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.

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Online Programming Lessons, Tutorials and Capstone Project guide

Augmented and Virtual Reality Capstone and Thesis Project Ideas

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
  • 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

You may visit our  facebook  page for more information, inquiries and comments.

Hire  our team to do the project.

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  • Mobile Based Emergency Assistance App with Admin Portal
  • Mobile Based Voting Application for Android and IOS

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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.

Choose best PhD research topics in augmented reality

LEADING APPLICATIONS OF AUGMENTED REALITY

  • 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
  • Lifesaving System (Medical)
  • Manufacturing and also Consumer Design
  • Construction and also Architecture Model
  • Hazard Detection
  • Mobile and also Human Augmentation

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  • Science Direct
  • and also ACM

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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

A fresh Research function based on Augmented Reality Extended Tracking Technology for Mobile Terminal

The firsthand process of Pervasive Rapid E-Preparedness Augmented Reality Environment E-Learning Intervention for HAZWOPER Training of Fire Fighter/EMTs system

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

An innovative design method for Augmented Reality Application By using Graphic Code Markers system

An effectual process of Evaluation based Hand Gesture Annotation in Remote Collaboration Using Augmented Reality

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

The novel study Exploration of Augmented Reality Technology Applied in Colleges' Experimental Teaching system

An innovative method for Robot Supported in Virtual and Augmented Reality

An effective process of novel campus navigation APP with augmented reality and deep learning

A new mechanism for Approach augmented reality real-time rendering for understanding light and shade in art education

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

An efficient method for Markerless Augmented Reality based Interior Designing System

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

PhD Research Topics in Augmented Reality

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augmented reality thesis titles

AR Master Theses

Sven Adamik (April 2018)

Augmented Reality Usage in Social Interactions: Exploring Augmented Social Interactivity in a Decision-Making Context

Firms increasingly use the emerging technology of augmented reality (AR) to enhance customers’ online and offline experiences. AR’s latest developments allow users to expand their reality and furthermore to interactively share that perception with their fellow human beings. Yet, AR research has focused mainly on individual experiences, neglecting the question of how AR can transform passive bystanders into actively engaged contributors.   This paper contributes to the developing research on social AR by (1) conceptualizing augmented social interactivity in social AR and its effect on customer decision-making and reflections thereof, (2) demonstrating the mediating role of co-presence in the decision-making process with AR, and (3) explaining how the source of a recommendation provided through AR constitutes a relevant boundary condition to the previously mentioned relationships.   Augmented social interactivity, that is receiving a recommendation with AR visualizations, leads to more decision comfort and marginally more decision confidence. This effect is based on an increased sense of sharing the physical space of the decision context with the provider of the recommendation. However, decision comfort was negatively affected when the recommendation was given by a virtual shopping assistant. 

Guido Roebroek (January 2018)

Augmented Reality in Blue-Collar SCM: The Influence of Regulatory Mode Orientations and Time Pressure on Subjective Perceptions of Work Quality

An emerging class of technologies, referred to as Augmented Reality (AR), assumes a central role in current industrial developments and is increasingly being applied across a variety of industrial contexts. However, there is little knowledge about the impact of AR on workers’ subjective perceptions of work quality. An experiment is conducted where 62 students equipped with AR smart glasses perform an order picking task to assess how workers’ regulatory mode orientations (locomotion & assessment) are, in an AR applied setting, related to four subjective perceptions of work quality: self-efficacy, task enjoyment, perceived task success, and task satisfaction. The mediating linking pin in these relationships is established to be engagement. Additionally, the moderating effect of time pressure on these relationships is assessed. The results indicate that without time pressure, both assessment and locomotion orientations relate favorably to engagement and subjective perceptions of work quality; in the event of time pressure, assessment and locomotion orientations are respectively neutral and unfavorably related towards engagement and subjective perceptions of work quality.

Jenny Wong (November 2017)

The Empathy Machine: The Effectiveness of VR Technology Supported Marketing Campaigns to Increase Engagement Towards NPOs

Marketers are increasingly challenged to deliver more compelling content that engages consumers and allows for more meaningful interactions. The study at hand explores how the use of Virtual reality (VR) offers non-profit organizations (NPO) new ways to promote charitable behaviour for their fundraising campaigns and support programmes. Therefore, the role of high spatial presence evoked by VR is examined in the relationship of moral identity and empathy on behavioural intentions. In particular this research seeks to investigate the effectiveness of VR to increase people’s word-of-mouth intentions, and willingness or intended amount of donation. This is particularly relevant for non-profit marketers such as of organizations like the United Nations Children’s Fund (unicef). VR enables people to gain a more realistic ‘feeling of being there’ and perspective of the situation, which can influence people’s trust and better understanding of the purpose of the monetary donations and support activities. Empathy has empirically shown to be an important indicator for charitable giving. This paper makes theoretical contributions to existing research about the role of moral identity, empathy on people’s behavioural intentions by examining the effectiveness of high spatial presence (VR technology) to positively amplify this relationship. Therefore, practical implications on how to optimize the benefits of VR for NPO campaigns are provided in addition to the theoretical contributions in this emerging research field. 

Jakob Ossmann (August 2017)

The Virtues of Virtual Reality: The Impact of Virtual Reality Experiences on Sustainable Consumption

This study investigates the potential impact of virtual reality (VR) experiences on ethical consumption behavior. By drawing on the theory of planned behavior the present work demonstrates that the state of Spatial Presence as salient feature of VR experiences is able to mitigate the attitude-behavior gap in ethical consumption. The results revealed improved attitudes and intentions but also increased behavior related to the consumption of sustainable products. This study furthermore contributes to social psychology and consumption behavior literature by showing that subjective norms operate as a moderator of the effect of Spatial Presence on attitudes related to ethical consumption. The findings include important implications for marketing professionals working with sustainable products as they suggest to utilize VR experiences that maximize Spatial Presence, are focused on attitude change and that consider the social background of the targeted consumers.

Pepijn Poels (August 2017) 

A Shared Vision: Exploring Social Augmented Reality for Online Retail

After the revolutionary technological impact of Augmented Reality (AR), more and more online retailers are pursuing a strategy that integrates AR in their online retail channel. This interactive shopping technology helps to visualize and understand products, and creates an authentic buying experience. More recently, Social Augmented Reality (SAR) applications that allow customers to share an augmented experience are being integrated into online retail channels. This study adds a social function to an existing AR application for online retail to measure the impact of AR spatial presence, social presence, and their interaction on customer decision comfort and decision confidence. The results reveal that a feeling of spatial presence predicts decision comfort and decision confidence. Social presence predicts decision confidence but not decision comfort. Furthermore, customers’ privacy concerns attenuate the positive relationship between spatial presence and decision confidence. Notably, the opposite is found for social presence; the effect on decision confidence is strengthened by customers’ privacy concerns. These results suggest that SAR applications are an effective tool for enhancing online retail experiences and warrant future research.

Aleksandra Baranska (July 2017) 

Make it real: How Augmented Reality can enhance customers' decision making for online shopping

As online retailers face the challenge of increasing virtual shopping cart abandonment and product returns, they need to employ differentiation strategies. The use of interactive technologies such as Augmented Reality (AR) is believed to enhance customers’ e-commerce experience. Two studies are conducted to assess the influence of AR-induced spatial presence on customers’ decision comfort and confidence, as well as to identify relevant boundary conditions to these effects. The results render AR technology as an effective marketing tool to enhance customers’ decision making and translate these benefits into relevant marketing outcomes, such as positive word-of-mouth and purchase intentions. Furthermore, the effect of spatial presence on decision comfort is greater for customers who are situationally primed with a visual style of information processing; the effect of spatial presence on decision confidence is more pronounced for customers with natural disposition towards verbal information processing. Additionally, customers with a prevention focus derive more decision comfort from spatial presence.

Lara Griewel (Janurary 2016) 

Dazzling Experiences for Body and Mind - How Augmented Reality Enhances Tourism Experiences

Experiential marketing has become a cornerstone of travel and tourism marketing as tourism organizations focus on marketing holistic experiences rather than a mere destination. Simultaneously, innovative technologies play a pivotal role in enhancing consumer experiences as they have gained an aesthetic experiential character. These developments are merged under the user experience (UX) paradigm, which is about creating positive experiences by designing technology for pleasure. In this light, Augmented Reality (AR) has been proclaimed as a promising vehicle to deliver exceptional tourism experiences due to its engaging nature. Since AR literature lacks a user-centeredness approach and precise managerial guidelines, this study examines underlying processes and consequences of mobile AR tourism services to close this research gap. Taking a UX approach, eight hypotheses were developed to examine the relationships among experiential marketing based on mobile AR (mAR), customer delight and behavioral intentions. Firstly, a qualitative interview was conducted to establish overall support for the conceptual framework. Secondly, a mAR city walk was re-created in a laboratory experiment and evaluated by the experiment participants. A partial least squares analysis (SmartPLS) reveals that the measurement model and structural model have a good overall fit. Further outcomes suggest that mAR tourism services provide multiple sensory stimuli, which induce customer delight. Delight favorably influences recommendations to others and intentions to re-use the service in the same and in another destination. Tourism marketers can use of these findings to learn how to effectively design and apply mAR tourism services to stage an environment from which a delighting tourism experience can emerge.

Carolin Basak (Janurary 2016) 

Showrooming - The Effects of Augmented Reality Technology Use in Offline Retailing

The showrooming effect, where consumers are using the retail store as a showroom and then look for the best possible deal online via their smartphones, is of increasing interest, especially for offline retailers. This research aims to investigate the impact of technological advances, especially of Augmented Reality (AR) applications on mobile devices, on the showrooming behavior of consumers. To do this, the flow experience of using AR technology in comparison to using the Internet browser on mobile devices, is compared. Additionally, boundary conditions, such as consumer traits (personal innovativeness in the domain of technology and market mavenism) and price differences, are included. To obtain overall support for the conceptual framework and for the interest in AR in general, an in-depth qualitative interview was conducted. Following, an experimental study was performed, measuring four conditions, with technology (AR versus NON-AR technology) and price (higher online price versus lower online price compared to the offline price) comprising the different conditions. It was found that showrooming behavior is not determined by the adopted technology. Users did not intend to showroom to a higher extent when using AR technology compared to other technology. Rather, the likelihood of showrooming behavior is higher when the online price is lower than the offline price. Concluding, theoretical and practical implications of the findings are discussed and suggestions for future research are given.

Sonja Beier (August 2015) 

An investigation of augmented reality use in online retailing  

Augmented reality technology has emerged as a marketing tool in online retailing. In two phases, this study conceptualizes, develops, refines, and tests a multiple-item scale for the feeling of presence that emerges during the use of augmented reality technology. In a first step, the feeling of presence is conceptualized in the AR context. Through an extensive literature review scale items are identified and adapted. Using exploratory factor analysis the scale is then refined and tested for reliability. Based on structural equation modelling, the scale’s nomological network is examined and possible outcomes are identified. Through quantitative analysis, an 11-item two-dimensional presence scale was developed that includes the dimensions object location and possible actions. Due to the use of different samples as well as various reliability and validity tests, the scale presents a sound measurement tool. Managerial implications and directions for future research are presented at the end.

Lars Sturges (July 2015) 

Augmenting Our Means - The Current Role and Future Potential of Augmented Reality in Supply Chain Management  

This thesis reviews the existing literature on augmented reality (AR) applications in supply chain management (SCM), and then, by means of an analytical hierarchy process, compares its findings with responses to a questionnaire submitted to industry professionals. The study consists of six main sections. The first one provides an introduction to this thesis and the topic of AR; this is followed in the second section by an outline of the history of AR. The third section describes current AR devices. The fourth part first explains the methodology used in reviewing the existing literature, before providing insights for practitioners and avenues for future research according to four different research focuses: (1) quality dimensions of AR, (2) cognitive mechanisms, (3) impact of AR, (4) industry and user characteristics. The fifth part evaluates the responses gathered from practitioners and determines whether these corroborate the findings of the literature review. The conclusion summarizes the results, outlines the limitations of this study and indicates potential directions for future research.

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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Dissertations / Theses on the topic 'Mixed reality. augmented reality'

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Ruiz, Aleksandr. "Mixed Reality Book." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21540.

Karlgren, Kasper. "Perceived physical presence in Mixed reality embodiment vs Augmented reality robot interaction." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-265568.

Barba, Evan. "A multiscale framework for mixed reality walking tours." Diss., Georgia Institute of Technology, 2013. http://hdl.handle.net/1853/47554.

Kopsida, Marianna. "Automated progress monitoring using mixed reality." Thesis, University of Cambridge, 2018. https://www.repository.cam.ac.uk/handle/1810/274926.

Lindqvist, Johan. "Edge Computing for Mixed Reality." Thesis, Linköpings universitet, Programvara och system, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-162133.

Lagerqvist, Teodor. "Studies of Delay in Collaborative Augmented Reality." Thesis, Linköping University, Department of Computer and Information Science, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-57437.

Savage, Ruthann. "TRAINING WAYFINDING: NATURAL MOVEMENT IN MIXED REALITY." Doctoral diss., University of Central Florida, 2006. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3929.

Dahl, Tyler. "Real-Time Object Removal in Augmented Reality." DigitalCommons@CalPoly, 2018. https://digitalcommons.calpoly.edu/theses/1905.

Santos, Lages Wallace. "Walk-Centric User Interfaces for Mixed Reality." Diss., Virginia Tech, 2018. http://hdl.handle.net/10919/84460.

Freeman, R. M. "Rapid interactive modelling and tracking for mixed and augmented reality." Thesis, University College London (University of London), 2011. http://discovery.ucl.ac.uk/1318079/.

Johansson, Daniel. "Convergence in mixed reality-virtuality environments : facilitating natural user behavior." Doctoral thesis, Örebro universitet, Institutionen för naturvetenskap och teknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-21054.

Davis, Benjamin Charles. "The augmented reality framework : an approach to the rapid creation of mixed reality environments and testing scenarios." Thesis, Heriot-Watt University, 2009. http://hdl.handle.net/10399/2229.

Golinucci, Simone. "Il progetto Augmented Room." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2018.

Panahi, Aliakbar. "Big Data Visualization Platform for Mixed Reality." VCU Scholars Compass, 2017. https://scholarscompass.vcu.edu/etd/5198.

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.

Gaebel, Ethan Daniel. "Looks Good To Me (LGTM): Authentication for Augmented Reality." Thesis, Virginia Tech, 2016. http://hdl.handle.net/10919/71638.

Le, Roux Christiaan Johannes Hendrik. "Development of a stereo vision mixed reality framework." Thesis, Stellenbosch : Stellenbosch University, 2012. http://hdl.handle.net/10019.1/20034.

Gaudenzi, Fabio. "Progettazione e sviluppo di applicazioni di augmented reality interattive." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2014. http://amslaurea.unibo.it/6970/.

Lafargue, David. "The Influence of Mixed Reality Learning Environments in Higher Education STEM Programs| A Study of Student Perceptions of Mixed Reality Self-Efficacy, Engagement, and Motivation Using Augmented and Virtual Reality." Thesis, University of Louisiana at Lafayette, 2019. http://pqdtopen.proquest.com/#viewpdf?dispub=10932912.

Mixed Reality is a technology quickly advancing and becoming more readily available to the average consumer. The continually improving availability of Mixed Reality technology is due to advancements with software platforms and integration of miniaturized hardware for mobile devices. Mixed Reality is becoming more available for use within higher education but limited data is available supporting the relevance and effectiveness of this technology for helping students to learn.

The intent of this study was purposed to explore how Mixed Reality influences learning within a Science, Technology, Engineering, and Mathematics (STEM) higher education program when learning within a Mixed Reality Learning Environment (MRLE). Mixed Reality Self-efficacy, student engagement, and student motivation were used as part of the Mixed Reality Self-efficacy, Engagement, and Motivation (MRSEM) survey. The MRSEM survey captured demographic information but primarily focused on the variables of self-efficacy, engagement, and motivation of post-secondary STEM students within a MRLE.

The results from this study provided data indicating how gender influences student acceptance of Mixed Reality, significant relationships among student engagement and student motivation when using Mixed Reality along with observed mobile device usage. These findings can provide administrators with useful information needed to target specific population groups to effectively integrate this new technology. Incorporating Mixed Reality as a learning resource is an approach if done correctly can reap benefits for all stakeholders involved.

The final outcome originating from the findings and observations resulted in the development of a best practices guide and recommendations for administrators and practitioners considering Mixed Reality. The guide and recommendations are intended for stakeholders within STEM areas of concentration considering this technology as a resource to improve instructional methods by engaging, motivating, retaining and ultimately improving a student’s Mixed Reality Self-efficacy (MRSe).

Orraryd, Pontus. "Exploring the potential use of augmented reality in medical education." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-141685.

Serra, Eugenio. "Quality Training Center certification path and introduction of Augmented Reality techniques." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2019.

Ehmann, Markus Friedrich. "Developing a methodical approach for the systematic identification of innovative technological applications, based on mixed reality in manual order picking." Thesis, University of Plymouth, 2014. http://hdl.handle.net/10026.1/3027.

Capucci, Mattia. "Estensione di un'infrastruttura per ambienti cooperativi di mixed reality: integrazione del framework Google ARCore e tecnologie mobile avanzate." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2019. http://amslaurea.unibo.it/18437/.

Ustinova, Valentina. "Interaction Design Meets Marine Sustainability – Mixed Reality Tour Near the Oresund Bridge." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23375.

Beato, Nicholas. "Towards Real-time Mixed Reality Matting in Natural Scenes." Doctoral diss., University of Central Florida, 2012. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/5119.

Karlsson, Adam. "Mixed Reality Displays in Warehouse Management : A study revealing new possibilities for Warehouse Management and Tangar." Thesis, KTH, Skolan för industriell teknik och management (ITM), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-263878.

Salvatori, Riccardo. "Progettazione e sviluppo di un'applicazione di Mixed Reality per la modellazione di mondi aumentati basata su tecnologia Meta." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/16806/.

Hadj, Said Souheil. "Illumination Estimation from Specular Highlights in Mixed Reality with Application in Diminished Reality." Thesis, Université Clermont Auvergne‎ (2017-2020), 2020. http://www.theses.fr/2020CLFAC005.

Orazi, Federico. "Realizzazione di sistemi di realtà aumentata multi-marker e multi-utente basati sul framework MiRAgE." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/16817/.

Lacoche, Jérémy. "Plasticity for user interfaces in mixed reality." Thesis, Rennes 1, 2016. http://www.theses.fr/2016REN1S034/document.

Peillard, Etienne. "Vers une caractérisation des biais perceptifs en réalité mixte : une étude de facteurs altérant la perception des distances." Thesis, Ecole centrale de Nantes, 2020. http://www.theses.fr/2020ECDN0030.

Le, Chenechal Morgan. "Awareness Model for Asymmetric Remote Collaboration in Mixed Reality." Thesis, Rennes, INSA, 2016. http://www.theses.fr/2016ISAR0006/document.

George, Lenard. "COMPUTATIONAL THINKING FOR ADULTS- DESIGNING AN IMMERSIVE MULTI-MODAL LEARNING EXPERIENCE USING MIXED REALITY." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23635.

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.

Läbom, Malin. "Utformning av projektorsystem." Thesis, Tekniska Högskolan, Högskolan i Jönköping, JTH, Maskinteknik, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-13320.

Giulianini, Daniele. "Studio e sviluppo prototipale di un sistema per la visualizzazione e la manipolazione di contenuti DICOM in realtà aumentata." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2019. http://amslaurea.unibo.it/19566/.

Trevisan, Daniela. "Design, implementation and evaluation for continuous interaction in image-guided surgery." Université catholique de Louvain, 2006. http://edoc.bib.ucl.ac.be:81/ETD-db/collection/available/BelnUcetd-03142006-161703/.

Jiddi, Salma. "Photometric registration of indoor real scenes using an RGB-D camera with application to mixed reality." Thesis, Rennes 1, 2019. http://www.theses.fr/2019REN1S015/document.

Vagnoni, Alberto. "Tecnologie digitali per l'educazione e fruizione museale in ambito scientifico." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2020.

Knierim, Pascal [Verfasser], and Albrecht [Akademischer Betreuer] Schmidt. "Enhancing interaction in mixed reality : the impact of modalities and interaction techniques on the user experience in augmented and virtual reality / Pascal Knierim ; Betreuer: Albrecht Schmidt." München : Universitätsbibliothek der Ludwig-Maximilians-Universität, 2020. http://d-nb.info/123491199X/34.

Andruccioli, Matteo. "Studio e applicazione della piattaforma ARCore per lo sviluppo di sistemi di realtà aumentata: Rocca delle Caminate come caso di studio." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/16972/.

Martins, Ricardo F. "A wearable head-mounted projection display." Doctoral diss., University of Central Florida, 2010. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4524.

Bambušek, Daniel. "User Interface for ARTable and Microsoft Hololens." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2018. http://www.nusl.cz/ntk/nusl-386023.

Pola, Sai Vijay. "Evaluating the User Experience of Microsoft HoloLens and Mobile Device Using an Augmented Reality Application." Thesis, Blekinge Tekniska Högskola, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-17840.

Pouke, M. (Matti). "Augmented virtuality:transforming real human activity into virtual environments." Doctoral thesis, Oulun yliopisto, 2015. http://urn.fi/urn:isbn:9789526208343.

Oriani, Mattia. "Applicazioni di Mixed Reality e Microsoft Hololens: studio e riprogettazione del concetto di ologramma e della relativa gestione all'interno di un'applicazione olografica." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amslaurea.unibo.it/11003/.

Roo, Joan sol. "one reality : augmenting the human experience through the combination of physical and digital worlds." Thesis, Bordeaux, 2017. http://www.theses.fr/2017BORD0874/document.

Pederson, Thomas. "From Conceptual Links to Causal Relations — Physical-Virtual Artefacts in Mixed-Reality Space." Doctoral thesis, Umeå : Univ, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-137.

Paakkola, Dennis, and Robin Rännar. "Ökad användarberedskap för digitala miljösimuleringar : Kravställning,utveckling och utvärdering av digital prototyp för användarintroduktion." Thesis, Mittuniversitetet, Institutionen för data- och systemvetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-38021.

Montagna, Pierluigi. "Design and development of a Unity based framework for augmented worlds." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amslaurea.unibo.it/11154/.

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Differences between Virtual Reality and Augmented Reality

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Virtual reality and augmented reality offer exciting potential in the future of gaming, entertainment, e-commerce and many other sectors.

While VR provides immersive escapism into virtual worlds, AR enriches the real world by overlaying digital content, bringing more life to how we interact with our environment.

To gain a better understanding of what separates both technologies, Franklin Okeke , writing for TechRepublic Premium, looks at their differences, practical use cases and functionalities and how mixed reality creates a perfect blend of both technologies.

Featured text from the download:

HOW DOES AUGMENTED REALITY WORK?

AR software is crucial in bringing the virtual and physical worlds together. It works by perceiving and understanding the natural world using sensors embedded in your devices. These sensors include cameras, depth sensors, accelerometers, gyroscopes and light sensors. The components work collectively to gather information about your environment.

Cameras collect visual information, depth sensors estimate object distances, accelerometers track motion speed, gyroscopes determine orientation and light sensors gauge ambient light conditions. After the data is gathered, it’s processed in real time using complex algorithms. This information is used to understand the position, orientation and dimensions of objects in the physical environment.

Improve your VR and AR knowledge with our in-depth 11-page glossary document. This is available for download at just $9. Alternatively, enjoy complimentary access with a Premium annual subscription. Click here to find out more.

TIME SAVED: Crafting this content required 20 hours of dedicated writing, editing and research.

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UPM-MSCA-PF-2024-Life Support Technologies (inclusion of people with sensory disabilities)

The Human Resources Strategy for Researchers

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Project description

Title: Development of applications for the inclusion of people with sensory disabilities, especially older adults, or those with blindness or low vision.

Hypothesis : The difficulty in establishing correct control of body movement, particularly the abilities to maintain postural balance or orient oneself, can have its origin in vestibular pathologies, but much more frequently in people with low vision, blind people, and in older adults in a pre-existing situation. -fragility. The use of an appropriate combination of inertial sensors, artificial intelligence and augmented and virtual reality concepts for sensory substitution can allow the creation of solutions that improve their quality of life by facilitating a reduction in the risk of falling, better orientation and a general better subjective state of mind. well-being, also in caregivers where appropriate.

Objectives : Development of specialized tools compatible with virtual assistants to meet the needs of orientation and improvement of balance and posture in people with low vision problems, older adults or with vestibular pathologies. Depending on the specific profile of the candidate, attention will focus on the development of software (artificial intelligence, virtual and augmented reality) and/or data analysis and/or integration of sensors.

Methodology: We have previous developments (e-GLANCE project) including software and hardware, what would be the starting point for the propose research. The work is going to be carried out within a multidisciplinary team, so depending on the specific objectives assigned, other researchers will carry out the tasks to achieve the other objectives.

Brief description of the Centre/Research Group

The research lines of the Bioinstrumentation and Nanomedicine Laboratory (LBN) of the Center for Biomedical Technology (CTB) are: i) development of technologies for nanomedicine, especially against cancer, ii) biosensors and bioinstruments for non-invasive diagnosis, and iii) applications for the inclusion of people with sensory disabilities. It has six permanent research professors with experience in electronics, software and data engineering, biomedical, biological, chemical and physical sciences. Currently eight doctoral students are carrying out their doctoral thesis in the laboratory itself, and seven combining it with professional activities, at different levels of progress. Other doctoral and postdoctoral researchers who carry out short research stays also collaborate with the LBN. It has material and software resources for research that include equipment for the development of software systems (artificial intelligence, augmented and virtual reality, serious games, signal processing and database management), electronics, prototyping (several printers 3D, integration of commercial sensors), and others oriented to nanomedicine.

The CTB is made up of fourteen laboratories where a total of 180 researchers, including seniors and fellows, carry out their research in a multicultural environment since they come from more than twenty different nationalities. The center contains numerous common resources for cellular, animal and nanotechnology research.

Applications: documents to be submitted and deadlines

CV and Letter of motivation.  Deadline: 30th April 2024

IMAGES

  1. Masters Thesis Research- Augmented Reality informed by real time

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  2. [PDF] Unity 2018 Augmented Reality Projects by Jesse Glover

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  3. Augmented Reality On Display on Behance

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

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  1. Virtual and Augmented Reality

    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.

  2. Augmented and Virtual Reality Capstone and Thesis Project Ideas

    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.

  3. Enhancing internet of things experience in augmented reality environments

    Today, Augmented Reality (AR), which overlays digital information onto physical objects, is growing fast, and has been adopted successfully in many fields. This thesis focuses on fusing advantages of various technologies to create a better IoT experience in AR environment.

  4. A Qualitative Case Study in Augmented Reality Applications in Education

    simulations, blogs, games, wikis, mobile devices, augmented reality, virtual reality, e- books, and 3-D pop-up books. Various types of media have been around for years.

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    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 ...

  6. AR Master Theses

    This thesis reviews the existing literature on augmented reality (AR) applications in supply chain management (SCM), and then, by means of an analytical hierarchy process, compares its findings with responses to a questionnaire submitted to industry professionals. The study consists of six main sections.

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

    Mark Claydon: Alternative realities: from augmented reality to mobile mixed reality M.Sc Thesis 71 pages and 4 index pages May 2015 Abstract: This thesis provides an overview of (mobile) augmented and mixed reality by clarifying ... this thesis, would include more detailed topics and research on augmented reality displays (including ...

  8. Dissertation or Thesis

    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 ...

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    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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    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 ...

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

    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 National Academy of Engineering. The aim of this study is to develop two augmented reality (AR) and one virtual

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    PDF | On Jan 1, 2023, Abdullah M. Al-Ansi and others published Analyzing augmented reality (AR) and virtual reality (VR) recent development in education | Find, read and cite all the research you ...

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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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    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.

  16. Frontiers in Virtual Reality

    Understanding and Improving the 'Self' Using Immersive Virtual Reality. Sameer Kishore. Nishtha Lamba. Domna Banakou. Sofia Seinfeld. 8,506 views. 5 articles. An exciting new journal in its field which advances our understanding of extended reality to develop new technologies and find applications for society.

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    Thesis title Technical Opportunities and Challenges in Mobile Augmented Reality Prototyping. CASE: Haaga-Helia UAS Freshman application Number of report pages and appendix pages 51 + 4 The purpose of the thesis is to analyse the opportunities and challenges in MAR prototyping, through the case project HH Freshman.

  18. Augmented Reality in the Classroom

    Augmented reality is a live view of a real-world environment where the elements of the environment are augmented by software, such as video or audio. Augmented reality is not as well-known as virtual reality, where a simulated world is used instead of a real world. Today, augmented reality is said to have potential applications in education ...

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  22. Augmented Space Library 2: A Network Infrastructure for Collaborative

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