Neural network-based pose estimation and real-time tracking of ultrasound probes.
Object tracking is a crucial component in the medical field, with great potential to enhance clinical workflows, particularly when integrated with augmented reality technologies. Accurate and reliable tracking systems can improve precision, usability, and operator feedback, facilitating innovative applications such as telemedicine, medical training, and robot-assisted procedures. This study evaluates the performance of FoundationPose, a neural network designed for six-degree-of-freedom pose estimation and real-time object tracking, in the context of ultrasound probe tracking. The RGB and depth images necessary for the network's operation were acquired using an Intel RealSense D435 3D camera. The feasibility and accuracy of FoundationPose were evaluated by analysing its ability to estimate both the translational and rotational components of the probe's pose. Experimental results demonstrated the network's ability to achieve mean errors of less than 6mm in distance estimation and under 1Β° in rotation tracking, with low sensitivity to the initialisation point. These findings confirm the potential of FoundationPose for real-time ultrasound probe tracking in controlled conditions. Future developments could focus on integrating this system with augmented reality platforms to provide real-time visual guidance and enhance clinical applications.Clinical relevance-This system enables precise real-time ultrasound probe tracking, enhancing procedural accuracy and supporting advanced clinical applications like augmented reality guidance and robotic-assisted interventions.
- Single Report
9
- 10.31812/123456789/4417
- Nov 8, 2020
The article is devoted to actual problem of using modern ICT tools to increase the level of efficiency of the educational process. The current state and relevance of the use of augmented reality (AR) and virtual reality (VR) technologies as an appropriate means of improving the educational process are considered. In particular, attention is paid to the potential of the combined capabilities of AR and VR technologies with adaptive learning systems. Insufficient elaboration of cross-use opportunities for achieving of efficiency of the educational process in state-of-the-art research has been identified. Based on analysis of latest publications and experience of using of augmented and virtual reality technologies, as well as the concept of adaptive learning, conceptual model of learning based on the combined capabilities of AR and VR technologies with adaptive learning systems has been designed. The use of VR and AR technologies as a special information environment is justified, which is applied in accordance with the identified dominant type of students' thinking. The prospects of using the proposed model in training process at educational institutions for the implementation and support of new teaching and learning strategies, as well as improving learning outcomes are determined by the example of such courses as βAlgorithms and data structuresβ, βComputer graphics and three-dimensional modelingβ, βCircuit Engineeringβ, βComputer Architectureβ.
- Book Chapter
- 10.4018/979-8-3693-7287-6.ch008
- Apr 30, 2025
Augmented Reality (AR) technology has emerged as a disruptive force with the potential to redefine human interaction with the digital world. This chapter provides a comprehensive overview of the foundational aspects of AR, focusing on its underlying principles, key components, and transformative applications. At its essence, AR technology seamlessly blends virtual elements with real-world environments, offering users enriched experiences through contextual information and interactive overlays. It also dissects the core components of AR systems, including sensors, displays, tracking mechanisms, and rendering algorithms. Rendering algorithms, such as occlusion handling and real-time object tracking, contribute to creating convincing AR experiences by generating realistic virtual objects and integrating them seamlessly into the real world. Additionally, it scrutinizes the theoretical frameworks supporting AR, including computer vision, spatial computing, and human-computer interaction paradigms, to clarify the cognitive and perceptual mechanisms underlying AR interfaces.
- Research Article
2
- 10.32620/reks.2021.1.10
- Feb 27, 2021
- RADIOELECTRONIC AND COMPUTER SYSTEMS
This study examines augmented reality, which imposes on the world around us virtual objects, characters, filters, or other effects through a special camera. Currently, augmented reality is considered potential for pedagogical programs and it is beginning to gain momentum and be actively used. The use of augmented reality technology opens up new opportunities that increase productivity and efficiency in various industries, improve communication and knowledge transfer and make distance learning more comfortable and realistic. However, the factor of reducing the cost of production or the educational process due to the introduction of augmented reality is not yet fully disclosed and requires a detailed analysis, part of which is conducted in this paper. The existing types of augmented, virtual and mixed reality technologies were analyzed, their comparison was made, the current place in the market was determined, as well as their influence and role in modern education. The paper presents examples of the use of augmented reality technology in various fields, including in production, which demonstrates a significant increase in efficiency and confirms the relevance. An overview of the premises and laboratories, which now use virtual and augmented reality technologies for the educational process. The article also describes the shortcomings of the educational process, which can be corrected by introducing augmented reality technology. The economic benefit of using augmented reality in the educational process on a real example was calculated, due to which the expediency of this implementation was proved. Elements of the educational process are considered, the replacement of which with augmented reality will make education cheaper, and this means more accessible. An example of markers used for an augmented reality application in the field of aircraft construction is given. The tendency of the application of augmented reality and use in the educational process for the next years is analyzed, the branches in which it can be applied are considered and the expediency of its use is confirmed.
- Research Article
- 10.52783/jes.1279
- Apr 4, 2024
- Journal of Electrical Systems
The development and structuring of an augmented reality (AR) platform integrating image processing, deep learning, and spatial tracking techniques have yielded promising results. AR technology, which enhances real-world objects with computer-generated information, holds vast potential for education, entertainment, and industry. Image processing enables real-time object detection, recognition, and tracking within the user's environment, while deep learning models enhance pattern recognition accuracy. Spatial tracking techniques ensure seamless integration of virtual content with the physical world, providing immersive AR experiences. Ant colony optimization (ACO) algorithms further enhance the AR platform's functionality by optimizing object placement and interaction. ACO mimics ant behavior to find optimal paths through graphs, effectively optimizing spatial layout and user interaction patterns in dynamic environments. The integration of ACO into the AR platform facilitates efficient pathfinding for augmented objects and enhances the system's responsiveness to user inputs. The successful implementation of the AR platform underscores its potential to revolutionize various industries, including healthcare, education, and marketing. By leveraging AI-driven algorithms and optimization techniques, AR systems can deliver personalized and engaging experiences that blur the boundaries between the digital and physical worlds. These results pave the way for future advancements in AR technology, driving innovation and reshaping human-computer interaction paradigms.
- Book Chapter
3
- 10.1007/978-3-030-77077-8_19
- Jan 1, 2021
Cross-Cultural Education: The Effects of AR Technology and Learning Styles on Learning Achievements of Sculpture Course
- Research Article
5
- 10.1016/j.cie.2024.110522
- Aug 29, 2024
- Computers & Industrial Engineering
AR/VR assisted integrated framework of autonomous disassembly system for industrial products
- Conference Article
1
- 10.12753/2066-026x-13-030
- Apr 25, 2013
A wide variety of educational practices are supported through Augmented Reality (AR) technology achieving high level of engagement and motivation that are central concepts in different learning theories. AR is adopted in classroom sessions as well as in outdoor activities using desktop, web-based or mobile applications. It is a suitable supplementary tool extending educational scenarios in blended learning, online learning, formal and informal learning, self-paced learning. AR is seen as a catalyst for knowledge construction and transfer posing the learner in the role of an active participant who explores and experiments in a unique technological environment. Successful learning practices are well described showing the potential of AR to promote creativity, curiosity and discovering approach at gathering new knowledge or applying existing facts. As it can be seen the positive results of AR implementation on learning outcomes are well studied and documented, but this does not reveal the causes of that. On the other hand, the cognitive process, learning and affective circumstances are strongly connected as it is proved in scientific reports of psychologists, neuroscientists and educational experts.The gained results from an experiment with teachers from primary school related to the influence of Augmented Reality (AR) technology on affective states and learning are presented. Positive and negative emotions are important part in teachers' preparation of pedagogical content, curriculum development and relationship creation with children. According to the teacher's pedagogical strategy and presented content different emotions could be induced to pupils. The findings point that AR technology based learning objects play an important role to settle emotions and feelings like concerned, attentive, enthusiastic, excited, activated, with new idea, joyful. Successful learning practices are well described showing the potential of AR to promote creativity, curiosity and discovering approach at gathering new knowledge or applying existing facts. A wide range of research publications demonstrate that the appropriate affective learner's states can lead to the effective learning. The importance of positive emotions on stimulation of creative thinking, efficacy in decision making and in support of problem solving is explored too. The relationship among AR technology usage, resulting emotions and learning achievements are not explored and it is a challenge producing several research questions like: How does AR technology influence on the learners affective states?, How the learners emotions evolve during an AR session?, How the correlation among AR technology and emotions reflect on the learning experience? The research methodology includes three main procedures: (1) literature review about the important emotions for a learning process, (2) creation of exploratory tools for emotions gathering during an AR session, (3) experiment organization and result analysis.
- Book Chapter
1
- 10.1007/978-3-030-63403-2_71
- Dec 2, 2020
In recent years, with the continuous development of information technology, information-based hybrid teaching method is accelerating into the classroom. As a link between two-dimensional (2D) books and three-dimensional (3D) entities, 3D models and 3D animations, Augmented Reality (AR) technology is playing an unparalleled advantage in the construction of informatization teaching materials. Because of the need for abstract spatial imagination to understand spatial structure and geometry knowledge, graphics course has always been difficult for some students, and some studentsβ interest in learning is relatively low. The application of AR technology in the creation and compilation of graphics teaching materials can solve this problem. The creation and compilation of Graphics Textbook Based on AR technology needs the cooperation of cartographers, software technicians and publishing editors. The content creation team composed by the teachers of cartography course is the knowledge-based main body of the drawing textbook production based on AR technology; the technology company, as the software support team, is the technical main body of the drawing textbook production based on AR technology; the publishing editor is responsible for the organization and implementation of the new form of teaching material, and is the organizational main body of drawing textbook production based on AR technology. AR technology enhances the 3D presentation of the content of the teaching material, interesting animation demonstration, the deconstruction reappearance and rotation change of the 3D structure. It also strengthens the knowledge of the graphics textbook, improves the ease of learning, enhances the interest of learning, and helps students understand. The technical team develops the supporting app and presents the resources in the terminal equipment. The updating and maintenance of resource data need to be completed in the background database, and the sharing of resources plays an important role in promoting the integration of media, promotion and use of graphics teaching materials.
- Research Article
- 10.25683/volbi.2022.58.129
- Feb 20, 2022
- ΠΠΈΠ·Π½Π΅Ρ. ΠΠ±ΡΠ°Π·ΠΎΠ²Π°Π½ΠΈΠ΅. ΠΡΠ°Π²ΠΎ
Π Π°ΡΡΠΌΠ°ΡΡΠΈΠ²Π°ΡΡΡΡ ΠΎΡΠΎΠ±Π΅Π½Π½ΠΎΡΡΠΈ ΠΏΡΠΈΠΌΠ΅Π½Π΅Π½ΠΈΡ ΡΠ΅Ρ Π½ΠΎΠ»ΠΎΠ³ΠΈΠΉ VR (Π²ΠΈΡΡΡΠ°Π»ΡΠ½ΠΎΠΉ ΡΠ΅Π°Π»ΡΠ½ΠΎΡΡΠΈ) ΠΈ AR (Π΄ΠΎΠΏΠΎΠ»Π½Π΅Π½Π½ΠΎΠΉ ΡΠ΅Π°Π»ΡΠ½ΠΎΡΡΠΈ) ΠΎΡΠ³Π°Π½ΠΈΠ·Π°ΡΠΈΡΠΌΠΈ ΡΠΈΠ½Π°Π½ΡΠΎΠ²ΠΎΠΉ ΡΡΠ΅ΡΡ. ΠΠΏΡΠ΅Π΄Π΅Π»ΡΠ΅ΡΡΡ ΡΠΏΠ΅ΡΠΈΡΠΈΠΊΠ° ΡΠ΅Ρ Π½ΠΎΠ»ΠΎΠ³ΠΈΠΉ Π²ΠΈΡΡΡΠ°Π»ΡΠ½ΠΎΠΉ ΠΈ Π΄ΠΎΠΏΠΎΠ»Π½Π΅Π½Π½ΠΎΠΉ ΡΠ΅Π°Π»ΡΠ½ΠΎΡΡΠΈ. ΠΠΎΡΠ»Π΅Π΄ΠΎΠ²Π°ΡΠ΅Π»ΡΠ½ΠΎ ΠΏΡΠ΅Π΄ΡΡΠ°Π²Π»Π΅Π½Π° ΠΈΡΡΠΎΡΠΈΡ ΠΈΡ ΠΏΡΠΎΠ΄Π²ΠΈΠΆΠ΅Π½ΠΈΡ Π½Π° ΡΡΠ½ΠΊΠΈ, ΠΎΡΠΌΠ΅ΡΠ΅Π½Ρ Π½Π°ΠΈΠ±ΠΎΠ»Π΅Π΅ ΡΡΠΊΠΈΠ΅ ΡΠ°ΠΊΡΡ, ΡΠ΅Π·ΡΠ»ΡΡΠ°ΡΡ ΡΠΎΠ²Π΅ΡΡΠ΅Π½ΡΡΠ²ΠΎΠ²Π°Π½ΠΈΡ Π² ΠΊΠΎΠ½ΡΠ΅ΠΊΡΡΠ΅ ΡΠ΅Ρ Π½ΠΎΠ»ΠΎΠ³ΠΈΡΠ΅ΡΠΊΠΎΠ³ΠΎ ΠΏΡΠΎΠ³ΡΠ΅ΡΡΠ° (Sensorama, head-mounted display, Β«ΠΠΈΠ½ΠΎΠΊΠ°ΡΡΠ° ΠΡΠΏΠ΅Π½Π°Β», ΡΡΡΡΠΎΠΉΡΡΠ²ΠΎ Eye Tap, ΠΊΠΎΠΌΠΌΠ΅ΡΡΠ΅ΡΠΊΠ°Ρ ΡΠΈΡΡΠ΅ΠΌΠ° RB2, VR-ΠΊΠΎΠ½ΡΠΎΠ»Ρ ΠΊΠΎΠΌΠΏΠ°Π½ΠΈΠΈ SEGA Games Co., ΠΎΡΠΊΠΈ Oculus Rift ΠΈ Π΄Ρ.). ΠΡΠΌΠ΅ΡΠ°ΡΡΡΡ ΠΎΠ±Π»Π°ΡΡΠΈ ΠΈ Π²ΠΎΠ·ΠΌΠΎΠΆΠ½ΠΎΡΡΠΈ ΠΈΡ ΠΏΡΠΈΠΌΠ΅Π½Π΅Π½ΠΈΡ. ΠΠ·ΡΡΠ΅Π½Π° ΡΡΠ΅ΠΏΠ΅Π½Ρ ΠΏΡΠΎΠ½ΠΈΠΊΠ½ΠΎΠ²Π΅Π½ΠΈΡ ΡΠ΅Ρ Π½ΠΎΠ»ΠΎΠ³ΠΈΠΉ Π²ΠΈΡΡΡΠ°Π»ΡΠ½ΠΎΠΉ ΠΈ Π΄ΠΎΠΏΠΎΠ»Π½Π΅Π½Π½ΠΎΠΉ ΡΠ΅Π°Π»ΡΠ½ΠΎΡΡΠΈ Π² Π΄Π΅ΡΡΠ΅Π»ΡΠ½ΠΎΡΡΡ ΡΠΈΠ½Π°Π½ΡΠΎΠ²ΡΡ ΠΎΡΠ³Π°Π½ΠΈΠ·Π°ΡΠΈΠΉ. Π£ΠΊΠ°Π·Π°Π½Ρ ΠΎΡΠ½ΠΎΠ²Π½ΡΠ΅ Π½Π°ΠΏΡΠ°Π²Π»Π΅Π½ΠΈΡ ΠΈΡ ΠΏΡΠΈΠΌΠ΅Π½Π΅Π½ΠΈΡ: ΠΏΡΠΈΠ²Π΅Π΄Π΅Π½Ρ ΠΊΠΎΠ½ΠΊΡΠ΅ΡΠ½ΡΠ΅ ΠΏΡΠΈΠΌΠ΅ΡΡ ΠΈΠ½ΡΠ΅Π³ΡΠ°ΡΠΈΠΈ VR- ΠΈ AR-ΡΠ΅Ρ Π½ΠΎΠ»ΠΎΠ³ΠΈΠΉ Π² ΡΠ°Π±ΠΎΡΡ ΡΠΈΠ½Π°Π½ΡΠΎΠ²ΡΡ ΠΎΡΠ³Π°Π½ΠΈΠ·Π°ΡΠΈΠΉ. Π‘ΠΈΡΡΠ΅ΠΌΠ°ΡΠΈΠ·ΠΈΡΠΎΠ²Π°Π½Ρ ΡΠ°ΠΊΠΈΠ΅ ΡΠ΅Π»ΠΈ ΠΏΡΠΈΠΌΠ΅Π½Π΅Π½ΠΈΡ AR- ΠΈ VR-ΡΠ΅Ρ Π½ΠΎΠ»ΠΎΠ³ΠΈΠΉ Π² ΡΠΈΠ½Π°Π½ΡΠΎΠ²ΠΎΠΉ ΡΡΠ΅ΡΠ΅, ΠΊΠ°ΠΊ ΡΠΏΡΠΎΡΠ΅Π½ΠΈΠ΅ ΠΏΠΎΠ»ΡΡΠ΅Π½ΠΈΡ ΠΈ ΠΎΠ±ΡΠ°Π±ΠΎΡΠΊΠΈ ΠΈΠ½ΡΠΎΡΠΌΠ°ΡΠΈΠΈ ΠΊΠ»ΠΈΠ΅Π½ΡΠ°ΠΌΠΈ ΠΏΠΎΡΡΠ΅Π΄ΡΡΠ²ΠΎΠΌ ΠΏΡΠΈΠ΅ΠΌΠ° Π²ΠΈΠ·ΡΠ°Π»ΠΈΠ·Π°ΡΠΈΠΈ, ΡΠΎΡ ΡΠ°Π½Π΅Π½ΠΈΠ΅ Π±Π΅Π·ΠΎΠΏΠ°ΡΠ½ΠΎΡΡΠΈ, ΠΌΠ°ΡΠΊΠ΅ΡΠΈΠ½Π³ΠΎΠ²ΡΠ΅ ΠΊΠΎΠΌΠΌΡΠ½ΠΈΠΊΠ°ΡΠΈΠ²Π½ΡΠ΅ ΡΠ΅Π»ΠΈ ΠΈ Π΄Ρ. Π ΡΠ΅Π·ΡΠ»ΡΡΠ°ΡΠ΅ ΠΏΡΠΎΠ²Π΅Π΄Π΅Π½Π½ΠΎΠ³ΠΎ ΠΈΡΡΠ»Π΅Π΄ΠΎΠ²Π°Π½ΠΈΡ ΠΎΠ±ΠΎΠ·Π½Π°ΡΠ΅Π½Ρ ΡΠ΅Π½Π΄Π΅Π½ΡΠΈΠΈ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΈΡ ΡΠ΅Ρ Π½ΠΎΠ»ΠΎΠ³ΠΈΠΉ Π½Π° ΡΠΈΠ½Π°Π½ΡΠΎΠ²ΠΎΠΌ ΡΡΠ½ΠΊΠ΅, Π²ΡΡΠ²Π»Π΅Π½Ρ Π²ΠΎΠ·ΠΌΠΎΠΆΠ½ΠΎΡΡΠΈ ΠΈΡ ΡΠ°Π·Π²ΠΈΡΠΈΡ ΠΈ ΠΏΠ΅ΡΡΠΏΠ΅ΠΊΡΠΈΠ²Ρ ΠΏΡΠΈΠΌΠ΅Π½Π΅Π½ΠΈΡ, ΡΠ°ΠΊΡΠΎΡΡ, ΡΠ΄Π΅ΡΠΆΠΈΠ²Π°ΡΡΠΈΠ΅ ΠΈΡ ΡΠ°Π·Π²ΠΈΡΠΈΠ΅, ΠΎΠΏΡΠ΅Π΄Π΅Π»Π΅Π½Ρ ΠΈ ΡΠΈΡΡΠ΅ΠΌΠ°ΡΠΈΠ·ΠΈΡΠΎΠ²Π°Π½Ρ ΠΏΡΠ΅ΠΈΠΌΡΡΠ΅ΡΡΠ²Π° ΠΈ Π½Π΅Π΄ΠΎΡΡΠ°ΡΠΊΠΈ ΠΊΠ°ΠΊ ΡΠ°ΠΌΠΈΡ ΡΠ΅Ρ Π½ΠΎΠ»ΠΎΠ³ΠΈΠΉ, ΡΠ°ΠΊ ΠΈ ΡΡΠ½ΠΊΡΠΈΠΎΠ½ΠΈΡΠΎΠ²Π°Π½ΠΈΡ ΡΡΠΈΡ ΡΠ΅Ρ Π½ΠΎΠ»ΠΎΠ³ΠΈΠΉ Π² ΡΠΈΠ½Π°Π½ΡΠΎΠ²ΠΎΠΉ ΡΡΠ΅Π΄Π΅. Π Π·Π°ΠΊΠ»ΡΡΠ΅Π½ΠΈΠ΅ ΡΠ΄Π΅Π»Π°Π½ Π²ΡΠ²ΠΎΠ΄ ΠΎ ΡΠΎΠΌ, ΡΡΠΎ ΠΏΡΠΈΠΌΠ΅Π½Π΅Π½ΠΈΠ΅ VR- ΠΈ AR-ΡΠ΅Ρ Π½ΠΎΠ»ΠΎΠ³ΠΈΠΉ ΠΏΠΎΠ·Π²ΠΎΠ»ΠΈΡ ΡΠΈΠ½Π°Π½ΡΠΎΠ²ΡΠΌ ΠΎΡΠ³Π°Π½ΠΈΠ·Π°ΡΠΈΡΠΌ ΡΠΊΡΠ΅ΠΏΠΈΡΡ ΡΠ²ΠΎΠΈ ΠΊΠΎΠ½ΠΊΡΡΠ΅Π½ΡΠ½ΡΠ΅ ΠΏΠΎΠ·ΠΈΡΠΈΠΈ Π½Π° ΡΡΠ½ΠΊΠ΅, Π° ΠΊΠ»ΠΈΠ΅Π½ΡΠ°ΠΌ ΡΠΈΠ½Π°Π½ΡΠΎΠ²ΡΡ ΠΎΡΠ³Π°Π½ΠΈΠ·Π°ΡΠΈΠΉ β ΡΠΎΠ·Π΄Π°ΡΡ ΡΠΎΠ±ΡΡΠ²Π΅Π½Π½ΡΡ Π±Π΅Π·ΠΎΠΏΠ°ΡΠ½ΡΡ ΠΎΠ½Π»Π°ΠΉΠ½-ΡΡΠ΅Π΄Ρ, Π² ΠΊΠΎΡΠΎΡΠΎΠΉ ΠΎΠ½ΠΈ ΡΠΌΠΎΠ³ΡΡ ΡΠΏΡΠ°Π²Π»ΡΡΡ ΡΠ²ΠΎΠΈΠΌΠΈ Π΄Π΅Π½ΡΠ³Π°ΠΌΠΈ ΠΈ ΠΈΠ½Π²Π΅ΡΡΠΈΡΠΈΡΠΌΠΈ ΠΈ ΡΠΎΠ²Π΅ΡΡΠ°ΡΡ ΡΡΠ°Π½Π·Π°ΠΊΡΠΈΠΈ. The features of the use of VR (virtual reality) and AR (augmented reality) technologies by financial organizations are considered. The specifics of virtual and augmented reality technologies are determined. The history of their promotion to markets is presented in a coherent manner, highlighting key facts, the results of improvements in the context of technological advances (Sensorama, head-mounted display, Aspenβs Cinema Map, Eye Tap device, RB2 commercial system, VR-console of SEGA Games Co., glasses Oculus Rift and more). Areas and possibilities of their application are noted. The areas and possibilities of their application are highlighted. The degree of penetration of virtual and augmented reality technologies in the activities of financial institutions is explored. The main directions of their application are indicated: specific examples of integration of VR- and AR-technologies in the work of financial institutions are given. The goals of using AR and VR technologies in the financial sector, such as simplifying the receipt and processing of information by clients through the reception of visualization, maintaining security, marketing communication goals, etc., are systematized. As a result of the study, trends in the use of the technologies in the financial market are identified, opportunities for their development and prospects of application, factors that restrain their development are identified, the advantages and disadvantages of both the technologies themselves and the functioning of these technologies in the financial environment are identified and systematized. It is concluded that the use of VR and AR technologies will allow financial institutions to strengthen their competitive positions in the market, and let the clients of financial institutions create their own secure online environment in which they can manage their money and investments and make transactions.
- Research Article
- 10.69650/ahstr.2025.4311
- Dec 19, 2025
- Asian Health, Science and Technology Reports
The purposes of this research were 1) to design augmented reality (AR) technology for hostels, especially an information-providing system, and 2) to explore the satisfaction of the hostel operators and hostel guests towards augmented reality (AR) technology for hostels. In this study, the participants were three hostel operators, 52 hostel guests, and three experts in AR technology design. The data collection procedure was divided into two stages: the design stage and the evaluation stage. During the design stage, data were collected from hostel operators, hostel guests, and experts using questionnaires and in-depth interviews. The focus areas of data collection included the needs for AR technology design, specific requirements for AR presentations, and suggestions for information needed to facilitate AR technology use in hostels. In the evaluation stage, experts assessed the application development forms for the AR technology. Furthermore, the satisfaction forms completed by hostel operators and guests were analyzed, focusing on both design and function satisfaction, alongside any suggestions they provided. The data were then analyzed by using mean (xΜ), standard deviation (S.D.), and content analysis. Based on the data analysis, it was found that the AR technology for hostels was successfully designed as a facilitator to provide necessary information, and both hostel operators and hostel guests reported highly positive satisfaction. It should be noted that the studyβs sample size was limited, and the research primarily relied on TikTok as the delivery platform. Research findings and recommendations for applying the research results and for further research are also discussed. It is hoped that these findings will provide useful information and guidelines for hostels and those who are interested in applying and using AR technology in their businesses and studies.
- Research Article
- 10.34172/doh.2022.02
- Mar 12, 2022
- Depiction of Health
Academic Librarians' Attitudes towards Augmented Reality
- Research Article
3
- 10.1007/s12541-023-00815-6
- Apr 17, 2023
- International Journal of Precision Engineering and Manufacturing
BackgroundSmart-bar device (SBD) is a newly developed device to measure the body range of motion (ROM) by a kinetic sensor and to provide an exercise program with augmented reality (AR) guidance of body-frame image and audio feedback by mobile application.ObjectiveThis study aims to compare the performance of SBD with AR function with a goniometer and to verify the clinical utility of SBD with AR guide function`MethodsTen healthy individuals were enrolled and measured the ROM of body lateral flexion, extension, and rotation using a goniometer and SBD simultaneously. To evaluate the accuracy of an AR-guided exercise, we enrolled three patients with adolescent idiopathic scoliosis and measured the ROM of trunk lateral flexion and rotation during stretching exercises using SBD with or without AR guidance.ResultsConcurrent validity between the goniometer and SBD was statistically significant, with a very high correlation coefficient from r = 0.836β0.988 (p < 0.05). All patients with scoliosis showed higher accuracy when we used SBD with AR guidance than when we used SBD without AR guidance (p < 0.05).ConclusionsThe SBD could be a valid device to measure the joint angle of neck, shoulder, and trunk. AR guidance increased the accuracy of the stretching exercise, and mobile application of AR-guided stretching exercises with SBD should be useful for scoliosis patients to correct their posture.
- Research Article
5
- 10.31616/asj.2023.0404
- May 20, 2024
- Asian Spine Journal
Study Design Feasibility study.Purpose A phantom model was used to evaluate the accuracy of a novel augmented reality (AR) system for cervical screw placement.Overview of Literature The use of navigation systems is becoming increasingly common in spine procedures. However, numerous factors limit the feasibility of regular and widespread use of navigation tools during spine surgery. AR is a new technology that has already demonstrated utility as a navigation tool during spine surgery. However, advancements in AR technology are needed to increase its adoption by the medical community.Methods AR technology that uses a fiducial-less registration system was tested in a preclinical cervical spine phantom model study for accuracy during spinal screw placement. A three-dimensional reconstruction of the spine along with trajectory lines was superimposed onto the phantom model using an AR headset. Participants used the AR system to guide screw placement, and post-instrumentation scans were compared for accuracy assessment.Results Twelve cervical screws were placed under AR guidance. All screws were placed in an acceptable anatomic position. The average distance error for the insertion point was 2.73Β±0.55 mm, whereas that for the endpoint was 2.71Β±0.69 mm. The average trajectory angle error for all insertions was 2.69°±0.59Β°.Conclusions This feasibility study describes a novel registration approach that superimposes spinal anatomy and trajectories onto the surgeonβs real-world view of the spine. These results demonstrate reasonable accuracy in the preclinical model. The results of this study demonstrate that this technology can assist with accurate screw placement. Further investigation using cadaveric and clinical models is warranted.
- Research Article
- 10.55041/isjem04703
- Jul 2, 2025
- International Scientific Journal of Engineering and Management
Augmented Reality (AR) on mobile devices has picked up great momentum in a host of industries, providing engaging and interactive experiences via the blending of digital overlays with real-world environments. A key enabling technology behind such applications is computer vision, which facilitates real-time object detection and tracking for AR overlays. Yet, implementing effective computer vision models on low-powered handheld devices raises a host of challenges. This work discusses lightweight object detection and tracking techniques optimized for mobile platforms with the focus on such models as MobileNet and YOLO-tiny that are capable of providing real-time performance with very low computational costs. Another major concern in mobile AR systems is balancing the requirements of graphic rendering for AR overlays with machine learning (ML) computations for object detection. This paper reviews methods of dividing resources among these mutually competing processes, i.e., model pruning, adaptive rendering, and hybrid processing methodologies. Methods of reducing latency and optimizing power efficiency are also presented to improve the user experience on mobile devices. Additionally, privacy and security issues are discussed in the realm of AR with edge computing identified as a way to protect sensitive information. The paper concludes by outlining future directions for AR on handheld devices, such as improvements in computer vision models, the development of AR-specific hardware, and new applications taking advantage of this technology in education, healthcare, and entertainment. Through this, we hope to give a holistic view of challenges and opportunities involved in deploying computer vision for augmented reality on mobile platforms. Keywordsβ augmented reality, computer vision, lightweight object detection, mobile AR, real-time tracking, graphic rendering, machine learning, resource-constrained devices, edge computing, privacy.
- Research Article
16
- 10.1007/s11701-022-01499-2
- Nov 28, 2022
- Journal of Robotic Surgery
A liver surgeon's knowledge of anatomy is critical. Due to the patient's small field of vision, patient specific, complex nerve system, and other factors, even a minor loss can result in irreversible damage. Surgeons could benefit from the use of augmented reality (AR) technology, which would bring three-dimensional image data into the operating room. AR visualization can improve surgical procedures, facilitate intraoperative planning, and enhance surgical guidance for the anatomy of interest, all of which contribute to the application's minimal invasiveness. This literature review on image guidance in liver surgery provides the reader with information about AR techniques. To ascertain the current state of Augmented reality technology's application in liver surgery, a PubMed and Embase search were conducted using the following keywords: < (Augmented reality) AND (liver surgery) > and < 'Augmented reality' AND 'liver surgery' > (publication date from January 1991 until Jun 2022). The query yielded a total of 205 publications-excluded papers in other languages, virtual reality (VR), and reviews leaving 135 studies for review. After removing duplication, the titles and abstracts of those studies were manually reviewed. Finally, 31 pertinent studies were determined to be pertinent to the subject. Generally, augmented reality technology includes preoperative planning and three-dimensional reconstruction, intraoperative three-dimensional navigation, and registration. Visualization may be aided by virtual three-dimensional reconstruction models of the liver from Computed Tomography/Magnetic Resonance Imaging scans. The results demonstrate that by utilizing augmented reality technology, blood vessels and tumor structures in the liver can be visualized during surgery, allowing for precise navigation during complicated surgical procedures. Augmented reality has been demonstrated to be safe and effective in both minimally invasive and invasive liver surgery. With recent advancements and significant effort by liver surgeons, augmented reality technologies have the potential to increase hepatobiliary surgical procedures dramatically. However, further clinical trials will be necessary to evaluate augmented reality as a tool for reducing post-operative morbidity and mortality. The impact of these cutting-edge computerized image guidance techniques on clinically relevant outcome parameters should be assessed in the future.
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