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Strategic Partnerships for school education 2019-1-PL01-KA201-065137
Project: Teacher4.0 - comprehensive method of implementation of Industry 4.0
concept into didactic practice in primary and secondary schools
The great potential of AR has already been used for entertainment. It is widely used to broadcast
sports events, to show the line proving the offside during football matches or the distance a ski
jumper gets.
A popular type of app using RR are virtual fitting rooms. Virtual mirrors od AR show the reflection in
the mirror of the client’s body or a part of the body (face, head, hand) with virtually put products
(such as glasses, make up, clothes). Virtual fitting rooms became widely used by clothes and
cosmetics companies. They allow customers to see the simulation of a certain product worn by him
or an avatar, or personalised model. Customers appreciate the value of entertainment, they are also
useful while shopping online.
An app which can put in real time a chosen product on an image from a customer’s room and can
check if a piece of furniture fits a room and what it looks like there, is a toll helping to make a
decision.
AR systems are serving a crucial role in an interactive marketing and e-services. AR is useful especially
in visualisation of a product which can be presented only in a virtual form. The reasons of that can be
e.g. a high cost of a product or technical problems connected with presenting it. In 2009 French
companies Renault and PSA used 3D live show technology to present new car models and their
equipment. The technology allowed the visualisation of vehicles without putting the models on a
stage. AR systems are used also for Xbox 360 Kinect controllers of Microsoft, PlayStation Vita and
Nintendo Wii consoles. The controllers allow an interaction with a console by gestures. Because of
common access do mobile devices (smartphones, tablets) more and more games and apps are being
created which use AR created for such devices.
In museums, augmented reality can be used in a variety of ways. One of them may be placing an
empty pedestal in the center of the room and placing an appropriate print (marker) on it. For the
visitor, the pedestal itself and the incomprehensible graphic sign will be visible to the naked eye. If he
looks at him through a device with the appropriate application, in place of the marker he will see a
three-dimensional (3D) object, previously prepared graphically. This makes it possible to view it from
all sides - the visitor can walk around the pedestal, get closer and further away, potentially it can also
change and move the object he is watching.
Augmented reality gives the opportunity to freely display digital 3D objects that are a representation
of valuable museum exhibits. Thanks to this, you can look closely at the elements of the exhibition -
as a result, viewing valuable and protected monuments is not only safe, but also cost-optimal. The
graphically illustrated element does not have to be physically in the place of its viewing, and the
mobile device - through which it is viewed - belongs to the visitor.
To simplify the issue: the world of augmented reality is the real world observed - by a mobile device -
with three-dimensional virtual elements added.
This project has been funded with support from the European
Commission. This communication reflects the views only of the
author, and the Commission cannot be held responsible for any
use which may be made of the information contained therein.