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51. Soft Mesocrystal Enabled Multi‐Degree Light Modulation.

52. Tailored Concept for Accurate Neuroendoscopy: A Comparative Retrospective Single-Center Study on Image-Guided Neuroendoscopic Procedures.

53. Usability of Cross-Device Interaction Interfaces for Augmented Reality in Physical Tasks.

54. Design and Evaluation of Bare-Hand Interaction for Precise Manipulation of Distant Objects in AR.

55. 3D Measurements and Characterizations of Refractive Index Distributions of Volume Holographic Gratings Using Low‐Coherence Holotomography.

56. The effectiveness of immersive learning technologies in K–12 English as second language learning: A systematic review.

57. Effects of Augmented Reality-Based Remote Mentoring on Task Performance and Communication: A Simulation Study in the Context of Emergency Medical Services.

58. Current and emerging 3D visualization technologies in radiology.

59. Altruism or egoism – how do game features motivate cooperation? An investigation into user we-intention and I-intention.

60. Model design to investigate the role of augmented reality technology on contextual marketing: a system dynamics approach.

61. The Heterogeneous Packaging of A 3 × 3 Mini‐LED Array for Smart Contact Lens Display Applications.

62. Evaluation of a Retinal Projection Laser Eyeware in Patients with Visual Impairment Caused by Corneal Diseases in a Randomized Trial.

63. Do Simulated Augmented Reality Overlays Influence Street-Crossing Decisions for Non-Mobility-Impaired Older and Younger Adult Pedestrians?

65. Accelerated Augmented Reality Holographic 4k Video Projections Based on Lidar Point Clouds for Automotive Head‐Up Displays.

66. Augmented reality-based virtual-real fusion commissioning: a novel approach to production commissioning.

67. On‐Chip Direction‐Multiplexed Meta‐Optics for High‐Capacity 3D Holography.

68. Comparative study of AR infographic posters vs. offline videos for micro-video delivery in cardiology education.

69. A Framework for Real-Time Gestural Recognition and Augmented Reality for Industrial Applications.

70. A Novel Cooperation-Guided Warning of Invisible Danger from AR-HUD to Enhance Driver's Perception.

71. FMASketch: Freehand Mid-Air Sketching in AR.

72. Exploring Intuitive Visuo-Tactile Interaction Design for Culture Education: A Chinese-Chess-Based Case Study.

73. Enhancing students' learning achievements, self‐efficacy, and motivation using mobile augmented reality.

74. Reflections on augmented reality codes for teaching fundamental defensive techniques to boxing beginners.

75. Comparison between accuracy of augmented reality computed tomography-based and portable augmented reality-based navigation systems for cup insertion in total hip arthroplasty.

76. The Effects of Augmented Reality on Social Skills in Children with an Autism Diagnosis: A Preliminary Systematic Review.

77. Librarians' views of the readiness of university libraries in Indonesia to adopt virtual and augmented reality.

78. Marketing Strategies and Benefits in the Real Estate Industry in Technologically Advancing Urban Areas.

79. Immersive journalism research dominated by media effects: A call for expanded frameworks, methodologies, and narrative designs for news stories.

80. Unseen Sound: One Step into the Blind Future (Academic Access Version).

81. Mixed Reality as a Digital Visualisation Solution for the Head and Neck Tumour Board: Application Creation and Implementation Study.

82. Accessibility of games and game-based applications: A systematic literature review and mapping of future directions.

83. A System for Mixed-Reality Holographic Overlays of Real-Time Rendered 3D-Reconstructed Imaging Using a Video Pass-through Head-Mounted Display—A Pathway to Future Navigation in Chest Wall Surgery.

84. Clinical Application of an Augmented Reality Navigation System for Transforaminal Epidural Injection: A Randomized Controlled Trial.

85. Point cloud semantic segmentation based on local feature fusion and multilayer attention network.

86. Quality of experience assessment in virtual/augmented reality serious games for healthcare: A systematic literature review.

87. Mit Augmented Reality orientieren, navigieren, vernetzen – eine App für die Zentralbibliothek Düsseldorf im KAP1: Der Weg zur App: Einbindung in die Digitalstrategie der Zentralbibliothek.

88. Ergonomic‐Centric Holography: Optimizing Realism, Immersion, and Comfort for Holographic Display.

89. Augmented reality: a view to future visual supports for people with disability.

90. Involving autism stakeholders in identifying priorities for interventions based on augmented reality.

91. AQPnP: an accurate and quaternion-based solution for the Perspective-n-Point problem.

92. Anatomic Review in 3D Augmented Reality Alters Craniotomy Planning Among Residents.

93. Innovations in Spine Surgery: A Narrative Review of Current Integrative Technologies.

94. Why people use augmented reality in heritage museums: a socio-technical perspective.

95. The evaluation of a scaffolding-based augmented reality educational board game with competition-oriented and collaboration-oriented mechanisms: differences analysis of learning effectiveness, motivation, flow, and anxiety.

96. Behavior Analytic Technologies Mediated via Augmented Reality for Autism: A Systematic Review.

97. Investigation of the possibility of using an augmented reality‐based endotracheal aspiration simulation tool for nursing education.

98. GeoSolvAR: Scaffolding spatial perspective‐taking ability of middle‐school students using AR‐enhanced inquiry learning environment.

99. Image and Object Geo-Localization.

100. Augmented reality‐based method for road maintenance operators in human–robot collaborative interventions.

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