• Title/Summary/Keyword: augmented reality (AR)

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Learning Media on Mathematical Education based on Augmented Reality

  • Kounlaxay, Kalaphath;Shim, Yoonsik;Kang, Shin-Jin;Kwak, Ho-Young;Kim, Soo Kyun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.3
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    • pp.1015-1029
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    • 2021
  • Modern technology offers many ways to enhance teaching and learning that in turn promote the development of tools for educational activities both inside and outside the classroom. Many educational programs using the augmented reality (AR) technology are being widely used to provide supplementary learning materials for students. This paper describes the potential and challenges of using GeoGebra AR in mathematical studies, whereby students can view 3D geometric objects for a better understanding of their structure, and verifies the feasibility of its use based on experimental results. The GeoGebra software can be used to draw geometric objects, and 3D geometric objects can be viewed using AR software or AR applications on mobile phones or computer tablets. These could provide some of the required materials for mathematical education at high schools or universities. The use of the GeoGebra application for education in Laos will be particularly discussed in this paper.

An Analysis on the Range of Singular Fusion of Augmented Reality Devices

  • Lee, Hanul;Park, Minyoung;Lee, Hyeontaek;Choi, Hee-Jin
    • Current Optics and Photonics
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    • v.4 no.6
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    • pp.540-544
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    • 2020
  • Current two-dimensional (2D) augmented reality (AR) devices present virtual image and information to a fixed focal plane, regardless of the various locations of ambient objects of interest around the observer. This limitation can lead to a visual discomfort caused by misalignments between the view of the ambient object of interest and the visual representation on the AR device due to a failing of the singular fusion. Since the misalignment becomes more severe as the depth difference gets greater, it can hamper visual understanding of the scene, interfering with task performance of the viewer. Thus, we analyzed the range of singular fusion (RSF) of AR images within which viewers can perceive the shape of an object presented on two different depth planes without difficulty due to the failure of singular fusion. It is expected that our analysis can inspire the development of advanced AR systems with low visual discomfort.

Augmented Reality Framework for Efficient Access to Schedule Information on Construction Sites (증강현실 기술을 통한 건설 현장에서의 공정 정보 활용도 제고 방안)

  • Lee, Yong-Ju;Kim, Jin-Young;Pham, Hung;Park, Man-Woo
    • Journal of KIBIM
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    • v.10 no.4
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    • pp.60-69
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    • 2020
  • Allowing on-site workers to access information of the construction process can enable task control, data integration, material and resource control. However, in the current practice of the construction industry, the existing methods and scope is quite limited, leading to inefficient management during the construction process. In this research, by adopting cutting edge technologies such as Augmented Reality(AR), digital twins, deep learning and computer vision with wearable AR devices, the authors proposed an AR visualization framework made of virtual components to help on-site workers to obtain information of the construction process with ease of use. Also, this paper investigates wearable AR devices and object detection algorithms, which are critical factors in the proposed framework, to test their suitability.

Usability Principles for Augmented Reality Applications in Education

  • Al-Obaidi, Arwa;Prince, Master
    • International Journal of Computer Science & Network Security
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    • v.22 no.1
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    • pp.49-54
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    • 2022
  • It is challenging to select appropriate technology in education to interact with students in today's digital world. Especially when the technologies used at home on smart devices like tablets and mobile phones are very advanced, on the other side, it may be more challenging to find sharing technology in the classroom. One of the ways is to use new technologies like Augmented Reality (AR). The current study aims to develop usability principles for the development and evaluation of education using AR technology applications. We develop usability principles for AR applications by analyzing existing research about heuristic evaluation methods, design principles for AR systems.

Scenario Usefulness and Avatar Realism in an Augmented Reality-based Classroom Simulation for Preservice Teacher Training

  • Kukhyeon KIM;Sanghoon PARK;Jeeheon RYU;Taehyeong LIM
    • Educational Technology International
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    • v.24 no.1
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    • pp.1-27
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    • 2023
  • This study aimed to examine an augmented reality-based teaching simulation in a mobile application. We examined how AR-enabled interactions affect users' perceived scenario usefulness and avatar realism. The participants were forty-six undergraduate students. We randomly grouped them into two conditions: AR and Non-interactive video groups with equal sample sizes. This study employed an experimental design approach with a one-way multivariate analysis of variance with repeated measures. The independent variable is the presence/absence of AR interaction with a mobile application. The dependent variables were avatar realism and scenario usefulness. The measures explored how the student avatar's emotional intensity in a scenario influences user perception. The results showed that participants in the AR-interaction group perceived avatar realism significantly higher than those in the non-interactive video group. Also, participants perceived the high emotional intensity scenario (aggression toward peers) to be significantly higher usefulness than the low emotional intensity scenario (classroom disruption).

Technology Readiness as Moderator for Satisfaction and Destination Loyalty in Augmented Reality Environments

  • Taehyee Um;Jingwen Jia;Tie Xiaorui;Namho Chung
    • Asia pacific journal of information systems
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    • v.31 no.2
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    • pp.220-235
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    • 2021
  • Technology has been changing the travel experience of visitors. Particularly, augmented reality (AR) is one of the emerging technologies, which widely used in cultural heritage tourism sites. This study is based on a new technology acceptance model and future modified this model to examine the relationship between product beliefs, consumer satisfaction with AR, and destination loyalty in cultural heritage sites. Moreover, this paper examined the role of technology readiness (TR) forming travellers' loyalty of destination with a kind of travel technology--AR. The results show that perceived usefulness and perceived ease of use have significant effects on the satisfaction of AR towards the travellers' loyalty of destination. TR is found to have moderating effects on this model.

Markrerless augmented reality game development method utilizing the Unity engine and KUDAN engine -In the center of ther development case of 'Our neighborhood hero' (유니티와 KUDAN 엔진을 활용한 MARKERLESS 방식의 증강현실 게임개발 - '우리동네히어로'의 개발사례 중심으로)

  • Kim, Han-Ho;Jung, hyung-won
    • Journal of Digital Convergence
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    • v.15 no.4
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    • pp.421-426
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    • 2017
  • After the Pokemon game became popular, the popularity of the Augmented Reality game is higher than ever. Therefore, it is an important choice to use an engine to create an augmented reality game. It explains how to create an augmented reality game using Unity engine, which is one of the most used game engines in game development. We describe a method for implementing augmented reality optimized for games by selecting a MARKERLESS method that does not require a marker among the augmented reality techniques. In this paper, we propose a technique to create MARKERLESS augmented reality game using KUDAN AR engine which supports Unity engine and unity through 'Our Hero' project.

A Study on Parents' View of the Augmented Reality Card Use for Pr e-School Education

  • Deng, Qianrong;Cho, Dong-min
    • Journal of Korea Multimedia Society
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    • v.24 no.6
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    • pp.838-848
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    • 2021
  • Parents' influence on children's development is generally considered essential. This paper attempts to explore the role of AR in preschool education from the perspective of parents, aiming to help parents better understand the impact of children's use of augmented reality in preschool education. The subjects were parents of children in the preschool age range (3-6 years old), and the experimental equipment was AR cognitive cards. In order to extract parents' views on AR, five parents were invited to conduct an experiment with their children using AR cognition cards, and then an open interview survey was conducted. In the second experiment, the answers obtained from the first experiment were sorted out and formed a questionnaire to conduct a closed-book survey. It shows that parents are satisfied with the characteristics of AR to assist their children's learning. At the same time, parents also value technology, usage management and playing environment. AR can stimulate children's learning initiative. Children like to use AR, AR is suitable for learning, make parents satisfied. But even if AR is suitable for learning, parents will control the time their children use it.

The Effective Error Correction Method of a Camera in Monitor-based Augmented Reality Systems (모니터 기반 Augmented Reality 시스템에서 카메라 오차의 효율적인 보정 방법)

  • Kim, Juwan;Kim, Haedong;Jang, Byungtae;Kim, Donghyun
    • Journal of the Korea Computer Graphics Society
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    • v.3 no.2
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    • pp.35-43
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    • 1997
  • In monitor-based AR(Augmented Reality) systems, it is required to know the position and direction of a camera in order to combine real images from a camera with virtual images exactly_ Because a tracker is parted from a camera, however, there is a registration error caused by the inconsistency of a tracker with a camera. In this paper, we describe the error correction method using genetic algorithm. This method looks for the position and direction of a camera using genetic algorithm and solves the error correction matrix of it. And then it is registered of the real images and the revised virtual image. It has an effect on the error correction caused by the misalignment of a tracker with a camera in complex AR systems.

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Impact on Female Consumer Behavior and Purchase Intention : The experience of AR makeup based on marital status (결혼유무에 따른 증강현실(AR) 메이크업 체험이 여성 소비자 행동과 구매의도에 미치는 영향)

  • Kim, Eun-Joo
    • Journal of Digital Convergence
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    • v.18 no.3
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    • pp.49-57
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    • 2020
  • Over time, the beauty industry has entered a mature industry and cannot survive unless it changes. In reality, the AR market for virtual experimental marketing is growing in the beauty industry, and global companies like FACEBOOK in the US are investing heavily in AR. Therefore, this study utilizes augmented reality technique to find out how the experience of using AR application affects female consumers' satisfaction and how they feel. This study will focus on how the relationship with purchase intention is mediated. In addition, we will help to suggest the development direction of augmented reality with makeup by analyzing the overall factors at the time when new technology, augmented reality marketing is becoming active.