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Dataset results
11 results for “mobile augmented reality”
BRAIN Journal-Participative Teaching with Mobile Devices and Social Networks for K-12 Children-Figure 4. Augmented Reality with video movie and social media (a vertical loom in front of two reconstructed kilns and a wall of a Roman villa rustica)
<p>The third stage was represented by the 3D virtual reconstruction process of the historical contexts, in our case a prehistoric village and a complete Roman villa rustica, with the help of students from the Design Department, NUA, coordinated by Professor Arch. Andreea Hasnaş. The AR application was created and tested on two commercial AR platforms, Layar and Junaio, and recently moved on the Aurasma platform (https://www.aurasma.com/). The POIs were augmented with the 3D virtual reconstructions, and also with 2D images and videos representing 3D virtual tours and technological processes (Figures 3, 4, 5). The AR application was connected to teachers’ emails and to Twitter, Facebook and Google+ project’s pages. </p>
BRAIN Journal-Participative Teaching with Mobile Devices and Social Networks for K-12 Children-Figure 3. Augmented Reality with archaeological stratigraphy (a prehistoric house and a Roman villa reconstructed in 3D)
<p>The third stage was represented by the 3D virtual reconstruction process of the historical contexts, in our case a prehistoric village and a complete Roman villa rustica, with the help of students from the Design Department, NUA, coordinated by Professor Arch. Andreea Hasnaş. The AR application was created and tested on two commercial AR platforms, Layar and Junaio, and recently moved on the Aurasma platform (https://www.aurasma.com/). The POIs were augmented with the 3D virtual reconstructions, and also with 2D images and videos representing 3D virtual tours and technological processes (Figures 3, 4, 5). The AR application was connected to teachers’ emails and to Twitter, Facebook and Google+ project’s pages. </p>
An English/Spanish Mobile Augmented Reality Pain Assessment App for Hispanic/Latino Pediatric Cancer Patients
ClinicalTrials.gov study NCT06635434. IPD Sharing: NO. Countries: 1. Publications: 2.
Effect of Mobile Augmented Reality Counseling on Improving Shared Decision-Making in Thoracic Surgery
ClinicalTrials.gov study NCT07062393. IPD Sharing: NO. Countries: 1. Publications: 8.
The Effect of Mobile Augmented Reality Application on Nursing Students' Knowledge Skills and Motivation
ClinicalTrials.gov study NCT06675760. IPD Sharing: NO. Countries: 1. Publications: 1.
Mobile Augmented Reality Learning On Insulin Administration Knowledge And Skills Of Patients
ClinicalTrials.gov study NCT07087496. IPD Sharing: YES. Countries: 1. Publications: 14.
Characterizing Distributed Mobile Augmented Reality Applications at the Edge
<p>README: <a href="https://github.com/cao-jacky/characterizing_edge_mar/">https://github.com/cao-jacky/characterizing_edge_mar</a></p>
Stepping into the Wildeverse: Evaluating the impact of augmented reality mobile gaming on pro-conservation behaviours
<p>Promoting pro-conservation behaviours has become a priority for conservation organisations worldwide. Yet, current engagement strategies still face a number of barriers to creating successful interventions at the scale needed to meet global sustainability challenges.</p> <p>Online and mobile games enjoy immense worldwide popularity, tapping into an audience not normally reached through conventional conservation outreach channels. Despite this potential to be a new, high impact and scalable platform for promoting pro-environmental behaviours, the opportunities within digital games for conservation have thus far been little explored and organisations have called for robust impact evaluations for this medium. Therefore, we investigated the effectiveness of the augmented reality game Wildeverse, which seeks to generate support for ape conservation and encourage pro-environmental behaviours.</p> <p>We conducted a randomised control trial to experimentally compare the impacts of this game against watching a documentary, a conventional conservation outreach intervention. We compared changes in participants' knowledge, attitudes and revealed donation behaviours across the two groups and found that games performed as well as documentaries in supporting positive environmental knowledge and attitudes.</p> <p>The results gathered from this study provide experimental insight into the potential for the broader use of digital games for conservation outreach and also provide evidence against the argument that gaming can detract from real-world environmental problems creating a disconnect with these issues. However, results from this study could not provide any evidence that Wildeverse was successful in achieving its additional aim of encouraging players to donate to conservation, which provides evidence for the existence of an Environmental Values-Behaviour (EVB) gap in conservation gaming.</p> <p>The gaming industry is global and rapidly growing and should no longer be ignored as an avenue for conservation outreach. We recommend several ways in which future studies can expand on this work to better understand how to effectively harness the power of digital games to drive tangible change that benefits biodiversity. </p>
Stepping into the Wildeverse: Evaluating the impact of augmented reality mobile gaming on pro-conservation behaviours
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Augmented Reality Mobile Application for Glaucoma Education in the South Bronx
ClinicalTrials.gov study NCT04421859. IPD Sharing: NO. Countries: 1. Publications: 0.
Effectiveness of Mobile Augmented Reality (MAR) on Oral Healthcare Education for the Independent Elderly
ClinicalTrials.gov study NCT05834790. IPD Sharing: NO. Countries: 1. Publications: 0.
ScienceDex guides
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These curated guides explain access requirements, typical timelines, costs, and reuse considerations for widely used research datasets.
Allen Brain Atlas
Allen Brain Atlas is an Allen Institute collection of brain map atlases, datasets, APIs, and analysis tools covering mouse, human, and non-human primate brain resources.
Annotated Behaviour and Observability Dataset (ABODe)
ABODe is a University of Edinburgh DataShare dataset for behavior classification in group-housed mice using home-cage video, identities, bounding boxes, ground-plate positions, and annotator labels.
DANDI Archive for NWB datasets
DANDI is a BRAIN Initiative archive for publishing and sharing neurophysiology data, including electrophysiology, optophysiology, and behavioral data packaged as NWB and related standards.
International Brain Laboratory public data
The International Brain Laboratory public data releases expose standardized mouse decision-making experiments, including Neuropixels recordings, widefield calcium imaging, behavior, and session metadata accessed through the ONE API.
OpenNeuro
OpenNeuro is a free, open platform for sharing neuroimaging datasets, with public search, dataset pages, and download paths for web, S3, DataLad, and the OpenNeuro CLI.