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1,211 results on '"AUGMENTED reality"'

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1. Unmanned Aerial Vehicle (UAV) path planning and control assisted by Augmented Reality (AR): the case of indoor drones.

2. Capturing invisible health threats through augmented reality-based public health messaging: focusing on perceived realism, issue involvement, and message attitudes.

3. The Effect of Dynamic Effects and Color Transparency of AR-HUD Navigation Graphics on Driving Behavior Regarding Inattentional Blindness.

4. Consumer Perceptions and Acceptance of AR Menus in the Restaurant Industry.

5. Beyond mapping: extend the role of cartographers to user interface designers in the Metaverse using virtual reality, augmented reality, and mixed reality.

6. Enhancing Museum Visiting Experience: Investigating the Relationships Between Augmented Reality Quality, Immersion, and TAM Using PLS-SEM.

7. GeoAR: a calibration method for Geographic-Aware Augmented Reality.

8. Advances in display technology: augmented reality, virtual reality, quantum dot-based light-emitting diodes, and organic light-emitting diodes.

9. A Multi-Method Analysis of Sport Spectator Resistance to Augmented Reality Technology in the Stadium.

10. Effects of training methods on performance of a scaffolding task for workers with different spatial ability.

11. Exploring the effects of increased socket-residual limb coupling integrity via vacuum assisted suspension on prosthetic control: a preliminary study in transtibial prosthesis users.

12. Augmented Reality and Cross-Device Interaction for Seamless Integration of Physical and Digital Scientific Papers.

13. Affective Fashion Trends: Aesthetic and Digital Affects from Nostalgia to AR.

14. Effect of Transparency Levels and Real-World Backgrounds on the User Interface in Augmented Reality Environments.

15. The impact of digitalisation and digitisation in museums on memory-making.

16. The effect of 3D-stereogram mobile AR on engineering drawing course outcomes among first-year vocational high schoolers with different spatial abilities: a Bloom's taxonomy perspective.

17. Investigation of virtual & augmented reality classroom learning environments in university STEM education.

18. A tale of one city through three stories of ludic mobilities.

19. AR Dancee: An Augmented Reality-Based Mobile Persuasive Intervention for Promoting Physical Activity Through Dancing.

20. The Effect of Augmented Reality Technology on Primary School Students' Achievement, Attitudes Towards the Course, Attitudes Towards Technology, and Participation in Classroom Activities.

21. A Systematic Literature Review of Augmented Reality for Maritime Collaboration.

22. Parallel or Cross? Effects of Two Collaborative Modes on Augmented Reality Co-located Operations.

23. Robots onboard? Investigating what individual predispositions and attitudes influence the reactions of museums' employees towards the adoption of social robots.

24. Mixed reality in interventional radiology: a focus on first clinical use of XR90 augmented reality-based visualization and navigation platform.

25. Enhancing Collaborative Shopping Experience Through Interactive Personalized Avatars and Shared Gaze in a Multi-User Augmented Reality Environment.

26. A systematic review of virtual and augmented realities in higher education: Trends and issues.

27. Effects of combining rTMs and augmented reality gait adaptive training on walking function of patients with stroke based on three-dimensional gait analysis and sEMG: a randomized controlled trial.

28. Misadventure in Little Lon: augmented reality and the question of historical ’presence’.

29. Can 3-Dimensional Visualization Enhance Mental Rotation (MR) Ability?: A Systematic Review.

30. Virtual, mixed, and augmented realities: A commentary on their significance in cognitive neuroscience and neuropsychology.

31. Unlocking underrepresented use-cases for large language model-driven human-robot task planning.

32. The Dark Side of Augmented Reality: Exploring Manipulative Designs in AR.

33. The effect of presentation position and multichannel approach on learning performance in the use of an augmented reality–head worn display interface for train-driving training.

34. Accessibility and inclusiveness of new information and communication technologies for disabled users and content creators in the Metaverse.

35. V2X, GNSS, radar, and camera-based intelligent system for adaptive control of heavy mining vehicles during foggy weather.

36. Augmented reality and experience co-creation in heritage settings.

37. HoloBrain: 3D low-cost mobile augmented reality rendering of brain tumour using the GVF snake model segmentation.

38. Metaverse-powered basic sciences medical education: bridging the gaps for lower middle-income countries.

39. From static web to metaverse: reinventing medical education in the post-pandemic era.

40. Characterizing information access needs in gaze-adaptive augmented reality interfaces: implications for fast-paced and dynamic usage contexts.

41. Journalism's Immersive Shift: Uncovering Immersive Journalism's Adherence to Traditional News Values, Norms, Routines and Roles.

42. Effects of AR-HMD Interactive Interface Layout on Usability and Obstacle Avoidance in Subway Overhauls.

43. The effect of mobile image recognition-based augmented reality application on students’ acquisition of science processing skills and motivations to learn science.

44. Design and evaluation of a versatile text input device for virtual and immersive workspaces.

45. A Systematic Review on Augmented Reality Supported Flipped Classrooms Studies.

46. Employing Gamified Crowdsourced Close-Range Sensing in the Pursuit of a Digital Twin of the Earth.

47. Message on a bottle: the use of augmented reality as a form of disruptive rhetoric in wine marketing.

48. Critical incidents as a strategy to enhance student teachers' reflection about practice through immersive learning.

49. The structural characteristics of online sports betting: a scoping review of current product features and utility patents as indicators of potential future developments.

50. ARE-Platform: An Augmented Reality-Based Ergonomic Evaluation Solution for Smart Manufacturing.

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