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Master Thesis: Immersive Surface Boxplots - Exploring Uncertainty of Scientific Data in VR

Scientific data is the basis for the analysis of complex physical phenomena such as meteorological or biological processes. However, while often ignored, models and measurements typically incorporate uncertainties. Visualizing such uncertainties is crucial for domain experts to truly understand these phenomena, as well as gain a sense of trust for the reliability of the data. While approaches exist, that help communicate such uncertainties in ensembles, such as Surface Boxplots (Genton et al. 2014), these are typically made for classic desktop environments. In this thesis, we want to explore, how the additional dimensions provided by immersive displays could be used to provide an alternative, more interactive and intuitive encoding of uncertainties in 2D scalar field ensembles. This includes designing and implementing an immersive application and evaluating the solution in an appropriate user or expert study. Further details will be discussed in a meeting. Contact: Dr. Tim Gerrits

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augmented reality bachelor thesis

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Erika Del Vero

The Influence of Augmented Reality on Consumers’ Purchase Intention Within the Italian Online Retail Market

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Augmented reality (AR) is an innovative tool that improves online shopping experience by allowing consumers to perceive virtual goods as part of their real world. Additionally, AR is considered as one of the technologies adopted by companies in order to achieve growth. AR is perceived as interactive, intuitive and engaging, in addition to facilitating and improving consumers’ shopping experience. Through the adoption of AR, consumers are able to virtually try products and observe items in a personalised context. This ultimately enhances the decision making process, confidence and reduces perceived risks of online shopping. Retaining online consumers’ purchase confidence is considered one of the key long term objectives for retailers to reach success. Previous literature has studied the relationship between AR technology and online consumers’ purchase intention. However, this field is not elaborately explored in some countries. For instance, with regard to Italy, it is possible to observe several research gaps. Therefore, this study aims to understand the degree to which consumers’ purchase intention is influenced by online shopping with AR technology in Italy. Quantitative research with a combined sampling method (purposive and snowball), factor analysis and multiple regression analysis are adopted to explore the main factors that are considered as influential on consumers’ purchase intention during online shopping. The findings of the research performed indicate a positive influence of AR tools on consumers’ purchase intention. Specifically, a positive and significant relationship is observed between spatial presence and consumers’ intention to purchase. However, no relationship is observed between the other two variables, perceived personalization and perceived intrusiveness, and purchase intention for Italian respondents. Additional exploratory research, conducted with ANOVA and t-test, show an absence of a relationship between participants’ educational level and purchase intention, and gender and purchase intention. After comparing the findings to previous literature, several elements of influence could be crucial in affecting the outcomes. Different cultural values or other elements such as educational level, age, gender and external factors could play a role in influencing the finding of this study. The results of this study can be considered a valuable contribution to businesses, policy makers and consumers. Both Italian and international companies that want to operate within the Italian market have the possibility to understand the effects of AR tools on consumers’ shopping experience, and on their intention to buy products online. This could inspire them to use this new technology within online platforms or apps in order to enhance consumers’ purchase intention. Furthermore, Italian policy makers have the opportunity to comprehend how impactful AR can be on consumers’ online activities and construct policies in regard to this.

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Keywords Augmented Reality; Purchase Intention; Spatial Presence; Perceived Personalization; Perceived Intrusiveness
Thesis Advisor dr. Freya de Keyzer
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Use of Augmented Reality (AR) and Virtual Reality (VR) to address four of the “National Academy of Engineering Grand Challenges for Engineering in the 21st Century”.

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Computer Science and Software Engineering

Engineering is the shrewd application of science to the exploitation and transformation of natural resources for the benefit of humanity. Humankind has always resorted to engineering in order to overcome limitations, overpower challenges and improve life on the planet. In recent years, immersive technologies such as Augmented Reality (AR) and Virtual Reality (VR) have gained a lot of popularity. The rapid development of AR/VR technology has the potential to help a broad range of sectors, with education, healthcare, manufacturing and retail among the most obvious beneficiaries. In this thesis, the authors discuss developing of applications using immersive technologies such as Virtual Reality (VR) and Augmented Reality (AR) and their significance in addressing some of the engineering challenges identified by the National Academy of Engineering. The aim of this study is to develop two augmented reality (AR) and one virtual reality (VR) applications, as well as to assess their effectiveness in terms of interaction, functionality, usability, and user experience. These apps can be used to construct an immersive learning environment, locate and compare drinking water supplies in Auburn University (AU) buildings, visualize the Sun's position and direction at a given time and place, and take a virtual tour of our solar system.

https://etd.auburn.edu//handle/10415/7620

Design and development of augmented reality application for basic concepts of computer systems

  • Published: 05 September 2024

Cite this article

augmented reality bachelor thesis

  • Furkan Kalyoncu   ORCID: orcid.org/0000-0003-2214-3347 1 &
  • Hasan Karal   ORCID: orcid.org/0000-0002-3555-050X 2  

The aim of this study is to design and develop an augmented reality based mobile application (HardwARe teaching material) based on the “Computer Systems” subject outcomes in the 5th grade curriculum. In the design and development phase of the HardwARe teaching material, the design-based research (DBR) method, which is frequently preferred in the design and development processes of a product, was employed (Kuzu et al., Anadolu Journal of Educational Sciences International 1(1:)19–35, 2011 ). In this method, which consists of cycles until the design is optimized, the research is carried out with the presence of the researcher and the target group in the environment at the same time (Wang & Hannafin, Educational Technology Research and Development, 53(4):5-23, 2005 ). The design and development stages of the HardwARe instructional material were carried out in five cycles with eight ICT teachers, two academicians specialized in the field of ICT and 15 students representing the target group. At the end of the process, an augmented reality supported (hardwARe) teaching material was developed for the targeted subject outcomes. In the process of developing the first prototype of the teaching material, three categories were identified: content, design and interaction. All subsequent cycles were based on these categories. After the completion of all the cycles, a design framework that is a suggestion for new AR applications to be developed for similar purposes was revealed. In this framework, within the scope of the content category, results such as meeting the subject outputs, the writing language used should be appropriate to the level of the target audience, and the multimedia elements used should contain sufficient information were obtained. Within the scope of the design category, abstract concepts within the scope of the subject should be concretized, button and text sizes, instructions and voiceovers used for informative purposes should be appropriate for the target group level. Finally, within the scope of the interaction category, results such as it should be easy to use, there should be instant feedback, buttons should fully fulfill their functions were reached.

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Kalyoncu, F., Karal, H. Design and development of augmented reality application for basic concepts of computer systems. Educ Inf Technol (2024). https://doi.org/10.1007/s10639-024-12971-x

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    Software design and implementation of applications in the field of augmented reality; Conception and development of technologies and applications in the field of XR; ... followed by another workshop workshop is followed by a research project and the Bachelor thesis in the seventh semester. Key information Duration. Full-time . 42 months ; Start ...

  24. Bachelor's Thesis in AR using Vumarks : r/augmentedreality

    Thanks for the reply! It's kind of a niche application. Formally this is the thesis' description; The goal of the project is to create an augmented reality tool for use with the digital microfluidic platform at <UNIVSERITY>. To do this, the Unity framework and fiducial tag system will be employed to add graphics to a live video stream of the ...