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Effectiveness of Video-Based Augmented Reality as a Learning Paradigm for Aerospace Maintenance Training

  • Aeronautical Science

Research output : Thesis › Doctoral Thesis

Original languageAmerican English
QualificationPh.D.
Awarding Institution
Supervisors/Advisors , Advisor, External person
StatePublished - 2004
  • augmented reality
  • aviation maintenance training
  • learning modes

Disciplines

  • Graphics and Human Computer Interfaces

T1 - Effectiveness of Video-Based Augmented Reality as a Learning Paradigm for Aerospace Maintenance Training

AU - Macchiarella, Nickolas D.

N2 - "This dissertation focused on an application of augmented reality (AR) as a learning paradigm. Literature on the subject reveals a large body of knowledge on virtual reality and its effect on training and learning, but little research has been conducted to investigate the effects of AR-based training has on recall and retention."--from the dissertation.

AB - "This dissertation focused on an application of augmented reality (AR) as a learning paradigm. Literature on the subject reveals a large body of knowledge on virtual reality and its effect on training and learning, but little research has been conducted to investigate the effects of AR-based training has on recall and retention."--from the dissertation.

KW - augmented reality

KW - aviation maintenance training

KW - learning modes

M3 - Doctoral Thesis

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Online Programming Lessons, Tutorials and Capstone Project guide

Augmented and Virtual Reality Capstone and Thesis Project Ideas

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  • Virtual Reality Platform for Educational and Learning Purposes
  • Virtual Reality Campus Tour Experience using Unity3D
  • Development of Interactive Lesson Material for Biology using Virtual Reality
  • Virtual Reality Project for Diagnostic Imaging
  • Interactive Museum Tour using Virtual Reality Technology
  • Application of Virtual Reality in Physics Related Experiments
  • Virtual Reality Earthquake Drill
  • Design and Implementation of Virtual Reality Systems for Driving Simulation
  • Augmented Reality for Learning Human Body
  • ClassAR: An Augmented Reality Classroom
  • Interactive Hotel Tour through Virtual Reality
  • The use of Virtual and Augmented Reality in the area of e-commerce
  • ARonDGo: AR Mobile Application for e-commerce
  • Virtual Reality Based Integrated Traffic Simulation Project
  • Advance Navigation and Direction for Tourism using Augmented Reality
  • Augmented 3D model for Jewelry Shop
  • VRHome: a Virtual Reality Experience for Real Estate Industry
  • VRStories: Virtual Reality Story Telling App
  • Building Virtual and Augmented Reality Museum Tour Experience
  • Augmented Reality Home Assistant

Augmented Reality vs Virtual Reality, AR vs VR

Virtual reality  takes you away from the real world and completely blocks your sight with another digital environment. It is used in architecture, tourism, rehabilitation, healthcare, sports, entertainment.

Augmented Reality  brings non-existent objects into the real world transforming the surroundings with overlay imagery. It is used in education, arts, marketing, military, media, business.

https://thinkmobiles.com/blog/ar-vs-vr/

Tools for VR development

  • Unreal Engine
  • Autodesk 3ds Max
  • Autodesk Maya
  • AppGameKit -VR (AGK)

SDK for developing AR applications

  • Apple ARKit
  • Google ARCore
  • Pikkart AR SDK

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Use of Augmented Reality (AR) and Virtual Reality (VR) to address four of the “National Academy of Engineering Grand Challenges for Engineering in the 21st Century”.

Type of degree.

Computer Science and Software Engineering

Engineering is the shrewd application of science to the exploitation and transformation of natural resources for the benefit of humanity. Humankind has always resorted to engineering in order to overcome limitations, overpower challenges and improve life on the planet. In recent years, immersive technologies such as Augmented Reality (AR) and Virtual Reality (VR) have gained a lot of popularity. The rapid development of AR/VR technology has the potential to help a broad range of sectors, with education, healthcare, manufacturing and retail among the most obvious beneficiaries. In this thesis, the authors discuss developing of applications using immersive technologies such as Virtual Reality (VR) and Augmented Reality (AR) and their significance in addressing some of the engineering challenges identified by the National Academy of Engineering. The aim of this study is to develop two augmented reality (AR) and one virtual reality (VR) applications, as well as to assess their effectiveness in terms of interaction, functionality, usability, and user experience. These apps can be used to construct an immersive learning environment, locate and compare drinking water supplies in Auburn University (AU) buildings, visualize the Sun's position and direction at a given time and place, and take a virtual tour of our solar system.

https://etd.auburn.edu//handle/10415/7620

Towards Everyday-Use Augmented Reality Eyeglasses

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augmented reality thesis titles

  • Affiliation: College of Arts and Sciences, Department of Computer Science
  • Augmented and Virtual Reality (AR/VR) are emerging as next generation personal and social computing platforms. However, for AR and VR displays to be practical and mass adopted, they need to be compact and lightweight, and should support focal accommodation like everyday prescription eyeglasses. The existing commercial displays however are bulky and do not support focus cues for virtual imagery. Furthermore, users without normal vision need to wear additional pairs of prescription correction glasses to see well-focused real imagery, which is an unreasonable and awkward requirement. In my dissertation, I focus on three key areas for augmented and virtual reality (AR/VR): 1) high-quality 2D and 3D holographic near-eye display approaches compensating for severe real-world aberrations and supporting high resolution, 2) auto-focus eyeglasses for viewing both real and virtual imagery, and 3) wearable eye tracker capable of sensing pupil position, gaze direction, and optical accommodative state. The only demonstrated compact, wide-angle eyeglasses-style near-eye display (NED) for augmented/virtual imagery uses holographic techniques. However, holographic NEDs suffer from a small eyebox and poor image quality with debilitating artifacts. To overcome these, I developed a new holographic rendering framework which directly optimizes for 2D and 3D phase-only holograms, compensating for any hardware and optical aberrations in the display, producing state-of-the-art high quality true holographic imagery. The auto-focus capability is achieved by using focus-tunable lenses with focal power dynamically adjusted to also consider the user's prescription, thereby allowing for well-focused viewing of both real and synthetic imagery. This requires knowing not only the vergence but also the accommodation state of the user's eye at any instant. To achieve this, I developed comprehensive 3D eye tracking of both eyes, by analyzing the Purkinje reflections from multiple layers in the eye's cornea and lens, using a multitude of cameras and infrared LEDs, and thereby directly estimating the dynamically changing shape and focus of the eye's crystalline lens.
  • Virtual Reality
  • Computer science
  • Eye tracking
  • Augmented Reality
  • Machine Learning
  • Auto-focus Eyeglasses
  • https://doi.org/10.17615/c9zc-vr81
  • Dissertation
  • In Copyright - Educational Use Permitted
  • Fuchs, Henry
  • Heide, Felix
  • Kollin, Joel
  • Luebke, David
  • Nirjon, Shahriar
  • Pegard, Nicolas
  • Doctor of Philosophy
  • University of North Carolina at Chapel Hill Graduate School

This work has no parents.

  • UNC-Chapel Hill Artificial Intelligence Resources
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Applications of augmented reality in the construction industry public deposited.

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A big driver in the construction industry, like most others, is productivity. Naturally, everyone would like to get the maximum possible output, after providing the minimum possible input. With the growing age of technology, we are beginning to see more technology efforts aimed at being used as a tool for construction and construction related activities. A few examples of such technologies include the use of drones, GPS mapping, and virtual and augmented reality (VR & AR).This paper is an exploration of current and historical applications of augmented reality, specifically how these technologies have been used and are currently being used to display information. The aim is to learn more about some of the limitations and potential opportunities of using AR to display information. Furthermore, what effects does AR support have on user performance and behavior. We will begin this process by learning the definition and origin of AR and other related technologies. We will then look at how AR technologies have specifically been implemented in the construction and similar industries.

This paper also provides a tutorial on the development of an AR application. An AR application was developed for two reasons. One, to serve as proof of concept for our research team and second to explore how having access to an AR application affects a user’s performance and behavior. The goal was to develop an application that could both display details and information that could be toggled on and off using virtual buttons, and also to generate a 3D model that could be viewed from any angle, allowing the user to understand the complete geometry of the 3D model. This exploration serves as the first of many endeavors the University’s research teamhopes to undertake in the field of virtual and augmented reality.

  • Gebremedhin, Mussie
  • Civil, Environmental, and Architectural Engineering
  • Goodrum, Paul M
  • Hollowell, Matthew R
  • Pfeffer, W.T.
  • University of Colorado Boulder
  • Civil engineering
  • Virtual Reality
  • Augmented Reality
  • Masters Thesis
  • In Copyright
  • English [eng]

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Factors influencing intentions of people with hearing impairments to use augmented reality glasses as hearing aids.

augmented reality thesis titles

1. Introduction

2. theoretical framework and research hypotheses, 2.1. function quality, 2.2. perceived interaction speed, 2.3. perceived ease of use, 2.4. communication effectiveness, 2.5. social image, 2.6. confidence, 3. questionnaire design and data collection, 3.1. questionnaire design, 3.2. data collection, 4. data analysis and results, 5. discussion, 6. contributions and limitations, 6.1. theoretical contributions, 6.2. practical contributions, 6.3. research limitations, author contributions, institutional review board statement, informed consent statement, data availability statement, acknowledgments, conflicts of interest.

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Click here to enlarge figure

ConstructOperational DefinitionSource
Function qualityThe completeness and quality of functions of AR smart glasses.Wang and Chuan-Chuan Lin [ ]
Perceived interaction speedThe response speed of AR smart glasses as perceived by PHI.Steuer, Biocca and Levy [ ]
Perceived ease of useThe ease of use of AR smart glasses as perceived by PHI.Davis [ ]
Communication effectivenessThe effectiveness and quality of interactions and communication between PHI and others.Sweeney, Morrison [ ]
Social imageThe views and respect that PHI receive from others.Lin and Bhattacherjee [ ]
ConfidenceThe confidence of PHI that AR glasses can assist them in communication.Wilkes [ ]
Behavioral intentionThe intention of PHI to use AR smart glasses as hearing aids.Taylor and Todd [ ]
ConstructsItemsContentSource
Function qualityFQ1I feel that the speech-to-text accuracy of AR glasses is very high.Shanahan, Tran and Taylor [ ], Wang, Wang [ ]
FQ2I feel that the speech-to-text quality of AR glasses is high.
FQ3I believe that the information output from the AR glasses is reliable.
FQ4I believe the functionality quality of the AR glasses meets my requirements.
Perceived interaction speedPIS1I feel that the speech-to-text speed of AR glasses is very fast.Huang, Chiu [ ]
PIS2I believe the process of speech-to-text with AR glasses is very smooth.
PIS3I believe the speech-to-text speed of AR glasses is almost synchronous with the speed of the other person’s speech.
PIS4I feel that the response speed of the AR glasses is fast when communicating with others.
Perceived ease of usePEU1Learning how to use AR glasses is easy for me.Khlaisang, Songkram [ ]
PEU2Interacting with AR glasses doesn’t require much effort.
PEU3I can use AR glasses proficiently in communication.
Communication effectivenessCE1With the help of AR glasses, I communicate with others more easily and comfortably.Sweeney, Morrison [ ], Lam and Campbell [ ]
CE2With the assistance of AR glasses, I can communicate better with others.
CE3AR glasses help me understand others more effortlessly.
CE4With the assistance of AR glasses, I can communicate with others smoothly and without barriers.
Social imageSI1By using AR glasses, I have shed the image of being hearing-impaired. Yang, Yu [ ]
SI2By using AR glasses, others see me as a normal person.
SI3Using AR glasses gives others the impression that I am a regular individual.
ConfidenceCO1With the help of AR glasses, I now have the confidence to handle the entire communication process.Hong, Hwang [ ]
CO2Compared to before, with the help of AR glasses, I believe my communication performance is better.
CO3Compared to before, with the assistance of AR glasses, I will communicate with others more confidently.
Behavioral intentionBI1I am willing to use AR glasses as my hearing assistance device.Rajeh, Abduljabbar [ ], Hong, Lin and Hsieh [ ]
BI2I would recommend AR glasses to my hearing-impaired friends.
BI3I will continue to use AR glasses in the future.
CategoryGroupNumberPercentage
GenderMale7338.624%
Female11661.376%
Age<18126.349%
18–3010052.910%
31–403619.048%
41–502412.698%
51–60147.407
>6031.587
EducationHigh school or technical secondary school and below5529.101%
junior college6333.333%
Undergraduate 6534.392%
Graduate and above63.175%
Degrees of hearing impairmentMild10756.614%
Moderate7740.741%
Severe52.646%
ConstructsItemsLoadingsCronbach’s AlphaComposite Reliability (rho_a)Composite Reliability (rho_c)AVE
Function qualityFQ10.8520.8660.8690.9090.713
FQ20.844
FQ30.834
FQ40.847
Perceived
interaction speed
PIS10.8450.870.8740.9110.72
PIS20.868
PIS30.832
PIS40.848
Perceived ease of usePEU1
PEU2
PEU3
0.8390.790.7970.8770.703
0.824
0.853
Communication effectivenessCE10.8510.8680.8680.910.717
CE20.86
CE30.843
CE40.832
Social imageSI10.8250.8330.8380.90.75
SI20.903
SI30.869
ConfidenceCO10.8760.8430.8450.9050.761
CO20.881
CO30.861
Behavioral intentionBI10.8540.8670.8690.9190.791
BI20.897
BI30.915
FQPISPEUCESICOBI
0.771
0.6090.606
0.7080.7050.733
0.5930.5930.5710.685
0.5890.5690.6160.7070.724
0.5890.5860.6450.7630.6830.748
FQPISPEUCESICOBI
0.887
0.7310.721
0.8120.8080.878
0.6960.6950.6980.805
0.6840.6600.7550.8250.861
0.6750.6720.7720.8790.8010.875
ConstructR Q
Communication effectiveness0.6690.472
Social image0.4690.348
Confidence0.6080.454
Behavior intention0.6020.471
IndicesEstimated Model
SRMR0.082
d_ULS2.007
d_G0.598
Chi square648.539
NFI0.804
HypothesisPathStd Betat Statisticsp ValuesVIFResults
H1FQ → CE0.2563.3290.00012.674Support
H2PIS → CE0.2503.4490.00012.655Support
H3PEU → CE0.4267.6180.00001.715Support
H4CE → CO0.3986.2980.00001.882Support
H5CE → SI0.68516.1940.00001.000Support
H6SI → CO0.4517.3370.00001.882Support
H7SI → BI0.2963.6830.00002.101Support
H8CO → BI0.5347.3140.00002.101Support
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Share and Cite

Deng, L.; Chen, J.; Li, D. Factors Influencing Intentions of People with Hearing Impairments to Use Augmented Reality Glasses as Hearing Aids. Behav. Sci. 2024 , 14 , 728. https://doi.org/10.3390/bs14080728

Deng L, Chen J, Li D. Factors Influencing Intentions of People with Hearing Impairments to Use Augmented Reality Glasses as Hearing Aids. Behavioral Sciences . 2024; 14(8):728. https://doi.org/10.3390/bs14080728

Deng, Liyuan, Jiangjie Chen, and Dongning Li. 2024. "Factors Influencing Intentions of People with Hearing Impairments to Use Augmented Reality Glasses as Hearing Aids" Behavioral Sciences 14, no. 8: 728. https://doi.org/10.3390/bs14080728

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Bibliometrics & citations, view options, recommendations, haptics in augmented reality.

An augmented reality system merges synthetic sensory information into a user's perception of a three-dimensional environment. An important performance goal for an augmented reality system is that the user perceives a single seamless environment. In most ...

Free-hands interaction in augmented reality

The ability to use free-hand gestures is extremely important for mobile augmented reality applications. This paper proposes a computer vision-driven model for natural free-hands interaction in augmented reality. The novelty of the research is the use of ...

LeARn Flags: Assessment of the learning curve of inexperienced users with gesture interactions with hands-free augmented reality

Hands-free augmented reality (HAR) is intrinsically different from mobile augmented reality (MAR), as the interactions with the digital or holographic content happen with HAR in 3D space. For novel users, this method of interaction can be difficult to ...

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Interactive Media Systems, TU Wien

Interactive Media Systems, TU Wien

Virtual and Augmented Reality

Contact: Hannes Kaufmann

We conduct basic and application oriented research in all areas related to virtual and augmented reality.

Available Now

0609 Construct3D has been developed from 1999 - 2008. It was a very successful MR application for fully dynamic/parametric geometry education. Details are…
0606 Use the newest depth sensing technologies to develop intuitive hand interaction techniques for Mixed Reality applications! ,
0605 Experiment with the newest depth sensing technologies and develop tools to test their suitability for certain object detection and reconstruction… , ,
0602 In this project, a student needs to work on a gesture interface design which enables users to great their own gesture. This will make a… ,
0601 The aim of the project is to build a system which can measure objective quality parameters of an IMU enabled controller with available technological… ,
0584 This master thesis focus on investigating novel concepts in the field of 3D interaction and perception to allow private areas within collaborative… ,
0542 The goal of this topic is to research presence-related questions in a distributed VR system with full-body motion capture. Hardware and software: -…
0541 The topic concerns highly immersive VR systems (HMD + head tracking in large scale) where multiple users can simultaneously explore virtual…
0532 The goal of the task is to enable users of an immersive VR game to take virtual objects with virtual hands, smoothly pass them from one hand to…
0478 The general task is the development of a fully immersive multi-user VR system in Unreal Engine. Several students can work on different sub-tasks. Two…
0251 Students with interesting ideas for Virtual and Augmented Reality topics are always welcome for Master Theses, PhD Theses or Practicums. Please…

In Progress

0604 Das Ziel der Masterarbeit ist die Entwicklung einer AR-Unity-Anwendungen für die Lehre im Bauingenieurwesen. Zusätzlich soll ein Editor implementiert… ,
0571 For a fully immersive VR system with haptic feedback, a separate safety monitoring system should be implemented. The system should rely on depth data…
0570 Develop a Unity application for virtual climbing based on our rotating climbing wall Vreeclimber that includes (1) different levels of skills, (2)…
0569 The aim of this master thesis is to enable automatic object detection, starting from planar surfaces to more complex objects, within a streamed dense… ,
0545 With growing popularity of virtual reality, the importance of 3D content creation receives significant attention. The manual creation of large 3D… ,
0539 The aim of this master thesis to develop a distributed system to allow for immersive training of multiple first responders within a virtual reality… ,
0510 Die Visualisierung von Beinen und Füßen erhöht die Immersion und Bewegungssicherheit von Usern in Virtual Reality Anwendungen. In gegenwärtigen… ,
0473 Implement a Virtual Zipliner with mountain content and cold air for the Virtual Jump Simulator.
0463 Im Rahmen eines Projektes zur Erfassung sensorischer Funktionen bei Kindern mit Störungen des autistischen Spektrums sollen Daten von einem… Schönauer
0449 Setup: Android + Tiefensensor Metaio SDK Aufgabe: Erkennen von merkmalsreichen planaren Flächen welche als „natural feature marker“ verwendet werden… G. Gerstweiler
0438 In recent years, 3D mesh generation using depth sensors like Microsoft Kinect got very popular and a number a algorithms exist for real time depth… ,
0432 To enable autonomous flight of a unmanned aerial vehicle (UAV), the UAV must be aware of its position and orientation in space. This remains a… ,
0429 Stardate 3012.4: The former captain of U.S.S. Enterprise Christopher Pike is completely paralysed and controls his wheelchair as well as light…
0382 Es soll ein Modul entworfen und gebaut werden, welches haptisches Feeback gibt und drahtlos von einem Mobilgerät angesteuert werden kann.
0354 Mit der Microsoft Kinect und verschiedenen Algorithmen und Frameworks (z.B.: KinectFusion ReconstructMe-SDK) ist es möglich 3D Modelle von realen…
0351 Für stereoskopische Augmented Reality Anwendungen benötigt man ein see-through Headset/Head Mounted Display. Die reale Welt sieht man dabei entweder…
0318 Erfassung sensorischer Funktionen bei Kindern mit Störungen des autistischen Spektrums mithilfe von Kinect.
0594 Develop a virtual reality application for table tennis sports based on the HTC Vive setup. Includes a bit of hardware design (basically, turning a…
0586 This topic is focused on personalized UI implementation on Unity 3D for AR/VR environment. Effective UI implementation has been a challenging problem… ,
0585 This master thesis focus on investigating 3D interaction within mixed reality. The research focus on developing fundamental 3D interaction techniques… ,
0577 Develop parts and applications for our novel virtual rock climbing environment which includes a rotating wall of 3,6x3m with approx. 200 grips,…
0576 Transfer existing code for hand and feet tracking from Matlab to OpenCV and integrate the library into our environment for virtual rock climbing.…
0575 Develop an avatar for rock climbing in Unity. The avatar should be able to move its arms and legs, feet and all fingers. Requires basic knowledge in…
0564 Explore our new Vuze 360° Stereo camera and record a 5min video journey for the Virtual Jumpcube project (jumpcu.be). For example, construct a proper…
0560 A smartphone-app for „Lightpainting“ should be implemented, using the inertial sensor to 'scroll' over an arbitrary picture. Synchronization of…
0559 A tool for analysis of user behavior in VR environments should be developed. Different parameters (e.g. path, gaze direction, eye fixations,...)…
0546 Based on an existing Unreal project, implement a virtual reality airrace over and in the streets of the city of Vienna. Requires Requires solid VR…
0544 Due to the recent advancements of research and industry in the area of photorealistic rendering, ray-tracing methods became a standard for… ,
0540 The aim of this master thesis to develop distributed 3D interactions to allow for immersive training of multiple first responders within a virtual… ,
0514 For the TU Jumpcube (http://jumpcu.be) develop a Unity module that allows to control the parachute in a VR skydiving app via the hand-held…
0511 Develop virtual reality content for an agriculture game based on a virtualized tractor. For example, implement an application that allows for plowing…
0509 Trotz der Verfügbarkeit von verschiedenen Produkten für seated und (small) room scale Virtual Reality, ist Tracking in größeren Räumen für…
0506 Der Controller für einen Roboterarm soll auf Basis verschiedener existierender Libraries entwickelt werden und weiters eine direkte Anbindung an die…
0501 Develop interaction metaphors for the interaction of the audience with the jumper/flyer in our Jumpcube VR application. The possibility to…
0498 Based on an existing IR tracking system and the Oculus Rift DK2 HMD develop (or collect from the Internet) avatars for different projects, genders…
0494 This topic aims at creating a multi-user immersive Virtual Reality (VR) system that provides distributed 3D stereoscopic viewing using a mobile head…
0493 The goal of this practicum is to develop a wireless data streaming solution to enable the integration of an omnidirectional Treadmill in untethered…
0492 The aim of this master thesis to develop a system to allow for immserive training of first responders within a virtual reality environment, solely… ,
0469 This topic is about the automated generation of a 3D house/apartment model. All the information about the 3D model will be given in a CAD or DXF… G. Gerstweiler
0457 Based on an existing Unity application, develop controls and content for a VR application that allows a person to travel through the sea: from the…
0456 Based on an existing Unity application, develop controls and content for a VR application that allows a person to travel through our solar system:…
0454 Setup. Plattform: Android, Arduino, Rasperry Pi oder Windows Aufgabe: Anhand von 2-3 Mikrofonen soll die Richtung von Geräuschen in 2D erkannt werden. G. Gerstweiler
0452 Setup: Arduino / IMU / Compass / Motors Aufgabe: Designen und enwickeln von Hardware um Personen, ohne zu Hilfenahme von visuellen Output, durch… G. Gerstweiler
0451 Setup: Unity 3D Pfadplaung Aufgabe: Analysieren von verfügbaren Pfadplanungsalgorithmen. Planen von realistischen, begehbaren Pfaden in einer AR… G. Gerstweiler
0448 Setup: Mobile SLAM Tracking auf Moverio Glasses Unity 3D + Pathplanning Algorithmen (A*) Tracking mit Metaio SLAM Aufgabe: Designen und… G. Gerstweiler
0445 In recent years, 3D mesh generation using depth sensors like Microsoft Kinect got very popular and a number a algorithms exist for real time depth… ,
0439 Simultaneous localization and mapping (SLAM) using depth data from structured light (i.e. MS Kinect) has become very popular in recent years to…
0431 Optical tracking is one of the fundamentals of every virtual reality systems and is based on accurately calibrated cameras. However, camera…
0423 Die Interaktion zwischen Menschen und medizinischen Diagnose- bzw. Aufzeichnungsgeräten läuft meist nach strikten Mustern ab. Das ärztliche…
0419 Creating a mobile setup including a RGB-D camera and a smart phone in order to extract ideal 2D Feature markers in an indoor environment. G. Gerstweiler
0418 The goal of this topic is to implement and evaluate different AR visualization methods to guide a person to a destination. G. Gerstweiler
0416 Augmented reality (AR) is the field which highly depends on the human perception. The usability of the final application as well as the convenience… ,
0408 This thesis creates ways to enable human computer interaction anywhere and everywhere, on a table, on a page of a book, just by using cheap and off…
0406 Multicopters have become popular and wide spread in recent years. While consumer hardware is still manually controlled by a pilot using a standard…
0392 Develop a VR application that allows a user to do a virtual parachute jump inhouse. Requires the student to develop (1) a hardware setup for the…
0381 Within the practicum, a printable frame to be used for the SmartCopter is designed, printed and tested. Furthermore, the drift correction in the…
0361 To create rich and interactive mixed reality applications, a number of input as well as output devices are incorporated into an existing framework to…
0360 To enable mobile 3D interaction in an ambient mixed reality (MR) environment, the 3D orientation data of a mobile device is sent over WIFI to a… ,
0359 To estimate the 6 degree-of-freedom pose (position and orientation) of a mobile device, the data from the built-in RGB camera is captured and…
0358 Computational capabilities of modern graphics hardware enable physically based rendering algorithms to run in real-time using low sampling rate. The… ,
0338 Erfassung sensorischer Funktionen bei Kindern mit Störungen des autistischen Spektrums mithilfe von Touchscreen und Drucksensor.
0326 An alternative tracking method should be developed for our Actuated Tangible User Interface Objects (ACTOs). These micro robots then provide haptic…
0325 Actuated Tangible User Interface Objects (ACTOs) should be equipped with a self-tracked motor unit.
0252 This topic is based on the open source project MoveOnPC https://code.google.com/p/moveonpc/ The goal of this project is the platform independent…
0250 The master thesis focuses on interaction techniques in distributed mobile augmented reality environments accessed by smart phones. It covers… ,
0249 This master thesis focus on the implementation and evaluation of an natural 6-degree of freedom human computer interface (HCI). This HCI is used for… ,
0248 The master thesis aim is to design and construct an UAV with low cost, off the shelf hardware and implement autonomous flight control in a 2D marker… ,

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Master Thesis: Immersive Surface Boxplots - Exploring Uncertainty of Scientific Data in VR

Scientific data is the basis for the analysis of complex physical phenomena such as meteorological or biological processes. However, while often ignored, models and measurements typically incorporate uncertainties. Visualizing such uncertainties is crucial for domain experts to truly understand these phenomena, as well as gain a sense of trust for the reliability of the data. While approaches exist, that help communicate such uncertainties in ensembles, such as Surface Boxplots (Genton et al. 2014), these are typically made for classic desktop environments. In this thesis, we want to explore, how the additional dimensions provided by immersive displays could be used to provide an alternative, more interactive and intuitive encoding of uncertainties in 2D scalar field ensembles. This includes designing and implementing an immersive application and evaluating the solution in an appropriate user or expert study. Further details will be discussed in a meeting. Contact: Dr. Tim Gerrits

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Construction Innovation

ISSN : 1471-4175

Article publication date: 17 May 2022

Issue publication date: 8 June 2022

This study aims to present a comprehensive review, critical analysis and implications of the augmented reality (AR) application and implementation in the construction industry arena and demonstrate the gaps along with the future research agenda.

Design/methodology/approach

The construction industry has been under pressure to improve its productivity, quality and sustainability. However, the conventional methods and technologies cannot respond to this industry's ever-growing demands while emerging and innovative technologies such as building information modelling, artificial intelligence (AI), virtual reality (VR) and AR have emerged and can be used to address this gap. AR application has been acknowledged as one of the most impactful technologies in the construction digitalization process. However, a comprehensive understanding of the AR application, its areas of effectiveness and overarching implications in a construction project life cycle remain vague. Therefore, this study uses an integration of systematic literature review and thematic analysis techniques to identify the phases of a construction project life cycle in which AR is the most effective, the current issues and problems of the conventional methods, the augmented parameters, the immediate effects of using AR on each phase and, eventually, the overall influence of AR on the entire project. Nvivo qualitative data analysis software was used to code, categorize and create themes from the collected data. The result of data analysis was used to develop four principal frameworks of the AR applications – design and constructability review session; construction operation; construction assembly; and maintenance and defect inspection and management – and the gap analysis along with the future research agenda.

The findings of this study indicated that the application of AR can be most effective in the following four stages of a project life cycle: design and constructability review session; construction operation; construction assembly; and site management and maintenance, including site management and defect inspection. The results also showed that the application of AR technology in the construction industry can align and address building industry objectives by various elements such as: reducing project costs through the application of digital technologies, saving time, meeting deadlines and reduction in project delays through integrated, live scheduling and increased safety and quality of the construction work and workers.

Research limitations/implications

One of the main limitations of this study was the lack of materials and resources on the downfalls and shortcomings of using immersive technologies, AR, in the construction project life cycle. In addition, most of the reviewed papers were focused on the experiments with simulations and in the lab environment, rather than real experiments in real construction sites and projects. This may cause limitations and inaccuracy of the collected and reported data.

Practical implications

The results of this study indicated that the application of AR technology in construction industry can align and address building industry objectives by various elements such as: reducing project costs through the application of digital technologies; saving time; meeting deadlines and reduction in project delays through integrated, live scheduling; and increased safety and quality of the construction work and workers.

Social implications

Application of AR in the various stages of a project life cycle can increase the safety and quality of the construction work and workers.

Originality/value

The reviewed literature indicated that substantial research and studies are yet to be done, to demonstrate the full capacity and impact of these emerging technologies in the field. The collected data and literature indicate that amongst the digital technologies, AR is one of the least researched topics in the field. Therefore, this study aims to examine the application of AR in construction projects’ life cycle to identify the stages and practices of a project life cycle where AR and its capabilities can be exploited and to identify the respective problems and issues of the conventional methods and the ways in which AR can address those shortcomings. Furthermore, this study focuses on identifying the overall outcome of AR applications in a construction project in terms of cost and time efficiency, process precision and safety.

  • Emerging and digital technologies
  • Digital design and construction
  • Immersive design and construction
  • Augmented reality
  • Design and built environment

Hajirasouli, A. , Banihashemi, S. , Drogemuller, R. , Fazeli, A. and Mohandes, S.R. (2022), "Augmented reality in design and construction: thematic analysis and conceptual frameworks", Construction Innovation , Vol. 22 No. 3, pp. 412-443. https://doi.org/10.1108/CI-01-2022-0007

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  • Bibliography
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Dissertations / Theses on the topic 'Augmented Reality (AR)'

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Larsson, Kristian. "Augmented Reality (AR) : En undersökning av hur ett verk i AR upplevs." Thesis, Konstfack, Institutionen för Bildpedagogik (BI), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-4884.

Wass, Anton, and Forsberg Eddie Löwenborg. "Augmented reality i en industriell tillverkningsprocess." Thesis, KTH, Data- och elektroteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-208957.

Edvinsson, Joakim. "AR-park för Android : Augmented Reality park i Sundsvall." Thesis, Mittuniversitetet, Avdelningen för informations- och kommunikationssystem, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-28033.

Tottmar, Anton, and Victor Berge. "AR på bryggan : Kan kollisioner undvikas med Augmented Reality." Thesis, Linnéuniversitetet, Sjöfartshögskolan (SJÖ), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-103442.

Björnander, Daniel, Måns Gezelius, Emil Gustafsson, Raymond Leow, Joakim Lidstedt, Ludvig Noring, Nils Petersson, Jonatan Pålsson, and Mikael Ångman. "Utveckling inom Augmented Reality med Unity." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-129595.

Sandström, David. "Dynamic Occlusion of Virtual Objects in an 'Augmented Reality' Environment." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-71581.

Palm, Fredrik, and Filip Källström. "Prototype of an Augmented Reality User Manual App." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-110210.

Siewert, Jan Luca, Matthias Neges, and Detlef Gerhard. "Ein Klassifizierungssystem für Industrielle Augmented Reality Anwendungen." Thelem Universitätsverlag & Buchhandlung GmbH & Co. KG, 2021. https://tud.qucosa.de/id/qucosa%3A75882.

Arnmark, Kevin, and Mattias Lundin. "Energimedvetenhet genom djur i Augmented Reality." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-276584.

Gankhuyag, Azjargal, Bingqing Xiang, and Victoria Bonnevie. "Augmented Reality : The current and potential use of augmented reality in B2B." Thesis, Linnéuniversitetet, Institutionen för marknadsföring (MF), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-45310.

Head-Mears, James Bradley. "Accurate wide-area tracking for architectural, engineering and surveying applications." Thesis, University of Canterbury. HIT Lab NZ, 2013. http://hdl.handle.net/10092/11052.

Gao, Lei. "Natural Gesture Based Interaction for Handheld Augmented Reality." Thesis, University of Canterbury. Computer Science and Software Engineering, 2013. http://hdl.handle.net/10092/8614.

Danielsson, Oscar. "Adaptive AR-system : Adapting manufacturing instructions to worker needs." Thesis, Högskolan i Skövde, Institutionen för ingenjörsvetenskap, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-11631.

Raber, James A. "ANALYSIS OF MOTIVATION, SITUATIONAL INTEREST, AND AUGMENTED REALITY." Kent State University / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=kent1586366208142576.

Singh, Arshdeep. "Teaching Landscape Construction Using Augmented Reality." DigitalCommons@USU, 2018. https://digitalcommons.usu.edu/etd/7132.

Menon, Sadan Suneesh. "ARiSE - Augmented Reality in Surgery and Education." Wright State University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=wright1626967290537148.

Alhumaidan, Haifa. "Co-design of Augmented Reality textbook for children's collaborative learning experience in primary schools." Thesis, Loughborough University, 2017. https://dspace.lboro.ac.uk/2134/32810.

Knutsson, Pontus, and Oskar Georgsson. "Augmented Reality Navigation Compared to 2D Based Navigation." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20499.

Xu, Yinan. "Exploring the benefits and challenges of AR in an outdoor tourism experience." Thesis, KTH, Medieteknik och interaktionsdesign, MID, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-235328.

Ho, Charlotte Tsz Wing. "AR in the Wild: Designing an Augmented Reality Tour for Preschool Children." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-139321.

Sundström, Emil. "Shared Augmented Reality : Developing a Multiplayer AR Mobile Game to Study Playability." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-75952.

Almqvist, Daniel, and Magnus Jansson. "Förbättrat informationsflöde med hjälp av Augmented Reality." Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-177463.

Kovacevic, Nedim, Jantje Meinzer, and Rainer Stark. "Nutzerzentrierte Entwicklung einer ortsunabhängigen Maschinenabnahme mittels Augmented Reality." Thelem Universitätsverlag & Buchhandlung GmbH & Co. KG, 2021. https://tud.qucosa.de/id/qucosa%3A75883.

Hansson, Emmeli. "Investigating Augmented Reality for Improving Child-Robot Interaction." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-258009.

Atha, Abdullah, and Nico Moreno. "En jämförelsestudie med Augmented Reality för inlärning i produktion." Thesis, KTH, Hållbar produktionsutveckling (ML), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-298372.

Nyqvist, Ida. "Visualisering av vägdata i en AR-app." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-285059.

Nilsson, Ann-Helén. "Visualizing IoT systems and data with Augmented Reality." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20335.

Bleeker, Timo. "Ego- and Exocentric interaction methods formobile AR conferencing." Thesis, University of Canterbury. HITLabNZ, 2013. http://hdl.handle.net/10092/8533.

Rosales, Vizuete Jonathan P. "IIoT based Augmented Reality for Factory Data Collection and Visualization." University of Cincinnati / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1592136317716895.

Partridge, Michael Jonathan. "Developing a Client/Server Architecture for a Mobile AR Urban Design Application." Thesis, University of Canterbury. HITLabNZ, 2013. http://hdl.handle.net/10092/8434.

Hou, Lei. "Evaluating the use of augmented reality to facilitate assembly." Thesis, Curtin University, 2013. http://hdl.handle.net/20.500.11937/2125.

Looser, Julian Conrad Alan. "AR Magic Lenses: Addressing the Challenge of Focus and Context in Augmented Reality." Thesis, University of Canterbury. Computer Science and Software Engineering, 2007. http://hdl.handle.net/10092/1239.

Zhang, Longyu. "A QoE Model to Evaluate Semi-Transparent Augmented-Reality System." Thesis, Université d'Ottawa / University of Ottawa, 2019. http://hdl.handle.net/10393/38833.

Chen, Jiajian. "Non-photorealistic rendering with coherence for augmented reality." Diss., Georgia Institute of Technology, 2012. http://hdl.handle.net/1853/45749.

Pettersson, Mikael, and Martin Stengård. "The Impact of Augmented Reality Support in Warehouse Trucks." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-124548.

Kasperi, Johan. "Occlusion in outdoor Augmented Reality using geospatial building data." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-204442.

Catchpole, Jason James. "Adaptive Vision Based Scene Registration for Outdoor Augmented Reality." The University of Waikato, 2008. http://hdl.handle.net/10289/2581.

Wang, Jue. "A First Experiment in Misplaced Trust in Augmented Reality." Miami University / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=miami1291819200.

Sténson, Carl. "Object Placement in AR without Occluding Artifacts in Reality." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-211112.

Bergquist, Robin, and Nicholas Stenbeck. "Using Augmented Reality to Measure Vertical Surfaces." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-148868.

Gunillasson, Alexander. "Designing for Augmented Reality in aviation E-Commerce." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-173365.

Häggvik, Adrian. "Anymaker AR - Augmented reality as a mean to improve 3D sketching in digital space." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-209411.

Lico, Angjelo, and Johannes Andersson. "Augmented reality inom sjukvården : En studie om utmaningar och möjligheter för AR i sjukvården." Thesis, Umeå universitet, Institutionen för informatik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-165245.

Gabbard, Joseph L. "Usability Engineering of Text Drawing Styles in Augmented Reality User Interfaces." Diss., Virginia Tech, 2008. http://hdl.handle.net/10919/29093.

Drugge, Niclas. "Evaluating the use of mobile Augmented Reality as a digital communication tool." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-148948.

Vu, Dieu An. "The AR in Architecture." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22742.

Sjöberg, Jesper. "Making use of the environmental space in augmented reality." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-156664.

Skarin, Rebecka. "UX Design of Augmented Reality House Configurator : Mobile AR Application and Web Administration Interface Design." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-79741.

Strandberg, Li, and Ida Nyqvist. "Visualisering av vägdata i en AR-app." Thesis, KTH, Hälsoinformatik och logistik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-284227.

Penzel, Markus. "Multikamerabasiertes Verfahren zur Fokusebenenbestimmung für eine AR-Datenbrille mit adaptiver Optik." TU Bergakademie Freiberg, 2018. https://tubaf.qucosa.de/id/qucosa%3A34156.

PhD Research Topics in Augmented Reality

PhD Research Topics in Augmented Reality will make your mind to stay calm and feel the crux of your success.  “Augmented Reality connects the real world with virtual components. That is, it will enrich the thinking ability of the computer. Also, it exists through mobile display and other wearable devices.”  We will help you to view the virtual objects as a real one using AR.

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  • Military, Defense and Emergency Training
  • Robotics and Tele-Robotics
  • STEM Education and also Training
  • Art, Creativity and also Cultural Heritage
  • Entertainment and also Sports Broadcast
  • Automotive and also Aerospace
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  • Manufacturing and also Consumer Design
  • Construction and also Architecture Model
  • Hazard Detection
  • Mobile and also Human Augmentation

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The novel design function for Augmented Reality Application aimed at Plant Learning scheme

An effectual function for Exploring Cultural Heritage in Augmented Reality with Energy Discovery

A creative mechanism for User-Based on Comparison of Two Augmented Reality Glasses system

An inventive method for Design and Calibration of an Augmented Reality Haploscope scheme

The new-fangled mechanism for Magestro based on Gamification of Data Collection Process designed for Development by Hand Gesture Recognition Technology

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Design and develop a new process of IoT Based Augmented Reality System of Human Heart by An Android Application

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On the use of  Augmented Reality in Virtual, Augmented, and Mixed Reality designed for Human-Robot Interaction (VAM-HRI) scheme

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A novel source for SolarSystem of An augmented reality based on game with astronomical concepts

An effectual function of Automatic cell identification and visualization by digital holographic microscopy with head mounted augmented reality devices

An inventive mechanism for Mobile Edge Computing to Booster for Practical Provisioning Approach of Web-Based Augmented Reality system

An inventive method for Demonstration of augmented-reality optical narrowcasting scheme

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An inventive method for Large Scale Information Marker Coding for Augmented Reality Using Graphic Code

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109 Virtual Reality Topics & Essay Examples

When writing a virtual reality essay, it is hard to find just one area to focus on. Our experts have outlined 104 titles for you to choose from.

🏆 Best Virtual Reality Topics & Essay Examples

🕶️ good virtual reality research topics, 🤖 interesting virtual reality research paper topics, ❓ research questions about virtual reality.

Humanity has made amazing leaps in technology over the past several years. We have reached frontiers previously thought impossible, like the recreation of virtual environments using computers. These three-dimensional worlds can be accessed and explored by people. This is made possible with VR headsets, such as Oculus Rift or HTC Vive. If you’re eager to find out more, peek at our collection of VR research topics below!

  • Virtual Reality Versus Augmented Reality In fact, this amounts to one of the merits of a virtual reality environment. A case example of this type of virtual reality is the Virtual Reality games.
  • Virtual Reality Technology The third negative impact of virtual reality is that it causes human beings to start living in the world of fantasy.
  • Virtual Reality Tourism Technology In the world of virtual tourism, we can be transported to any country and have the ability to interact and manipulate the elements within the world we are touring in a way that would not […]
  • Virtual Reality Technology for Wide Target Audience Due to the numerous applications in both leisure and industry, as well as massive popularity with audiences of different ages, there is a chance that, in several years, evaluating the target audiences of Virtual Reality […]
  • Virtual Reality: A Powerful New Technology for Filming The creation of VR highlights a new perception of space because, through technology, people can be transmitted to a different environment.
  • Rusnak’s “The Thirteenth Floor” and The Concept of Virtual Reality In such consideration, this paper conducts a comparative analysis of The Thirteenth Floor and how the concept of virtual reality was developed and is applied in today’s films.
  • A Growth Trajectory of the Virtual Reality Drilling Rig Training During the final three months of development, the VR training program will be refined and tested for usability and effectiveness. Collecting feedback from users is essential for the success of the VR drilling rig training […]
  • “The Role of Virtual Reality in Criminal Justice Pedagogy” by Smith The journal is titled “The role of virtual reality in criminal justice pedagogy: An examination of mental illness occurring in corrections”.
  • Virtual Reality and Cybersecurity As a result, it is the mandate of the framework entities to establish solutions to the inherent barriers to the implementation of the business plan.
  • A Stand-Up Comedy Virtual Reality Platform for Qatar Tourism Choosing the right number of avatars, customization of the product, and pricing the product were the three major challenges that were faced in this project. The second challenge that emerged in the development stage was […]
  • Entrepreneurial Opportunities in Virtual Reality In terms of the practical context, the research will focus on the organizations and sectors which are the primary beneficiaries of virtual reality and remote work during the pandemic.
  • Virtual Reality Space Product Project Challenges During the project, several challenges came up, which included providing leadership to the team, identifying the customer segment for the product, and understanding the “pains” of the customer segment.
  • Reflection on Aspects of Virtual Reality Videos For instance, the video Wolves in the Walls has good graphics and gives the independence to look at every section of the set-up separately.
  • Augmented and Virtual Reality for Modern Firms The business environment is not an exception, as firms seek to maximize their value through the implementation of high-tech solutions. AR is another major component of contemporary professional training, as it contributes to the better […]
  • The Rules of the Virtual Reality Online environment has been providing the platform for casual interactions as well as economic activities for quite a while.
  • How Virtual Reality Is Changing the World of Interior Design In order to become competitive in the sphere of luxury interior design, “More” must make its projects look modern and trendy.
  • Top Companies in the Virtual Reality Industry Currently, Google is the leading search engine company, and there are signs that the company might emerge as one of the heavyweights in the virtual reality industry.
  • Internet, Virtual Reality, and World Wide Web Defining the concept of the Internet is a challenging task, mostly because of the changes that it has undergone over the course of its development.
  • Virtual Reality Technology and Soccer Training Moreover, the level of interactivity needs to be significant, and the most attention should be devoted to the modeling of situations that are viewed as the most problematic.
  • Char Davies’ Osmose as Virtual Reality Environment On the following position, the installment suggests the invitees a chance to trail the discrete interactor’s voyage of imageries from end to end of this counterpart of natural surroundings.
  • Virtual Reality in Healthcare Training The objective data will be gathered to inform the exploration of the first question, and it will focus on such performance measures as time, volume, and efficiency of task completion; the number of errors pre- […]
  • Scholar VR: Virtual Reality Planning Service Studio To ensure that the small and mid-sized companies in the United Kingdom understand the leverage they can get by using VR technology.
  • IOS and Browser Applications and Virtual Reality From the consumer’s point of view, any mobile application is good if it is of interest to the public and covers a large target audience.
  • Virtual Reality’s Main Benefits The rapid development and the growing popularity of virtual reality raise a logical interest concerning the advantages and disadvantages that are related to the application of this new technology in various spheres of knowledge and […]
  • Virtual Reality’ Sports Training System Working Steps The efficiency of the given technology is evidenced by the fact that it is used by various coaches and teams to provide training for their players. For this reason, it is possible to predict the […]
  • Virtual Reality Technology in Soccer Training Therefore, it is imperative to invest in this area to protect the safety of our technology and ensure that we have a viable product.
  • Virtual Reality Technology in Referee Training Referees need to experience the practical nature of the profession during the training process, and the VR technology will eliminate the underlying challenges to the development of experience in the profession.
  • Surgeon Students’ Virtual Reality Learning Programs In order for the students to feel like they are operating on living patients instead of waving instruments in the air, it is necessary to provide the environment that would compensate for the shortcomings of […]
  • Virtual Reality and Solitary Confinement Nowadays, the majority of the representatives of the general public all over the world are familiar with the concept of virtual reality, and many of them have already experienced it.
  • Samsung Gear Virtual Reality Product Launch The paper at hand is devoted to the analysis of the launch of Samsung Gear VR from different perspectives: the product development model, the business analysis, its technical implementation, etc.
  • Virtual Reality in Military Health Care The purpose of the research is to identify the capabilities of VR and its applications in military health care. This study will explore the current uses of VR, its different functionalities, applications in the field […]
  • Virtual Reality Ride Experience at Disneyland Florida The basic concept of the proposed ride is to utilize the current advances in VR technology to create a simulated experience for park-goers that is safe, widely usable, and sufficiently immersive that there is a […]
  • Imagineering Myths About Virtual Reality Walt Disney Imagineering team, which encompassed a wide range of professionals responsible for various entertainments offered by theme parks, resorts, and other venues, is currently devoting a lot of time and effort to unlock the […]
  • Virtual Reality Industry Analysis While it is true that the production and sale of virtual reality headsets could be in the millions in the future as the technology develops and becomes more acceptable, it cannot be stated at the […]
  • Virtual Reality in Construction Originally, the use of virtual reality in construction within the past decade has been limited to 3D object design wherein separate 3D representations of the exterior and interior of the buildings are designed utilizing 3D […]
  • Virtual Reality’s Benefits and Usages in Concurrent Engineering Figure 1: Phases of concurrent engineering Source As shown in the figure above, the initial stage of concurrent engineering is the identification of the components of the design system.
  • Virtual Reality in Soccer Training The following work will focus on the analysis of the use of Virtual Reality in the training of soccer players with the evaluation of the practices adopted by particular soccer teams.
  • Abstract on Architecture and the Role of Virtual Reality
  • Advantages and Disadvantages of Escapism and Virtual Reality
  • Strategic Analysis of the Creation of a New Rating System in Virtual Reality Gaming
  • Study on Real/Virtual Relationships Through a Mobile Augmented Reality Application
  • Benefits and Dangers of Virtual Reality
  • Can Virtual Reality Kill?
  • Cognitive Psychology & Virtual Reality Systems
  • Computer Science and Virtual Reality
  • Development of Virtual Reality Technology in the Aspect of Educational Applications
  • Difference Between Augmented Reality and Virtual Reality
  • Role of Virtual Reality in Education
  • Humanity Versus Virtual Reality
  • Simulation and Virtual Reality in a Sport Management Curriculum Setting
  • Smart VR: A Virtual Reality Environment for Mathematics
  • Sports Management Curriculum, Virtual Reality, and Traditional Simulation
  • SWOT Analysis: The Lego Product and the ‘Virtual Reality’
  • The Augmented Reality and Virtual Reality Market Forecast and Opportunities in U.S.
  • Tracking Strategy in Increased Reality and Virtual Reality
  • Using the Virtual Reality to Develop Educational Games for Middle School Science Classrooms
  • What Is Virtual Reality?
  • What Are the Advantages and Disadvantages of Virtual Reality?
  • What Do Consumers Prefer for the Attributes of Virtual Reality Head-Mount Displays?
  • Virtual Reality and Its Potential to Become the Greatest Technological Advancement
  • Lucid Dreams as the First Virtual Reality
  • Development of Virtual Reality
  • Introduction to Virtual Reality Technology and Society
  • Issue “Virtual Reality in Marketing”: Definition, Theory and Practice
  • Applying Virtual Reality in Tourism
  • Application of Virtual Reality in Military
  • Augmented Reality & Virtual Reality Industry Forecast and Analysis to 2013 – 2018
  • Breakthrough Virtual Reality Sex Machine
  • Components Driving Virtual Reality Today and Beyond
  • Data Correlation-Aware Resource Management in Wireless Virtual Reality (VR): An Echo State Transfer Learning Approach
  • Gaming to Health Care: Using Virtual Reality in Physical Rehabilitation
  • Smart Phones and Virtual Reality in 10 Years
  • Evolution of Art in Virtual Reality
  • Use of Virtual Reality in Molecular Docking Science Experiments
  • Use of Virtual Reality for Concussion Diagnosis
  • Virtual Reality as Analgesia: An Alternative Approach for Managing Chronic Pain
  • Virtual Reality: The Real Life Implications of Raising a Virtual Child
  • When Virtual Reality Meets Realpolitik: Social Media Shaping the Arab Government-Citizen Relationship
  • Can Virtual Reality Ever Be Implemented in Routine Clinical Settings?
  • What Is More Attractive, Virtual Reality or Augmented Reality?
  • What Is Virtual Reality and How It Works?
  • What Are the Benefits of Virtual Reality?
  • Is Virtual Reality Dangerous?
  • How Is Virtual Reality Used in Everyday Life?
  • What Are the Risks of Virtual Reality?
  • What Is the Future of Virtual Reality in Education?
  • How Do You Think Virtual Reality Devices Will Change Our World?
  • What Are Three Disadvantages of Virtual Reality?
  • What’s the Point of Virtual Reality?
  • How Can Virtual Reality Optimize Education?
  • How Did Virtual Reality Affect Our Lives?
  • Will Virtual Reality Eventually Replace Our Real Reality?
  • What Are Some Cool Virtual Reality Ideas?
  • When Will We Have Full-Sensory Virtual Reality?
  • What Do I Need to Develop Virtual Reality Games?
  • Why Did Virtual Reality Never Take Off so Far?
  • What Are Medical Applications of Virtual Reality?
  • How Virtual Reality Can Help in Treatment of Posttraumatic Stress Disorder?
  • What Are the Biggest Problems Virtual Reality Can Solve?
  • What Unsolved Problems Could Virtual Reality Be a Solution For?
  • How Would a Fully Immersive Virtual Reality Work?
  • When Will Virtual Reality Become Popular?
  • What’s the Best Way to Experience Virtual Reality Technology?
  • How Will Virtual Reality Change Advertising?
  • Which Are the Best Virtual Reality Companies in India?
  • What Are the Pros and Cons of Virtual Reality?
  • What Are the Coding Languages Required for Virtual Reality?
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Surgeon wearing blue scrubs with bright lights behind him leans over patient wearing large black headset.

The future of surgery: Using augmented reality goggles in the operating room

Uc davis health surgeons use augmented reality during surgery and as education tool.

UC Davis Health surgeons are leading the way in using augmented reality goggles, which can vastly improve surgical procedures. 

Augmented reality is an innovative technology that allows you to see how something may look without physically holding it or seeing it. It has the potential to influence how we consume entertainment, communicate, engage with digital content and receive our health care.

It’s related to virtual reality — but extends the possibilities, according to E. Bradley Strong , professor and vice-chair of otolaryngology.

“Virtual reality replaces your real surroundings with a completely virtual environment, while augmented reality incorporates digital imagery within the real environment,” Strong explained. “Extended reality is an umbrella term we like to use to describe them both.”

Hologram image over person’s face as hands wearing white gloves operate on the face.

Using extended reality in surgery

Surgeons within the Departments of Otolaryngology , Neurological Surgery and Orthopedic Surgery have established the UC Davis Medical Extended Reality (MXR) Research Group. It is part of the 3D Printing and Visualization Lab at UC Davis Health. They are the first to use extended reality during surgery within the health system.

The UC Davis MXR research group is collaborating with outside companies, including Xironetic, to be the first in the world to apply augmented reality overlays to a range of complex surgical procedures.

To do this, surgeons wear augmented reality goggles during surgery. They project 3D computed tomography (CT) and MRI scans that overlay critical information directly onto the surgeon's field of view. The goggles help the surgeon:

  • Plan the surgical approach
  • Visualize hidden vascular and bone structures
  • Localize instrumentation and implants
  • Project drilling and cutting guides

“The goggles help us transition our virtual surgical plans to the operating room,” Strong said. “It allows us to better view what is in the operative field and visualize objects that otherwise would be very difficult to see in a precise manner.”

Educating patients with extended reality

Surgeons within the UC Davis MXR research group are also using extended reality to better educate patients before surgery. They can provide the patient with an immersive and interactive experience, making the complex medical procedure more understandable.

“Physicians spend years learning how to piece together many 2D images and then visualize them three-dimensionally,” said Strong. “It is impossible to ask patients to do the same thing in 30 minutes. By using this technology, we can give our patients a clear view of what will happen during their surgery.”

The goggles help us transition our virtual surgical plans into the surgery to the operating room. Thus, it allows us to better view what is in the operative field and visualize objects that otherwise would be very difficult to see in a precise manner.” — E. Bradley Strong

Before his surgical procedure to fix the orbital fracture around his right eye, Richard Odom was able to experience the benefits of extended reality.

During his previous visit to UC Davis Medical Center , the surgical team explained to him what his surgery involved and how they planned to fix his fracture. But, with extended reality, Odom took a trip inside his own skull and saw for himself.

After donning a headset connected to the extended reality system, Odom could see a floating 3D image of his skull.

With a point of his finger, Odom could hide the layer of skin over his bone and see where an implant would be placed within his orbit.

“It's great to see that the implant won't be just floating around in there,” said Odom. “I feel better knowing exactly where it will be.”

Extended reality as a teaching tool

Due to its flexibility in integrating physical and virtual environments, UC Davis Health has also started to use extended reality in educating fellows, residents and medical students.

This means that what trainees previously would have seen as a picture in a book, they are now able to see as a 3D object in the room that they can manipulate and visualize.

“It is exciting to see the light bulb go on for them when they are seeing inside the intracranial cavity and looking at an implant that might be malpositioned,” said Strong. “We have found this technology to be a very powerful educational tool.”

Future for extended reality at UC Davis Health

The new technology will also have a home in Aggie Square , the leading-edge research and innovation hub that is currently under construction on the UC Davis Health Sacramento campus. The 3D Printing and Visualization Lab, MXR research group, and undergraduate campus TEAM lab ( UC Davis Biomedical Engineering ) are teaming up. Together, they’ll form the leading Visualization and 3D Printing lab/research group in Northern California.

“Extended reality is going to get more and more pervasive throughout medicine,” added Strong. “As the technology continues to grow, it's use will expand to many different areas of surgery, education and become pervasive into all areas of our medical care.”

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  5. (PDF) Augmented Reality and Virtual Reality for Learning: An

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  6. Augmented and Virtual Reality Capstone and Thesis Project Ideas

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COMMENTS

  1. Effectiveness of Video-Based Augmented Reality as a Learning Paradigm

    N2 - "This dissertation focused on an application of augmented reality (AR) as a learning paradigm. Literature on the subject reveals a large body of knowledge on virtual reality and its effect on training and learning, but little research has been conducted to investigate the effects of AR-based training has on recall and retention."--from the ...

  2. Enhancing internet of things experience in augmented reality environments

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  3. PDF Alternative realities: from augmented reality to mobile mixed reality

    Abstract: This thesis provides an overview of (mobile) augmented and mixed reality by clarifying the different concepts of reality, briefly covering the technology behind mobile augmented and mixed reality systems, conducting a concise survey of existing and emerging mobile augmented and mixed reality applications and devices.

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    List of Augmented and Virtual Reality Project Ideas. Virtual Reality Platform for Educational and Learning Purposes. Virtual Reality Campus Tour Experience using Unity3D. Development of Interactive Lesson Material for Biology using Virtual Reality. Virtual Reality Project for Diagnostic Imaging.

  5. PDF Use of Augmented Reality (AR) and Virtual Reality (VR) to address four

    by. Bibhav Bhattarai. A thesis submitted to the Graduate Faculty of Auburn University in partial fulfillment of the requirements for the Degree of Master of Science in Computer Science and Software Engineering. Auburn, Alabama May 01, 2021. Keywords: Virtual Reality, Augmented Reality, Immersive Technology, Engineering Challenges.

  6. PDF Technical Opportunities and Challenges in Mobile Augmented Reality

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  7. Use of Augmented Reality (AR) and Virtual Reality (VR) to address four

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  8. (PDF) "Augmented reality: Pedagogy and Educational Policy" A thesis

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  9. Dissertation or Thesis

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    A few examples of such technologies include the use of drones, GPS mapping, and virtual and augmented reality (VR & AR).This paper is an exploration of current and historical applications of augmented reality, specifically how these technologies have been used and are currently being used to display information.

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    Virtual reality and augmented reality (VR/AR) are computer-generated immersive environments that can interact with users. VR/AR have been under development for 180 years, but they have yet to be adopted by the mass-market. During the whole development process, VR/AR's adoption rates have been much lower than other general-purpose technologies ...

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    Virtual reality and augmented reality in education also include different area of science in all field. To be more specific, we need more clarification about the subject area of different science. Fig. 2 included the different field of science that encompassed VR and AR in their contents. It is important to mention that these different areas ...

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    The advent and progression of AR (augmented reality) technology, coupled with the emergence of AR hearing aid glasses, offer a novel opportunity for people with hearing impairments (PHI). This study aims to explore the intention of this population to employ AR hearing aid glasses as their choice of hearing aid device and the specific factors influencing their preference. This study utilized ...

  14. Preference in Voice Commands and Gesture Controls With Hands-Free

    A. Khurshid et al., "Hand gesture recognition for user interaction in augmented reality (AR) experience," in Virtual, Augmented and Mixed Reality: Design and Development: VAMR 2022, Held as Part of the 24th HCI International Conference, HCII 2022, Virtual Event, 2022, pp. 306-316.

  15. PDF Virtual and Augmented Reality in Marketing

    The title of your thesis Virtual and Augmented Reality in Marketing Number of pages and appendices 56 Supervisors ... Augmented reality is mostly used on mobile devices, using the devices' camera to see the world in AR. While seeing the live real-world environment, the viewer can also see computer-generated graphics layered ...

  16. (PDF) AUGMENTED REALITY IN TECHNOLOGY-ENHANCED LEARNING ...

    Augmented Reality In Technology-Enhanced Learning: Systematic Re view 2011-2021 52 AR increased students' ac hievements in STEAM (Science, Techno logy, E ngineering, Arts, and Mathematics ...

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    Streaming and Interactive Exploration of Dense Points Clouds in Immersive Virtual Reality In recent years, 3D mesh generation using depth sensors like Microsoft Kinect got very popular and a number a algorithms exist for real time depth…. A. Mossel, H. Kaufmann. Details. 0439.

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    Report/thesis title Augmented Reality as an Appropriate Technology to Learn User Experience Design Number of pages and appendix pages 35 + 11 In recent years, the technology industry's rapid development has provided more conven-ience to people's lives. People's work, life, education, and entertainment have become more diverse.

  19. Theses

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  23. Frontiers in Virtual Reality

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  25. 109 Virtual Reality Essay Topics & Samples

    109 Virtual Reality Topics & Essay Examples. Updated: Mar 2nd, 2024. 7 min. When writing a virtual reality essay, it is hard to find just one area to focus on. Our experts have outlined 104 titles for you to choose from. Table of Contents. Humanity has made amazing leaps in technology over the past several years.

  26. The future of surgery: Using augmented reality goggles in the operating

    It's related to virtual reality — but extends the possibilities, according to E. Bradley Strong, professor and vice-chair of otolaryngology. "Virtual reality replaces your real surroundings with a completely virtual environment, while augmented reality incorporates digital imagery within the real environment," Strong explained.