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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
171

Supporting Immersion of Board Games utilising Phone-based Augmented Reality

Gustafsson, Axel January 2019 (has links)
This thesis investigates a possibility of using phone-based Augmented Reality in a board game-setting in order to support immersion for experienced board game players. Using a user-centered design approach with workshops, interviews and play sessions to understand the qualities and applicability of phone-based Augmented Reality in combination with a board game, the research contributes with an advisory conclusion for future designers developing a board game including phone-based Augmented Reality components.
172

Marine visualization system: an augmented reality approach

Cojoc-Wisernig, Eduard 28 August 2020 (has links)
Sailboat operation must account for a variety of environmental factors, including wind, tidal currents, shore features and atmospheric conditions. We introduce the first method of rendering an augmented reality scene for sailing, using various visual techniques to represent environmental aspects, such as particle cloud animations for the wind and current. The visual content is provided using a hardware/software system that gathers data from various scattered sources on a boat (e.g. instruments), processes the data and broadcasts the information over a local network to one or more displays that render the immersive 3D graphics. Current technology provides information about environmental factors via a diverse collection of displays which render data collected by sensors and instruments. This data is typically provided numerically or using rudimentary abstract graphical representations, with minimal processing, and with little or no integration of the various scattered sources. My goal was to build the first working prototype of a system that centralizes collected data on a boat and provides an integrated 3D rendering using a unified AR visual interface. Since this research is the first of its kind in a few largely unexplored areas of technological interest, I found that the most fruitful method to evaluate the various iterations of different components was to employ an autobiographical design method. Sailing is the process of controlling various aspects of boat operation in order to produce propulsion by harnessing wind energy using sails. Devising a strategy for safe and adequate sailboat control relies upon a solid understanding of the surrounding environment and its behaviour, in addition to many layers of know-how pertaining to employing the acquired knowledge. My research is grouped into three distinct, yet interdependent parts; first, a hardware and software system that collects data with the purpose of processing and broadcasting visual information; second, a graphical interface that provides information using immersive AR graphics; and last, an in-depth investigation and discussion of the problem and potential solutions from a design thinking perspective. The scope of this investigation is broad, covering aspects from assembling mechanical implements, to building electronics with customized sensing capabilities, interfacing existing ship's instruments, configuring a local network and server, implementing processing strategies, and broadcasting a WebGL-based AR scene as an immersive visual experience. I also performed a design thinking investigation that incorporates recent research from the most relevant fields of study (e.g. HCI, visualization etc.) with the ultimate goal of integrating it into a conceptual system and a taxonomy of relevant factors. The term interdisciplinary is most accurate in denoting the nature of this body of work. At the time of writing, there are two major players that are starting to develop AR-based commercial products for marine navigation: Raymarine (an AR extension of their chart-based data) and Mitsubishi (AR navigation software for commercial/industrial shipping). I am not aware of any marine AR visualization that is targeted at environmental awareness for sailboats through visualization (wind, tidal currents etc.) and my research constitutes the first documented and published efforts that approached this topic. / Graduate
173

Exploring the Efficacy of Using Augmented Reality to Alleviate Common Misconceptions about Natural Selection

January 2019 (has links)
abstract: Evidence suggests that Augmented Reality (AR) may be a powerful tool for alleviating certain, lightly held scientific misconceptions. However, many misconceptions surrounding the theory of evolution are deeply held and resistant to change. This study examines whether AR can serve as an effective tool for alleviating these misconceptions by comparing the change in the number of misconceptions expressed by users of a tablet-based version of a well-established classroom simulation to the change in the number of misconceptions expressed by users of AR versions of the simulation. The use of realistic representations of objects is common for many AR developers. However, this contradicts well-tested practices of multimedia design that argue against the addition of unnecessary elements. This study also compared the use of representational visualizations in AR, in this case, models of ladybug beetles, to symbolic representations, in this case, colored circles. To address both research questions, a one-factor, between-subjects experiment was conducted with 189 participants randomly assigned to one of three conditions: non AR, symbolic AR, and representational AR. Measures of change in the number and types of misconceptions expressed, motivation, and time on task were examined using a pair of planned orthogonal contrasts designed to test the study’s two research questions. Participants in the AR-based condition showed a significantly smaller change in the number of total misconceptions expressed after the treatment as well as in the number of misconceptions related to intentionality; none of the other misconceptions examined showed a significant difference. No significant differences were found in the total number of misconceptions expressed between participants in the representative and symbolic AR-based conditions, or on motivation. Contrary to the expectation that the simulation would alleviate misconceptions, the average change in the number of misconceptions expressed by participants increased. This is theorized to be due to the juxtaposition of virtual and real-world entities resulting in a reduction in assumed intentionality. / Dissertation/Thesis / Doctoral Dissertation Educational Technology 2019
174

Ett filter av marknadsföring : En kvalitativ studie om hur Augmented Reality potentiellt kan förändra hur företag kommunicerar med konsumenten

Elfving, Zakk, Viberg, Rasmus January 2018 (has links)
The purpose of this thesis is to research the potential role Augmented Reality can have as an experiential kommunikations tool from business to customer
175

ANALYSIS OF MOTIVATION, SITUATIONAL INTEREST, AND AUGMENTED REALITY

Raber, James A. 15 May 2020 (has links)
No description available.
176

Byggbranschen i förändring : En utforskning av augmented reality som kommunikationsverktyg

Nguyen, Tommy, Khalaf, Mohamad Hazem January 2023 (has links)
Byggindustrin är en av de branscher som har stor potential att dra nytta av digitalisering och nya teknologier för att öka effektiviteten. Vårt examensarbete har som syfte att undersöka hur användningen av AR i byggindustrin kan bidra till effektivare kommunikation mellan aktörerna i ett byggprojekt. Genom att undersöka kommunikationen inom byggbranschen, potentiella tillämpningsområden för augmented reality, innovationen med nya tekniker och hur de kan implementeras, samt de utmaningar som branschen står inför, strävar vi efter att förse byggindustrin med insikter för att främja effektivitet och framsteg. Även om användningen av AR inom byggbranschen är väldigt ovanligt för närvarande, ser byggindustrin en stor potential i tekniken för mer användning i framtiden. En av de största utmaningarna som byggindustrin står inför är att acceptansen för ny digital teknik är begränsad. Detta beror på att det kan vara svårt att upptäcka användarvärdet för ny teknik och på att det finns en "generationskrock" mellan seniora arbetare som är vana vid att arbeta med traditionella metoder och juniora arbetare som är mer vana vid digitalt arbete. Att införa en ny teknologi och ett nytt arbetssätt kan vara en utmaning för alla, framför allt för de som är ovilliga att förändra sitt sätt att arbeta. Resultaten av våra undersökningar visar att användningen av AR inom byggbranschen är underutvecklad och att det finns stort utrymme för vidare forskning och utveckling av tekniken. Trots detta visar våra resultat också på många positiva fördelar med användningen av AR i byggprocessen, såsom underlättad kommunikation och minskade risker för felaktigheter, misskommunikation och ökad säkerhet.  Enligt intervjuer och litteratur förbättrar augmented reality kommunikationen inom byggbranschen genom ökad visualisering och samarbete inom design, visualisering, kollisionsdetektering och underhållsdokumentation. Utmaningar som kostnader, precision, standardisering och utbildning behöver hanteras. AR-verktyg ökar förståelsen för projekt, effektiviserar och minskar kostnader genom att minska risken för felaktiga beslut och missförstånd. Det främjar även säkerheten och minskar risker såsom budgetöverskridanden, tidsförseningar och kvalitetsproblem. AR-teknik möjliggör effektiv visualisering och kommunikation av viktiga data och främjar samarbete mellan teammedlemmar för att öka fram-gången i byggprojekt under rätt förutsättningar. / The construction industry has the potential to benefit from digitization and new technologies for increased efficiency. Our thesis explores communication in construction, potential use cases for augmented reality, innovation with new technologies, and industry challenges. Our thesis aims to examine how the use of AR in the construction industry can contribute to more effective communication among stakeholders in a construction project. While AR adoption is currently limited, the industry recognizes its potential for future use. Acceptance of new digital technology poses a significant challenge due to the difficulty in identifying user value and the generation gap between senior and junior workers. Our research highlights the underdeveloped usage of AR in construction, emphasizing the need for further research and development. However, AR offers benefits such as improved communication, reduced errors due to miscommunication, and enhanced safety for workers on the ground. AR facilitates efficient visualization and communication of vital data, fostering collaboration among team members. Further investment, acceptance, and education are crucial to enable the successful implementation of AR and unlock its full potential in the construction industry.
177

Testing Challenges of Mobile Augmented Reality Systems

Lehman, Sarah, 0000-0002-9466-0688 January 2022 (has links)
Augmented reality systems are ones which insert virtual content into a user’s view of the real world, in response to environmental conditions and the user’s behavior within that environment. This virtual content can take the form of visual elements such as 2D labels or 3D models, auditory cues, or even haptics; content is generated and updated based on user behavior and environmental conditions, such as the user’s location, movement patterns, and the results of computer vision or machine learning operations. AR systems are used to solve problems in a range of domains, from tourism and retail, education and healthcare, to industry and entertainment. For example, apps from Lowe’s [82] and Houzz [81] support retail transactions by scanning a user’s environment and placing product models into the space, thus allowing the user to preview what the product might look like in her home. AR systems have also proven helpful in such areas as aiding industrial assembly tasks [155, 175], helping users overcome phobias [35], and reviving interest in cultural heritage sites [163]. Mobile AR systems are ones which run on portable handheld or wearable devices, such that the user is free to move around their environment without restric- tion. Examples of such devices include smartphones, tablets, and head-mounted dis- plays. This freedom of movement and usage, in combination with the application’s reliance on computer vision and machine learning logic to provide core function- ality, make mobile AR applications very difficult to test. In addition, as demand and prevalence of machine learning logic increases, the availability and power of commercially available third-party vision libraries introduces new and easy ways for developers to violate usability and end-user privacy. The goal of this dissertation, therefore, is to understand and mitigate the challenges involved in testing mobile AR systems, given the capabilities of today’s commercially available vision and machine learning libraries. We consider three related challenge areas: application behavior during unconstrained usage conditions, general usability, and end-user privacy. To address these challenge areas, we present three research efforts. The first presents a framework for collecting application performance and usability data in the wild. The second explores how commercial vision libraries can be exploited to conduct machine learning operations without user knowledge. The third presents a framework for leveraging the environment itself to enforce privacy and access control policies for mobile AR applications. / Computer and Information Science
178

Near-Field Depth Perception in See-Through Augmented Reality

Singh, Gurjot 07 August 2010 (has links)
This research studied egocentric depth perception in an augmented reality (AR) environment. Specifically, it involved measuring depth perception in the near visual field by using quantitative methods to measure the depth relationships between real and virtual objects. This research involved two goals; first, engineering a depth perception measurement apparatus and related calibration andmeasuring techniques for collecting depth judgments, and second, testing its effectiveness by conducting an experiment. The experiment compared two complimentary depth judgment protocols: perceptual matching (a closed-loop task) and blind reaching (an open-loop task). It also studied the effect of a highly salient occluding surface; this surface appeared behind, coincident with, and in front of virtual objects. Finally, the experiment studied the relationship between dark vergence and depth perception.
179

Using Augmented Reality technology to improve health and safety for workers in Human Robot Collaboration environment: A literature review

Chemmanthitta Gopinath, Dinesh January 2022 (has links)
Human Robot Collaboration (HRC) allows humans to operate more efficiently by reducing their human effort. Robots can do the majority of difficult and repetitive activities with or without human input. There is a risk of accidents and crashes when people and robots operate together closely. In this area, safety is extremely important. There are various techniques to increase worker safety, and one of the ways is to use Augmented Reality (AR). AR implementation in industries is still in its early stages. The goal of this study is to see how employees' safety may be enhanced when AR is used in an HRC setting. A literature review is carried out, as well as a case study in which managers and engineers from Swedish firms are questioned about their experiences with AR-assisted safety. This is a qualitative exploratory study with the goal of gathering extensive insight into the field, since the goal is to explore approaches for AR to improve safety. Inductive qualitative analysis was used to examine the data. Visualisation, awareness, ergonomics, and communication are the most critical areas where AR may improve safety, according to the studies. When doing a task, augmented reality aids the user in visualizing instructions and information, allowing them to complete the task more quickly and without mistakes. When working near robots, AR enhances awareness and predicts mishaps, as well as worker trust in a collaborative atmosphere. When AR is utilized to engage with collaborative robots, it causes less physical and psychological challenges than when traditional approaches are employed. AR allows operators to communicate with robots without having to touch them, as well as make adjustments. As a result, accidents are avoided and safety is ensured. There is a gap between theoretical study findings and data gathered from interviews in real time. Even though AR and HRC are not new topics, and many studies are being conducted on them, there are key aspects that influence their adoption in sectors. Due to considerations such as education, experience, suitability, system complexity, time, and technology, HRC and AR are employed less for assuring safety in industries by managers in various firms. In this study, possible future solutions to these challenges are also presented.
180

Evaluation of augmented reality technology for the demonstration of KIA EV6

Madhavan, Alphonsa Mary Alexander, Yaddula, Bhavya January 2022 (has links)
Ever thought of going through the features of the car by sitting in your own space. To make the users’ lives easier, the implementation of one such application which shows the feature of the car by sitting in your workspace. With the help of this application, the user can save a lot of time, and money. To have access to this application the user needs two things, one is the image of the car which in general will be provided in the pamphlet of the car company. The other will be the application through which the image is scanned and the features of the car are viewed through the application. The application used here is made by using the most sophisticated technology known as “Augmented reality”.

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