Augmented reality technology combined with three-dimensional holography to train the mental rotation ability of older adults

2016 ◽  
Vol 65 ◽  
pp. 488-500 ◽  
Author(s):  
I-Jui Lee ◽  
Chien-Hsu Chen ◽  
Kuo-Ping Chang
Repositor ◽  
2020 ◽  
Vol 2 (5) ◽  
pp. 553
Author(s):  
Tirto Adhi Triambodo ◽  
Ali Sofyan Kholimi ◽  
Lailatul Husniah

AbstrakTaman Rekreasi Sengkaling memiliki luas keseluruhan  9 hektar yang terdiri dari 6 hektar  diantaranya ada taman dan pepohonan hijau. Mengingat luasnya Taman Rekreasi Sengkaling, disana tidak ada peta dan tempat lokasi pusat informasi wahana berada di pintu masuk yang tentu akan membuat pengunjung bingung ketika sudah berada didalam Taman Rekreasi Sengkaling ingin mengetahui informasi wahana dan membutuhkan waktu lama dalam mencapai tujuan wahana yang diinginkan. Berdasarkan dari permasalahan yang ada, maka dibutuhkan suatu aplikasi yang bisa memberikan informasi dan navigasi sehingga pengunjung dapat dengan mudah mengetahui informasi wahana dan navigasi menuju lokasi wahana. Augmented Reality adalah teknologi yang menggabungkan benda maya dua dimensi dan ataupun tiga dimensi ke dalam lingkungan nyata tiga dimensi. Teknologi Augmented Reality ini digunakan untuk pembuatan aplikasi untuk informasi dan navigasi pada Taman Rekreasi Sengkaling. Pada pengujian sistem berdasarkan hasil kuesioner dengan 5 pertanyaan kepada 30 responden untuk memakai aplikasi AR Taman Rekreasi Sengkaling. Dari pengujian sistem aplikasi AR kepada user yang memilih setuju dengan presentase 91%. Maka hasil yang didapatkan, penggunaan aplikasi Augmented Reality direspon baik oleh pengunjung Taman Rekreasi Sengkaling.Abstract  Sengkaling Recreation Park has a total area of 9 hectares consisting of 6 hectares of which there are parks and green trees. Given the breadth of the Sengkaling Recreation Park, there is no map and location of the information center where the vehicle is located at the entrance which would make visitors confused when already in the Sengkaling Recreation Park wants to know vehicle information and takes a long time to reach the desired destination. Based on the existing problems, it requires an application that can provide information and navigation so that visitors can easily find information on vehicle and navigation to the location of the vehicle. Augmented Reality is a technology that combines two-dimensional and / or three-dimensional virtual objects into a real three-dimensional environment. This Augmented Reality technology is used for making applications for information and navigation in Sengkaling Recreation Park. On testing the system based on the results of the questionnaire with 5 questions to 30 respondents to use the AR Sengkaling Recreational Park application. From testing the AR application system to users who choose to agree with a percentage of 91%. Then the results obtained, the use of Augmented Reality applications responded well by visitors to the Sengkaling Recreation Park.


Author(s):  
Leidy Diana Díaz Nieto ◽  
Sonia Patricia Nieto Aguirre

Resumen El propósito de este documento es describir un campo de la realidad virtual, la realidad aumentada, término que hace referencia a una tecnología que está adquiriendo gran importancia en diferentes áreas por sus diversas aplicaciones y novedad. El objetivo de un sistema con realidad aumentada es combinar la imagen registrada por un usuario del mundo real a través de un dispositivo, con elementos tridimensionales procesados a través de una computadora. Esta característica permite a la tecnología de la realidad aumentada convertirse en un instrumento útil en áreas como educación, publicidad, desarrollo y comercialización en la industria, así como en entretenimiento, medicina y otras ciencias; se fundamenta en la combinación de otras tecnologías y es partícipe en la generación de técnicas de interacción hombre-máquina. Palabras ClaveEducación, multimedia, realidad aumentada, tecnología emergente.   Abstract The purpose of this paper is to describe a field of virtual reality, augmented reality, a term that refers to a technology that is gaining importance in different areas for various applications and novelty. The goal of an augmented reality system is to combine the image recorded by a real-world user through a device with three-dimensional elements processed through a computer. This feature allows the augmented reality technology into a useful tool in areas such as education, publicity, development and marketing in the industry as well as entertainment, medicine and other sciences, is based on a combination of other technologies and is participating techniques to generate human-machine interaction. KeywordsEducation, multimedia, augmented reality, emerging technology


2021 ◽  
Vol 9 (2) ◽  
pp. 57
Author(s):  
Abd. Rachman Dayat ◽  
Liza Angriani

STMIK Umel Mandiri as one of the universities in Jayapura is still less well known, apart from being relatively new in its age and the location of the campus building which is blocked by buildings. So that people sometimes do not know the exact location of the campus. To promote the campus, one of the advertising media used is brochures. Along with current technological developments, augmented reality technology has emerged which is able to combine 2 (two) realities, namely the real and virtual world. When used in brochures, it can provide a feel and experience for readers. So that promoting goods or services can be done more interactively, as well as providing more information to consumers about the product. This augmented reality technology is then used as a solution to the problems faced by STMIK Umel Mandiri in promoting its educational institutions. The purpose of this research is to produce an android application that can display a 3 (three) dimensional brochure model by utilizing augmented reality technology so that it can help the public to get to know the campus to be chosen well. The research method has several stages, namely collecting data about the needs of prospective new students regarding information about the STMIK Umel Mandiri campus, then making a 3 (three) dimensional model of the STMIK Umel Mandiri Campus Building. Then next, do the design of compatible augmented reality on smartphone devices using the Android operating system, and produce 3 (three) dimensional augmented reality objects. This research produces an application based on augmented reality technology that is used to help promote the STMIK Umel Mandiri Campus through devices with the android operating system.


10.2196/22007 ◽  
2020 ◽  
Vol 8 (4) ◽  
pp. e22007
Author(s):  
Yen-Fu Chen ◽  
Sylvia Janicki

Background Older adults in Taiwan are advised to adopt regular physical and social activities for the maintenance of their cognitive and physical health. Games offer a means of engaging older individuals in these activities. For this study, a collaborative cognitive-based board game, Nostalgic Seekers, was designed and developed with augmented reality technology to support cognitive engagement in older adults. Objective A user study of the board game was conducted to understand how the game facilitates communication, problem solving, and emotional response in older players and whether augmented reality is a suitable technology in game design for these players. Methods A total of 23 participants aged 50 to 59 years were recruited to play and evaluate the game. In each session, participants’ interactions were observed and recorded, then analyzed through Bales’ interaction process analysis. Following each session, participants were interviewed to provide feedback on their experience. Results The quantitative analysis results showed that the participants engaged in task-oriented communication more frequently than social-emotional communication during the game. In particular, there was a high number of answers relative to questions. The analysis also showed a significant positive correlation between task-oriented acts and the game score. Qualitative analysis indicated that participants found the experience of playing the game enjoyable, nostalgic objects triggered positive emotional responses, and augmented reality technology was widely accepted by participants and provided effective engagement in the game. Conclusions Nostalgic Seekers provided cognitive exercise and social engagement to players and demonstrated the positive potential of integrating augmented reality technology into cognitive-based games for older adults. Future game designs could explore strategies for regular and continuous engagement.


2021 ◽  
Author(s):  
Anastasia Alekseevna Shagalova ◽  
Tatyana Nikolaevna Tomchinskaya

This article analyzes the problems of the development of spatial thinking of students in the development of the discipline "Descriptive geometry", solving projection problems and proposes their solution using the technology of augmented reality. The concept and technology of augmented reality, tracking technologies are considered. The substantiation of the relevance and timeliness of its use to support educational processes is given. The article explores the use of augmented reality technologies in teaching students' spatial thinking, which saves time on the transfer and assimilation of information received by students within the framework of this discipline. The analysis of existing research in the field of application of augmented reality technology in teaching the discipline "Descriptive geometry" is carried out. The possibility of using augmented reality technology in education for the purpose of visual presentation of educational material is shown. A project for the development of a mobile AR application for visualizing the tasks of a textbook on descriptive geometry based on the Vuforia platform is considered. The proposed software product is implemented on a mobile platform with the Android operating system. When developing software, the C # programming language is used to write scripts to implement the required functionality, in particular, interactive interaction with three-dimensional objects.


2020 ◽  
Author(s):  
Yen-Fu Chen ◽  
Sylvia Janicki

BACKGROUND Older adults in Taiwan are advised to adopt regular physical and social activities for the maintenance of their cognitive and physical health. Games offer a means of engaging older individuals in these activities. For this study, a collaborative cognitive-based board game, Nostalgic Seekers, was designed and developed with augmented reality technology to support cognitive engagement in older adults. OBJECTIVE A user study of the board game was conducted to understand how the game facilitates communication, problem solving, and emotional response in older players and whether augmented reality is a suitable technology in game design for these players. METHODS A total of 23 participants aged 50 to 59 years were recruited to play and evaluate the game. In each session, participants’ interactions were observed and recorded, then analyzed through Bales’ interaction process analysis. Following each session, participants were interviewed to provide feedback on their experience. RESULTS The quantitative analysis results showed that the participants engaged in task-oriented communication more frequently than social-emotional communication during the game. In particular, there was a high number of answers relative to questions. The analysis also showed a significant positive correlation between task-oriented acts and the game score. Qualitative analysis indicated that participants found the experience of playing the game enjoyable, nostalgic objects triggered positive emotional responses, and augmented reality technology was widely accepted by participants and provided effective engagement in the game. CONCLUSIONS Nostalgic Seekers provided cognitive exercise and social engagement to players and demonstrated the positive potential of integrating augmented reality technology into cognitive-based games for older adults. Future game designs could explore strategies for regular and continuous engagement.


2021 ◽  
Vol 6 (18) ◽  
Author(s):  
Dena Al-Thani ◽  
Achraf Othman ◽  
Al-Dana Mohannadi

In cooperation with its strategic partners, Mada Center works to identify the needs of persons with disabilities for assistive technology and digital access solutions in Arabic. The center has supported start-ups and entrepreneurs to localize technological devices and solutions through the Mada Innovation Program, with the aim of improving digital accessibility for PWDs at the local, regional and international levels. This year, Mada and HBKU worked together to develop a mobile app using augmented reality technology and for the first time three dimensional AAC Symbols for learning purpose. The app is named A-Learn developed by Dr. Kamran Khowaja, Dr. Dena Al-Thani, and Dr. Siti Salwah Salim from Hamad Bin Khalifa University.


2021 ◽  
Vol 18 (3) ◽  
pp. 94-99
Author(s):  
E. V. Kovalev ◽  
S. I. Kirilenko ◽  
A. N. Mazurenko ◽  
A. E. Filiustin ◽  
V. V. Dubrovsky

Objective. To present a virtual three-dimensional model of pathologically altered segments of the patient’s spine and to analyze the results of its application when planning a surgical intervention in the smartphone-assisted augmented reality.Material and Methods. A three-dimensional modeling of the target area of the intended surgical site was performed based on computed tomography data of five patients with various spinal deformities. A smartphone application has been developed that allows displaying a three-dimensional object of the intended surgical site in the form of augmented reality.Results. The created virtual three-dimensional models were successfully used in five cases for preoperative planning and simulation training before surgery, which allowed to see in detail the anatomical features of the spine, the location of vascular structures when contrasting them, and to plan the direction of the screws. The potential of using augmented reality in clinical practice was demonstrated.Conclusion. The advantages of the smartphone-assisted augmented reality technology for preoperative planning in spine surgery are the simplicity of creating a computer model, the possibility for a surgeon to use a three-dimensional model for orientation in complex anatomical zone at any time of surgery, and the reduction in the risk of technical errors.


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