scholarly journals Augmented Versus Virtual Reality in Education: An Exploratory Study Examining Science Knowledge Retention When Using Augmented Reality/Virtual Reality Mobile Applications

2019 ◽  
Vol 22 (2) ◽  
pp. 105-110 ◽  
Author(s):  
Kuo-Ting Huang ◽  
Christopher Ball ◽  
Jessica Francis ◽  
Rabindra Ratan ◽  
Josephine Boumis ◽  
...  
2020 ◽  
Vol 10 (1) ◽  
pp. 322 ◽  
Author(s):  
Luis Muñoz-Saavedra ◽  
Lourdes Miró-Amarante ◽  
Manuel Domínguez-Morales

Augmented reality and virtual reality technologies are increasing in popularity. Augmented reality has thrived to date mainly on mobile applications, with games like Pokémon Go or the new Google Maps utility as some of its ambassadors. On the other hand, virtual reality has been popularized mainly thanks to the videogame industry and cheaper devices. However, what was initially a failure in the industrial field is resurfacing in recent years thanks to the technological improvements in devices and processing hardware. In this work, an in-depth study of the different fields in which augmented and virtual reality have been used has been carried out. This study focuses on conducting a thorough scoping review focused on these new technologies, where the evolution of each of them during the last years in the most important categories and in the countries most involved in these technologies will be analyzed. Finally, we will analyze the future trend of these technologies and the areas in which it is necessary to investigate to further integrate these technologies into society.


Author(s):  
Ava Linda Cardoso

This paper is an overview of augmented reality’s basic concepts and its connection to the logistics field. The paper includes a brief history of the tech and how it differs to the virtual reality. The main goal is to understand how augmented reality is being used in logistics to innovate and enhance services. It refers to how courier and freight companies are taking advantage of this technology to upgrade the warehouses, transportation and enhance value added services. It also analyses how the retail market is modernizing its stores and is using mobile applications for online shopping. Using augmented reality has overall pros and cons and even though is a technology on its early stages it shows a great potential to revolutionize the supply chain in its totality.


Author(s):  
Meltem Altinay Ozdemir

The study investigated the roles of virtual reality (VR) and augmented reality (AR) for accessibility and marketing in tourism. Literature is reviewed in this exploratory study and examples of VR and AR for accessibility and marketing in the tourism industry are presented. The review was conducted with two perspectives: accessibility role and marketing role of VR and AR technologies in the tourism industry. As a result of reviewing, these technologies have both strengths and weaknesses for accessibility in tourism. VR has both strengths such as a secure environment, alternative access, and weaknesses such as user neglect, high cost. Similarly, AR has both strengths such as knowledge enrichment, enhancement of experience, and weaknesses such as high cost, lack of security. The high cost of both technologies restricts accessibility and marketing. Also, VR and AR have benefits as reducing strategy costs, attracting tourists with gamification strategies, ease of brand promotion, building brand loyalty, collecting data, and customized product development in tourism marketing.


2021 ◽  
Vol 1 ◽  
pp. 211-217
Author(s):  
Elena S. Utrobina ◽  
Vladimir P. Popov

This article discusses the use of VR (virtual reality) and AR (augmented reality) technologies in mobile applications for the tourism sector. The basic concepts of the technologies under consideration are given. The analysis of mobile mapping applications using virtual and augmented reality technologies is performed. The trends and perspectives of using AR and VR technologies for tourism are revealed. The differences in the methods and scenarios of using these technologies, the feasibility of their implementation in cartographic applications created for tourism purposes, as well as their advantages of using them in combination with maps are revealed. The limiting factors of the development of these areas are considered. A scheme of interaction of a tourist mobile application has been developed, which is based on a map with external services (navigation, booking, virtual tours, etc.). The scheme can be a useful tool in the development of cartographic mobile applications for the tourism sector. It is based on an experimental interactive web-application, considered on the example of the "Hotels" layer.


2012 ◽  
Author(s):  
R. A. Grier ◽  
H. Thiruvengada ◽  
S. R. Ellis ◽  
P. Havig ◽  
K. S. Hale ◽  
...  

2019 ◽  
Vol 16 (2) ◽  
pp. 22-31
Author(s):  
Christian Zabel ◽  
Gernot Heisenberg

Getrieben durch populäre Produkte und Anwendungen wie Oculus Rift, Pokémon Go oder der Samsung Gear stößt Virtual Reality, Augmented Reality und auch Mixed Reality auf zunehmend großes Interesse. Obwohl die zugrunde liegenden Technologien bereits seit den 1990er Jahren eingesetzt werden, ist eine breitere Adoption erst seit relativ kurzer Zeit zu beobachten. In der Folge ist ein sich schnell entwickelndes Ökosystem für VR und AR entstanden (Berg & Vance, 2017). Aus einer (medien-) politischen Perspektive interessiert dabei, welche Standortfaktoren die Ansiedlung und Agglomeration dieser Firmen begünstigen. Da die Wertschöpfungsaktivitäten sowohl hinsichtlich der Zielmärkte als auch der Leistungserstellung (z. B. starker Einsatz von IT und Hardware in der Produkterstellung) von denen klassischer Medienprodukte deutlich abweichen, kann insbesondere gefragt werden, ob die VR-, MR- und AR-Unternehmen mit Blick auf die Ansiedlungspolitik als Teil der Medienbranche aufzufassen sind und somit auf die für Medienunternehmen besonders relevanten Faktoren in ähnlichem Maße reagieren. Der vorliegende Aufsatz ist das Ergebnis eines Forschungsprojekts im Auftrag des Mediennetzwerks NRW, einer Tochterfirma der Film- und Medienstiftung NRW.


2021 ◽  
Vol 11 (7) ◽  
pp. 3253
Author(s):  
Umile Giuseppe Longo ◽  
Sergio De Salvatore ◽  
Vincenzo Candela ◽  
Giuliano Zollo ◽  
Giovanni Calabrese ◽  
...  

Background: The application of virtual and augmented reality technologies to orthopaedic surgery training and practice aims to increase the safety and accuracy of procedures and reducing complications and costs. The purpose of this systematic review is to summarise the present literature on this topic while providing a detailed analysis of current flaws and benefits. Methods: A comprehensive search on the PubMed, Cochrane, CINAHL, and Embase database was conducted from inception to February 2021. The Preferred Reporting Items for Systematic reviews and Meta-Analyses (PRISMA) guidelines were used to improve the reporting of the review. The Cochrane Risk of Bias Tool and the Methodological Index for Non-Randomized Studies (MINORS) was used to assess the quality and potential bias of the included randomized and non-randomized control trials, respectively. Results: Virtual reality has been proven revolutionary for both resident training and preoperative planning. Thanks to augmented reality, orthopaedic surgeons could carry out procedures faster and more accurately, improving overall safety. Artificial intelligence (AI) is a promising technology with limitless potential, but, nowadays, its use in orthopaedic surgery is limited to preoperative diagnosis. Conclusions: Extended reality technologies have the potential to reform orthopaedic training and practice, providing an opportunity for unidirectional growth towards a patient-centred approach.


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