Search results for "Augmented reality"

showing 10 items of 208 documents

Do Not Cancel My Race with Cyber-Physical Systems

2014

Abstract To engineer the factory of the future the paper argues for a reference model that is not necessary restricted to the control component, but integrates the physical and human components as well. This is due to the real need to accommodate the latest achievements in factory automation where the human is not merely playing a simple and clear role inside the control-loop, but is becoming a composite factor in a highly automated system (“man in the mesh”). The concept is demonstrated by instantiating the anthropocentric cyber-physical reference architecture for smart factories (ACPA4SF) in a concrete case study that needs to accommodate the ongoing researches from the SmartFactory KL fa…

Engineeringbusiness.industryCyber-physical systemFactory (object-oriented programming)Virtual trainingAugmented realityReference architectureSoftware engineeringbusinessReference modelMobile interactionAutomationSimulationIFAC Proceedings Volumes
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Virtual and Augmented Reality for the Visualization of Summarized Information in Smart Cities

2020

In this chapter, authors deal with the problem of visualizing summarized information in a complex system like a smart city. They introduce the topic of smart city in the context of the information revolution that is taking place in the world. Next, they review how this information can be visualized, highlighting immersive 3D methods such as Virtual Reality (VR) and Augmented Reality (AR), which are particularly suitable for these applications, since 2D information does not usually induce a focused and sustained attention. The chapter describes and shows a use case in which VR and Spatial AR (SAR) are used in a smart city system to visualize summarized information about the state and managem…

Engineeringbusiness.industryHuman–computer interaction0202 electrical engineering electronic engineering information engineering020207 software engineering020201 artificial intelligence & image processingAugmented reality02 engineering and technologybusinessVisualization
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Using human-values as a guide for understanding worthy design directions in augmented reality

2016

Augmented reality is a fast developing field, which will no doubt gain strong footing in the area of social media in the near future. Recently, Google Glass placed AR towards the top of the technological hype curve in regards to interaction possibilities, information overlay, information search and recording. Questions still remain however, regarding the added-value that AR offers to already existing interaction modes and technologies. In this study four concepts were designed and tested via video scenarios. The concepts related to three main product categories: educational tools; information presentation; and x-ray vision. The results positively reflected on the application of AR for educa…

Engineeringmedia_common.quotation_subjectdesignHuman valuesField (computer science)Human–computer interactionvalues0501 psychology and cognitive sciencesSocial medialisätty todellisuus050107 human factorsmedia_commoninhimilliset tekijätta113Distrustbusiness.industry05 social sciencesscenarios050301 educationskenaariotaugmented realityKey (cryptography)Augmented realitybusinessInformation presentationlife-based design0503 educationhuman factors
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An Application of Ant Colony Optimization to Decision Making on Affective Virtual Entities

2007

Learning is a never ending activity for humans; it takes place everywhere and even when we do not realize. However, current learning environments make students deal with lectures, mostly associated with low control of the situation and implicit motivation. In contrast, previous researches have shown that sports, games or hobbies are activities that make people reach optimal experiences where self-motivation, control of the situation, high level of concentration and enjoyment are present. Some current efforts to design next generation of learning environments make use of ubiquitous systems to encourage students to perform learning activities everywhere and at anytime. However, those approach…

EntertainmentUbiquitous systemsUbiquitous computingMultimediaComputer scienceAnt colony optimization algorithmsControl (management)Augmented realityUbiquitous learning environmentComputer aided instructioncomputer.software_genrecomputerNinth International Symposium on Symbolic and Numeric Algorithms for Scientific Computing (SYNASC 2007)
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Effectiveness of Virtual Reality for Children and Adolescents with Autism Spectrum Disorder: An Evidence-Based Systematic Review

2018

Autism Spectrum Disorder (ASD) is a neurodevelopmental disease that is specially characterized by impairments in social communication and social skills. ASD has a high prevalence in children, affecting 1 in 160 subjects. Virtual reality (VR) has emerged as an effective tool for intervention in the health field. Different recent papers have reviewed the VR-based treatments in ASD, but they have an important limitation because they only use clinical databases and do not include important technical indexes such as the Web of Science index or the Scimago Journal & Country Rank. To our knowledge, this is the first contribution that has carried out an evidence-based systematic review includin…

Evidence-based practiceAdolescentAutism Spectrum DisorderPopulationReviewDiseaseAugmented realityVirtual realitylcsh:Chemical technologyBiochemistryASDVirtual realityAnalytical Chemistry03 medical and health sciences0302 clinical medicineSocial skillsIntervention (counseling)mental disordersmedicineHumansInterpersonal Relationslcsh:TP1-1185Electrical and Electronic EngineeringChildeducationInstrumentationAspergereducation.field_of_studyCommunication05 social sciences050301 educationmedicine.diseaseAtomic and Molecular Physics and Opticsaugmented realityAutism spectrum disorderORGANIZACION DE EMPRESASvirtual realityAugmented realityPsychology0503 educationLENGUAJES Y SISTEMAS INFORMATICOS030217 neurology & neurosurgeryClinical psychology
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An Augmented Reality (AR) CAD System at Construction Sites

2011

Augmented Reality (AR) technologies allow computer-generated content to be superimposed over a live camera view of the real world. Although AR is still a very promising technology, currently only a few commercial applications for industrial purposes exploit the potential of adding contextual content to real scenarios. Most of AR applications are oriented to fields such as education or entertainment, where the requirements in terms of repeatability, fault tolerance, reliability and safety are low. Different visualization devices, tracking methods and interaction techniques are described in the literature, establishing a classification between Indoor and Outdoor AR systems. On the one hand, t…

ExploitHuman–computer interactionComputer scienceFace (geometry)Reliability (computer networking)Scale (chemistry)Augmented realityFault toleranceVariation (game tree)Visualization
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Virtual Reality and Anxiety Disorders Treatment: Evolution and Future Perspectives

2019

Virtual reality (VR) is a technology that allows the simulation of different real-life situations on a tridimensional computer-generated environment where the user can interact with the environment as if he/she were the real world. VR has potential as an exposure technique for treating anxiety disorders because VR and real objects have similar characteristics, which creates the illusion that the user is immersed and engaged with objects in the real world. Regarding the efficacy of using virtual reality exposure-based therapy (VR-EBT), for more than two decades, there has been sufficient empirical evidence regarding VR-EBT for treating anxiety disorders. Finally, this chapter ends with some …

Generalized anxiety disordermedia_common.quotation_subjectSocial anxietyIllusionVirtual realitymedicine.diseaseSpecific phobiamedicineAnxietyAugmented realitymedicine.symptomEmpirical evidencePsychologymedia_commonCognitive psychology
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Assessment of mobile phoneapplications feasibility on plant recognition: comparison with Google Lens AR-app

2020

The paper is devoted to systemizing all mobile applications used during the STEM-classes and can be used to identify plants. There are 10 mobile applications that are plant identifiers worldwide. These applications can be divided into three groups, such as plant identifiers that can analyze photos, plant classification provides the possibility to identify plants manually, plants-care apps that remind water of the plant, or change the soil. In this work, mobile apps such as Flora Incognita, PlantNet, PlantSnap, PictureThis, LeafSnap, Seek, PlantNet were analyzed for usability parameters and accuracy of identification. To provide usability analysis, a survey of experts of digital education on…

Google LenSTEM-classesmobile applicationaugmented realityplant identification
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MitraClip Implantation in Holography.

2021

Heart Valve Prosthesis ImplantationAugmented RealityTreatment OutcomeultrasoundHolographyMitraClipHumansMitral Valve InsufficiencyCardiology and Cardiovascular Medicinemixed realityJACC. Cardiovascular interventions
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Mostrare l’invisibile: il soffitto trecentesco nascosto del convento di Santa Caterina a Palermo

2022

Digital surveying and representation technologies have been widely used for the visualization of works of art and architecture that no longer exist or have been moved from their original location. These researches share a common feature, that can be resumed by the motto “Display the invisible”, already used in research experiences [Colosi et al. 2015; Gambin et al. 2021]. The purpose of this research is the visualization of a 14th century wooden ceiling, painted by anonymous artists, that covered the hall used for the assembly of the Chapter in the convent of Santa Caterina, at the heart of the historic center of Palermo. The hall was reshaped at the end of the 18th century to serve as a sa…

Hidden heritage wooden ceilings digital representation motion tracking augmented realitySettore ICAR/17 - Disegno
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