# data[].attributes.attachment_link.title
Augmented Reality in Education | Transforming Learning Experience | Fingent

# data[].attributes.attachment_link.title
Live Texturing of Augmented Reality Characters from Colored Drawings

# data[].attributes.attachment_link.title
Aug That! Creating classroom engagement through Augmented Reality

# data[].attributes.attachment_link.description
Augthat is an augmented reality educational company that is changing the way students learn. We are a company that was created by educators for the purpose of making a difference in the classroom Please feel free to check out www.augthat.com.

# data[].attributes.attachment_link.title
شاهد تقنية الواقع المدمج

# data[].attributes.headline
رسالة ماجستير في "واقع استخدام تقنية الواقع المعزز من وجهة نظر معلمي المرحلة االبتدائية في مدارسهم"

# data[].attributes.subject
رسالة ماجستير في "واقع استخدام تقنية الواقع المعزز من وجهة نظر معلمي المرحلة االبتدائية في مدارسهم"

# data[].attributes.attachment_link.title
واقع_استخدام_تقنية_الواقع_المعزز_من_وجهة_نظر_معلمي_المرحلة_الابتدائية_في_مدارسهم

# data[].attributes.attachment_link.title
How Augmented Reality Will Change Education Completely | Florian Radke | TEDxGateway

# data[].attributes.body
Wonderscope هو تطبيق لسرد القصص، يستخدم الواقع المعزز لتحويل الأماكن العادية إلى قصص حقيقية، فمن خلال التطبيق يمكن للطلاب رؤية القصة تدور حولهم، داخل الفصل الدراسي.

كما يمكنهم القراءة بصوت عالٍ للتفاعل مع الشخصيات، والتحدث معها، ومساعدتها على حل المشكلات، بالإضافة إلى إمكانية طرح الأسئلة على الشخصيات في القصة، والاستماع إلى إجاباتها على هذه الأسئلة.

App Link: https://apps.apple.com/ae/app/wonderscope/id1437417679

# data[].attributes.attachment_link.title
Introducing Wonderscope: an augmented reality iOS app for kids

# data[].attributes.body
تطبيق Expeditions هو أحد التطبيقات التعليمية، التي طورتها شركة جوجل، ويقدم مزيجًا بين الواقع الافتراضي، والواقع المعزز، بحيث يتيح للمعلم توجيه الطلاب من خلال مشاهد متصورة بتقنية 360 درجة، وكائنات ثلاثية الأبعاد؛ لاستكشاف المواد الدراسية، مثل: التاريخ، والعلوم، والفنون، والجغرافيا.

يساعد هذا التطبيق الطلاب على الإبداع، وتصور المعلومات بطريقة جديدة، مما يؤثر بشكل إيجابي على قدرتهم على الاحتفاظ بالمعلومات

App Link: https://play.google.com/store/apps/details?id=com.robotlab.vrexpeditions.v2

# data[].attributes.attachment_link.title
Expeditions AR - Bringing the world into the classroom

# data[].attributes.body
عتبر تطبيق CoSpaces Edu من أهم تطبيقات الواقع المعزز لإنشاء المحتوى التفاعلي، حيث يتيح للطلاب إنشاء الكائنات الثلاثية الأبعاد الخاصة بهم، والتحكم فيها عن طريق البرمجة.

كما يتيح التطبيق للطلاب استكشاف إبداعاتهم في الواقع الافتراضي، أو الواقع المعزز، أو استخدام مكعب الواقع الافتراضي، الذي يحمل اسم MERGE Cube؛ للتحكم في الصور المجسمة.

يستخدم تطبيق CoSpaces Edu في العديد من المجالات الدراسية مثل: منهجية التعليم STEM – التي تهدف إلى تطوير مهارات الطالب في تعلم العلوم، والتكنولوجيا، والهندسة، والرياضيات – والبرمجة، وحتى العلوم الاجتماعية، واللغات، والفنون.

App Link:
https://play.google.com/store/apps/details?id=delightex.cospaces.edu

https://apps.apple.com/ae/app/cospaces-edu/id1224622426

# data[].attributes.attachment_link.title
CoSpaces Edu - Make AR & VR in the classroom

# data[].attributes.headline
بحث عن الواقع المدمج المعزز في تصويب الخطأ في مادة العلوم

# data[].attributes.subject
بحث عن الواقع المدمج المعزز في تصويب الخطأ في مادة العلوم

# data[].attributes.headline
Collaborative Augmented Reality in Education

# data[].attributes.subject
Collaborative Augmented Reality in Education

# data[].attributes.attachment_link.title
Collaborative Augmented Reality in Education

# data[].attributes.headline
Augmented Reality in Education: Interactive Classrooms

# data[].attributes.subject
Augmented Reality in Education: Interactive Classrooms

# data[].attributes.attachment_link.title
Augmented Reality in Education: Interactive Classrooms | Maryville Online

# data[].attributes.attachment_link.description
What is augmented reality? Benefits of augmented reality in education Augmented reality in education examples Augmented reality in higher education Augmented reality apps for education The Pew Research Center reports that mobile technology use has more than doubled in the past decade from 35% in 2011 to 81% in 2019, with smartphone use especially prevalent among young Americans - about 96% of people ages 18 to 29 own a smartphone.

# data[].attributes.attachment_link.readable_text
Augmented reality (AR) is one of the biggest technology trends right now, and it's only going to get bigger as AR ready smartphones and other devices become more accessible around the world. AR let us see the real-life environment right in front of us-trees swaying in the park, dogs chasing balls, kids playing soccer-with a digital augmentation overlaid on it. For example, a pterodactyl might be seen landing in the trees, the dogs could be mingling with their cartoon counterparts, and the kids could be seen kicking past an alien spacecraft on their way to score a goal.

With advances in AR technology, these examples are not that different from what might already be available for your smartphone. Augmented reality is, in fact, readily available and being used in a myriad of ways including as Snapchat lenses, in apps that help you find your car in a crowded parking lot, and in variety of shopping apps that let you try on clothes without even leaving home.

Perhaps the most famous example of AR technology is the mobile app Pokemon Go, which was released in 2016 and quickly became an inescapable sensation. In the game, players locate and capture Pokemon characters that pop up in the real world-on your sidewalk, in a fountain, even in your own bathroom.

Games aside, there are as many uses for AR in our everyday lives as there are Pikachu on the loose in Pokemon GO. Here are just a few examples:

Enhanced navigation systems use augmented reality to superimpose a route over the live view of the road.

During football games, broadcasters use AR to draw lines on the field to illustrate and analyze plays.

Furniture and housewares giant IKEA offers an AR app (called IKEA Place) that lets you see how a piece of furniture will look and fit in your space.

Military fighter pilots see an AR projection of their altitude, speed, and other data on their helmet visor, which means they don't need to waste focus by glancing down to see them.

Neurosurgeons sometimes use an AR projection of a 3-D brain to aid them in surgeries.

At historical sites like Pompeii in Italy, AR can project views of ancient civilizations over today's ruins, bringing the past to life.

Ground crew at Singapore's airport wear AR glasses to see information about cargo containers, speeding up loading times

# data[].attributes.attachment_link.description
Augmented reality (AR) is one of the biggest technology trends right now, and it's only going to get bigger as AR ready smartphones and other devices become more accessible around the world. AR let us see the real-life environment right in front of us-trees swaying in the park, dogs chasing balls, kids playing soccer-with a digital augmentation overlaid on it.

# data[].attributes.attachment_link.readable_text
There is a fair amount of confusion about the differences between the terms virtual reality (VR), augmented reality (AR), mixed reality (MR), and extended reality (XR). While most people have stuck with AR and VR to describe the different technologies, these terms are not enough to fully comprehend the extent of these technologies and harness their potential. That's why we're going to explore them in detail now.
According to research by MarketsandMarkets, the market size of all extended reality technologies combined is expected to reach USD 125.2 billion by 2026, at a compound annual growth rate (CAGR) of 30.6% between 2021 and 2026. As a UX designer, you have the chance to contribute to this technology revolution and help define how to take user experience to the next level.

The first step is to define each technology clearly. Once you understand the possibilities each one offers, you'll be able to adapt your UX design knowledge to these new environments.

Let's start by looking at the word they all have in common: "reality." What does "reality" mean in the context of AR, MR, VR and XR?

What is Reality?

Have you ever been in an argument with someone over a specific color? Did it seem dark blue to you and black to the other person? To some extent, the way we process information and construct reality is unique to each one of us-our genetics, previous experiences, etc.-and shapes how we perceive the world.

Humans tend to confuse reality with the physical world and struggle to understand why virtual reality feels so real even when they know it is not.

"We have had people literally run out of the VR room, even though they know that what they are witnessing is not real"

- Mel Slater, Distinguished Scientist and VR pioneer, Institute of Neurosciences of the University of Barcelona

To understand these technologies, you need to understand reality as a construct that each of us makes based on what we perceive from our senses, whether what we perceive comes from the digital or the physical world. The same thing happens when we watch movies. Do you remember the last time you cried or laughed while watching a movie? Were you aware that what you were watching was not real? Yes. Did it make you cry or laugh anyway? If the movie was good, absolutely! Even though you knew you were watching fiction, it felt real at the time. Extended reality technologies add another layer to this phenomenon, which makes the experiences feel even more intense.

"It's really important to understand we're not seeing reality. We're seeing a story that's being created for us."

- Patrick Cavanagh, Research Professor, Dartmouth College

When you wear a VR headset, you can feel present in a fully digital environment. The digital information that you perceive through your senses overpowers your reasoning "this is not real." For your body, at that moment, it is real.

And for all these technologies to work, they all need to feel real. The difference between them is how much they rely on physical or digital elements.

What is the Virtuality Continuum?

The virtuality continuum- continuum being the critical word-contains the full spectrum of possibilities between the entirely physical world or real environment and the fully digital world or virtual environment. In a continuum, adjacent parts are almost indistinguishable, but the extremes are very different. The researchers Paul Milgram and Fumio Kishino first introduced the virtuality continuum or reality-virtuality continuum concept in 1994.

Representation of the virtuality continuum (adapted from Milgram; Kishino, 1994).

The virtuality continuum is a theoretical framework that can help you visualize and understand the differences between the various technologies that exist today and those that are yet to be invented. For example, you can simplify the concept and think of a spectrum of immersion, where one end is low immersion and the other end is high immersion. Then, you can situate the technologies according to the degree of immersion they provide.

Representation of current XR technologies according to the spectrum of immersion.

Sometimes the exact limits of the various technologies are not a hundred percent clear, and they may overlap. However, the critical part is that you understand the region they occupy in the spectrum. This exercise will help you clarify the differences between all these technologies.

What is Extended Reality (XR)?

Extended reality (XR) is an umbrella term that encompasses any sort of technology that alters reality by adding digital elements to the physical or real-world environment by any extent, blurring the line between the physical and the digital world.

XR includes AR, MR, VR, and any technology-even those that have yet to be developed-situated at any point of the virtuality continuum.

The term XR includes AR, MR, VR, and any technology that blends the physical and the digital world.

Bear in mind that XR technologies keep evolving, and their full potential remains to be seen. There are still many things to discover about how users can better interact with them and achieve the best results. For a UX designer specializing in XR experiences, the difficulty lies in the lack of defined standards. An excellent place to start is to keep experiences simple and push the envelope a little bit at a time. In the case of new technologies, usability testing will be your best friend.

What is Augmented Reality (AR)?

Augmented reality (AR) is a technology that allows the superposition of digital elements into the real-world environment. In the AR experience, you can see a composite view of physical or real-world elements and digital elements. While some AR experiences may offer a certain degree of interaction between physical and virtual elements, typically, there is limited to no direct interaction between the digital and physical world components.

AR experiences are close to the physical world end of the virtuality continuum. The ability to overlay digital objects onto the physical world is revolutionizing many industries such as gaming, education, healthcare, and manufacturing. For example, have you ever been to the doctor for a blood test, and the nurse couldn't find your vein? It can be excruciating. What if AR technology could help with that?

AccuVein uses projection-based AR technology and a laser-based scanner to convert the heat signature of a patient's veins into an image superimposed on the skin, making the veins easier for clinicians to locate. This AR technology increases the likelihood of a successful first-time injection by 350%.

As a UX designer specializing in AR experiences, you have the chance to go beyond the rectangular square of a screen and contribute to a revolution that will continue to change the way we interact with digital products. However, you'll need to be aware of additional parameters to deliver a good UX that you may not be used to, like physical constraints and safety issues.

What is Mixed Reality (MR)?

Mixed reality (MR) is a technology that allows not only the superposition of digital elements into the real-world environment but also their interaction. In the MR experience, the user can see and interact with both the digital elements and the physical ones. Therefore, MR experiences get input from the environment and will change according to it.

In MR experiences the user can interact with both digital and physical elements. MR differs from AR-where digital and physical elements don't interact- and VR-where the physical or real world is completely blocked out.

MR experiences cover the center of the virtuality continuum.

The concept of mixed reality can be a bit difficult to grasp; watch the video below to see an example of an MR experience.

This video shows how MR experiences blend the physical and digital worlds.

As a UX designer specializing in MR, you'll have to master all the possibilities that MR technologies have to offer. Immersive experiences add a new layer to the user experience and require you to learn continuously and stay up to date to deliver an excellent user experience.

What is Virtual Reality (VR)?

Virtual reality (VR) is a technology that allows the creation of a fully-immersive digital environment. In VR experiences, the physical or real-world environment is entirely blocked out.

VR experiences are located at the fully virtual extreme of the virtuality continuum.

Many people struggle with the fact that VR experiences generate true emotional responses even if we know it's "fake." Keep in mind that humans construct reality from the information they receive from their senses, and this is why, even if we are aware that we have a fully digital experience, our bodies respond in the same way. Typically, VR takes advantage of the visual and auditory systems. However, there is an even greater sense of presence and immersion if you add other senses. Have you heard about the "Walk the Plank" challenge? It is a VR experience where you enter an elevator and get out at the top of a skyscraper. Then you're asked to "walk a plank." Just with auditory and visual stimulation, many people (especially those who suffer from a fear of heights) can't do it, even though they are aware that what they see and hear is not real. However, if you add a physical plank to the setup and thus activate the sense of touch, even fewer people will be able to do it.

In this video, you can see how football players try the "Walk the Plank" VR experience with a physical plank and struggle to complete the experience, even though they are aware that the heights are not "real."

The more coherent information we get through our senses, the more immersive the experience. As a UX designer, you'll have to consider the different dimensions of the experience and the particularities of VR technology to create the best possible experience for your user.

The Take Away

There are many technologies that alter our perception of reality by adding digital elements to the physical world to a greater or lesser extent. All these technologies can be situated at some point of the virtuality continuum according to the extent that the digital elements block the real-world environment and their interactive capabilities. If you have the image of the virtuality continuum in your head, you'll be able to clearly see the difference between each type of technology.

The most important terms to learn to harness the potential of these new technologies are:

Augmented reality (AR): a view of the real world-physical world-with an overlay of digital elements.

Mixed Reality (MR): a view of the real world-physical world-with an overlay of digital elements where physical and digital elements can interact.

Virtual reality (VR): a fully-immersive digital environment.

Extended reality (XR): an umbrella term that covers all these different technologies, including AR, MR, and VR.

As all these technologies keep evolving and new ones emerge, UX designers need to keep learning and understanding the characteristics of each one to deliver the best possible user experience. If you can clearly distinguish AR, MR and VR and any other XR technology, you'll be able to design experiences that take advantage of each technology and give an outstanding boost to your UX career!

References and Where to Learn More

Learn how to design your own XR experiences with our course: How to Design for Augmented and Virtual Reality.

Watch the How To Influence Behavior Through Virtual Reality Narratives on-demand Master Classby VR pioneer Mel Slater.

Vi, S. (2022). Exploring User Experience Guidelines for Designing HMD Extended Reality Applications.

The way you see colour depends on what language you speak. (2022). Aina Casaponsa, Panos Athanasopoulos.

UX for XR by Cornel Hillmann.

# data[].attributes.attachment_link.title
What is Augmented Reality (AR)? - updated 2023

# data[].attributes.attachment_link.description
Learn about Augmented Reality (AR) - the technology, its expanding applications and how to design AR applications.

# data[].attributes.attachment_link.title
تقنية الواقع المعزز في التعليم Augmented

# data[].attributes.headline
Location Based Augmented Reality Apps (AR & RTLS)

# data[].attributes.subject
Location Based Augmented Reality Apps (AR & RTLS)

# data[].attributes.body
App Link:

https://play.google.com/store/apps/details?id=io.spoton.viewer

https://play.google.com/store/apps/details?id=com.auggd.createar

# data[].attributes.attachment_link.title
Location Based Augmented Reality Apps (AR & RTLS)

# data[].attributes.attachment_link.description
Technology and consumption have never been more connected in such a complex way. With such a relationship and with access to technology increasing, we are presented with exciting innovative developments in AR applications.

# data[].attributes.headline
A Qualitative Case Study in Augmented RealityApplications in Education: Dimensions of StrategicImplementation

# data[].attributes.subject
A Qualitative Case Study in Augmented RealityApplications in Education: Dimensions of StrategicImplementation

# data[].attributes.attachment_link.title
ح108 #تعاريف_تقنية:الفرق بين الواقع الإفتراضي VR والمعزز Marouan Mis .AR

# data[].attributes.attachment_link.title
"ميتافيرس".. توجه نحو مستقبل جديد للإنترنت يقوم على تقنية الواقع المعزز

# data[].attributes.attachment_link.authors[].name
الهيئة السعودية للمدن الصناعية ومناطق التقنية

# data[].attributes.attachment_link.title
تقنية الواقع المعزَّز (AR)

# data[].attributes.body
سابقاً كان يطلق عليها (Aurasma)، وفكرتها بسيطة جداً وهي أن تقوم بصناعة أي صورة ترغبها سواء جرافيكس أو ملف نصي، ثم يتم مسحها من خلال الهاتف الذكي أو أجهزة التابلت اللوحية (نظام IOS أو نظام Android) حتى تتخذ الإجراء او الفعل المطلوب، وقد يكون الإجراء: عرض فيلم أو عرض شرح إضافي حول معلومة ما أو فتح نافذة موقع إلكتروني، ويمكن من خلال هذه الطريقة إثراء الملصقات الورقية والصور ورموز الاستجابة السريعة QR Code وغيرها.

App Link:

https://apps.apple.com/ae/app/halo-ar-3d-creator-scanner/id1534359793

https://play.google.com/store/apps/details?id=io.lightup.lens

# data[].attributes.attachment_link.title
شرح تطبيق hp reveal  والاستفادة منه في العملية التعليمية

# data[].attributes.attachment_link.authors[].name
رؤية للحقائب التدريبية

# data[].attributes.attachment_link.title
حقيبة تقنية الواقع المعزز فى التعليم

# data[].attributes.body
يستخدم هذا التطبيق في تعليم الرياضيات والهندسة، حيث يمكنك إنشاء الأشكال الهندسية (الأهرامات والمواد الصلبة …) بكل بساطة ثم استكشاف الأشكال الأكثر تعقيداً تدريجياً.

App Link:
https://play.google.com/store/apps/details?id=com.dnh28102001.geometry3D

https://apps.apple.com/ae/app/shapes-3d-geometry-learning/id501650786

# data[].attributes.attachment_link.title
Shapes 3D - Geometry Learning (App Walkthrough)

# data[].attributes.body
عد تطبيق 3DBear من تطبيقات الواقع المعزز التعليمية السهلة الاستخدام، حيث يتيح للطلاب تصميم إبداعاتهم وإنشاءها في الواقع المعزز، وتطوير مهاراتهم عن طريق التعلم القائم على حل المشكلات، والتفاعل.

يمكن استخدام هذا التطبيق لتطوير مهارات الطالب في العديد من المواد الدراسية مثل: العلوم، والدراسات الاجتماعية، والفن، وتعلم اللغات، والرياضيات.

كما يساعد هذا التطبيق في إنشاء فصول دراسية مشتركة، تسمح للطلاب بالعمل معًا لتحقيق الأهداف المشتركة، فعندما يعمل الطلاب في فرق؛ فإنهم يتعلمون التعاون، والتفاوض، وحل أي مشكلات تقابلهم، مما يساعد في تطورهم الاجتماعي، والعاطفي، وتهيئتهم للنجاح في مكان العمل والحياة المستقبلية بشكل عام.

App Link:
https://apps.apple.com/ae/app/3dbear/id1234975406

https://play.google.com/store/apps/details?id=fi.ThreeDBear.ThreeDBearAR

# data[].attributes.attachment_link.title
Augmented Reality in the classroom - 3DBear

# data[].attributes.body
Metaverse هي عبارة عن منصة تتيح لأي شخص إنشاء محتوى تفاعلي في الواقع المعزز، وذلك في عدة مجالات مثل: التعليم، والتسويق، والسياحة، دون الحاجة إلى مطور تطبيقات، أو مبرمج.

يوفر تطبيق Metaverse للمعلمين أسهل طريقة لإنشاء محتوى تفاعلي للطلاب، حيث يمكنهم إنشاء جميع أنواع التجارب التفاعلية، وتوجيه الطلاب من خلالها. كما يمكن باستخدام Metaverse studio؛ إنشاء قصص تفاعلية، وألعاب تفاعلية للطلاب؛ لتنمية مهاراتهم.

التطبيق متاح لمستخدمي نظام أندرويد على متجر جوجل بلاي، وكذلك لمستخدمي نظام آي أو إس على متجر آيتيونز.

App Link:
https://play.google.com/store/apps/details?id=com.gometa.metaverse

https://apps.apple.com/ae/app/metaverse-experience-browser/id1159155137

# data[].attributes.attachment_link.title
Metaverse for Education - 5 Ways to use Virtual Reality in School -

# data[].attributes.body
AR Makr is a creative toolbox for augmented reality. With this app, students can sketch, scan, and snap the environment around them. Let them transform creations from 2D to 3D virtual objects. When you’ve created a 3D AR object, you can place your creations anywhere in your environment. Students can also record, save, and share scenes with their teacher.

Workinkg only on Ipad.

App Link:
https://apps.apple.com/us/app/ar-makr/id1434081130

https://play.google.com/store/apps/details?id=com.octagonstudio.assemblr

# data[].attributes.body
تطبيق animal 4D+. تعتبر طريقة التعلم التفاعلية هي واحدة من أفضل الطرق التي تساعد الأطفال على السرعة في التعلم. حيث نجد أن الأطفال يفضلون هذه الطريقة التي تعتمد على اللعب والمشاهدة أكثر من الطريقة النظرية التي تعتمد على النسخ والتلقين الممل. ولذلك أحضرنا لكم تطبيق مميز بفكرة أكثر من رائعة لتعليم الأطفال الكثير من أسماء الحيوانات وبطريقة تفاعلية تعتمد على تقنية الواقع المعزز ألا وهو تطبيق animal 4D+.

App Link:
https://apps.apple.com/ae/app/animal-4d/id962983832

https://play.google.com/store/apps/details?id=com.OctagonStudio.Animal4DPlus

# data[].attributes.attachment_link.title
أفضل تطبيقات الواقع المعزز واستخدامها في التعليم Animal 4D Cards

# data[].attributes.body
هو أحد تطبيقات الواقع المعزز في التعليم، يستخدم لدراسة الكيمياء.

تم تصميم Elements 4D لتكون طريقة ملهمة وتفاعلية لإشراك الطلاب في فصل الكيمياء.

ستصبح الكيمياء مع هذا التطبيق أكثر من مجرد أنابيب اختبار وكتب مدرسية.

سيجعلك Elements 4D تحول الورق الجامد أو الكتل الخشبية إلى تمثيلات ديناميكية رباعية الأبعاد.

لبدء تشغيلها يتم استخدام مشغلات خاصة على البطاقات المطبوعة.

على موقع DAQRI studio، يمكنك البدء باستخدام هذه التقنية فيها.

App Link:
https://play.google.com/store/apps/details?id=com.threesixtyed.elements

# data[].attributes.attachment_link.title
New Update to DAQRI's Anatomy 4D App-The Heart Target

# data[].attributes.body
هو أكثر من مجرد تطبيق، تأخذ تجربة Anatomy 4D إلى رحلة داخل جسم الإنسان والقلب، وتكشف عن العلاقات المكانية لأعضائنا، والهيكل العظمي والعضلات وأنظمة الجسم. تعتبر بيئة التعلم ثلاثية الأبعاد سهلة الاستخدام هذه رائعة للاستخدام في الفصل الدراسي أو في أي وقت.

هو أنسب تطبيقات الواقع المعزز في التعليم لطلاب الطب، عن طريق مسح الأهداف المطبوعة (لكن عليك أولا طباعة صورة 4D لجسم الإنسان).

يستخدم التطبيق الكاميرا على الجهاز لإضفاء الحيوية على صورة نبضية ثلاثية الأبعاد.

يمكن للطلاب والأطباء رؤية وتحديد أماكن دقيقة في جسم الإنسان والتعديل عليها وتغييرها. تطبيق Anatomy 4D لصورة ثلاثية الأبعاد

App Link:
https://play.google.com/store/apps/details?id=com.a3d4medical.completeanatomy

https://apps.apple.com/ae/app/complete-anatomy-22/id1309253074

# data[].attributes.attachment_link.title
New Update to DAQRI's Anatomy 4D App-The Heart Target

# data[].attributes.body
هو التطبيق الذي يجلب الواقع المعزز في التعليم إلى الفصل الدراسي.

عن طريق الصور الافتراضية بزاوية 360، يمكن هذا التطبيق الطلاب من الذهاب إلى أماكن وبيئات لم يحلموا بزيارتها من قبل (كالغوص في أعماق البحار مثلاً).

يوجد أكثر من 300 بيئة افتراضية يمكن تجربتها.

App Link:
www.augthat.com

https://apkpure.com/aug-that/com.star.augthat

# data[].attributes.attachment_link.entities[].name
Applications of Augmented Reality in Education Part

# data[].attributes.attachment_link.entities[].name
Future of Education Technology Conference

# data[].attributes.attachment_link.entities[].name
Creating Augmented Reality for Education

# data[].attributes.attachment_link.title
AugThat -  Augmented Reality Learning Media, Augmented Reality Learning in classroom education

# data[].attributes.attachment_link.description
As an educator for 18 years it has been my dream to make a difference in a students life. I have developed a tool that will change the way our students learn and expand their imagination. I invite you to share in my vision to make learning meaningful. www.augthat.com

# data[].attributes.attachment_link.provider_name
هارفارد بزنس ريفيو

# data[].attributes.attachment_link.readable_text
تمت عملية الاشتراك بنجاح

إغلاق

عذراً، أنت مشترك مسبقاً بالنشرة البريدية

إغلاق

ما تعريف الواقع المعزز؟

الواقع المعزّز (Augmented Reality. AR): تكنولوجيا حديثة تعتمد على المزج بين المعلومات الرقمية والمعلومات المستقاة من البيئة المحيطة، ثم تعرضها معاً عبر صورة مركبة غنية بالمعلومات؛ وعلى عكس تكنولوجيا الواقع الافتراضي (VR)، فإنّ تكنولوجيا الواقع المعزّز لا تعرض صورة اصطناعية بالكامل وإنما تدمج المعلومات الجديدة مع المعلومات المستقاة من الواقع في تجربة مرئية واحدة.

ظهور الواقع المعزز

أولى أنواع الواقع المعزّز كانت في عام 1966 حين ابتُكرت نظارات تُسقط الأشكال ثلاثية الأبعاد في البيئة الحقيقيّة للمستخدم؛ ومع التطوّر التكنولوجي الذي استمر بوتيرة متسارعة، أصبح بإمكان المستخدم في الوقت الحالي تجربة الواقع المعزّز من خلال عدة أجهزه سواء كانت محمولة كالهاتف الذكي، أو من خلال الأجهزة التي يتم ارتداؤها كالنظارات والعدسات اللاصقة، ويكون الهدف من ذلك تحسين الإدراك الحسي للعالم الحقيقي الذي يراه المستخدم أو يتفاعل معه بتحفيز مختلف الحواس كالرؤية واللمس والسمع وحتى حاسة الشم، أي إنشاء تجربة مرئية لا يمكن فيها تمييز الفرق بين العالم الحقيقي والعالم الافتراضي المُدمج، لذلك تكون الأجسام في البيئة المحيطة متكاملة مع الصورة التي ينظر إليها الشخص.

آلية عمل الواقع المعزز

تعتمد تكنولوجيا الواقع المعزّز على ربط معالم من الواقع الحقيقي بالعنصر الافتراضي المناسب لها الذي يكون مخزناً مسبقاً في ذاكرة الجهاز، مثل إحداثيات جغرافية أو بيانات عن المكان أو فيديو تعريفي أو أي بيانات أو معلومات أخرى تعزز الواقع الحقيقي، وتعتمد برمجيات الواقع المعزّز على استخدام كاميرا الهاتف المحمول أو الكمبيوتر لرؤية الواقع الحقيقي، ثم تحليله تبعاً لما هو مطلوب من البرنامج والعمل على دمج العناصر الافتراضية به. تُستخدم اليوم تكنولوجيا الواقع المعزّز في مجال الترفيه، والتدريب العسكري، والتصميم الهندسي، والروبوتات، والصناعات التحويلية وغيرها من الصناعات، كما تُدمج في التعليم تدريجياً.

من أشهر تطبيقات الواقع المعزّز الذي تستخدمه الشركات تطبيق "أيكيا بلايس" (IKEA Place) التابع لشركة أيكيا، والذي يمكّن المتسوقين من وضع صور الأثاث في المكان الذي سيخصصونه له في حال اقتنائه.
اقرأ أيضاً:

اقرأ أيضاً في هارفارد بزنس ريفيو

نستخدم ملفات تعريف الارتباط لتحسين تجربتك. استمرار استخدامك للموقع يعني موافقتك على ذلك. موافق سياسة الخصوصية

# data[].attributes.attachment_link.title
شرح معنى " الواقع المعزز " | دليل مصطلحات هارفارد بزنس ريفيو

# data[].attributes.attachment_link.description
ما تعريف الواقع المعزز؟ الواقع المعزّز (Augmented Reality. AR): تكنولوجيا حديثة تعتمد على المزج بين المعلومات الرقمية والمعلومات المستقاة من البيئة المحيطة، ثم تعرضها معاً عبر صورة مركبة غنية بالمعلومات؛ وعلى عكس تكنولوجيا الواقع الافتراضي (VR)، فإنّ تكنولوجيا الواقع المعزّز لا تعرض صورة اصطناعية بالكامل وإنما تدمج المعلومات الجديدة مع المعلومات المستقاة من الواقع في [...]

# data[].attributes.body
تطبيق يستخدم الواقع المعزز (3D بدون نظارات) وتكنولوجيا الألعاب لتعليم مفاهيم الرياضيات للمتعلمين الأوائل.

تم تطويرها للأطفال حتى الصف الثالث.

تحتاج إلى جهاز كمبيوتر وكاميرا وبطاقات خاصة.

يضع الطلاب والمعلمون البطاقات تحت الكاميرا لممارسة مهارات العد والحساب الأساسية.

App Link:
https://play.google.com/store/apps/details?id=de.brotherbyto.math

# data[].attributes.attachment_link.title
Math alive Demo l Mind-boggling engagement for Early Mathematics

# data[].attributes.headline
تقنية «الواقع المدمج».. الرهان الجديد لتعليم الآلات الرؤية والتفكير

# data[].attributes.subject
تقنية «الواقع المدمج».. الرهان الجديد لتعليم الآلات الرؤية والتفكير

# data[].attributes.headline
ورقة عمل مقدمة للمؤتمر الدولي نحو مجتمع ذكي بعنوان (توظيف تكنولوجيا الاستنساخ البصري اللمسي في الواقع التعليمي المعزز)

# data[].attributes.subject
ورقة عمل مقدمة للمؤتمر الدولي نحو مجتمع ذكي بعنوان (توظيف تكنولوجيا الاستنساخ البصري اللمسي في الواقع التعليمي المعزز)

# data[].attributes.headline
ورقة بحثية منشورة بعنوان (تصميم بيئة تعليم إلكترونية مدمجة بتكنولوجيا الواقع المعزز لتنمية الانتباه البصري لدى التلاميذ المعاقين عقليًا القابلين للتعلم).

# data[].attributes.subject
ورقة بحثية منشورة بعنوان (تصميم بيئة تعليم إلكترونية مدمجة بتكنولوجيا الواقع المعزز لتنمية الانتباه البصري لدى التلاميذ المعاقين عقليًا القابلين للتعلم).

# data[].attributes.headline
بحث منشور بعنوان (نمطا الدعم التعليمي باستخدام الواقع المعزز في بيئة تعلم مدمج وأثرهما على تنمية التحصيل وبعض مهارات البرمجة والانخراط في التعلم لدى طلاب كلية التربية النوعية مرتفعي ومنخفضي الدافعية للإنجاز).

# data[].attributes.subject
بحث منشور بعنوان (نمطا الدعم التعليمي باستخدام الواقع المعزز في بيئة تعلم مدمج وأثرهما على تنمية التحصيل وبعض مهارات البرمجة والانخراط في التعلم لدى طلاب كلية التربية النوعية مرتفعي ومنخفضي الدافعية للإنجاز).

# data[].attributes.attachment_link.title
TESR_Volume 26_Issue العدد الأول جزء أول_Pages 3-114

# data[].attributes.attachment_link.readable_text
ClassVR is designed with education in mind providing everything you need to easily deliver virtual reality in the classroom - the perfect Google Expeditions alternative!

Our VR classroom solution comes complete with hardware, software and curriculum-aligned content and resources, providing everything teachers need to introduce VR learning in their lessons.

Want to know more about how ClassVR is an excellent replacement for Google Expeditions? Read our 5 Ways ClassVR is the Perfect Google Expeditions Alternative blog.

# data[].attributes.attachment_link.description
ClassVR is designed with education in mind providing everything you need to easily deliver virtual reality in the classroom - the perfect Google Expeditions alternative! Our VR classroom solution comes complete with hardware, software and curriculum-aligned content and resources, providing everything teachers need to introduce VR learning in their lessons.

# data[].attributes.headline
نموذج مقترح لعلاج بعض مشكلات الواقع الافتراضى  فى ضوء مستحدثات تكنولوجيا التعليم

# data[].attributes.subject
نموذج مقترح لعلاج بعض مشكلات الواقع الافتراضى  فى ضوء مستحدثات تكنولوجيا التعليم

# data[].attributes.headline
تعزيز التدريس باستخدام تقنيات الواقع المعزز وتأثيرها على استيفاء متطلبات مراحل تعليم التصميم المعماري: حالة دراسية لكلية العمارة والتخطيط بجامعة الملك سعود 

# data[].attributes.subject
تعزيز التدريس باستخدام تقنيات الواقع المعزز وتأثيرها على استيفاء متطلبات مراحل تعليم التصميم المعماري: حالة دراسية لكلية العمارة والتخطيط بجامعة الملك سعود 

# data[].attributes.headline
أثر تقنية الواقع المعزز في التحصيل الدراسي و في التفكير البصري لطالباتالصف الثالث األساسي لمادة العلوم في لواء القويسمة / عمان

# data[].attributes.subject
أثر تقنية الواقع المعزز في التحصيل الدراسي و في التفكير البصري لطالباتالصف الثالث األساسي لمادة العلوم في لواء القويسمة / عمان

# data[].attributes.attachment_link.title
اشهر 10 تطبيقات الواقع المعزز - المرسال

# data[].attributes.attachment_link.description
ما هو الواقع المعزز الواقع المعزز هو تقنية تتيح للمستخدمين تجربة التصور ثلاثي الأبعاد في العالم الح

# data[].attributes.attachment_link.description
Google Forms - create and analyze surveys, for free.

# data[].attributes.headline
التغريدة الأولى

# data[].attributes.subject
التغريدة الأولى

# data[].attributes.body
#فيديو توضيحي لـ الفرق بين
الواقع الافتراضي
و
الواقع المعزز
و
الواقع المدمج

#تقنية_رقمية
#التقنية

# data[].attributes.wish_content.attachment_props.text
📹

#فيديو توضيحي لـ الفرق بين 
الواقع الافتراضي
و
الواقع المعزز 
و
الواقع المدمج

#تقنية_رقمية 
#التقنية

# data[].attributes.wish_content.attachment_props.author.name
مجموعات معلمي التقنية 'نشارك لنرتقي'

# data[].attributes.wish_content.attachment_props.original_text
📹

#فيديو توضيحي لـ الفرق بين 
الواقع الافتراضي
و
الواقع المعزز 
و
الواقع المدمج

#تقنية_رقمية 
#التقنية https://t.co/oW67nXAysU

# data[].attributes.attachment_link.authors[].name
مجموعات معلمي التقنية 'نشارك لنرتقي'

# data[].attributes.attachment_link.title
مجموعات معلمي التقنية 'نشارك لنرتقي'

# data[].attributes.attachment_link.embed_code
📹#فيديو توضيحي لـ الفرق بين
الواقع الافتراضي
و
الواقع المعزز
و
الواقع المدمج#تقنية_رقمية #التقنية pic.twitter.com/oW67nXAysU
— مجموعات معلمي التقنية 'نشارك لنرتقي' (@haseb1_2) January 25, 2022

# data[].attributes.attachment_link.metadata.attachment_props_source.data.text
📹

#فيديو توضيحي لـ الفرق بين 
الواقع الافتراضي
و
الواقع المعزز 
و
الواقع المدمج

#تقنية_رقمية 
#التقنية https://t.co/oW67nXAysU

# data[].attributes.attachment_link.metadata.attachment_props_source.includes.users[].name
مجموعات معلمي التقنية 'نشارك لنرتقي'

# data[].attributes.attachment_link.metadata.attachment_props.original_text
📹

#فيديو توضيحي لـ الفرق بين 
الواقع الافتراضي
و
الواقع المعزز 
و
الواقع المدمج

#تقنية_رقمية 
#التقنية https://t.co/oW67nXAysU

# data[].attributes.attachment_link.metadata.attachment_props.text
📹

#فيديو توضيحي لـ الفرق بين 
الواقع الافتراضي
و
الواقع المعزز 
و
الواقع المدمج

#تقنية_رقمية 
#التقنية

# data[].attributes.attachment_link.metadata.attachment_props.author.name
مجموعات معلمي التقنية 'نشارك لنرتقي'

# data[].attributes.headline
التغريدة الثانية

# data[].attributes.subject
التغريدة الثانية

# data[].attributes.body
تقنية الواقع المدمج والواقع المعزز .. نافذة لاكتشافات طبية تغني عن المناظير وأجهزة التصوير

# data[].attributes.wish_content.attachment_props.text
تقنية الواقع المدمج والواقع المعزز .. نافذة لاكتشافات طبية تغني عن المناظير وأجهزة التصوير 👍

# data[].attributes.wish_content.attachment_props.original_text
تقنية الواقع المدمج والواقع المعزز .. نافذة لاكتشافات طبية تغني عن المناظير وأجهزة التصوير 👍 https://t.co/cNrx7gLXYr

# data[].attributes.attachment_link.embed_code
تقنية الواقع المدمج والواقع المعزز .. نافذة لاكتشافات طبية تغني عن المناظير وأجهزة التصوير 👍 pic.twitter.com/cNrx7gLXYr
— Nawal4 (@nawal_4r) February 20, 2017

# data[].attributes.attachment_link.metadata.attachment_props_source.data.text
تقنية الواقع المدمج والواقع المعزز .. نافذة لاكتشافات طبية تغني عن المناظير وأجهزة التصوير 👍 https://t.co/cNrx7gLXYr

# data[].attributes.attachment_link.metadata.attachment_props.original_text
تقنية الواقع المدمج والواقع المعزز .. نافذة لاكتشافات طبية تغني عن المناظير وأجهزة التصوير 👍 https://t.co/cNrx7gLXYr

# data[].attributes.attachment_link.metadata.attachment_props.text
تقنية الواقع المدمج والواقع المعزز .. نافذة لاكتشافات طبية تغني عن المناظير وأجهزة التصوير 👍

# data[].attributes.headline
التغريدة الثالثة

# data[].attributes.subject
التغريدة الثالثة

# data[].attributes.body
عرض تقديمي بعنوان : "مهارات توظيف تطبيقات الواقع المعزز فى بيئات التعلم المدمج" :
https://slideshare.net/mohamedwaheid/ss-75833679

# data[].attributes.wish_content.attachment_props.text
عرض تقديمي بعنوان : "مهارات توظيف تطبيقات الواقع المعزز فى بيئات التعلم المدمج" :
 https://t.co/ITERxd0tGZ

# data[].attributes.wish_content.attachment_props.author.name
عدنان الأحمدي 𝓐𝓭𝓷𝓪𝓷 𝓐𝓵𝓐𝓱𝓶𝓪𝓭𝓲

# data[].attributes.wish_content.attachment_props.original_text
عرض تقديمي بعنوان : "مهارات توظيف تطبيقات الواقع المعزز فى بيئات التعلم المدمج" :
 https://t.co/ITERxd0tGZ https://t.co/jgIoGQXWsS

# data[].attributes.attachment_link.authors[].name
عدنان الأحمدي 𝓐𝓭𝓷𝓪𝓷 𝓐𝓵𝓐𝓱𝓶𝓪𝓭𝓲

# data[].attributes.attachment_link.title
عدنان الأحمدي 𝓐𝓭𝓷𝓪𝓷 𝓐𝓵𝓐𝓱𝓶𝓪𝓭𝓲

# data[].attributes.attachment_link.embed_code
عرض تقديمي بعنوان : "مهارات توظيف تطبيقات الواقع المعزز فى بيئات التعلم المدمج" :
https://t.co/ITERxd0tGZ pic.twitter.com/jgIoGQXWsS
— عدنان الأحمدي 𝓐𝓭𝓷𝓪𝓷 𝓐𝓵𝓐𝓱𝓶𝓪𝓭𝓲 (@adnan3li) March 9, 2019

# data[].attributes.attachment_link.metadata.attachment_props_source.data.text
عرض تقديمي بعنوان : "مهارات توظيف تطبيقات الواقع المعزز فى بيئات التعلم المدمج" :
 https://t.co/ITERxd0tGZ https://t.co/jgIoGQXWsS

# data[].attributes.attachment_link.metadata.attachment_props_source.includes.users[].name
عدنان الأحمدي 𝓐𝓭𝓷𝓪𝓷 𝓐𝓵𝓐𝓱𝓶𝓪𝓭𝓲

# data[].attributes.attachment_link.metadata.attachment_props.original_text
عرض تقديمي بعنوان : "مهارات توظيف تطبيقات الواقع المعزز فى بيئات التعلم المدمج" :
 https://t.co/ITERxd0tGZ https://t.co/jgIoGQXWsS

# data[].attributes.attachment_link.metadata.attachment_props.text
عرض تقديمي بعنوان : "مهارات توظيف تطبيقات الواقع المعزز فى بيئات التعلم المدمج" :
 https://t.co/ITERxd0tGZ

# data[].attributes.attachment_link.metadata.attachment_props.author.name
عدنان الأحمدي 𝓐𝓭𝓷𝓪𝓷 𝓐𝓵𝓐𝓱𝓶𝓪𝓭𝓲

# data[].attributes.headline
التغريدة الرابعة

# data[].attributes.subject
التغريدة الرابعة

# data[].attributes.body
الواقع المعزز المدمج بالذكاء الاصطناعي فرضه للأبعاد لايتطلب اجهزة على الاجسام الظاهرة، ولا حتى تسجيلها مسبقاً، حبس الظل يكفي لمحاكاتها بدقة مقاربة للواقع، هنا مكعبات النرد تضرب بالاجسام وترتد منها بدقة عالية جداً رغم ان الاجسام ليس لها اجهزة التقاط ولم تسجل مسبقاً
#الميتافيرس

# data[].attributes.wish_content.attachment_props.text
الواقع المعزز المدمج بالذكاء الاصطناعي فرضه للأبعاد لايتطلب اجهزة على الاجسام الظاهرة، ولا حتى تسجيلها مسبقاً، حبس الظل يكفي لمحاكاتها بدقة مقاربة للواقع، هنا مكعبات النرد تضرب بالاجسام وترتد منها بدقة عالية جداً رغم ان الاجسام ليس لها اجهزة التقاط ولم تسجل مسبقاً
#الميتافيرس

# data[].attributes.wish_content.attachment_props.original_text
الواقع المعزز المدمج بالذكاء الاصطناعي فرضه للأبعاد لايتطلب اجهزة على الاجسام الظاهرة، ولا حتى تسجيلها مسبقاً، حبس الظل يكفي لمحاكاتها بدقة مقاربة للواقع، هنا مكعبات النرد تضرب بالاجسام وترتد منها بدقة عالية جداً رغم ان الاجسام ليس لها اجهزة التقاط ولم تسجل مسبقاً
#الميتافيرس https://t.co/bYh48DgEjg

# data[].attributes.attachment_link.embed_code
الواقع المعزز المدمج بالذكاء الاصطناعي فرضه للأبعاد لايتطلب اجهزة على الاجسام الظاهرة، ولا حتى تسجيلها مسبقاً، حبس الظل يكفي لمحاكاتها بدقة مقاربة للواقع، هنا مكعبات النرد تضرب بالاجسام وترتد منها بدقة عالية جداً رغم ان الاجسام ليس لها اجهزة التقاط ولم تسجل مسبقاً#الميتافيرس pic.twitter.com/bYh48DgEjg
— 不 احمدوڤ (@a7m3dov) December 25, 2021

# data[].attributes.attachment_link.metadata.attachment_props_source.data.text
الواقع المعزز المدمج بالذكاء الاصطناعي فرضه للأبعاد لايتطلب اجهزة على الاجسام الظاهرة، ولا حتى تسجيلها مسبقاً، حبس الظل يكفي لمحاكاتها بدقة مقاربة للواقع، هنا مكعبات النرد تضرب بالاجسام وترتد منها بدقة عالية جداً رغم ان الاجسام ليس لها اجهزة التقاط ولم تسجل مسبقاً
#الميتافيرس https://t.co/bYh48DgEjg

# data[].attributes.attachment_link.metadata.attachment_props.original_text
الواقع المعزز المدمج بالذكاء الاصطناعي فرضه للأبعاد لايتطلب اجهزة على الاجسام الظاهرة، ولا حتى تسجيلها مسبقاً، حبس الظل يكفي لمحاكاتها بدقة مقاربة للواقع، هنا مكعبات النرد تضرب بالاجسام وترتد منها بدقة عالية جداً رغم ان الاجسام ليس لها اجهزة التقاط ولم تسجل مسبقاً
#الميتافيرس https://t.co/bYh48DgEjg

# data[].attributes.attachment_link.metadata.attachment_props.text
الواقع المعزز المدمج بالذكاء الاصطناعي فرضه للأبعاد لايتطلب اجهزة على الاجسام الظاهرة، ولا حتى تسجيلها مسبقاً، حبس الظل يكفي لمحاكاتها بدقة مقاربة للواقع، هنا مكعبات النرد تضرب بالاجسام وترتد منها بدقة عالية جداً رغم ان الاجسام ليس لها اجهزة التقاط ولم تسجل مسبقاً
#الميتافيرس

# data[].attributes.headline
التغريدة الخامسة

# data[].attributes.subject
التغريدة الخامسة

# data[].attributes.body
الواقع المعزز / المدمج تجاوز الواقع الافتراضي في خدمة المعماري
نبذة عن استخدام الواقع المعزز في تخصص العمارة

# data[].attributes.wish_content.attachment_props.text
@3dmaxT الواقع المعزز / المدمج تجاوز الواقع الافتراضي في خدمة المعماري
نبذة عن استخدام الواقع المعزز في تخصص العمارة

# data[].attributes.wish_content.attachment_props.original_text
@3dmaxT الواقع المعزز / المدمج تجاوز الواقع الافتراضي في خدمة المعماري
نبذة عن استخدام الواقع المعزز في تخصص العمارة https://t.co/nUb68Q9WOB

# data[].attributes.wish_content.attachment_props.referenced_tweets[].text
@HamzaMoshrif احد اهم التقنيات في العماري هي الواقع الافتراضي

# data[].attributes.attachment_link.embed_code
الواقع المعزز / المدمج تجاوز الواقع الافتراضي في خدمة المعماري
نبذة عن استخدام الواقع المعزز في تخصص العمارة pic.twitter.com/nUb68Q9WOB
— Hamza Moshrif (@HamzaMoshrif) April 29, 2020

# data[].attributes.attachment_link.metadata.attachment_props_source.data.text
@3dmaxT الواقع المعزز / المدمج تجاوز الواقع الافتراضي في خدمة المعماري
نبذة عن استخدام الواقع المعزز في تخصص العمارة https://t.co/nUb68Q9WOB

# data[].attributes.attachment_link.metadata.attachment_props_source.includes.tweets[].text
@HamzaMoshrif احد اهم التقنيات في العماري هي الواقع الافتراضي

# data[].attributes.attachment_link.metadata.attachment_props.original_text
@3dmaxT الواقع المعزز / المدمج تجاوز الواقع الافتراضي في خدمة المعماري
نبذة عن استخدام الواقع المعزز في تخصص العمارة https://t.co/nUb68Q9WOB

# data[].attributes.attachment_link.metadata.attachment_props.text
@3dmaxT الواقع المعزز / المدمج تجاوز الواقع الافتراضي في خدمة المعماري
نبذة عن استخدام الواقع المعزز في تخصص العمارة

# data[].attributes.attachment_link.metadata.attachment_props.referenced_tweets[].text
@HamzaMoshrif احد اهم التقنيات في العماري هي الواقع الافتراضي

# data[].attributes.headline
التغريدة السادسة

# data[].attributes.subject
التغريدة السادسة

# data[].attributes.body
من متطلبات التعليم الافتراضي

الواقع الممتد
Extended Reality
هو البيئات الحقيقية والافتراضية معاً ويشير إلى التفاعل بين الإنسان والعناصر التي تم إنشاؤها بواسطة الحاسوب .
كما يعد الواقع الممتد مظلة لكل من الواقع المعزز، والواقع الافتراضي، والواقع المدمج .

# data[].attributes.wish_content.attachment_props.text
من متطلبات التعليم الافتراضي

الواقع الممتد
Extended Reality
هو البيئات الحقيقية والافتراضية معاً ويشير إلى التفاعل بين الإنسان والعناصر التي تم إنشاؤها بواسطة الحاسوب .
كما يعد الواقع الممتد مظلة لكل من الواقع المعزز، والواقع الافتراضي، والواقع المدمج .

# data[].attributes.wish_content.attachment_props.author.name
﮼الدكتور﮼نواف﮼الخثعاوي

# data[].attributes.wish_content.attachment_props.original_text
من متطلبات التعليم الافتراضي

الواقع الممتد
Extended Reality
هو البيئات الحقيقية والافتراضية معاً ويشير إلى التفاعل بين الإنسان والعناصر التي تم إنشاؤها بواسطة الحاسوب .
كما يعد الواقع الممتد مظلة لكل من الواقع المعزز، والواقع الافتراضي، والواقع المدمج . https://t.co/WIaDvyvsth

# data[].attributes.attachment_link.authors[].name
﮼الدكتور﮼نواف﮼الخثعاوي

# data[].attributes.attachment_link.title
﮼الدكتور﮼نواف﮼الخثعاوي

# data[].attributes.attachment_link.embed_code
من متطلبات التعليم الافتراضي

الواقع الممتد
Extended Reality
هو البيئات الحقيقية والافتراضية معاً ويشير إلى التفاعل بين الإنسان والعناصر التي تم إنشاؤها بواسطة الحاسوب .
كما يعد الواقع الممتد مظلة لكل من الواقع المعزز، والواقع الافتراضي، والواقع المدمج . pic.twitter.com/WIaDvyvsth
— ﮼الدكتور﮼نواف﮼الخثعاوي (@dr_al5th3awi) February 15, 2021

# data[].attributes.attachment_link.metadata.attachment_props_source.data.text
من متطلبات التعليم الافتراضي

الواقع الممتد
Extended Reality
هو البيئات الحقيقية والافتراضية معاً ويشير إلى التفاعل بين الإنسان والعناصر التي تم إنشاؤها بواسطة الحاسوب .
كما يعد الواقع الممتد مظلة لكل من الواقع المعزز، والواقع الافتراضي، والواقع المدمج . https://t.co/WIaDvyvsth

# data[].attributes.attachment_link.metadata.attachment_props_source.includes.users[].name
﮼الدكتور﮼نواف﮼الخثعاوي

# data[].attributes.attachment_link.metadata.attachment_props.original_text
من متطلبات التعليم الافتراضي

الواقع الممتد
Extended Reality
هو البيئات الحقيقية والافتراضية معاً ويشير إلى التفاعل بين الإنسان والعناصر التي تم إنشاؤها بواسطة الحاسوب .
كما يعد الواقع الممتد مظلة لكل من الواقع المعزز، والواقع الافتراضي، والواقع المدمج . https://t.co/WIaDvyvsth

# data[].attributes.attachment_link.metadata.attachment_props.text
من متطلبات التعليم الافتراضي

الواقع الممتد
Extended Reality
هو البيئات الحقيقية والافتراضية معاً ويشير إلى التفاعل بين الإنسان والعناصر التي تم إنشاؤها بواسطة الحاسوب .
كما يعد الواقع الممتد مظلة لكل من الواقع المعزز، والواقع الافتراضي، والواقع المدمج .

# data[].attributes.attachment_link.metadata.attachment_props.author.name
﮼الدكتور﮼نواف﮼الخثعاوي

# data[].attributes.headline
نتائج الاستبانة

# data[].attributes.subject
نتائج الاستبانة

# data[].attributes.attachment_link.title
نتائج الاستبانة

# data[].attributes.attachment_link.authors[].name
AFP Arabic / فرانس برس بالعربية

# data[].attributes.attachment_link.title
الواقع الافتراضي والواقع المعزز

# data[].attributes.attachment_link.title
الواقع الافتراضي – الواقع المعزز – الواقع المدمج

# data[].attributes.attachment_link.title
أفضل تطبيقات الواقع المعزز مع شرح الفرق بينه وبين الواقع الأفتراضي

# data[].attributes.attachment_link.title
ما هو الواقع الافتراضي ؟ الواقع المعزز ؟ الواقع المختلط ؟ (دليل شامل 2019(

# data[].attributes.attachment_link.title
تطبيق حقيبة الواقع المعزز للأطفال-AR Kids Kit Application

# data[].attributes.headline
Augmented Reality – The Past, The Present and The Future

# data[].attributes.subject
Augmented Reality – The Past, The Present and The Future

# data[].attributes.attachment_link.readable_text
Augmented reality has come a long way from a science-fiction concept to a science-based reality. Until recently the costs of augmented reality were so substantial that designers could only dream of working on design projects that involved it - today things have changed and augmented reality is even available on the mobile handset. That means design for augmented reality is now an option for all shapes and sizes of UX designers.

Augmented reality is a view of the real, physical world in which elements are enhanced by computer-generated input. These inputs may range from sound to video, to graphics to GPS overlays and more. The first conception of augmented reality occurred in a novel by Frank L Baum written in 1901 in which a set of electronic glasses mapped data onto people; it was called a "character marker". Today, augmented reality is a real thing and not a science-fiction concept.

A Brief History of Augmented Reality (The Past)

Augmented reality was first achieved, to some extent, by a cinematographer called Morton Heilig in 1957. He invented the Sensorama which delivered visuals, sounds, vibration and smell to the viewer. Of course, it wasn't computer controlled but it was the first example of an attempt at adding additional data to an experience.
Author/Copyright holder: Morton Heilig. Copyright terms and license: Public Domain.
Then in 1968, Ivan Sutherland the American computer scientist and early Internet influence, invented the head-mounted display as a kind of window into a virtual world. The technology used at the time made the invention impractical for mass use.

In 1975, Myron Krueger, an American computer artist developed the first " virtual reality " interface in the form of "Videoplace" which allowed its users to manipulate and interact with virtual objects and to do so in real-time.

Steve Mann, a computational photography researcher, gave the world wearable computing in 1980.

Of course back then these weren't "virtual reality" or "augmented reality" because virtual reality was coined by Jaron Lainer in 1989 and Thomas P Caudell of Boeing coined the phrase "augmented reality" in 1990.

The first properly functioning AR system was probably the one developed at USAF Armstrong's Research Lab by Louis Rosenberg in 1992. This was called Virtual Fixtures and was an incredibly complex robotic system which was designed to compensate for the lack of high-speed 3D graphics processing power in the early 90s. It enabled the overlay of sensory information on a workspace to improve human productivity

There were many other breakthroughs in augmented reality between here and today; the most notable of which include:

Bruce Thomas developing an outdoor mobile AR game called ARQuake in 2000

ARToolkit (a design tool) being made available in Adobe Flash in 2009

Google announcing its open beta of Google Glass (a project with mixed successes) in 2013

Microsoft announcing augmented reality support and their augmented reality headset HoloLens in 2015

The Current State of Play in Augmented Reality (The Present)

Augmented reality is achieved through a variety of technological innovations; these can be implemented on their own or in conjunction with each other to create augmented reality. They include:

General hardware components - the processor, the display, the sensors and input devices. Typically a smartphone contains a processor, a display, accelerometers, GPS, camera, microphone etc. and contains all the hardware required to be an AR device.

Displays - while a monitor is perfectly capable of displaying AR data there are other systems such as optical projection systems, head-mounted displays, eyeglasses, contact lenses, the HUD (heads up display), virtual retinal displays, EyeTap (a device which changes the rays of light captured from the environment and substitutes them with computer generated ones),Spatial Augmented Reality (SAR - which uses ordinary projection techniques as a substitute for a display of any kind) and handheld displays.

Sensors and input devices include - GPS, gyroscopes, accelerometers, compasses, RFID, wireless sensors, touch recognition, speech recognition, eye tracking and peripherals.

Software - the majority of development for AR will be in developing further software to take advantage of the hardware capabilities. There is already an Augmented Reality Markup Language (ARML) which is being used to standardize XML grammar for virtual reality. There are several software development kits (SDK) which also offer simple environments for AR development.

There are apps available for or being researched for AR in nearly every industrial sector including:

Archaeology, Art, Architecture

Commerce, Office

Construction, Industrial Design

Education, Translation

Emergency Management, Disaster Recovery, Medical and Search and Rescue

Games, Sports, Entertainment, Tourism

The Future of Augmented Reality
Author/Copyright holder: Sonk54. Copyright terms and license: CC BY-SA 3.0
Jessica Lowry, a UX Designer, writing for the Next Web says that AR is the future of design and we tend to agree. Already mobile phones are such an integral part of our lives that they might as well be extensions of our bodies; as technology can be further integrated into our lives without being intrusive (a la Google Glass) - it is a certainty that augmented reality provides opportunities to enhance user experiences beyond measure.

This will almost certainly see major advances in the much-hyped but still little seen; Internet of Things. UX designers in the AR field will need to seriously consider the questions of how traditional experiences can be improved through AR - just making your cooker capable of using computer enhancements is not enough; it needs to healthier eating or better cooked food for users to care.

The future will belong to AR when it improves task efficiency or the quality of the output of an experience for the user. This is the key challenge of the 21st century UX profession.

The Takeaway

AR or augmented reality has gone from pipe dream to reality in just over a century. There are many AR applications in use or under development today, however - the concept will only take off universally when UX designers think about how they can integrate AR with daily life to improve productivity, efficiency or quality of experiences. There is an unlimited potential for AR, the big question is - how will it be unlocked?
Author/Copyright holder: Austin Berner. Copyright terms and license: Public Domain
References & Where to Learn More:

DID L. FRANK BAUM PREDICT AUGMENTED REALITY OR WARN US ABOUT ITS POWER? Some food for thought.

Ivan Sutherland's research can be found here: http://90.146.8.18/en/archiv_files/19902/E1990b_123.pdf

Steve Mann's research can be read here: "Eye Am a Camera: Surveillance and Sousveillance in the Glassage". Techland.time.com

Rosenberg's original research paper was published as: L. B. Rosenberg. The Use of Virtual Fixtures As Perceptual Overlays to Enhance Operator Performance in Remote Environments. Technical Report AL-TR-0089, USAF Armstrong Laboratory, Wright-Patterson AFB OH, 1992.

Find out more about ARQuake at Wiki.

Learn more about Google Glass at the New York Times.

Jessica Lowry's article: Augmented reality is the future of design
Hero Image: Author/Copyright holder: Maurizio Pesce. Copyright terms and license: CC BY 2.0

# data[].attributes.attachment_link.title
Augmented Reality - The Past, The Present and The Future

# data[].attributes.attachment_link.description
Augmented reality has come a long way from a science-fiction concept to a science-based reality. Until recently the costs of augmented reality were so substantial that designers could only dream of working on design projects that involved it - today things have changed and augmented reality is even available on the mobile handset.

# data[].attributes.headline
The Past, Present, and Future of Virtual and Augmented Reality Research: A Network and Cluster Analysis of the Literature

# data[].attributes.subject
The Past, Present, and Future of Virtual and Augmented Reality Research: A Network and Cluster Analysis of the Literature

# data[].attributes.attachment_link.readable_text
Applied Technology for Neuro-Psychology Lab, Istituto Auxologico Italiano, Milan, Italy

Department of Psychology, Catholic University of the Sacred Heart, Milan, Italy

Instituto de Investigación e Innovación en Bioingeniería, Universitat Politècnica de València, Valencia, Spain

The recent appearance of low cost virtual reality (VR) technologies - like the Oculus Rift, the HTC Vive and the Sony PlayStation VR - and Mixed Reality Interfaces (MRITF) - like the Hololens - is attracting the attention of users and researchers suggesting it may be the next largest stepping stone in technological innovation. However, the history of VR technology is longer than it may seem: the concept of VR was formulated in the 1960s and the first commercial VR tools appeared in the late 1980s. For this reason, during the last 20 years, 100s of researchers explored the processes, effects, and applications of this technology producing 1000s of scientific papers. What is the outcome of this significant research work? This paper wants to provide an answer to this question by exploring, using advanced scientometric techniques, the existing research corpus in the field. We collected all the existent articles about VR in the Web of Science Core Collection scientific database, and the resultant dataset contained 21,667 records for VR and 9,944 for augmented reality (AR). The bibliographic record contained various fields, such as author, title, abstract, country, and all the references (needed for the citation analysis). The network and cluster analysis of the literature showed a composite panorama characterized by changes and evolutions over the time. Indeed, whether until 5 years ago, the main publication media on VR concerned both conference proceeding and journals, more recently journals constitute the main medium of communication. Similarly, if at first computer science was the leading research field, nowadays clinical areas have increased, as well as the number of countries involved in VR research. The present work discusses the evolution and changes over the time of the use of VR in the main areas of application with an emphasis on the future expected VR's capacities, increases and challenges. We conclude considering the disruptive contribution that VR/AR/MRITF will be able to get in scientific fields, as well in human communication and interaction, as already happened with the advent of mobile phones by increasing the use and the development of scientific applications (e.g., in clinical areas) and by modifying the social communication and interaction among people.

Introduction

In the last 5 years, virtual reality (VR) and augmented reality (AR) have attracted the interest of investors and the general public, especially after Mark Zuckerberg bought Oculus for two billion dollars ( Luckerson, 2014; Castelvecchi, 2016). Currently, many other companies, such as Sony, Samsung, HTC, and Google are making huge investments in VR and AR ( Korolov, 2014; Ebert, 2015; Castelvecchi, 2016). However, if VR has been used in research for more than 25 years, and now there are 1000s of papers and many researchers in the field, comprising a strong, interdisciplinary community, AR has a more recent application history ( Burdea and Coiffet, 2003; Kim, 2005; Bohil et al., 2011; Cipresso and Serino, 2014; Wexelblat, 2014). The study of VR was initiated in the computer graphics field and has been extended to several disciplines ( Sutherland, 1965, 1968; Mazuryk and Gervautz, 1996; Choi et al., 2015). Currently, videogames supported by VR tools are more popular than the past, and they represent valuables, work-related tools for neuroscientists, psychologists, biologists, and other researchers as well. Indeed, for example, one of the main research purposes lies from navigation studies that include complex experiments that could be done in a laboratory by using VR, whereas, without VR, the researchers would have to go directly into the field, possibly with limited use of intervention. The importance of navigation studies for the functional understanding of human memory in dementia has been a topic of significant interest for a long time, and, in 2014, the Nobel Prize in "Physiology or Medicine" was awarded to John M. O'Keefe, May-Britt Moser, and Edvard I. Moser for their discoveries of nerve cells in the brain that enable a sense of place and navigation. Journals and magazines have extended this knowledge by writing about "the brain GPS," which gives a clear idea of the mechanism. A huge number of studies have been conducted in clinical settings by using VR ( Bohil et al., 2011; Serino et al., 2014), and Nobel Prize winner, Edvard I. Moser commented about the use of VR ( Minderer et al., 2016), highlighting its importance for research and clinical practice. Moreover, the availability of free tools for VR experimental and computational use has made it easy to access any field ( Riva et al., 2011; Cipresso, 2015; Brown and Green, 2016; Cipresso et al., 2016).

Augmented reality is a more recent technology than VR and shows an interdisciplinary application framework, in which, nowadays, education and learning seem to be the most field of research. Indeed, AR allows supporting learning, for example increasing-on content understanding and memory preservation, as well as on learning motivation. However, if VR benefits from clear and more definite fields of application and research areas, AR is still emerging in the scientific scenarios.

In this article, we present a systematic and computational analysis of the emerging interdisciplinary VR and AR fields in terms of various co-citation networks in order to explore the evolution of the intellectual structure of this knowledge domain over time.

Virtual Reality Concepts and Features

The concept of VR could be traced at the mid of 1960 when Ivan Sutherland in a pivotal manuscript attempted to describe VR as a window through which a user perceives the virtual world as if looked, felt, sounded real and in which the user could act realistically ( Sutherland, 1965).

As we can notice, these definitions, although different, highlight three common features of VR systems: immersion, perception to be present in an environment, and interaction with that environment ( Biocca, 1997; Lombard and Ditton, 1997; Loomis et al., 1999; Heeter, 2000; Biocca et al., 2001; Bailenson et al., 2006; Skalski and Tamborini, 2007; Andersen and Thorpe, 2009; Slater, 2009; Sundar et al., 2010). Specifically, immersion concerns the amount of senses stimulated, interactions, and the reality's similarity of the stimuli used to simulate environments. This feature can depend on the properties of the technological system used to isolate user from reality ( Slater, 2009).

Higher or lower degrees of immersion can depend by three types of VR systems provided to the user:

* Non-immersive systems are the simplest and cheapest type of VR applications that use desktops to reproduce images of the world.

* Immersive systems provide a complete simulated experience due to the support of several sensory outputs devices such as head mounted displays (HMDs) for enhancing the stereoscopic view of the environment through the movement of the user's head, as well as audio and haptic devices.

From Virtual to Augmented Reality

More recently, many videogames companies have improved the development and quality of VR devices, like Oculus Rift, or HTC Vive that provide a wider field of view and lower latency. In addition, the actual HMD's devices can be now combined with other tracker system as eye-tracking systems (FOVE), and motion and orientation sensors (e.g., Razer Hydra, Oculus Touch, or HTC Vive).

Simultaneously, at the beginning of 90', the Boing Corporation created the first prototype of AR system for showing to employees how set up a wiring tool ( Carmigniani et al., 2011). At the same time, Rosenberg and Feiner developed an AR fixture for maintenance assistance, showing that the operator performance enhanced by added virtual information on the fixture to repair ( Rosenberg, 1993). In 1993 Loomis and colleagues produced an AR GPS-based system for helping the blind in the assisted navigation through adding spatial audio information ( Loomis et al., 1998). Always in the 1993 Julie Martin developed "Dancing in Cyberspace," an AR theater in which actors interacted with virtual object in real time ( Cathy, 2011). Few years later, Feiner et al. (1997) developed the first Mobile AR System (MARS) able to add virtual information about touristic buildings ( Feiner et al., 1997). Since then, several applications have been developed: in Thomas et al. (2000), created ARQuake, a mobile AR video game; in 2008 was created Wikitude that through the mobile camera, internet, and GPS could add information about the user's environments ( Perry, 2008). In 2009 others AR applications, like AR Toolkit and SiteLens have been developed in order to add virtual information to the physical user's surroundings. In 2011, Total Immersion developed D'Fusion, and AR system for designing projects ( Maurugeon, 2011). Finally, in 2013 and 2015, Google developed Google Glass and Google HoloLens, and their usability have begun to test in several field of application.

Virtual Reality Technologies

Technologically, the devices used in the virtual environments play an important role in the creation of successful virtual experiences. According to the literature, can be distinguished input and output devices ( Burdea et al., 1996; Burdea and Coiffet, 2003). Input devices are the ones that allow the user to communicate with the virtual environment, which can range from a simple joystick or keyboard to a glove allowing capturing finger movements or a tracker able to capture postures. More in detail, keyboard, mouse, trackball, and joystick represent the desktop input devices easy to use, which allow the user to launch continuous and discrete commands or movements to the environment. Other input devices can be represented by tracking devices as bend-sensing gloves that capture hand movements, postures and gestures, or pinch gloves that detect the fingers movements, and trackers able to follow the user's movements in the physical world and translate them in the virtual environment.

On the contrary, the output devices allow the user to see, hear, smell, or touch everything that happens in the virtual environment. As mentioned above, among the visual devices can be found a wide range of possibilities, from the simplest or least immersive (monitor of a computer) to the most immersive one such as VR glasses or helmets or HMD or CAVE systems.

Furthermore, auditory, speakers, as well as haptic output devices are able to stimulate body senses providing a more real virtual experience. For example, haptic devices can stimulate the touch feeling and force models in the user.

Virtual Reality Applications

Since its appearance, VR has been used in different fields, as for gaming ( Zyda, 2005; Meldrum et al., 2012), military training ( Alexander et al., 2017), architectural design ( Song et al., 2017), education ( Englund et al., 2017), learning and social skills training ( Schmidt et al., 2017), simulations of surgical procedures ( Gallagher et al., 2005), assistance to the elderly or psychological treatments are other fields in which VR is bursting strongly ( Freeman et al., 2017; Neri et al., 2017). A recent and extensive review of Slater and Sanchez-Vives (2016) reported the main VR application evidences, including weakness and advantages, in several research areas, such as science, education, training, physical training, as well as social phenomena, moral behaviors, and could be used in other fields, like travel, meetings, collaboration, industry, news, and entertainment. Furthermore, another review published this year by Freeman et al. (2017) focused on VR in mental health, showing the efficacy of VR in assessing and treating different psychological disorders as anxiety, schizophrenia, depression, and eating disorders.

There are many possibilities that allow the use of VR as a stimulus, replacing real stimuli, recreating experiences, which in the real world would be impossible, with a high realism. This is why VR is widely used in research on new ways of applying psychological treatment or training, for example, to problems arising from phobias (agoraphobia, phobia to fly, etc.) ( Botella et al., 2017). Or, simply, it is used like improvement of the traditional systems of motor rehabilitation ( Llorens et al., 2014; Borrego et al., 2016), developing games that ameliorate the tasks. More in detail, in psychological treatment, Virtual Reality Exposure Therapy (VRET) has showed its efficacy, allowing to patients to gradually face fear stimuli or stressed situations in a safe environment where the psychological and physiological reactions can be controlled by the therapist ( Botella et al., 2017).

Augmented Reality Concept

Augmented Reality Technologies

Technologically, the AR systems, however various, present three common components, such as a geospatial datum for the virtual object, like a visual marker, a surface to project virtual elements to the user, and an adequate processing power for graphics, animation, and merging of images, like a pc and a monitor ( Carmigniani et al., 2011). To run, an AR system must also include a camera able to track the user movement for merging the virtual objects, and a visual display, like glasses through that the user can see the virtual objects overlaying to the physical world. To date, two-display systems exist, a video see-through (VST) and an optical see-though (OST) AR systems ( Botella et al., 2005; Juan et al., 2005, 2007). The first one, disclosures virtual objects to the user by capturing the real objects/scenes with a camera and overlaying virtual objects, projecting them on a video or a monitor, while the second one, merges the virtual object on a transparent surface, like glasses, through the user see the added elements. The main difference between the two systems is the latency: an OST system could require more time to display the virtual objects than a VST system, generating a time lag between user's action and performance and the detection of them by the system.

Augmented Reality Applications

Although AR is a more recent technology than VR, it has been investigated and used in several research areas such as architecture ( Lin and Hsu, 2017), maintenance ( Schwald and De Laval, 2003), entertainment ( Ozbek et al., 2004), education ( Nincarean et al., 2013; Bacca et al., 2014; Akçayır and Akçayır, 2017), medicine ( De Buck et al., 2005), and psychological treatments ( Juan et al., 2005; Botella et al., 2005, 2010; Bretón-López et al., 2010; Wrzesien et al., 2011a, b, 2013; see the review Chicchi Giglioli et al., 2015). More in detail, in education several AR applications have been developed in the last few years showing the positive effects of this technology in supporting learning, such as an increased-on content understanding and memory preservation, as well as on learning motivation ( Radu, 2012, 2014). For example, Ibáñez et al. (2014) developed a AR application on electromagnetism concepts' learning, in which students could use AR batteries, magnets, cables on real superficies, and the system gave a real-time feedback to students about the correctness of the performance, improving in this way the academic success and motivation ( Di Serio et al., 2013). Deeply, AR system allows the possibility to learn visualizing and acting on composite phenomena that traditionally students study theoretically, without the possibility to see and test in real world ( Chien et al., 2010; Chen et al., 2011).

As well in psychological health, the number of research about AR is increasing, showing its efficacy above all in the treatment of psychological disorder (see the reviews Baus and Bouchard, 2014; Chicchi Giglioli et al., 2015). For example, in the treatment of anxiety disorders, like phobias, AR exposure therapy (ARET) showed its efficacy in one-session treatment, maintaining the positive impact in a follow-up at 1 or 3 month after. As VRET, ARET provides a safety and an ecological environment where any kind of stimulus is possible, allowing to keep control over the situation experienced by the patients, gradually generating situations of fear or stress. Indeed, in situations of fear, like the phobias for small animals, AR applications allow, in accordance with the patient's anxiety, to gradually expose patient to fear animals, adding new animals during the session or enlarging their or increasing the speed. The various studies showed that AR is able, at the beginning of the session, to activate patient's anxiety, for reducing after 1 h of exposition. After the session, patients even more than to better manage animal's fear and anxiety, ware able to approach, interact, and kill real feared animals.

Materials and Methods

Data Collection

The input data for the analyses were retrieved from the scientific database Web of Science Core Collection ( Falagas et al., 2008) and the search terms used were "Virtual Reality" and "Augmented Reality" regarding papers published during the whole timespan covered.

Web of science core collection is composed of: Citation Indexes, Science Citation Index Expanded (SCI-EXPANDED) -1970-present, Social Sciences Citation Index (SSCI) -1970-present, Arts and Humanities Citation Index (A&HCI) -1975-present, Conference Proceedings Citation Index- Science (CPCI-S) -1990-present, Conference Proceedings Citation Index- Social Science & Humanities (CPCI-SSH) -1990-present, Book Citation Index- Science (BKCI-S) -2009-present, Book Citation Index- Social Sciences & Humanities (BKCI-SSH) -2009-present, Emerging Sources Citation Index (ESCI) -2015-present, Chemical Indexes, Current Chemical Reactions (CCR-EXPANDED) -2009-present (Includes Institut National de la Propriete Industrielle structure data back to 1840), Index Chemicus (IC) -2009-present.

The resultant dataset contained a total of 21,667 records for VR and 9,944 records for AR. The bibliographic record contained various fields, such as author, title, abstract, and all of the references (needed for the citation analysis). The research tool to visualize the networks was Cite space v.4.0.R5 SE (32 bit) ( Chen, 2006) under Java Runtime v.8 update 91 (build 1.8.0_91-b15). Statistical analyses were conducted using Stata MP-Parallel Edition, Release 14.0, StataCorp LP. Additional information can be found in Supplementary Data Sheet 1.

Structural metrics include betweenness centrality, modularity, and silhouette. Temporal and hybrid metrics include citation burstness and novelty. All the algorithms are detailed ( Chen et al., 2010).

Results

The analysis of the literature on VR shows a complex panorama. At first sight, according to the document-type statistics from the Web of Science (WoS), proceedings papers were used extensively as outcomes of research, comprising almost 48% of the total (10,392 proceedings), with a similar number of articles on the subject amounting to about 47% of the total of 10, 199 articles. However, if we consider only the last 5 years (7,755 articles representing about 36% of the total), the situation changes with about 57% for articles (4,445) and about 33% for proceedings (2,578). Thus, it is clear that VR field has changed in areas other than at the technological level.

About the subject category, nodes and edges are computed as co-occurring subject categories from the Web of Science "Category" field in all the articles.

According to the subject category statistics from the WoS, computer science is the leading category, followed by engineering, and, together, they account for 15,341 articles, which make up about 71% of the total production. However, if we consider just the last 5 years, these categories reach only about 55%, with a total of 4,284 articles (Table 1 and Figure 1).

The evidence is very interesting since it highlights that VR is doing very well as new technology with huge interest in hardware and software components. However, with respect to the past, we are witnessing increasing numbers of applications, especially in the medical area. In particular, note its inclusion in the top 10 list of rehabilitation and clinical neurology categories (about 10% of the total production in the last 5 years). It also is interesting that neuroscience and neurology, considered together, have shown an increase from about 12% to about 18.6% over the last 5 years. However, historic areas, such as automation and control systems, imaging science and photographic technology, and robotics, which had accounted for about 14.5% of the total articles ever produced were not even in the top 10 for the last 5 years, with each one accounting for less than 4%.

About the countries, nodes and edges are computed as networks of co-authors countries. Multiple occurrency of a country in the same paper are counted once.

The countries that were very involved in VR research have published for about 47% of the total (10,200 articles altogether). Of the 10,200 articles, the United States, China, England, and Germany published 4921, 2384, 1497, and 1398, respectively. The situation remains the same if we look at the articles published over the last 5 years. However, VR contributions also came from all over the globe, with Japan, Canada, Italy, France, Spain, South Korea, and Netherlands taking positions of prominence, as shown in Figure 2.

About the Institutions, nodes and edges are computed as networks of co-authors Institutions (Figure 3).

The top-level institutions in VR were in the United States, where three universities were ranked as the top three in the world for published articles; these universities were the University of Illinois (159), the University of South California (147), and the University of Washington (146). The United States also had the eighth-ranked university, which was Iowa State University (116). The second country in the ranking was Canada, with the University of Toronto, which was ranked fifth with 125 articles and McGill University, ranked 10 th with 103 articles.

Other countries in the top-ten list were Netherlands, with the Delft University of Technology ranked fourth with 129 articles; Italy, with IRCCS Istituto Auxologico Italiano, ranked sixth (with the same number of publication of the institution ranked fifth) with 125 published articles; England, which was ranked seventh with 125 articles from the University of London's Imperial College of Science, Technology, and Medicine; and China with 104 publications, with the Chinese Academy of Science, ranked ninth. Italy's Istituto Auxologico Italiano, which was ranked fifth, was the only non-university institution ranked in the top-10 list for VR research (Figure 3).

About the Journals, nodes, and edges are computed as journal co-citation networks among each journals in the corresponding field.

The top-ranked Journals for citations in VR are Presence: Teleoperators & Virtual Environments with 2689 citations and CyberPsychology & Behavior (Cyberpsychol BEHAV) with 1884 citations; however, looking at the last 5 years, the former had increased the citations, but the latter had a far more significant increase, from about 70% to about 90%, i.e., an increase from 1029 to 1147.

Following the top two journals, IEEE Computer Graphics and Applications ( IEEE Comput Graph) and Advanced Health Telematics and Telemedicine ( St HEAL T) were both left out of the top-10 list based on the last 5 years. The data for the last 5 years also resulted in the inclusion of Experimental Brain Research ( Exp BRAIN RES) (625 citations), Archives of Physical Medicine and Rehabilitation ( Arch PHYS MED REHAB) (622 citations), and Plos ONE (619 citations) in the top-10 list of three journals, which highlighted the categories of rehabilitation and clinical neurology and neuroscience and neurology. Journal co-citation analysis is reported in Figure 4, which clearly shows four distinct clusters.

Network analysis was conducted to calculate and to represent the centrality index, i.e., the dimensions of the nodes in Figure 4. The top-ranked item by centrality was Cyberpsychol BEHAV, with a centrality index of 0.29. The second-ranked item was Arch PHYS MED REHAB, with a centrality index of 0.23. The third was Behaviour Research and Therapy (Behav RES THER), with a centrality index of 0.15. The fourth was BRAIN, with a centrality index of 0.14. The fifth was Exp BRAIN RES, with a centrality index of 0.11.

Who's Who in VR Research

Authors are the heart and brain of research, and their roles in a field are to define the past, present, and future of disciplines and to make significant breakthroughs to make new ideas arise (Figure 5).

Virtual reality research is very young and changing with time, but the top-10 authors in this field have made fundamentally significant contributions as pioneers in VR and taking it beyond a mere technological development. The purpose of the following highlights is not to rank researchers; rather, the purpose is to identify the most active researchers in order to understand where the field is going and how they plan for it to get there.

The top-ranked author is Riva G, with 180 publications. The second-ranked author is Rizzo A, with 101 publications. The third is Darzi A, with 97 publications. The forth is Aggarwal R, with 94 publications. The six authors following these three are Slater M, Alcaniz M, Botella C, Wiederhold BK, Kim SI, and Gutierrez-Maldonado J with 90, 90, 85, 75, 59, and 54 publications, respectively (Figure 6).

Considering the last 5 years, the situation remains similar, with three new entries in the top-10 list, i.e., Muhlberger A, Cipresso P, and Ahmed K ranked 7th, 8th, and 10th, respectively.

The authors' publications number network shows the most active authors in VR research. Another relevant analysis for our focus on VR research is to identify the most cited authors in the field.

Normally, authors with higher numbers of citations tend to be the scholars who drive the fundamental research and who make the most meaningful impacts on the evolution and development of the field. In the following, we identified the most-cited pioneers in the field of VR Research.

The top-ranked author by citation count is Gallagher (2001), with 694 citations. Second is Seymour (2004), with 668 citations. Third is Slater (1999), with 649 citations. Fourth is Grantcharov (2003), with 563 citations. Fifth is Riva (1999), with 546 citations. Sixth is Aggarwal (2006), with 505 citations. Seventh is Satava (1994), with 477 citations. Eighth is Witmer (2002), with 454 citations. Ninth is Rothbaum (1996), with 448 citations. Tenth is Cruz-neira (1995), with 416 citations.

Citation Network and Cluster Analyses for VR

The top-ranked article by citation counts is Seymour (2002) in Cluster #0, with 317 citations. The second article is Grantcharov (2004) in Cluster #0, with 286 citations. The third is Holden (2005) in Cluster #2, with 179 citations. The 4th is Gallagher et al. (2005) in Cluster #0, with 171 citations. The 5th is Ahlberg (2007) in Cluster #0, with 142 citations. The 6th is Parsons (2008) in Cluster #4, with 136 citations. The 7th is Powers (2008) in Cluster #4, with 134 citations. The 8th is Aggarwal (2007) in Cluster #0, with 121 citations. The 9th is Reznick (2006) in Cluster #0, with 121 citations. The 10th is Munz (2004) in Cluster #0, with 117 citations.

The identified clusters highlight clear parts of the literature of VR research, making clear and visible the interdisciplinary nature of this field. However, the dynamics to identify the past, present, and future of VR research cannot be clear yet. We analysed the relationships between these clusters and the temporal dimensions of each article. The results are synthesized in Figure 9. It is clear that cluster #0 (laparoscopic skill), cluster #2 (gaming and rehabilitation), cluster #4 (therapy), and cluster #14 (surgery) are the most popular areas of VR research. (See Figure 9 and Table 2 to identify the clusters.) From Figure 9, it also is possible to identify the first phase of laparoscopic skill (cluster #6) and therapy (cluster #7). More generally, it is possible to identify four historical phases (colors: blue, green, yellow, and red) from the past VR research to the current research.

Citation Network and Cluster Analyses for AR

Looking at Augmented Reality scenario, the top ranked item by citation counts is Azuma (1997) in Cluster #0, with citation counts of 231. The second one is Azuma et al. (2001) in Cluster #0, with citation counts of 220. The third is Van Krevelen (2010) in Cluster #5, with citation counts of 207. The 4th is Lowe (2004) in Cluster #1, with citation counts of 157. The 5th is Wu (2013) in Cluster #4, with citation counts of 144. The 6th is Dunleavy (2009) in Cluster #4, with citation counts of 122. The 7th is Zhou (2008) in Cluster #5, with citation counts of 118. The 8th is Bay (2008) in Cluster #1, with citation counts of 117. The 9th is Newcombe (2011) in Cluster #1, with citation counts of 109. The 10th is Carmigniani et al. (2011) in Cluster #5, with citation counts of 104.

We were able to identify the top 394 references that had the most citations by using burst citations algorithm. Citation burst is an indicator of a most active area of research. Citation burst is a detection of a burst event, which can last for multiple years as well as a single year. A citation burst provides evidence that a particular publication is associated with a surge of citations. The burst detection was based on Kleinberg's algorithm ( Kleinberg, 2002, 2003). The top ranked document by bursts is Azuma (1997) in Cluster #0, with bursts of 101.64. The second one is Azuma et al. (2001) in Cluster #0, with bursts of 84.23. The third is Lowe (2004) in Cluster #1, with bursts of 64.07. The 4th is Van Krevelen (2010) in Cluster #5, with bursts of 50.99. The 5th is Wu (2013) in Cluster #4, with bursts of 47.23. The 6th is Hartley (2000) in Cluster #0, with bursts of 37.71. The 7th is Dunleavy (2009) in Cluster #4, with bursts of 33.22. The 8th is Kato (1999) in Cluster #0, with bursts of 32.16. The 9th is Newcombe (2011) in Cluster #1, with bursts of 29.72. The 10th is Feiner (1993) in Cluster #8, with bursts of 29.46 (Table 4).

Discussion

Our findings have profound implications for two reasons. At first the present work highlighted the evolution and development of VR and AR research and provided a clear perspective based on solid data and computational analyses. Secondly our findings on VR made it profoundly clear that the clinical dimension is one of the most investigated ever and seems to increase in quantitative and qualitative aspects, but also include technological development and article in computer science, engineer, and allied sciences.

Figure 9 clarifies the past, present, and future of VR research. The outset of VR research brought a clearly-identifiable development in interfaces for children and medicine, routine use and behavioral-assessment, special effects, systems perspectives, and tutorials. This pioneering era evolved in the period that we can identify as the development era, because it was the period in which VR was used in experiments associated with new technological impulses. Not surprisingly, this was exactly concomitant with the new economy era in which significant investments were made in information technology, and it also was the era of the so-called 'dot-com bubble' in the late 1990s. The confluence of pioneering techniques into ergonomic studies within this development era was used to develop the first effective clinical systems for surgery, telemedicine, human spatial navigation, and the first phase of the development of therapy and laparoscopic skills. With the new millennium, VR research switched strongly toward what we can call the clinical-VR era, with its strong emphasis on rehabilitation, neurosurgery, and a new phase of therapy and laparoscopic skills. The number of applications and articles that have been published in the last 5 years are in line with the new technological development that we are experiencing at the hardware level, for example, with so many new, HMDs, and at the software level with an increasing number of independent programmers and VR communities.

Finally, Figure 12 identifies clusters of the literature of AR research, making clear and visible the interdisciplinary nature of this field. The dynamics to identify the past, present, and future of AR research cannot be clear yet, but analyzing the relationships between these clusters and the temporal dimensions of each article tracking, education, and virtual city environment are the current areas of AR research. AR is a new technology that is showing its efficacy in different research fields, and providing a novel way to gather behavioral data and support learning, training, and clinical treatments.

Looking at scientific literature conducted in the last few years, it might appear that most developments in VR and AR studies have focused on clinical aspects. However, the reality is more complex; thus, this perception should be clarified. Although researchers publish studies on the use of VR in clinical settings, each study depends on the technologies available. Industrial development in VR and AR changed a lot in the last 10 years. In the past, the development involved mainly hardware solutions while nowadays, the main efforts pertain to the software when developing virtual solutions. Hardware became a commodity that is often available at low cost. On the other hand, software needs to be customized each time, per each experiment, and this requires huge efforts in term of development. Researchers in AR and VR today need to be able to adapt software in their labs.

Virtual reality and AR developments in this new clinical era rely on computer science and vice versa. The future of VR and AR is becoming more technological than before, and each day, new solutions and products are coming to the market. Both from software and hardware perspectives, the future of AR and VR depends on huge innovations in all fields. The gap between the past and the future of AR and VR research is about the "realism" that was the key aspect in the past versus the "interaction" that is the key aspect now. First 30 years of VR and AR consisted of a continuous research on better resolution and improved perception. Now, researchers already achieved a great resolution and need to focus on making the VR as realistic as possible, which is not simple. In fact, a real experience implies a realistic interaction and not just great resolution. Interactions can be improved in infinite ways through new developments at hardware and software levels.

Interaction in AR and VR is going to be "embodied," with implication for neuroscientists that are thinking about new solutions to be implemented into the current systems ( Blanke et al., 2015; Riva, 2018; Riva et al., 2018). For example, the use of hands with contactless device (i.e., without gloves) makes the interaction in virtual environments more natural. The Leap Motion device allows one to use of hands in VR without the use of gloves or markers. This simple and low-cost device allows the VR users to interact with virtual objects and related environments in a naturalistic way. When technology is able to be transparent, users can experience increased sense of being in the virtual environments (the so-called sense of presence).

Other forms of interactions are possible and have been developing continuously. For example, tactile and haptic device able to provide a continuous feedback to the users, intensifying their experience also by adding components, such as the feeling of touch and the physical weight of virtual objects, by using force feedback. Another technology available at low cost that facilitates interaction is the motion tracking system, such as Microsoft Kinect, for example. Such technology allows one to track the users' bodies, allowing them to interact with the virtual environments using body movements, gestures, and interactions. Most HMDs use an embedded system to track HMD position and rotation as well as controllers that are generally placed into the user's hands. This tracking allows a great degree of interaction and improves the overall virtual experience.

In this scenario, it is clear that the future of VR and AR research is not just in clinical applications, although the implications for the patients are huge. The continuous development of VR and AR technologies is the result of research in computer science, engineering, and allied sciences. The reasons for which from our analyses emerged a "clinical era" are threefold. First, all clinical research on VR and AR includes also technological developments, and new technological discoveries are being published in clinical or technological journals but with clinical samples as main subject. As noted in our research, main journals that publish numerous articles on technological developments tested with both healthy and patients include Presence: Teleoperators & Virtual Environments, Cyberpsychology & Behavior (Cyberpsychol BEHAV), and IEEE Computer Graphics and Applications (IEEE Comput Graph). It is clear that researchers in psychology, neuroscience, medicine, and behavioral sciences in general have been investigating whether the technological developments of VR and AR are effective for users, indicating that clinical behavioral research has been incorporating large parts of computer science and engineering. A second aspect to consider is the industrial development. In fact, once a new technology is envisioned and created it goes for a patent application. Once the patent is sent for registration the new technology may be made available for the market, and eventually for journal submission and publication. Moreover, most VR and AR research that that proposes the development of a technology moves directly from the presenting prototype to receiving the patent and introducing it to the market without publishing the findings in scientific paper. Hence, it is clear that if a new technology has been developed for industrial market or consumer, but not for clinical purpose, the research conducted to develop such technology may never be published in a scientific paper. Although our manuscript considered published researches, we have to acknowledge the existence of several researches that have not been published at all. The third reason for which our analyses highlighted a "clinical era" is that several articles on VR and AR have been considered within the Web of Knowledge database, that is our source of references. In this article, we referred to "research" as the one in the database considered. Of course, this is a limitation of our study, since there are several other databases that are of big value in the scientific community, such as IEEE Xplore Digital Library, ACM Digital Library, and many others. Generally, the most important articles in journals published in these databases are also included in the Web of Knowledge database; hence, we are convinced that our study considered the top-level publications in computer science or engineering. Accordingly, we believe that this limitation can be overcome by considering the large number of articles referenced in our research.

Considering all these aspects, it is clear that clinical applications, behavioral aspects, and technological developments in VR and AR research are parts of a more complex situation compared to the old platforms used before the huge diffusion of HMD and solutions. We think that this work might provide a clearer vision for stakeholders, providing evidence of the current research frontiers and the challenges that are expected in the future, highlighting all the connections and implications of the research in several fields, such as clinical, behavioral, industrial, entertainment, educational, and many others.

Author Contributions

PC and GR conceived the idea. PC made data extraction and the computational analyses and wrote the first draft of the article. IG revised the introduction adding important information for the article. PC, IG, MR, and GR revised the article and approved the last version of the article after important input to the article rationale.

Conflict of Interest Statement

The authors declare that the research was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest.

The reviewer GC declared a shared affiliation, with no collaboration, with the authors PC and GR to the handling Editor at the time of the review.

Supplementary Material

The Supplementary Material for this article can be found online at: https://www.frontiersin.org/articles/10.3389/fpsyg.2018.02086/full#supplementary-material

Footnotes

References

Heilig, M. (1962). Sensorama simulator. U.S. Patent No - 3, 870. Virginia: United States Patent and Trade Office.

Meldrum, D., Glennon, A., Herdman, S., Murray, D., and McConn-Walsh, R. (2012). Virtual reality rehabilitation of balance: assessment of the usability of the nintendo Wii ® fit plus. Disabil. Rehabil. 7, 205-210. doi: 10.3109/17483107.2011.616922

Sutherland, I. E. (1965). The Ultimate Display. Multimedia: From Wagner to Virtual Reality. New York, NY: Norton.

# data[].attributes.attachment_link.title
The Past, Present, and Future of Virtual and Augmented Reality Research: A Network and Cluster Analysis of the Literature

# data[].attributes.attachment_link.description
The recent appearance of low cost virtual reality (VR) technologies - like the Oculus Rift, the HTC Vive and the Sony PlayStation VR - and Mixed Reality Interfaces (MRITF) - like the Hololens - is attracting the attention of users and researchers suggesting it may be the next largest stepping stone in technological innovation.

# data[].attributes.headline
Why Every Organization Needs an Augmented Reality Strategy

# data[].attributes.subject
Why Every Organization Needs an Augmented Reality Strategy

# data[].attributes.attachment_link.readable_text
There is a fundamental disconnect between the wealth of digital data available to us and the physical world in which we apply it. While reality is three-dimensional, the rich data we now have to inform our decisions and actions remains trapped on two-dimensional pages and screens. This gulf between the real and digital worlds limits our ability to take advantage of the torrent of information and insights produced by billions of smart, connected products (SCPs) worldwide.

Augmented reality, a set of technologies that superimposes digital data and images on the physical world, promises to close this gap and release untapped and uniquely human capabilities. Though still in its infancy, AR is poised to enter the mainstream; according to one estimate, spending on AR technology will hit $60 billion in 2020. AR will affect companies in every industry and many other types of organizations, from universities to social enterprises. In the coming months and years, it will transform how we learn, make decisions, and interact with the physical world. It will also change how enterprises serve customers, train employees, design and create products, and manage their value chains, and, ultimately, how they compete.

In this article we describe what AR is, its evolving technology and applications, and why it is so important. Its significance will grow exponentially as SCPs proliferate, because it amplifies their power to create value and reshape competition. AR will become the new interface between humans and machines, bridging the digital and physical worlds. While challenges in deploying it remain, pioneering organizations, such as Amazon, Facebook, General Electric, Mayo Clinic, and the U.S. Navy, are already implementing AR and seeing a major impact on quality and productivity. Here we provide a road map for how companies should deploy AR and explain the critical choices they will face in integrating it into strategy and operations.

What Is Augmented Reality?

Isolated applications of AR have been around for decades, but only recently have the technologies required to unleash its potential become available. At the core, AR transforms volumes of data and analytics into images or animations that are overlaid on the real world. Today most AR applications are delivered through mobile devices, but increasingly delivery will shift to hands-free wearables such as head-mounted displays or smart glasses. Though many people are familiar with simple AR entertainment applications, such as Snapchat filters and the game Pokémon Go, AR is being applied in far more consequential ways in both consumer and business-to-business settings. For example, AR "heads-up" displays that put navigation, collision warning, and other information directly in drivers' line of sight are now available in dozens of car models. Wearable AR devices for factory workers that superimpose production-assembly or service instructions are being piloted at thousands of companies. AR is supplementing or replacing traditional manuals and training methods at an ever-faster pace.

More broadly, AR enables a new information-delivery paradigm, which we believe will have a profound impact on how data is structured, managed, and delivered on the internet. Though the web transformed how information is collected, transmitted, and accessed, its model for data storage and delivery-pages on flat screens-has major limits: It requires people to mentally translate 2-D information for use in a 3-D world. That isn't always easy, as anyone who has used a manual to fix an office copier knows. By superimposing digital information directly on real objects or environments, AR allows people to process the physical and digital simultaneously, eliminating the need to mentally bridge the two. That improves our ability to rapidly and accurately absorb information, make decisions, and execute required tasks quickly and efficiently.

Watch this video to see what the free HBR Augmented Reality app can do. Then, to experience it firsthand, download it from the App Store (iOS) or Google Play (Android) and point your mobile device at the target images in the November-December issue of the magazine or in the reprint of this article.

AR displays in cars are a vivid illustration of this. Until recently, drivers using GPS navigation had to look at a map on a flat screen and then figure out how to apply it in the real world. To take the correct exit from a busy rotary, for example, the driver needed to shift his or her gaze between the road and the screen and mentally connect the image on the map to the proper turnoff. AR heads-up displays lay navigational images directly over what the driver sees through the windshield. This reduces the mental effort of applying the information, prevents distraction, and minimizes driver error, freeing people to focus on the road.

AR is making advances in consumer markets, but its emerging impact on human performance is even greater in industrial settings. Consider how Newport News Shipbuilding, which designs and builds U.S. Navy aircraft carriers, uses AR near the end of its manufacturing process to inspect a ship, marking for removal steel construction structures that are not part of the finished carrier. Historically, engineers had to constantly compare the actual ship with complex 2-D blueprints. But with AR, they can now see the final design superimposed on the ship, which reduces inspection time by 96%-from 36 hours to just 90 minutes. Overall, time savings of 25% or more are typical for manufacturing tasks using AR.

AR's Key Capabilities

As we've previously explained (see "How Smart, Connected Products Are Transforming Competition," HBR, November 2014), the SCPs spreading through our homes, workplaces, and factories allow users to monitor product operations and conditions in real time, control and customize product operations remotely, and optimize product performance using real-time data. And in some cases, intelligence and connectivity allow SCPs to be fully autonomous.

AR powerfully magnifies the value created by those capabilities. Specifically, it improves how users visualize and therefore access all the new monitoring data, how they receive and follow instructions and guidance on product operations, and even how they interact with and control the products themselves.

Visualize.

AR applications provide a sort of X-ray vision, revealing internal features that would be difficult to see otherwise. At the medical device company AccuVein, for instance, AR technology converts the heat signature of a patient's veins into an image that is superimposed on the skin, making the veins easier for clinicians to locate. This dramatically improves the success rate of blood draws and other vascular procedures. AR more than triples the likelihood of a successful needle stick on the first try and reduces the need for "escalations" (calling for assistance, for example) by 45%.

Bosch Rexroth, a global provider of power units and controls used in manufacturing, uses an AR-enhanced visualization to demonstrate the design and capabilities of its smart, connected CytroPac hydraulic power unit. The AR application allows customers to see 3-D representations of the unit's internal pump and cooling options in multiple configurations and how subsystems fit together.

An AR showroom demo developed by Microsoft and Volvo provides an X-ray view of a car's engine and undercarriage.

Instruct and guide.

AR is already redefining instruction, training, and coaching. These critical functions, which improve workforce productivity, are inherently costly and labor-intensive and often deliver uneven results. Written instructions for assembly tasks, for instance, are frequently hard and time-consuming to follow. Standard instructional videos aren't interactive and can't adapt to individual learning needs. In-person training is expensive and requires students and teachers to meet at a common site, sometimes repeatedly. And if the equipment about which students are being taught isn't available, they may need extra training to transfer what they've learned to a real-world context.

AR addresses those issues by providing real-time, on-site, step-by-step visual guidance on tasks such as product assembly, machine operation, and warehouse picking. Complicated 2-D schematic representations of a procedure in a manual, for example, become interactive 3-D holograms that walk the user through the necessary processes. Little is left to the imagination or interpretation.

An employee at the agricultural equipment company Agco views AR instructions for work on a tractor hydraulic valvestack.

At Boeing, AR training has had a dramatic impact on the productivity and quality of complex aircraft manufacturing procedures. In one Boeing study, AR was used to guide trainees through the 50 steps required to assemble an aircraft wing section involving 30 parts. With the help of AR, trainees completed the work in 35% less time than trainees using traditional 2-D drawings and documentation. And the number of trainees with little or no experience who could perform the operation correctly the first time increased by 90%.

At its core, the power of augmented reality grows out of the way humans process information. We access information through each of our five senses-but at different rates. Vision provides us with the most information by far: An estimated 80% to 90% of the information humans get is accessed through vision.

The ability to absorb and process information is limited by our mental capacity. The demand on this capacity is referred to as "cognitive load." Each mental task we undertake reduces the capacity available for other, simultaneous tasks.

Cognitive load depends on the mental effort required to process a given type of information. For example, reading instructions from a computer screen and acting on them creates a greater cognitive load than hearing those same instructions, because the letters must be translated into words and the words interpreted. Cognitive load also depends on "cognitive distance," or the gap between the form in which information is presented and the context in which it is applied. Consider what happens when someone refers to a smartphone for directions while driving. The driver must consume the information from the screen, retain that information in working memory, translate the directions into the physical environment in front of him, and then act on those directions, all while operating the vehicle. There is significant cognitive distance between the digital information on the screen and the physical context in which information is applied. Dealing with this distance creates cognitive load.

The combination of the speed at which information is transmitted and absorbed and the cognitive distance involved in applying it lies at the root of the much-repeated phrase "A picture is worth a thousand words." When we look at the physical world, we absorb a huge amount and variety of information almost instantaneously. By the same token, an image or picture that superimposes information on the physical world, placing it in context for us, reduces cognitive distance and minimizes cognitive load.

This explains why AR is so powerful. There is no better graphical user interface than the physical world we see around us when it is enhanced by a digital overlay of relevant data and guidance where and when they are needed. AR eliminates dependence on out-of-context and hard-to-process 2-D information on pages and screens while greatly improving our ability to understand and apply information in the real world.

Interact.

Traditionally, people have used physical controls such as buttons, knobs, and, more recently, built-in touchscreens to interact with products. With the rise of SCPs, apps on mobile devices have increasingly replaced physical controls and allowed users to operate products remotely.

AR takes the user interface to a whole new level. A virtual control panel can be superimposed directly on the product and operated using an AR headset, hand gestures, and voice commands. Soon, users wearing smart glasses will be able to simply gaze at or point to a product to activate a virtual user interface and operate it. A worker wearing smart glasses, for instance, will be able to walk a line of factory machines, see their performance parameters, and adjust each machine without physically touching it.

The interact capability of AR is still nascent in commercial products but is revolutionary. Reality Editor, an AR app developed by the Fluid Interfaces group at MIT's Media Lab, provides a glimpse of how it is rapidly evolving. Reality Editor makes it easy to add an interactive AR experience to any SCP. With it, people can point a smartphone or a tablet at an SCP (or, eventually, look at it through smart glasses), "see" its digital interfaces and the capabilities that can be programmed, and link those capabilities to hand gestures or voice commands or even to another smart product. For example, Reality Editor can allow a user to see a smart light bulb's controls for color and intensity and set up voice commands like "bright" and "mood" to activate them. Or different settings of the bulb can be linked to buttons on a smart light switch the user can place anywhere that's convenient.

The technologies underpinning these capabilities are still emerging, but the accuracy of voice commands in noisy environments is improving, and advances in gesture and gaze tracking have been rapid. GE has already tested the use of voice commands in AR experiences that enable factory workers to perform complex wiring processes in wind turbines-and has achieved a 34% increase in productivity.

Combining AR and Virtual Reality

AR's well-known cousin, virtual reality, is a complementary but distinct technology. While AR superimposes digital information on the physical world, VR replaces physical reality with a computer-generated environment. Though VR is used mostly for entertainment applications, it can also replicate physical settings for training purposes. It is especially useful when the settings involved are hazardous or remote. Or, if the machinery required for training is not available, VR can immerse technicians in a virtual environment using holograms of the equipment. So when needed, VR adds a fourth capability-simulate-to AR's core capabilities of visualize, instruct, and interact.

AR will be far more widely applied in business than VR will. But in some circumstances, combining AR and VR will allow users to transcend distance (by simulating faraway locations), transcend time (by reproducing historical contexts or simulating possible future situations), and transcend scale (by allowing users to engage with environments that are either too small or too big to experience directly). What's more, bringing people together in shared virtual environments can enhance comprehension, teamwork, communication, and decision making.

Ford, for example, is using VR to create a virtual workshop where geographically dispersed engineers can collaborate in real time on holograms of vehicle prototypes. Participants can walk around and go inside these life-size 3-D holograms, working out how to refine design details such as the position of the steering wheel, the angle of the dashboard, and the location of instruments and controls without having to build an expensive physical prototype and get everyone to one location to examine it.

The U.S. Department of Homeland Security is going a step further by combining AR instructions with VR simulations to train personnel in responding to emergency situations such as explosions. This reduces costs and-in cases in which training in real environments would be dangerous-risk. The energy multinational BP overlays AR training procedures on VR simulations that replicate specific drilling conditions, like temperature, pressure, topography, and ocean currents, and that instruct teams on operations and help them practice coordinated emergency responses to disasters without high costs or risk.

How AR Creates Value

AR creates business value in two broad ways: first, by becoming part of products themselves, and second, by improving performance across the value chain-in product development, manufacturing, marketing, service, and numerous other areas.

AR as a product feature.

The capabilities of AR play into the growing design focus on creating better user interfaces and ergonomics. The way products convey important operational and safety information to users has increasingly become a point of differentiation (consider how mobile apps have supplemented or replaced embedded screens in products like Sonos audio players). AR is poised to rapidly improve such interfaces.

Dedicated AR heads-up displays, which have only recently been incorporated into automobiles, have been a key feature in elite military products, such as fighter jets, for years and have been adopted in commercial aircraft as well. These types of displays are too expensive and bulky to integrate into most products, but wearables such as smart glasses are a breakthrough interface with wide-ranging implications for all manufacturers. With smart glasses, a user can see an AR display on any product enabled to communicate with them.

If you view a kitchen oven through smart glasses, for example, you might see a virtual display that shows the baking temperature, the minutes remaining on the timer, and the recipe you are following. If you approach your car, an AR display might show you that it is locked, that the fuel tank is nearly full, and that the left-rear tire's pressure is low.

Because an AR user interface is purely software based and delivered via the cloud, it can be personalized and can continually evolve. The incremental cost of providing such an interface is low, and manufacturers also stand to save considerable amounts when traditional buttons, switches, and dials are removed. Every product manufacturer needs to carefully consider the disruptive impact that this next-generation interface may have on its offering and competitive positioning.

AR and the value chain.

The effects of AR can already be seen across the value chain, but they are more advanced in some areas than in others. In general, visualize and instruct/guide applications are now having the greatest impact on companies' operations, while the interact capability is still emerging and in pilot testing.

Product development.

Though engineers have been using computer-aided design (CAD) capabilities to create 3-D models for 30 years, they have been limited to interacting with those models through 2-D windows on their computer screens, which makes it harder for them to fully conceptualize designs. AR allows 3-D models to be superimposed on the physical world as holograms, enhancing engineers' ability to evaluate and improve designs. For example, a life-size 3-D hologram of a construction machine can be positioned on the ground, and engineers can walk around it, peer under and over it, and even go inside it to fully appreciate the sight lines and ergonomics of its design at full scale in its intended setting.

AR also lets engineers superimpose CAD models on physical prototypes to compare how well they match. Volkswagen is using this technique-which makes any difference between the latest design and the prototype visually obvious-to check alignment in digital design reviews. This improves the accuracy of the quality assurance process, in which engineers previously had to painstakingly compare 2-D drawings with prototypes, and makes it five to 10 times faster.

We expect that in the near future AR-enabled devices such as phones and smart glasses, with their embedded cameras, accelerometers, GPS, and other sensors, will increasingly inform product design by exposing when, where, and how users actually interact with the product-how often a certain repair sequence is initiated, for example. In this way the AR interface will become an important source of data.

Manufacturing.

In manufacturing, processes are often complex, requiring hundreds or even thousands of steps, and mistakes are costly. As we've learned, AR can deliver just the right information the moment it's needed to factory workers on assembly lines, reducing errors, enhancing efficiency, and improving productivity.

In factories, AR can also capture information from automation and control systems, secondary sensors, and asset management systems and make visible important monitoring and diagnostic data about each machine or process. Seeing information such as efficiency and defect rates in context helps maintenance technicians understand problems and prompts factory workers to do proactive maintenance that may prevent costly downtime.

Iconics, which specializes in automation software for factories and buildings, has begun to integrate AR into its products' user interfaces. By attaching relevant information to the physical location where it will be best observed and understood, the AR interfaces enable more-efficient monitoring of machines and processes.

Logistics.

Warehouse operations are estimated to account for about 20% of all logistics costs, while picking items from shelves represents up to 65% of warehouse costs. In most warehouses, workers still perform this task by consulting a paper list of things to collect and then searching for them. This method is slow and error-prone.

The logistics giant DHL and a growing number of other companies are using AR to enhance the efficiency and accuracy of the picking process. AR instructions direct workers to the location of each product to be pulled and then suggest the best route to the next product. At DHL this approach has led to fewer errors, more-engaged workers, and productivity gains of 25%. The company is now rolling out AR-guided picking globally and testing how AR can enhance other types of warehouse operations, such as optimizing the position of goods and machines in layouts. Intel is also using AR in warehouses and has achieved a 29% reduction in picking time, with error rates falling to near zero. And the AR application is allowing new Intel workers to immediately achieve picking speeds 15% faster than those of workers who've had only traditional training.

Marketing and sales.

AR is redefining the concept of showrooms and product demonstrations and transforming the customer experience. When customers can see virtually how products will look or function in a real setting before buying them, they have more-accurate expectations, more confidence about their purchase decisions, and greater product satisfaction. Down the road, AR may even reduce the need for brick-and-mortar stores and showrooms altogether.

When products can be configured with different features and options-which can make them difficult and costly to stock-AR is a particularly valuable marketing tool. The construction products company AZEK, for instance, uses AR to show contractors and consumers how its decking and paver products look in various colors and arrangements. Customers can also see the simulations in context: If you look at a house through a phone or a tablet, the AR app can add a deck onto it. The experience reduces any uncertainty customers might feel about their choices and shortens the sales cycle.

In e-commerce, AR applications are allowing online shoppers to download holograms of products. Wayfair and IKEA both offer libraries with thousands of 3-D product images and apps that integrate them into a view of an actual room, enabling customers to see how furniture and decor will look in their homes. IKEA also uses its app to collect important data about product preferences in different regions.

After-sales service.

This is a function where AR shows huge potential to unlock the value-creating capabilities of SCPs. AR assists technicians serving customers in the field in much the same way it helps workers in factories: by showing predictive analytics data generated by the product, visually guiding them through repairs in real time, and connecting them with remote experts who can help optimize procedures. For example, an AR dashboard might reveal to a field technician that a specific machine part will most likely fail within a month, allowing the tech to preempt a problem for the customer by replacing it now.

At KPN, a European telecommunications service provider, field engineers conducting remote or on-site repairs use AR smart glasses to see a product's service-history data, diagnostics, and location-based information dashboards. These AR displays help them make better decisions about how to resolve issues, producing an 11% reduction in overall costs for service teams, a 17% decrease in work-error rates, and higher repair quality.

Xerox used AR to connect field engineers with experts instead of providing service manuals and telephone support. First-time fix rates increased by 67%, and the engineers' efficiency jumped by 20%. Meanwhile, the average time it took to resolve problems dropped by two hours, so staffing needs fell. Now Xerox is using AR to connect remote technical experts directly with customers. This has increased by 76% the rate at which technical problems are resolved by customers without any on-site help, cutting travel costs for Xerox and minimizing downtime for customers. Perhaps not surprisingly, Xerox has seen its customer satisfaction rates rise to 95%.

Human resources.

Early AR adopters like DHL, the U.S. Navy, and Boeing have already discovered the power of delivering step-by-step visual worker training on demand through AR. AR allows instruction to be tailored to a particular worker's experience or to reflect the prevalence of particular errors. For example, if someone repeatedly makes the same kind of mistake, he can be required to use AR support until his work quality improves. At some companies, AR has reduced the training time for new employees in certain kinds of work to nearly zero and lowered the skill requirements for new hires.

This is especially advantageous for the package delivery company DHL, which faces surges in demand during peak seasons and is heavily dependent on the effective hiring and training of temporary workers. By providing real-time training and hands-on guidance on navigating warehouses and properly packing and sorting materials, AR has reduced DHL's need for traditional instructors and increased the onboarding speed for new employees.

AR and Strategy

AR will have a widespread impact on how companies compete. As we've explained in our previous HBR articles, SCPs are changing the structure of almost all industries as well as the nature of competition within them-often expanding industry boundaries in the process. SCPs give rise to new strategic choices for manufacturers, ranging from what functionality to pursue and how to manage data rights and security, to whether to expand a company's scope of products and compete in smart systems.

The increasing penetration of AR, along with its power as the human interface with SCP technologies, raises some new strategic questions. While the answers will reflect each company's business and unique circumstances, AR will become more and more integral to every firm's strategy.

Here are the essential questions companies face:

1. What is the range of AR opportunities in the industry, and in what sequence should they be pursued?

Companies must weigh AR's potential impact on customers, product capabilities, and the value chain.

2. How will AR reinforce a company's product differentiation?

AR opens up multiple differentiation paths. It can create companion experiences that expand the capabilities of products, give customers more information, and increase product loyalty. AR interfaces that enhance products' functionality or ease of use can be big differentiators, as can those that substantially improve product support, service, and uptime. And AR's capacity to provide new kinds of feedback on how customers use products can help companies uncover further opportunities for product differentiation.

The right differentiation path will depend on a company's existing strategy; what competitors are doing; and the pace of technology advances, especially in hardware.

3. Where will AR have the greatest impact on cost reduction?

AR enables new efficiencies that every firm must explore. As we've noted, it can significantly lower the cost of training, service, assembly, design, and other parts of the value chain. It can also substantially cut manufacturing costs by reducing the need for physical interfaces.

Each company will need to prioritize AR-driven cost-reduction efforts in a way that's consistent with its strategic positioning. Firms with sophisticated products will need to capitalize on AR's superior and low-cost interface, while many commodity producers will focus on operational efficiencies across the value chain. In consumer industries and retail, marketing-related visualize applications are the most likely starting point. In manufacturing, instruct applications are achieving the most immediate payoff by addressing inefficiencies in engineering, production, and service. And AR's interact capability, though still emerging, will be important across all industries with products that have customization and complex control capabilities.

4. Should the company make AR design and deployment a core strength, or will outsourcing or partnering be sufficient?

Many firms are scrambling to access the digital talent needed for AR development, which is in short supply. One skill in great demand is user experience or user interface (UX/UI) design. It's critical to present 3-D digital information in ways that make it easy to absorb and act on; companies want to avoid making a stunning but unhelpful AR experience that defeats its core purpose. Effective AR experiences also require the right content, so people who know how to create and manage it-another novel skill-are crucial too. Digital modeling capabilities and knowledge of how to apply them in AR applications are key as well.

Over time we expect companies to create teams dedicated to AR, just as they set up such teams to build and run websites in the 1990s and 2000s. Dedicated teams will be needed to establish the infrastructure that will allow this new medium to flourish and to develop and maintain the AR content. Many firms have started to build AR skills in-house, but few have mastered them yet.

Whether to hire and train AR employees or partner with specialty software and services companies is an open question for many. Some companies have no choice but to treat AR talent as a strategic asset and invest in acquiring and developing it, given AR's potentially large impact on competition in their business. However, if AR is important but not essential to competitive advantage, firms can partner with specialty software and services companies to leverage outside talent and technology.

The challenges, time, and cost involved in building the full set of AR technologies we have described are significant, and specialization always emerges in each component. In the early stages of AR, the number of technology and service suppliers has been limited, and companies have built internal capabilities. However, best-of-breed AR vendors with turnkey solutions are starting to appear, and it will become increasingly difficult for in-house efforts to keep up with them.

5. How will AR change communications with stakeholders?

AR complements existing print and 2-D digital communication approaches and in some cases can replace them altogether. Yet we see AR as much more than just another communication channel. It is a fundamentally new means of engaging with people. Just consider the novel way it helps people absorb and act on information and instructions.

The web, which began as a way to share technical reports, ultimately transformed business, education, and social interaction. We expect that AR will do the same thing for communication-changing it in ways far beyond what we can envision today. Companies will need to think creatively about how they can use this nascent channel.

Deploying AR

AR applications are already being piloted and deployed in products and across the value chain, and their number and breadth will only grow.

Every company needs an implementation road map that lays out how the organization will start to capture the benefits of AR in its business while building the capabilities needed to expand its use. When determining the sequence and pace of adoption, companies must consider both the technical challenges and the organizational skills involved, which vary from context to context. Specifically, organizations need to address five key questions:

1. Which development capabilities will be required?

Some AR experiences involve more complexity than others. Experiences that allow people to visualize products in different configurations or settings-like those created by IKEA, Wayfair, and AZEK-are a relatively easy place for companies to start. Consumers just need to be encouraged to download and launch AR apps, and only a mobile device is needed to use them.

Instruction applications, like the ones Boeing and GE employ in manufacturing, are more difficult to build and use. They require the capacity to develop and maintain dynamic 3-D digital content and often benefit greatly from the use of head-mounted displays or smart glasses, which are still in the early stages of development.

Apps that produce interactive experiences, which create significant value for both consumers and businesses, are the most challenging to develop. They also involve less-mature technology, such as voice or gesture recognition, and the need to integrate with software that controls SCPs. Most companies will start with static visualizations of 3-D models, but they should build the capability to move quickly into dynamic instructional experiences that have greater strategic impact.

2. How should organizations create digital content?

Every AR experience, from the least to the most sophisticated, requires content. In some cases it's possible to repurpose existing digital content, such as product designs. Over time, however, more-complex, dynamic contextual experiences must be built from scratch, which requires specialized expertise.

Simple applications, such as an AR-enhanced furniture catalog, may need only basic product representations. More-sophisticated business instruction applications, however, such as those used for machine repair, will require accurate and highly detailed digital product representations. Companies can create these by adapting CAD models used in product development or by using digitization techniques such as 3-D scanning. The most sophisticated AR experiences also need to tap real-time data streams from enterprise business systems, SCPs, or external data sources and integrate them into the content. To prepare for broadening the AR portfolio, companies should take an inventory of existing 3-D digital assets in CAD and elsewhere and invest in digital modeling capabilities.

3. How will AR applications recognize the physical environment?

To accurately superimpose digital information on the physical world, AR technologies must recognize what they're looking at. The simplest approach is to determine the location of the AR device using, say, GPS and show relevant information for that location without anchoring it to a specific object. This is known as an "unregistered" AR experience. Vehicle heads-up navigation displays typically work this way.

Higher-value "registered" experiences anchor information to specific objects. They can do this through markers, such as bar codes, logos, or labels, which are placed on the objects and scanned by the user with an AR device. A more powerful approach, however, uses technology that recognizes objects by comparing their shape to a catalog of 3-D models. This allows a maintenance technician, for example, to instantly recognize and interact with any type of equipment he or she is responsible for maintaining and to do so from any angle. While markers are a good starting point, shape-recognition technologies are advancing quickly, and organizations will need the capability to use them to tap into many of the highest-value AR applications.

4. What AR hardware is required?

AR experiences aimed at broad consumer audiences have typically been designed for smartphones, taking advantage of their simplicity and ubiquity. For more-sophisticated experiences, companies use tablets, which offer larger screens, better graphics, and greater processing power. Since tablet penetration is lower, companies will often provide them to users. For certain high-value applications-notably those in aircraft and automobiles-manufacturers are building dedicated AR heads-up displays into their products-a costly approach.

Eventually, however, most AR applications for service, manufacturing, and even product interfaces will require head-mounted displays that free users' hands. This technology is currently both immature and expensive, but we expect that affordable smart glasses will become widely available in the next few years and will play a major part in releasing AR's full power. Microsoft, Google, and Apple now offer AR technologies optimized for their own devices. However, most organizations should take a cross-platform approach that allows AR experiences to be deployed across multiple brands of phones and tablets and should make sure they're ready for smart glasses when they arrive. (See "The Battle of the Smart Glasses.")

5. Should you use a software-development or a content-publishing model?

Many early AR experiences have been delivered through stand-alone software applications that are downloaded, complete with digital content, to a phone or a tablet. This approach creates reliable, high-resolution experiences and allows organizations to make apps that don't require internet connectivity. The problem with this model is that any change to the AR experience requires software developers to rewrite the app, which can create expensive bottlenecks.

An emerging alternative uses commercial AR-publishing software to create AR content and host it in the cloud. The AR experience can then be downloaded on demand using a general-purpose app running on an AR device. Like website content, the AR content can be updated or supplemented without changing the software itself-an important benefit when large amounts of information and frequent content changes are involved. The content-publishing model will become common as more and more machines and products include real-time AR interaction and control. A content-publishing capability is essential to scaling AR up across the organization.

The Broader Impact

The digital revolution, with its SCPs and explosion of data, is unleashing productivity and unlocking value across the economy. Increasingly, the constraint is not a lack of data and knowledge but how to assimilate and act on them-in other words, the interface with humans. AR is emerging as a leading solution to this challenge.

At the same time, the rapid evolution of machine learning and automation is raising serious concerns about human opportunity. Will there be enough jobs for everyone, especially for people without advanced education and knowledge? In a world of artificial intelligence and robots, will humans become obsolete?

It is easy to conclude that new technology diminishes human opportunity. Yet new inventions have been replacing human labor for centuries, and they have led to growth in employment, not a decline. Technology has dramatically increased our productivity and our standard of living. It has given rise to new kinds of offerings that meet new needs and require new types of workers. Many of today's jobs involve products and services that did not even exist a hundred years ago. A lesson of history is that today's digital revolution will generate new waves of innovation and new kinds of work that we cannot yet imagine.

The role of humans in this future is misunderstood. People have unique strengths that machines and algorithms will not replicate anytime soon. We have sophisticated motor skills-well beyond what robots are capable of today-that allow us to do the subtle manipulation that's needed in, say, replacing a machine part or wiring a turbine. Even relatively less skilled work, such as drawing blood, pruning a garden, or repairing a flat tire, requires human dexterity and defies automation. Human cognition adapts instantaneously to novel situations; people easily adjust the way they interpret information, solve problems, exercise judgment, and take action to suit their circumstances. Humans have flexibility, imagination, intuition, and creative ability that for the foreseeable future are beyond the reach of any machine.

While the advances in artificial intelligence and robotics are impressive, we believe that combining the capabilities of machines with humans' distinctive strengths will lead to far greater productivity and more value creation than either could generate alone. What's needed to realize this opportunity is a powerful human interface that bridges the gap between the digital and physical worlds. We see AR as a historic innovation that provides this. It helps humans enhance their own capabilities by taking full advantage of new digital knowledge and machine capabilities. It will profoundly change training and skill development, allowing people to perform sophisticated work without protracted and expensive conventional instruction-a model that is inaccessible to so many today. AR, then, enables people to better tap into the digital revolution and all it has to offer.

A version of this article appeared in the November-December 2017 issue (pp.46-57) of Harvard Business Review.

# data[].attributes.attachment_link.title
Why Every Organization Needs an Augmented Reality Strategy

# data[].attributes.attachment_link.description
Why Every Organization Needs an Augmented Reality Strategy While the physical world is three-dimensional, most data is trapped on two-dimensional pages and screens. This gulf between the real and digital worlds prevents us from fully exploiting the volumes of information now available to us.

# data[].attributes.headline
الواقع المعزز في الإعلام الجديد

# data[].attributes.subject
الواقع المعزز في الإعلام الجديد

# data[].attributes.headline
التغريدة السابعة

# data[].attributes.subject
التغريدة السابعة

# data[].attributes.body
باستخدام تقنية الواقع المعزز (Augmented Reality)
يمكن رؤية الأشياء بصورة أدق.
فديو يوضح استخدام هذه التقنية لرؤية أدق التفاصيل في كومبيوتر  Mac Pro من .

المصدر. Tech Burrito

# data[].attributes.wish_content.attachment_props.text
باستخدام تقنية الواقع المعزز (Augmented Reality)
يمكن رؤية الأشياء بصورة أدق. 
فديو يوضح استخدام هذه التقنية لرؤية أدق التفاصيل في كومبيوتر 💻 Mac Pro من 🍎.

المصدر. Tech Burrito

# data[].attributes.wish_content.attachment_props.original_text
باستخدام تقنية الواقع المعزز (Augmented Reality)
يمكن رؤية الأشياء بصورة أدق. 
فديو يوضح استخدام هذه التقنية لرؤية أدق التفاصيل في كومبيوتر 💻 Mac Pro من 🍎.

المصدر. Tech Burrito https://t.co/cJf9sVnT5k

# data[].attributes.attachment_link.embed_code
باستخدام تقنية الواقع المعزز (Augmented Reality)
يمكن رؤية الأشياء بصورة أدق.
فديو يوضح استخدام هذه التقنية لرؤية أدق التفاصيل في كومبيوتر 💻 Mac Pro من 🍎.

المصدر. Tech Burrito pic.twitter.com/cJf9sVnT5k
— اخبار علمية SciencesNews (@sciencesnews) January 29, 2022

# data[].attributes.attachment_link.metadata.attachment_props_source.data.text
باستخدام تقنية الواقع المعزز (Augmented Reality)
يمكن رؤية الأشياء بصورة أدق. 
فديو يوضح استخدام هذه التقنية لرؤية أدق التفاصيل في كومبيوتر 💻 Mac Pro من 🍎.

المصدر. Tech Burrito https://t.co/cJf9sVnT5k

# data[].attributes.attachment_link.metadata.attachment_props.original_text
باستخدام تقنية الواقع المعزز (Augmented Reality)
يمكن رؤية الأشياء بصورة أدق. 
فديو يوضح استخدام هذه التقنية لرؤية أدق التفاصيل في كومبيوتر 💻 Mac Pro من 🍎.

المصدر. Tech Burrito https://t.co/cJf9sVnT5k

# data[].attributes.attachment_link.metadata.attachment_props.text
باستخدام تقنية الواقع المعزز (Augmented Reality)
يمكن رؤية الأشياء بصورة أدق. 
فديو يوضح استخدام هذه التقنية لرؤية أدق التفاصيل في كومبيوتر 💻 Mac Pro من 🍎.

المصدر. Tech Burrito

# data[].attributes.headline
التغريدة الثامنة

# data[].attributes.subject
التغريدة الثامنة

# data[].attributes.body
Augmented reality in education

# data[].attributes.headline
التغريدة التاسعة

# data[].attributes.subject
التغريدة التاسعة

# data[].attributes.body
Rt

@Ronald_vanLoon

#AugmentedReality in Medicine education
by

@gigadgets_

# data[].attributes.wish_content.attachment_props.text
Rt @Ronald_vanLoon #AugmentedReality in Medicine education
by @gigadgets_

#AI #ArtificialIntelligence #VR #AR #VirtualReality

Cc: @maxjcm @jeroenbartelse @ces @rethinkrobotics @davidsmith4324

# data[].attributes.wish_content.attachment_props.original_text
Rt @Ronald_vanLoon #AugmentedReality in Medicine education
by @gigadgets_

#AI #ArtificialIntelligence #VR #AR #VirtualReality

Cc: @maxjcm @jeroenbartelse @ces @rethinkrobotics @davidsmith4324 https://t.co/sVoKEnQhpB

# data[].attributes.attachment_link.embed_code
Rt @Ronald_vanLoon #AugmentedReality in Medicine education
by @gigadgets_#AI #ArtificialIntelligence #VR #AR #VirtualReality

Cc: @maxjcm @jeroenbartelse @ces @rethinkrobotics @davidsmith4324 pic.twitter.com/sVoKEnQhpB
— Cybersécurité, IA, Metavers, Cryptomonnaies (@VeilleCyber3) January 30, 2022

# data[].attributes.attachment_link.metadata.attachment_props_source.data.text
Rt @Ronald_vanLoon #AugmentedReality in Medicine education
by @gigadgets_

#AI #ArtificialIntelligence #VR #AR #VirtualReality

Cc: @maxjcm @jeroenbartelse @ces @rethinkrobotics @davidsmith4324 https://t.co/sVoKEnQhpB

# data[].attributes.attachment_link.metadata.attachment_props.original_text
Rt @Ronald_vanLoon #AugmentedReality in Medicine education
by @gigadgets_

#AI #ArtificialIntelligence #VR #AR #VirtualReality

Cc: @maxjcm @jeroenbartelse @ces @rethinkrobotics @davidsmith4324 https://t.co/sVoKEnQhpB

# data[].attributes.attachment_link.metadata.attachment_props.text
Rt @Ronald_vanLoon #AugmentedReality in Medicine education
by @gigadgets_

#AI #ArtificialIntelligence #VR #AR #VirtualReality

Cc: @maxjcm @jeroenbartelse @ces @rethinkrobotics @davidsmith4324

# data[].attributes.headline
التغريدة العاشرة

# data[].attributes.subject
التغريدة العاشرة

# data[].attributes.body
Immersive learning – harnessing technologies like virtual reality and augmented reality to bring topics to life and immerse students in a subject.

The 2 Biggest Future Trends In Education https://buff.ly/3qS1Arl

# data[].attributes.wish_content.attachment_props.text
Immersive learning – harnessing technologies like virtual reality and augmented reality to bring topics to life and immerse students in a subject.

The 2 Biggest Future Trends In Education https://t.co/mT7lGgsSvb

# data[].attributes.wish_content.attachment_props.entities.urls[].title
The 2 Biggest Future Trends In Education

# data[].attributes.wish_content.attachment_props.entities.urls[].description
Is what we teach and how we teach still relevant in the context of the fourth industrial revolution we find ourselves in today? This article looks at the key trends and what they mean for the future of education.

# data[].attributes.wish_content.attachment_props.original_text
Immersive learning – harnessing technologies like virtual reality and augmented reality to bring topics to life and immerse students in a subject.

The 2 Biggest Future Trends In Education https://t.co/mT7lGgsSvb https://t.co/wkcgprAPHw

# data[].attributes.attachment_link.embed_code
Immersive learning – harnessing technologies like virtual reality and augmented reality to bring topics to life and immerse students in a subject.

The 2 Biggest Future Trends In Education https://t.co/mT7lGgsSvb pic.twitter.com/wkcgprAPHw
— TechRow (@TechRowNYC) January 24, 2022

# data[].attributes.attachment_link.metadata.attachment_props_source.data.entities.urls[].title
The 2 Biggest Future Trends In Education

# data[].attributes.attachment_link.metadata.attachment_props_source.data.entities.urls[].description
Is what we teach and how we teach still relevant in the context of the fourth industrial revolution we find ourselves in today? This article looks at the key trends and what they mean for the future of education.

# data[].attributes.attachment_link.metadata.attachment_props_source.data.text
Immersive learning – harnessing technologies like virtual reality and augmented reality to bring topics to life and immerse students in a subject.

The 2 Biggest Future Trends In Education https://t.co/mT7lGgsSvb https://t.co/wkcgprAPHw

# data[].attributes.attachment_link.metadata.attachment_props.original_text
Immersive learning – harnessing technologies like virtual reality and augmented reality to bring topics to life and immerse students in a subject.

The 2 Biggest Future Trends In Education https://t.co/mT7lGgsSvb https://t.co/wkcgprAPHw

# data[].attributes.attachment_link.metadata.attachment_props.text
Immersive learning – harnessing technologies like virtual reality and augmented reality to bring topics to life and immerse students in a subject.

The 2 Biggest Future Trends In Education https://t.co/mT7lGgsSvb

# data[].attributes.attachment_link.metadata.attachment_props.entities.urls[].title
The 2 Biggest Future Trends In Education

# data[].attributes.attachment_link.metadata.attachment_props.entities.urls[].description
Is what we teach and how we teach still relevant in the context of the fourth industrial revolution we find ourselves in today? This article looks at the key trends and what they mean for the future of education.

# data[].attributes.headline
التغريدة الحادية عشر

# data[].attributes.subject
التغريدة الحادية عشر

# data[].attributes.body
First session experimenting with Sandbox AR - exploring immersive learning through augmented reality

@IPAT_Edu

@EdTech_IPAT

# data[].attributes.wish_content.attachment_props.text
First session experimenting with Sandbox AR - exploring immersive learning through augmented reality @IPAT_Edu @EdTech_IPAT

# data[].attributes.wish_content.attachment_props.original_text
First session experimenting with Sandbox AR - exploring immersive learning through augmented reality @IPAT_Edu @EdTech_IPAT https://t.co/Yx6kYhP6AJ

# data[].attributes.attachment_link.embed_code
First session experimenting with Sandbox AR - exploring immersive learning through augmented reality @IPAT_Edu @EdTech_IPAT pic.twitter.com/Yx6kYhP6AJ
— Rockliffe Manor (@RockliffeManor) January 25, 2022

# data[].attributes.attachment_link.metadata.attachment_props_source.data.text
First session experimenting with Sandbox AR - exploring immersive learning through augmented reality @IPAT_Edu @EdTech_IPAT https://t.co/Yx6kYhP6AJ

# data[].attributes.attachment_link.metadata.attachment_props.original_text
First session experimenting with Sandbox AR - exploring immersive learning through augmented reality @IPAT_Edu @EdTech_IPAT https://t.co/Yx6kYhP6AJ

# data[].attributes.attachment_link.metadata.attachment_props.text
First session experimenting with Sandbox AR - exploring immersive learning through augmented reality @IPAT_Edu @EdTech_IPAT