High-Performance Electrochromic Optical Shutter Based on Fluoran Dye for Visibility Enhancement of Augmented Reality Display

2018 ◽  
Vol 6 (11) ◽  
pp. 1701382 ◽  
Author(s):  
Gyeong Woo Kim ◽  
Yong Cheol Kim ◽  
Ik Jang Ko ◽  
Jin Hwan Park ◽  
Hyeong Woo Bae ◽  
...  
2020 ◽  
Vol 219 (10) ◽  
Author(s):  
Dominic Waithe ◽  
Jill M. Brown ◽  
Katharina Reglinski ◽  
Isabel Diez-Sevilla ◽  
David Roberts ◽  
...  

Object detection networks are high-performance algorithms famously applied to the task of identifying and localizing objects in photography images. We demonstrate their application for the classification and localization of cells in fluorescence microscopy by benchmarking four leading object detection algorithms across multiple challenging 2D microscopy datasets. Furthermore we develop and demonstrate an algorithm that can localize and image cells in 3D, in close to real time, at the microscope using widely available and inexpensive hardware. Furthermore, we exploit the fast processing of these networks and develop a simple and effective augmented reality (AR) system for fluorescence microscopy systems using a display screen and back-projection onto the eyepiece. We show that it is possible to achieve very high classification accuracy using datasets with as few as 26 images present. Using our approach, it is possible for relatively nonskilled users to automate detection of cell classes with a variety of appearances and enable new avenues for automation of fluorescence microscopy acquisition pipelines.


2021 ◽  
Vol 2 (2) ◽  
pp. 150-154
Author(s):  
Morteza Bakhtiarvand

The present study determined the effectiveness of augmented reality on the social skills of children with high Functioning autism. The present study was a quasi-experimental study with a posttest test with a control group. The statistical population of the present study included all children with autism with high performance in Andimeshk in 2019. Participants included 20 children with high-functioning autism who were selected by available sampling method and randomly selected in the experimental and control groups. They were evaluated using the Bellini social profile, and then augmented reality was performed on the experimental group in 10 45-minute sessions, while not on the control group. The findings were analyzed using covariance analysis and showed that the augmented reality intervention program had an effect on the social skills of children with high-functioning autism. Based on these results, augmented reality intervention program can be considered as a priority for rehabilitation of children with autism with high performance.


2018 ◽  
pp. 180-189
Author(s):  
Julien Letellier ◽  
Jens Reinhardt ◽  
Peter Scholl ◽  
Jürgen Sieck ◽  
Michael Thiele-Maas

While not a new concept, Augmented Reality (AR) has gained increasing momentum in the last few years through the widespread propagation of high-performance mobile devices. These powerful handheld devices allow users to see the real world enhanced with computer-generated content anywhere at anytime. This has led to a massive rise of AR technology; large companies and start-ups are adding affordable AR accessories to their product portfolios. In this paper we describe a joint project between our research group and the Konzerthaus Berlin to use AR to enrich the Konzerthaus’ printed media. With the aid of AR, the readers of the seasonal brochure of the Konzerthaus Berlin are given the opportunity to access additional content complementing the brochure. These contents include images, illustrations, audio, video, simple 2D and 3D animations, interactive media as well as 3D objects. The application was implemented using Vuforia and Unity. This is an extended version of the paper presented at the Conference on Culture and Computer Science 2017 [17].


2021 ◽  
Vol 29 (9) ◽  
pp. 13519
Author(s):  
Qiang Li ◽  
Wei He ◽  
Huan Deng ◽  
Fei-Yan Zhong ◽  
Yue Chen

2021 ◽  
Author(s):  
Huan Deng ◽  
Qiang Li ◽  
Wei He ◽  
Fei Zhong ◽  
Yue Chen

2019 ◽  
Vol 12 (9) ◽  
pp. 54
Author(s):  
Raúl Lozada-Yánez ◽  
Nora La-Serna-Palomino ◽  
Fernando Molina-Granja

By its nature, the learning of certain complex contents has always been a focus of attention and a challenge in the study of mathematics. This fact acquires greater importance if it is about the learning of children, because the psycho-cognitive skills of this type of user, especially when they attend the first levels of Basic General Education are not yet mature. As a result, children are unable to assimilate correctly and easily certain content of an abstract nature during the early stages of mathematics learning. This study presents the results of the application of a computer system called “Kinect based Augmented Reality Math Learning System - KARMLS”, whose design and development uses the Augmented Reality technology and the motion sensor implemented in MS-Kinect camera. The developed application covers elementary math topics corresponding to the Basic General Education curriculum of the Republic of Ecuador. The study used an experimental quantitative approach, involving 29 third-grade children (13 girls and 16 boys), who attend to 2 Basic General Education schools in Riobamba city, Ecuador. The results that allowed to evaluate the prototype proposed in the study were obtained by means of a pretest and a posttest, which were contrasted with the students’ t-test for paired samples. Through the analysis of data obtained and the discussion, it is concluded that the applied computer system had a positive effect for the learning when used as a supplementary tool in the classroom and that it was more effective in children who previously had low performance than with those of high performance. Also, the children were motivated and with positive attitudes regarding the use of the analyzed software.


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