurereasons050211 marketingAugmented realitybusinessPsychologySocial psychologyJournal of Virtual Worlds Research
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Lost or not? : designing and evaluating user interfaces of mobile map services : the viewpoint of supporting users' location awareness

2016

The motivation for this thesis arose from the problem of people getting lost, both with and without mobile maps. I will answer a primary research question: 1) How can we support users’ location awareness with mobile map applications? As an ad-dition to this, I have the following sub-questions: a) Why do people get lost even when using a mobile map application? b) What are the best practices to support navigation? c) How can we research what the important objects in the natural environment are that should be emphasized in mobile maps? d) How do we prevent the user from focusing on the map service at the expense of perceiving the location in the real environment? e) What would a good mobile m…

mobile mapssijaintilocation awarenesskäytettävyysaugmented realityheuristiikkausabilitykäyttöliittymättäydennetty todellisuususer experiencemobiilipalvelutusability heuristicsmobiilisovelluksetavaruudellinen hahmottaminenkarttapalvelutkäyttäjäkokemusmap service designspatial perception
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A Navigation and Augmented Reality System for Visually Impaired People

2021

In recent years, we have assisted with an impressive advance in augmented reality systems and computer vision algorithms, based on image processing and artificial intelligence. Thanks to these technologies, mainstream smartphones are able to estimate their own motion in 3D space with high accuracy. In this paper, we exploit such technologies to support the autonomous mobility of people with visual disabilities, identifying pre-defined virtual paths and providing context information, reducing the distance between the digital and real worlds. In particular, we present ARIANNA+, an extension of ARIANNA, a system explicitly designed for visually impaired people for indoor and outdoor localizati…

navigation; visually impaired; computer vision; augmented reality; cultural context; convolutional neural network; machine learning; hapticExploitComputer scienceconvolutional neural networkImage processingContext (language use)02 engineering and technologyTP1-1185BiochemistryConvolutional neural networkArticleMotion (physics)computer visionAnalytical ChemistrySettore ING-INF/04 - AutomaticaArtificial IntelligenceHuman–computer interactioncultural context0202 electrical engineering electronic engineering information engineeringHumansElectrical and Electronic EngineeringnavigationInstrumentationHaptic technologySettore ING-INF/03 - TelecomunicazioniChemical technology020206 networking & telecommunicationsAtomic and Molecular Physics and Opticsaugmented realitymachine learning020201 artificial intelligence & image processingAugmented realityvisually impairedNeural Networks ComputerhapticAlgorithmsVisually Impaired PersonsPATH (variable)augmented reality computer vision convolutional neural network cultural context haptic machine learning navigation visually impaired Algorithms Artificial Intelligence Humans Neural Networks Computer Augmented Reality Visually Impaired PersonsSensors
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Rewilding Language Education: Emergent Assemblages and Entangled Actions

2021

Integrating concepts and techniques from ethnomethodology and sociomaterialism, this article investigates the observable material processes involving human action and place‐based contexts of language use enabled by locative media. The focal pedagogical intervention utilized mobile augmented reality (AR) activities, the development of which was inspired by research on learning ‘in the wild.’ Applying the principle of reverse engineering, we introduce a pedagogical approach termed ‘rewilding’ for its emphasis on designing supportive conditions for goal‐directed interaction outside of classrooms. Three instances of AR materials use are presented from an out‐of‐class activity associated with un…

oppimisympäristöLinguistics and Languageconversation analysistieto- ja viestintätekniikkaDiscourse analysisTeaching methodPlace-based educationrewildingLanguage and LinguisticsmobiililaitteetSemioticsopetusteknologiaSociologylisätty todellisuusmultimodaalisuusembodimentkieltenopetusGoal orientationkeskustelunanalyysiplace‐based learningmobile augmented realitysociomaterialismLinguisticsConversation analysisetnometodologiaLanguage educationplace-based learningkielellinen vuorovaikutusMobile deviceThe Modern Language Journal
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Immersive gaming as journalism

2021

This chapter discusses immersion and how it may be applied to journalism. It begins by unraveling the concept of immersion itself as a reminder that it is not only connected to virtual reality or augmented reality technologies, but rather that it is a multifaceted concept that may be understood in many ways. The chapter turns specifically to the theorizing done in the context of digital games research, where immersion and some related concepts have been explored in detail over the last decades. This theorizing helps us see how immersion can be understood and in what way the concept may be problematic. The chapter maps out some of the historical precedents for immersion, discusses alternativ…

pelaaminenmediaimmersiivinen journalismiComputingMilieux_PERSONALCOMPUTINGContext (language use)Virtual realityAdventuredigitaalitekniikkavirtuaalitodellisuuspelillistäminenosallistaminenimmersioAestheticsjournalismiteknologiaImmersion (virtual reality)immersive gamingJournalismAugmented realityimmersive technologySociologylisätty todellisuusdigitaaliset pelit
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Pelillistämisen ja lisätyn todellisuuden mahdollisuudet liiketoimintaprosessien parantamisessa

2018

Pelillistäminen ja lisätty todellisuus ovat nousseet suuriksi trendeiksi nykyajan yritystoiminnassa. Teknologiat tuovat tuoretta lähestymistapaa rutiininomaisiin tehtäviin ja luovat mielekkyyttä työtehtäviin. Uusien teknologioiden hyödyntämisen suunnittelun ajankohtaisuus lähenee, koska diginatiivit ovat siirtymässä työelämään ja heidän tarpeet työtehtävissä eroavat vanhemmista ikäluokista. Liiketoimintaprosessit toimivat tutkielman näkökulmana ja pelillistämisen sekä lisätyn todellisuuden avulla pyritään parantamaan liiketoimintaprosesseja. Kirjallisuuskatsauksessa tutkittiin pelillistämisen ja lisätyn todellisuuden mahdolli- suuksia liiketoimintaprosessien parantamisessa. Tutkielman kirja…

pelillistäminenliiketoimintaprosessigamificationbusiness processlisätty todellisuusaugmented reality
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Games as Blends : Understanding Hybrid Games

2017

The meaning of what hybrid games are is often fixed to the context in which the term is used. For example, hybrid games have often been defined in relation to recent developments in technology. This creates issues in the terms usage and limitations in thinking. This paper argues that hybrid games should be understood through conceptual metaphors. Hybridity is the blending of different cognitive domains that are not usually associated together. Hybrid games usually blend domains related to games, for example digital and board games, but can blend also other domains. Through viewing game experiences as blends from different domains, designers can understand the inherent hybridity in various t…

pelithybridity mixed reality gamespervasiiviset pelitComputingMilieux_PERSONALCOMPUTINGaugmented reality gamesconceptual metaphorpelitutkimusconceptual blending
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Opportunità educative della realtà aumentata nella formazione iniziale dei docenti

2022

Il presente contributo mira a esplorare gli atteggiamenti nei confronti della realtà aumentata dei docenti di scuola primaria e dell’infanzia in formazione iniziale. L’indagine ha coinvolto 299 studenti dell'Università di Palermo. Si tratta di studenti, prevalentemente donne (94%; n=281), iscritti al primo anno del corso di laurea in Scienze della Formazione Primaria. L'età dei partecipanti è compresa tra i 18 ei 38 anni, con un'età media di 20,57 anni (SD=3,4). All'inizio del secondo semestre dell’a.a. 2021/22, durante il corso di Tecnologie didattiche per la scuola primaria e dell’infanzia, è stato somministrato un questionario costituito da domande sia a risposta aperta che a risposta ch…

realtà aumentata progettazione didattica formazione iniziale degli insegnantiaugmented reality instructional design initial teacher educationSettore M-PED/04 - Pedagogia SperimentaleSettore M-PED/03 - Didattica E Pedagogia Speciale
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Chirurgische Ausbildung im digitalen Zeitalter – Virtual Reality, Augmented Reality und Robotik im Medizinstudium

2021

The digital transformation of healthcare is changing the medical profession. Augmented/Virtual Reality (AR/VR) and robotics are being increasingly used in different clinical contexts and require supporting education and training, which must begin within the medical school. There is currently a large discrepancy between the high demand and the number of scientifically proven concepts. The aim of this thesis was the conceptual design and structured evaluation of a newly developed learning/teaching concept for the digital transformation of medicine, with a special focus on the influence of surgical teaching.Thirty-five students participated in three courses of the blended learning curriculum "…

roboticAugmented Realitybusiness.industrydigitale TransformationVirtual RealityOriginalarbeitVirtual/Augmented Realitycomputerassistierte Chirurgiecomputer-assisted surgerymedizinische AusbildungRobotikMedicinedigital transformationHumansSurgeryClinical CompetenceCurriculumClinical competencebusinessmedical educationHumanitiesSchools MedicalZentralblatt Fur Chirurgie
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