With rapid advances in high-speed communication and computation, augmented reality (AR) and virtual reality (VR) are emerging as next-generation display platforms for deeper human-digital ...interactions. Nonetheless, to simultaneously match the exceptional performance of human vision and keep the near-eye display module compact and lightweight imposes unprecedented challenges on optical engineering. Fortunately, recent progress in holographic optical elements (HOEs) and lithography-enabled devices provide innovative ways to tackle these obstacles in AR and VR that are otherwise difficult with traditional optics. In this review, we begin with introducing the basic structures of AR and VR headsets, and then describing the operation principles of various HOEs and lithography-enabled devices. Their properties are analyzed in detail, including strong selectivity on wavelength and incident angle, and multiplexing ability of volume HOEs, polarization dependency and active switching of liquid crystal HOEs, device fabrication, and properties of micro-LEDs (light-emitting diodes), and large design freedoms of metasurfaces. Afterwards, we discuss how these devices help enhance the AR and VR performance, with detailed description and analysis of some state-of-the-art architectures. Finally, we cast a perspective on potential developments and research directions of these photonic devices for future AR and VR displays.
This paper discusses about the enhancement of shopping behavior through mobile application as a personal assistant for the shopper’s in a physical retail outlet by giving various information ...regarding the products, offers, discounts when they scan a product through mobile. The mobile app uses augmented reality added with in-store GPS technology to track the movements of the shoppers and analyze the buying behavior and shopping pattern. The target design of the conceptual framework is for large in store retail setup like for.eg, hyper market, shopping mall and supermarket.
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GEOZS, IJS, IMTLJ, KILJ, KISLJ, NLZOH, NUK, OILJ, PNG, SAZU, SBCE, SBJE, UILJ, UL, UM, UPCLJ, UPUK, ZAGLJ, ZRSKP
In this study paper we consider the application of the augmented reality for teaching a foreign language and its influence on the education environment throughout the world since educators are trying ...to find the relevant methods of teaching to better face the time challenges connected with the expansion of the computer technologies. The given paper aims at validating the idea of the effectiveness of the application of the augmented reality techniques in teaching a foreign language at the University. The survey conducted by the authors comprises 64 participants of the Rostov State Transport University of the HR Department; the scrutiny endorses the proposed hypothesis.
In cultural heritage sites around the globe, augmented reality (AR) is being utilized as a tool to provide visitors with better experiences while preserving the integrity of the sites. However, ...little research has examined the impact of AR on customers’ attitudes and behavioral intentions toward the sites. By integrating the post-acceptance model of information systems (IS) continuance, balance theory, and the theory of reasoned action (TRA), we investigate the causal mechanism underlying consumers’ beliefs about AR (perceived advantage, aesthetic experience, and perceived enjoyment) and AR satisfaction in conjunction with the attitudes and behavioral intentions toward the destination. The results show that the perceived advantage and aesthetics of AR influence AR satisfaction. In turn, AR satisfaction affects behavioral intentions toward the heritage destination, indirectly via the attitude toward the destination through AR. Based on these findings, we present theoretical and practical implications as well as suggestions for future research.
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NUK, OILJ, SAZU, UKNU, UL, UM, UPUK
Augmented reality (AR) systems make it possible to present visual stimuli that intermix and interact with people's view of the natural world. But building an AR system that merges stimuli with our ...natural visual experience is hard. AR systems often suffer from technical and visual limitations, such as small eyeboxes, limited brightness, and narrow visual field coverage. An integral part of AR system development, therefore, is perceptual research that improves our understanding of when and why these limitations matter. I will describe a suite of perceptual studies designed to provide guidance for engineers on the visibility and appearance of wearable optical see-through AR displays. Our results highlight the idiosyncrasies of how our visual system integrates information from the two eyes, the multifaceted nature of perceptual phenomena in AR, and the trade-offs that are currently necessary to create an AR system that is both wearable and compelling.
Integrating virtual objects into the physical world is about to become real. Augmented reality smart glasses (ARSG), such as Microsoft HoloLens and other head‐mounted displays, allow users to augment ...and enhance their subjective perceptions of reality. However, extant research lacks findings to explain why people intend to use ARSGs in particular situations. To address this highly relevant research gap, this study proposes and tests a theoretical model that examines people's expected gratifications from ARSG usage. In doing so, this research enhances the understanding of ARSGs and adds novel constructs (e.g., desired enhancement of reality) to the stream of technology and media adoptance.
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BFBNIB, FZAB, GIS, IJS, KILJ, NLZOH, NUK, OILJ, SAZU, SBCE, SBMB, UL, UM, UPUK
Mobile Augmented Reality (MAR) integrates computer-generated virtual objects with physical environments for mobile devices. MAR systems enable users to interact with MAR devices, such as smartphones ...and head-worn wearables, and perform seamless transitions from the physical world to a mixed world with digital entities. These MAR systems support user experiences using MAR devices to provide universal access to digital content. Over the past 20 years, several MAR systems have been developed, however, the studies and design of MAR frameworks have not yet been systematically reviewed from the perspective of user-centric design. This article presents the first effort of surveying existing MAR frameworks (count: 37) and further discusses the latest studies on MAR through a top-down approach: (1) MAR applications; (2) MAR visualisation techniques adaptive to user mobility and contexts; (3) systematic evaluation of MAR frameworks, including supported platforms and corresponding features such as tracking, feature extraction, and sensing capabilities; (4) and underlying machine learning approaches supporting intelligent operations within MAR systems. Finally, we summarise the development of emerging research fields and the current state-of-the-art and discuss the important open challenges and possible theoretical and technical directions. This survey aims to benefit both researchers and MAR system developers alike.
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IZUM, KILJ, NUK, PILJ, SAZU, UL, UM, UPUK
The recent appearance of low cost virtual reality (VR) technologies - like the Oculus Rift, the HTC Vive and the Sony PlayStation VR - and Mixed Reality Interfaces (MRITF) - like the Hololens - is ...attracting the attention of users and researchers suggesting it may be the next largest stepping stone in technological innovation. However, the history of VR technology is longer than it may seem: the concept of VR was formulated in the 1960s and the first commercial VR tools appeared in the late 1980s. For this reason, during the last 20 years, 100s of researchers explored the processes, effects, and applications of this technology producing 1000s of scientific papers. What is the outcome of this significant research work? This paper wants to provide an answer to this question by exploring, using advanced scientometric techniques, the existing research corpus in the field. We collected all the existent articles about VR in the Web of Science Core Collection scientific database, and the resultant dataset contained 21,667 records for VR and 9,944 for augmented reality (AR). The bibliographic record contained various fields, such as author, title, abstract, country, and all the references (needed for the citation analysis). The network and cluster analysis of the literature showed a composite panorama characterized by changes and evolutions over the time. Indeed, whether until 5 years ago, the main publication media on VR concerned both conference proceeding and journals, more recently journals constitute the main medium of communication. Similarly, if at first computer science was the leading research field, nowadays clinical areas have increased, as well as the number of countries involved in VR research. The present work discusses the evolution and changes over the time of the use of VR in the main areas of application with an emphasis on the future expected VR's capacities, increases and challenges. We conclude considering the disruptive contribution that VR/AR/MRITF will be able to get in scientific fields, as well in human communication and interaction, as already happened with the advent of mobile phones by increasing the use and the development of scientific applications (e.g., in clinical areas) and by modifying the social communication and interaction among people.