scholarly journals AR Guide for Food Allergic Consumers

2021 ◽  
Author(s):  
Karthika. S ◽  
Varsha.G ◽  
Deepika. R

Augmented reality is a technology where real life environment is enhanced by incorporating digital or virtual elements like images, graphics, 3D objects into it. Augmented reality is a growing and trending technology which can make interactions easier when incorporated into normal applications. The aim of this project is to create an augmented reality food guide for food allergic consumers to aid them in choosing allergen free foods. A person who wants to order food online or in restaurants doesn’t know whether it would be suitable for him to eat or not. Especially if they are allergic to certain foods, they have to be preventive and cautious in choosing the type of food they eat. This AR guide will aid them in choosing the suitable food for them in an augmented environment where a consumer can view food in three dimension view along with the necessary information about the food such as the key ingredients and the presence of any allergens that will be helpful in choosing the allergen free food.

2021 ◽  
pp. 095679762110107
Author(s):  
Uri Korisky ◽  
Liad Mudrik

Most of our interactions with our environment involve manipulating real 3D objects. Accordingly, 3D objects seem to enjoy preferential processing compared with 2D images, for example, in capturing attention or being better remembered. But are they also more readily perceived? Thus far, the possibility of preferred detection for real 3D objects could not be empirically tested because suppression from awareness has been applied only to on-screen stimuli. Here, using a variant of continuous flash suppression (CFS) with augmented-reality goggles (“real-life” CFS), we managed to suppress both real 3D objects and their 2D representations. In 20 healthy young adults, real objects broke suppression faster than their photographs. Using 3D printing, we also showed in 50 healthy young adults that this finding held only for meaningful objects, whereas no difference was found for meaningless, novel ones (a similar trend was observed in another experiment with 20 subjects, yet it did not reach significance). This suggests that the effect might be mediated by affordances facilitating detection of 3D objects under interocular suppression.


2005 ◽  
Vol 14 (3) ◽  
pp. 264-277 ◽  
Author(s):  
Hee Lin Wang ◽  
Kuntal Sengupta ◽  
Pankaj Kumar ◽  
Rajeev Sharma

Developing a seamless merging of real and virtual image streams and 3D models is an active research topic in augmented reality (AR). We propose a method for real-time augmentation of real videos with 2D and 3D objects by addressing the occlusion issue in an unique fashion. For virtual planar objects (such as images), the 2D overlay is automatically overlaid in a planar region selected by the user in the video. The overlay is robust to arbitrary camera motion. Furthermore, a unique background-foreground segmentation algorithm renders this augmented overlay as part of the background if it coincides with foreground objects in the video stream, giving the impression that it is occluded by foreground objects. The proposed technique does not require multiple cameras, camera calibration, use of fiducials, or a structural model of the scene to work. Extending the work further, we propose a novel method of augmentation by using trifocal tensors to augment 3D objects in 3D scenes to similar effect and implement it in real time as a proof of concept. We show several results of the successful working of our algorithm in real-life situations. The technique works on a real-time video from a USB camera, Creative Webcam III, onaPIV1.6GHz system without any special hardware support.


2020 ◽  
Author(s):  
Liad Mudrik ◽  
Uri Korisky

Most of our interactions with our environment involve manipulating real, 3D objects. Accordingly, 3D objects seem to enjoy preferential processing compared with 2D images, for example in capturing attention or being better remembered. But are they also more readily perceived? Thus far, the possible preferred access of real, 3D objects to awareness could not be empirically tested, as suppression was only applied to on-screen stimuli; Here, using a variant of Continuous Flash Suppression (CFS) with augmented reality goggles (“real-life” CFS), we managed to suppress both real, 3D objects and their 2D representations. In healthy young adults, real objects escaped suppression faster than their photographs. Using 3D printing, we also showed that this only holds for meaningful objects, while no difference was found for meaningless, novel ones. This suggests that the effect is uniquely mediated by affordances, shown here to be evoked by 3D objects even before these emerge to awareness.


2018 ◽  
Author(s):  
Uri Korisky ◽  
Rony Hirschhorn ◽  
Liad Mudrik

Notice: a peer-reviewed version of this preprint has been published in Behavior Research Methods and is available freely at http://link.springer.com/article/10.3758/s13428-018-1162-0Continuous Flash Suppression (CFS) is a popular method for suppressing visual stimuli from awareness for relatively long periods. Thus far, it has only been used for suppressing two-dimensional images presented on-screen. We present a novel variant of CFS, termed ‘real-life CFS’, with which the actual immediate surroundings of an observer – including three-dimensional, real life objects – can be rendered unconscious. Real-life CFS uses augmented reality goggles to present subjects with CFS masks to their dominant eye, leaving their non-dominant eye exposed to the real world. In three experiments we demonstrate that real objects can indeed be suppressed from awareness using real-life CFS, and that duration suppression is comparable that obtained using the classic, on-screen CFS. We further provide an example for an experimental code, which can be modified for future studies using ‘real-life CFS’. This opens the gate for new questions in the study of consciousness and its functions.


2021 ◽  
Vol 3 (1) ◽  
pp. 1-6
Author(s):  
Novia Sulistyowati ◽  
Rahmat Robi Waliyansyah ◽  
Febrian Murti Dewanto

A traditional house is a house that has a unique building characteristic in an area that describes the culture of the area itself. Traditional houses are also unique in terms of form, function and meaning of the building. As Indonesians, we must introduce one of the existing cultures so that it is not forgotten by the community, especially school children. Judging from the development of technology, we must make new things in introducing traditional houses. From the results of research conducted at SD IT BINA INSANI, the teachers there still use conventional media in the form of textbooks and thematic books for the learning process. Therefore, the authors created an application to introduce western Indonesian traditional houses using Augmented Reality called RA-IBB as an introduction medium. This application is based on Android so that teachers can easily explain material about traditional houses and can show traditional houses in 3D without having to come directly to the province. And for students to be able to study traditional houses wherever and whenever. The making of this application uses the waterfall method for the development stage. The RA-IBB application contains materials about western Indonesian traditional houses and their 3d objects and quiz questions that use random shuffle algorithm questions. The random shuffle algorithm is a randomized question from an array or record. Based on the User Acceptance Test (UAT) for teachers, the results obtained from several aspects, namely the design aspect yields a percentage of 91%, the application information aspect produces a percentage of 91.


Author(s):  
Ni Made Sudiartini ◽  
I Gede Mahendra Darmawiguna ◽  
I Made Gede Sunarya

AbstrakPenelitian ini bertujuan untuk merancang dan mengimplementasikan hasil rancangan aplikasi Markerless Augmented Reality Balinese Story “Calon Arang”. Pengembangan aplikasi ini bertujuan untuk melestarikan salah satu cerita rakyat yang berasal dari Bali, yaitu Calon Arang.Metode yang digunakan adalah penelitian dan pengembangan (research and development), untuk mengembangkan aplikasi Markerless Augmented Reality Balinese Story “Calon Arang”. Model yang digunakan dalam membangun teknologi ini adalah Model ADDIE. Pada model ini memberikan kesempatan untuk melakukan evaluasi dan revisi secara terus menerus dalam setiap fase yang dilalui, sehingga produk yang dihasilkan menjadi produk yang valid. Adapun 5 tahapan dalam model ADDIE ini adalah Analysis (analisis), Design (desain), Development (pengembangan), Implementation (implementasi), dan Evaluation (evaluasi).Hasil akhir dari projek ini adalah berupa aplikasi yang berisikan tentang cerita calon arang berbasis augmented reality yang dapat diinstal pada smartphone android. Aplikasi ini mampu menampilkan animasi dalam bentuk 3 dimensi beserta narasinya dalam bahasa Indonesia dan bahasa Inggris. Hasil pengujian dari respon pengguna setelah menggunakan aplikasi menyatakan, aplikasi Markerless Augmented Reality Balinese Story “Calon Arang” sangat menarik dan dapat digunakan untuk melestarikan budaya Bali dengan presentase penilaian 86.66% yaitu sangat baik. Sehingga aplikasi ini dapat dijadikan sebagai media untuk memperkenalkan sekaligus melestarikan kebudayaan. Kata kunci: Cerita Rakyat, Calon Arang, Markerless Augmented Reality, 3 Dimensi, Android AbstractThis research aimed at designing and implementing the result of Markerless Augmented Reality Balinese Story “Calon Arang” application. The objective of this development was to preserve one of the Balinese story, namely Calon Arang.The method used was research and development, for developing the application of Markerless Augmented Reality Balinese Story “Calon Arang”. ADDIE model was used as the model in this research. This model gives opportunities to do evaluation and revision in each phase. Therefore it will produce valid product. There are 5 steps in ADDIE model, such as: Analysis, Design, Development, Implementation, and Evaluation.The result of this project was in the form of application which contain calon arang story based on augmented reality which can be installed on android smartphone. This application is able to show picturein the format three dimension and it narration in Indonesia and English. Testing result of the user response after using the application said, markerless augmented reality Balinese story “calon arang” application is very interesting and can be used to preserve the Balinese culture with a percentage vote 86.66% said it is very good. Therefore this application can be used for media in introducing and preserving culture. Keywords : Balinese Story, Calon Arang, Markerless Augmented Reality, 3 Dimension, Android


2021 ◽  
Author(s):  
Phathompat Boonyasaknanon ◽  
Raymond Pols ◽  
Katja Schulze ◽  
Robert Rundle

Abstract An augmented reality (AR) system is presented which enhances the real-time collaboration of domain experts involved in the geologic modeling of complex reservoirs. An evaluation of traditional techniques is compared with this new approach. The objective of geologic modeling is to describe the subsurface as accurately and in as much detail as possible given the available data. This is necessarily an iterative process since as new wells are drilled more data becomes available which either validates current assumptions or forces a re-evaluation of the model. As the speed of reservoir development increases there is a need for expeditious updates of the subsurface model as working with an outdated model can lead to costly mistakes. Common practice is for a geologist to maintain the geologic model while working closely with other domain experts who are frequently not co-located with the geologist. Time-critical analysis can be hampered by the fact that reservoirs, which are inherently 3D objects, are traditionally viewed with 2D screens. The system presented here allows the geologic model to be rendered as a hologram in multiple locations to allow domain experts to collaborate and analyze the reservoir in real-time. Collaboration on 3D models has not changed significantly in a generation. For co-located personnel the approach is to gather around a 2D screen. For remote personnel the approach has been sharing a model through a 2D screen along with video chat. These approaches are not optimal for many reasons. Over the years various attempts have been tried to enhance the collaboration experience and have all fallen short. In particular virtual reality (VR) has been seen as a solution to this problem. However, we have found that augmented reality (AR) is a much better solution for many subtle reasons which are explored in the paper. AR has already acquired an impressive track record in various industries. AR will have applications in nearly all industries. For various historical reasons, the uptake for AR is much faster in some industries than others. It is too early to tell whether the use of augmented reality in geological applications will be transformative, however the results of this initial work are promising.


Author(s):  
Ana Grasielle Dionísio Corrêa

One of the methods of teaching that has brought significant contributions to the field of education is augmented reality. This technology transformed learning into a more motivating, enjoyable, fun, and interesting activity. This chapter contributes an augmented reality application for mobile devices that complements and supports the learning of geometric figures. The application, called AGeRA, consists of a geometry book and software capable of reading special markers inserted into the book's content. When this book is placed in front of the camera of a mobile device, 3D objects, sounds, animations, and other interactive elements leap from book pages making learning more fun and exciting. Preliminary tests were made with teachers and students and showed good acceptance of the application to support the teaching of geometry.


Author(s):  
Erkan Özdemir ◽  
Serkan Kılıç

Technological advances have had an impact on many industries as well as the tourism industry. Augmented reality applications, one of the emerging new technologies in recent years, have also started to be used in our daily lives. Augmented Reality (AR) is a technology that allows its users to see the real world together with an additional virtual world that is added in real time to the same field of view. The augmented reality applications contribute to the enrichment of tourists' tourism experiences, especially during their visit and result in augmented satisfaction levels. Furthermore, it is one of the effective tools that can be used against the wear and tear of cultural heritage sites caused by overcrowding. In this chapter, the application fields of the augmented reality in the field of tourism have been discussed under the subtitles. As a result of our study, recommendations for the development of AR applications both for the literature and real-life application have been presented.


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