scholarly journals The Design of Interplay Between Virtual Reality and Augmented Reality: A Case Study and Post Mortem of VRsus guARdian

Frameless ◽  
2019 ◽  
Vol 1 (1) ◽  
pp. 26-28
Author(s):  
Tanat Boozayaangool ◽  

VRsus guARdian is the result of an amalgamation of two different gameplay mediums that challenged the gap separating different mixed reality platforms, namely virtual reality (VR) and augmented reality (AR). The game utilized each medium’s approach towards immersion as a design principle in building a natural, asymmetric play for both players. The game also constructed a compelling fantasy atop each medium’s unique interactive capability to build a dynamic narrative. Lastly, the cross-platform nature of VRsus guARdian caused the game to be highly dependent upon Unity, a game engine with highly accessible, platform-agnostic development capabilities.

2021 ◽  
Vol 251 ◽  
pp. 01006
Author(s):  
Alexander Sharmazanashvili ◽  
Nikoloz Udzilauri ◽  
Shota Kobakhidze ◽  
Luka Todua ◽  
Nino Zurashvili ◽  
...  

Education & outreach is an important part of HEP experiments. With outreach & education, experiments can have an impact on the public, students and their teachers, as well as policymakers and the media. The tools and methods for visualization enable to represent the detectors’ facilities, explaining their purpose, functionalities, development histories, and participant institutes. In addition, they make it possible to visualize different physical events together with important parameters and plots for physics analyses. 3D visualization and advanced VR (Virtual Reality), AR (Augmented Reality) and MR (Mixed Reality) extensions are the keys for successful outreach & education. This paper describes requirements and methods for the creation of browser-based visualization applications for outreach & education. The visualization framework TRACER is considered as a case study.


J-INTECH ◽  
2019 ◽  
Vol 6 (02) ◽  
pp. 208-213
Author(s):  
Joshua Lorenzo Andre ◽  
Eva Handriyantini ◽  
Chaulina Alfianti Oktavia

Perkembangan teknologi membuat dunia memanfaatkan teknologi pada dunia edukasi, saat ini terdapat beberapa perubahan trend pada digital education, salah satu trend tersebut adalah edukasi yang memanfaatkan teknologi Augmented Reality dan Virtual Reality. Virtual reality merupakan teknologi yang mengijinkan seorang pengguna untuk berinteraksi dengan sebuah lingkungan yang disimulasikan oleh komputer. Teknologi tersebut mengijinkan pengguna untuk berinteraksi di dalam dunia virtual. Salah satu edukasi atau pendidikan yang wajib dipelajari salah satunya ialah bahasa Inggris, karena bahasa Inggris merupakan bahasa internasional yang digunakan antar negara. Survei mengatakan bahwa 88% mahasiswa menyatakan bahwa smartphone membantu kegiatan belajar dan 85% dari pengajar setuju bahwa virtual reality akan memiliki efek positif. Unity 3D merupakan game engine cross-platform yang dikembangkan oleh Unity Technologies yang mendukung grafis 2D maupun 3D. Unity 3D dapat mengimplementasikan teknologi Virtual Reality sederhana yang ditujukan pada platform android berupa game edukasi pengenalan bahasa Inggris dengan cara memanfaatkan Source Development Kit yang disediakan oleh Google bernama Google Cardboard SDK untuk membuat aplikasi virtual reality. Maka dari itu, penelitian ini bermaksud untuk mengembangkan sebuah game edukasi bahasa Inggris dengan memanfaatkan teknologi virtual reality yang diterapkan pada smartphone android menggunakan Unity 3D. Dari latar belakang tersebut dapat diambil masalah yaitu “Bagaimana mengembangkan game virtual reality berbasis android menggunakan Unity sebagai media penunjang pembelajaran bahasa Inggris?” Adapun tujuan dari penelitian yaitu menunjukkan kemampuan Unity 3D sebagai game engine untuk menerapkan teknologi virtual reality pada platform android. Pada akhir hasil pengujian aplikasi menggunakan metode black box, dapat disimpulkan bahwa aplikasi berjalan sesuai yang diharapkan oleh peneliti, mulai dari splash screen, menu awal, hingga 5 level permainan, beserta dengan elemen lain di dalam permainan. Sehingga dapat diambil kesimpulan bahwa teknologi virtual reality dapat diimplementasikan menjadi sebuah game edukasi pada platform android dengan menggunakan Unity 3D sebagai game engine-nya.


Enfance ◽  
2019 ◽  
Vol N°3 (3) ◽  
pp. 413 ◽  
Author(s):  
Chun-Yen Chang ◽  
Chia-Li Debra Chena ◽  
Wei-Kai Chang

Author(s):  
Maria Francisca Casado-Claro ◽  
Marina Mattera

This chapter proposes a comprehensive approach to understand not only how augmented reality and virtual reality operate within the tourism industry, but also how mixed reality can contribute to enhance the visitor experience and how tourism organizations can move beyond traditional communication and physical experiences into a new type of tourism approach that helps them stay relevant in the long term, as well as in the mid-term. Since the tourism industry is amongst the most affected by the COVID-19 pandemic, changes are essential to ensure an adequate adaptation to the ‘new normal'. Technology enables various tourist organizations to generate greater value creation and opens possibilities to be able to extend the visit beyond physical presence, to ensure the safety of workers and visitors, to improve processes, and to make them more competitive overall. If this is carried out in collaboration with all stakeholders, one destination can generate a solid network to promote itself and become competitive during travel restrictions and in preparation for a post-pandemic new normal.


2016 ◽  
Vol 8 (2) ◽  
pp. 60-68 ◽  
Author(s):  
Igor D.D. Curcio ◽  
Anna Dipace ◽  
Anita Norlund

Abstract The purpose of this article is to highlight the state of the art of virtual reality, augmented reality, mixed reality technologies and their applications in formal education. We also present a selected list of case studies that prove the utility of these technologies in the context of formal education. Furthermore, as byproduct, the mentioned case studies show also that, although the industry is able to develop very advanced virtual environment technologies, their pedagogical implications are strongly related to a well-designed theoretical framework.


2020 ◽  
Vol 4 (1) ◽  
pp. 19-34
Author(s):  
Pratheesh Kumar M. R. ◽  
Reji S. ◽  
Abeneth S. ◽  
Pradeep K.

Defect management in civil construction work is crucial. This work is aimed at analyzing the conventional method of construction defect management and to bring out a framework for integrating 5D building information modeling with mixed reality. This work is divided into three parts. The first part is the integration of 5D building information modeling with augmented reality that helps to understand the architectural concepts and visualize the workflow onsite. The second part of the work is to develop a user-defined target-based marker-less augmented reality to send screenshots of augmented models and exact progress of work from construction site to engineers working in other locations. The third part of the work is to integrate virtual reality to enable virtual tours of the real site that will be useful for the customers to visualize the building virtually and for the builders to promote sales.


Technologies ◽  
2020 ◽  
Vol 8 (4) ◽  
pp. 77
Author(s):  
Sanika Doolani ◽  
Callen Wessels ◽  
Varun Kanal ◽  
Christos Sevastopoulos ◽  
Ashish Jaiswal ◽  
...  

Recently, the use of extended reality (XR) systems has been on the rise, to tackle various domains such as training, education, safety, etc. With the recent advances in augmented reality (AR), virtual reality (VR) and mixed reality (MR) technologies and ease of availability of high-end, commercially available hardware, the manufacturing industry has seen a rise in the use of advanced XR technologies to train its workforce. While several research publications exist on applications of XR in manufacturing training, a comprehensive review of recent works and applications is lacking to present a clear progress in using such advance technologies. To this end, we present a review of the current state-of-the-art of use of XR technologies in training personnel in the field of manufacturing. First, we put forth the need of XR in manufacturing. We then present several key application domains where XR is being currently applied, notably in maintenance training and in performing assembly task. We also reviewed the applications of XR in other vocational domains and how they can be leveraged in the manufacturing industry. We finally present some current barriers to XR adoption in manufacturing training and highlight the current limitations that should be considered when looking to develop and apply practical applications of XR.


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