augmented reality

Learn About Social Media Algorithms, Augmented Reality and More Changing Business Trends

The tools, platforms and methods you use to grow your business are constantly changing. So you need to keep up with all the latest updates and trends. Members of the online small business community have some great insights about these changing tools and trends, ranging from social media algorithms to augmented reality. Read on for some helpful tips.

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augmented reality

15 Examples of Augmented Reality to Inspire Small Business Owners

Incorporating augmented reality (AR), whereby an interactive experience of a real-world environment is created by computer-generated perceptual information, into business operations, marketing and functions, is not confined to big businesses with big budgets to play around with.

On the contrary, many small businesses are jumping on the burgeoning AR bandwagon, as a means of attracting new customers, retaining existing ones, and ultimately becoming more competitive and profitable.

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augmented reality

Augmented Reality: Connect and Engage Using New Touchstone Technology

Augmented Reality: Connect and Engage Using New Touchstone Technology from Lynne d Johnson Presetned at PRSA Digital Impact Conference June 28, 2013 #PRSADIConf - Augmented Reality lets you overlay digital images and information on smartphone screens or computer monitors....




augmented reality

"Embracing the Metaverse: A Survey of Virtual Reality and Augmented Reality Practices at the United States’ Top One Hundred University Libraries"

The purpose of this study is to learn more about virtual reality (VR) and augmented reality (AR) practices at the United States’ top one hundred university libraries, as well as how they are engaging with the metaverse. We conducted qualitative and descriptive analysis on the websites of the top one hundred university libraries in the … Continue reading ""Embracing the Metaverse: A Survey of Virtual Reality and Augmented Reality Practices at the United States’ Top One Hundred University Libraries""




augmented reality

Adoption and Usage of Augmented Reality-based Virtual Laboratories Tool for Engineering Studies

Aim/Purpose: The study seeks to utilize Augmented Reality (AR) in creating virtual laboratories for engineering education, focusing on enhancing teaching methodologies to facilitate student understanding of intricate and theoretical engineering principles while also assessing engineering students’ acceptance of such laboratories. Background: AR, a part of next-generation technology, has enhanced the perception of reality by overlaying virtual elements in the physical environment. The utilization of AR is prevalent across different disciplines, yet its efficacy in facilitating Science, Technology, Engineering, and Mathematics (STEM) education is limited. Engineering studies, a part of STEM learning, involves complex and abstract concepts like machine simulation, structural analysis, and design optimization; these things would be easy to grasp with the help of AR. This restriction can be attributed to their innovative characteristics and disparities. Therefore, providing a comprehensive analysis of the factors influencing the acceptance of these technologies by students - the primary target demographic – and examining the impact of these factors is essential to maximize the advantages of AR while refining the implementation processes. Methodology: The primary objective of this research is to develop and evaluate a tool that enriches the educational experience within engineering laboratories. Utilizing Unity game engine libraries, digital content is meticulously crafted for this tool and subsequently integrated with geo-location functionalities. The tool’s user-friendly interface allows both faculty and non-faculty members of the academic institution to establish effortlessly the virtual laboratory. Subsequently, an assessment of the tool is conducted through the application of the Unified Theory of Acceptance and Use of Technology (UTAUT2) model, involving the administration of surveys to university students to gauge their level of adaptability. Contribution: The utilization of interactive augmented learning in laboratory settings enables educational establishments to realize notable savings in time and resources, thereby achieving sustainable educational outcomes. The study is of great importance due to its utilization of student behavioral intentions as the underlying framework for developing an AR tool and illustrating the impact of learner experience on various objectives and the acceptance of AR in Engineering studies. Furthermore, the research results enable educational institutions to implement AR-based virtual laboratories to improve student experiences strategically, align with learner objectives, and ultimately boost the adaptability of AR technologies. Findings: Drawing on practice-based research, the authors showcase work samples and a digital project of AR-based Virtual labs to illustrate the evaluation of the adaptability of AR technology. Adaptability is calculated by conducting a survey of 300 undergraduate university students from different engineering departments and applying an adaptability method to determine the behavioral intentions of students. Recommendations for Practitioners: Engineering institutions could leverage research findings in the implementation of AR to enhance the effectiveness of AR technology in practical education settings. Recommendation for Researchers: The authors implement a pragmatic research framework aimed at integrating AR technology into virtual AR-based labs for engineering education. This study delves into a unique perspective within the realm of engineering studies, considering students’ perspectives and discerning their behavioral intentions by drawing upon previous research on technology utilization. The research employs various objectives and learner experiences to assess their influence on students’ acceptance of AR technology. Impact on Society: The use of AR in engineering institutions, especially in laboratory practicals, has a significant impact on society, supported by the UTAUT2 model. UTAUT2 model assesses factors like performance, effort expectancy, social influence, and conditions, showing that AR in education is feasible and adaptable. This adaptability helps students and educators incorporate AR tools effectively for better educational results. AR-based labs allow students to interact with complex engineering concepts in immersive settings, enhancing understanding and knowledge retention. This interactive augmented learning for laboratories saves educational institutions significant time and resources, attaining sustainable learning. Future Research: Further research can employ a more comprehensive acceptance model to examine learners’ adaptability to AR technology and try comparing different adaptability models to determine which is more effective for engineering students.




augmented reality

Campus Event App - New Exploration for Mobile Augmented Reality




augmented reality

A Classification Schema for Designing Augmented Reality Experiences

Aim/Purpose: Designing augmented reality (AR) experiences for education, health or entertainment involves multidisciplinary teams making design decisions across several areas. The goal of this paper is to present a classification schema that describes the design choices when constructing an AR interactive experience. Background: Existing extended reality schema often focuses on single dimensions of an AR experience, with limited attention to design choices. These schemata, combined with an analysis of a diverse range of AR applications, form the basis for the schema synthesized in this paper. Methodology: An extensive literature review and scoring of existing classifications were completed to enable a definition of seven design dimensions. To validate the design dimensions, the literature was mapped to the seven-design choice to represent opportunities when designing AR iterative experiences. Contribution: The classification scheme of seven dimensions can be applied to communicating design considerations and alternative design scenarios where teams of domain specialists need to collaborate to build AR experiences for a defined purpose. Findings: The dimensions of nature of reality, location (setting), feedback, objects, concepts explored, participant presence and interactive agency, and style describe features common to most AR experiences. Classification within each dimension facilitates ideation for novel experiences and proximity to neighbours recommends feasible implementation strategies. Recommendations for Practitioners: To support professionals, this paper presents a comprehensive classification schema and design rationale for AR. When designing an AR experience, the schema serves as a design template and is intended to ensure comprehensive discussion and decision making across the spectrum of design choices. Recommendations for Researchers: The classification schema presents a standardized and complete framework for the review of literature and AR applications that other researchers will benefit from to more readily identify relevant related work. Impact on Society: The potential of AR has not been fully realized. The classification scheme presented in this paper provides opportunities to deliberately design and evaluate novel forms of AR experience. Future Research: The classification schema can be extended to include explicit support for the design of virtual and extended reality applications.




augmented reality

Mise en Scène: A Film Scholarship Augmented Reality Mobile Application




augmented reality

HUNT: Scavenger Hunt with Augmented Reality

This project shows a creative approach to the familiar scavenger hunt game. It involved the implementation of an iPhone application, HUNT, with Augmented Reality (AR) capability for the users to play the game as well as an administrative website that game organizers can use to create and make available games for users to play. Using the HUNT mobile app, users will first make a selection from a list of games, and they will then be shown a list of objects that they must seek. Once the user finds a correct object and scans it with the built-in camera on the smartphone, the application will attempt to verify if it is the correct object and then display associated multi-media AR content that may include images and videos overlaid on top of real world views. HUNT not only provides entertaining activities within an environment that players can explore, but the AR contents can serve as an educational tool. The project is designed to increase user involvement by using a familiar and enjoyable game as a basis and adding an educational dimension by incorporating AR technology and engaging and interactive multimedia to provide users with facts about the objects that they have located




augmented reality

The Influence of Augmented Reality Face Filter Addiction on Online Social Anxiety: A Stimulus-Organism-Response Perspective

Aim/Purpose: This study aims to analyze the factors that influence user addiction to AR face filters in social network applications and their impact on the online social anxiety of users in Indonesia. Background: To date, social media users have started to use augmented reality (AR) face filters. However, AR face filters have the potential to create positive and negative effects for social media users. The study combines the Big Five Model (BFM), Sense of Virtual Community (SVOC), and Stimuli, Organism, and Response (SOR) frameworks. We adopted the SOR theory by involving the personality factors and SOVC factors as stimuli, addiction as an organism, and social anxiety as a response. BFM is the most significant theory related to personality. Methodology: We used a quantitative approach for this study by using an online survey. We conducted research on 903 Indonesian respondents who have used an AR face filter feature at least once. The respondents were grouped into three categories: overall, new users, and old users. In this study, group classification was carried out based on the development timeline of the AR face filter in the social network application. This grouping was carried out to facilitate data analysis as well as to determine and compare the different effects of the factors in each group. The data were analyzed using the covariance-based structural equation model through the AMOS 26 program. Contribution: This research fills the gap in previous research which did not discuss much about the impact of addiction in using AR face filters on online social anxiety of users of social network applications. Findings: The results of this study indicated neuroticism, membership, and immersion influence AR face filter addiction in all test groups. In addition, ARA has a significant effect on online social anxiety. Recommendations for Practitioners: The findings are expected to be valuable to social network service providers and AR creators in improving their services and to ensure policies related to the list of AR face filters that are appropriate for use by their users as a form of preventing addictive behavior of that feature. Recommendation for Researchers: This study suggested other researchers consider other negative impacts of AR face filters on aspects such as depression, life satisfaction, and academic performance. Impact on Society: AR face filter users may experience changes in their self-awareness in using face filters and avoid the latter’s negative impacts. Future Research: Future research might explore other impacts from AR face filter addiction behavior, such as depression, life satisfaction, and so on. Apart from that, future research might investigate the positive impact of AR face filters to gain a better understanding of the impact of AR face filters.




augmented reality

GlassesUSA.com Continues to Deliver an Exceptional Online Shopping Experience, Unrolling a Brand-New State-of-the-Art Augmented Reality-Powered Virtual Try-On Feature

As a category leader in the D2C optical industry, GlassesUSA.com's augmented reality-driven Virtual Try-On feature allows you to easily see yourself in any pair of glasses from the comfort of your couch.




augmented reality

InterApp and Rap Snacks Bring Augmented Reality to the Snack Culture

Augmented reality for packaging




augmented reality

Personal User Interfaces: A.I. Augmented Reality And The Future Of Personalized Advertising

Technology today loves making stuff just for you, and it's changing the game in how we get our digital kicks. In an era where personalization is paramount, ...




augmented reality

Researchers Use Augmented Reality to Teach Kids About Climate Change

By The University of British Columbia While Pokémon Go has helped to bring augmented reality to everyday life, UBC researchers are using similar technology to teach high school students about climate change. Based on the community of Delta B.C., the … Continue reading




augmented reality

ETSI unveils Augmented Reality Framework enabling multi-vendor ecosystem for industry and consumers

ETSI unveils Augmented Reality Framework enabling multi-vendor ecosystem for industry and consumers

Sophia Antipolis, 24 March 2020

The ETSI Industry Specification Group on the Augmented Reality Framework (ISG ARF) unveils ETSI GS ARF 003, a key specification towards the interoperability of AR components. Today industrial and end users tend to frequently depend on a single provider to deploy AR applications and services. Compliance with the ETSI framework will allow components from different providers to interoperate via the defined interfaces, allowing broader and quicker adoption of AR technology. It will also take account of a growing and dynamic AR market.

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augmented reality

ETSI launches new webinars on AI, Non IP Networking, Augmented Reality, and more to come

ETSI launches new webinars on AI, Non IP Networking, Augmented Reality, and more to come

Sophia Antipolis, 22 April 2020

In this unprecedented situation where face-to-face meetings are being postponed or cancelled, ETSI has increased the number of its webinars on the ETSI BrightTalk channel, which now comprises more than 10,000 subscribers.

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augmented reality

ETSI signs MoUs with Khronos and OARC for Augmented Reality

ETSI signs MoUs with Khronos and OARC for Augmented Reality

Liaison agreements strengthen the outreach of the ETSI group on AR

Sophia Antipolis, 3 June 2020

ETSI has signed two Memoranda of Understanding (MoUs) with the Khronos® Group and OARC (Open AR Cloud Association) to allow the exchange of views and expertise between ETSI and both organizations to further develop interoperability of AR components, systems and services necessary to enable a thriving ecosystem with a diverse range of technologies and solution providers.

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augmented reality

ModiFace invests in augmented reality, artificial intelligence talent at U of T

Toronto, ON – Augmented reality startup ModiFace will make a major announcement Tuesday, aimed to accelerate development of augmented reality (AR) and artificial intelligence (AI) talent at Canada’s top-ranked engineering school. The company, founded by Professor Parham Aarabi of The Edward S. Rogers Sr. Department of Electrical & Computer Engineering, uses AR and AI to […]




augmented reality

Enhancing Quality Management in the Automotive Industry with Digital Twins and Augmented Reality

The automotive industry is innovating to produce safer and more efficient vehicles. Quality standards are vital, as small defects can lead to serious safety issues. Digital twins and augmented reality (AR) are transforming quality management. This article explores their impact and associated challenges.





augmented reality

[ F.740.2 (06/21) ] - Requirements and reference framework for digital representation of cultural relics and artworks using augmented reality

Requirements and reference framework for digital representation of cultural relics and artworks using augmented reality




augmented reality

A computer on your face? Snap and others still trying to make augmented reality glasses a reality

Tech giants including Meta, Snap, Google and others are racing to build smart glasses. It could change our lives for the better or worse.




augmented reality

Augmented Reality

Tolerability




augmented reality

Transforming Healthcare: The Rise of Augmented Reality in Surgery

medlinkAugmented reality/medlink (AR) is poised to dramatically change healthcare, particularly in surgical procedures. By overlaying digital information




augmented reality

The future of augmented reality with Magic Leap's Peggy Johnson | WIRED Live

"Last year if you asked CEOs about augmented reality, it was on their radar - now, they're seeking it out." - Peggy Johnson, CEO, Magic Leap Peggy Johnson, CEO of Magic Leap, joined us at WIRED Live 2020 to share details of Magic Leap's enterprise focus and what lies ahead for the future of augmented reality.




augmented reality

PRESENCE: Virtual & Augmented Reality [electronic journal].




augmented reality

Augmented reality and streetwear fashion join hands in Chennai

The global streetwear conversation is finding ways to percolate in Chennai, say the founders of Capsul and Biskit 




augmented reality

Walt Disney forms business unit to coordinate use of AI, augmented reality

Walt Disney is forming a new group to coordinate the company's use of emerging technologies such as artificial intelligence and mixed reality





augmented reality

Lamborghini Huracan EVO Rear-Wheel Drive Spyder Launched Via Augmented Reality — An Industry First

Italian supercar manufacturer, Lamborghini, has virtually launched its Huracan EVO Rear-Wheel Drive Spyder in augmented reality, an unprecedented, and definitely an industry first for an unveiling.




augmented reality

​Augmented reality magazine by NTU Singapore earns international recognition with brand new reading experience

...




augmented reality

​Augmented reality magazine by NTU Singapore earns international recognition with brand new reading experience

With its fresh and bold design, engaging content, and the creative use of augmented reality (AR) in its bimonthly magazine for students, NTU has earned approval from new and old readers alike, and now the evaluators at the prestigious International Association of Business Communicators (IABC) Gold Quill Awards this year....




augmented reality

Augmented reality goggles set new standard in wearable computers

A prototype wearable computer runs on its own OS, features 720p displays over both eyes and recognizes facial and hand movements.



  • Gadgets & Electronics

augmented reality

Dr. Panda Launches Holiday Augmented Reality App

Dr. Panda AR Christmas Tree expands on Dr. Panda's augmented reality portfolio - presenting a fun mixed-reality experience for the holidays




augmented reality

It's Alive! Shaboo Launches First-Ever Augmented Reality Zen Beam Lamp

Shaboo Prints Zen Beam lamps are great for home use, massage, meditation, yoga centers, and more




augmented reality

First-of-Their-Kind Augmented Reality Lamps Hit the Market

Shaboo Prints has just launched a groundbreaking augmented reality tabletop lamp




augmented reality

Augmented reality system, apparatus and method

Information technology tools can be provided to manage access by a plurality of attendees through a network to a presentation. Each of the attendees is registered with an associated content access status, and presentation data for the presentation is provided to a registered attendee based on the particular content access status of the registered attendee.




augmented reality

Augmented reality brings Charters Towers' WWII history to life with high-tech tourism

Akubras are not the only accessory on heads in the main street of Charters Towers, with VR goggles becoming increasingly common and helping showcase the town's role in the Battle of the Coral Sea.



  • ABC North Queensland
  • brisbane
  • northqld
  • Community and Society:History:All
  • Community and Society:History:World War 2
  • Government and Politics:Local Government:All
  • Lifestyle and Leisure:Travel and Tourism:All
  • Science and Technology:Computers and Technology:All
  • Australia:QLD:Bribie Island 4507
  • Australia:QLD:Charters Towers 4820

augmented reality

Darwin is celebrating the Augmented Reality street art festival




augmented reality

Augmented reality takes Darwin art off the walls and into the streets

For the past three years, the Darwin Street Art Festival has enlivened the city's derelict laneways. This year, those artworks are coming to life, thanks to an augmented-reality app that transforms static images into three-dimensional animations.



  • ABC Radio Darwin
  • darwin
  • Arts and Entertainment:All:All
  • Arts and Entertainment:Performance Art:All
  • Arts and Entertainment:Street Art:All
  • Community and Society:All:All
  • Community and Society:Community and Multicultural Festivals:All
  • Government and Politics:Local Government:All
  • Australia:NT:All
  • Australia:NT:Darwin 0800

augmented reality

App for menu in augmented reality | PHP | HTML | Σχεδιασμός Ιστοσελίδας | Αρχιτεκτονική Λογισμικού | Σχεδιασμός Γραφικών | Freelancer

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augmented reality

Lamborghini to host world’s first augmented reality launch of Huracán EVO RWD Spyder

Augmented Reality is now being put to great use. You can have the new Lamborghini Huracán EVO RWD Spyder's launch event take place in your living room using Apple’s AR Quick Look.




augmented reality

How to optimize multimedia & augmented reality Android apps for Intel platform

  Most Android applications, even those based only on scripting and managed languages (Java*, HTML5,...) eventually use middleware features that would benefit from optimization. This article willl di...




augmented reality

Case Study: Developing an augmented reality app for Intel based devices

  With augmented reality (AR) reaching smartphones, tablets, wearables (such as Google Glass*), and other platforms, the market is ripe for an AR development explosion across every conceivable applicati...




augmented reality

The best tools to get started with Augmented Reality development

  Last month, Pokémon GO officially launched in… Oh, wait! Not again! Not another article about augmented reality starting with Pokémon GO! It almost seems as if Pokémon GO a...




augmented reality

Protecting confidential information in an AI-led and augmented reality

Across the banking sector, the Bank of England and the Financial Conduct Authority predict that firms’ utilisation of artificial intelligence (AI) solutions will triple in the next three years (BoE and FCA Joint Report on Machine Learning in U...




augmented reality

Facebook Messenger unveils Augmented Reality tool for businesses

Representational picture

San Francisco: To help small and large businesses reach out to 1.3 billion people who use Messenger every month, Facebook has launched an Augmented Reality (AR) tool for them. With this tool, the businesses can leverage the "Camera Effects Platform" to easily integrate AR into their Messenger experience, bringing the virtual and physical worlds one step closer together.

"When a person interacts with your business in Messenger, you can prompt them to open the camera, which will be pre-populated with filters and AR effects that are specific to your brand," David Marcus, Vice President of Messaging Products, said in a blog post on Tuesday.

From there, people can share the image or video to their story or in a group or one-to conversation or they can simply save it to their camera roll.

"To date, there are over 300,000 active bots on Messenger, and over 8 billion messages are exchanged between people and businesses each month -- that's 4 times the amount of messages exchanged since just last year," Marcus informed as Facebook began its annual two-day F8 Developers' Conference in San Jose on Tuesday.

"Today, there are 200,000 developers actively building experiences, forging connections between people and the brands they love and bringing real value to their everyday lives," the post added.

To begin with, ASUS, Kia, Nike and Sephora will launch AR effects for their Messenger experiences.

Facebook also announced that buyers and sellers in its Marketplace will be able to communicate across languages with "M Translations".

"Now when people connected through Marketplace receive a message in a language that is different from their default language in Messenger, M will ask them if they want to translate the message.

"This will help drive commerce between buyers and sellers despite language barriers. At launch, translations from English to Spanish (and vice-versa) will be available in Marketplace conversations taking place in the US," the post further said.

Facebook will gradually roll out "M suggestions for translations" in additional languages and countries.

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augmented reality

Augmented Reality is the next big thing for brands: Frooti, OnePlus, TATA and other brands are leading the way

Augmented reality has shown great promise in the mobile ad space, along with the gaming industry.Brands like Frooti, OnePlus, Godrej and Tata have been quick to incorporate AR into effective mobile-led ad campaigns that have proven to enhance user engagement.Vishal Rupani, Co-founder and CEO, mCanvas, walks us through some of the best examples of brands using AR to their advantage.Augmented reality (AR) has become a buzzword in the online tech space. Almost everyone has heard of Pokémon GO, the AR mobile game. But the innovation isn’t exclusive to the gaming industry. It has shown great promise even in the mobile ad space, and brands have been quick to incorporate AR into mobile-led ad campaigns that have proven to enhance user engagement. We’ll let these examples do the talking. Here are




augmented reality

Snapchat's new 'lens' aims to encourage social distancing using an augmented reality circle

The circles it draws appear to have a radius of around 3.3 feet (1 metre) - meeting the guidance of the World Health Organisation, who helped develop the lens.




augmented reality

Lamborghini Huracan EVO Rear-Wheel Drive Spyder Launched Via Augmented Reality — An Industry First

Italian supercar manufacturer, Lamborghini, has virtually launched its Huracan EVO Rear-Wheel Drive Spyder in augmented reality, an unprecedented, and definitely an industry first for an unveiling.




augmented reality

Handbook of Augmented Reality / Borko Furht, editor