117 Development of ‘smart’ hospital interactions using QR codes to trigger augmented reality (AR) objects for engagement and information provision

2018 ◽  
Author(s):  
M Lim ◽  
X Li ◽  
Y Ghannam ◽  
D Mohamedally ◽  
S Conner ◽  
...  
Author(s):  
Ernest Redondo ◽  
Isidro Navarro ◽  
Albert Sánchez ◽  
David Fonseca

This chapter discusses the impact of using social media resources and new emerging technologies in teaching and learning processes. The authors of this chapter focus on Spanish architecture-education framework by analyzing three case studies carried out by students finishing architecture and building degrees. Students’ interaction with this resources is assessed, as well as their derived academic results, and the degree of satisfaction from students and teachers using these resources and technologies. To conduct the study, the authors worked with Web based freeware applications, such as Dropbox, blogging systems, Moodle, YouTube, Wikipedia, and Google Maps. Mobile devices, such as smartphones and tablets PCs, were used to test QR-Codes (Quick Response Codes) and Augmented Reality technology based applications as Junaio and Ar-Media Plugin.


2015 ◽  
Vol 75 (2) ◽  
Author(s):  
Syazani Suhaifi ◽  
Junaidi Abdullah ◽  
Ku Day Chyi

Marker Based Augmented Reality requires files and resources that have to be loaded from storage such as a local machine or a web server. We proposed a resource-independent method of transmitting AR content by encoding resources such as 3D model files as QR code and using the QR code itself as the marker. The AR system does not need any online and local storage. We processed the content to best fit it into the QR code. Larger contents are then split to multiple QR codes and the data is joined together by the application on the other end.


2020 ◽  
Vol 14 ◽  
pp. 588
Author(s):  
Fernando Barcellos Razuck ◽  
Gabriel de Lima Gonçalves ◽  
Lídia Vasconcellos De Sá

One of the great challenges for professionals in Medical Physics (MP) is to manage the fundamentals of radiation protection, aiming at the protection itself, the patient's, the general public and the environment. Thus, the use of techniques that adopt radiological protection is extremely relevant for application and training in the area. In this sense, this paperaims to propose the application of Augmented Reality (AR) methodology as a teaching tool in MP andNuclear Medicine (NM) training, using as an example the PET/CT equipment modeling and an X-ray room. The methodology involved the analysis of the equipment and the environment cited in real size for the modeling in virtual elements, and later creation of devices in the form of QR-codes, where it is possible to visualize the modeling animations. It is understood that the use of the AR tool can aid in equipment and procedurestraining, with emphasis on those that potentially pose a risk ofoccupational exposure to ionizing radiation in NM services. In addition, it can assist in the teaching of terms and concepts, by making learning more dynamic and interactive through the visualization of equipment, meeting the fundamentals advocated by radiation protection, by avoiding, for example, visiting an hospitalenvironment.


Author(s):  
A. S. Zuev ◽  
A. N. Zueva ◽  
D. A. Leonov

The article analyzes opportunities for obtaining additional competitive strengths in engineering products due to the use of augmented reality technology for interactive information provision and support in terms of assembly, operation and maintenance for the products themselves as well as machinery units and production system components employed in the processes listed. The article also provides a short overview of equipment available on the market that can be viewed as a prototype for hardware and software complexes that provide informational support for technical personnel while the latter performs its job functions. It covers prospects of implementing informational systems that provide the operator with visualized supporting content online through the use of AR technology into the life cycle stages, processes of production, maintenance and operation of products and machinery equipment, as well as specialized applications. It also analyzes the necessary functional options and scenarios of using these applications, thus explaining the point of implementing them not as separate software products oriented on separate product units and equipment, but in the context of a unified information service of support for the production process, basically allowing the formation of a new production engineering instrument that goes along with the concept of the fourth technological revolution - reference-informational AR systems, the concept of use for which is universal to all industries and the consumer sector of the national economy. It analyzes the main limitations of the wide use of informational systems based on AR technology and gives grounds for its lessening midterm influence, based on, including but not limited to, the options for implementing new architectural solutions that are supported by the developing wireless data transfer technology (5G standard) as well as video compressing and transfer standards (MPEG-I). Based on the analysis of materials provided, rationale for implementing AR technology into the stages of machinery production and equipment life cycle is given, as well as new opportunities for obtaining their additional competitive strengths and relevance of information security of the corresponding reference-informational systems based on AR technology.


Author(s):  
Rodrigo Santos ◽  
Bernardo Reis ◽  
Joao Marcelo Teixeira ◽  
Judith Kelner
Keyword(s):  

Leonardo ◽  
2018 ◽  
Vol 51 (4) ◽  
pp. 394-398
Author(s):  
Brittany Myburgh

Examining the use of new media in works by Ruben Komangapik, Kent Monkman and the Wikiup Indigenous Knowledge Network reveals the diverse ways in which technologies are used to disrupt linear time and Western visions of history. New media works challenge those misleading stories that have been told about Canada’s indigenous peoples and assert indigenous presence in both the digital and physical landscape. These artists employ QR codes, video and augmented reality to push artistic boundaries and create representations of the past and present.


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