scholarly journals INVESTIGATING THE IMPACT OF SCALE IN DESIGN SESSIONS SUPPORTED BY A SPATIAL AUGMENTED REALITY (SAR) TOOL

2020 ◽  
Vol 1 ◽  
pp. 131-140
Author(s):  
L. Giunta ◽  
E. Dekoninck ◽  
J. Gopsill

AbstractSpatial Augmented Reality (SAR) differs from other forms of AR by allowing the projection of digital images onto a model. This allows the AR to be more tangible and for interaction to be more realistic. The scale of the model plays a role in the realism but may be constrained by technical factors. This study attempts to understand the influence scale has on a design session by analysing the concept generation process, the ease of designing and the design behaviour. Understanding how these factors are influenced by the model scale betters the understanding of how SAR can influence design.

In this paper, we present a projection-based installation designed for gallery-based exhibition. The installation system based on the Spatial Augmented Reality or known as "SAR," in which digital images were projected onto real objects or materials using projectors such as projection mapping techniques. This project studied the use of digital technology for gallery exhibition installation works to enrich and create an engaging audience's art experience through an immersive space created through SAR application. The study involved 79 youth who responded about their experience after viewing the projection-based installation work through a questionnaire survey. The findings show that the use of digital technology to the installation creates dreamlike scenes, imitating nature ambiance complemented with visuals and sound and well provides immersive experience among the visitors through the mixing of virtual images with real objects. The significance of this research on SAR application in exhibition artworks is essential to understand how it affects the audience's experience. The results are necessary as contributions for the development of innovative art mediums intended for gallery-based exhibitions and visitors' engagement, mainly targeted among the youth as the modern audience.


Author(s):  
Tim Bosch ◽  
Gu van Rhijn ◽  
Frank Krause ◽  
Reinier Könemann ◽  
Ellen S. Wilschut ◽  
...  

2021 ◽  
Vol 10 ◽  
pp. 216495612198970
Author(s):  
Larry D Gruppen ◽  
Miklos C Fogarasi

The learning environment (LE) provides a context for many educational phenomena, of which wellness and burnout are particularly important. The LE can be thought of as consisting of a psychosocial dimension of personal, social, and organizational factors and a sociomaterial dimension that consists of spatial and technical factors. The interplay between elements of the LE and wellness of the participants is complex and only partially understood, requiring further research. Using this multidimensional model to describe and to plan to deliberately modify the learning environment can foster more rigorous and meaningful research evidence about the interaction of wellness and the LE. This article highlights four key considerations that scholars of wellness should consider when exploring the impact of the LE or designing interventions to modify the environment. These include 1) a thoughtful definition and theoretical conceptualization of the LE, 2) clarity about the study variables that are essential to the study question(s), 3) thoughtful and appropriate measurement of those variables, and 4) a study design that balances quality with feasibility. We provide a practical illustration of how these considerations can be applied in studies exploring the intersection of wellness and the LE.


2020 ◽  
Vol 4 (4) ◽  
pp. 78
Author(s):  
Andoni Rivera Pinto ◽  
Johan Kildal ◽  
Elena Lazkano

In the context of industrial production, a worker that wants to program a robot using the hand-guidance technique needs that the robot is available to be programmed and not in operation. This means that production with that robot is stopped during that time. A way around this constraint is to perform the same manual guidance steps on a holographic representation of the digital twin of the robot, using augmented reality technologies. However, this presents the limitation of a lack of tangibility of the visual holograms that the user tries to grab. We present an interface in which some of the tangibility is provided through ultrasound-based mid-air haptics actuation. We report a user study that evaluates the impact that the presence of such haptic feedback may have on a pick-and-place task of the wrist of a holographic robot arm which we found to be beneficial.


Author(s):  
Stella Doukianou ◽  
Damon Daylamani-Zad ◽  
Kathy O’Loingsigh

AbstractPresentations are the most successful and popular form of communication in business. However, the formats of presentations in business have not changed much for past few decades. The emergent and disruptive technologies such as Augmented Reality and Animated Infographics have provided potential for enhancing communications in businesses to increase engagement and therefore increasing the effectiveness of such communications. This paper focuses on the impact and effectiveness of using interactive AR in business presentations. The paper presents the design and development of our AR presentation application. Followed by a presentation of an empirical study into the usability and effectiveness of using Augmented Reality and Animated Infographics in business presentation and compares the results against the traditional slideware slides presentation approach. The results of the experiment with 94 participants are presented and analysed. The results demonstrate that the AR approach out performs the traditional methods in terms of usability, audience engagement and effectiveness of communication.


2021 ◽  
Author(s):  
Yi He ◽  
Xiaojie Zheng ◽  
Asuka Yagami ◽  
Yichen Peng ◽  
Shogo Yoshida ◽  
...  

2014 ◽  
Vol 34 ◽  
pp. 241-248 ◽  
Author(s):  
Michael D. Coovert ◽  
Tiffany Lee ◽  
Ivan Shindev ◽  
Yu Sun

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