Augmented Reality Smart Glasses and Knowledge Management: a Conceptual 5 Framework for Enterprise Social Networks
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Wearable Devices for Physical Activity and Healthcare Monitoring in Elderly People: a Critical Review
geriatrics Review Wearable Devices for Physical Activity and Healthcare Monitoring in Elderly People: A Critical Review Eduardo Teixeira 1,2,3,4,* ,Hélder Fonseca 1,4 , Florêncio Diniz-Sousa 1,4 , Lucas Veras 1,4 , Giorjines Boppre 1,4 , José Oliveira 1,4 , Diogo Pinto 5, Alberto Jorge Alves 5, Ana Barbosa 4,6 , Romeu Mendes 4,6,7 and Inês Marques-Aleixo 1,2,4 1 Research Centre in Physical Activity, Health, and Leisure (CIAFEL), Faculty of Sport, University of Porto, 4200-450 Porto, Portugal; [email protected] (H.F.); josefl[email protected] (F.D.-S.); [email protected] (L.V.); [email protected] (G.B.); [email protected] (J.O.); [email protected] (I.M.-A.) 2 Faculty of Psychology, Education and Sports, Lusófona University of Porto, 4000-098 Porto, Portugal 3 Escola Superior Desporto e Lazer, Instituto Politécnico de Viana do Castelo, 4900-347 Viana do Castelo, Portugal 4 Laboratory for Integrative and Translational Research in Population Health (ITR), 4050-600 Porto, Portugal; [email protected] (A.B.); [email protected] (R.M.) 5 Research Center in Sports Sciences, Health Sciences and Human Development (CIDESD), University Institute of Maia, 4475-690 Maia, Portugal; [email protected] (D.P.); [email protected] (A.J.A.) 6 EPIUnit—Instituto de Saúde Pública, Universidade do Porto, 4050-091 Porto, Portugal 7 Northern Region Health Administration, 4000-477 Porto, Portugal * Correspondence: [email protected] Abstract: The availability of wearable devices (WDs) to collect biometric information and their use Citation: Teixeira, E.; Fonseca, H.; during activities of daily living is significantly increasing in the general population. -
A Review About Augmented Reality Tools and Developing a Virtual Reality Application
Academic Journal of Science, CD-ROM. ISSN: 2165-6282 :: 03(02):139–146 (2014) $5(9,(:$%287$8*0(17('5($/,7<722/6$1' '(9(/23,1*$9,578$/5($/,7<$33/,&$7,21%$6('21 ('8&$7,21 0XVWDID8ODVDQG6DID0HUYH7DVFL )LUDW8QLYHULVLW\7XUNH\ Augmented Reality (AR) is a technology that gained popularity in recent years. It is defined as placement of virtual images over real view in real time. There are a lot of desktop applications which are using Augmented Reality. The rapid development of technology and easily portable mobile devices cause the increasing of the development of the applications on the mobile device. The elevation of the device technology leads to the applications and cause the generating of the new tools. There are a lot of AR Tool Kits. They differ in many ways such as used methods, Programming language, Used Operating Systems, etc. Firstly, a developer must find the most effective tool kits between them. This study is more of a guide to developers to find the best AR tool kit choice. The tool kit was examined under three main headings. The Parameters such as advantages, disadvantages, platform, and programming language were compared. In addition to the information is given about usage of them and a Virtual Reality application has developed which is based on Education. .H\ZRUGV Augmented reality, ARToolKit, Computer vision, Image processing. ,QWURGXFWLRQ Augmented reality is basically a snapshot of the real environment with virtual environment applications that are brought together. Basically it can be operated on every device which has a camera display and operation system. -
Augmented Reality & Virtual Reality Is Now a Reality for Enterprises
WHITE PAPER AUGMENTED REALITY & VIRTUAL REALITY IS NOW A REALITY FOR ENTERPRISES- THE FUTURE IS HERE! Abstract Innovation and next-generation technologies have completely changed the way we work, live and possibly even the way we think. AI, Augmented Reality (AR), Virtual Reality (VR), and Blockchain are just some of the technologies that have affected how we consume art, music, movies, and how we communicate, shop, and travel. We are in the midst of a complete digital revolution. This perspective paper illustrates a point of view on the use of mixed reality (MR) in today’s enterprise environment, and covers-- virtual reality and augmented reality, market trends, industry examples, and challenges within organizations that are adopting mixed reality. In short, it sheds light on what the future is expected to look like in the context of enterprise disruption with MR. Introduction Johnny Mnemonic, the Lawnmower Man, Minority Report, the Matrix, Minority Report, the Terminator 2, Ironman… Besides captivating audiences with their Everyone seems to know what VR headsets using special electronic equipment, such as stunning visual effects, these films all have are, and the popularity of Pokémon a helmet with an internal screen or gloves one thing in common - they showcase how Go almost allows omission of a basic fitted with sensors.” VR can digitally recreate MR technologies could be potentially used introduction to AR. Though they are often the environment around you, or give you in the future. used interchangeably, it is essential to clarify the impression you are somewhere entirely that AR and VR are not the same. -
Exploring How Bi-Directional Augmented Reality Gaze Visualisation Influences Co-Located Symmetric Collaboration
ORIGINAL RESEARCH published: 14 June 2021 doi: 10.3389/frvir.2021.697367 Eye See What You See: Exploring How Bi-Directional Augmented Reality Gaze Visualisation Influences Co-Located Symmetric Collaboration Allison Jing*, Kieran May, Gun Lee and Mark Billinghurst Empathic Computing Lab, Australian Research Centre for Interactive and Virtual Environment, STEM, The University of South Australia, Mawson Lakes, SA, Australia Gaze is one of the predominant communication cues and can provide valuable implicit information such as intention or focus when performing collaborative tasks. However, little research has been done on how virtual gaze cues combining spatial and temporal characteristics impact real-life physical tasks during face to face collaboration. In this study, we explore the effect of showing joint gaze interaction in an Augmented Reality (AR) interface by evaluating three bi-directional collaborative (BDC) gaze visualisations with three levels of gaze behaviours. Using three independent tasks, we found that all bi- directional collaborative BDC visualisations are rated significantly better at representing Edited by: joint attention and user intention compared to a non-collaborative (NC) condition, and Parinya Punpongsanon, hence are considered more engaging. The Laser Eye condition, spatially embodied with Osaka University, Japan gaze direction, is perceived significantly more effective as it encourages mutual gaze Reviewed by: awareness with a relatively low mental effort in a less constrained workspace. In addition, Naoya Isoyama, Nara Institute of Science and by offering additional virtual representation that compensates for verbal descriptions and Technology (NAIST), Japan hand pointing, BDC gaze visualisations can encourage more conscious use of gaze cues Thuong Hoang, Deakin University, Australia coupled with deictic references during co-located symmetric collaboration. -
Evaluating Performance Benefits of Head Tracking in Modern Video
Evaluating Performance Benefits of Head Tracking in Modern Video Games Arun Kulshreshth Joseph J. LaViola Jr. Department of EECS Department of EECS University of Central Florida University of Central Florida 4000 Central Florida Blvd 4000 Central Florida Blvd Orlando, FL 32816, USA Orlando, FL 32816, USA [email protected] [email protected] ABSTRACT PlayStation Move, TrackIR 5) that support 3D spatial in- teraction have been implemented and made available to con- We present a study that investigates user performance ben- sumers. Head tracking is one example of an interaction tech- efits of using head tracking in modern video games. We nique, commonly used in the virtual and augmented reality explored four di↵erent carefully chosen commercial games communities [2, 7, 9], that has potential to be a useful ap- with tasks which can potentially benefit from head tracking. proach for controlling certain gaming tasks. Recent work on For each game, quantitative and qualitative measures were head tracking and video games has shown some potential taken to determine if users performed better and learned for this type of gaming interface. For example, Sko et al. faster in the experimental group (with head tracking) than [10] proposed a taxonomy of head gestures for first person in the control group (without head tracking). A game ex- shooter (FPS) games and showed that some of their tech- pertise pre-questionnaire was used to classify participants niques (peering, zooming, iron-sighting and spinning) are into casual and expert categories to analyze a possible im- useful in games. In addition, previous studies [13, 14] have pact on performance di↵erences. -
Virtual and Augmented Reality
Virtual and Augmented Reality Virtual and Augmented Reality: An Educational Handbook By Zeynep Tacgin Virtual and Augmented Reality: An Educational Handbook By Zeynep Tacgin This book first published 2020 Cambridge Scholars Publishing Lady Stephenson Library, Newcastle upon Tyne, NE6 2PA, UK British Library Cataloguing in Publication Data A catalogue record for this book is available from the British Library Copyright © 2020 by Zeynep Tacgin All rights for this book reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the copyright owner. ISBN (10): 1-5275-4813-9 ISBN (13): 978-1-5275-4813-8 TABLE OF CONTENTS List of Illustrations ................................................................................... x List of Tables ......................................................................................... xiv Preface ..................................................................................................... xv What is this book about? .................................................... xv What is this book not about? ............................................ xvi Who is this book for? ........................................................ xvii How is this book used? .................................................. xviii The specific contribution of this book ............................. xix Acknowledgements ........................................................... -
New Realities Risks in the Virtual World 2
Emerging Risk Report 2018 Technology New realities Risks in the virtual world 2 Lloyd’s disclaimer About the author This report has been co-produced by Lloyd's and Amelia Kallman is a leading London futurist, speaker, Amelia Kallman for general information purposes only. and author. As an innovation and technology While care has been taken in gathering the data and communicator, Amelia regularly writes, consults, and preparing the report Lloyd's does not make any speaks on the impact of new technologies on the future representations or warranties as to its accuracy or of business and our lives. She is an expert on the completeness and expressly excludes to the maximum emerging risks of The New Realities (VR-AR-MR), and extent permitted by law all those that might otherwise also specialises in the future of retail. be implied. Coming from a theatrical background, Amelia started Lloyd's accepts no responsibility or liability for any loss her tech career by chance in 2013 at a creative or damage of any nature occasioned to any person as a technology agency where she worked her way up to result of acting or refraining from acting as a result of, or become their Global Head of Innovation. She opened, in reliance on, any statement, fact, figure or expression operated and curated innovation lounges in both of opinion or belief contained in this report. This report London and Dubai, working with start-ups and corporate does not constitute advice of any kind. clients to develop connections and future-proof strategies. Today she continues to discover and bring © Lloyd’s 2018 attention to cutting-edge start-ups, regularly curating All rights reserved events for WIRED UK. -
Exploring Telepresence in Virtual Worlds
Exploring Telepresence in Virtual Worlds Dan Zhang z3378568 A thesis in fulfillment of the requirements for the degree of Doctor of Philosophy School of Information Systems and Technology Management UNSW Business School March 2018 PLEASE TYPE THE UNIVERSITY OF NEW SOUTH WALES Thesis/Dissertation Sheet Surname or Family name: Zhang First name: Dan Other name/s: Abbreviation for degree as given in the University calendar: PhD School: School of Information Systems and Technology Management Faculty: UNSW Business School Title: Exploring telepresence in virtual worlds Abstract 350 words maximum: (PLEASE TYPE) Virtual worlds, as the computer-based simulated environments incorporating various representations of real-world elements, have great potential to not only transform the structures and operation modes of various industries but also change the way people work, do business, learn, play, and communicate. However, the existing sharp distinctions between virtual worlds and the real world also bring critical challenges. To address these challenges, the concept of telepresence—the user’s feeling of ‘being there’ in the virtual environments—is adopted as it is considered a direct and essential consequence of a virtual world’s reality. To cultivate this feeling, it is essential to understand what factors can lead to telepresence. However, some literature gaps on telepresence antecedents impede the understanding of telepresence antecedents and affect the adoption of the telepresence construct in the design of virtual worlds. To address these issues, this study explores the concept of telepresence in the context of virtual worlds. Specifically, by adopting means-end chain (MEC) theory, the study aims to investigate the antecedents of telepresence; to reveal the inter-relationships among these antecedents by building a hierarchical structure; and to develop an innovative approach for user segmentation to understand in-depth individual differences in perceiving telepresence. -
Google Glass - Dazzling Yet Brittle Technology
INTERNATIONAL JOURNAL OF SCIENTIFIC & TECHNOLOGY RESEARCH VOLUME 5, ISSUE 05, MAY 2016 ISSN 2277-8616 Google Glass - Dazzling Yet Brittle Technology Saideep Koppaka Abstract: In today’s digital world, everyone’s carrying a mobile phone, a laptop and a tablet. All the devices mentioned above need to be carried by an individual in his bag or in his pocket. Google tried to bring up a wearable revolution with the introduction of “Google glass”. It is a wearable computer with an optical head mounted display that is worn like a pair of glasses. This paper will discuss the technology, working, benefits and concerns over the first wearable computer. Index words: Augmented reality, Cloud computing, Gadget, Google glass, Invention, Marketing, Wearable technology, Wireless ———————————————————— 1. Introduction: 3. Technologies Used: Google glass is a piece of technology that performs the For the development of Google glass, multiple technologies tasks which can be performed by your smart phone through such as Wearable computing, Ambient Intelligence, Smart voice commands. In brief, the screen present in front of Clothing, Eye tap technology, Smart Grid technology, 4G your eye is operated with your voice. Project glass (other technology and Android operating system were brought into name for Google glass) is a development program by play. Google to develop an augmented reality head mounted In wearable computing, there will be a consistent display. Augmented reality is a direct or indirect view of real interaction between the man and the machine. In world which is live. It is further related to mediate reality this case, the computer acts as an extension to which deals with the view of reality that is modified by a the human mind [2]. -
Safety Concerns Associated with Wearable Technology Products
Safety Concerns Associated with Wearable Technology Products April 1, 2020 For additional information, please contact: Dr. Treye Thomas, Office of Hazard Identification and Reduction; [email protected]; 301-987-2560 The views expressed in this report are those of the CPSC staff, and they have not been reviewed or approved by, and may not necessarily reflect the views of, the Commission. THIS DOCUMENT HAS NOT BEEN REVIEWED CLEARED FOR PUBLIC RELEASE OR ACCEPTED BY THE COMMISSION UNDER CPSA 6(b)(1) 2 Acknowledgments This report was written by the Risk Management Group, Office of Hazard Identification and Reduction. We would like to acknowledge and thank the Wearables Team for their significant contributions to the report. Wearables Team: Jacqueline Campbell, Directorate for Engineering Sciences Stephen Harsanyi, Directorate for Engineering Sciences Eric Hooker, Directorate for Health Sciences Mary House, Office of the General Counsel Stephen Lee, Office of Compliance and Field Operations Stefanie Marques, Directorate for Health Sciences Joanna Matheson, Ph.D., Directorate for Health Sciences Stephanee Synnott, Ph.D., Office of Compliance and Field Operations Treye Thomas, Ph.D., Risk Management Group Risk Management Group: Patricia Adair, Director Scott Ayers, Voluntary Standards Specialist Susan Bathalon, Program Area Risk Manager, Children’s Patricia Edwards, Voluntary Standards Coordinator Douglas Lee, Program Area Risk Manager, Electrical Dean LaRue, PSA and FOIA Coordinator Richard McCallion, Program Area Risk Manager, Mechanical, Recreational, Sports and Seniors Rohit Khanna, Program Area Risk Manager, Fire and Combustion Treye Thomas, Ph.D., Program Area Risk Manager, Chemical, Nano, and Emerging Materials Page 2 | 13 THIS DOCUMENT HAS NOT BEEN REVIEWED CLEARED FOR PUBLIC RELEASE OR ACCEPTED BY THE COMMISSION UNDER CPSA 6(b)(1) 3 1 EXECUTIVE SUMMARY The 21st century promises to be a time of incredible advances in technology and consumer product innovation, and wearable products will provide users with a wide range of new functions to enhance their lives. -
Technical Assistance Guide on Wearable Technology for People
National Business & Disability Council (NBDC) at The Viscardi Center 200 West 41st Street, 8th Floor, Suite 800 New York, NY 10018 Phone: 516-465-1519 Fax: 212-785-4515 Web: http://www.nbdc.com Technical Assistance Guide on Wearable Technology for People with Disabilities A Corporate Partner Benefit of the National Business & Disability Council (NBDC) at The Viscardi Center March 2016 Technical Assistance Guide on Wearable Technology for People with Disabilities Page - 1 National Business & Disability Council (NBDC) at The Viscardi Center: Wearable Technology for People with Disabilities The National Business & Disability Council (NBDC) at The Viscardi Center is pleased to share with its Corporate Partners the following technical assistance guide, Wearable Technology for People with Disabilities. The technical assistance guide provides useful information about wearable technology, and its potential impact on the lives of people with disabilities. Wearable technology is not a new idea; for example, people have been wearing hearing aids for decades. Technological advancement in the use of sensors, cameras and algorithms are facilitating more capable and useful wearables in all aspects of everyday life, including the workplace. Among the latest inventions are glasses that can identify objects and describe them out loud, as well as clothing that translates spatial data into vibrations. It is estimated that the wearable technology market will increase from $20 billion in 2015 to almost $70 billion in 2025.1 The United States is leading the way, too, on patent applications for wearable technology.2 Wearable technology market segmentation3 • Smart clothing & smart sports glasses • Activity monitors • Sleep sensors • Smart watches • Augmented reality headsets • Smart glasses • Continuous Glucose Monitor • Drug delivery • Monitors • Hand worn terminals The technical assistance guide provides relevant facts and materials pertaining to wearable technology. -
Augmented Reality, Virtual Reality, & Health
University of Massachusetts Medical School eScholarship@UMMS National Network of Libraries of Medicine New National Network of Libraries of Medicine New England Region (NNLM NER) Repository England Region 2017-3 Augmented Reality, Virtual Reality, & Health Allison K. Herrera University of Massachusetts Medical School Et al. Let us know how access to this document benefits ou.y Follow this and additional works at: https://escholarship.umassmed.edu/ner Part of the Health Information Technology Commons, Library and Information Science Commons, and the Public Health Commons Repository Citation Herrera AK, Mathews FZ, Gugliucci MR, Bustillos C. (2017). Augmented Reality, Virtual Reality, & Health. National Network of Libraries of Medicine New England Region (NNLM NER) Repository. https://doi.org/ 10.13028/1pwx-hc92. Retrieved from https://escholarship.umassmed.edu/ner/42 Creative Commons License This work is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 4.0 License. This material is brought to you by eScholarship@UMMS. It has been accepted for inclusion in National Network of Libraries of Medicine New England Region (NNLM NER) Repository by an authorized administrator of eScholarship@UMMS. For more information, please contact [email protected]. Augmented Reality, Virtual Reality, & Health Zeb Mathews University of Tennessee Corina Bustillos Texas Tech University Allison Herrera University of Massachusetts Medical School Marilyn Gugliucci University of New England Outline Learning Objectives Introduction & Overview Objectives: • Explore AR & VR technologies and Augmented Reality & Health their impact on health sciences, Virtual Reality & Health with examples of projects & research Technology Funding Opportunities • Know how to apply for funding for your own AR/VR health project University of New England • Learn about one VR project funded VR Project by the NNLM Augmented Reality and Virtual Reality (AR/VR) & Health What is AR and VR? F.