An Integrated Platform for Remote and Collaborative Augmented Reality and Virtual Reality of Artificial Intelligence Using AI Tools
Keywords:
Virtual reality, augmented reality, Intrinsic motivation, Technology Acceptance Model (TAM), Simultaneous Localization and Mapping (SLAM), real-worldAbstract
In the digital age, virtual reality (VR) and augmented reality (AR) have emerged as transformative technologies, fundamentally reshaping the way individuals engage with both the physical and digital realms. This study provides a thorough and in-depth analysis of these immersive technologies, illuminating their complex features, cutting-edge uses, and evolving consequences. The study begins by clarifying the key distinctions between augmented reality (AR) and virtual reality (VR), as well as the range between reality augmentation and total virtualization. It explores the cutting-edge technologies that underpin augmented reality and virtual reality, exhibiting the progression of hardware, software, and sensory interfaces, including ground-breaking innovations like augmented reality glasses, spatial computing, and AI-driven experiences. The major theme is immersive user experiences, which is thoroughly examined through an investigation of advanced design principles. This study invites readers to embark on a deep journey into the heart of augmented and virtual reality, uncovering their profound implications across industries, their transformative potential, and the ethical considerations that accompany these immersive technologies. It is a testament to the ever-expanding landscape of AR and VR, offering a comprehensive view of their present state and the exciting possibilities that lie ahead.
References
Akçayır M, Akçayır G. Advantages and challenges associated with augmented reality for education: A systematic review of the literature. Educ Res Rev. 2017 Feb 1; 20: 1–11.
Alexander T, Westhoven M, Conradi J. Virtual environments for competency-oriented education and training. In Advances in Human Factors, Business Management, Training and Education: Proceedings of the AHFE 2016 International Conference on Human Factors, Business Management and Society, July 27-31, 2016; Walt Disney World®, Florida, USA: 2017; 23–29. Springer International Publishing.
Andersen SM, Thorpe JS. An IF–THEN theory of personality: Significant others and the relational self. J Res Pers. 2009 Apr 1; 43(2): 163–70.
Azuma R, Baillot Y, Behringer R, Feiner S, Julier S, MacIntyre B. Recent advances in augmented reality. IEEE Comput Graph Appl. 2001 Nov; 21(6): 34–47.
Li N, Sun N, Cao C, Hou S, Gong Y. Review of visualization technology in simulation training system for major natural disasters. Nat Hazards. 2022 Jul; 112(3): 1851–82.
Bacca Acosta JL, Baldiris Navarro SM, Fabregat Gesa R, Graf S. Augmented reality trends in education: a systematic review of research and applications. J Educ Technol Soc. 2014 Oct 1; 17(4): 133–149.
Blanke O, Slater M, Serino A. Behavioral, neural, and computational principles of bodily self-consciousness. Neuron. 2015 Oct 7; 88(1): 145–66.
Park ES, Park MS. Factors of the technology acceptance model for construction IT. Appl Sci. 2020 Nov 23; 10(22): 8299.
Guerra-Tamez CR. The impact of immersion through virtual reality in the learning experiences of art and design students: The mediating effect of the flow experience. Educ Sci. 2023 Feb 9; 13(2): 185.
Azevedo R, Bennett N, Bilicki A, Hooper J, Markopoulou F, Tsakiris M. The calming effect of a new wearable device during the anticipation of public speech. Sci Rep. 2017 May 23; 7(1): 2285.