6,177 results on '"Augmented reality"'
Search Results
2. Investigating the effectiveness of augmented reality application for shape and space topic.
- Author
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Ismail, Hartini, Abdullah, Abdul Halim, and Alhassora, Najua Syuhada Ahmad
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SCHOOL children ,DIGITAL technology ,ACADEMIC achievement ,MOBILE apps ,AUGMENTED reality - Abstract
Previous studies present that students struggle with the Shape and Space topic. This occurred due to low skills in visualizing processes among the students. Based on this issue, student improvement can be achieved using appropriate learning methods and aids. Shapify It! app is a mobile application that is used to help students in the visualization process involving the topic of Shape and Space. Note that the Shapify It! app involves active participation among students in class. In addition, Shapify It! app is one of the digital innovations that implement augmented reality technology in the teaching and learning process. Therefore, the objective of this study is to investigate the effectiveness of the Shapify It! app in the visualization process in the Shape and Space topic. Here, 120 Year Two students from primary schools in Selangor participated in this study. A purposive sampling technique was applied in this study. Other than that, the pretest and posttest were the instruments applied in this study. The participants were given intervention for one month through four learning sessions. Pretest and posttest data were collected and analyzed quantitatively. The study discovered that it was difficult for the participants to make visualizations involving 2-dimensional (2D) and 3-dimensional (3D) shapes, making them unable to answer the questions correctly. However, the findings also demonstrated positive improvement in students' achievement in this topic. Hence, this study proposes an augmented reality application that has the potential to improve visualization skills for the topic of Shape and Space. [ABSTRACT FROM AUTHOR]
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- 2024
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3. Augmented reality in mobile apps for education.
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Dutta, Eeshan, Chiranthana, R. R., and Peter, J. Selvin Paul
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MOBILE apps in education ,AUGMENTED reality ,LITERATURE reviews ,AUTOREGRESSIVE models ,SYSTEMS design ,STUDENT engagement - Abstract
The increasing use of mobile devices and advancements in augmented reality (AR) technology have opened up new opportunities for educational experiences beyond traditional classroom settings. This paper presents a design for a mobile app that utilizes AR technology to enhance the learning experience. The app provides an interactive and immersive environment for students and educators to explore educational content related to various subjects and topics. The paper discusses the research problem, literature review, user and technical requirements, and system design for the app. The app includes a library of AR content related to different subjects, such as science, history, math, and language arts, and allows users to upload their own AR models to the library. The paper also proposes a video connect feature that enables users to collaborate and communicate in real-time. The app's design and features are based on related research papers, which demonstrate the effectiveness of AR technology in enhancing the learning experience and improving student engagement and motivation. The app's design incorporates best practices for user experience and accessibility, and leverages the capabilities of modern mobile devices to provide a seamless and immersive experience. This paper concludes that the proposed app has the potential to revolutionize the way we approach education, providing a powerful tool for learners and educators to engage with educational content in new and innovative ways. Further research and development are needed to fully realize the app's potential and ensure its effectiveness in diverse educational contexts. [ABSTRACT FROM AUTHOR]
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- 2024
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4. An optimal visualization of scheduling algorithms by using augmented reality and virtual reality.
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Saiprem, Tumulu, Arora, Jatin, and Mohan, Kowsigan
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AUGMENTED reality ,VIRTUAL reality ,SOFTWARE development tools ,ALGORITHMS ,SCHEDULING - Abstract
This research paper addresses the complexity of understanding the critical concept of process scheduling in operating systems and proposes an innovative approach to teaching it using an AR-based game. We have developed a game that leverages AR technology to virtualize the process scheduling concept, using practical examples of different users with varying arrival, and burst times. To simplify the explanation, we have utilizedthe First Come First Serve (FCFS) scheduling algorithm in the game. The game development was carried out using the Unity game engine and Vuforia software development kit, which provides robust support for AR game development. The AR-based game offers an immersive and engaging learning experience, providing aneffective means of making complex concepts like process scheduling more accessible to a wider audience. [ABSTRACT FROM AUTHOR]
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- 2024
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5. Augmented reality research in vocational education for the past 5 year: A bibliometric approach.
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Fara, Tinesa, Triyono, Mochamad Bruri, and Priyanto, Priyanto
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VOCATIONAL education ,BIBLIOMETRICS ,EDUCATION research ,VOCATIONAL guidance ,BIBLIOGRAPHY ,AUGMENTED reality - Abstract
This study aims to reveal research and development trends over the last five years related to Augmented Reality (AR) in Vocational Education using bibliometric analysis. There were 96 articles, which were narrowed down to 92 using the exclude method at the time of the study. The results obtained from this analysis are Bibliography category Country, Bibliography category Most Relevant Source, Bibliography category Authors, Bibliography category Affiliation, Bibliography category Document by subject area, Most Frequent Word from keyword plus, and Co-Occurrences of the Author Keywords. Indonesia has the most publications, supported by the researcher Putra ABNR from the State University of Malang, who has contributed five articles over the past five years and focuses on AR development in Vocational Education. In addition, augmented Reality, engineering education, and vocational education are the top 3 in the Most Frequent Word from keyword plus, which indicates that research in this field is related and still developing. Trends in this research and the development of Augmented Reality in Vocational Education have been discussed in the article. [ABSTRACT FROM AUTHOR]
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- 2024
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6. Augmented reality as a medium for the introduction of athletic equipments.
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Juniawan, Fransiskus Panca, Zaliman, Iski, Vizta, Umar Faruq, Tou, Nurhaeka, Endraswari, Putri Mentari, and Adawiyah, Rodiatul
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ATHLETIC equipment ,AUGMENTED reality ,RELAY racing ,ACADEMIC motivation ,SPORTING goods ,TEST systems ,ATHLETICS - Abstract
Athletics is a combination of several types of sports which can be broadly grouped into running, throwing, jumping, and walking. There are many people that already know about this sport, however, not many students that understand about tools are used in this sport. One of the solution that we can used to introduce the equipments of athletics to beginner students is through Augmented Reality. This technology combines real objects and virtual objects based on a media marker, which runs interactively in real time. There is also integration between objects in three-dimensional form, namely virtual objects that are integrated in the real world. This research uses Game Engine Unity and Vuforia which can display 3-dimensional objects, and using Android as the basis of the system. In this paper, we present four equipments of athletic sports, likely Discuss Throw, Pole Vault, High Jump, and Relay Race. The aim of this research is to enhance students knowledge to recognize those athletic sports equipment, so that students motivation can be increased. The result of the research is an Augmented Reality-based athletics introduction application that has been tested well for the system performance using blackbox testing, and the marker performance using various conditions of its marker. [ABSTRACT FROM AUTHOR]
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- 2024
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7. SLAM technology in unmanned aerial vehicle.
- Author
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Huang, Haogen
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AERONAUTICAL navigation ,IMAGE sensors ,DRONE aircraft ,RESCUE work ,AUGMENTED reality - Abstract
Unmanned Aerial Vehicle (UAV) is an aircraft with broad application prospects, and its navigation and positioning technology development is crucial to realize autonomous flight and mission execution. This paper introduces the structure and related key technologies of SLAM technology in UAV application and looks forward to the future development direction. Regarding navigation and autonomous flight, SLAM technology can help UAVs locate and plan paths in complex environments, and support indoor cruise and task execution. In terms of 3D modeling and scene reconstruction, SLAM technology can obtain environmental information through the drone's vision and laser sensors, and build an accurate 3D map. In addition, SLAM technology can also be applied to search and rescue missions, drone formation and collaborative work, and visual augmented reality. The advancement of SLAM algorithms and hardware technology has made the application of SLAM on UAVs more common and mature, providing more innovation and application opportunities for UAVs' autonomy, perception capabilities, and collaborative work capabilities. [ABSTRACT FROM AUTHOR]
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- 2024
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8. Application of SLAM technology in VR and AR.
- Author
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Zou, Zhuhuan
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AUGMENTED reality ,VIRTUAL reality ,ROBOTICS - Abstract
In recent years, the development of virtual reality (VR) and augmented reality (AR) technologies has become an increasingly strong and vibrant field. These technologies have been more and more widely used in various fields, such as medicine, education, military, industry, entertainment, etc. Simultaneous Localization and Mapping (SLAM) is a technology widely used in robotic engineering that can enable the robot to localize itself and construct the surroundings in a fully unknown environment. With the utilization of SLAM, the problem of automatic locating of VR and AR devices can be solved and greatly improve the application field of VR and AR. The paper will introduce some algorithms of SLAM used in VR and AR devices and the practical application of VR and AR devices that utilize SLAM technology. The research in this paper will have a significant value in the application of VR and AR. [ABSTRACT FROM AUTHOR]
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- 2024
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9. Occlusion handling for augmented reality environment using neural network image segmentation: A review.
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Ahmad, Muhammad Anwar Bin, Suaib, Norhaida Mohd, and Ismail, Ajune Wanis
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AUGMENTED reality ,PUBLISHED articles ,OBJECT tracking (Computer vision) ,IMAGE segmentation - Abstract
Recently, the advancements of handling occlusions for Augmented Reality (AR) introduces neural network-based image segmentation methods. However, it comes with increased computational costs. There has been some research that try to tackle this issue. Therefore, this paper compiles and reviews the recent articles that covers on this topic in order to identify the current achievements and the future works. The structure of this paper consists of explaining the basics of neural network-based image segmentation, discussing the methods in the published articles and suggesting expected future improvements. 14 articles were identified and 6 of them are discussed in this article. From the discussions, it is found that the common image segmentation methods comprise of semantic and instance segmentation, with instance segmentation giving more accurate and robust results for tracking objects but with higher computational costs. Some methods also incorporate depth-based techniques and 3D reconstruction to improve the accuracy. Based on the advancements, it is concluded that future works on this topic will be more on improving instance segmentation methods in order to reduce the computational costs. [ABSTRACT FROM AUTHOR]
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- 2024
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10. Augmented reality-based campus navigation.
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Prashanth, Bolukonda, Ramesh, Oruganti, Reddy, G. Prabhakar, Srinivasulu, B., Maheshwari, G. Uma, Srikanth, Rapelli, and Ghate, Sukhaveerji
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TECHNOLOGICAL innovations ,CELL phones ,MOBILE apps ,AUGMENTED reality ,NAVIGATION ,SMARTPHONES ,AERONAUTICAL navigation - Abstract
A method known as navigation concentrates mostly on the act of observing and managing how people, vehicles, and perhaps other things navigate through one location to the next, including: oceanic, terrestrial, and air navigation. The college navigator is an android smartphone software that is mostly use in guiding paths within campus buildings, such as colleges, hospitals, malls, etc. Today's smartphones are much more than just communication tools. Mobile phones in particular become tools that facilitate our daily and professional lives. The usage of mobile apps have grown significantly in recent decades in tandem with the technological advancements and the attractiveness of such gadgets. Location-based apps with augmented reality aspects are indeed feasible thanks to modern technologies like GPS, sensors, compass, and accelerometer which may be utilised to identify the direction of smartphone. People may get instructions through one point to the next using various paid navigational software, including Apple maps Google Earth, Yahoo Maps, street view and Mapquest. Such programmes aren't capable of produce directions which may not exactly accurate like a pathway on college might need; instead, people should explore across established roadways. [ABSTRACT FROM AUTHOR]
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- 2024
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11. Mangrove roots learning contextuality through augmented reality to train spatial thinking ability.
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Afnan, Muhammad Zahrudin and Puspitawati, Rinie Pratiwi
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SPATIAL ability in children ,AUGMENTED reality ,SPATIAL ability ,MANGROVE plants ,HIGH school seniors ,LEARNING ,PLANT anatomy - Abstract
The availability of Augmented Reality technology can incorporate a three-dimensional (3D) object into a real environment using a smartphone. This research aims to train students to think spatially when studying the topic of plant development structure, especially related to the morphological properties of mangrove plants and the learning process. This research is learning implementation research by presenting Student Worksheets and AR-based media. The research method followed a pretest and posttest research design conducted by 30 students from class XI SMA, 20 students from XI Mathematic and Natural Sciences Ma'arif Bangkalan Senior High School, and 10 from XI Mathematic and Natural Sciences Indonesian School of Jeddah. The details of the research results that have been carried out include the effectiveness of Student Worksheets and the Augmented Reality application of Mangrove Roots in terms of the pretest results getting a percentage of 62.67% and the posttest getting an average percentage of 85.66% with complete learning outcomes of 84.16% (the spatial ability indicator is 15%, the spatial visualization indicator is 32.5%, and the framing indicator is 36.66%). All the results above get an excellent category. Increasing the score of spatial thinking skills through the N-gain score gets an average value of 0.61 in the medium category. Based on the results of this study, the application of Student Worksheets and Augmented Reality Mangrove Roots to improve spatial thinking skills is likely feasible based on the effectiveness. [ABSTRACT FROM AUTHOR]
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- 2024
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12. Augmented reality of magnetic induction (ARMI) based STEM to improve students' creative thinking skills.
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Muhammad, Iswanto, Bambang Heru, and Wibowo, Firmanul Catur
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CREATIVE thinking ,ELECTROMAGNETIC induction ,AUGMENTED reality ,HIGH schools ,STUDENTS - Abstract
This study aims to produce "Augmented Reality of Magnetic Induction (AR-MI)" based STEM as an Android learning media in high school, which can improve students' creative thinking skills. The method used in this study is the Research and Development method with the ADDIE model (Analyze, Design, Develop, Implement, and Evaluate). The results of material and media validation by experts obtained a percentage scale 79% and 75% in the good category. These results conclude that the media has qualifiedw as a high school physics learning media. It also can improve students' creative thinking skills in the medium category, as shown by the average normalized gain of creative thinking skills score increased at 0,47. These results indicate that Augmented Reality of Magnetic Induction (ARMI) based STEM is one of the appropriate media and can improve students' creative thinking skills. [ABSTRACT FROM AUTHOR]
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- 2024
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13. Designing digital math trail environment assisted by augmented reality using mathematical modeling learning approach.
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Ahsan, Muhammad Ghozian Kafi, Cahyono, Adi Nur, and Kharisudin, Iqbal
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MATHEMATICAL models ,DIGITAL learning ,MATHEMATICS ,MATHEMATICAL ability ,DIGITAL technology ,MIXED reality ,AUGMENTED reality ,LEARNING - Abstract
21st-century learning requires skills-producing students who master 21st-century skills. One of the skills that must be possessed by students in learning mathematics in this century is the skill to solve mathematical problems in the real world. One approach to solving problems in the real world is to use mathematical models, better known as mathematical modelling abilities. There is a need to create a good environment for learning mathematical modelling so that students can hone their mathematical modelling skills. Therefore, creating a digital learning environment assisted by Augmented Reality technology can make learning mathematical modelling more meaningful. The purpose of this research is to create a digital mathematics learning media with a math trial approach assisted by an Augmented Reality application. This study uses a design research approach with one complete cycle from the preliminary design stage, experimental design, and retrospective analysis. In the preliminary design stage, a prototype of a website-based learning media has been created with the page address mathinmaps.net. Furthermore, the media is validated by experts and gets a very good rating. In the next stage, the media was tested on several teachers and students to find out how to use the media. Teachers and students gave positive responses and inputs to improve the quality of the media created. The last stage is to analyse qualitatively the results of the preliminary design and experimental design stages. The HLT was arranged by ordering topics from Cambridge, and the modelling is also part of the math lesson. It was found that the media would be better if there were more real problems that students had to solve. The media must be improved on the instruction to make instruction more clear. In the future, this media will be able to be tested in large classes to test how the learning trajectory of math trail-based learning with augmented reality is to improve mathematical modelling abilities. [ABSTRACT FROM AUTHOR]
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- 2024
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14. Development of ethnomathematics-based curved three-dimensional shape learning media using augmented reality.
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Damayanti, Ira Ika, Ayu, Annisa, Sariah, Umi Indah, Mustaqfiroh, Mustaqfiroh, Oktaviani, Intan Ayu, and Nursyahidah, Farida
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AUGMENTED reality ,JUNIOR high school students ,CREATIVE thinking ,CREATIVE ability ,MATHEMATICS - Abstract
Geometry is very important to study in Mathematics, one of which is in the material of curved three-dimensional forms. However, many students still have difficulty learning the material, which affects their creative thinking ability, which is still not optimal. Therefore, we need innovative media development using the right context, one of which is using Augmented Reality-based Ethnomathematics. This study aims to develop ethnomathematical-based media using Augmented Reality, which is oriented toward the ability to think creatively. This research is a type of development research with the ADDIE model. This article will discuss the results of the analysis, design, and development stages. The subjects in this study were ninth-grade students in one of the junior high schools in Semarang. Data collection in this study used the questionnaire method by analyzing Augmented Reality learning media based on Ethnomathematics. The validation data from experts were analyzed using the mean formula to determine the average media validity score. The analysis results showed that the average score of Ethnomathematics-based media validation using Augmented Reality oriented toward creative thinking skills was 87% with excellent qualifications and material validation with 90% with excellent qualifications. Thus, ethnomathematics-based media using Augmented Reality, which is oriented towards creative thinking skills, can be declared valid and have excellent qualifications. This media development can then be implemented in the classroom to find out the potential effect on students' creative thinking ability and is expected to inspire educators to develop media by involving cultural exploration. [ABSTRACT FROM AUTHOR]
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- 2024
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15. The development of e-flipbook multirepresentative augmented reality in biology cells to enhance technology literacy and student learning outcomes.
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Firdaus, Zahra, Setiawan, Deny, Sunarmi, Sunarmi, and Setiani, Puspita Pebri
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EDUCATIONAL outcomes ,AUGMENTED reality ,CYTOLOGY ,COMPUTER literacy ,CONTROL groups ,BIOELECTRONICS ,LEARNING ,LEARNING by discovery ,CONCEPT mapping - Abstract
Biology cell learning has difficulties teaching microscopic objects, which causes students not to understand the concept of cells. Therefore, a learning media solution is needed to facilitate the learning process. This research aims to develop and test the practicality of electronic flipbook multirepresentative augmented reality based on a website in learning discovery learning biology cells to practice technology literacy and student learning outcomes. This research was conducted at 3rd Senior High School in Malang, whose object of study is class XI students. This research includes the development of the Lee & Owens development model, which consists of Analyze, Design, Development, Implementation, and Evaluation. In the analysis stage, the results are in the form of need assessment and front-end analysis. The design stage produces material and media designs. The development stage produces a website-based AR electronic flipbook on cell biology material with 100% material validation, 100% media validation, and practicality results by teachers getting 93.4%. The implementation stage was performed using a quasy experiment. Random sampling was applied to select the experiment and control group. Data was collected through questionnaires and tests. Technology literacy was analyzed descriptively. The student learning outcomes were analyzed using T-test. The result showed a significant difference between them, with the sig. 0.020. The evaluation stage is carried out to evaluate the effects of media implementation. The product can be inferred as media that can increase student learning outcomes and technological literacy in cell learning. [ABSTRACT FROM AUTHOR]
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- 2024
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16. Improving the understanding of high school students in biology based on qur'anic through augmented reality visualization.
- Author
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Ramadhan, Mochammad Rizal, Fahmi, Muhammad Iqbal Najib, and Hasanah, Samudra Mutiara
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AUGMENTED reality ,HIGH school students ,BIOLOGY students ,DATA visualization ,REALITY television programs ,BLACKBERRIES - Abstract
The current reality showed that the innovation of biology based on Qur'anic learning media used in schools was still in the form of printed books without a touch of technology. The current development of augmented reality technology can be used to make it easier to visualize microscopic material and provide a comprehensive Tafseer of the material. This study aims to develop augmented reality-based learning media to improve high school students' understanding of biology based on Qur'anic material. This type of research is development research using the ADDIE method, which includes Analysis, Design, Development, Implementation, and Evaluation. The feasibility of this media was obtained from the validation results of media experts, material experts, teachers, peer reviewers, and implementation to 50 high school students. The result of media development is in the form of a book that can be connected to a smartphone and can visualize 3D augmented reality objects on biology based on Qur'anic material. Specifically, the results of media validation were 87.27% (very feasible), material validation was 89.65% (very feasible), peer reviewers' and teachers' responses were 82.85% (very feasible), and high school students' responses were 86.2 % (very feasible). Based on the results of the implementation carried out on 50 high school students, a significance value of 0.000 was obtained, which means there was a significant difference between the pre-test and post-test scores, so it can be concluded that students experienced an increase in material understanding after using the developed media. Based on this, this learning media has a positive impact to be applied and can increase students' understanding of biology based on Qur'anic learning. [ABSTRACT FROM AUTHOR]
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- 2024
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17. Development of an electronic module on the subject of ecosystems and environmental changes based on problem-based learning assisted by augmented reality macrozoobenthos.
- Author
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Alvionita, Devi, Ibrohim, Ibrohim, Sueb, Sueb, Memiasih, Novela, and Hardyanto, Yanang Surya Putra
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PROBLEM-based learning ,AUGMENTED reality ,BIOLOGY education ,TEACHING aids - Abstract
The impact of changes in technology, information, and communication (ICT) is currently playing a tremendous role in the education system. Changes in student learning patterns, which are influenced by technology, are one of the big challenges that need to be addressed immediately. Related to this problem, development research was carried out that aims to develop technology-based teaching materials that meet valid and practical requirements. This research consists of five stages, which refer to the model of Lee and Owen (2014); these are assessment and analysis, design, development, implementation, and evaluation. Quantitative data were analyzed descriptive quantitatively from the results of validation, trials, and practical results of teaching material. Qualitative data were analyzed descriptive qualitative obtained from suggestions and comments from validators, biology education practitioners, and students. The trial and implementation of teaching material were carried out at MAN 1 Jember from May to June 2022. The results showed that teaching materials validity reached 100% from material experts and media experts in the very valid category, reaching 93% of biology education practitioners in the very valid category and 97% of the trials in the very valid category. The results of the practicality test reached 88.1% in the very practical category. From this research, it can be concluded that the electronic module for ecosystems and environmental change learning based on PBL and assisted by augmented reality is valid and practical, which can be used in subsequent research. [ABSTRACT FROM AUTHOR]
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- 2024
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18. Evaluating design approaches for encouraging behavior change in editors: exploring a digital nudging strategy in a non-personalized recommender system to promote adoption of augmented analytics.
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Heinrich, Tanja and Szasz, Oliver
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DIGITAL technology ,AUGMENTED reality ,DECISION making ,COGNITIVE load ,USER-centered system design - Abstract
In the age of digitalization, navigating through vast amounts of data is a challenge. Augmented analytics, which often goes unnoticed by employees, has the potential to support effective decision-making. This study examines the impact of digital nudging on editors' cognitive load and behavioral change towards augmented analytics, providing insights into behavior change design. Combining theory with expert interviews and workshops, this study results in five nudging strategies. The findings reveal varied triggers influencing behavioral change, emphasizing stakeholder involvement in the process. [ABSTRACT FROM AUTHOR]
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- 2024
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19. Unravelling experiences, barriers, and design strategies for encouraging reusable takeaway cup usage.
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Herweyers, Laure, Du Bois, Els, and Moons, Ingrid
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DIGITAL technology ,AUGMENTED reality ,DECISION making ,COGNITIVE load ,USER-centered system design - Abstract
The increasing use of disposable takeaway cups negatively affects the environment due to their non-recyclability and waste. This study investigates the adoption and sustained use of reusable takeaway cups in Belgium, including routines and experience. We did structured interviews (n=58), a survey (n=300), diary studies (n=8) and interviews with baristas (n=8). The findings provide recommendations including clear communication, incentives, and user-friendly cup design. Future research should test interventions and consider regional and cultural variations in sustainable coffee consumption. [ABSTRACT FROM AUTHOR]
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- 2024
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20. Are generative design tools creative? A characterisation of tools throughout the design process.
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Peckham, Owen Rahmat, Hicks, Ben, and Goudswaard, Mark
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GENERATIVE artificial intelligence ,AUGMENTED reality ,DESKTOP environments (Computer interfaces) ,COMPUTER-aided design ,CREATIVE ability - Abstract
Generative design is now a core capability of today's CAD systems enabling broader exploration of the design space. This paper presents a desktop review of 15 tools with the aim of characterising where the tools are used in the design process and to what extent they can be considered creative.The results showed that, despite their increasing capabilities, GD tools are unable to exhibit all phases of creativity and cannot be applied in all stages of the design process. This highlights the criticality of the human in design providing opportunities for GD to augment designer creativity. [ABSTRACT FROM AUTHOR]
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- 2024
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21. AR@campus: Augmented reality (AR) for indoor positioning and navigation apps.
- Author
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Romli, Rusnida, Yew, Chang Chia, Ghazali, Nur Hafizah, Zahri, Nik Adilah Hanin, Amir, Amiza, and Hasnan, Ridzhal
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USER interfaces ,MOBILE apps ,COMPUTER software development ,NAVIGATION ,AUGMENTED reality ,INDUSTRY 4.0 - Abstract
The integration of Augmented Reality (AR) technology in indoor navigation has transformed spatial awareness and user interaction. This research focuses on "AR@Campus," an AR app designed for campus navigation, aligned with Industry 4.0 principles. It leverages AR to enhance human perception and dynamic digital interaction. The primary goal is to provide an intuitive campus navigation experience using IndoorAtlas positioning technology. Key features include overlaying virtual elements like paths and landmarks onto real-world views, improving spatial understanding. The study covers software development, interface design, and user evaluation, utilizing the IndoorAtlas SDK and Android Studio for precise positioning. The user interface prioritizes ease of use and personalized experiences. User testing is integral, confirming the app's effectiveness, praised for its user-friendly interface and spatial awareness enhancements. AR@Campus represents a significant step forward in campus navigation, benefiting users by seamlessly integrating AR technology into their daily experiences. [ABSTRACT FROM AUTHOR]
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- 2024
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22. Development of mobile augmented reality application for geometry in mathematics learning.
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Mandala, Arif Sapta and Setyaningrum, Wahyu
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AUGMENTED reality ,MOBILE learning ,GEOMETRY ,LEARNING ,MATHEMATICS ,ACQUISITION of data ,STUDENTS - Abstract
One of the mathematics subjects matters that is close to the student's life is geometry. Geometry is a field of mathematics that studies the points, lines, shapes, sizes, and dimensions of things. To understand geometry, the students need to have a clear visualization because geometry is not easy to learn. It takes the learning media so that learning geometry is easy to teach. The use of AR technology can answer one of the solutions to student difficulties in geometry matter. This study aims to develop a Mobile Augmented Reality application for Geometry in mathematics learning and determine its feasibility. This Research and Development used a model ADDIE. The procedure of this development research is done only until the Development stage. Data collection instruments consist of an expert validation sheet of material and media experts. The study showed that the validation results are to be obtained percentage scoring average of 98.025% with a very valid category. According to the results, the mobile augmented reality application for geometry was very feasible for use in learning of mathematics. [ABSTRACT FROM AUTHOR]
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- 2024
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23. Augmented reality in the perspective of cognitive load theory.
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Nurjanah, Arifta and Retnowati, Endah
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COGNITIVE load ,HUMAN information processing ,AUGMENTED reality ,KNOWLEDGE acquisition (Expert systems) ,INFORMATION storage & retrieval systems ,LEARNING ,SPATIAL ability - Abstract
Augmented Reality (AR) is a technology that enables the incorporation of three-dimensional virtual objects into a real-world environment and allows users to interact with these objects in real-time on the screen. Because of its various advantages, AR is becoming increasingly popular in education settings. Several studies have proven that AR is effectively used in learning, AR encourages students to be more active, more motivated to learn and supports their spatial abilities. However, on the other hand, other studies have revealed that AR is not significantly better than non-AR-based learning settings. Cognitive load theory explains of how human information processing systems occur during the learning process and provides a framework on how to design effective learning to deal with limited human processing systems. By reviewing on some previous relevant studies, this paper discusses AR-based learning from the perspective of cognitive load theory. The review shows that, AR is effectively used in learning when 1) student learn complex material/task or learn new topic/information; 2) AR is well designed; 3) student can operate AR properly; and 4) AR is fostering generative processing. This paper will contribute to the current knowledge of AR utilization, in particular about when AR is effective for use corresponding to the perspective of cognitive load theory. Accordingly, future researchers or AR developers can design more effective AR for promoting student knowledge acquisition. [ABSTRACT FROM AUTHOR]
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- 2024
- Full Text
- View/download PDF
24. Developing an augmented reality-based immune system module to improve the eleven grade students' learning performance.
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Pujiningtyas, Mifta Ramandhani and Nurcahyo, Heru
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AUGMENTED reality ,IMMUNE system ,BIOLOGY teachers ,HIGH school seniors ,LEARNING ,HIGH school students - Abstract
This study is aimed to (1) develop an augmented reality-based immune system module for the eleven grade students of high school to be a proper learning media for them; (2) Identify the impact of using the augmented reality-based immune system module on the eleven grade students' learning performance. This study is classified as Research and Development study using ADDIE (Analysis, Design, Development, Implementation, Evaluation) model but limited only until the development stage. The subject of this study were two materials experts, two media experts, two biology teachers, and the students of XI MIPA Public Senior High School 1 Mejobo Kudus. The data were collected using assessment instruments of materials experts, media experts, biology teachers, and students and also pretest and post-test question sheets. The results of the assessments were analyzed qualitatively and quantitatively using SPPS. The results show that (1) the augmented reality-based immune system module is stated as a proper media to be used in the teaching and learning process. It was based on the assessments from the materials experts with the average value of 48.5 categorized as good, the media experts with an average value of 43.5 categorized as good, and from the biology teachers with the average value of 46 categorized as good; (2) the Augmented reality-based immune system module has an impact on improving the students' learning performance on the topic of the immune system. [ABSTRACT FROM AUTHOR]
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- 2024
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25. Augmented reality to support students learning of socio-scientific issues in biology class: A systematic review of the literature.
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Annisa, Diqna Nur and Subiantoro, Agung Wijaya
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LITERATURE reviews ,AUGMENTED reality ,BIOLOGY teachers ,MOBILE apps ,ALTERNATIVE mass media ,BIOLOGY - Abstract
This article presents a literature review on the potential of augmented reality to facilitate socio-scientific issues-based learning in biology class. This study was conducted using the Systematic Literature Review method through five main stages: formulating the research problem; searching the literature; selecting the literature; analyzing and synthesizing; and reporting the findings. Articles that meet the criteria were selected to be analyzed further. Based on selected articles, we analyzed on what kind of augmented reality technology that can be used and how can augmented reality support socio-scientific issues-based learning in biology class. The findings reveal that augmented reality can be an alternative media for biology teachers to facilitate socio-scientific issues-based learning in the form of mobile application. The integration of augmented reality in biology learning based on socio-scientific issues is able to facilitate context visualization, increase students' participation, develop conceptual knowledge, affective, socio-scientific reasoning, and many other skills. [ABSTRACT FROM AUTHOR]
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- 2024
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26. The development of 2D augmented reality integrated physics e-worksheet to improve mathematical representation ability.
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Dewi, Poppy Sari, Suryanto, Rosalita Anggi, and Kuswanto, Heru
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MATHEMATICAL ability ,HIGH school seniors ,AUGMENTED reality ,PHYSICS - Abstract
This research aimed to produce an integrated 2D augmented reality physics e-worksheet that is feasible to be developed in physics learning on momentum and impulse material and to improve student's mathematical representation ability. This was a research and development (R&D) with a 4D model (define, design, develop, and disseminate) method. Sampling in this study were students of class X MIPA 5 (as a limited test class) and X MIPA 3 (as broad test class) at Public Senior High School 1 Sedayu. The conclusion of this research was that learning physics using the integrated Augmented Reality 2D physics e-worksheet media was feasible to be developed based on the results of the validation carried out with a value of 4.3 in the very good category. The media can improve student's mathematical representation ability by the normalized gain value in the limited test class of 0.62 (medium category) and in the broad test class of 0.71 (high category). This learning media is feasible to be used in distance learning and face-to-face learning conditions. [ABSTRACT FROM AUTHOR]
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- 2024
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27. Making Android-based Augmented Reality (AR) learning media on covalent bond material.
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Putri, Melisa Aisyah, Irwansyah, Ferli Septi, Zulfikar, Wildan Budiawan, and Sari
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COVALENT bonds ,AUGMENTED reality ,ANDROGEN receptors ,LEARNING ,TWENTY-first century - Abstract
Technological developments in the 21st century are increasing so that students are required to be skilled in technological developments that will be applied in the learning process. Utilization of technology as a learning medium on covalent bonding material by utilizing Augmented Reality (AR) is one of the media that can be operated in a simple way on a smartphone, and can visualize abstract concepts into an animation, image, and can help students in understanding the concept. This study aims to describe the appearance, analyze the results of the validation test and the feasibility test of the android-based AR learning media on covalent bonding material. AR learning media is designed using the Design Based Research (DBR) method with the ADDIE model but consists of analysis, design, and development. The results of the validation test obtained an average value of rcount of 0.844 with a valid category. The results of the feasibility test get a percentage of 94.1% with a very feasible category with the conclusion that android-based AR learning media on covalent bonding material can be used as learning media. [ABSTRACT FROM AUTHOR]
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- 2024
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28. Development of learning media based on augmented reality technology to improve student's scientific literacy in the context of ocean energy.
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Nasrudin, Dindin, Rochman, Chaerul, Zakiyah, Rihana, and Irwansyah, Ferli Septi
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SCIENTIFIC literacy ,OCEAN energy resources ,AUGMENTED reality ,RENEWABLE energy sources ,OCEAN ,LEARNING - Abstract
Previous research still shows that physics is a field of study that students do not like. Some learning innovations are needed by teachers, one of which is through the development of fun media. This study aims to reveal the development of physics learning media based on Augmented Reality (AR) technology in the context of using ocean energy as a renewable energy source. This research was a Research and Development (R&D) using the DDD-E (Decide, Design, Develop and Evaluate) model. The results showed that many physics concepts were discussed through this media, and many student competencies could be built. The results of expert validation indicate that this media is suitable for use as a source of learning physics. This study recommends further testing to test the effectiveness of the application of this media in learning physics. [ABSTRACT FROM AUTHOR]
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- 2024
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29. Reality Technologies (AR, VR, MR, XR) in Tourism
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Kumlu, Sarp Tahsin, author, Samancıoğlu, Emre, author, and Özkul, Emrah, author
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- 2024
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30. Hand Gesture Recognition System Using Machine Learning
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Udbhav, Milind, Attri, Robin Kumar, Garg, Prateek, Vijarania, Meenu, Gupta, Swati, Aggarwal, Akshat, Angrisani, Leopoldo, Series Editor, Arteaga, Marco, Series Editor, Chakraborty, Samarjit, Series Editor, Chen, Shanben, Series Editor, Chen, Tan Kay, Series Editor, Dillmann, Rüdiger, Series Editor, Duan, Haibin, Series Editor, Ferrari, Gianluigi, Series Editor, Ferre, Manuel, Series Editor, Hirche, Sandra, Series Editor, Jabbari, Faryar, Series Editor, Jia, Limin, Series Editor, Kacprzyk, Janusz, Series Editor, Khamis, Alaa, Series Editor, Kroeger, Torsten, Series Editor, Li, Yong, Series Editor, Liang, Qilian, Series Editor, Martín, Ferran, Series Editor, Ming, Tan Cher, Series Editor, Minker, Wolfgang, Series Editor, Misra, Pradeep, Series Editor, Mukhopadhyay, Subhas, Series Editor, Ning, Cun-Zheng, Series Editor, Nishida, Toyoaki, Series Editor, Oneto, Luca, Series Editor, Panigrahi, Bijaya Ketan, Series Editor, Pascucci, Federica, Series Editor, Qin, Yong, Series Editor, Seng, Gan Woon, Series Editor, Speidel, Joachim, Series Editor, Veiga, Germano, Series Editor, Wu, Haitao, Series Editor, Zamboni, Walter, Series Editor, Tan, Kay Chen, Series Editor, Santosh, K. C., editor, Sood, Sandeep Kumar, editor, Pandey, Hari Mohan, editor, and Virmani, Charu, editor
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- 2024
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31. Augmented Didactic: The Potential of Gesture in Mobile Learning to Enhance Learning
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Cipollone, Elèna, Lembo, Luna, Oliva, Pietro, Cassese, Francesco Peluso, Filipe, Joaquim, Editorial Board Member, Ghosh, Ashish, Editorial Board Member, Zhou, Lizhu, Editorial Board Member, Casalino, Gabriella, editor, Di Fuccio, Raffaele, editor, Fulantelli, Giovanni, editor, Raviolo, Paolo, editor, Rivoltella, Pier Cesare, editor, Taibi, Davide, editor, and Toto, Giusi Antonia, editor
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- 2024
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32. A Study of Gaze Contact Conditioning in Children with Autism Based on AR Technology
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Zhao, Tian, Li, Yuling, Liu, Ruidong, Ding, Ni, Goos, Gerhard, Series Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Yung, Moti, Editorial Board Member, De Paolis, Lucio Tommaso, editor, Arpaia, Pasquale, editor, and Sacco, Marco, editor
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- 2024
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33. Surgical Tool Tracking: Comparative Analysis of AR Camera, OptiTrack IR, and RealSense Depth Camera Systems
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Anandan, Kavitha, Kumar, S. Pravin, Elona, J. Jane, Balathay, Divya, Ragav, Tharun R., Ganesan, Sudhir, Goos, Gerhard, Series Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Yung, Moti, Editorial Board Member, De Paolis, Lucio Tommaso, editor, Arpaia, Pasquale, editor, and Sacco, Marco, editor
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- 2024
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34. Multimodal Assistance System for the Care of Individuals in Early Stages of Dependency Using Augmented Reality and Artificial Intelligence
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Ferri-Molla, Isabel, Izquierdo-Domenech, Juan, Aliaga-Torro, Carlos, Linares-Pellicer, Jordi, Goos, Gerhard, Series Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Yung, Moti, Editorial Board Member, De Paolis, Lucio Tommaso, editor, Arpaia, Pasquale, editor, and Sacco, Marco, editor
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- 2024
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35. AEducAR3.0: An Exciting Hybrid Educational Platform for a Comprehensive Neuroanatomy Learning
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Cercenelli, Laura, Stradiotti, Stefano, Bortolani, Barbara, Tarsitano, Achille, Manzoli, Lucia, Badiali, Giovanni, Ratti, Stefano, Marcelli, Emanuela, Goos, Gerhard, Series Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Yung, Moti, Editorial Board Member, De Paolis, Lucio Tommaso, editor, Arpaia, Pasquale, editor, and Sacco, Marco, editor
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- 2024
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36. Operative Adjuncts in Pediatric Brain Tumor Surgery with a Focus on Suprasellar Tumors
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Alshareef, Mohammed, Bsat, Shadi, Hankinson, Todd C., Di Rocco, Concezio, Series Editor, Arraez, Miguel A., Editorial Board Member, Boop, Frederick A., Editorial Board Member, Froelich, Sebastien, Editorial Board Member, Kato, Yoko, Editorial Board Member, Pang, Dachling, Editorial Board Member, and Tu, Yong-Kwang, Editorial Board Member
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- 2024
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37. Logical and Technological Representations of Architectural Space: A Comparative Analysys of Kundmanngasse Haus and Casa Batlló
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Benvenuto, Ambra, Goos, Gerhard, Series Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Yung, Moti, Editorial Board Member, De Paolis, Lucio Tommaso, editor, Arpaia, Pasquale, editor, and Sacco, Marco, editor
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- 2024
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38. Instructive HMI Approach Based on Augmented Reality for UFactory Lite 6 Robotic Arm Basic Control
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Naranjo, Jose-E., Álvarez, Mauro-D. Albarracín, Garcia, Marcelo-V., Goos, Gerhard, Series Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Yung, Moti, Editorial Board Member, De Paolis, Lucio Tommaso, editor, Arpaia, Pasquale, editor, and Sacco, Marco, editor
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- 2024
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39. An Approach Toward Training Better Construction Industry Installers by Using Augmented Reality
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Kim, Jeffrey, Olsen, Darren, Goos, Gerhard, Series Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Yung, Moti, Editorial Board Member, De Paolis, Lucio Tommaso, editor, Arpaia, Pasquale, editor, and Sacco, Marco, editor
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- 2024
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40. A Task-Interaction Framework to Monitor Mobile Learning Activities Based on Artificial Intelligence and Augmented Reality
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Arrigo, Marco, Farella, Mariella, Fulantelli, Giovanni, Schicchi, Daniele, Taibi, Davide, Goos, Gerhard, Series Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Yung, Moti, Editorial Board Member, De Paolis, Lucio Tommaso, editor, Arpaia, Pasquale, editor, and Sacco, Marco, editor
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- 2024
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41. Factors Influencing the Quality of Augmented Reality Applications: a Conceptual Framework
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Abdallah, Mohammad, Sawalhi, Gana, Mazhar, Ahmad, AlRifaee, Mustafa, Goos, Gerhard, Series Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Yung, Moti, Editorial Board Member, De Paolis, Lucio Tommaso, editor, Arpaia, Pasquale, editor, and Sacco, Marco, editor
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- 2024
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42. Key Factors Affecting the Implementation of Immersive Technologies in Ophthalmology Education
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Noël, Shannon Leigh, Smuts, Hanlie, Goos, Gerhard, Series Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Yung, Moti, Editorial Board Member, van de Wetering, Rogier, editor, Helms, Remko, editor, Roelens, Ben, editor, Bagheri, Samaneh, editor, Dwivedi, Yogesh K., editor, Pappas, Ilias O., editor, and Mäntymäki, Matti, editor
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- 2024
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43. Designing Augmented Reality Assistance Systems for Operator 5.0 Solutions in Assembly
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Cimini, Chiara, Tria, Francesca, Lagorio, Alexandra, Ruppert, Tamas, Mattsson, Sandra, Rannenberg, Kai, Editor-in-Chief, Soares Barbosa, Luís, Editorial Board Member, Carette, Jacques, Editorial Board Member, Tatnall, Arthur, Editorial Board Member, Neuhold, Erich J., Editorial Board Member, Stiller, Burkhard, Editorial Board Member, Stettner, Lukasz, Editorial Board Member, Pries-Heje, Jan, Editorial Board Member, M. Davison, Robert, Editorial Board Member, Rettberg, Achim, Editorial Board Member, Furnell, Steven, Editorial Board Member, Mercier-Laurent, Eunika, Editorial Board Member, Winckler, Marco, Editorial Board Member, Malaka, Rainer, Editorial Board Member, Thürer, Matthias, editor, Riedel, Ralph, editor, von Cieminski, Gregor, editor, and Romero, David, editor
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- 2024
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44. Biomedical Data Visualization
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Gupta, Yogesh, Chakrabarti, Amlan, Series Editor, Becker, Jürgen, Editorial Board Member, Hu, Yu-Chen, Editorial Board Member, Chattopadhyay, Anupam, Editorial Board Member, Tribedi, Gaurav, Editorial Board Member, Saha, Sriparna, Editorial Board Member, Goswami, Saptarsi, Editorial Board Member, Sharan, Aditi, editor, Malik, Nidhi, editor, Imran, Hazra, editor, and Ghosh, Indira, editor
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- 2024
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45. The Internet of Things and Its Impact on the Platformization of Journalism
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Barbosa, Suzana, Firmino da Silva, Fernando, Lima, Luciellen Souza, Sixto-García, José, editor, Quian, Alberto, editor, Rodríguez-Vázquez, Ana-Isabel, editor, Silva-Rodríguez, Alba, editor, and Soengas-Pérez, Xosé, editor
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- 2024
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46. High-Tech Journalism on the R&D&i Map in Europe (2013–2023)
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Ufarte-Ruiz, María José, Murcia-Verdú, Francisco José, Manfredi-Sánchez, Juan Luis, Sixto-García, José, editor, Quian, Alberto, editor, Rodríguez-Vázquez, Ana-Isabel, editor, Silva-Rodríguez, Alba, editor, and Soengas-Pérez, Xosé, editor
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- 2024
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47. Gamification for Safe and Innovative Agriculture
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Macor, Carlo, Cecchini, Massimo, Rossi, Pierluigi, Cossio, Filippo, Monarca, Danilo, di Prisco, Marco, Series Editor, Chen, Sheng-Hong, Series Editor, Vayas, Ioannis, Series Editor, Kumar Shukla, Sanjay, Series Editor, Sharma, Anuj, Series Editor, Kumar, Nagesh, Series Editor, Wang, Chien Ming, Series Editor, Cui, Zhen-Dong, Series Editor, Berruto, Remigio, editor, Biocca, Marcello, editor, Cavallo, Eugenio, editor, Cecchini, Massimo, editor, Failla, Sabina, editor, and Romano, Elio, editor
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- 2024
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48. Visualizing Defects of Concrete 3D Printed Structures with Augmented Reality Based on Machine Learning-Driven Image Analysis
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Zimmermann, Stefan, Griego, Danielle, Flatt, Robert J., Lowke, Dirk, editor, Freund, Niklas, editor, Böhler, David, editor, and Herding, Friedrich, editor
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- 2024
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49. The Application of Augmented Reality Technology in the Teaching of Global Integration of Production Chain
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Zhang, Huichen, Li, Kan, Editor-in-Chief, Li, Qingyong, Associate Editor, Fournier-Viger, Philippe, Series Editor, Hong, Wei-Chiang, Series Editor, Liang, Xun, Series Editor, Wang, Long, Series Editor, Xu, Xuesong, Series Editor, Kuang, Yunshan, editor, Zhu, Lixin, editor, Zhang, Xiangyang, editor, and Khan, Intakhab Alam, editor
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- 2024
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50. Extended Reality in Civil Infrastructure: A Comprehensive Review
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Alam, Saniya, Alam, Sabrina, Hasan, Khalad, di Prisco, Marco, Series Editor, Chen, Sheng-Hong, Series Editor, Vayas, Ioannis, Series Editor, Kumar Shukla, Sanjay, Series Editor, Sharma, Anuj, Series Editor, Kumar, Nagesh, Series Editor, Wang, Chien Ming, Series Editor, Cui, Zhen-Dong, Series Editor, Lu, Xinzheng, Series Editor, Alam, M. Shahria, editor, Hasan, G. M. Jahid, editor, Billah, A. H. M. Muntasir, editor, and Islam, Kamrul, editor
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- 2024
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