scholarly journals Special Issue “Wearable Augmented and Mixed Reality Applications”

Information ◽  
2019 ◽  
Vol 10 (10) ◽  
pp. 289
Author(s):  
Sanna ◽  
Manuri ◽  
De Pace

Until some years ago, there was a lack of affordable devices that allowed for research in order to design and implement augmented and mixed reality applications. Thanks to technology improvements, it is now possible to find several wearable devices on the market that greatly improve the synergy between the real and virtual world, thus allowing users to be part of an immersive experience in which they can easily interact with 3D assets and real objects at the same time. Thus, the number of augmented reality and mixed reality (AR/MR) applications is greatly increased, from educational or cultural heritage applications to industry ones, such as maintenance-assembly-repair processes or product inspection and building monitoring. Indeed, several improvements have been made in order to enhance this technology, but some issues still need to be tackled, namely: limited field-of-view, tracking stability, the effectiveness of user interfaces to interact with 3D contents, and many others.

2021 ◽  
Vol 3 (1) ◽  
pp. 6-7
Author(s):  
Kathryn MacCallum

Mixed reality (MR) provides new opportunities for creative and innovative learning. MR supports the merging of real and virtual worlds to produce new environments and visualisations where physical and digital objects co-exist and interact in real-time (MacCallum & Jamieson, 2017). The MR continuum links both virtual and augmented reality, whereby virtual reality (VR) enables learners to be immersed within a completely virtual world, while augmented reality (AR) blend the real and the virtual world. MR embraces the spectrum between the real and the virtual; the mix of the virtual and real worlds may vary depending on the application. The integration of MR into education provides specific affordances which make it specifically unique in supporting learning (Parson & MacCallum, 2020; Bacca, Baldiris, Fabregat, Graf & Kinshuk, 2014). These affordance enable students to support unique opportunities to support learning and develop 21st-century learning capabilities (Schrier, 2006; Bower, Howe, McCredie, Robinson, & Grover, 2014).   In general, most integration of MR in the classroom tend to be focused on students being the consumers of these experiences. However by enabling student to create their own experiences enables a wider range of learning outcomes to be incorporated into the learning experience. By enabling student to be creators and designers of their own MR experiences provides a unique opportunity to integrate learning across the curriculum and supports the develop of computational thinking and stronger digital skills. The integration of student-created artefacts has particularly been shown to provide greater engagement and outcomes for all students (Ananiadou & Claro, 2009).   In the past, the development of student-created MR experiences has been difficult, especially due to the steep learning curve of technology adoption and the overall expense of acquiring the necessary tools to develop these experiences. The recent development of low-cost mobile and online MR tools and technologies have, however, provided new opportunities to provide a scaffolded approach to the development of student-driven artefacts that do not require significant technical ability (MacCallum & Jamieson, 2017). Due to these advances, students can now create their own MR digital experiences which can drive learning across the curriculum.   This presentation explores how teachers at two high schools in NZ have started to explore and integrate MR into their STEAM classes.  This presentation draws on the results of a Teaching and Learning Research Initiative (TLRI) project, investigating the experiences and reflections of a group of secondary teachers exploring the use and adoption of mixed reality (augmented and virtual reality) for cross-curricular teaching. The presentation will explore how these teachers have started to engage with MR to support the principles of student-created digital experiences integrated into STEAM domains.


Author(s):  
Bhagyashri Pacherkar

Abstract: Augmented Reality is a combination of a real and a computer-generated or virtual world. It is achieved by augmenting computer-generated images on real world. It is of four types namely marker based, marker less, projection based and superimposition based augmented reality. It has many applications in the real world. AR is used in various fields such as medical, education, manufacturing, robotics and entertainment. Augmented reality comes under the field of mixed reality. It can be considered as an inverse reflection of Virtual Reality. They both have certain similarities and differences. This paper gives information about Augmented Reality and how it started. It analyses various types of augmented reality, its applications and its advantages and disadvantages. This paper also gives us knowledge regarding those major threats that augmented reality will face in the near future and about its current and future applications. It gives us a comparison between the two related topics, Augmented reality and Virtual reality. The following paper also helps us know about the effect of Augmented Reality on the human life.


2021 ◽  
Vol 21 (1) ◽  
pp. 15-29
Author(s):  
Lidiane Pereira ◽  
Wellingston C. Roberti Junior ◽  
Rodrigo L. S. Silva

In Augmented Reality systems, virtual objects are combined with real objects, both three dimensional, interactively and at run-time. In an ideal scenario, the user has the feeling that real and virtual objects coexist in the same space and is unable to differentiate the types of objects from each other. To achieve this goal, research on rendering techniques have been conducted in recent years. In this paper, we present a Systematic Literature Review aiming to identify the main characteristics concerning photorealism in Mixed and Augmented Reality systems to find research opportunities that can be further exploited or optimized. The objective is to verify if exists a definition of photorealism in Mixed and Augmented Reality. We present a theoreticalfundamental over the most used methods concerning realism in Computer Graphics. Also, we want to identify the most used methods and tools to enable photorealism in Mixed and Augmented Reality systems.


Author(s):  
Jonathan Flittner* ◽  
John Luksas ◽  
Joseph L. Gabbard

This study determines how to apply existing image analysis measures of visual clutter to augmented reality user interfaces, in conjunction with other factors that may affect performance such as the percentage of virtual objects compared to real objects in an interface, and the type of object a user is searching for (real or virtual). Image analysis measures of clutter were specifically chosen as they can be applied to complex and naturalistic images as is common to experience while using an AR UI. The end goal of this research is to develop an algorithm capable of predicting user performance for a given AR UI. In this experiment, twelve participants performed a visual search task of locating a target object in an array of objects where some objects were virtual, and some were real. Participants completed this task under three different clutter levels (low, medium, high) against five different levels of virtual object percentage (0%, 25%, 50%, 75%, 100%) and two types of targets (real, virtual) with repetition. Task performance was measured through response time. Results show significant differences in response time between clutter levels and between virtual object percentage, but not target type. Participants consistently had more difficulty finding objects in more cluttered scenes, where clutter was determined through image analysis methods, and had more difficulty in finding objects when the virtual of objects was at 50% as opposed to other scenarios. Response time positively correlated to measures of combined clutter (virtual and real) arrays but not for measures of clutter taken of the individual array components (virtual or real), and positively correlated with the clutter scores of the target objects themselves.


2011 ◽  
Vol 2 (1) ◽  
pp. 1
Author(s):  
Judith Kelner ◽  
Luciano Pereira Soares

The special issue of the JIS (SBC Journal on 3D Inter- active Systems) acknowledging the best papers of the XII Symposium on Virtual and Augmented Reality (SVR 2010) was an important opportunity to present excellent papers in the Virtual and Augmented Reality field. The SVR is for more than 12 years the most important event on Virtual and Augmented Reality in Brazil, which is being conduct by academic professionals members of the Brazilian Computer Society (SBC) that is supporting the conference for so many years. Since this is the first special issue of JIS, we had selected papers to be included in the journal that fits the expectations of the readers. These papers were selected among the 10 best papers presented at the SVR 2010, and they come from different sub-areas of the Virtual and Augmented Reality. The development introduced in the papers present important new proposals and algorithms that might be used by several readers of the journal. The paper Exploring the Design of Transitional Hybrid User Interfaces authored by Daniela Trevisan, Felipe Carvalho, Alberto Raposo, Carla Freitas and Luciana Nedel, is about a discussion on how hybrid user interfaces should be managed in order to improve the feeling of immersion of the user in a virtual reality system. The second paper Expression Cloning Based on Anthropo- metric Proportions and Deformations by Motion of Spherical Influence Zones authored by Roberto C. Vieira, Creto Augusto Vidal, and Joaquim B. Cavalcante-Neto presented methods of mapping human facial expressions to virtual characters. This works was based on anthropometric proportions and geometric manipulations by moving influence zones of model with similar characteristics. The third paper Extending Brazilian DTV Middleware to Incorporate 3D Technologies authored by Daniel F. L. Souza, Liliane S. Machado, Tatiana A. Tavares explains how properly support for 3D content can be integrated on the new Brazilian Digital Television. The paper presents strategies and examples to prove their proposal. We would like to thank all the authors of this process that had to extend and adapted their papers as requested by both the submission and the reviewing process.


2015 ◽  
Vol 2015 ◽  
pp. 1-10 ◽  
Author(s):  
Günter Alce ◽  
Mattias Wallergård ◽  
Klas Hermodsson

Head-mounted displays and other wearable devices open up for innovative types of interaction for wearable augmented reality (AR). However, to design and evaluate these new types of AR user interfaces, it is essential to quickly simulate undeveloped components of the system and collect feedback from potential users early in the design process. One way of doing this is the wizard of Oz (WOZ) method. The basic idea behind WOZ is to create the illusion of a working system by having a human operator, performing some or all of the system’s functions. WozARd is a WOZ method developed for wearable AR interaction. The presented pilot study was an initial investigation of the capability of the WozARd method to simulate an AR city tour. Qualitative and quantitative data were collected from 21 participants performing a simulated AR city tour. The data analysis focused on seven categories that can have an impact on how the WozARd method is perceived by participants: precision, relevance, responsiveness, technical stability, visual fidelity, general user-experience, and human-operator performance. Overall, the results indicate that the participants perceived the simulated AR city tour as a relatively realistic experience despite a certain degree of technical instability and human-operator mistakes.


2015 ◽  
Vol 77 (29) ◽  
Author(s):  
Ousama A. Shaaban ◽  
Ruzinoor Che Mat ◽  
Mohd Hafiz Mahayudin

Currently, laptops have become a necessity to most of the people as laptop provides mobility and helps in doing the task that a normal desktop PC can do. However, the malfunction of the laptop hardware will distract the user work and decrease the productivity. By utilizing Augmented Reality (AR) that combine real world and virtual world, a laptop maintenance application can be made in reality. The objective of this paper is to discuss on how to develop Mobile Augmented Reality for Laptop Maintenance (MAR4LM) applications. This AR application specifically develop for smart phones based on the android platform. Therefore, this study presents a way to understand and discuss the process of using this new technology on the android platforms. This application has been proven in increasing the understanding of the users about their laptop and doing maintenance on their own self. In addition, laptop maintenance tasks will become straightforward, easy to use, interactive, and easily available anywhere and anytime.


2002 ◽  
Vol 11 (2) ◽  
pp. 144-157 ◽  
Author(s):  
Joohi Lee ◽  
Gentaro Hirota ◽  
Andrei State

This paper presents an interactive “what-you-see-is-what-you-get” (WYSIWYG) method for creating textured 3-D models of real objects using video see-through augmented reality. We use a tracked probe to sample the objects' geometries, and we acquire video images from the head-mounted cameras to capture textures. Our system provides visual feedback during modeling by overlaying the model onto the real object in the user's field of view. This visual feedback makes the modeling process interactive and intuitive.


Author(s):  
Oleksandr Bezpalko

Unlike a purely virtual world, it is much more difficult for the user to believe in the reality of augmented reality objects. Due to the lack of proper lighting or shadows, the object may appear to be floating in the air, detached from the real objects around it. One obvious problem with augmented reality is that a virtual object appears remote from the real object, but it still appears in front of it. An approach is proposed that will allow the interaction of real and virtual objects. Both real and virtual objects can be moved and rotated in the scene, preserving overlaps. A virtual object can also be placed in front of or behind a real object relative to the camera, which decides whether or not to overlap. The proposed algorithm consists of five stages and the system architecture. The evaluation is based on five defined criteria. Results and ways of improvement for the future research are presented.


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