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augmented reality in corporate training: Augmented Reality in Education Vladimir Geroimenko, 2020-05-26 This is the first comprehensive research monograph devoted to the use of augmented reality in education. It is written by a team of 58 world-leading researchers, practitioners and artists from 15 countries, pioneering in employing augmented reality as a new teaching and learning technology and tool. The authors explore the state of the art in educational augmented reality and its usage in a large variety of particular areas, such as medical education and training, English language education, chemistry learning, environmental and special education, dental training, mining engineering teaching, historical and fine art education. Augmented Reality in Education: A New Technology for Teaching and Learning is essential reading not only for educators of all types and levels, educational researchers and technology developers, but also for students (both graduates and undergraduates) and anyone who is interested in the educational use of emerging augmented reality technology. |
augmented reality in corporate training: Augmented Reality and Virtual Reality Timothy Jung, M. Claudia tom Dieck, Philipp A. Rauschnabel, 2020-03-24 This book features the latest research in the area of immersive technologies, presented at the 5th International Augmented and Virtual Reality Conference, held in Munich, Germany in 2019. Bridging the gap between academia and industry, it presents the state of the art in augmented reality (AR) and virtual reality (VR) technologies and their applications in various industries such as marketing, education, healthcare, tourism, events, fashion, entertainment, retail and the gaming industry. The volume is a collection of research papers by prominent AR and VR scholars from around the globe. Covering the most significant topics in the field of augmented and virtual reality and providing the latest findings, it is of interest to academics and practitioners alike. |
augmented reality in corporate training: Creating Augmented and Virtual Realities Erin Pangilinan, Steve Lukas, Vasanth Mohan, 2019-03-18 Despite popular forays into augmented and virtual reality in recent years, spatial computing still sits on the cusp of mainstream use. Developers, artists, and designers looking to enter this field today have few places to turn for expert guidance. In this book, Erin Pangilinan, Steve Lukas, and Vasanth Mohan examine the AR and VR development pipeline and provide hands-on practice to help you hone your skills. Through step-by-step tutorials, you’ll learn how to build practical applications and experiences grounded in theory and backed by industry use cases. In each section of the book, industry specialists, including Timoni West, Victor Prisacariu, and Nicolas Meuleau, join the authors to explain the technology behind spatial computing. In three parts, this book covers: Art and design: Explore spatial computing and design interactions, human-centered interaction and sensory design, and content creation tools for digital art Technical development: Examine differences between ARKit, ARCore, and spatial mapping-based systems; learn approaches to cross-platform development on head-mounted displays Use cases: Learn how data and machine learning visualization and AI work in spatial computing, training, sports, health, and other enterprise applications |
augmented reality in corporate training: Implementing Augmented Reality Into Immersive Virtual Learning Environments Russell, Donna, 2020-12-18 The potential to integrate augmented reality into educational settings has led to the development of myriad programs for implementing these transformative technologies into education. However, the transformative learning processes possible for learners can best be developed through integration in immersive virtual learning environments. The integration of augmented reality (AR) technologies into education involves matching the potential of AR with the most effective instructional model for immersing learners in the learning process. With current research focused heavily on blended or online learning, augmented reality fits right into the new technologies and trends that are being developed and utilized on a consistent basis. There is a need for research that provides detailed curriculum guides, templates for designing virtual worlds, evaluation processes, and immersive learning procedures that can be utilized to provide the best educational environment for student success. Implementing Augmented Reality Into Immersive Virtual Learning Environments provides current research for the integration of transformative new technologies into multiple educational settings. Examining the why, what, and how of integrating augmented reality into immersive virtual learning technologies, this book covers various educational settings, such as nursing education, sports coaching, language education, and more. While highlighting the benefits for virtual reality, its role in remote learning, the logistics of simulation, and branches of it such as gamification, this book is ideally intended for teachers, school administrators, teacher educators, practitioners, IT specialists, educational software developers, researchers, academicians, and students interested in integrating augmented reality in educational programs. |
augmented reality in corporate training: Augmented Reality for Enhanced Learning Environments Reyes Ruiz, Gerardo, Hernández Hernández, Marisol, 2018-05-18 In an environment where some countries are coming out of the recession at different speeds and others remain in a gloomy economic environment, education plays a vital role in reducing the negative impact of the global economic problems. In this sense, new technologies help to generate human resources with a better quality of education. Augmented Reality for Enhanced Learning Environments provides emerging research on using new technologies to encourage education and improve learning quality through augmented reality. While highlighting issues such as global economic problems impacting schools and insufficient aid, this publication explores new technologies in emerging economies and effective means of knowledge and learning transfer. This book is a vital resource for teachers, students, and aid workers seeking current research on creating a new horizon in science and technology to strengthen the current system of learning. |
augmented reality in corporate training: Designing, Deploying, and Evaluating Virtual and Augmented Reality in Education Akcayir, Gokce, Demmans Epp, Carrie, 2020-10-23 Augmented reality (AR) and virtual reality (VR) provide flexibility in education and have become widely used for the promotion of multimedia learning. This use coincides with mobile devices becoming prevalent, VR devices becoming more affordable, and the creation of user-friendly software that allows the development of AR/VR applications by non-experts. However, because the integration of AR and VR into education is a fairly new practice that is only in its initial stage, these processes and outcomes need to be improved. Designing, Deploying, and Evaluating Virtual and Augmented Reality in Education is an essential research book that presents current practices and procedures from different technology-implementation stages (design, deployment, and evaluation) to help educators use AR/VR applications in their own teaching practices. The book provides comprehensive information on AR and VR applications in different educational settings from various perspectives including but not limited to mobile learning, formal/informal learning, and integration strategies with practical and/or theoretical implications. Barriers and challenges to their implementation that are currently faced by educators are also addressed. This book is ideal for academicians, instructors, curriculum designers, policymakers, instructional designers, researchers, education professionals, practitioners, and students. |
augmented reality in corporate training: Innovating with Augmented Reality P Kaliraj, Devi Thirupathi, 2021-12-15 Augmented Reality (AR) has many advantages that include increased engagement and interaction as well as enhanced innovation and responsiveness. AR technology has applications in almost all domains such as medical training, retail, repair and maintenance of complex equipment, interior design in architecture and construction, business logistics, tourism, and classroom education. Innovating with Augmented Reality: Applications in Education and Industry explains the concepts behind AR, explores some of its application areas, and gives an in-depth look at how this technology aligns with Education 4.0. Due to the rapid advancements in technology, future education systems must prepare students to work with the latest technologies by enabling them to learn virtually in augmented ways in varied platforms. By providing an illusion of physical objects, which takes the students to a new world of imagination, AR and Virtual Reality (VR) create virtual and interactive environments for better learning and understanding. AR applications in education are covered in four chapters of this book, including a chapter on how gamification can be made use of in the teaching and learning process. The book also covers other application areas of AR and VR. One such application area is the food and beverage industry with case studies on virtual 3D food, employee training, product–customer interaction, restaurant entertainment, restaurant tours, and product packaging. The application of AR in the healthcare sector, medical education, and related devices and software are examined in the book’s final chapter. The book also provides an overview of the game development software, Unity, a real-time development platform for 2D and 3D AR and VR, as well as the software tools and techniques used in developing AR-based apps. |
augmented reality in corporate training: Educational Technology and the New World of Persistent Learning Bailey, Liston W., 2019-01-18 Technologies, such as artificial intelligence and augmented and mixed reality, continue to be implemented to support the process of teaching and learning. However, technological advances and new applications should not be seen as a replacement for the requisite consideration of proper needs analysis, instructional design, and educational philosophy within courses or training; rather it should serve as an enabler to allow faster and more open access to learning for individuals. Educational Technology and the New World of Persistent Learning provides innovative insights into technology integration methods within classroom settings including how they can empower students and how they can be used in the creation of dynamic learning experiences. The content within this publication examines e-learning, robotics, and tutoring systems and is designed for academicians, educators, principles, administrators, researchers, and students. |
augmented reality in corporate training: Augmented Reality and Virtual Reality M. Claudia tom Dieck, Timothy Jung, 2019-02-19 This book presents a collection of the latest research in the area of immersive technologies, presented at the International Augmented and Virtual Reality Conference 2018 in Manchester, UK, and showcases how augmented reality (AR) and virtual reality (VR) are transforming the business landscape. Innovations in this field are seen as providing opportunities for businesses to offer their customers unique services and experiences. The papers gathered here advance the state of the art in AR/VR technologies and their applications in various industries such as healthcare, tourism, hospitality, events, fashion, entertainment, retail, education and gaming. The volume collects contributions by prominent computer and social sciences experts from around the globe. Addressing the most significant topics in the field of augmented and virtual reality and sharing the latest findings, it will be of interest to academics and practitioners alike. |
augmented reality in corporate training: Computational Thinking for Problem Solving and Managerial Mindset Training Dall'Acqua, Luisa, 2021-06-25 The cultural, social, and economic history of mankind is characterized by a succession of needs and problems that have stimulated the invention of operational and conceptual tools to facilitate their solution. The continuous presentation of new needs, an attempt to improve partial solutions to old problems, curiosity, and the disinterested search for knowledge then constituted the fundamental push for scientific, cultural, economic, and social progress. In an increasingly digital society, where software technological tools permeate daily life and, consequently, change the management of reality, mastering of transversal skills is crucial for success. Computational thinking is a set of transversal skills related to the foundations of computer science as a scientific discipline and means a mastering to the process of solving problems. The goal of computational thinking is to acquire interpretative perspectives of reality, which allows one to read the digital experience competently and responsibly. Computational Thinking for Problem Solving and Managerial Mindset Training explores how individuals can be trained into managerial mindsets through computational thinking and computer science. It explores how computer science can be used as a valid guideline to develop skills such as effective soft skills, communication skills, and collaboration. Further, the chapters explore the adoption of computational thinking for individuals to gain managerial mindsets and successfully solve questions and problems in their domain of interest. This will include artificial intelligence applications, strategic thinking, management training, ethics, emergency managerial mindsets, and more. This book is valuable for managers, professionals, practitioners, researchers, academicians, and students interested in how computational thinking can be applied for the training of managerial mindsets. |
augmented reality in corporate training: Visual Informatics: Sustaining Research and Innovations Halimah Badioze Zaman, Peter Robinson, Maria Petrou, Patrick Olivier, Timothy K. Shih, Sergio Velastin, Ingela Nyström, 2011-10-28 The two-volume set LNCS 7066 and LNCS 7067 constitutes the proceedings of the Second International Visual Informatics Conference, IVIC 2011, held in Selangor, Malaysia, during November 9-11, 2011. The 71 revised papers presented were carefully reviewed and selected for inclusion in these proceedings. They are organized in topical sections named computer vision and simulation; virtual image processing and engineering; visual computing; and visualisation and social computing. In addition the first volume contains two keynote speeches in full paper length, and one keynote abstract. |
augmented reality in corporate training: Augmented Reality in Educational Settings , 2019-11-11 New digital technologies offer many exciting opportunities to educators who are looking to develop better teaching practices. When technologies are new, however, the potential for beneficial and effective implementations and applications is not yet fully recognized. This book is intended to provide teachers and researchers with a wide range of ideas from researchers working to integrate the new technology of Augmented Reality into educational settings and processes. It is hoped that the research and theory presented here can support both teachers and researchers in future work with this exciting new technology. Contributors are: Miriam Adamková, Gilles Aldon, Panayiota Anastasi, Ferdinando Arzarello, Martina Babinská, Robert Bohdal, Francisco Botana, Constadina Charalambous, Eva Csandova, Omer Deperlioglu, Monika Dillingerová, Christos Dimopoulos, Jiri Dostal, Jihad El-Sana, Michael N. Fried, Maria Fuchsová, Marianthi Grizioti, Tomas Hlava, Markus Hohenwarter, Kateřina Jančaříková, Konstantinos Katzis, Lilla Korenova, Utku Köse, Zoltán Kovács,Blanka Kožík Lehotayová, Maria Kožuchová, Chronis Kynigos, Ilona-Elefteryja Lasica, Zsolt Lavicza, Álvaro Martínez, Efstathios Mavrotheris, Katerina Mavrou, Maria Meletiou-Mavrotheris, Georgios Papaioannou, Miroslava Pirháčová Lapšanská, Stavros Pitsikalis, Corinne Raffin, Tomás Recio, Cristina Sabena, Florian Schacht, Eva Severini, Martina Siposova, Zacharoula Smyrnaiou, Nayia Stylianidou, Osama Swidan, Christos Tiniakos, Melanie Tomaschko, Renata Tothova, Christina Vasou, and Ibolya Veress-Bágyi. |
augmented reality in corporate training: Augmented Reality for Developers Jonathan Linowes, Krystian Babilinski, 2017-10-09 Build exciting AR applications on mobile and wearable devices with Unity 3D, Vuforia, ARToolKit, Microsoft Mixed Reality HoloLens, Apple ARKit, and Google ARCore About This Book Create unique AR applications from scratch, from beginning to end, with step-by-step tutorials Use Unity 3D to efficiently create AR apps for Android, iOS, and Windows platforms Use Vuforia, ARTookKit, Windows Mixed Reality, and Apple ARKit to build AR projects for a variety of markets Learn best practices in AR user experience, software design patterns, and 3D graphics Who This Book Is For The ideal target audience for this book is developers who have some experience in mobile development, either Android or iOS. Some broad web development experience would also be beneficial. What You Will Learn Build Augmented Reality applications through a step-by-step, tutorial-style project approach Use the Unity 3D game engine with the Vuforia AR platform, open source ARToolKit, Microsoft's Mixed Reality Toolkit, Apple ARKit, and Google ARCore, via the C# programming language Implement practical demo applications of AR including education, games, business marketing, and industrial training Employ a variety of AR recognition modes, including target images, markers, objects, and spatial mapping Target a variety of AR devices including phones, tablets, and wearable smartglasses, for Android, iOS, and Windows HoloLens Develop expertise with Unity 3D graphics, UIs, physics, and event systems Explore and utilize AR best practices and software design patterns In Detail Augmented Reality brings with it a set of challenges that are unseen and unheard of for traditional web and mobile developers. This book is your gateway to Augmented Reality development—not a theoretical showpiece for your bookshelf, but a handbook you will keep by your desk while coding and architecting your first AR app and for years to come. The book opens with an introduction to Augmented Reality, including markets, technologies, and development tools. You will begin by setting up your development machine for Android, iOS, and Windows development, learning the basics of using Unity and the Vuforia AR platform as well as the open source ARToolKit and Microsoft Mixed Reality Toolkit. You will also receive an introduction to Apple's ARKit and Google's ARCore! You will then focus on building AR applications, exploring a variety of recognition targeting methods. You will go through multiple complete projects illustrating key market sectors including business marketing, education, industrial training, and gaming. By the end of the book, you will have gained the necessary knowledge to make quality content appropriate for a range of AR devices, platforms, and intended uses. Style and approach This book adopts a practical, step-by-step, tutorial-style approach. The design principles and methodology will be explained by creating different modules of the AR app. |
augmented reality in corporate training: Managerial Challenges and Social Impacts of Virtual and Augmented Reality Loureiro, Sandra Maria Correia, 2020-01-03 The increase in smartphone usage and new technologies embedded in smart devices have led to innovative developments and applications throughout a variety of industries. However, new techniques such as spatial augmented reality are becoming more affordable for business, allowing consumers to experience and interact with the world as they never have before. AR and VR have vast implications for management and can allow companies to increase their sustainability and reduce their CO2 footprint. Managerial Challenges and Social Impacts of Virtual and Augmented Reality is a pivotal reference source that provides vital research on the applications of VR, AR, and related technologies from the perspectives of managers and marketers in the industry and discusses the social impact of these technologies. While highlighting topics such as consumer analysis, privacy ethics, and relationship marketing, this book is ideally designed for managers, marketers, technology developers, managing directors, business professionals, academicians, students, and researchers seeking current studies on the evolution of interactive technology. |
augmented reality in corporate training: Virtual Realities Sabine Coquillart, Guido Brunnett, Greg Welch, 2010-11-26 The articles by well-known international experts intend to facilitate more elaborate expositions of the research presented at the seminar, and to collect and document the results of the various discussions, including ideas and open problems that were identified. Correspondingly the book will consist of two parts. Part I will consist of extended articles describing research presented at the seminar. This will include papers on tracking, motion capture, displays, cloth simulation, and applications. Part II will consist of articles that capture the results of breakout discussions, describe visions, or advocate particular positions. This will include discussions about system latency, 3D interaction, haptic interfaces, social gaming, perceptual issues, and the fictional Holodeck. |
augmented reality in corporate training: Emerging Advancements for Virtual and Augmented Reality in Healthcare Coelho, Luis Pinto, Queirós, Ricardo, Reis, Sara Seabra, 2021-12-10 Within the last few years, devices that are increasingly capable of offering an immersive experience close to reality have emerged. As devices decrease in size, the interest and application possibilities for them increase. In the healthcare sector, there is an enormous potential for virtual reality development, as this technology allows, on the one hand, the execution of operations or processes at a distance, decoupling realities; and on the other hand, it offers the possibility of simulation for training purposes, whenever there are contexts of risk to the patient or to the health professional. However, virtual reality devices and immersion in virtual environments still requires some improvement as complaints such as headaches and nausea are still common among users, and so continuous research and development is critical to progress the technology. Emerging Advancements for Virtual and Augmented Reality in Healthcare synthesizes the trends, best practices, methodologies, languages, and tools used to implement virtual reality and create a positive user experience while also discussing how to implement virtual reality into day-to-day work with a focus on healthcare professionals and related areas. The application possibilities and their impact are transversal to all areas of health and fields such as education, training, surgery, pain management, physical rehabilitation, stroke rehabilitation, phobia therapy, and telemedicine. Covering topics such as mental health treatment and virtual simulations, it is ideal for medical professionals, engineers, computer scientists, researchers, practitioners, managers, academicians, teachers, and students. |
augmented reality in corporate training: New Perspectives on Virtual and Augmented Reality Linda Daniela, 2020-05-31 New Perspectives on Virtual and Augmented Reality discusses the possibilities of using virtual and augmented reality in the role of innovative pedagogy, where there is an urgent need to find ways to teach and support learning in a transformed learning environment. Technology creates opportunities to learn differently and presents challenges for education. Virtual reality solutions can be exciting, create interest in learning, make learning more accessible and make learning faster. This book analyses the capabilities of virtual, augmented and mixed reality by providing ideas on how to make learning more effective, how existing VR/AR solutions can be used as learning tools and how a learning process can be structured. The virtual reality (VR) solutions can be used successfully for educational purposes as their use can contribute to the construction of knowledge and the development of metacognitive processes. They also contribute to inclusive education by providing access to knowledge that would not otherwise be available. This book will be of great interest to academics, researchers and post-graduate students in the field of educational technology. |
augmented reality in corporate training: Augmented Reality Dieter Schmalstieg, Tobias Hollerer, 2016-06-01 Today’s Comprehensive and Authoritative Guide to Augmented Reality By overlaying computer-generated information on the real world, augmented reality (AR) amplifies human perception and cognition in remarkable ways. Working in this fast-growing field requires knowledge of multiple disciplines, including computer vision, computer graphics, and human-computer interaction. Augmented Reality: Principles and Practice integrates all this knowledge into a single-source reference, presenting today’s most significant work with scrupulous accuracy. Pioneering researchers Dieter Schmalstieg and Tobias Höllerer carefully balance principles and practice, illuminating AR from technical, methodological, and user perspectives. Coverage includes Displays: head-mounted, handheld, projective, auditory, and haptic Tracking/sensing, including physical principles, sensor fusion, and real-time computer vision Calibration/registration, ensuring repeatable, accurate, coherent behavior Seamless blending of real and virtual objects Visualization to enhance intuitive understanding Interaction–from situated browsing to full 3D interaction Modeling new geometric content Authoring AR presentations and databases Architecting AR systems with real-time, multimedia, and distributed elements This guide is indispensable for anyone interested in AR, including developers, engineers, students, instructors, researchers, and serious hobbyists. |
augmented reality in corporate training: Extended Reality in Practice Bernard Marr, 2021-07-26 WINNER AT THE BUSINESS BOOK AWARDS 2022 - SPECIALIST BUSINESS BOOK CATEGORY. As one of the leading business trends today, extended reality (XR) promises to revolutionize the way consumers experience their encounters with brands and products of all kinds. Top brands from Pepsi and Uber to Boeing and the U.S. Army are creating immersive digital experiences that capture the interest and imaginations of their target markets. In Extended Reality in Practice: 100+ Amazing Ways Virtual, Augmented and Mixed Reality are Changing Business and Society, celebrated futurist, technologist, speaker, and author Bernard Marr delivers a robust and accessible explanation of how all kinds of firms are developing innovative XR solutions to business problems. You’ll discover the new ways that companies are harnessing virtual, augmented, and mixed reality to improve consumers’ perception of their brands. You’ll also find out why there are likely to be no industries that will remain untouched by the use of XR, and why these technologies are popular across the commercial, governmental, and non‑profit spectrums. Perfect for Chief Executive Officers, business owners, leaders, managers, and professionals working in business development, Extended Reality in Practice will also earn a place in the libraries of professionals working within innovation teams seeking an accessible resource on the possibilities and potential created by augmented, virtual, and mixed reality technologies. An insightful exploration of extended reality from a renowned thought leader, technologist, and futurist Extended Reality in Practice: 100+ Amazing Ways Virtual, Augmented and Mixed Reality are Changing Business and Society offers readers a front-row seat to one of the most exciting and impactful business trends to find traction in years. Celebrated futurist and author Bernard Marr walks you through the ins and outs of XR, or extended reality, and how it promises to revolutionize everything from the experience of walking through an airport or shopping mall to grabbing a burger at a fast-food restaurant. Discover insightful and illuminating case studies from businesses and organizations in a variety of industries, including Burger King, BMW, Boeing, and the U.S. Army, and see how they’re turning virtual, mixed, and augmented reality experiences into big wins for their stakeholders. You’ll also find out about how XR can help businesses tackle the problems of lackluster engagement and lukewarm customer loyalty with reinvigorated consumer experiences. Ideal for executives, founders, business leaders and owners, and professionals of all sorts, Extended Reality in Practice is an indispensable guide to an indispensable new technology. The book is the leading resource for anyone seeking a one-stop reference for augmented, virtual, and mixed reality tech and their limitless potential for enterprise. |
augmented reality in corporate training: Reality Check Jeremy Dalton, 2021-01-03 Discover THE next big competitive advantage in business: learn how augmented and virtual reality can put your business ahead. Augmented reality (AR) and virtual reality (VR) are part of a new wave of immersive technologies that offer huge opportunities for businesses, across industries and regardless of their size. Most people think of AR or VR as a new development in video gaming like Pokémon GO, or an expensive marketing campaign by the Nikes of the world. The truth is, businesses of any size can put these new technologies to immediate use in areas that include: - Learning and development - Remote collaboration and assistance - Visualization of remote assets and environments - Sales and marketing - Consumer behaviour research Reality Check dispels the common misconceptions of AR and VR, such as them being too expensive or not easily scalable, and details how business leaders can integrate them into their business to deliver more efficient, impactful and cost-effective business solutions. The up and coming voice of AR and VR for businesses, Jeremy Dalton, uses case studies from organizations all over the world including Cisco, Ford, GlaxoSmithKline, La Liga and Vodafone to showcase the practical uses of immersive technologies. Reality Check makes cutting-edge technology accessible and grounds them into the everyday workings of normal businesses. It is your one-stop non-technical guide to incredibly exciting new technologies that will deliver results. |
augmented reality in corporate training: Virtual and Augmented Reality Applications in Manufacturing S.K. Ong, A.Y.C. Nee, 2013-04-17 Written by experts from the world’s leading institutions in the field, this is the only book to cover virtual and augmented reality in manufacturing from a manufacturing perspective, rather than a computer science angle. It details applications of state-of-the-art technologies in real industrial situations. |
augmented reality in corporate training: Virtual and Augmented Reality Information Resources Management Association, 2018 Virtual and augmented reality is the next frontier of technological innovation. As technology exponentially evolves, so do the ways in which humans interact and depend upon it. Virtual and Augmented Reality: Concepts, Methodologies, Tools, and Applications is a comprehensive reference source for the latest scholarly material on the trends, techniques, and uses of virtual and augmented reality in various fields, and examines the benefits and challenges of these developments. Highlighting a range of pertinent topics, such as human-computer interaction, digital self-identity, and virtual reconstruction, this multi-volume book is ideally designed for researchers, academics, professionals, theorists, students, and practitioners interested in emerging technology applications across the digital plane. |
augmented reality in corporate training: Augmented Reality Jon Peddie, 2017-04-19 This book provides an in-depth exploration of the field of augmented reality (AR) in its entirety and sets out to distinguish AR from other inter-related technologies like virtual reality (VR) and mixed reality (MR). The author presents AR from its initial philosophies and early developments, to its current technologies and its impact on our modern society, to its possible future developments; providing readers with the tools to understand issues relating to defining, building, and using our perception of what is represented in our perceived reality, and ultimately how we assimilate and react to this information. Augmented Reality: Where We Will All Live can be used as a comprehensive guide to the field of AR and provides valuable insights for technologists, marketers, business managers, educators and academics who are interested in the field of augmented reality; its concepts, history, practices and the science behind this rapidly advancing field of research and development. |
augmented reality in corporate training: Practical Augmented Reality Steve Aukstakalnis, 2016-09-08 The most comprehensive and up-to-date guide to the technologies, applications and human factors considerations of Augmented Reality (AR) and Virtual Reality (VR) systems and wearable computing devices. Practical Augmented Reality is ideal for practitioners and students concerned with any application, from gaming to medicine. It brings together comprehensive coverage of both theory and practice, emphasizing leading-edge displays, sensors, and DIY tools that are already available commercially or will be soon. Beginning with a Foreword by NASA research scientist Victor Luo, this guide begins by explaining the mechanics of human sight, hearing and touch, showing how these perceptual mechanisms (and their performance ranges) directly dictate the design and use of wearable displays, 3-D audio systems, and tactile/force feedback devices. Steve Aukstakalnis presents revealing case studies of real-world applications from gaming, entertainment, science, engineering, aeronautics and aerospace, defense, medicine, telerobotics, architecture, law enforcement, and geophysics. Readers will find clear, easy-to-understand explanations, photos, and illustrations of devices including the Atheer AiR, HTC Vive, DAQRI Smart Helmet, Oculus (Facebook) CV1, Sony PlayStation VR, Vuzix M300, Google Glass, and many more. Functional diagrams and photographs clearly explain how these devices operate, and link directly to relevant theoretical and practical content. Practical Augmented Reality thoroughly considers the human factors of these systems, including sensory and motor physiology constraints, monocular and binocular depth cues, elements contributing to visually-induced motion sickness and nausea, and vergence–accommodation conflicts. It concludes by assessing both the legal and societal implications of new and emerging AR, VR, and wearable technologies as well as provides a look next generation systems. |
augmented reality in corporate training: Enterprise Augmented Reality Projects Jorge R. López Benito, Enara Artetxe González, 2019-12-20 Design end-to-end AR solutions for domains such as marketing, retail, manufacturing, tourism, automation, and training Key FeaturesUse leading AR development frameworks such as ARCore, ARKit, and Vuforia across key industriesIdentify the market potential of AR for designing visual solutions in different business sectorsBuild multi-platform AR projects for various platforms such as Unity, iOS, and AndroidBook Description Augmented reality (AR) is expanding its scope from just being used in mobile and game applications to enterprise. Different industries are using AR to enhance assembly line visualization, guide operators performing difficult tasks, attract more customers, and even improve training techniques. In this book, you'll gain comprehensive insights into different aspects of developing AR-based apps for six different enterprise sectors, focusing on market needs and choosing the most suitable tool in each case. You'll delve into the basics of Unity and get familiar with Unity assets, materials, and resources, which will help you build a strong foundation for working on the different AR projects covered in the book. You'll build real-world projects for various industries such as marketing, retail, and automation in a step-by-step manner. This will give you hands-on experience in developing your own industrial AR apps. While building the projects, you'll explore various AR frameworks used in the enterprise environment such as Vuforia, EasyAR, ARCore, and ARKit, and understand how they can be used by themselves or integrated into the Unity 3D engine to create AR markers, 3D models, and components of an AR app. By the end of this book, you'll be well versed in using different commercial AR frameworks as well as Unity for building robust AR projects. What you will learnUnderstand the basics of Unity application development and C# scriptingLearn how to use Android Studio along with ARCore and Sceneform to build AR prototypes for Android devicesEnable AR experiences on the web with ARCore and WebARExplore emerging AR authoring tools such as Augmented Class! for educationUnderstand the differences and similarities between handheld and head-mounted display (HMD) environments and how to build an app for each targetBecome well versed in using Xcode with ARKit and SceneKit to develop AR portals for iOS devicesWho this book is for This book is for anyone interested in emerging and interactive technologies or looking to build AR applications for any domain. Although, no prior augmented reality experience is required, having some skills in object-oriented programming (OOP) will be helpful. |
augmented reality in corporate training: Innovating with Augmented Reality P Kaliraj, Devi Thirupathi, 2021-12-16 Augmented Reality (AR) has many advantages that include increased engagement and interaction as well as enhanced innovation and responsiveness. AR technology has applications in almost all domains such as medical training, retail, repair and maintenance of complex equipment, interior design in architecture and construction, business logistics, tourism, and classroom education. Innovating with Augmented Reality: Applications in Education and Industry explains the concepts behind AR, explores some of its application areas, and gives an in-depth look at how this technology aligns with Education 4.0. Due to the rapid advancements in technology, future education systems must prepare students to work with the latest technologies by enabling them to learn virtually in augmented ways in varied platforms. By providing an illusion of physical objects, which takes the students to a new world of imagination, AR and Virtual Reality (VR) create virtual and interactive environments for better learning and understanding. AR applications in education are covered in four chapters of this book, including a chapter on how gamification can be made use of in the teaching and learning process. The book also covers other application areas of AR and VR. One such application area is the food and beverage industry with case studies on virtual 3D food, employee training, product–customer interaction, restaurant entertainment, restaurant tours, and product packaging. The application of AR in the healthcare sector, medical education, and related devices and software are examined in the book’s final chapter. The book also provides an overview of the game development software, Unity, a real-time development platform for 2D and 3D AR and VR, as well as the software tools and techniques used in developing AR-based apps. |
augmented reality in corporate training: Virtual, Augmented Reality and Serious Games for Healthcare 1 Minhua Ma, Lakhmi C. Jain, Paul Anderson, 2014-04-25 There is a tremendous interest among researchers for the development of virtual, augmented reality and games technologies due to their widespread applications in medicine and healthcare. To date the major applications of these technologies include medical simulation, telemedicine, medical and healthcare training, pain control, visualisation aid for surgery, rehabilitation in cases such as stroke, phobia and trauma therapies. Many recent studies have identified the benefits of using Virtual Reality, Augmented Reality or serious games in a variety of medical applications. This research volume on Virtual, Augmented Reality and Serious Games for Healthcare 1 offers an insightful introduction to the theories, development and applications of virtual, augmented reality and digital games technologies in medical and clinical settings and healthcare in general. It is divided into six sections: section one presents a selection of applications in medical education and healthcare management; Section two relates to the nursing training, health literacy and healthy behaviour; Section three presents the applications of Virtual Reality in neuropsychology; Section four includes a number of applications in motor rehabilitation; Section five aimed at therapeutic games for various diseases; and the final section presents the applications of Virtual Reality in healing and restoration. This book is directed to the healthcare professionals, scientists, researchers, professors and the students who wish to explore the applications of virtual, augmented reality and serious games in healthcare further. |
augmented reality in corporate training: XR Case Studies Timothy Jung, Jeremy Dalton, 2021-09-11 This book presents a comprehensive collection of case studies on augmented reality and virtual realty (AR/VR) applications in various industries. Augmented reality and virtual reality are changing the business landscape, providing opportunities for businesses to offer unique services and experiences to their customers. The case studies provided in this volume explore business uses of the technology across multiple industries such as healthcare, tourism, hospitality, events, fashion, entertainment, retail, education and video gaming. The book includes solutions of different maturities as well as those from startups to large enterprises thereby providing a thorough view of how augmented reality and virtual reality can be used in business. |
augmented reality in corporate training: The Year in Tech 2022: The Insights You Need from Harvard Business Review Harvard Business Review, Larry Downes, Jeanne C. Meister, David B. Yoffie, Maelle Gavet, 2021-10-26 A year of HBR's essential thinking on tech—all in one place. From quantum computing and next-generation digital health tools to virtual reality training and the dawn of the commercial space age, new technologies are reshaping business on the factory floor and in the C-suite. What should you and your company be doing now to take advantage of the new opportunities these technologies are creating—and avoid falling victim to disruption? The Year in Tech 2022: The Insights You Need from Harvard Business Review will help you understand what the latest and most important tech innovations mean for your organization and how you can use them to compete and win in today's turbulent business environment. Business is changing. Will you adapt or be left behind? Get up to speed and deepen your understanding of the topics that are shaping your company's future with the Insights You Need from Harvard Business Review series. Featuring HBR's smartest thinking on fast-moving issues—blockchain, cybersecurity, AI, and more—each book provides the foundational introduction and practical case studies your organization needs to compete today and collects the best research, interviews, and analysis to get it ready for tomorrow. You can't afford to ignore how these issues will transform the landscape of business and society. The Insights You Need series will help you grasp these critical ideas—and prepare you and your company for the future. |
augmented reality in corporate training: Virtual Reality & Augmented Reality in Industry Dengzhe Ma, Jürgen Gausemeier, Xiumin Fan, Michael Grafe, 2012-01-02 Virtual Reality & Augmented Reality in Industry collects the proceedings of the 2nd Sino-German Workshop on the same topic held in Shanghai on April 16-17, 2009. The papers focus on the latest Virtual Reality (VR) / Augmented Reality (AR) technology and its application in industrial processes and presents readers with innovative methods, typical case studies and the latest information on VR/AR basic research results and industrial applications, such as 3D rendering, innovative human-machine design, VR/AR methodology and new tools for assisting in industry, virtual assembly, virtual factory, training and education, etc. The book is intended for computer scientists, IT engineers as well as researchers in Mechanical Engineering. Dr. Dengzhe Ma and Dr. Xiumin Fan are both professors at Shanghai Jiao Tong University, China; Dr.-Ing. Jürgen Gausemeier is a professor of Computer-Integrated Manufacturing at the Heinz Nixdorf Institute, University of Paderborn, Germany; Dipl.-Ing. Michael Grafe is a senior engineer in the Product Engineering Research Group at the Heinz Nixdorf Institute, University of Paderborn. |
augmented reality in corporate training: HBR's 10 Must Reads on Change Management (including featured article "Leading Change," by John P. Kotter) Harvard Business Review, John P. Kotter, W. Chan Kim, Renée A. Mauborgne, 2011-02-24 Most company's change initiatives fail. Yours don't have to. If you read nothing else on change management, read these 10 articles (featuring “Leading Change,” by John P. Kotter). We've combed through hundreds of Harvard Business Review articles and selected the most important ones to help you spearhead change in your organization. HBR's 10 Must Reads on Change Management will inspire you to: Lead change through eight critical stages Establish a sense of urgency Overcome addiction to the status quo Mobilize commitment Silence naysayers Minimize the pain of change Concentrate resources Motivate change when business is good This collection of best-selling articles includes: featured article Leading Change: Why Transformation Efforts Fail by John P. Kotter, Change Through Persuasion, Leading Change When Business Is Good: An Interview with Samuel J. Palmisano, Radical Change, the Quiet Way, Tipping Point Leadership, A Survival Guide for Leaders, The Real Reason People Won't Change, Cracking the Code of Change, The Hard Side of Change Management, and Why Change Programs Don't Produce Change. |
augmented reality in corporate training: What’s Your Formula? Brian Washburn, 2021-06-29 Your Periodic Table of Learning Elements Engaging, effective training programs are a mixture of science and art, requiring the right balance of adult learning theory, available technology, intuitive tools, proven practices, creativity, and risk. How does a trainer find the right combination and proportion of these elements? How does a trainer know what’s possible? To answer these questions, Brian Washburn offers a simple yet elegant periodic table of learning elements modeled on the original periodic table of chemical properties. Washburn’s elements—which are organized into solids, liquids, gases, radioactive, and interactive categories similar to their chemical cousins—are metaphors for the tools and strategies of the field of learning design; when they’re combined, and under certain conditions, they have the potential to create amazing learning experiences for participants. They are that impactful. From critical gas-like elements like the air we breathe, present in every training room (think instructional design or visual design), to radioactive elements, powerful and dangerous yet commonly used (think PowerPoint), Washburn guides you through the pitfalls and choices you confront in creating engaging learning experiences. A well-designed training program can be world-changing, he argues, and if you believe in your craft as a learning professional, you can do this too. Whether you’re an experienced learning designer or new to the field, this book inspires with new ideas and ways to organize the design of your learning programs. With stories from Washburn’s professional experience, the book includes a hands-on glossary of definitions and descriptions for more than 50 of his elements. |
augmented reality in corporate training: Experience on Demand: What Virtual Reality Is, How It Works, and What It Can Do Jeremy Bailenson, 2018-01-30 “If you want to understand the most immersive new communications medium to come along since cinema… I’d suggest starting with Mr. Bailenson’s [book].” —Wall Street Journal Virtual reality is able to effectively blur the line between reality and illusion, granting us access to any experience imaginable. These experiences, ones that the brain is convinced are real, will soon be available everywhere. In Experience on Demand, Jeremy Bailenson draws upon two decades spent researching the psychological effects of VR to help readers understand its upsides and possible downsides. He offers expert guidelines for interacting with VR, and describes the profound ways this technology can be put to use to hone our performance, help us recover from trauma, improve our learning, and even enhance our empathic and imaginative capacities so that we treat others and ourselves better. |
augmented reality in corporate training: Handbook of Research on Virtual Training and Mentoring of Online Instructors Keengwe, Jared, 2018-07-06 To meet the dynamic academic demands of twenty-first century digital learners, many institutions of higher learning are offering more online classes than ever before that are accessible to both traditional and non-traditional learners. As such, a growing demand for online courses implies that participating institutions provide faculty with appropriate professional development programs to ensure the design and delivery of quality online courses. The Handbook of Research on Virtual Training and Mentoring of Online Instructors is a critical scholarly resource that highlights the issues, challenges, and online engagement experiences to enhance effective teaching and learning in this learning environment. Featuring coverage on a broad range of topics such as media literacy, professional development, and virtual learning environments, this book is geared towards educational administrators, educators, and instructional designers interested in quality online instruction. |
augmented reality in corporate training: Mastering Augmented Reality Cybellium Ltd, Embark on a Journey into the Augmented World of Mastering Augmented Reality In an era of boundless technological innovation, the augmented realm stands as a portal to merging the digital and physical realities. Mastering Augmented Reality is your ultimate guide to immersing yourself in the art and science of creating dynamic augmented experiences that enhance the way we interact with the world around us. Whether you're a budding AR creator or a curious enthusiast, this book equips you with the knowledge and skills needed to navigate the intricacies of the captivating augmented world. About the Book: Mastering Augmented Reality takes you on an enlightening journey through the intricacies of augmented reality, from foundational concepts to advanced techniques. From AR frameworks to content creation, this book covers it all. Each chapter is meticulously designed to provide both a deep understanding of the concepts and practical applications in real-world scenarios. Key Features: · Foundational Principles: Build a strong foundation by understanding the core principles of augmented reality, including tracking, registration, and interaction. · AR Frameworks: Explore a range of AR frameworks and platforms, from marker-based AR to markerless tracking and spatial computing, understanding their capabilities and applications. · Content Creation: Dive into the world of content creation for augmented reality, including 3D modeling, texturing, animation, and interactive experiences. · User Experience: Master the art of crafting seamless user experiences in AR, including interface design, object interaction, and intuitive gestures. · Augmented Environments: Learn how to design and build augmented environments that seamlessly blend digital content with the physical world, from advertising campaigns to educational simulations. · AR Applications: Gain insights into diverse AR applications, from gaming and entertainment to industrial design, healthcare, and more. · Interaction Paradigms: Understand the principles of interaction design for AR, including gesture recognition, spatial UI, and context-aware interactions. · Challenges and Future Trends: Explore the challenges of AR design, from occlusion to privacy concerns, and discover emerging trends shaping the future of augmented reality. Who This Book Is For: Mastering Augmented Reality is designed for creators, designers, developers, students, and anyone intrigued by the immersive world of augmented reality. Whether you're aiming to enhance your skills or embark on a journey toward becoming an AR expert, this book provides the insights and tools to navigate the complexities of augmented reality. © 2023 Cybellium Ltd. All rights reserved. www.cybellium.com |
augmented reality in corporate training: Augmented Reality Joseph Rampolla, Greg Kipper, 2012-12-31 With the explosive growth in mobile phone usage and rapid rise in search engine technologies over the last decade, augmented reality (AR) is poised to be one of this decade's most disruptive technologies, as the information that is constantly flowing around us is brought into view, in real-time, through augmented reality. In this cutting-edge book, the authors outline and discuss never-before-published information about augmented reality and its capabilities. With coverage of mobile, desktop, developers, security, challenges, and gaming, this book gives you a comprehensive understanding of what augmented reality is, what it can do, what is in store for the future and most importantly: how to benefit from using AR in our lives and careers. - Educates readers how best to use augmented reality regardless of industry - Provides an in-depth understanding of AR and ideas ranging from new business applications to new crime fighting methods - Includes actual examples and case studies from both private and government application |
augmented reality in corporate training: Artificial Intelligence meets Augmented Reality Chitra lele, 2019-09-19 Blending of AI and AR DESCRIPTION Artificial Intelligence Meets Augmented Reality: Redefining Regular Reality is a unique book as it presents the new technology paradigm of artificial intelligence (AI) and augmented reality (AR) and its full transition, right from major advantages that enhance entire industries to changing how the world operates at various levels. New realities will emerge in the context of our existing world through the combination of AI-AR. The book presents both the bright and bleak sides of the AI-AR duo in order to give a holistic view and help us to decide how we are going to leverage such technologiesÑand whether their disruptive or transformative natureÑwill mar or make the future of our world. A workforce of enlightened engineers is the key to designing and developing AI-AR solutions with responsibility in order to achieve the greater good. Through the book, Chitra Lele has explained a multidisciplinary, integrated approach as to how we can minimize barriers and blend AI and AR without destroying our natural settings. The book will help to chart out a path where there is no trail yet, and get you started on developing AI-AR solutions and experiences in bettering the world in an ethical and responsible manner. KEY FEATURES The book believes in the concept of teach by example. All the tools needed to facilitate quick understanding of complex concepts are provided in this book: Definition of key terms Industry studies, research statistics, etc., that clarify concepts Spotlight sections A Word of Caution sections Chapter summaries Questions for reflection WHAT WILL YOU LEARN Dynamics of Artificial Intelligence and Augmented Reality AI and AR Ecosystem Business at the Crossroads of AI and AR What does the AI-AR Marriage Hold for the Future of the World WHO THIS BOOK IS FOR Students, Academicians, Educationists, Professionals and Policy researchers. Table of Contents PART 1ÑDynamics of Artificial Intelligence and Augmented Reality Introduction to Artificial Intelligence and Augmented Reality AI and AR Ecosystem PART 2ÑBusiness at the Crossroads of AI and AR AI Meets AR in the Business Landscape More Dynamics of the AI-AR Convergence PART 3ÑWhat does the AI-AR Marriage Hold for the Future of the World Collaboration of Intelligence and Augmentation in the Real World Challenges and Solutions Where do We Go from Here |
augmented reality in corporate training: Medical and Surgical Education Georgios Tsoulfas, 2018-03-28 The last century has witnessed tremendous changes in the education and training system of medical students, as well as medical and surgical residents, in short, our future physicians. This has been the result of the changes in the educational philosophy, the technology, and the needs of our patients, just to name a few. The challenge is to learn more about the various systems in medical education throughout the world and identify advantages and disadvantages, a process from which we can all (and most importantly our patients) benefit from. This book is a compilation of the experiences, thoughts, and best-practice advice of a panel of international experts on medical and surgical education. |
augmented reality in corporate training: Human 4.0 Yves Rybarczyk, 2021-01-07 Information technology is becoming ingrained in our everyday life. The consequence of this is that the line between humans and technology is more and more blurred, and tends to transform the human being into a cyber-organism. This transformation, accompanied by the emergence of Industry 4.0, brings us to define a new term: Human 4.0. This new generation of individuals has to deal with smart interconnected pervasive environments supported by the internet of things. Nevertheless, this merge between humans and technology is not straight-forward and requires an additional effort to reduce the gap between the human being and the machine. Such research implies a multidisciplinary approach to the interaction between biological organisms and artificial artefacts. This book intends to provide the reader with an insight into the new relationship with the technology brought about by Industry 4.0, and how it can make the human-machine interaction more efficient. |
augmented reality in corporate training: Cognitive and Affective Perspectives on Immersive Technology in Education Zheng, Robert Z., 2020-05-22 Immersive technology as an umbrella concept consists of multiple emerging technologies including augmented reality (AR), virtual reality (VR), gaming, simulation, and 3D printing. Research has shown immersive technology provides unique learning opportunities for experiential learning, multiple perspectives, and knowledge transfer. Due to its role in influencing learners’ cognitive and affective processes, it is shown to have great potential in changing the educational landscape in the decades to come. However, there is a lack of general cognitive and affective theoretical framework to guide the diverse aspects of immersive technology research. In fact, lacking the cognitive and affective theoretical framework has begun to hamper the design and application of immersive technology in schools and related professional training. Cognitive and Affective Perspectives on Immersive Technology in Education is an essential research book that explores methods and implications for the design and implementation of upcoming immersive technologies in pedagogical and professional development settings. The book includes case studies that highlight the cognitive and affective processes in immersive technology as well as the successful applications of immersive technology in education. Featuring a wide range of topics such as curriculum design, K-12 education, and mobile learning, this book is ideal for academicians, educators, policymakers, curriculum developers, instructional designers, administrators, researchers, and students. |
word usage - Is "augmented with" or "augmented by" pref…
May 22, 2020 · The usage "A is augmented by B" indicates that B is the implied subject in the passive-voice construction "A is augmented". That …
expressions - What is the best way to describe someone wh…
Dec 1, 2013 · If a person is very social in a party, striking up conversations with different people from one end of the hall to the other end, are there some …
Is it ever more appropriate to use "cognizant" over "aware"?
Jun 12, 2012 · "Personally, I eschew utilization of an over-augmented, trisyllabic linguistic unit like "cognizant" to express a paradigm when …
capitalization - Should I capitalize the phrase that has …
In the case of something like "This product features an Augmented Filter Subsystem (AFS)", I would normally capitalise it like that (and include the …
terminology - Why "line of business" applications? - Engli…
Feb 10, 2011 · If that was the case back in the day, I'd not be surprised since the verbose explanation of the passage would pretty much be talking about …
word usage - Is "augmented with" or "augmented by" preferable ...
May 22, 2020 · The usage "A is augmented by B" indicates that B is the implied subject in the passive-voice construction "A is augmented". That is, B is doing the augmentation: "B …
expressions - What is the best way to describe someone who is …
Dec 1, 2013 · If a person is very social in a party, striking up conversations with different people from one end of the hall to the other end, are there some good expressions to describe this …
Is it ever more appropriate to use "cognizant" over "aware"?
Jun 12, 2012 · "Personally, I eschew utilization of an over-augmented, trisyllabic linguistic unit like "cognizant" to express a paradigm when diminutive constructions are accessible." Personally, I …
capitalization - Should I capitalize the phrase that has its ...
In the case of something like "This product features an Augmented Filter Subsystem (AFS)", I would normally capitalise it like that (and include the bracketed abbreviation) on the first …
terminology - Why "line of business" applications? - English …
Feb 10, 2011 · If that was the case back in the day, I'd not be surprised since the verbose explanation of the passage would pretty much be talking about the things someone is doing …
What does "pneumatic" mean when applied to a person?
When a female is described as pneumatic it means she has large breasts (possibly artificially augmented by plastic surgery). To my mind, there's also the implication of her being both well …
Difference between etymologies of 'allocable' and 'allocatable'
Aug 12, 2022 · A decree of augmentation being obtained, the question occurred, How the augmented stipend was to be localled? The Lords found, That the stipend modified was to be …
punctuation - Em dash vs semicolon: which is more appropriate in …
Em dashes. Em dashes provide a brief escape from "grammatical" syntax so you can express or emphasize a word or idea that is loosely or abstractly connected to the subject of a given …
Which preposition should follow "facilitated" (by or with)?
Jul 13, 2015 · Which preposition is correct to use with facilitated? This product is facilitated with three powerful tools to help you in testing tasks. or This product is facilitated by three powerful …