Augmented Reality and Artificial Intelligence: The Fusion of Advanced Technologies

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This book is the first research monograph that explores a new research field and practical applications produced by the combined use of two of the most advanced and powerful technologies available in today’s world – Artificial Intelligence (AI) and Augmented Reality (AR). It is written by a team of 50 researchers and practitioners from 16 countries, which has enabled a thorough coverage of emerging or previously unexplored subject areas.

The authors consider practical, theoretical, and cultural aspects of “AI-powered AR” and “AR-enriched AI”, and their usage in a large variety of areas, such as education, medicine, healthcare, dentistry, pharmacy, active lifestyle, smart services, fashion, retail, recommender systems, and several others.

Augmented Reality and Artificial Intelligence: The Fusion of Advanced Technologies is essential reading not only for researchers, practitioners and technology developers, but also for students (both graduates and undergraduates) and anyone who is interested in building a comprehensive understanding of the emerging fields of “intelligent augmented environments” and “artificial intelligence presented by augmented reality”.

 


Author(s): Vladimir Geroimenko
Series: Springer Series on Cultural Computing
Publisher: Springer
Year: 2023

Language: English
Pages: 382
City: Cham

Preface
Contents
Contributors
Part I Practical, Theoretical, and Cultural Aspects of Integrating Augmented Reality and Artificial Intelligence
1 Mixed Reality and Deep Learning: Augmenting Visual Information Using Generative Adversarial Networks
1.1 Introduction
1.2 How Do GANs Work?
1.3 Evolution of GANs for Image and Video Manipulation
1.3.1 The Foundations
1.3.2 Controlling the Process of Image Generation
1.3.3 Translating Images to Images
1.3.4 From Classification to Regression
1.3.5 Higher Resolutions
1.3.6 Video Synthesis
1.4 Image Composition in AR Applications Using GAN
1.4.1 Object Placement
1.4.2 Harmonization and Shadow Generation
1.5 AR Face Filters
1.5.1 Manipulating Facial Features
1.5.2 Face Aging
1.5.3 Makeup Filters
1.6 Generating 3D Models
1.7 Other GAN Use Cases in AR
1.8 Conclusion
References
2 Augmented Reality User’s Experience: AI-Based Data Collection, Processing and Analysis
2.1 Introduction
2.2 Related Work
2.3 Use Cases for Educational AR Games
2.4 Systemic Data Collection
2.5 Monitoring Parameters Capturing Hardware and Tools
2.6 AI-Enhanced Data Processing Methods
2.7 AR-Game User’s Digital Twin
2.8 Conclusion
References
3 Digital Dreams: Speculative Futures for Artificial Intelligence, Augmented Reality, and the Human Brain
3.1 Introduction
3.2 What Is Dreaming? Human and Machine Processes
3.3 Dynamic Immersion in AI and AR Dreamscapes
3.4 Digital Dreams Unveiling the Unseen
3.5 From Digital Dreams to Nightmares
3.6 Conclusion
References
4 Augmented Galatea for Physical Pygmalion: A Phenomenological Approach to Intimacy in VTubers in the East Asia Region
4.1 Introduction
4.2 Cases of AR Characters Animated by AI in Asia
4.3 A Phenomenological Perspective on Intimacy and Digital Technologies
4.4 Phenomenology and Postphenomenology Applicatied to Digital Characters
4.5 Conclusions
References
5 Augmenting Artificial Intelligences in Fiction: Evolving from Primordial Internet Memes to Cybergods of Disruption
5.1 Introduction
5.2 The Meme-Rider Media Team
5.3 AI/NI in Wintermoot, Material Negentropy
5.4 The Book of Machines
5.5 Mirror World, AI Winter
5.6 Kauwarek, Cyberingia, Cybergod of Disruption
5.7 Conclusion
References
Part II The Educational Use of Intelligent Augmented Environments
6 Artificial Intelligence, Augmented Reality and Education
6.1 Introduction
6.2 Artificial Intelligence
6.2.1 Educational Applications, Advantages and Limitations of Artificial Intelligence
6.2.2 Technological Tools for the Use of AI in the Educational Context
6.3 Augmented Reality
6.3.1 Educational Applications, Benefits and Limitations of Augmented Reality
6.3.2 Technological Tools for the Use of AR in the Context of Education
6.4 Conclusion
References
7 Artificial Intelligence, Machine Learning and Extended Reality: Potential Problem Solvers for Higher Education Issues
7.1 Introduction
7.2 Methodology
7.2.1 Research Aims and Survey
7.2.2 Variables and Hypothesis
7.3 Research Results
7.3.1 Construct Reliability and Validity
7.3.2 Discriminant Validity
7.3.3 Collinearity Statistics VIF
7.4 Discussion
7.5 Conclusion
References
8 Augmented Reality and Artificial Intelligence in Education: Toward Immersive Intelligent Tutoring Systems
8.1 Introduction
8.2 Augmented Reality
8.3 Artificial Intelligence
8.4 Intelligent Tutoring Systems
8.5 Discussion
8.6 Conclusion
References
9 Augmented/Virtual Reality and Artificial Intelligence in Dental Education and Research
9.1 Introduction
9.2 Application of VR and AR in Dental Education and Research
9.2.1 Operative and Endodontics
9.2.2 Basic Sciences Teaching in a Dental School Setting
9.2.3 Oral and Maxillofacial Surgery (OMFS)
9.2.4 Orthodontics
9.2.5 Prosthodontics
9.2.6 Paediatrics
9.2.7 Implementation of AR in Dental Education
9.3 Conclusion and Future Forecast
References
10 The History of Furniture Objects: An Intelligent Augmented Reality Application
10.1 Introduction
10.2 An Application for the Design History of Furniture
10.3 Fusion of Technologies
10.3.1 Fusion of Technologies in Augmented Reality
10.3.2 Fusion of AI and AR Technologies
10.4 Mobile AR Technology: Current State
10.5 Intelligent Applications with Machine Learning
10.6 The “FURNITURE” AR-AI Application
10.6.1 The Concept of the Application
10.6.2 A Furniture Object and Its Augmentations
10.6.3 3D Models and Images
10.6.4 The Design of the Application
10.6.5 Implementation of the “FURNITURE” Application
10.7 Conclusions
References
Part III Augmented Reality and Artificial Intelligence in Medicine, Healthcare, and Physical Activity
11 Meta-patients: Using Mixed Reality Patients and an AI Framework for Simulating Life-Like Clinical Examinations
11.1 Introduction
11.2 Augmenting the Design Process
11.3 The Problem of the Simulated Patient
11.4 Interacting with Virtual Patients
11.5 Conclusions and Future Plans
References
12 AI-Powered and “Augmented” Dentistry: Applications, Implications and Limitations
12.1 Key Concepts of Artificial Intelligence
12.2 Basic Concepts of Medical Informatics
12.3 AI-Powered and “Augmented” Dentistry
12.3.1 Artificial Intelligence in Dental Radiography
12.3.2 Artificial Intelligence in VR Systems
12.3.3 Towards Implementing AI in AR
12.3.4 AR in Dental Education
12.3.5 AR in Dental Practice
12.3.6 AR Application for Dental Patients
12.3.7 Serious Games
12.4 Conclusion and Future Development
References
13 Augmented Reality and Artificial Intelligence: Applications in Pharmacy
13.1 AI and AR Application in Pharmacy Education
13.1.1 Medication Counselling
13.1.2 Medicinal Pharmacy Chemistry
13.1.3 Anatomy
13.1.4 Cardiopulmonary Resuscitation Training
13.1.5 Sterile Compounding Techniques Training
13.2 Mobile App Development for Pharmacy
13.3 Drug Development
13.4 Pharmacogenomics Education
13.5 Improve Clinical Care
References
14 Artificial Intelligence and Augmented Reality in Physical Activity: A Review of Systems and Devices
14.1 Introduction
14.2 Artificial Intelligence Devices for Physical Activity Monitoring
14.2.1 Wearables
14.2.2 Artificial Intelligence Camera Systems
14.3 Augmented Reality Software for Movement and Motor Development
14.3.1 Psychomotor Processes in Children
14.3.2 Educational/Sports Physical Activity
14.3.3 Physical Activity and Health
14.3.4 High-Performance Sports
14.3.5 Promotion of PA in the Elderly
14.4 Conclusions
References
15 Exergames, Artificial Intelligence and Augmented Reality: Connections to Body and Sensorial Experiences
15.1 Introduction
15.2 Technologies and Learning
15.3 Artificial Intelligence and Augmented Reality
15.4 Exergames and Augmented Reality
15.5 Reinforcement Learning
15.6 Sensorial Experience and Artificial Intelligence
15.7 Conclusion
References
Part IV Combining Augmented Reality and Artificial Intelligence to Enhance Services, Retail, and Recommendations
16 FUSE: Towards AI-Based Future Services for Generating Augmented Reality Experiences
16.1 Introduction
16.2 Understanding the Environment
16.2.1 Object Detection, Recognition and Segmentation
16.2.2 3D Scene Reconstruction
16.2.3 Detailed Semantic Understanding of the Environment
16.3 Generating Augmentations for AR Applications
16.3.1 3D Modelling
16.3.2 Context Aware Text and Image Augmentations
16.3.3 Text to Image Generation
16.3.4 Neural Rendering
16.4 Discussion and Conclusion
References
17 Smart Extended Reality in the Metaverse-Tailing: The Rise of New Retail Landscape
17.1 Introduction
17.2 Theoretical Background
17.2.1 Smart Extended Reality in the Metaverse-Tailing
17.3 Affordance Theory of Technology
17.4 Regulatory Engagement Theory
17.5 Self-Determination Theory
17.6 Discussion and Conclusion
References
18 Artificial Intelligence and Extended Reality in Luxury Fashion Retail: Analysis and Reflection
18.1 Introduction
18.2 Retail Customer Experience
18.3 Luxury Fashion Consumption Cycle
18.3.1 Before Purchase
18.3.2 Effective Purchase
18.3.3 After Purchase
18.4 Human and Non-human Rights, Privacy and Ethics
18.4.1 Mega Level
18.4.2 Micro Level
18.4.3 Nano Level
18.5 Conclusion
References
19 The Use of Artificial Intelligence and Mixed Reality in Preventing Natural Disasters: Practical and Legal Issues
19.1 The Applications of AI: AI in Emergency Management
19.2 The Applications of AR: AR and Its Role in Natural Disasters
19.3 AI and the Possible Dehumanization of Rights
19.4 Analysis of AI-Related Risks
19.5 The EU Risk-Based Approach
19.6 EU Strategy for the “Digital Decade”
19.7 The European Union’s Disaster Risk Management and Disaster Risk Reduction Legal Framework
19.8 Preventing Disasters Within the EU
19.9 The European Roadmap for Disaster Risk Reduction
19.10 Conclusions
References
Concluding Remarks