Considerações Iniciais sobre a Experiência da Realidade Aumentada

Autores/as

  • Danilo Sergio Ide USP

Palabras clave:

Realidade ampliada, Experiência, Usuário, Psicologia Social

Resumen

A realidade aumentada é um conceito introduzido na década de 1990 que se refere à possibilidade de incrementar a realidade que se apresenta à nossa visão com imagens digitais, em geral, dispostas num visor. Hoje se verifica o desenvolvimento crescente de dispositivos de realidade aumentada, tais como Google Glass, Meta Pro, Vuzix, Icis, Atheer One, GlassUp, SmartEyeglass, Galaxy Glass. Movidos pela atualidade do tema, circunscrevemos o campo da experiência promovida por dispositivos de realidade aumentada. Empreendemos uma revisão de literatura, recorrendo a fontes diversas: artigos procurados com o descritor augmented reality na base Web of Science, matérias publicadas sobre o tema em jornais impressos ou portais de informação, vídeos de divulgação de smartglasses. Os resultados apontam para duas abordagens sobre a experiência da realidade aumentada. A primeira se mantém em domínios já cobertos pelos smartphones, destacando atributos como mobilidade, instantaneidade e ubiquidade. A segunda destaca o fenômeno de ampliação da cognição, memória e percepção.

Descargas

Los datos de descargas todavía no están disponibles.

Biografía del autor/a

Danilo Sergio Ide, USP

Psicólogo, Mestre e Doutor em Psicologia Social, membro do Laboratório de Estudos em Psicologia da Arte do Instituto de Psicologia da USP.

Citas

AIMORE, C., FUNG, J., & MANN, S. An EyeTap video-based featureless projective motion estimation assisted by gyroscopic tracking for wearable computer mediated reality. Personal and ubiquitous computing, v. 7, n. 5, pp. 236-248, out. 2003.

ASAI, K., & KOBAYASHI, H. Comparative characteristics of a head-up display for computer-assisted instruction. In: JACKO, J. (org.). Humancomputer interaction. Interaction, platforms and techniques. Berlim-Heidelberg: Springer-Verlag, pp. 531-540, 2007.

BERLEANT, A. Art and engagement. Philadelphia: Temple University, 1991.

DZWIAREK, M., LUCZAK, A., NAJMIEC, A., RZYMKOWSKI, C., & STRAWINSKI, T. Assessment of perception of visual warning

signals generated using an augmented reality system. In: JACKO, J. (org.). Human-computer interaction. Interaction, platforms and techniques. Berlim-Heidelberg: Springer-Verlag, pp. 579-586, 2007.

EVE, S. Augmenting phenomenology: using augmented reality to aid archaeological phenomenology in the landscape. Journal of archaeological method and theory, v. 19, n. 4, pp. 582-600, dez. 2012.

GALLOWAY, A. Intimations of everyday life: ubiquitous computing and the city. Cultural studies, v. 18, n. 2/3, pp. 384-408, mar./mai. 2004.

HAVUKUMPU, J., HÄKKINEN, J., GRÖNROOS, E., VÄHÄKANGAS, P., & NYMAN, G. Comparing two head-mounted displays in ultrasound scanning.

In: JACKO, J. (org.). Human-computer interaction. Interaction, platforms and techniques. Berlim-Heidelberg: Springer-Verlag, pp. 597-604, 2007.

JARRIER, E., & BOURGEON-RENAULT, D. Impact of mediation devices on the museum visit experience and on visitor’s behavioural intentions. International journal of arts management, v. 15, n. 1, pp. 18-29, 2012.

JURGENSON, N. Digital dualism versus augmented reality. Ciborgology, fev. 2011. Disponível em <http://thesocietypages.org/cyborgology/2011/02/24/digitaldualism-versus-augmented-reality/#more-1347>. Acesso em 30 agosto 2014.

KIM, M. J. A framework for context immersion in mobile augmented reality. Automation in construction, v. 33, pp. 79-85, out. 2013.

LU, Y., & SMITH, S. Augmented reality e-commerce assistant system: trying while shopping. In: JACKO, J. (org.). Human-computer interaction. Interaction, platforms and techniques. Berlim-Heidelberg: Springer-Verlag, pp. 643-652, 2007.

LI, L., GUAN, T., & REN, B. Resolving occlusion between virtual and real scenes for augmented reality applications. In: JACKO, J. (org.). Human-computer interaction. Interaction, platforms and techniques. Berlim-Heidelberg: Springer-Verlag, pp. 634-642, 2007.

LO, R., RAMPERSAD, V., HUANG, J., & MANN, S. Three dimensional high dynamic range veillance for 3D range-sensing cameras. IEEE

International symposium on technology and society, pp. 255-265, 2013.

MANN, S. Wearable computing: a first step toward personal imaging. IEEE Computer, v. 30, n. 2, pp. 25-32, fev. 1997.

MANN, S. University of Toronto WearComp Linux Project. Linux journal, n. 58, fev. 1999.MANN, S., & FUNG, J. EyeTap device for augmented, deliberately diminished, or otherwise altered visual perception of rigid planar patches of real-world scenes. Presence, v. 11, n. 2, pp. 158-175, abr. 2002.

MANN, S., LO, R., OVTCHAROV, K., GU, S., DAI, D., NGAN, C., & AI, T. Realtime HDR (high dynamic range) video for EyeTap wearable computers, FPGA-based seeing aids, and glasseyes (EyeTaps). 25th IEEE Canadian conference on electrical and computer engineering, pp. 1-6, 2012.

MARGOLIS, T., CORNISH, T., BERRY, R., & DEFANTI, T. A. Immersive realities: articulating the shift from VR to mobile AR through artistic practice. Proceedings of SPIE The engineering reality of virtual reality, v. 8289, 82890F, pp. 1-17, 2012.

MILGRAM, P., & KISHINO, F. A taxonomy of mixed reality visual displays. IEICE Transactions on information and systems, v. E77-D, n. 12, pp. 1321-1329, 1994.

MORIARTY, B., MOY, Z., & AMABA, C. Utilizing explorable visual environments for experiential applications. Procedia computer science, v. 8, pp. 261-266, 2012.

NAKANISHI, M., TAGUCHI, K.-I., & OKADA, Y. Suggestions on the applicability of visual instructions with see-through head mounted displays depending on the task. Applied ergonomics, v. 42, n. 1, pp. 146-155, dez. 2010.

PEDERSEN, I. A semiotics of human actions for wearable augmented reality interfaces. Semiotica, v. 2005, n. 155, n. 1, pp. 183-200, jun. 2005.

RIERA, A. S., REDONDO, E., & FONSECA, D. Lighting simulation in augmented reality scenes: teaching experience in interior design. 7th Iberian conference on information systems and technologies, pp, 1-6, 2012.

TANG, F., AIMORE, C., FUNG, J., MARJAN, A., & MANN, S. Seeing Eye to Eye: a shared mediated reality using EyeTap devices and the

VideoOrbits gyroscopic head tracker. Proceedings of the international symposium on mixed and augmented reality, pp. 267-268, 2002.

VÁSQUEZ-MARTÍN, R., & BANDERA, A. Unified framework for recognition, localization and mapping using wearable cameras. Cognitive processing, v. 13, supl. 1, pp. S351-S354, ago. 2012.

VIGNAIS, N., MIEZAL, M., BLESER, G., MURA, K., GORECKY, D., & MARIN, F. Innovative system for real-time ergonomic feedback in industrial manufacturing. Applied ergonomics, v. 44, n. 4, pp. 566-574, jul. 2013.

YEH, S.-C., TSAI, C.-F., YU, C.-F., & HUANG, T.-C. Compare virtual reality and augmented reality systems for claustrophobia from HRV. 12th International conference on ITS Telecommunications, pp, 155-159, 2012.

ŽÁČKOVÁ, E. Man-computer symbiosis as a way of human cognitive enhancement. Masaryk University journal of law and technology, v. 5, n. 1, pp. 133-144, 2011.

ZOCCHIO, M. Repaisagem São Paulo. Cotia: Porto de Cultura, 2012.

Publicado

2014-12-10

Cómo citar

IDE, Danilo Sergio. Considerações Iniciais sobre a Experiência da Realidade Aumentada. Revista GEMInIS, [S. l.], v. 5, n. 3, p. 177–190, 2014. Disponível em: https://revistageminis.ufscar.br/index.php/geminis/article/view/211. Acesso em: 25 nov. 2024.

Artículos similares

<< < 5 6 7 8 9 10 11 12 13 14 > >> 

También puede Iniciar una búsqueda de similitud avanzada para este artículo.