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Search results for: minimal augmented model
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17766</div> </div> </div> </div> <h1 class="mt-3 mb-3 text-center" style="font-size:1.6rem;">Search results for: minimal augmented model</h1> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">17766</span> Using Interval Type-2 Fuzzy Controller for Diabetes Mellitus </h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Nafiseh%20Mollaei">Nafiseh Mollaei</a>, <a href="https://publications.waset.org/abstracts/search?q=Reihaneh%20Kardehi%20Moghaddam"> Reihaneh Kardehi Moghaddam </a> </p> <p class="card-text"><strong>Abstract:</strong></p> In case of Diabetes Mellitus the controlling of insulin is very difficult. This illness is an incurable disease affecting millions of people worldwide. Glucose is a sugar which provides energy to the cells. Insulin is a hormone which supports the absorption of glucose. Fuzzy control strategy is attractive for glucose control because it mimics the first and second phase responses that the pancreas beta cells use to control glucose. We propose two control algorithms a type-1 fuzzy controller and an interval type-2 fuzzy method for the insulin infusion. The closed loop system has been simulated for different patients with different parameters, in present of the food intake disturbance and it has been shown that the blood glucose concentrations at a normoglycemic level of 110 mg/dl in the reasonable amount of time. This paper deals with type 1 diabetes as a nonlinear model, which has been simulated in MATLAB-SIMULINK environment. The novel model, termed the Augmented Minimal Model is used in the simulations. There are some uncertainties in this model due to factors such as blood glucose, daily meals or sudden stress. In addition to eliminate the effects of uncertainty, different control methods may be utilized. In this article, fuzzy controller performance were assessed in terms of its ability to track a normoglycemic set point (110 mg/dl) in response to a [0-10] g meal disturbance. Finally, the development reported in this paper is supposed to simplify the insulin delivery, so increasing the quality of life of the patient. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=interval%20type-2" title="interval type-2">interval type-2</a>, <a href="https://publications.waset.org/abstracts/search?q=fuzzy%20controller" title=" fuzzy controller"> fuzzy controller</a>, <a href="https://publications.waset.org/abstracts/search?q=minimal%20augmented%20model" title=" minimal augmented model"> minimal augmented model</a>, <a href="https://publications.waset.org/abstracts/search?q=uncertainty" title=" uncertainty"> uncertainty</a> </p> <a href="https://publications.waset.org/abstracts/16955/using-interval-type-2-fuzzy-controller-for-diabetes-mellitus" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/16955.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">428</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">17765</span> Simplified Mobile AR Platform Design for Augmented Tourism</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Eric%20Hawkinson">Eric Hawkinson</a>, <a href="https://publications.waset.org/abstracts/search?q=Edgaras%20Artemciukas"> Edgaras Artemciukas</a> </p> <p class="card-text"><strong>Abstract:</strong></p> This study outlines iterations of designing mobile augmented reality (MAR) applications for tourism specific contexts. Using a design based research model, several cycles of development to implementation were analyzed and refined upon with the goal of building a MAR platform that would facilitate the creation of augmented tours and environments by non-technical users. The project took on several stages, and through the process, a simple framework was begun to be established that can inform the design and use of MAR applications for tourism contexts. As a result of these iterations of development, a platform was developed that can allow novice computer users to create augmented tourism environments. This system was able to connect existing tools in widespread use such as Google Forms and connect them to computer vision algorithms needed for more advanced augmented tourism environments. The study concludes with a discussion of this MAR platform and reveals design elements that have implications for tourism contexts. The study also points to future case uses and design approaches for augmented tourism. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=augmented%20tourism" title="augmented tourism">augmented tourism</a>, <a href="https://publications.waset.org/abstracts/search?q=augmented%20reality" title=" augmented reality"> augmented reality</a>, <a href="https://publications.waset.org/abstracts/search?q=user%20experience" title=" user experience"> user experience</a>, <a href="https://publications.waset.org/abstracts/search?q=mobile%20design" title=" mobile design"> mobile design</a>, <a href="https://publications.waset.org/abstracts/search?q=e-tourism" title=" e-tourism"> e-tourism</a> </p> <a href="https://publications.waset.org/abstracts/85927/simplified-mobile-ar-platform-design-for-augmented-tourism" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/85927.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">217</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">17764</span> Soap Film Enneper Minimal Surface Model</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Yee%20Hooi%20Min">Yee Hooi Min</a>, <a href="https://publications.waset.org/abstracts/search?q=Mohdnasir%20Abdul%20Hadi"> Mohdnasir Abdul Hadi</a> </p> <p class="card-text"><strong>Abstract:</strong></p> Tensioned membrane structure in the form of Enneper minimal surface can be considered as a sustainable development for the green environment and technology, it also can be used to support the effectiveness used of energy and the structure. Soap film in the form of Enneper minimal surface model has been studied. The combination of shape and internal forces for the purpose of stiffness and strength is an important feature of membrane surface. For this purpose, form-finding using soap film model has been carried out for Enneper minimal surface models with variables u=v=0.6 and u=v=1.0. Enneper soap film models with variables u=v=0.6 and u=v=1.0 provides an alternative choice for structural engineers to consider the tensioned membrane structure in the form of Enneper minimal surface applied in the building industry. It is expected to become an alternative building material to be considered by the designer. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=Enneper" title="Enneper">Enneper</a>, <a href="https://publications.waset.org/abstracts/search?q=minimal%20surface" title=" minimal surface"> minimal surface</a>, <a href="https://publications.waset.org/abstracts/search?q=soap%20film" title=" soap film"> soap film</a>, <a href="https://publications.waset.org/abstracts/search?q=tensioned%20membrane%20structure" title=" tensioned membrane structure"> tensioned membrane structure</a> </p> <a href="https://publications.waset.org/abstracts/20780/soap-film-enneper-minimal-surface-model" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/20780.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">553</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">17763</span> Maximum Induced Subgraph of an Augmented Cube</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Meng-Jou%20Chien">Meng-Jou Chien</a>, <a href="https://publications.waset.org/abstracts/search?q=Jheng-Cheng%20Chen"> Jheng-Cheng Chen</a>, <a href="https://publications.waset.org/abstracts/search?q=Chang-Hsiung%20Tsai"> Chang-Hsiung Tsai</a> </p> <p class="card-text"><strong>Abstract:</strong></p> Let maxζG(m) denote the maximum number of edges in a subgraph of graph G induced by m nodes. The n-dimensional augmented cube, denoted as AQn, a variation of the hypercube, possesses some properties superior to those of the hypercube. We study the cases when G is the augmented cube AQn. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=interconnection%20network" title="interconnection network">interconnection network</a>, <a href="https://publications.waset.org/abstracts/search?q=augmented%20cube" title=" augmented cube"> augmented cube</a>, <a href="https://publications.waset.org/abstracts/search?q=induced%20subgraph" title=" induced subgraph"> induced subgraph</a>, <a href="https://publications.waset.org/abstracts/search?q=bisection%20width" title=" bisection width"> bisection width</a> </p> <a href="https://publications.waset.org/abstracts/10671/maximum-induced-subgraph-of-an-augmented-cube" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/10671.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">406</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">17762</span> Augmented Reality and Its Impact on Education</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Aliakbar%20Alijarahi">Aliakbar Alijarahi</a>, <a href="https://publications.waset.org/abstracts/search?q=Ali%20Khaleghi"> Ali Khaleghi</a>, <a href="https://publications.waset.org/abstracts/search?q=Azadehe%20Afrasiyabi"> Azadehe Afrasiyabi</a> </p> <p class="card-text"><strong>Abstract:</strong></p> One of the emerging technologies in the field of education that can be effectively profitable, called augmented reality, where the combination of real world and virtual images in real time produces new concepts that can facilitate learning. The paper, providing an introduction to the general concept of augmented reality, aims at surveying its capabitities in different areas, with an emphasis on Education, It seems quite necessary to have comparative study on virtual/e-learning and augmented reality and conclude their differences in education methods. As an review article, the paper is composed, instead of producing new concepts, to sum-up and analayze accomplished works related to the subject. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=augmented%20reality" title="augmented reality">augmented reality</a>, <a href="https://publications.waset.org/abstracts/search?q=education" title=" education"> education</a>, <a href="https://publications.waset.org/abstracts/search?q=virtual%20learning" title=" virtual learning"> virtual learning</a>, <a href="https://publications.waset.org/abstracts/search?q=e-learning" title=" e-learning"> e-learning</a> </p> <a href="https://publications.waset.org/abstracts/42963/augmented-reality-and-its-impact-on-education" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/42963.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">341</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">17761</span> The Next Frontier for Mobile Based Augmented Reality: An Evaluation of AR Uptake in India</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=K.%20Krishna%20Milan%20Rao">K. Krishna Milan Rao</a>, <a href="https://publications.waset.org/abstracts/search?q=Nelvin%20Joseph"> Nelvin Joseph</a>, <a href="https://publications.waset.org/abstracts/search?q=Praveen%20Dwarakanath"> Praveen Dwarakanath</a> </p> <p class="card-text"><strong>Abstract:</strong></p> Augmented and Virtual Realties is quickly becoming a hotbed of activity with millions of dollars being spent on R & D and companies such as Google and Microsoft rushing to stake their claim. Augmented reality (AR) is however marching ahead due to the spread of the ideal AR device – the smartphone. Despite its potential, there remains a deep digital divide between the Developed and Developing Countries. The Technological Acceptance Model (TAM) and Hofstede cultural dimensions also predict the behaviour intention to uptake AR in India will be large. This paper takes a quantified approach by collecting 340 survey responses to AR scenarios and analyzing them through statistics. The Survey responses show that the Intention to Use, Perceived Usefulness and Perceived Enjoyment dimensions are high among the urban population in India. This along with the exponential smartphone indicates that India is on the cusp of a boom in the AR sector. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=mobile%20augmented%20reality" title="mobile augmented reality">mobile augmented reality</a>, <a href="https://publications.waset.org/abstracts/search?q=technology%20acceptance%20model" title=" technology acceptance model"> technology acceptance model</a>, <a href="https://publications.waset.org/abstracts/search?q=Hofstede" title=" Hofstede"> Hofstede</a>, <a href="https://publications.waset.org/abstracts/search?q=cultural%20dimensions" title=" cultural dimensions"> cultural dimensions</a>, <a href="https://publications.waset.org/abstracts/search?q=India" title=" India"> India</a> </p> <a href="https://publications.waset.org/abstracts/43050/the-next-frontier-for-mobile-based-augmented-reality-an-evaluation-of-ar-uptake-in-india" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/43050.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">250</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">17760</span> Development of a System for Fitting Clothes and Accessories Using Augmented Reality</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Dinmukhamed%20T.">Dinmukhamed T.</a>, <a href="https://publications.waset.org/abstracts/search?q=Vassiliy%20S."> Vassiliy S.</a> </p> <p class="card-text"><strong>Abstract:</strong></p> This article suggests the idea of fitting clothes and accessories based on augmented reality. A logical data model has been developed, taking into account the decision-making module (colors, style, type, material, popularity, etc.) based on personal data (age, gender, weight, height, leg size, hoist length, geolocation, photogrammetry, number of purchases of certain types of clothing, etc.) and statistical data of the purchase history (number of items, price, size, color, style, etc.). Also, in order to provide information to the user, it is planned to develop an augmented reality system using a QR code. This system of selection and fitting of clothing and accessories based on augmented reality will be used in stores to reduce the time for the buyer to make a decision on the choice of clothes. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=augmented%20reality" title="augmented reality">augmented reality</a>, <a href="https://publications.waset.org/abstracts/search?q=online%20store" title=" online store"> online store</a>, <a href="https://publications.waset.org/abstracts/search?q=decision-making%20module" title=" decision-making module"> decision-making module</a>, <a href="https://publications.waset.org/abstracts/search?q=like%20QR%20code" title=" like QR code"> like QR code</a>, <a href="https://publications.waset.org/abstracts/search?q=clothing%20store" title=" clothing store"> clothing store</a>, <a href="https://publications.waset.org/abstracts/search?q=queue" title=" queue"> queue</a> </p> <a href="https://publications.waset.org/abstracts/156928/development-of-a-system-for-fitting-clothes-and-accessories-using-augmented-reality" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/156928.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">157</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">17759</span> Systematic Process for Constructing an Augmented Reality Display Platform</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Cheng%20Chieh%20Hsu">Cheng Chieh Hsu</a>, <a href="https://publications.waset.org/abstracts/search?q=Alfred%20Chen"> Alfred Chen</a>, <a href="https://publications.waset.org/abstracts/search?q=Yu-Pin%20Ma"> Yu-Pin Ma</a>, <a href="https://publications.waset.org/abstracts/search?q=Meng-Jie%20Lin"> Meng-Jie Lin</a>, <a href="https://publications.waset.org/abstracts/search?q=Fu%20Pai%20Chiu"> Fu Pai Chiu</a>, <a href="https://publications.waset.org/abstracts/search?q=Yi-Yan%20Sie"> Yi-Yan Sie </a> </p> <p class="card-text"><strong>Abstract:</strong></p> In this study, it is attempted to construct an augmented reality display platform (ARDP), and its objectives are two facets, i.e. 1) providing a creative display mode for museums/historical heritages and 2) providing a benchmark for human-computer interaction professionals to build an augmented reality display platform. A general augmented reality theory has been explored in the very beginning and afterwards a systematic process model is proposed. There are three major core tasks to be done for the platform, i.e. 1) constructing the physical interactive table, 2) designing the media, and 3) designing the media carrier. In order to describe how the platform manipulates, the authors have introduced Tainan Confucius Temple, a cultural heritage in Taiwan, as a case study. As a result, a systematic process with thirteen steps has been developed and it aims at providing a rational method for constructing the platform. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=human-computer%20interaction" title="human-computer interaction">human-computer interaction</a>, <a href="https://publications.waset.org/abstracts/search?q=media" title=" media"> media</a>, <a href="https://publications.waset.org/abstracts/search?q=media%20carrier" title=" media carrier"> media carrier</a>, <a href="https://publications.waset.org/abstracts/search?q=augmented%20reality%20display%20platform" title=" augmented reality display platform"> augmented reality display platform</a> </p> <a href="https://publications.waset.org/abstracts/18782/systematic-process-for-constructing-an-augmented-reality-display-platform" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/18782.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">415</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">17758</span> How Social Capital Mediates the Relationships between Interpersonal Interaction and Health: Location-Based Augmented Reality Games</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Chechen%20Liao">Chechen Liao</a>, <a href="https://publications.waset.org/abstracts/search?q=Pui-Lai%20To"> Pui-Lai To</a>, <a href="https://publications.waset.org/abstracts/search?q=Yi-Hui%20Wang"> Yi-Hui Wang</a> </p> <p class="card-text"><strong>Abstract:</strong></p> Recently location-based augmented reality games (LBS+AR) have become increasingly popular as a major form of entertainment. Location-based augmented reality games have provided a lot of opportunities for face-to-face interaction among players. Prior studies also indicate that the social side of location-based augmented reality games are one of the major reasons for players to engage in the games. However, the impact of the usage of location-based augmented reality games has not been well explored. The study examines how interpersonal interaction affects social capital and health through playing location-based augmented reality games. The study also investigates how social capital mediates the relationships between interpersonal interaction and health. The study uses survey method to collect data. Six-hundred forty-seven questionnaires are collected. Structural equation modeling is used to investigate the relationships among variables. The causal relationships between variables in the research model are tested. The results of the study indicated that four interpersonal attraction attributes, including ability, proximity, similarity, and familiarity, are identified by ways of factor analysis. Interpersonal attraction is important for location-based augmented reality game-players to develop bonding and bridging social capital. Bonding and bridging social capital have a positive impact on the mental and social health of game-players. The results of the study provide academic and practical implications for future growth of location-based augmented reality games. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=health" title="health">health</a>, <a href="https://publications.waset.org/abstracts/search?q=interpersonal%20interaction" title=" interpersonal interaction"> interpersonal interaction</a>, <a href="https://publications.waset.org/abstracts/search?q=location-based%20augmented%20reality%20games" title=" location-based augmented reality games"> location-based augmented reality games</a>, <a href="https://publications.waset.org/abstracts/search?q=social%20capital" title=" social capital"> social capital</a> </p> <a href="https://publications.waset.org/abstracts/78880/how-social-capital-mediates-the-relationships-between-interpersonal-interaction-and-health-location-based-augmented-reality-games" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/78880.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">258</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">17757</span> Proposal for a Mobile Application with Augmented Reality to Improve School Interest</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Mamani%20Acurio%20Alex">Mamani Acurio Alex</a>, <a href="https://publications.waset.org/abstracts/search?q=Aguilar%20Alonso%20Igor"> Aguilar Alonso Igor</a> </p> <p class="card-text"><strong>Abstract:</strong></p> The lack of interest and the lack of motivation are related. The lack of both in school generates serious problems such as school dropout or a low level of learning. Augmented reality has been very useful in different areas, and in this research, it was implemented in the area of education. Information necessary for the correct development of this mobile application with augmented reality was searched using six different research repositories. It was concluded that the application must be immersive, attractive, and fun for students, and the necessary technologies for its construction were defined. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=augmented%20reality" title="augmented reality">augmented reality</a>, <a href="https://publications.waset.org/abstracts/search?q=Vuforia" title=" Vuforia"> Vuforia</a>, <a href="https://publications.waset.org/abstracts/search?q=school%20interest" title=" school interest"> school interest</a>, <a href="https://publications.waset.org/abstracts/search?q=learning" title=" learning"> learning</a> </p> <a href="https://publications.waset.org/abstracts/160401/proposal-for-a-mobile-application-with-augmented-reality-to-improve-school-interest" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/160401.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">88</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">17756</span> Augmenting History: Case Study Measuring Motivation of Students Using Augmented Reality Apps in History Classes</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Kevin.%20S.%20Badni">Kevin. S. Badni</a> </p> <p class="card-text"><strong>Abstract:</strong></p> Due to the rapid advances in the use of information technology and students’ familiarity with technology, learning styles in higher education are being reshaped. One of the technology developments that has gained considerable attention in recent years is Augmented Reality (AR), where technology is used to combine overlays of digital data on physical real-world settings. While AR is being heavily promoted for entertainment by mobile phone manufacturers, it has had little adoption in higher education due to the required upfront investment that an instructor needs to undertake in creating relevant AR applications. This paper discusses a case study that uses a low upfront development approach and examines the impact on generation-Z students’ motivation whilst studying design history over a four-semester period. Even though the upfront investment in creating the AR support was minimal, the results showed a noticeable increase in student motivation. The approach used in this paper can be easily transferred to other disciplines and other areas of design education. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=augmented%20reality" title="augmented reality">augmented reality</a>, <a href="https://publications.waset.org/abstracts/search?q=history" title=" history"> history</a>, <a href="https://publications.waset.org/abstracts/search?q=motivation" title=" motivation"> motivation</a>, <a href="https://publications.waset.org/abstracts/search?q=technology" title=" technology"> technology</a> </p> <a href="https://publications.waset.org/abstracts/83711/augmenting-history-case-study-measuring-motivation-of-students-using-augmented-reality-apps-in-history-classes" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/83711.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">165</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">17755</span> A Qualitative Study: Teaching Fractions with Augmented Reality for 5th Grade Students in Turkey</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Duygu%20%C3%96zdemir">Duygu Özdemir</a>, <a href="https://publications.waset.org/abstracts/search?q=Bilal%20%C3%96z%C3%A7ak%C4%B1r"> Bilal Özçakır</a> </p> <p class="card-text"><strong>Abstract:</strong></p> Usage of augmented reality in education helps students to make sense of the three-dimensional world of mathematics. In this study, it was aimed to develop activities about fractions for 5th-grade students by augmented reality and also aimed to assess these activities in terms of students’ understanding and views. Data obtained from 60 students in a private school in Marmaris, Turkey was obtained through classroom observations, students’ worksheets and semi-structured interviews during two weeks. Data analysis was conducted by using constant-comparative analysis which leads to meaningful categories of findings. Findings of this study indicated that usage of augmented reality is a facilitator to make concretize and provide real-life application for fractions. Moreover, students’ opinions about its usage were lead to categories as benefit for learning, enjoyment and creating awareness of usage of augmented reality in mathematics education. In general, this study could be a bridge to show the contributions of augmented reality applications to mathematics education and also highlights that augmented reality could be used with subjects like fractions rather than subjects only in geometry learning domain. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=augmented%20reality" title="augmented reality">augmented reality</a>, <a href="https://publications.waset.org/abstracts/search?q=mathematics" title=" mathematics"> mathematics</a>, <a href="https://publications.waset.org/abstracts/search?q=fractions" title=" fractions"> fractions</a>, <a href="https://publications.waset.org/abstracts/search?q=students" title=" students"> students</a> </p> <a href="https://publications.waset.org/abstracts/81530/a-qualitative-study-teaching-fractions-with-augmented-reality-for-5th-grade-students-in-turkey" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/81530.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">199</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">17754</span> Augmented Reality Sandbox and Constructivist Approach for Geoscience Teaching and Learning </h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Muhammad%20Nawaz">Muhammad Nawaz</a>, <a href="https://publications.waset.org/abstracts/search?q=Sandeep%20N.%20Kundu"> Sandeep N. Kundu</a>, <a href="https://publications.waset.org/abstracts/search?q=Farha%20Sattar"> Farha Sattar</a> </p> <p class="card-text"><strong>Abstract:</strong></p> Augmented reality sandbox adds new dimensions to education and learning process. It can be a core component of geoscience teaching and learning to understand the geographic contexts and landform processes. Augmented reality sandbox is a useful tool not only to create an interactive learning environment through spatial visualization but also it can provide an active learning experience to students and enhances the cognition process of learning. Augmented reality sandbox can be used as an interactive learning tool to teach geomorphic and landform processes. This article explains the augmented reality sandbox and the constructivism approach for geoscience teaching and learning, and endeavours to explore the ways to teach the geographic processes using the three-dimensional digital environment for the deep learning of the geoscience concepts interactively. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=augmented%20reality%20sandbox" title="augmented reality sandbox">augmented reality sandbox</a>, <a href="https://publications.waset.org/abstracts/search?q=constructivism" title=" constructivism"> constructivism</a>, <a href="https://publications.waset.org/abstracts/search?q=deep%20learning" title=" deep learning"> deep learning</a>, <a href="https://publications.waset.org/abstracts/search?q=geoscience" title=" geoscience"> geoscience</a> </p> <a href="https://publications.waset.org/abstracts/69803/augmented-reality-sandbox-and-constructivist-approach-for-geoscience-teaching-and-learning" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/69803.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">402</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">17753</span> Augmented Reality in Teaching Children with Autism</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Azadeh%20Afrasyabi">Azadeh Afrasyabi</a>, <a href="https://publications.waset.org/abstracts/search?q=Ali%20Khaleghi"> Ali Khaleghi</a>, <a href="https://publications.waset.org/abstracts/search?q=Aliakbar%20Alijarahi"> Aliakbar Alijarahi</a> </p> <p class="card-text"><strong>Abstract:</strong></p> Training at an early age is so important, because of tremendous changes in adolescence, including the formation of character, physical changes and other factors. One of the most sensitive sectors in this field is the children with a disability and are somehow special children who have trouble in communicating with their environment. One of the emerging technologies in the field of education that can be effectively profitable called augmented reality, where the combination of real world and virtual images in real time produces new concepts that can facilitate learning. The purpose of this paper is to propose an effective training method for special and disabled children based on augmented reality. Of course, in particular, the efficiency of augmented reality in teaching children with autism will consider, also examine the various aspect of this disease and different learning methods in this area. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=technology%20in%20education" title="technology in education">technology in education</a>, <a href="https://publications.waset.org/abstracts/search?q=augmented%20reality" title=" augmented reality"> augmented reality</a>, <a href="https://publications.waset.org/abstracts/search?q=special%20education" title=" special education"> special education</a>, <a href="https://publications.waset.org/abstracts/search?q=teaching%20methods" title=" teaching methods"> teaching methods</a> </p> <a href="https://publications.waset.org/abstracts/29455/augmented-reality-in-teaching-children-with-autism" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/29455.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">371</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">17752</span> Augmented Reality Technology for a User Interface in an Automated Storage and Retrieval System</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Wen-Jye%20Shyr">Wen-Jye Shyr</a>, <a href="https://publications.waset.org/abstracts/search?q=Chun-Yuan%20Chang"> Chun-Yuan Chang</a>, <a href="https://publications.waset.org/abstracts/search?q=Bo-Lin%20Wei"> Bo-Lin Wei</a>, <a href="https://publications.waset.org/abstracts/search?q=Chia-Ming%20Lin"> Chia-Ming Lin</a> </p> <p class="card-text"><strong>Abstract:</strong></p> The task of creating an augmented reality technology was described in this study to give operators a user interface that might be a part of an automated storage and retrieval system. Its objective was to give graduate engineering and technology students a system of tools with which to experiment with the creation of augmented reality technologies. To collect and analyze data for maintenance applications, the students used augmented reality technology. Our findings support the evolution of artificial intelligence towards Industry 4.0 practices and the planned Industry 4.0 research stream. Important first insights into the study's effects on student learning were presented. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=augmented%20reality" title="augmented reality">augmented reality</a>, <a href="https://publications.waset.org/abstracts/search?q=storage%20and%20retrieval%20system" title=" storage and retrieval system"> storage and retrieval system</a>, <a href="https://publications.waset.org/abstracts/search?q=user%20interface" title=" user interface"> user interface</a>, <a href="https://publications.waset.org/abstracts/search?q=programmable%20logic%20controller" title=" programmable logic controller"> programmable logic controller</a> </p> <a href="https://publications.waset.org/abstracts/173840/augmented-reality-technology-for-a-user-interface-in-an-automated-storage-and-retrieval-system" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/173840.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">88</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">17751</span> Augmented Reality as Enhancer of the Lean Philosophy: An Exploratory Study</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=P.%20Gil">P. Gil</a>, <a href="https://publications.waset.org/abstracts/search?q=F.%20Charrua-Santos"> F. Charrua-Santos</a>, <a href="https://publications.waset.org/abstracts/search?q=A.%20A.%20Baptista"> A. A. Baptista</a>, <a href="https://publications.waset.org/abstracts/search?q=S.%20Azevedo"> S. Azevedo</a>, <a href="https://publications.waset.org/abstracts/search?q=A.%20Espirito-Santo"> A. Espirito-Santo</a>, <a href="https://publications.waset.org/abstracts/search?q=J.%20P%C3%A1scoa"> J. Páscoa</a> </p> <p class="card-text"><strong>Abstract:</strong></p> Lean manufacturing is a philosophy of industrial management that aims to identify and eliminate any waste that exists in the companies. The augmented reality is a new technology that stills being developed in terms of software and hardware. This technology consists of an image capture device, a device for data processing and an image visualization equipment to visualize collected and processed images. It is characterized by being a technology that merges the reality with the virtual environment, so there is an instantaneous interaction between the two environments. The present work intends to demonstrate that the use of the augmented reality will contribute to improve some tools and methods used in Lean manufacturing philosophy. Through several examples of application in industry it will be demonstrated that the technological impact of the augmented reality on the Lean Manufacturing philosophy contribute to added value improvements. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=lean%20manufacturing" title="lean manufacturing">lean manufacturing</a>, <a href="https://publications.waset.org/abstracts/search?q=augmented%20reality" title=" augmented reality"> augmented reality</a>, <a href="https://publications.waset.org/abstracts/search?q=case%20studies" title=" case studies"> case studies</a>, <a href="https://publications.waset.org/abstracts/search?q=value" title=" value "> value </a> </p> <a href="https://publications.waset.org/abstracts/29014/augmented-reality-as-enhancer-of-the-lean-philosophy-an-exploratory-study" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/29014.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">624</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">17750</span> Development of a Catalogs System for Augmented Reality Applications</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=J.%20Ierache">J. Ierache</a>, <a href="https://publications.waset.org/abstracts/search?q=N.%20A.%20Mangiarua"> N. A. Mangiarua</a>, <a href="https://publications.waset.org/abstracts/search?q=S.%20A.%20Bevacqua"> S. A. Bevacqua</a>, <a href="https://publications.waset.org/abstracts/search?q=N.%20N.%20Verdicchio"> N. N. Verdicchio</a>, <a href="https://publications.waset.org/abstracts/search?q=M.%20E.%20Becerra"> M. E. Becerra</a>, <a href="https://publications.waset.org/abstracts/search?q=D.%20R.%20Sanz"> D. R. Sanz</a>, <a href="https://publications.waset.org/abstracts/search?q=M.%20E.%20Sena"> M. E. Sena</a>, <a href="https://publications.waset.org/abstracts/search?q=F.%20M.%20Ortiz"> F. M. Ortiz</a>, <a href="https://publications.waset.org/abstracts/search?q=N.%20D.%20Duarte"> N. D. Duarte</a>, <a href="https://publications.waset.org/abstracts/search?q=S.%20Igarza"> S. Igarza</a> </p> <p class="card-text"><strong>Abstract:</strong></p> Augmented Reality is a technology that involves the overlay of virtual content, which is context or environment sensitive, on images of the physical world in real time. This paper presents the development of a catalog system that facilitates and allows the creation, publishing, management and exploitation of augmented multimedia contents and Augmented Reality applications, creating an own space for anyone that wants to provide information to real objects in order to edit and share it then online with others. These spaces would be built for different domains without the initial need of expert users. Its operation focuses on the context of Web 2.0 or Social Web, with its various applications, developing contents to enrich the real context in which human beings act permitting the evolution of catalog’s contents in an emerging way. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=augmented%20reality" title="augmented reality">augmented reality</a>, <a href="https://publications.waset.org/abstracts/search?q=catalog%20system" title=" catalog system"> catalog system</a>, <a href="https://publications.waset.org/abstracts/search?q=computer%20graphics" title=" computer graphics"> computer graphics</a>, <a href="https://publications.waset.org/abstracts/search?q=mobile%20application" title=" mobile application"> mobile application</a> </p> <a href="https://publications.waset.org/abstracts/20787/development-of-a-catalogs-system-for-augmented-reality-applications" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/20787.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">352</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">17749</span> Parameter Estimation for the Oral Minimal Model and Parameter Distinctions Between Obese and Non-obese Type 2 Diabetes</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Manoja%20Rajalakshmi%20Aravindakshana">Manoja Rajalakshmi Aravindakshana</a>, <a href="https://publications.waset.org/abstracts/search?q=Devleena%20Ghosha"> Devleena Ghosha</a>, <a href="https://publications.waset.org/abstracts/search?q=Chittaranjan%20Mandala"> Chittaranjan Mandala</a>, <a href="https://publications.waset.org/abstracts/search?q=K.%20V.%20Venkateshb"> K. V. Venkateshb</a>, <a href="https://publications.waset.org/abstracts/search?q=Jit%20Sarkarc"> Jit Sarkarc</a>, <a href="https://publications.waset.org/abstracts/search?q=Partha%20Chakrabartic"> Partha Chakrabartic</a>, <a href="https://publications.waset.org/abstracts/search?q=Sujay%20K.%20Maity"> Sujay K. Maity</a> </p> <p class="card-text"><strong>Abstract:</strong></p> Oral Glucose Tolerance Test (OGTT) is the primary test used to diagnose type 2 diabetes mellitus (T2DM) in a clinical setting. Analysis of OGTT data using the Oral Minimal Model (OMM) along with the rate of appearance of ingested glucose (Ra) is performed to study differences in model parameters for control and T2DM groups. The differentiation of parameters of the model gives insight into the behaviour and physiology of T2DM. The model is also studied to find parameter differences among obese and non-obese T2DM subjects and the sensitive parameters were co-related to the known physiological findings. Sensitivity analysis is performed to understand changes in parameter values with model output and to support the findings, appropriate statistical tests are done. This seems to be the first preliminary application of the OMM with obesity as a distinguishing factor in understanding T2DM from estimated parameters of insulin-glucose model and relating the statistical differences in parameters to diabetes pathophysiology. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=oral%20minimal%20model" title="oral minimal model">oral minimal model</a>, <a href="https://publications.waset.org/abstracts/search?q=OGTT" title=" OGTT"> OGTT</a>, <a href="https://publications.waset.org/abstracts/search?q=obese%20and%20non-obese%20T2DM" title=" obese and non-obese T2DM"> obese and non-obese T2DM</a>, <a href="https://publications.waset.org/abstracts/search?q=mathematical%20modeling" title=" mathematical modeling"> mathematical modeling</a>, <a href="https://publications.waset.org/abstracts/search?q=parameter%20estimation" title=" parameter estimation"> parameter estimation</a> </p> <a href="https://publications.waset.org/abstracts/158794/parameter-estimation-for-the-oral-minimal-model-and-parameter-distinctions-between-obese-and-non-obese-type-2-diabetes" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/158794.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">92</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">17748</span> Block N Lvi from the Northern Side of Parthenon Frieze: A Case Study of Augmented Reality for Museum Application </h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Donato%20Maniello">Donato Maniello</a>, <a href="https://publications.waset.org/abstracts/search?q=Alessandra%20Cirafici"> Alessandra Cirafici</a>, <a href="https://publications.waset.org/abstracts/search?q=Valeria%20Amoretti"> Valeria Amoretti</a> </p> <p class="card-text"><strong>Abstract:</strong></p> This paper aims to present a new method that consists in the use of video mapping techniques – that is a particular form of augmented reality, which could produce new tools - different from the ones that are actually in use - for an interactive Museum experience. With the words 'augmented reality', we mean the addition of more information than what the visitor would normally perceive; this information is mediated by the use of computer and projector. The proposed application involves the creation of a documentary that depicts and explains the history of the artifact and illustrates its features; this must be projected on the surface of the faithful copy of the freeze (obtained in full-scale with a 3D printer). This mode of operation uses different techniques that allow passing from the creation of the model to the creation of contents through an accurate historical and artistic analysis, and finally to the warping phase, that will permit to overlap real and virtual models. The ultimate step, that is still being studied, includes the creation of interactive contents that would be activated by visitors through appropriate motion sensors. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=augmented%20reality" title="augmented reality">augmented reality</a>, <a href="https://publications.waset.org/abstracts/search?q=multimedia" title=" multimedia"> multimedia</a>, <a href="https://publications.waset.org/abstracts/search?q=parthenon%20frieze" title=" parthenon frieze"> parthenon frieze</a>, <a href="https://publications.waset.org/abstracts/search?q=video%20mapping" title=" video mapping "> video mapping </a> </p> <a href="https://publications.waset.org/abstracts/34509/block-n-lvi-from-the-northern-side-of-parthenon-frieze-a-case-study-of-augmented-reality-for-museum-application" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/34509.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">387</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">17747</span> Augmented Tourism: Definitions and Design Principles</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Eric%20Hawkinson">Eric Hawkinson</a> </p> <p class="card-text"><strong>Abstract:</strong></p> After designing and implementing several iterations of implementations of augmented reality (AR) in tourism, this paper takes a deep look into design principles and implementation strategies of using AR at destination tourism settings. The study looks to define augmented tourism from past implementations as well as several cases, uses designed and implemented for tourism. The discussion leads to formation of frameworks and best practices for AR as well as virtual reality( VR) to be used in tourism settings. Some main affordances include guest autonomy, customized experiences, visitor data collection and increased electronic word-of-mouth generation for promotion purposes. Some challenges found include the need for high levels of technology infrastructure, low adoption rates or ‘buy-in’ rates, high levels of calibration and customization, and the need for maintenance and support services. Some suggestions are given as to how to leverage the affordances and meet the challenges of implementing AR for tourism. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=augmented%20tourism" title="augmented tourism">augmented tourism</a>, <a href="https://publications.waset.org/abstracts/search?q=augmented%20reality" title=" augmented reality"> augmented reality</a>, <a href="https://publications.waset.org/abstracts/search?q=eTourism" title=" eTourism"> eTourism</a>, <a href="https://publications.waset.org/abstracts/search?q=virtual%20tourism" title=" virtual tourism"> virtual tourism</a>, <a href="https://publications.waset.org/abstracts/search?q=tourism%20design" title=" tourism design"> tourism design</a> </p> <a href="https://publications.waset.org/abstracts/83691/augmented-tourism-definitions-and-design-principles" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/83691.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">370</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">17746</span> Unveiling the Black Swan of the Inflation-Adjusted Real Excess Returns-Risk Nexus: Evidence From Pakistan Stock Exchange</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Mohammad%20Azam">Mohammad Azam</a> </p> <p class="card-text"><strong>Abstract:</strong></p> The purpose of this study is to investigate risk and real excess portfolio returns using inflation adjusted risk-free rates, a measuring technique that focuses on the momentum augmented Fama-French six-factor model and use monthly data from 1994 to 2022. With the exception of profitability, the data show that market, size, value, momentum, and investment factors are all strongly associated to excess portfolio stock returns using ordinary lease square regression technique. According to the Gibbons, Ross, and Shanken test, the momentum augmented Fama-French six-factor model outperforms the market. This technique discovery may be utilised by academics and professionals to acquire an in-depth knowledge of the Pakistan Stock Exchange across a broad stock pattern for investing decisions and portfolio construction. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=real%20excess%20portfolio%20returns" title="real excess portfolio returns">real excess portfolio returns</a>, <a href="https://publications.waset.org/abstracts/search?q=momentum%20augmented%20fama%20%26%20french%20five-factor%20model" title=" momentum augmented fama & french five-factor model"> momentum augmented fama & french five-factor model</a>, <a href="https://publications.waset.org/abstracts/search?q=GRS-test" title=" GRS-test"> GRS-test</a>, <a href="https://publications.waset.org/abstracts/search?q=pakistan%20stock%20exchange" title=" pakistan stock exchange"> pakistan stock exchange</a> </p> <a href="https://publications.waset.org/abstracts/159679/unveiling-the-black-swan-of-the-inflation-adjusted-real-excess-returns-risk-nexus-evidence-from-pakistan-stock-exchange" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/159679.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">102</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">17745</span> Computational, Human, and Material Modalities: An Augmented Reality Workflow for Building form Found Textile Structures</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=James%20Forren">James Forren</a> </p> <p class="card-text"><strong>Abstract:</strong></p> This research paper details a recent demonstrator project in which digital form found textile structures were built by human craftspersons wearing augmented reality (AR) head-worn displays (HWDs). The project utilized a wet-state natural fiber / cementitious matrix composite to generate minimal bending shapes in tension which, when cured and rotated, performed as minimal-bending compression members. The significance of the project is that it synthesizes computational structural simulations with visually guided handcraft production. Computational and physical form-finding methods with textiles are well characterized in the development of architectural form. One difficulty, however, is physically building computer simulations: often requiring complicated digital fabrication workflows. However, AR HWDs have been used to build a complex digital form from bricks, wood, plastic, and steel without digital fabrication devices. These projects utilize, instead, the tacit knowledge motor schema of the human craftsperson. Computational simulations offer unprecedented speed and performance in solving complex structural problems. Human craftspersons possess highly efficient complex spatial reasoning motor schemas. And textiles offer efficient form-generating possibilities for individual structural members and overall structural forms. This project proposes that the synthesis of these three modalities of structural problem-solving – computational, human, and material - may not only develop efficient structural form but offer further creative potentialities when the respective intelligence of each modality is productively leveraged. The project methodology pertains to its three modalities of production: 1) computational, 2) human, and 3) material. A proprietary three-dimensional graphic statics simulator generated a three-legged arch as a wireframe model. This wireframe was discretized into nine modules, three modules per leg. Each module was modeled as a woven matrix of one-inch diameter chords. And each woven matrix was transmitted to a holographic engine running on HWDs. Craftspersons wearing the HWDs then wove wet cementitious chords within a simple falsework frame to match the minimal bending form displayed in front of them. Once the woven components cured, they were demounted from the frame. The components were then assembled into a full structure using the holographically displayed computational model as a guide. The assembled structure was approximately eighteen feet in diameter and ten feet in height and matched the holographic model to under an inch of tolerance. The construction validated the computational simulation of the minimal bending form as it was dimensionally stable for a ten-day period, after which it was disassembled. The demonstrator illustrated the facility with which computationally derived, a structurally stable form could be achieved by the holographically guided, complex three-dimensional motor schema of the human craftsperson. However, the workflow traveled unidirectionally from computer to human to material: failing to fully leverage the intelligence of each modality. Subsequent research – a workshop testing human interaction with a physics engine simulation of string networks; and research on the use of HWDs to capture hand gestures in weaving seeks to develop further interactivity with rope and chord towards a bi-directional workflow within full-scale building environments. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=augmented%20reality" title="augmented reality">augmented reality</a>, <a href="https://publications.waset.org/abstracts/search?q=cementitious%20composites" title=" cementitious composites"> cementitious composites</a>, <a href="https://publications.waset.org/abstracts/search?q=computational%20form%20finding" title=" computational form finding"> computational form finding</a>, <a href="https://publications.waset.org/abstracts/search?q=textile%20structures" title=" textile structures"> textile structures</a> </p> <a href="https://publications.waset.org/abstracts/131177/computational-human-and-material-modalities-an-augmented-reality-workflow-for-building-form-found-textile-structures" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/131177.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">175</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">17744</span> Multiplayer RC-car Driving System in a Collaborative Augmented Reality Environment</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Kikuo%20Asai">Kikuo Asai</a>, <a href="https://publications.waset.org/abstracts/search?q=Yuji%20Sugimoto"> Yuji Sugimoto</a> </p> <p class="card-text"><strong>Abstract:</strong></p> We developed a prototype system for multiplayer RC-car driving in a collaborative Augmented Reality (AR) environment. The tele-existence environment is constructed by superimposing digital data onto images captured by a camera on an RC-car, enabling players to experience an augmented coexistence of the digital content and the real world. Marker-based tracking was used for estimating position and orientation of the camera. The plural RC-cars can be operated in a field where square markers are arranged. The video images captured by the camera are transmitted to a PC for visual tracking. The RC-cars are also tracked by using an infrared camera attached to the ceiling, so that the instability is reduced in the visual tracking. Multimedia data such as texts and graphics are visualized to be overlaid onto the video images in the geometrically correct manner. The prototype system allows a tele-existence sensation to be augmented in a collaborative AR environment. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=multiplayer" title="multiplayer">multiplayer</a>, <a href="https://publications.waset.org/abstracts/search?q=RC-car" title=" RC-car"> RC-car</a>, <a href="https://publications.waset.org/abstracts/search?q=collaborative%20environment" title=" collaborative environment"> collaborative environment</a>, <a href="https://publications.waset.org/abstracts/search?q=augmented%20reality" title=" augmented reality"> augmented reality</a> </p> <a href="https://publications.waset.org/abstracts/4359/multiplayer-rc-car-driving-system-in-a-collaborative-augmented-reality-environment" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/4359.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">289</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">17743</span> Visualizing the Consequences of Smoking Using Augmented Reality</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=B.%20Remya%20Mohan">B. Remya Mohan</a>, <a href="https://publications.waset.org/abstracts/search?q=Kamal%20Bijlani"> Kamal Bijlani</a>, <a href="https://publications.waset.org/abstracts/search?q=R.%20Jayakrishnan"> R. Jayakrishnan </a> </p> <p class="card-text"><strong>Abstract:</strong></p> Visualization in an educational context provides the learner with visual means of information. Conceptualizing certain circumstances such as consequences of smoking can be done more effectively with the help of the technology, Augmented Reality (AR). It is a new methodology for effective learning. This paper proposes an approach on how AR based on Marker Technology simulates the harmful effects of smoking and its consequences using Unity 3D game engine. The study also illustrates the impact of AR technology on students for better learning. AR technology can be used as a method to improve learning. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=augmented%20reality" title="augmented reality">augmented reality</a>, <a href="https://publications.waset.org/abstracts/search?q=marker%20technology" title=" marker technology"> marker technology</a>, <a href="https://publications.waset.org/abstracts/search?q=multi-platform" title=" multi-platform"> multi-platform</a>, <a href="https://publications.waset.org/abstracts/search?q=virtual%20buttons" title=" virtual buttons"> virtual buttons</a> </p> <a href="https://publications.waset.org/abstracts/31536/visualizing-the-consequences-of-smoking-using-augmented-reality" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/31536.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">578</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">17742</span> Exploring Pisa Monuments Using Mobile Augmented Reality</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Mihai%20Duguleana">Mihai Duguleana</a>, <a href="https://publications.waset.org/abstracts/search?q=Florin%20Girbacia"> Florin Girbacia</a>, <a href="https://publications.waset.org/abstracts/search?q=Cristian%20Postelnicu"> Cristian Postelnicu</a>, <a href="https://publications.waset.org/abstracts/search?q=Raffaello%20Brodi"> Raffaello Brodi</a>, <a href="https://publications.waset.org/abstracts/search?q=Marcello%20Carrozzino"> Marcello Carrozzino</a> </p> <p class="card-text"><strong>Abstract:</strong></p> Augmented Reality (AR) has taken a big leap with the introduction of mobile applications which co-locate bi-dimensional (e.g. photo, video, text) and tridimensional information with the location of the user enriching his/her experience. This study presents the advantages of using Mobile Augmented Reality (MAR) technologies in traveling applications, improving cultural heritage exploration. We propose a location-based AR application which combines co-location with the augmented visual information about Pisa monuments to establish a friendly navigation in this historic city. AR was used to render contextual visual information in the outdoor environment. The developed Android-based application offers two different options: it provides the ability to identify the monuments positioned close to the user’s position and it offers location information for getting near the key touristic objectives. We present the process of creating the monuments’ 3D map database and the navigation algorithm. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=augmented%20reality" title="augmented reality">augmented reality</a>, <a href="https://publications.waset.org/abstracts/search?q=electronic%20compass" title=" electronic compass"> electronic compass</a>, <a href="https://publications.waset.org/abstracts/search?q=GPS" title=" GPS"> GPS</a>, <a href="https://publications.waset.org/abstracts/search?q=location-based%20service" title=" location-based service"> location-based service</a> </p> <a href="https://publications.waset.org/abstracts/54319/exploring-pisa-monuments-using-mobile-augmented-reality" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/54319.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">286</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">17741</span> Mobile Augmented Reality for Collaboration in Operation</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Chong-Yang%20Qiao">Chong-Yang Qiao</a> </p> <p class="card-text"><strong>Abstract:</strong></p> Mobile augmented reality (MAR) tracking targets from the surroundings and aids operators for interactive data and procedures visualization, potential equipment and system understandably. Operators remotely communicate and coordinate with each other for the continuous tasks, information and data exchange between control room and work-site. In the routine work, distributed control system (DCS) monitoring and work-site manipulation require operators interact in real-time manners. The critical question is the improvement of user experience in cooperative works through applying Augmented Reality in the traditional industrial field. The purpose of this exploratory study is to find the cognitive model for the multiple task performance by MAR. In particular, the focus will be on the comparison between different tasks and environment factors which influence information processing. Three experiments use interface and interaction design, the content of start-up, maintenance and stop embedded in the mobile application. With the evaluation criteria of time demands and human errors, and analysis of the mental process and the behavior action during the multiple tasks, heuristic evaluation was used to find the operators performance with different situation factors, and record the information processing in recognition, interpretation, judgment and reasoning. The research will find the functional properties of MAR and constrain the development of the cognitive model. Conclusions can be drawn that suggest MAR is easy to use and useful for operators in the remote collaborative works. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=mobile%20augmented%20reality" title="mobile augmented reality">mobile augmented reality</a>, <a href="https://publications.waset.org/abstracts/search?q=remote%20collaboration" title=" remote collaboration"> remote collaboration</a>, <a href="https://publications.waset.org/abstracts/search?q=user%20experience" title=" user experience"> user experience</a>, <a href="https://publications.waset.org/abstracts/search?q=cognition%20model" title=" cognition model"> cognition model</a> </p> <a href="https://publications.waset.org/abstracts/54240/mobile-augmented-reality-for-collaboration-in-operation" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/54240.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">197</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">17740</span> Development Framework Based on Mobile Augmented Reality for Pre-Literacy Kit</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Nazatul%20Aini%20Abd%20Majid">Nazatul Aini Abd Majid</a>, <a href="https://publications.waset.org/abstracts/search?q=Faridah%20Yunus"> Faridah Yunus</a>, <a href="https://publications.waset.org/abstracts/search?q=Haslina%20Arshad"> Haslina Arshad</a>, <a href="https://publications.waset.org/abstracts/search?q=Mohammad%20Farhan%20Mohammad%20Johari"> Mohammad Farhan Mohammad Johari</a> </p> <p class="card-text"><strong>Abstract:</strong></p> Mobile technology, augmented reality, and game-based learning are some of the key learning technologies that can be fully optimized to promote pre-literacy skills. The problem is how to design an effective pre-literacy kit that utilizes some of the learning technologies. This paper presents a framework based on mobile augmented reality for the development of pre-literacy kit. This pre-literacy kit incorporates three main components which are contents, design, and tools. A prototype of a mobile app based on the three main components was developed for promoting pre-literacy. The results show that the children and teachers gave positive feedbacks after using the mobile app for the pre-literacy. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=framework" title="framework">framework</a>, <a href="https://publications.waset.org/abstracts/search?q=mobile%20technology" title=" mobile technology"> mobile technology</a>, <a href="https://publications.waset.org/abstracts/search?q=augmented%20reality" title=" augmented reality"> augmented reality</a>, <a href="https://publications.waset.org/abstracts/search?q=pre-literacy%20skills" title=" pre-literacy skills"> pre-literacy skills</a> </p> <a href="https://publications.waset.org/abstracts/51610/development-framework-based-on-mobile-augmented-reality-for-pre-literacy-kit" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/51610.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">595</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">17739</span> An Evaluation Model for Automatic Map Generalization</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Quynhan%20Tran">Quynhan Tran</a>, <a href="https://publications.waset.org/abstracts/search?q=Hong%20Fan"> Hong Fan</a>, <a href="https://publications.waset.org/abstracts/search?q=Quockhanh%20Pham"> Quockhanh Pham</a> </p> <p class="card-text"><strong>Abstract:</strong></p> Automatic map generalization is a well-known problem in cartography. The development of map generalization research accompanied the development of cartography. The traditional map is plotted manually by cartographic experts. The paper studies none-scale automation generalization of resident polygons and house marker symbol, proposes methodology to evaluate the result maps based on minimal spanning tree. In this paper, the minimal spanning tree before and after map generalization is compared to evaluate whether the generalization result maintain the geographical distribution of features. The minimal spanning tree in vector format is firstly converted into a raster format and the grid size is 2mm (distance on the map). The statistical number of matching grid before and after map generalization and the ratio of overlapping grid to the total grids is calculated. Evaluation experiments are conduct to verify the results. Experiments show that this methodology can give an objective evaluation for the feature distribution and give specialist an hand while they evaluate result maps of none-scale automation generalization with their eyes. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=automatic%20cartography%20generalization" title="automatic cartography generalization">automatic cartography generalization</a>, <a href="https://publications.waset.org/abstracts/search?q=evaluation%20model" title=" evaluation model"> evaluation model</a>, <a href="https://publications.waset.org/abstracts/search?q=geographic%20feature%20distribution" title=" geographic feature distribution"> geographic feature distribution</a>, <a href="https://publications.waset.org/abstracts/search?q=minimal%20spanning%20tree" title=" minimal spanning tree"> minimal spanning tree</a> </p> <a href="https://publications.waset.org/abstracts/23148/an-evaluation-model-for-automatic-map-generalization" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/23148.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">636</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">17738</span> Number of Necessary Parameters for Parametrization of Stabilizing Controllers for two times two RHinf Systems</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Kazuyoshi%20Mori">Kazuyoshi Mori</a> </p> <p class="card-text"><strong>Abstract:</strong></p> In this paper, we consider the number of parameters for the parametrization of stabilizing controllers for RHinf systems with size 2 × 2. Fortunately, any plant of this model can admit doubly coprime factorization. Thus we can use the Youla parameterization to parametrize the stabilizing contollers . However, Youla parameterization does not give itself the minimal number of parameters. This paper shows that the minimal number of parameters is four. As a result, we show that the Youla parametrization naturally gives the parameterization of stabilizing controllers with minimal numbers. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=RHinfo" title="RHinfo">RHinfo</a>, <a href="https://publications.waset.org/abstracts/search?q=parameterization" title=" parameterization"> parameterization</a>, <a href="https://publications.waset.org/abstracts/search?q=number%20of%20parameters" title=" number of parameters"> number of parameters</a>, <a href="https://publications.waset.org/abstracts/search?q=multi-input" title=" multi-input"> multi-input</a>, <a href="https://publications.waset.org/abstracts/search?q=multi-output%20systems" title=" multi-output systems"> multi-output systems</a> </p> <a href="https://publications.waset.org/abstracts/33703/number-of-necessary-parameters-for-parametrization-of-stabilizing-controllers-for-two-times-two-rhinf-systems" class="btn btn-primary btn-sm">Procedia</a> <a href="https://publications.waset.org/abstracts/33703.pdf" target="_blank" class="btn btn-primary btn-sm">PDF</a> <span class="bg-info text-light px-1 py-1 float-right rounded"> Downloads <span class="badge badge-light">407</span> </span> </div> </div> <div class="card paper-listing mb-3 mt-3"> <h5 class="card-header" style="font-size:.9rem"><span class="badge badge-info">17737</span> Graphic User Interface Design Principles for Designing Augmented Reality Applications</h5> <div class="card-body"> <p class="card-text"><strong>Authors:</strong> <a href="https://publications.waset.org/abstracts/search?q=Afshan%20Ejaz">Afshan Ejaz</a>, <a href="https://publications.waset.org/abstracts/search?q=Syed%20Asim%20Ali"> Syed Asim Ali</a> </p> <p class="card-text"><strong>Abstract:</strong></p> The reality is a combination of perception, reconstruction, and interaction. Augmented Reality is the advancement that layer over consistent everyday existence which includes content based interface, voice-based interfaces, voice-based interface and guide based or gesture-based interfaces, so designing augmented reality application interfaces is a difficult task for the maker. Designing a user interface which is not only easy to use and easy to learn but its more interactive and self-explanatory which have high perceived affordability, perceived usefulness, consistency and high discoverability so that the user could easily recognized and understand the design. For this purpose, a lot of interface design principles such as learnability, Affordance, Simplicity, Memorability, Feedback, Visibility, Flexibly and others are introduced but there no such principles which explain the most appropriate interface design principles for designing an Augmented Reality application interfaces. Therefore, the basic goal of introducing design principles for Augmented Reality application interfaces is to match the user efforts and the computer display (‘plot user input onto computer output’) using an appropriate interface action symbol (‘metaphors’) or to make that application easy to use, easy to understand and easy to discover. In this study by observing Augmented reality system and interfaces, few of well-known design principle related to GUI (‘user-centered design’) are identify and through them, few issues are shown which can be determined through the design principles. With the help of multiple studies, our study suggests different interface design principles which makes designing Augmented Reality application interface more easier and more helpful for the maker as these principles make the interface more interactive, learnable and more usable. To accomplish and test our finding, Pokémon Go an Augmented Reality game was selected and all the suggested principles are implement and test on its interface. From the results, our study concludes that our identified principles are most important principles while developing and testing any Augmented Reality application interface. <p class="card-text"><strong>Keywords:</strong> <a href="https://publications.waset.org/abstracts/search?q=GUI" title="GUI">GUI</a>, <a href="https://publications.waset.org/abstracts/search?q=augmented%20reality" title=" augmented reality"> augmented reality</a>, <a href="https://publications.waset.org/abstracts/search?q=metaphors" title=" metaphors"> metaphors</a>, <a href="https://publications.waset.org/abstracts/search?q=affordance" title=" affordance"> affordance</a>, <a href="https://publications.waset.org/abstracts/search?q=perception" title=" perception"> perception</a>, <a href="https://publications.waset.org/abstracts/search?q=satisfaction" title=" satisfaction"> satisfaction</a>, <a href="https://publications.waset.org/abstracts/search?q=cognitive%20burden" title=" cognitive burden"> cognitive burden</a> 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