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Showing papers on "Augmented reality published in 2022"


Journal ArticleDOI
TL;DR: The Metaverse as mentioned in this paper is an interconnected web of social, networked immersive environments in persistent multiuser platforms, which enables seamless embodied user communication in real-time and dynamic interactions with digital artifacts.
Abstract: The Metaverse is the post-reality universe, a perpetual and persistent multiuser environment merging physical reality with digital virtuality. It is based on the convergence of technologies that enable multisensory interactions with virtual environments, digital objects and people such as virtual reality (VR) and augmented reality (AR). Hence, the Metaverse is an interconnected web of social, networked immersive environments in persistent multiuser platforms. It enables seamless embodied user communication in real-time and dynamic interactions with digital artifacts. Its first iteration was a web of virtual worlds where avatars were able to teleport among them. The contemporary iteration of the Metaverse features social, immersive VR platforms compatible with massive multiplayer online video games, open game worlds and AR collaborative spaces.

333 citations


Journal ArticleDOI
TL;DR: In this article , the meaning and definitions of augmented reality (AR), virtual reality (VR), mixed reality, and extended reality (often referred to as XR) are discussed.

130 citations


Journal ArticleDOI
TL;DR: In this paper , the authors define augmented reality marketing as a novel, strategic, and potentially disruptive subdiscipline in marketing, and discuss a nuanced customer journey model for AR marketing strategy and propose the BICK FOUR framework (branding, inspiring, convincing, and keeping).
Abstract: Augmented Reality (AR) has received increased attention over the last years, both from managers and scholars alike. Various studies in the marketing discipline have tackled fragmented aspects of AR, such as its impact on sales or brands. Yet, a holistic approach to AR remains scarce. Therefore, the authors define “Augmented Reality Marketing” as a novel, strategic, and potentially disruptive subdiscipline in marketing. In conjunction, they discuss a nuanced customer journey model for AR Marketing strategy and propose the BICK FOUR framework (branding, inspiring, convincing, and keeping) as a tool to organize corresponding goals. Another contribution is the introduction of several fundamental differences between AR Marketing and traditional digital marketing concepts, such as redefining the reality concept (reduced reality, normal reality, and augmented reality in a metaverse context). Insights from 127 managers further enhance the current and future practices of AR Marketing. Finally, a discussion of ethical and legal considerations completes the assessment.

73 citations


Journal ArticleDOI
TL;DR: In this article , the operation principles, potential applications, and future challenges of these advanced liquid crystal displays are discussed, as well as their operation principles and potential applications for augmented reality and virtual reality.
Abstract: Abstract Liquid crystal displays (LCDs) and photonic devices play a pivotal role to augmented reality (AR) and virtual reality (VR). The recently emerging high-dynamic-range (HDR) mini-LED backlit LCDs significantly boost the image quality and brightness and reduce the power consumption for VR displays. Such a light engine is particularly attractive for compensating the optical loss of pancake structure to achieve compact and lightweight VR headsets. On the other hand, high-resolution-density, and high-brightness liquid-crystal-on-silicon (LCoS) is a promising image source for the see-through AR displays, especially under high ambient lighting conditions. Meanwhile, the high-speed LCoS spatial light modulators open a new door for holographic displays and focal surface displays. Finally, the ultrathin planar diffractive LC optical elements, such as geometric phase LC grating and lens, have found useful applications in AR and VR for enhancing resolution, widening field-of-view, suppressing chromatic aberrations, creating multiplanes to overcome the vergence-accommodation conflict, and dynamic pupil steering to achieve gaze-matched Maxwellian displays, just to name a few. The operation principles, potential applications, and future challenges of these advanced LC devices will be discussed.

69 citations


Journal ArticleDOI
TL;DR: In this paper , the operation principles, potential applications, and future challenges of these advanced liquid crystal displays are discussed, as well as their operation principles and potential applications for augmented reality and virtual reality.
Abstract: Abstract Liquid crystal displays (LCDs) and photonic devices play a pivotal role to augmented reality (AR) and virtual reality (VR). The recently emerging high-dynamic-range (HDR) mini-LED backlit LCDs significantly boost the image quality and brightness and reduce the power consumption for VR displays. Such a light engine is particularly attractive for compensating the optical loss of pancake structure to achieve compact and lightweight VR headsets. On the other hand, high-resolution-density, and high-brightness liquid-crystal-on-silicon (LCoS) is a promising image source for the see-through AR displays, especially under high ambient lighting conditions. Meanwhile, the high-speed LCoS spatial light modulators open a new door for holographic displays and focal surface displays. Finally, the ultrathin planar diffractive LC optical elements, such as geometric phase LC grating and lens, have found useful applications in AR and VR for enhancing resolution, widening field-of-view, suppressing chromatic aberrations, creating multiplanes to overcome the vergence-accommodation conflict, and dynamic pupil steering to achieve gaze-matched Maxwellian displays, just to name a few. The operation principles, potential applications, and future challenges of these advanced LC devices will be discussed.

66 citations


Journal ArticleDOI
TL;DR: The purpose of this narrative review is to provide a comprehensive review of the use of XR technology in spine medicine, including surgery, consultation, education, and rehabilitation, as well as to identify its limitations and future perspectives.
Abstract: In recent years, with the rapid advancement and consumerization of virtual reality, augmented reality, mixed reality, and extended reality (XR) technology, the use of XR technology in spine medicine has also become increasingly popular. The rising use of XR technology in spine medicine has also been accelerated by the recent wave of digital transformation (i.e., case-specific three-dimensional medical images and holograms, wearable sensors, video cameras, fifth generation, artificial intelligence, and head-mounted displays), and further accelerated by the COVID-19 pandemic and the increase in minimally invasive spine surgery. The COVID-19 pandemic has a negative impact on society, but positive impacts can also be expected, including the continued spread and adoption of telemedicine services (i.e., tele-education, tele-surgery, tele-rehabilitation) that promote digital transformation. The purpose of this narrative review is to describe the accelerators of XR (VR, AR, MR) technology in spine medicine and then to provide a comprehensive review of the use of XR technology in spine medicine, including surgery, consultation, education, and rehabilitation, as well as to identify its limitations and future perspectives (status quo and quo vadis).

66 citations


Journal ArticleDOI
TL;DR: In this article , a meta-analytic framework featuring 24 constructs, using data from 65 independent studies retrieved from 56 papers (N = 16,559), was constructed, and the authors identified presence as the core feature of AR/VR in tourism.

64 citations


Journal ArticleDOI
TL;DR: In this paper , the authors present Project IRL (In Real Life), a suite of five mobile apps to explore novel ways of supporting in-person social interactions with augmented reality, focusing on playful co-located interactions.
Abstract: We present Project IRL (In Real Life), a suite of five mobile apps we created to explore novel ways of supporting in-person social interactions with augmented reality. In recent years, the tone of public discourse surrounding digital technology has become increasingly critical, and technology's influence on the way people relate to each other has been blamed for making people feel "alone together," diverting their attention from truly engaging with one another when they interact in person. Motivated by this challenge, we focus on an under-explored design space: playful co-located interactions. We evaluated the apps through a deployment study that involved interviews and participant observations with 101 people. We synthesized the results into a series of design guidelines that focus on four themes: (1) device arrangement (e.g., are people sharing one phone, or does each person have their own?), (2) enablers (e.g., should the activity focus on an object, body part, or pet?), (3) affordances of modifying reality (i.e., features of the technology that enhance its potential to encourage various aspects of social interaction), and (4) co-located play (i.e., using technology to make in-person play engaging and inviting). We conclude by presenting our design guidelines for future work on embodied social AR.

45 citations


Journal ArticleDOI
TL;DR: In this article , an analysis of the cutting-edge applications of AR and VR in Architecture Engineering Construction (AEC) projects and prevailing trends in their usage is presented. But their use requires additional refinement for them to be integrated into the BIM process.

42 citations


Journal ArticleDOI
TL;DR: In this paper , the authors reviewed the application of AR technology in the training of various industries over a 20-year period (2000-2021) through cross-referencing and abstract reading, 80 relevant studies were selected for the final analysis from two perspectives: the improvement of vocational skills and AR training technology.

41 citations


Proceedings ArticleDOI
07 Mar 2022
TL;DR: This paper contributes to a taxonomy of augmented reality and robotics based on a survey of 460 research papers and formulate key challenges and opportunities to guide and inform future research in AR and robotics.
Abstract: This paper contributes to a taxonomy of augmented reality and robotics based on a survey of 460 research papers. Augmented and mixed reality (AR/MR) have emerged as a new way to enhance human-robot interaction (HRI) and robotic interfaces (e.g., actuated and shape-changing interfaces). Recently, an increasing number of studies in HCI, HRI, and robotics have demonstrated how AR enables better interactions between people and robots. However, often research remains focused on individual explorations and key design strategies, and research questions are rarely analyzed systematically. In this paper, we synthesize and categorize this research field in the following dimensions: 1) approaches to augmenting reality; 2) characteristics of robots; 3) purposes and benefits; 4) classification of presented information; 5) design components and strategies for visual augmentation; 6) interaction techniques and modalities; 7) application domains; and 8) evaluation strategies. We formulate key challenges and opportunities to guide and inform future research in AR and robotics.

Journal ArticleDOI
TL;DR: In this paper , the authors identify nine motivations that can potentially drive AR face filter usage on Instagram and show filter usage can have both positive and negative well-being effects depending on the underlying motivation.

Journal ArticleDOI
TL;DR: The key technological advancements and performance of these new-generation display devices, including virtual reality, augmented reality, quantum dot light-emitting diode, and organic light-embodied diode are discussed.
Abstract: The remarkable progress of virtual reality, augmented reality, quantum dot light-emitting diode, and organic light-emitting diode as next-generation displays has overcome the leadership of the liquid crystal display during the last two years. This paper discusses the key technological advancements and performance of these new-generation display devices.

Proceedings ArticleDOI
08 Nov 2022
TL;DR: Mindful Garden as mentioned in this paper is a system for supporting reflection on biosignals in a mindfulness experience where two people are physically co-located, where one person guides the other through meditation, representing the guided individual's biosignal as flowers in a shared augmented reality environment.
Abstract: We contribute Mindful Garden, an Augmented Reality Lens for Co-Located Mindfulness. HCI research has increasingly supported designing technology to support mindfulness. Augmented reality and sensors which detect biosignals both have the potential to support creating mindful experiences, by transforming people’s environments into more relaxing spaces and offering some feedback to help people make sense of their physio-psychological states. We will demo Mindful Garden, a system for supporting reflection on biosignals in a mindfulness experience where two people are physically co-located. Mindful Garden has one person guide the other through meditation, representing the guided individual’s biosignals as flowers in a shared augmented reality environment. We leverage Snap Spectacles and a Muse 2 headband, showing the promise of ready-to-use consumer technologies for the purpose of mindfulness and well-being. To overcome technical limitations in accessing, our demo illustrates a novel pipeline for real-time biomarker data streaming from the Muse 2 to the AR lens in the Snap Spectacles.

Journal ArticleDOI
TL;DR: In this article , the authors proposed an extended technology acceptance model as an instrument to predict future adoption of augmented reality smart glasses in stores, and found that perceived enjoyment largely mediates the influence of perceived informativeness and other variables on attitude and usage intention.

Journal ArticleDOI
TL;DR: Digital twins as mentioned in this paper is an emerging technology surrounded by many promises, and potentials to reshape the future of industries and society overall, which is a replication of all the elements, processes, dynamics and firmware of a physical system into a digital counterpart.
Abstract: Digital Twin (DT) is an emerging technology surrounded by many promises, and potentials to reshape the future of industries and society overall. A DT is a system-of-systems which goes far beyond the traditional computer-based simulations and analysis. It is a replication of all the elements, processes, dynamics, and firmware of a physical system into a digital counterpart. The two systems (physical and digital) exist side by side, sharing all the inputs and operations using real-time data communications and information transfer. With the incorporation of Internet of Things (IoT), Artificial Intelligence (AI), 3D models, next generation mobile communications (5G/6G), Augmented Reality (AR), Virtual Reality (VR), distributed computing, Transfer Learning (TL), and electronic sensors, the digital/virtual counterpart of the real-world system is able to provide seamless monitoring, analysis, evaluation and predictions. The DT offers a platform for the testing and analysing of complex systems, which would be impossible in traditional simulations and modular evaluations. However, the development of this technology faces many challenges including the complexities in effective communication and data accumulation, data unavailability to train Machine Learning (ML) models, lack of processing power to support high fidelity twins, the high need for interdisciplinary collaboration, and the absence of standardized development methodologies and validation measures. Being in the early stages of development, DTs lack sufficient documentation. In this context, this survey paper aims to cover the important aspects in realization of the technology. The key enabling technologies, challenges and prospects of DTs are highlighted. The paper provides a deep insight into the technology, lists design goals and objectives, highlights design challenges and limitations across industries, discusses research and commercial developments, provides its applications and use cases, offers case studies in industry, infrastructure and healthcare, lists main service providers and stakeholders, and covers developments to date, as well as viable research dimensions for future developments in DTs.

Journal ArticleDOI
11 Jan 2022
TL;DR: A user-centered approach was adopted with partners from the industry sector to probe how AR could provide solutions to support their collaborative efforts, focusing on using tangible artifacts in the form of storyboards to create a shared understanding with target users in remote collaboration.

Journal ArticleDOI
TL;DR: In this paper , a study was drawn on the theoretical basis of technology acceptance model (TAM) to take a students' perspective to suggest a research model that was empirically investigated within the Chinese context (tourism departments in Chinese universities).
Abstract: Augmented Reality and Virtual Reality are regarded as smart and digital technologies that made their impact in many industries and settings. On the other hand, the ongoing pandemic of COVID-19 raises a series of issues and challenges for the tourism education, one of the main being the shift from the conventional/face-to-face to digital/hybrid learning forms and tools. The adoption and usage of these digital technologies raise a series of challenges for all stakeholders involved. The research question and study's aim were the influencing factors that determine the acceptance of Augmented Reality and Virtual Reality applications in the tertiary tourism education within the context of current pandemic. To address this aim, the study was drawn on the theoretical basis of Technology Acceptance Model (TAM). It takes a students' perspective to suggest a research model that was empirically investigated within the Chinese context (tourism departments in Chinese universities). The sample population consisted of 604 Chinese students and data was collected during February 2021. The data were analyzed using PLS-SEM. Findings indicated that perceived usefulness, hedonic motivation and price value are important predicting factors for Chinese students' adoption and use of these applications. These findings contribute to the extension of the TAM theory and the effective implementation of digital technologies in university settings. The study is completed by summarizing theoretical and practical implications of findings.

Journal ArticleDOI
TL;DR: Holographic techniques have been applied to near-eye displays in various aspects to overcome the limitations of conventional optics as discussed by the authors , and the wavefront reconstruction capability of holographic techniques has been extensively exploited to develop optical see-through 3D holographic near eye displays of glasslike form factors.
Abstract: Near-eye displays are the main platform devices for many augmented reality (AR) and virtual reality (VR) applications. As a wearable device, a near-eye display should have a compact form factor and be lightweight. Furthermore, a large field of view and sufficient eyebox are crucial for immersive viewing conditions. Natural three-dimensional (3D) image presentation with proper focus cues is another requirement that enables a comfortable viewing experience and natural user interaction. Finally, in the case of AR, the device should allow for an optical see-through view of the real world. Conventional bulk optics and twodimensional display panels exhibit clear limitations when implementing these requirements. Holographic techniques have been applied to near-eye displays in various aspects to overcome the limitations of conventional optics. The wavefront reconstruction capability of holographic techniques has been extensively exploited to develop optical see-through 3D holographic near-eye displays of glass-like form factors. In this article, the application of holographic techniques to AR and VR near-eye displays is reviewed. Various applications are introduced, such as static holographic optical components and dynamic holographic display devices. Current issues and recent progress are also reviewed, providing a comprehensive overview of holographic techniques that are applied to AR and VR near-eye displays.

Journal ArticleDOI
TL;DR: In this paper , the effect of augmented reality on behavioral intentions for mobile application use was examined through a structural equation modeling (SEM), and the effects of technology anxiety (TA) and consumer novelty seeking (CNS) on perceived augmented reality were also examined.

Journal ArticleDOI
TL;DR: In this paper , the authors take an in-depth look at BCI and Extended Reality (XR) technologies and give examples of how their combination produces promising results pertaining to the above stated applications.

Journal ArticleDOI
TL;DR: In this paper , the authors present a systematic literature review of visual assets used in industrial augmented reality (iAR) applications and propose a classification for visual assets according to what is displayed, how it conveys information (frame of reference, color coding, animation), and why it is used.
Abstract: Industrial Augmented Reality (iAR) has demonstrated its advantages to communicate technical information in the fields of maintenance, assembly, and training. However, literature is scattered among different visual assets (i.e., AR visual user interface elements associated with a real scene). In this work, we present a systematic literature review of visual assets used in these industrial fields. We searched five databases, initially finding 1757 papers. Then, we selected 122 iAR papers from 1997 to 2019 and extracted 348 visual assets. We propose a classification for visual assets according to (i) what is displayed, (ii) how it conveys information (frame of reference, color coding, animation), and, (iii) why it is used. Our review shows that product models, text and auxiliary models are, in order, the most common, with each most often used to support operating, checking and locating tasks respectively. Other visual assets are scarcely used. Product and auxiliary models are commonly rendered world-fixed, color coding is not used as often as expected, while animations are limited to product and auxiliary model. This survey provides a snapshot of over 20 years of literature in iAR, useful to understand established practices to orientate in iAR interface design and to present future research directions.

Journal ArticleDOI
TL;DR: Wang et al. as mentioned in this paper proposed an intelligent predictive maintenance approach for machine tools via multiple services cooperating within a single framework, which is supported by the combination of Convolutional Neural Network and Long Short-Term Memory (CNN-LSTM).
Abstract: • We solved the fault prediction problem with the combination of CNN and LSTM . • We solved the maintenance decision problem with the deep reinforcement learning. • The enhanced visual guidance of the maintenance process was realized by AR , which could integrate the invisible maintenance information into the machine tools. • The proposed predictive maintenance approach outperforms others in terms of accuracy and effectiveness. In the Industry 4.0 era, the number and complexity of machine tools are both increased, which is prone to cause malfunctions and downtime in the manufacturing process. Predictive Maintenance (PdM), as a pivotal part of Prognostics and Health Management (PHM), plays a vital role in enhancing the reliability of machine tools in the Internet of Things (IoT)-enabled manufacturing. In order to realize a highly reliable maintenance plan integrated with the fault prediction, the maintenance decision-making, and the Augmented Reality (AR)-enabled auxiliary maintenance, an intelligent predictive maintenance approach for machine tools is proposed in this paper via multiple services cooperating within a single framework. The fault prediction service is supported by the combination of Convolutional Neural Network and Long Short-Term Memory (CNN-LSTM). Specified features from massive production data acquired by IoT can be comprehensively extracted using CNN, and their nonlinear relationship can be fitted by LSTM. Based on the fault prediction result, deep reinforcement learning is adopted to achieve the production control and schedule maintenance personnel if a fault code appears. On top of this, the guidance information from the maintenance experience database can be integrated into the faulty machine tools in the form of visibility through AR, which can guide the maintenance personnel to complete maintenance tasks more efficiently. Moreover, the remote expert service is also integrated in the AR-supported auxiliary maintenance, which is activated to solve unexpected faults that are not stored in the maintenance experience database. Comparative experiments are conducted in the IoT-enabled manufacturing workshop with real-world case studies, and the results demonstrate that the proposed predictive maintenance approach is both effective and practical.

Journal ArticleDOI
TL;DR: This narrative review aims to summarize the applications of Augmented Reality, Virtual Reality and Mixed Reality in dentistry and describes future challenges in digitalization, such as Artificial Intelligence and Robotics.
Abstract: The recent advancements in digital technologies have led to exponential progress in dentistry. This narrative review aims to summarize the applications of Augmented Reality, Virtual Reality and Mixed Reality in dentistry and describes future challenges in digitalization, such as Artificial Intelligence and Robotics. Augmented Reality, Virtual Reality and Mixed Reality represent effective tools in the educational technology, as they can enhance students’ learning and clinical training. Augmented Reality and Virtual Reality and can also be useful aids during clinical practice. Augmented Reality can be used to add digital data to real life clinical data. Clinicians can apply Virtual Reality for a digital wax-up that provides a pre-visualization of the final post treatment result. In addition, both these technologies may also be employed to eradicate dental phobia in patients and further enhance patient’s education. Similarly, they can be used to enhance communication between the dentist, patient, and technician. Artificial Intelligence and Robotics can also improve clinical practice. Artificial Intelligence is currently developed to improve dental diagnosis and provide more precise prognoses of dental diseases, whereas Robotics may be used to assist in daily practice.

Proceedings ArticleDOI
01 May 2022
TL;DR: This paper synthesizes a coherent picture of the current state of authentication mechanisms for AR/VR devices by systematizing research efforts and practical deployments, and draws on the findings to provide concrete research directions and advice on implementing and evaluating future authentication methods.
Abstract: Augmented reality (AR) and virtual reality (VR) devices are emerging as prominent contenders to today’s personal computers. As personal devices, users will use AR and VR to store and access their sensitive data and thus will need secure and usable ways to authenticate. In this paper, we evaluate the state-of-the-art of authentication mechanisms for AR/VR devices by systematizing research efforts and practical deployments. By studying users’ experiences with authentication on AR and VR, we gain insight into the important properties needed for authentication on these devices. We then use these properties to perform a comprehensive evaluation of AR/VR authentication mechanisms both proposed in literature and used in practice. In all, we synthesize a coherent picture of the current state of authentication mechanisms for AR/VR devices. We draw on our findings to provide concrete research directions and advice on implementing and evaluating future authentication methods.

Journal ArticleDOI
TL;DR: In this paper , the authors demonstrate the research progress and developments in the AR/VR technologies for product design and evaluation, Repair & Maintenance, Assembly, Warehouse management, Quality control, Plant layout and CNC simulation.

Journal ArticleDOI
TL;DR: A systematic review of optical see-through head mounted display (OST-HMD) usage in augmented reality (AR) surgery applications from 2013 to 2020 is presented in this paper .

Journal ArticleDOI
TL;DR: Two studies investigating how physically remote telexistence users wish to see other users visualized as virtual avatars in a) augmented reality, and b) immersive virtual reality while conducting a collaborative task suggest that users prefer the other user to be represented in a photorealistic full-body human avatar in both augmented reality and virtual reality.


Journal ArticleDOI
TL;DR: In this paper, the authors examined the current literature on the use of extended reality technologies (XR) such as Virtual reality (VR), Augmented reality (AR), and Mixed reality (MR) for anatomy teaching and explored its potential for implementation in medical education.
Abstract: Background The majority of undergraduate anatomy learning has shifted online, or to a mixture of virtual and face-to-face teaching, due to the COVID-19 pandemic. Cadaveric shortages have also influenced the need for alternative methods of anatomical education. This study examines the current literature on the use of extended reality technologies (XR) such as Virtual reality (VR), Augmented reality (AR), and Mixed reality (MR) for anatomy teaching and explores its potential for implementation in medical education. Methods A literature review was performed of PubMed, ProQuest, Science Direct, and Springer databases. Included studies were assessed for user satisfaction, perceived effectiveness, cost, acceptability and side effects. Results The database search identified 1687 papers, of which 45 papers were included in this review. Both AR and VR had high rates of satisfaction and acceptability as a supplementary teaching aid amongst undergraduate participants. AR was found to have higher effectiveness than VR. VR is more expensive than AR. Results and comparisons were limited due to short length of study. Conclusions VR is a popular choice with undergraduates as an aid to supplement teaching, in spite of the associated cost and side effects such as nausea. AR has shown the most potential for independent study. Larger and long-term studies are required to determine true effectiveness, and consideration of the clinical relevance of these technologies.