Innovating with Augmented Reality: Applications in Education and Industry
- Length: 232 pages
- Edition: 1
- Language: English
- Publisher: Auerbach Publications
- Publication Date: 2021-12-16
- ISBN-10: 1032008121
- ISBN-13: 9781032008127
- Sales Rank: #0 (See Top 100 Books)
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 and 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 in the teaching and learning process.
The book also covers other applications 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 tour, 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.
Cover Half Title Title Page Copyright Page Contents Preface Acknowledgments Editors Contributors Chapter 1. Augmented Reality 1.1 Introduction to Augmented Reality 1.1.1 Definition and Augmented Reality Characteristics 1.1.2 Difference between Augmented Reality and Virtual Reality 1.1.3 Current Industry Landscape 1.1.3.1 AR Today 1.2 How Augmented Reality Works with Technology 1.2.1 Augmented Reality Functionality 1.2.1.1 Features of AR Technological Components 1.2.1.2 The Methods to View Object with AR Feature Detection 1.2.2 Feature Extraction Technologies Used in AR (Augmented Reality) 1.3 Hardare Components to Power Augmented Reality 1.3.1 The Hardware Needed to View AR Content 1.3.2 Hardware Requirements 1.3.3 Augmented Reality Devices 1.3.3.1 Software Requirements 1.3.3.2 AR Assets and ARCore Features 1.3.3.2.1 How the User Feels Real with Mobile Devices 1.3.3.2.2 AR Assets 1.3.3.2.3 ARCore 1.3.4 Real-World Uses of Augmented Reality 1.3.5 The Advantages of Various AR UI (User Interface) Types 1.4 Augmented Reality Business Applications 1.4.1 AR Today: Smart Phone vs. Standalone 1.4.2 AR for Weather Prediction 1.4.3 AR for Market Prediction 1.4.3.1 AR for Business Models 1.4.3.2 Market Analysis of the AR Market (Market Size Forecast) 1.4.4 AR for Smart Cities 1.5 Tools Available for Augmented Reality and Recognition 1.5.1 Software Tools: AR with Tools like Google Poly and Unity 1.5.1.1 AR Technological Software Approaches 1.5.2 Types of Recognition 1.5.2.1 Native Software Solutions - ARKit and ARCore (Recognizing the Ground Plane) Common Feature for both ARKit and ARCore: 1.5.2.2 Vuforia Animation Markers 1.5.2.2.1 Main Feature 1.5.2.2.2 Tools 1.5.2.2.3 Target Manager and Cloud Service 1.5.2.3 Recognition of Codes with Subsequent Placement - Zappar 1.5.2.3.1 Creating a Zapcode with Zappar 1.5.2.3.2 Products Available under ZapWorks 1.5.2.4 Location-Based Tracking - Wikitude 1.5.2.4.1 Wikitude Software Development Kit 1.5.2.4.2 Tracking the Location of the User 1.5.2.4.3 Object Tracking 1.5.2.4.4 Instant Targets 1.5.2.4.5 Unity Live Preview 1.6 Conclusion References Chapter 2. Industry 4.0: Augmented and Virtual Reality in Education 2.1 Introduction 2.2 Augmented Reality 2.2.1 Important Concepts Used in AR 2.2.2 Types of AR 2.2.3 Hardware 2.2.4 Software 2.2.5 AR in Education 2.2.6 Industrial Applications of AR 2.2.7 Applications of AR 2.3 Virtual Reality 2.3.1 Introduction 2.3.2 Hardware 2.3.3 Virtual Reality Applications 2.4 Conclusion and Future Scope Acknowledgments References Chapter 3. Augmented Reality Changing the Food and Beverage Industries 3.1 Introduction 3.2 Applications of AR in the Food and Beverage Industries 3.2.1 Virtual 3D Food 3.2.2 Product-Customer Interaction 3.2.3 Restaurant Entertainment 3.2.4 Employee Training 3.2.5 AR Restaurant Tours 3.2.6 AR for Food Packaging 3.3 Technologies Used and Impact on Industries 3.4 Conclusion and Future of Food Notes References Chapter 4. Augmented Reality: A Boon for the Teaching and Learning Process 4.1 Introduction 4.2 Augmented Reality 4.2.1 Recent Developments and History of AR 4.2.2 Augmented Reality and Its Elements 4.2.3 Operation of AR Systems 4.2.4 Operation of Augmented Reality Framework 4.3 Augmented Reality in Education 4.4 Utilisation of AR in Education 4.4.1 Importance of Augmented Reality 4.4.2 Advantages of Using AR in Education 4.4.2.1 Nurture Training Method 4.4.2.2 Increasing Students' Participation in Categories 4.4.2.3 AR Improving & Increasing Memory 4.4.2.4 Interactive Lessons by AR 4.4.2.5 Increasing Sensory-Motor Development 4.4.2.6 Less Expensive 4.4.2.7 Enriched Ways of Telling a Story 4.4.2.8 Increasing Learning Activities 4.4.2.9 Visiting the Past, Present, and Future 4.5 AR in Learning and Educational Domain 4.5.1 Five Directions of AR in Educational Environments 4.5.1.1 Discovery-Based Learning 4.5.1.2 Objects Modelling 4.5.1.3 Augmented Reality Books 4.5.1.4 AR Gaming 4.5.1.5 Skill Training 4.6 Multidisciplinary Use of AR 4.7 Place of AR in Classroom Learning 4.8 Experiences of AR in the Classroom 4.8.1 AR Technology in the Classroom 4.8.2 Augmented Reality Tools for the Science Classroom 4.8.3 Augmented Reality in the Classroom 4.9 Place of Augmented Reality in Teaching 4.9.1 Technology and Youth Culture 4.9.2 AR Makes Troublesome Ideas Easier to Understand 4.9.3 Interactions and Involvement 4.9.4 Pedagogical Skills 4.10 Impact of AR 4.11 Using AR for Learning and Development 4.11.1 Best AR Applications and Resources in Classrooms 4.11.2 Augmented Reality Applications for Classroom 4.12 Future Augmented Reality in Education References Chapter 5. New Horizons for Learning: Augmented Reality in Education 5.1 Introduction 5.2 Augmented Reality 5.2.1 Importance of Augmented Reality 5.3 Directions of AR in Academic Environments 5.3.1 Discovery-Based Learning 5.3.2 Objects Modeling 5.3.3 Augmented Reality Books 5.3.4 Skills Coaching 5.3.5 Augmented Reality Gaming 5.4 Technologies for Augmented Reality 5.4.1 Hardware 5.4.2 Display 5.4.3 Eyeglasses 5.4.4 Heads-Up Display or Executive Department 5.4.5 Contact Lenses 5.5 Need and Significance of AR in Education 5.6 National Education Policy 2019 and Implementation of AR 5.6.1 Technology Use and Integration in Instructional Settings 5.7 Training to Faculty Members 5.7.1 Example in Teaching Science: Augmented Reality Map - STEPS 5.8 Planning and Administration for Implementation 5.8.1 Implications of AR 5.8.2 Practical Data at AR Labs 5.9 Augmented Reality Education Apps 5.10 Augmented Reality Applications for Education 5.10.1 Augmented Reality Applications for School Children 5.10.2 Platforms to Form AR Content 5.11 Coordinated Utilization of AR Applications 5.12 Reasons for Using Augmented Reality in Learning 5.13 Conclusion References Books Articles/Chapters in Edited Books Conference Proceedings Chapter 6. Gamification for Education 5.0 6.1 Introduction 6.2 Augmented Reality Games for Education 6.3 Related Works 6.4 General Software Tools for Gamification 6.5 Case Studies and Tools for Gamification 6.5.1 Gamification in School Education 6.5.1.1 Music 6.5.1.2 Biology 6.5.1.3 Mathematics 6.5.1.4 Financial Literacy 6.5.1.5 Vocabulary Learning 6.5.2 Gamification in Higher Education 6.5.2.1 Information Studies 6.5.2.2 Computer Science 6.5.2.3 Computer Organization and Cloud Computing 6.5.2.4 Library 6.5.2.5 Unified Modeling Language (UML) 6.5.2.6 Computer Games 6.5.2.7 Mathematics 6.5.2.8 Introduction to Computing Course 6.5.2.9 Vocational Schools 6.5.2.10 Factory Management 6.5.2.11 Manufacturing Training 6.5.2.12 Software Development 6.5.2.13 French Language 6.5.2.14 Software Engineering 6.5.2.15 Web Development and Electrical Engineering Course 6.5.2.16 Technology Course 6.5.3 Gamification for Students with Learning Disorders 6.5.4 Gamification in Corporate Training 6.5.5 Effect of Gamification 6.6 Conclusion Notes References Chapter 7. Augmented Reality Apps: A Developer's Perception 7.1 Introduction 7.2 What is AR? 7.3 AR/VR - The Big Picture 7.4 Augmented Reality Powered Devices 7.5 Rules and Constraints to be Followed 7.5.1 Placing 7.5.2 Scaling and Size 7.5.3 Occlusion 7.5.4 Lighting, Solid Assets, and Context Awareness 7.5.5 Tracking 7.5.6 Anchors 7.6 Augmented Reality Libraries 7.7 Hardware ARCore Correlation 7.8 Mapping and Other Key Concepts 7.9 Use Cases 7.9.1 Social Media 7.9.2 Gaming 7.9.3 Education 7.9.4 Healthcare 7.9.5 Shopping and Business 7.10 Development of a Simple Augmented Reality Application 7.10.1 Downloading Unity 7.10.2 Creating a New Project and Working around It 7.10.3 Integrating ARFoundation 7.10.4 Working with ARFoundation 7.10.5 Building and Installing the Application 7.11 Conclusion References and Other Resources Chapter 8. Modernized Healthcare Using Augmented Reality 8.1 Introduction 8.2 AR Applications in Healthcare 8.2.1 AR in Surgery 8.2.2 AR System for Diagnosis 8.2.3 AR in Pharmaceuticals 8.2.4 Medical Training Using AR 8.2.5 Doctor-Patient Interaction Using an AR System 8.3 AR Technologies in the Healthcare Sector 8.3.1 HoloLens and Google Glass 8.3.2 Virtual Reality and Mixed Reality 8.3.3 IoT 8.3.4 Mirror Metaphor 8.3.5 Simulators 8.4 Conclusion and Future Scope Notes References Appendix Abbreviations Index
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