Educ-AR: A tool for assist the creation of augmented reality content for education

Author(s):  
L. Farias ◽  
R. Dantas ◽  
A. Burlamaqui
2017 ◽  
Vol 3 (1) ◽  
pp. 130-143 ◽  
Author(s):  
Fabio Cristiano ◽  
Emilio Distretti

Augmented reality enables video game experiences that are increasingly immersive. For its focus on walking and exploration, Niantic’s location-based video game Pokémon Go (PG) has been praised for allowing players to foster their understanding and relationship to surrounding spaces. However, in contexts where space and movement are objects of conflicting narratives and restrictive policies on mobility, playing relies on the creation of partial imaginaries and limits to the exploratory experience. Departing from avant-garde conceptualizations of walking, this article explores the imaginary that PG creates in occupied East Jerusalem. Based on observations collected in various gaming sessions along the Green Line, it analyzes how PG’s virtual representation of Jerusalem legitimizes a status quo of separation and segregation. In so doing, this article argues that, instead of enabling an experience of augmented reality for its users, playing PG in East Jerusalem produces a diminished one.


2020 ◽  
Author(s):  
José Miguel Dos Santos Silva ◽  
Vítor Quelhas

Emerging from a partnership between the Master’s Degree in Design from ESMAD (Escola Superior de Media Artes e Design, Instituto Politécnico do Porto) and Arquivo Municipal da Póvoa de Varzim, the project Uma Lide de Cartazes, consist in the creation of animated posters as an improved form of advertising, inspired by the materials gathered from the archive.This study is centered around the concept of new technologies and media to enhance the static nature of traditional bullfight posters. Handles technologies as augmented reality, animations and the internet to achieve new interactive and dynamic ways to engage aesthetics and convey information. The results indicate that the use of animation dynamically changes the poster layout elements and informations captivating the viewer as well as changing the poster message. The changes can be viewed by anyone using a smartphone and with the help of augmented reality app, such as Artivive.


2016 ◽  
Vol 7 (3) ◽  
pp. 254-265 ◽  
Author(s):  
Jakub Trojan

Purpose The purpose of this paper is to propose the platform for effective transformation of points of interests (POIs) into augmented reality (AR), specifically into the three major software tools – Junaio, Layar and Wikitude. The objective is to facilitate the creation of POIs for common users of these programs and, thus, encourage the general public to participate in the formation of a new concept of applications using AR and location-based services. Design/methodology/approach The subject of this study was analysis of methods used for POI dynamisation under the context of location-based services. This paper suggests methodology based on database format transformation. It is focused on the creation of platform for automated geotagged POI transformation into AR. Findings The research results in prototype of online platform which is capable to automatically transform geotagged POI to three major AR applications. It discusses also the model implementation of this platform in Czech national tourist authority. Research limitations/implications The paper presents a proof-of-concept of dynamisation and transformation of an unspecified number of POIs stored in a simple table database and their transformation into the AR. Practical implications Services of AR are brought for the masses to effectively dynamise tourist information. Social implications Results could make the process of multimedialising data (POIs) more suitable for masses. Originality/value This paper presents a proof-of-concept of dynamisation and transformation of an unspecified number of POIs stored in a simple table database and their transfer into the three major AR applications.


Author(s):  
Carsten Matysczok ◽  
Peter Ebbesmeyer ◽  
Holger Krumm ◽  
Jo¨rg Maciej

Recent advances have shown, that the base technology of augmented reality have matured the point of being usable only by specialists. But existing augmented reality applications are still prototypes. They are developed without any authoring system, only by software experts. To support the wide use of augmented reality technology, the designers of augmented reality application need methods and software tools to create the contents in a fast and cheap way. In this paper we describe an authoring system for creating augmented reality content in an easy and user friendly way. The system allows the creation of augmented reality applications in a straight forward way. By using meta-constructs like menus, selection lists or hotspots as well as illustration objects like 3D-models, videos, texts and sounds a variety of applications can be created without previous technological knowledge. A preview window is also part of the authoring system displaying the actual created AR-application.


2019 ◽  
pp. 211-222
Author(s):  
Sokol Muca

This article discusses the role that new digital technologies play on conservation-restoration of fragmentary artefacts. Above all, the use of these tools is essential in case the artefacts have lost the formal unity and reach us without documentation concerning their original position, as in the case of the Roman frescoes from Sybaris, object of this study. The creation of virtual models proves as fundamental for the material and formal recomposition of the artefacts, especially in the creation of a new support and display choices. This last aspect required an analysis on the effects that virtual reconstructions and augmented reality have on visitors.


2021 ◽  
pp. 114-118
Author(s):  
Monika Töröková

Intensive research is currently underway into the concept of intelligent assembly, which integrates production processes, people, hardware and information using both real and virtual methods to achieve significant improvements in productivity, delivery time and combined market turnover. This paper describes the use of augmented reality in the assembly process at the workplace, which by integrating hardware and software equipment will enable an innovative assembly workplace for a manufacturing and development company. The assembly workplace will speed up and facilitate assembly and prevent the creation of failures and restrictions during assembly.


Author(s):  
Eleonora Pantano ◽  
Assunta Tavernise

To achieve this goal, the chapter focuses on the use of 3D technologies, on virtual and augmented reality, with emphasis on the stereoscopic Virtual Theatre. These innovative tools support the creation of a global vision of the fragmentary archaeological Calabrian heritage, as well as the possibility to play with the virtual findings as in a videogame, by choosing what to explore and the contents to access. Moreover, these technologies exploit the entertaining components of the systems in order to provide personalized and interactive educational contents.


Author(s):  
S. Gonizzi Barsanti ◽  
S. G. Malatesta ◽  
F. Lella ◽  
B. Fanini ◽  
F. Sala ◽  
...  

The best way to disseminate culture is, nowadays, the creation of scenarios with virtual and augmented reality that supply the visitors of museums with a powerful, interactive tool that allows to learn sometimes difficult concepts in an easy, entertaining way. 3D models derived from reality-based techniques are nowadays used to preserve, document and restore historical artefacts. These digital contents are also powerful instrument to interactively communicate their significance to non-specialist, making easier to understand concepts sometimes complicated or not clear. Virtual and Augmented Reality are surely a valid tool to interact with 3D models and a fundamental help in making culture more accessible to the wide public. These technologies can help the museum curators to adapt the cultural proposal and the information about the artefacts based on the different type of visitor’s categories. These technologies allow visitors to travel through space and time and have a great educative function permitting to explain in an easy and attractive way information and concepts that could prove to be complicated. The aim of this paper is to create a virtual scenario and an augmented reality app to recreate specific spaces in the Capitoline Museum in Rome as they were during Winckelmann’s time, placing specific statues in their original position in the 18th century.


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