36 results on '"AUGMENTED reality"'
Search Results
2. Grado de aceptación de los sistemas de evaluación digitales adaptados al uso de recursos tecnológicos educativos basados en Realidad Aumentada / Degree of acceptance of digital evaluation systems adapted to the use of educational technological resources based on Augmented Reality
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Santiago Delgado-Rodríguez, Silvia Carrascal-Domínguez, and Rebeca García-Fandiño
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educative technology ,augmented reality ,evaluation ,sciences ,secondary education ,Education ,Education (General) ,L7-991 ,Special aspects of education ,LC8-6691 - Abstract
The use of immersive technologies, especially Augmented Reality (AR), is presently one of the main technological trends in the field of education. Some studies carried out in recent years in this field highlight that traditional evaluation systems continue to be used and raise the possibility of using adapted evaluation systems. This research, based on primary sources of information, seeks empirical evidence regarding the need to use digital evaluation systems adapted to technological resources in Science subjects and in stages of Compulsory Secondary Education. The methodology used is quantitative research based on the design and statistical analysis of the responses given by students to a questionnaire created ad hoc, administered to assess an AR educational resource used in class to explain a key concept in connection with the subject. The results obtained through the exploratory factorial analysis of the students’ answers reveal, as a latent construct, a high level of acceptance of the digital evaluation system used. The analysis of the data obtained in this study allows us to establish the hypothesis that a digital evaluation system adapted to the use of an immersive AR technological resource can generate a positive impact on the students' learning process.
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- 2023
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3. Tecnología inmersiva e inteligencia artificial para la mejora de la atención a la diversidad, la equidad e inclusión del alumnado
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Santiago Delgado Rodríguez, Rebeca García-Fandiño, and Silvia Carrascal-Domínguez
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Palavras chave: patrimônio ,inclusão ,inovação ,realidade aumentada ,inteligência artificial. ,equity ,inclusion ,innovation ,augmented reality ,artificial intelligence. ,Palabras Clave: equidad ,inclusión ,innovación ,realidad aumentada ,inteligencia artificial. ,Education ,Education (General) ,L7-991 ,Theory and practice of education ,LB5-3640 - Abstract
Los últimos informes publicados en el ámbito de la educación por organizaciones internacionales sugieren que, un uso inadecuado de recursos tecnológicos con fines educativos puede generar una brecha digital entre grupos de estudiantes. Este estudio, basado en fuentes primarias de información, aporta evidencia empírica mediante análisis de datos cuantitativos, que respaldan la hipótesis basada en que la ubicación geográfica de los centros educativos tiene un impacto significativo sobre factores como el grado de aceptación de la tecnología y de otros posibles factores. Estos resultados contribuyen a la comprensión de cómo un uso adecuado de recursos educativos basados en tecnología inmersiva de Realidad Aumentada y en otras tecnologías como la Inteligencia Artificial, pueden favorecer el desarrollo de procesos innovadores de enseñanza y aprendizaje que incentiven la eliminación de brechas digitales, mejorando los procesos de atención a la diversidad, la equidad y la inclusión del alumnado.
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- 2023
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4. AUGMENTED REALITY AND THE ADAPTATION OF TELEVISION DISCOURSE
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Ignacio Gastaka-Eguskiza, Leire Azkunaga García, and Leyre Eguskiza Sesumaga
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Augmented reality ,Elections ,Television ,Technological innovation ,Political communication ,Communication. Mass media ,P87-96 ,Journalism. The periodical press, etc. ,PN4699-5650 - Abstract
ABSTRACT – This study explores the use of augmented reality (AR) on Spain’s national public broadcaster, Televisión Española (TVE), focusing on the news coverage of the two Spanish general elections in April and November 2019. The study uses a methodology that combines quantitative techniques (content analysis using a rubric created ad hoc on a sample of 42 AR images) and qualitative methods (literature review). The position of AR as a centerpiece of the studio set design is also conveyed in the narrative discourse, reflecting the high level of importance given to this technology by TVE. Beyond the specific events of each election day, the informational and facilitating functions of AR predominate. In view of the advantages offered by this technology, the television broadcaster has recently started moving towards full integration of a virtual set design. RESUMO – Esta pesquisa explora o uso da realidade aumentada (RA) na Televisão Espanhola (TVE), com foco na cobertura jornalística das eleições gerais de abril e novembro de 2019. O estudo foi realizado por meio de uma metodologia que combina técnicas quantitativas (análise de conteúdo por meio de uma rubrica criada ad hoc em uma amostra de 42 peças) e qualitativa (revisão bibliográfica). A posição da RA como peça central no layout do cenário também é transferida para o discurso narrativo, percebendo a importância que a TVE lhe confere. Além das peculiaridades de cada dia eleitoral, prevalece a intenção informativa e a função simplificadora dessa tecnologia. Apesar das vantagens que oferece, a rede iniciou recentemente o caminho para a integração total do cenário virtual. RESUMEN – Esta investigación explora el uso de la realidad aumentada (RA) en Televisión Española (TVE), poniendo el foco en la cobertura informativa de las elecciones generales de abril y noviembre de 2019. El estudio se ha llevado a cabo a través de una metodología que combina técnicas cuantitativas (análisis de contenido mediante una rúbrica creada ad hoc sobre una muestra de 42 piezas) y cualitativas (revisión bibliográfica). La posición de la RA como pieza central en la disposición del plató se traslada también al discurso narrativo, dando cuenta de la importancia que le otorga TVE. Más allá de las peculiaridades de cada jornada electoral, prevalecen la intención informativa y la función simplificadora de esta tecnología. En vista de las ventajas que ofrece, la cadena ha comenzado recientemente a transitar el camino hacia la integración completa de la escenografía virtual.
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- 2023
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5. Efeito das interações dos Estudantes de Ciências com Laboratórios Virtuais em Realidade Aumentada para o Desenvolvimento da Visualização Espacial / Effect of Science Students Interactions with Augmented Reality Virtual Labs for Spatial Visualization Development
- Author
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Fabrício Herpich, Patrícia Fernanda da Silva, and Liane Margarida Rockenbach Tarouco
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realidade aumentada ,habilidade espacial ,simulação de computador ,visualização ,educação científica ,augmented reality ,spatial ability ,computer simulation ,visualization ,science education ,Education ,Education (General) ,L7-991 ,Special aspects of education ,LC8-6691 - Abstract
Este artigo tem como principal escopo evidenciar o potencial das interações de estudantes no ensino de Ciências, a partir de recursos educacionais em realidade aumentada e o seu efeito para o desenvolvimento da habilidade de visualização espacial. Para tanto, apresenta uma contextualização sobre o ensino de Ciências, a utilização de laboratórios reais, bem como as suas limitações, apresentando como alternativa o uso de recursos educacionais em realidade aumentada com o apoio de dispositivos móveis. A solução foi testada em atividades complementares ao processo de ensino e aprendizagem de Ciências com alunos de Educação Básica no Brasil. Teve como objetivo investigar se as interações dos estudantes com os recursos educacionais em realidade aumentada podem contribuir para o desenvolvimento da habilidade de visualização espacial. Os procedimentos metodológicos foram organizados em uma abordagem quasi-experimental, através de atividades previstas em um protocolo de testes executados com 208 participantes distribuídos em dois grupos: Controle (n=96 sujeitos) e Experimental (n=112 sujeitos). Em linhas gerais, os resultados desta pesquisa apontam para contribuições decorrentes das interações dos estudantes com os recursos educacionais em realidade aumentada, tanto para o desenvolvimento da habilidade de visualização espacial, como também para a observação do fenômeno e compreensão dos conceitos abstratos a ele associados, formulação e testagem de hipóteses, assim como conclusões a partir das situações experienciadas. /// The main scope of this article is to highlight the potential of student interactions in Science teaching, from educational resources in augmented reality, and its effect on the development of spatial visualization skills. Therefore, it presents a contextualization about Science teaching, the use of real laboratories, as well as its limitations, presenting as an alternative the use of educational resources in augmented reality with the support of mobile devices. The solution was tested in activities that complement the Science teaching and learning process with basic education students in Brazil. It aimed to investigate whether students' interactions with educational resources in augmented reality can contribute to the development of spatial visualization skills. The methodological procedures were organized in a quasi-experimental approach, through activities foreseen in a test protocol carried out with 208 participants divided into two groups: Control (n=96 subjects) and Experimental (n=112 subjects). In general terms, the results of this research point to contributions arising from the interactions of students with educational resources in augmented reality, both for the development of spatial visualization skills, as well as for the observation of the phenomenon and understanding of the abstract concepts associated with it, formulation and testing of hypotheses, as well as conclusions from the situations experienced.
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- 2021
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6. Augmenting the City: The Photo-Realistic Animation of a Historic Building and its influence on spatial perception and meaning
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Moritz Schweiger, Jeffrey Wimmer, Gregor Nagler, and Ruben Schlagowski
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augmented reality ,augmented space ,spatial meaning ,spatial perception ,urban space ,Communication. Mass media ,P87-96 ,Visual arts ,N1-9211 - Abstract
Augmented Reality (AR), defined as the holographic overlay of physical space with virtual objects in real time (Azuma, 1997), can be considered a prime example of mediatization. This development is particularly evident in the public space of the “mediatised city” (Hepp, Simon & Sowinska, 2018), being a focal point of the latest media technologies already overlaid with a multitude of AR content. But how does AR change the perception and meaning of urban space? And how can researchers capture methodically the appropriation of complex, large-scaled AR content experienced via high-tech AR glasses? To answer these questions, a historical building, that had been destroyed during the Second World War, was reconstructed as a holographic animation on a public city square. In order to resurrect this building in AR, old photographs, paintings and postcards were evaluated and used to create a virtual model in the original size and place it at its original location. The test subjects were then able to view the hologram from various different angles using AR glasses (Microsoft HoloLens 2), move freely around the square and even enter it. Combining quantitative, before-and-after questionnaires and qualitative thinking-aloud protocols, our results show that the holographic animation of a historical building can influence both the sensual-aesthetic perception and the personal meaning of a public square for city dwellers. Specifically, our test subjects perceived differences in its accessibility, coherence and aesthetics, simplicity, atmosphere and legibility. The meaning of the square was altered with regard to personal memories (= the self), typical groups of people (= others) and certain opportunities (= environment) associated with it by city dwellers.
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- 2021
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7. Augmented reality limitations in the tourism sector
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Assumpció Huertas and Jan Gonzalo Iglesia
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Augmented reality ,limitations ,tourism ,technology readiness ,experience ,Communication. Mass media ,P87-96 ,Social Sciences - Abstract
Technology development and augmented reality (AR) applications emergence have transformed the experiential process in tourism. ar offers enormous potential and advantages to the tourism sector, especially after covid-19. However, this study aims to find and gain further knowledge of ar’s limitations. This research analysed the AR platform Imageen Tarraco (Tarragona, Spain) based on a users’ survey, in-depth interviews and a focus group (fg). The analysis showed the lack of knowledge and the technical problems as the application’s most challenging limitations and their causes. It also allowed categorizing the overall challenges by type of public and delving into the factors that promote their use or non-use. The study provides useful recommendations to ar platform creators and the destination management organizations (dmos) that implement them.
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- 2022
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8. Artificial Intelligence and Augmented Reality: A Possible Continuum for the Enhancement of Built Heritage
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Roberta Spallone and Valerio Palma
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artificial intelligence ,augmented reality ,survey ,modeling ,built heritage ,Architecture ,NA1-9428 ,Architectural drawing and design ,NA2695-2793 - Abstract
Augmented reality and artificial intelligence technologies are increasingly involved in the interpretation, classification, and eventually in our understanding of the built environment. This paper collects three recent on-site research experiences, which developed mobile app prototypes and experimented with these advancements in the relationship between computer vision and architectural artifacts. The first project concerns the vaulted atria of Baroque Turin and integrates a work of analysis and representation with augmented reality applications to visualize interpretative 3D models. The second project focuses on the development of a mobile app to access data on monuments, exploiting deep learning technologies for image recognition. The application field is the Imperial Fora in Rome. The third project is part of the so-called "third mission" of universities, being developed in partnership with a company operating in the electronic telecommunications infrastructure sector. The project explores automatic methods for updating existing building information modeling databases on antenna tower sites. This experience, the last in chronological order, though focused on a modern architectural asset, is meant to reframe and integrate the previous ones, updating the methods and the foreseen developments, and stressing the potential of the combined use of the studied technologies. The joint consideration of the three projects is aimed at reflecting on the processes, which from different techniques for the recognition of spatial features, produce schematic understanding and operational uses of the shape of built heritage.DOI: https://doi.org/10.20365/disegnarecon.26.2021.16
- Published
- 2021
9. Inter Faces: creation processes for artistic performance enhanced by augmented reality
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Régis Costa de Oliveira, Mónica Sofia Santos Mendes, and Anselmo Cardoso de Paiva
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creation processes ,augmented reality ,performance ,self-portrait ,hybrid territories ,Drama ,PN1600-3307 ,Dramatic representation. The theater ,PN2000-3307 - Abstract
Inter Faces: creation processes for artistic performance enhanced by augmented reality – In view of the poetic use of augmented reality, this article presents links between performance and augmented reality technology with self-referenced digital content, supported by the activist artistic proposal Inter Faces. For a reflection on creative processes, the artistic works body and Parade to Hope are compared. With this analysis we intend to present the challenges and solutions found during the creation process of Inter Faces, seeking to contribute to the debate on the expansion, popularization and poetization of augmented reality in performance.
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- 2020
10. Augmented reality and learning in organic chemistry
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Salvador Ruiz Cerrillo
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augmented reality ,organic chemistry ,learning ,education 4.0 ,Education ,Special aspects of education ,LC8-6691 ,Theory and practice of education ,LB5-3640 - Abstract
The usage of augmented reality (AR) in the process of Organic Chemistry Teaching-learning it´s considered as an innovation in didactics of this type of content and an opportunity area for the known education 4.0. The aim of this article was to evaluate learning in Organic Chemistry in High school students’ trough the usage of AR. A mixed focus was used, using a rubric as principal tool for the evaluation of the augmented reality projects designed trough HP Reveal®, such as a quiz that allowed to evaluate Specific learning on the students. The results showed a mean grade of 8.3/10 on the augmented reality projects, the mean obtained on the quiz was 7.94/10. As a conclusion manner, the usage of AR projects in high school students improves learning conditions in the domain of Chemistry trough the identification of formulas and organic compounds.
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- 2020
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11. Augmented reality application centered on the child as a resource in a virtual learning environment
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Francisco Gabriel Bezares Molina, Guadalupe Toledo Toledo, Francisco Aguilar Acevedo, and Eduardo Martínez Mendoza
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user centered design ,augmented reality ,virtual learning environment ,online learning ,Education ,Special aspects of education ,LC8-6691 ,Theory and practice of education ,LB5-3640 - Abstract
Given its characteristics, augmented reality (AR) is presented as an alternative resource in a virtual learning environment (VLE) by providing virtual elements in the real world, which can facilitate learning. This article aims to describe the development of a mobile application with guided AR under the fundamentals of UserCentered Design (UCD) in order to be integrated into a VLE. The development strategy consisted of using the UCD and in its phases making use of tools such as: surveys for the collection of information, Quality Function Deployment to identify and prioritize requirements, AR technology for prototyping and finally usability tests to identify design problems. As a result, it was possible to demonstrate the viability of this procedure in the development of interfaces of this type, considering that the resources that contextualize the needs and tastes of its users can provide better facilities and motivation within their learning. The case study studied is that of English for primary school children, which allowed verifying that this detailed framework can be replicated to other areas of interest and allow teachers to integrate AR applications in face-toface or online learning environments.
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- 2020
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12. Aplicación de la Realidad Aumentada en las prácticas educativas universitarias / Application of Augmented Reality in University Educational Practices
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Martha Patricia Astudillo-Torres
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realidad aumentada ,tic ,proceso educativo ,educación superior ,prácticaspedagógicas ,competencias digitales ,augmented reality ,ict ,educational process ,pedagogical practices ,highereducation ,digital skills ,Education ,Education (General) ,L7-991 ,Special aspects of education ,LC8-6691 - Abstract
En este artículo se analizan las prácticas pedagógicas realizadas por estudiantes universitarios al desarrollar una aplicación con tecnología de Realidad Aumentada para concientizar sobre problemas ambientales que acontecen en la región sureste de México, específicamente en el Estado de Chiapas. La investigación se fundamenta epistemológicamente en los supuestos del paradigma del Constructivismo Sociocultural y se contextualiza en una institución de educación superior pública mexicana. Para proceder ante la realidad que circunscribe el estudio, se diseña un modelo metodológico guiado por los principios de la Investigación- Acción, mediante la observación participante, la entrevista, el grupo focal y el análisis de contenido, como técnicas de recopilación de información; igualmente, a través de la triangulación de estas fuentes de recogida de datos se realiza el tratamiento analítico de la información. Los principales hallazgos y conclusiones señalan que la integración de tecnologías emergentes – como la Realidad Aumentada– al proceso de enseñanza y aprendizaje facilita, favorece y motiva el aprendizaje de los estudiantes, además les permite el desarrollo de una serie de competencias digitales relacionadas con la gestión de la información, la capacidad para elaborar textos académicos, la capacidad para desarrollar argumentación verbal, la capacidad para analizar y sintetizar información digital, el trabajo colaborativo en la modalidad virtual, el aprendizaje autónomo y la comunicación. /// This article we analyze the pedagogical practices carried out by students when developing an application with Augmented Reality technology to raise awareness about environmental problems that occur in the southeast region of Mexico, specifically in the State of Chiapas. The research is based epistemologically on the assumptions of the Sociocultural Constructivism paradigm and is contextualized in a Mexican public higher education institution. To proceed with the reality that circumscribes the study, a methodological model guided by the principles of Research- Action is designed, through participant observation, interview, focus group and content analysis, as information gathering techniques. Likewise, through the triangulation of these data collection sources, the analytical treatment of the information is carried out. The main findings point out that the integration of emerging technologies - such as Augmented Reality - to the educational process favors and motivates students' learning and simultaneously allows them to develop a series of digital competencies related to information management, ability to produce academic texts, the capacity for verbal argumentation, the ability to analyze and synthesize digital information, virtual collaborative work, autonomous learning and communication.
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- 2019
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13. Post Human Design case study: a speculative approach to flourish critical mindsets
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Stefania Palmieri, Mario Bisson, and Alessandro Ianniello
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speculative design ,augmented reality ,future studies ,collective driven ,environment centred ,Architecture ,NA1-9428 ,Architectural drawing and design ,NA2695-2793 - Abstract
In a context of disruptive innovation Design takes on new roles, which place it in a different position compared to the practices of the last decade.Speculative Design underlines the importance of designing futuristic scenarios, users and artefacts, starting from the phenomena and innovations taking place in the present, with the aim of nurturing critical thinking and shared knowledge about these.Digital innovations related to augmented, virtual and mixed reality technologies are becoming one of the ideal tool which involves viewers in the process of maturation.The aim of this paper is to investigate new relationships between innovation, Design and users, through the analysis of a case study.The aims and objectives of the aforementioned case study fully follow the methodology of speculative Design, addressing the theme of the Post Human, of the possible evolutions of the human genre, influenced by technologies which are becoming pervasive and efficient, and with mega-trends that are significantly changing lifestyles and the relationships with the rest of living beings and ecosystems.Through the prototyping and the creation of an app, it was possible to accompany the spectators on a trans-media journey supported by augmented reality technology, used to involve viewers in the designed path and to make different contents of the exhibition usable, turning the users into actors who actively take part in the exhibition.The aim of the paper is to sum up a model useful to address both the practical and the didactic fields of application, through the use of digital and physical tool, following the concepts and the mindsets which lie behind speculative Design approach.DOI: https://doi.org/10.20365/disegnarecon.23.2019.13
- Published
- 2019
14. Methodological challenges for a new philosophy of technology
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Cristina Pontes Bonfiglioli
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Philosophy of Technology ,Postphenomenology ,digital intimacy ,smart textiles ,digital technologies for sex ,augmented reality ,Philosophy (General) ,B1-5802 ,Science ,Social sciences (General) ,H1-99 - Abstract
Nicola Liberati, Associate Professor at Shanghai Jiao Tong University (Dept. of Philosophy, School of Humanities), presents us with his unique view of how Philosophy of Technology can move beyond traditional approaches in Philosophy of Technology to solve current problems we see emerging from the use of the latest technologies in contemporaneity.
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- 2021
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15. Effectiveness of flipped learning and augmented reality in the new educational normality of the Covid-19 era
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Santiago Pozo-Sánchez, Jesús Lopez-Belmonte, Antonio José Moreno-Guerrero, and Arturo Fuentes-Cabrera
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ICT ,Flipped learning ,Augmented reality ,Active methodologies ,Educative technology ,Technology ,Language and Literature - Abstract
Flipped learning and augmented reality have become two emerging didactic proposals today in the field of education. This study analyzes the effectiveness of flipped learning and augmented reality in various dimensions related to the learning process. A quasi-experimental design has been carried out in a sample of 116 students from Spain, of the third level of Secondary Education. A questionnaire has been used to collect the research data. The results show that there is a high appreciation by students of both educational experiences, although differences in various dimensions are present. Those who have received teaching based on flipped learning show significance in the dimensions teacher-student, autonomy, deepening and classtime. On the other hand, those who have developed the experience with augmented reality show significance in the dimensions of motivation, interrelation with content and students, and resolution. In conclusion, both the application of an emerging methodology based on flipped learning and the use of educational technology with augmented reality contributes positively to the optimization of learning processes in the Mathematics classroom.
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- 2021
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16. Research review on augmented reality as an educational resource for people with intellectual disabilities
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Marcos Gómez-Puerta, Esther Chiner, Paola Melero-Pérez, and Gonzalo Lorenzo Lledó
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augmented reality ,intellectual and developmental disabilities ,educational technology ,research review ,Psychology ,BF1-990 - Abstract
The present study reviewed nine publications related to the application of augmented reality (AR)-based interventions to people with intellectual disabilities (ID). The lines of research developed focus on the areas of education, personal autonomy and health promotion. The studies are theoretical frameworks, design of AR-based applications, or quasi-experimental study designs without a control group. The samples, all of less than 15 subjects, have been chosen under intentional criteria. The devices that seem to prevail as preferred for its application in this group are the portable ones due to the wide range of intervention possibilities that they offer as well as the development potential of the personal autonomy that they allow. Results offer a positive view of the application of this technology to people with ID, although the characteristics of the studies do not allow yet its generalization. Among the reported benefits are: enhancing learning achievement, motivation and enjoyment of tasks, helping to understand information, enhancing orientation, raising the level of engagement.
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- 2019
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17. PAMU: A Multimedia Park to Enhance the Renaissance Walls of Padua
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Emanuela De Feo, Eleonora Angela Venier, Alessandro Russo, Matteo Breschigliaro, and Niccolò Pretto
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cultural heritage ,digital survey ,augmented reality ,Architecture ,NA1-9428 ,Architectural drawing and design ,NA2695-2793 - Abstract
This contribution resumes the results of the research project “Parco Multimediale delle Mura di Padova (PAMU), valorizzazione di paesaggi e percorsi culturali in un’ottica creativa e innovativa” (ESF 2014-2020), realized thanks to the synergies between the IUAV University of Venice, the University of Padua and four establishments active in the Veneto territory. The main purpose of the project is the realization of a multimedia museum of the Walls of Padua. The proposal takes advantage of innovative strategies and technologies for spreading the knowledge concerning the history of the Renaissance Walls of the city. During the project, a huge amount of data was gathered, both from the digital surveys of the three relevant case studies (Porta Codalunga, Porta Pontecorvo and Torrione Alicorno) and the documentary sources retrieved from several museums and archives of the territory. The collected data was the starting point for the virtual reconstruction of the sites within the city walls, showing their transformations over the last five centuries. The outputs of the research converged into the realization of multimedia installations, designed to project audiovisual contents directly onto the walls by creating an emotional experience taking advantage of the suggestive environment of the historical sites. In addition, an augmented reality based app allows the users to virtually visit the buildings through different periods of time, by locating tridimensional models in their original environments. Finally, a management plan and a website were conceived in order to lead the visitor, spread the knowledge and promote the Renaissance Walls of Padua.
- Published
- 2018
18. Traditional Museums, virtual Museums. Dissemination role of ICTs.
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Tommaso Empler
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information communication technologies ,museum of walls rome ,villa of maxentius ,augmented reality ,projection mapping. ,Architecture ,NA1-9428 ,Architectural drawing and design ,NA2695-2793 - Abstract
Many cultural spaces, which have been transformed into museums contain very few exhibits. In particular, museums in buildings or second-tier archaeological areas, where most of the finds have been moved to museums of major importance or exhibits that have been removed for different organizational/exhibition needs. In these situations, the use of ICT affords the possibility to incorporate effective communication and dissemination systems. As a result, it involves visitors and scholars within the exhibit using procedures related to edutainment, interactive and immersive experiences, serious games and gamification. As a case study are taken the Museum of the Walls, as a museum in building, and the archaeological area of the Maxentius archaeological complex, as an open-air museum, both located on the Ancient Appia road. In the Museum of the Walls Superintendent's requirements are to enhance and disseminate: - the presence of the Museum, located in one of the many well-preserved Roman city gates located in the Aurelian Walls;- the history of the city gate and of the short section of walls connected to it;- the history and articulation of the walls of Rome.In the Maxentius archaeological the main goal is to make understand the history and the function of the two main structures (the circus and a Mausoleum of Romulus), which are visible and open to visitors, ensuring a greater understanding of an area with the size of about 4 hectares, where visitors today can only benefit information from some panels.
- Published
- 2018
19. Inter Faces: creation processes for artistic performance enhanced by augmented reality
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Régis Costa de Oliveira, Mónica Sofia Santos Mendes, and Anselmo Cardoso de Paiva
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Creation Processes ,Augmented Reality ,Performance ,Self-portrait ,Hybrid Territories ,Drama ,PN1600-3307 ,Dramatic representation. The theater ,PN2000-3307 - Abstract
Inter Faces: creation processes for artistic performance enhanced by augmented reality – In view of the poetic use of augmented reality, this article presents links between performance and augmented reality technology with self-referenced digital content, supported by the activist artistic proposal Inter Faces. For a reflection on creative processes, the artistic works body and Parade to Hope are compared. With this analysis we intend to present the challenges and solutions found during the creation process of Inter Faces, seeking to contribute to the debate on the expansion, popularization and poetization of augmented reality in performance.
- Published
- 2020
20. Sensing the Territory as an Opportunity for the Promotion of Cultural Heritage
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Imran Khan, Lídia Oliveira, Ana Carla Amaro, and Ana Melro
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Cultural Heritage ,Participation ,Promotion ,Internet of Things ,Augmented Reality ,Communication. Mass media ,P87-96 - Abstract
The promotion of cultural heritage is one of the core challenges in the current technological scenario. Traditional media information is considered not sufficient, slow, not easy to convey the message and does not have working reliability that fulfils tourist demands. ICT removes complexities that are coming in the way of cultural promotion. IoT based on smart sensors, smart objects, and Augmented Reality applications are an alternative emerging concept that can be installed at cultural heritage sites to promote them. One explores how much IoT-based applications and smart sensors are providing opportunities for the promotion of cultural heritage`s sites. Moreover, explores the design of existing applications that have the potential to sense territory and promote cultural heritage by engaging people through smart interaction and participation. The paper discusses an ICT-based project, namely LOCUS that was designed to sense the territory as an opportunity for the promotion of cultural heritage.
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- 2020
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21. Silent augmented narratives
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Susanna Berra
- Subjects
Augmented Reality ,Hearing Loss ,Inclusive Communication ,Storytelling. ,Communication. Mass media ,P87-96 - Abstract
A surdez é um problema muitas vezes desvalorizado, mas crescente entre a população mundial. Além da dificuldade em ouvir sons, envolve problemas cognitivos e emocionais, como dificuldades de aprendizagem, isolamento e incapacitação. Neste artigo, o design aplicado à surdez é analisado sob duas perspectivas diferentes: a tecnologia e as ciência da comunicação. Em relação às questões técnicas, a investigação mostra como a Realidade Aumentada pode ser aplicada através de interfaces ou óculos inteligentes que transformam os sons em estímulos visuais; do ponto de vista da comunicação, o foco está na narração de histórias e como estas podem ser articuladas com a tecnologia mencionada para envolver as pessoas, aprimorando as atividades de aprendizagem e a ligação com a comunidade. Analizando esses dois aspectos, a abordagem aqui sugerida é juntá-los num projeto conceptual criativo que possa ser atraente e útil ao público, por meio da utilização de histórias interativas, ao mesmo tempo que é aproveitado os benefícios visuais de uma experiência imersiva com a Realidade Aumentada.
- Published
- 2020
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22. Un approccio multidisciplinare per l’archeologia digitale
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Rodolfo Maria Strollo, Saverio D'Auria, and Fabrizio De Silla
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augmented reality ,cultural heritage ,3d modeling ,archaeological survey ,universal design ,Architecture ,NA1-9428 ,Architectural drawing and design ,NA2695-2793 - Abstract
Obiettivo del contributo è quello di indagare le potenzialità offerte da una metodologia multidisciplinare volta alla creazione di un database digitale facilmente interrogabile, sempre disponibile e scientificamente valido da impiegare per le diverse finalità legate al patrimonio culturale immobile (ricerca scientifica, interventi di manutenzione e restauro, valorizzazione culturale, promozione turistica). La banca dati è composta da modelli infografici elaborati con riferimento a rilievi tridimensionali affidabili dal punto di vista metrico e cromatico e rappresentativi di una realtà virtuale ‘aumentata’ delle informazioni storiche, iconografico-documentali e archivistiche riferite al bene. Caso studio su cui è stato sperimentato tale approccio metodologico è l’area archeologica di Tuscolo, sui Colli Albani a sud di Roma.
- Published
- 2017
23. Tecniche integrate di rilievo per la comprensione di contesti archeologici e paesaggistici: note metodologiche per un approccio multi-scalare.
- Author
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Giorgio Verdiani
- Subjects
digital reconstruction ,3d modeling ,virtual reality ,augmented reality ,digital representation ,Architecture ,NA1-9428 ,Architectural drawing and design ,NA2695-2793 - Abstract
Il patrimonio archeologico dell’area mediterranea è una delle manifestazioni più intense della volontà delle molte società che popolano questa zona fin dall’antichità. È un patrimonio culturale complesso e articolato che presenta enigmi difficili e possibilità impressionanti. Ciò crea la necessità di una comprensione accurata del soggetto della ricostruzione, delle sue connessioni e del suo contesto. In questo viaggio alla conoscenza, il “disegno” è il principale strumento di guida e operazione, dai primi schizzi al modello virtuale finale è il modo per scoprire le tracce della trama originale, la cosa per suggerire possibili soluzioni. Basando le sue considerazioni su dodici anni di indagini digitali e vari tentativi di ricostruzione digitale, questo contributo proporrà una discussione e definirà un percorso per questo tipo di procedure architettoniche specifiche nell’era digitale.
- Published
- 2017
24. Simulaciones aumentadas: una experiencia contemporánea del territorio
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Carlos Santamaría-Macho
- Subjects
game ,territory ,tourism ,reality-virtuality continuum ,augmented reality ,Cities. Urban geography ,GF125 - Abstract
A new kind of technological application that promises us a playful experience that gathers elements from real and virtual worlds, called location-based augmented reality games, is gaining popularity. This paper analyzes the ways in which these tools modify our territorial experience. Starting from its theoretical characterization, how a “place” can be created in the environment of these mixed realities is first described, continuing with the analysis of its practical application on a specialized game-based tourism. The essay aims to awake the interest toward a topic that can help us to understand some aspects of our current relationship with territory.
- Published
- 2017
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25. Herramientas y propuestas de innovación basadas en la tecnología de realidad aumentada aplicadas a la literatura infantil y juvenil / Tools and proposals for innovation based on augmented reality technology applied children's literature
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Noelia Margarita Moreno Martínez and Juan Lucas Onieva López
- Subjects
Tecnologías de la información y de la comunicación ,innovación ,realidad aumentada ,mobile learning ,literatura infantil y juvenil. ,Information Technology and Communication ,innovation ,augmented reality ,children's literature. ,Language and Literature - Abstract
Resumen En la sociedad de la información en la que nos encontramos inmersos la proliferación y el auge que están teniendo hoy en día dispositivos como smartphone, tablet, phablet se manifiesta en la asunción de nuevos modelos de aprendizaje, formas de vida, de comunicación, relaciones y entretenimiento por parte del ciudadano de la nueva era digital. Así pues, el desarrollo de estrategias para implantar estas nuevas herramientas tecnológicas en el aula supone una oportunidad para replantearnos la práctica educativa acorde con las nuevas características, demandas y necesidades del alumnado diverso al que se atiende, aprovechando así las posibilidades que nos ofrecen las tecnologías emergentes como la realidad aumentada (RA) bajo una nueva modalidad de aprendizaje basada en Mobile Learning. En el presente trabajo realizaremos una revisión y análisis de aplicaciones móviles basadas en la tecnología de realidad aumentada para entornos Android e iOs y, posteriormente, presentaremos propuestas de actividades para la implementación de dicha tecnología en el abordaje de la literatura infantil y juvenil. Abstract In our society´s information where we are immersed there is a boom about devices such as smartphone, tablet, phablet. They are reflected in the assumption of new learning models, lifestyles, communication, relationships and entertainment by citizens of the new digital era. Thus, the development of strategies to implement these new technological tools in the classroom is an opportunity to rethink the line educational practice with new features, demands and needs of diverse student. They are attending and take advantage of the possibilities offered by emerging technologies as augmented reality in a new mode of learning based on Mobile Learning. In this paper, we review and analysis of mobile applications based on augmented reality technology developed for Android and iOS environments, and we will present activities for the implementation of this technology for addressing children's literature.
- Published
- 2017
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26. Influence of Distance and Illumination on Detection of Marks in Augmented Reality applied to Transcranial Magnetic Stimulation
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José Soeiro, Ana Paula Cláudio, and Maria Beatriz Carmo
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Augmented Reality ,Virtual Reality ,mobile application ,illuminance ,distance ,Transcranial Magnetic Stimulation ,Computer engineering. Computer hardware ,TK7885-7895 ,Electronic computers. Computer science ,QA75.5-76.95 ,Computer software ,QA76.75-76.765 - Abstract
The study was carried out while developing an Augmented Reality mobile application that represents 3D virtual models of the brain of a patient over the real image of the patient’s head. The main purpose of the application is to guide doctors during a non-invasive medical procedure called Transcranial Magnetic Stimulation that uses electromagnetic stimulation to treat neurological problems. The tracking of these markers have proven to be one of the more challenging components of such an application and we observe that lighting conditions and distance to the markers are two of the main factors that can influence their accurate recognition
- Published
- 2016
27. Viseu Mobile: A location based Augmented Reality tour guide for mobile devices
- Author
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M.L. Martins, C. Malta, and V. Costa
- Subjects
app ,mobile devices ,tour guide ,augmented reality ,Viseu ,Geography (General) ,G1-922 ,Social sciences (General) ,H1-99 - Abstract
This article reports on the project "Viseu na Palma da Mão", which is based on a Augmented Reality app for mobile devices, whose main purpose is to maximise the tourists’ experience when visiting the town of Viseu. The paper starts by presenting a reflection on Augmented Reality and its potential and applications, with a special emphasis on the tourism industry. The increasing possibility to access the Internet anytime, anywhere, together with the unprecedented growth of mobile device penetration has boosted the development of specific applications that seek to respond to the increasing demands of tourists. It is on this premise that the app Viseu Mobile emerges, seeking to enhance the constant use of mobile devices, and making them act as a personal tour guide, based on location based information. The different stages of development and different features of the application are also explained
- Published
- 2015
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28. Augmented Reality in the environment of Heritage Building
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Gerson José de Mattos Freire
- Subjects
stage design ,ambientation ,augmented reality ,Architecture ,NA1-9428 ,Architectural drawing and design ,NA2695-2793 - Abstract
The placement of elements that enhance the ambiance in assets and historic sites can serve to supply evidence to a greater understanding of the events associated with these sites. The functional organization grows in importance within the historic buildings, by the need to transmit the historical context of the time and the experience associated to the experience of the place. Technical augmented reality can simplify this transmission, valuing the equity and providing them with an overview of the proposed experiments. This paper discusses the technologies available and a methodological framework for the use of Augmented Reality in the context of historical heritage.
- Published
- 2012
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29. Augmented image for the improvement of ancient architectonic heritage
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Pasquale Tunzi
- Subjects
image ,architectural heritage ,augmented reality ,visual communication ,Architecture ,NA1-9428 ,Architectural drawing and design ,NA2695-2793 - Abstract
In the era of electronic communication the cultural object has the value of digital resource for economic and social growth. The search for more effective ways of communicating and of greater amplitude than in the past is a goal. Of the many proposals and innovations aimed at enhancing the architectural heritage is part of augmented reality, which is an interesting tool to communicate the cultural heritage in real space resulting in a strong social impact. Here we offer an experience developed in the University of Pescara.
- Published
- 2012
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30. Interfacce e tecnologie visual 3D per conoscere, condividere e valorizzare il patrimonio culturale
- Author
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Elena Ippoliti, Alessandra Meschini, Annika Moscati, and Daniele Rossi
- Subjects
3D WebGIS ,Interactive environments ,3D modelling ,Edutainment ,Augmented Reality ,Augmented Virtuality ,Architecture ,NA1-9428 ,Architectural drawing and design ,NA2695-2793 - Abstract
L’articolo illustra gli esiti della ricerca “Modelli informativi integrati per conoscere, valorizzare e condividere il patrimonio urbano e ambientale. Sperimentare interfacce 3D per oggetti culturali geografici: l'architettura delle informazioni e l'architettura informatica” che si è posta come principale obiettivo quello di dilatare il concetto di “modello informativo integrato”, approfondendolo, attraverso integrazioni e sovrapposizioni con diversi ambienti, nelle direzioni sia dello spazio geografico (3D-GIS) e dello spazio Web (3D-WEB e 3D-GIS-WEB), sia della Realtà Aumentata e del Virtuale Aumentato. La ricerca ha mirato ad individuare sistemi tecnologici, procedurali e operativi, diversamente articolati in relazione a casi individuati, privilegiando anche tecnologie basate su strumentazioni di facile uso, a basso costo e/o open source, ma sempre affidabili relativamente alla qualità dei dati elaborati. In tale contesto si sono condotte differenti sperimentazioni, secondo vari percorsi/scale di lettura e corrispondenti organizzazioni dei dati, scegliendo come ambito privilegiato delle applicazioni il centro storico di Ascoli Piceno.
- Published
- 2012
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31. Communication design for cultural heritage: disclose the identity of Ascoli Piceno experimenting with signs and symbols
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Federico Orfeo Oppedisano and Daniele Rossi
- Subjects
visual communication ,visual identity ,cultural heritage ,augmented reality ,edutainment ,Architecture ,NA1-9428 ,Architectural drawing and design ,NA2695-2793 - Abstract
The Design for the valorisation of cultural heritage, activates some skills useful for initiating systemic processes integrated, promoting a more suitable interaction between the actors involved in the valuation of assets. In particular, communication design is a discipline that operates in the contemporary age by relating different cultural topics. It contributes to the promotion of the heritage, using the potential offered by new forms of communication, creating new systems or tools to build effective and participatory communicative relations. In this framework, the article shows and explains some experiments, about visual artifacts for cultural heritage of the city of Ascoli Piceno in order to rediscover its identity and to improve its peculiarities, carried out during a creative workshop. The workshop proposed to combine different design methods in order to offer the opportunity to develop an original approach to visual design, able to identify, in visual form, properties and characteristic of the city and its territory, as well as effective configurations to communicate it to the community. For this reason the workshop provided some methodological guidelines for the development of a design process of visual identity, through the integration of traditional operating procedures, such as watercolour drawing, and digital, such as video mapping.
- Published
- 2012
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32. La videoproiezione architetturale
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Ezio Antonelli and Andrea Mordenti
- Subjects
Architectural Video projection ,Video-art ,Video-installations ,Augmented Reality ,warping ,soft-edge ,Architecture ,NA1-9428 ,Architectural drawing and design ,NA2695-2793 - Abstract
Trasfigurare un edificio, seppure temporaneamente, comporta una serie di responsabilità: l'edificio non è semplicisticamente uno schermo su cui proiettare immagini, si trasforma invece nel luogo dove l'idea architettonica viene portata ad un livello inusuale di protagonismo, sottraendo provvisoriamente l'architettura dalla dipendenza dall'edificio. La forma diventa strumento di astrazione, metafora, concetto. L'arte come trasformazione della realtà percettiva in trasgressive contraddizioni ottiche, fino all’evasione ed astrazione lega con filo diretto la videoproiezione architetturale all’estetica delle avanguardie artistiche del '900. Come enunciato da Umberto Eco nella “teoria della menzogna” ogni forma richiama un contenuto interpretabile da parte del fruitore. Con la videoproiezione architetturale c'è la possibilità-necessità di finalizzare il mentire in senso critico costruttivo.
- Published
- 2011
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33. Augmented reality systems for weed economic thresholds applications Tecnologia de realidade ampliada para utilização com os níveis de dano econômico de plantas daninhas
- Author
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N.R. Vidal and R.A. Vidal
- Subjects
realidade aumentada ,nível de dano econômico de planta daninha ,programas de computador ,algoritmos neurais ,reconhecimento de imagem ,augmented reality ,weed economic thresholds ,software ,neural algorithms ,image recognition ,Biology (General) ,QH301-705.5 ,Botany ,QK1-989 - Abstract
The augmented reality (AR) technology has applications in many fields as diverse as aeronautics, tourism, medicine, and education. In this review are summarized the current status of AR and it is proposed a new application of it in weed science. The basic algorithmic elements for AR implementation are already available to develop applications in the area of weed economic thresholds. These include algorithms for image recognition to identify and quantify weeds by species and software for herbicide selection based on weed density. Likewise, all hardware necessary for AR implementation in weed science are available at an affordable price for the user. Thus, the authors propose weed science can take a leading role integrating AR systems into weed economic thresholds software, thus, providing better opportunities for science and computer-based weed control decisions.A tecnologia de realidade aumentada (AR) tem aplicações em vários e diversos campos, como aeronáutica, turismo, medicina e educação. Nesta revisão, é resumido o estado atual da AR e propõe-se uma nova aplicação dela na ciência das plantas daninhas. Os elementos básicos para a implementação de algoritmos de AR já estão disponíveis para desenvolvimento de aplicações na área de níveis de dano econômico de plantas daninhas. Estes incluem algoritmos de reconhecimento de imagem, para identificar e quantificar as infestantes por espécie; e software, para a seleção de herbicidas com base na densidade de plantas daninhas. Da mesma forma, todo o hardware necessário para aplicação da AR nessa área da ciência das plantas daninhas está disponível a um preço acessível ao usuário. Assim, sugere-se que a ciência das plantas daninhas possa assumir um papel preponderante na integração dos sistemas de AR aos softwares de níveis de dano econômico de plantas daninhas nas culturas. Com isso, seria possível proporcionar melhor utilização da informática para apoio nas decisões de controle de plantas daninhas baseadas na ciência.
- Published
- 2010
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34. Development of an Augmented Reality environment for the assembly of a precast wood-frame wall using the BIM model
- Author
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Ana Regina Mizrahy Cuperschmid, Marina Graf Grachet, and Márcio Minto Fabrício
- Subjects
Augmented Reality ,Wood-frame ,Assembly ,Building ,Technology ,Building construction ,TH1-9745 - Abstract
Abstract This article presents the development of an Augmented Reality (AR) application to assist in the assembly of a precast wood-frame wall, based on the BIM model of the wall execution sequence. The research study used the Design Science Research approach and its aim was to develop an AR application named "montAR" (version 2.0). This application offers a tutorial that combines a wall model visualized in AR in actual scale, followed by an audio with step-by-step instructions of the assembly process. Its applicability was simulated in a laboratory with the participation of volunteers (architecture and engineering students). Two visualization gadgets were used and compared: smartphones and smart glasses. The potentialities and difficulties of the use of the AR system were assessed through a questionnaire answered by the participants and through direct observation and result analysis by the researchers. The results demonstrated the potential of using AR for precast wall assembly. From a technological innovation perspective, this study emphasizes the potential use of AR as a technology suitable for training and for construction quality control.
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35. Validação de aplicativo comercial visando a incorporação da realidade aumentada a um modelo de avaliação pós-ocupação
- Author
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Márcia Regina de Freitas and Regina Coeli Ruschel
- Subjects
Augmented Reality ,renovation ,POE ,systematic ,Technology ,Building construction ,TH1-9745 - Abstract
a Avaliação Pós-Ocupação de edificações avalia-se a satisfação do usuário, o conjunto de informações sobre patologias e desempenho das edificações e identifica-se intervenções realizadas pelo morador. A possibilidade de realizar a identificação de intervenções independentemente do usuário poderia apresentar um ganho de eficiência. Vislumbra-se a aplicação de recursos de tecnologia de Realidade Aumentada (RA) para identificação de reformas realizadas, através da sobreposição do modelo de informação da construção sobre a visualização da edificação. Validou-se o uso de RA móvel por meio de aplicativos existentes para smartphones e tablets. Como contribuição propõe-se a incorporação da RA na sistemática do planejamento, condução e aplicação da Avaliação Pós-Ocupação. No planejamento propõe-se o desenvolvimento de instrumento de pesquisa. Na condução avalia-se a coleta in loco por meio da visualização de modelos sobrepostos. Na aplicação propõe-se a visualização dos resultados pelo recurso de camadas de informação de RA. A transparência do modelo de RA foi utilizada como recurso para permitir a comparação visual entre modelo virtual e modelo real. O desenvolvimento e adequação do modelo virtual, bem como a solução desenvolvida para a experiência de RA proposta são apresentados e discutidos. A experiência aponta para deficiências que ainda inviabilizam a solução tecnológica validada.
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36. Skin & bones: an artistic repair of a science exhibition by a mobile app
- Author
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Diana Marques and Robert Costello
- Subjects
science communication ,mobile app ,augmented reality ,Smithsonian’s National Museum of Natural History ,General Works ,Museums. Collectors and collecting ,AM1-501 - Abstract
Due to the costs involved with renovating exhibitions at natural history museums, some permanent exhibits stay on display unchanged for decades. The Bone Hall at the Smithsonian’s National Museum of Natural History has remained intact for 51 years. Here we discuss this exhibition as a stark exemplification of a science-only, art-free approach to communicating ideas and how creative reimaginings of the visitor experience have made it more accessible for the majority of visitors. Within the Bone Hall, mounted skeletons are displayed in static poses without any hint of movement and interpretation of their behaviors and text labels describe, in esoteric language, skeletal details. In a rare opportunity to redesign the visitor experience for an existing exhibition, we produced a mobile app. The app is guided by concepts in the natural sciences, yet inspired by artistic ideas applied to audio, video and 3D animation, which created a multisensory visitor experience. Indispensable to the approach was a production team comprised of individuals rooted in the arts/humanities and sciences. They used their crafts to make science more accessible to non-specialized visitors through audio/visual creations. Interviews and surveys with visitors confirmed the value of producing artistic interpretations of science as a more effective method of communication in the exhibit.
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