ICT100 Augmented Reality Report: Foundations of Information Systems

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Added on  2023/04/23

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This report provides an overview of Augmented Reality (AR) within the context of Information Systems, referencing the ICT100 Foundations of Information Systems course. It details the history of AR, starting from its initiation phase in 1901, and describes the functional processes, including SLAM, recognition-based, and location-based methods. The report highlights the reasons for implementing AR, such as individualized learning and creating impractical scenarios, and discusses its strengths, including simultaneous interlinking of real and virtual worlds, and weaknesses like social rejection and security issues. Applications of AR in fields like medical, military, robotics, and education are explored, along with ethical considerations such as facial recognition issues and potential mental and social side effects. The conclusion emphasizes AR's potential for better prosecution of digital platforms and improved data correlation. The report also includes a reference list of academic articles published from 2015 onwards.
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Augmented Reality
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Augmented Reality
Augmented reality is a very highly rated technology that helps in
facilitating tasks. Augmented reality provides a direct effect on the
experience of the end user. Manipulation of visualizing data is the main
function of augmented reality
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History
1901: Initiation phase
1952: Creation of first VR machine
1996: Creation of cyber code
1999: NASA uses AR dashboard
2012: Launching of google glass
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Description of the process
Augmented reality have virtually unlimited access to huge number of
modalities that helps in switching in a seamless manner. Augmented
reality provides huge opportunities for the developers (Amin and
Govilkar 2015). Despite all the advantages that are present in the
process, ethical issues are also present
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Functional process
The functional processes are as follows: -
SLAM
Recognition based
Location based
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Reason of requirement
Reasons of implementing Augmented Reality are as follows: -
Individualized learning
Creation of impractical scenarios
Boosting return of interest
Focusing more on practical approach (Huang, Chen and Chou 2016)
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Strength
Simultaneous interlinking real and virtual world
Reducing gap in between real and virtual world
Virtual representation of historic sights (Billinghurst, Clark and Lee
2015)
Improves data addition methodology
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Weakness
Weaknesses present in the augmented reality are as follows: -
Social Rejection
Poor Experience
Security issues
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Application
Applications of Augmented reality are in the following field: -
Medical
Military
Robotics
Education
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Ethical Issues
Ethical issues present in the functioning of the augmented reality are as
follows: -
Facial Recognition issues
Mental and social side effects
Positive reputation exploitation (Javornik 2016)
Novelty
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Conclusion
Better prosecution of digital platform can be performed with the help of
augmented reality based application.
The output received from the devices will have a better data
correlation ratio.
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References
Akçayır, M. and Akçayır, G., 2017. Advantages and challenges associated with augmented reality for
education: A systematic review of the literature. Educational Research Review, 20, pp.1-11.
Amin, D. and Govilkar, S., 2015. Comparative study of augmented reality SDKs. International Journal on
Computational Science & Applications, 5(1), pp.11-26.
Barfield, W., 2015. Fundamentals of wearable computers and augmented reality. CRC Press.
Billinghurst, M., Clark, A. and Lee, G., 2015. A survey of augmented reality. Foundations and Trends® in
Human–Computer Interaction, 8(2-3), pp.73-272.
Chen, P., Liu, X., Cheng, W. and Huang, R., 2017. A review of using Augmented Reality in Education from
2011 to 2016. In Innovations in Smart Learning (pp. 13-18). Springer, Singapore.
Huang, T.C., Chen, C.C. and Chou, Y.W., 2016. Animating eco-education: To see, feel, and discover in an
augmented reality-based experiential learning environment. Computers & Education, 96, pp.72-82.
Javornik, A., 2016. Augmented reality: Research agenda for studying the impact of its media characteristics
on consumer behaviour. Journal of Retailing and Consumer Services, 30, pp.252-261.
Jung, T., Chung, N. and Leue, M.C., 2015. The determinants of recommendations to use augmented reality
technologies: The case of a Korean theme park. Tourism management, 49, pp.75-86.
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