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Image scanned using regular mobile camera

Image scanned using regular mobile camera

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Knowledge is prodigious, and learning has no boundary. The curiosity of the one to learn, discover and invent decides the future of the world. Educational Institutions’ main objective is to provide qualitative knowledge to the students and supporting tools used for learning play a major role. The conventional education system is arduous to be used...

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Context 1
... pictures of various crops are using and once the mobile application scans the image of the crop it automatically projects the output. In Fig. 5, it can observe that initially, there is no projection on to the real world, when image was scanned with regular camera, but when the camera scanned the same image by opening the application, a virtual projection of an image on to the real world can be seen which is shown in Fig. 6. Here, it can be observed that are projecting the ...
Context 2
... pictures of various crops are using and once the mobile application scans the image of the crop it automatically projects the output. In Fig. 5, it can observe that initially, there is no projection on to the real world, when image was scanned with regular camera, but when the camera scanned the same image by opening the application, a virtual projection of an image on to the real world can be seen which is shown in Fig. 6. Here, it can be observed that are projecting the ...

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... Still, high-quality content that implements the environment required by users with high performance is a reality that is insufficient compared to market demand [19][20][21]. Therefore, it is necessary to reduce the gap between hardware production technology and software production technology, an existing problem, through research on content development methods based on VR, AR, and MR technologies [22,23]. This process requires research to establish a standard for developing highquality content. ...
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Metaverse technology is expanding to industries in various fields, such as medical, national defense, and education, and training simulation programs have been mainstream so far. However, there have been increasing attempts to apply metaverse content to web-based platforms linked to social media services and, as a result, we face the problem of access to web-based metaverse content. Unlike traditional content, metaverse content interacts with many users, so content accessibility is the first important part to consider. In other words, to maximize the quality of metaverse content, it is essential to pull out the optimal UX through a detailed HCI (human computer interaction) design. Metaverse content development methodologies have effective methods proposed by many researchers. However, they are limited to web-based metaverse content that limits the use of high-end hardware. They are ineffective for platforms such as PCs and VR devices, as most studies focus on improving the visual performance of PCs or high-performance VR devices. Therefore, unlike existing research, the key theme of our research is to study optimized development standards that can be applied to web-based metaverse content and find out their effects through experiments. We created a development standard to be applied to a Web-based platform based on the existing metaverse content development methodology. Then, we redeveloped the VR content into the metaverse content and named them the VR build and the metaverse build. We had 25 people play virtual reality builds and metaverse builds simultaneously. Then, we measured the overall experience with an evaluation tool called the Game Experience Questionnaire (GEQ); the GEQ is a proven tool for evaluating content experiences by dividing them into positive/negative scales. When comparing the results measured from the two builds, the metaverse build showed consistent results with a higher positive scale, and a lower negative scale, than the VR build. The results showed that users indeed rated metaverse content positively. The bottom line is that the web-based metaverse content development standards that we have produced are practical. However, since generalization is limited, continuous research will be needed in more experimental groups in the future.