ABSTRACT Due to the issue of climate change, homeowners are becom- ing more aware of the need to reduce energy consumption in day-to-day life. Due to energy’s intangibility, it is not as easy as other consumable resources to measure and track. For many, the only indication of energy usage is through a monthly energy bill with single total aggregate cost. To understand their patterns of energy consumption, people re- quire an effective energy feedback for their domestic energy use. In this paper, we will focus on feedback for monitoring domestic energy consumption in augmented reality through providing visualizations of energy use at the appliance and groups of appliances in situ. 1. INTRODUCTION 1.1 Background There is a general consensus that human activities, such as the combustion of fossil fuels for energy, have influenced the rapid accumulation of greenhouse gases which contribute to climate change. Due to the publicity the climate change de- bate has experienced, people have become more aware of the need to reduce energy consumption in day-to-day life. How- ever, tracking and managing domestic energy consumption is a difficult task. Energy itself is an invisible force. We cannot see the power running through electrical lines, nor the gas that lights our stoves. What is visible are the benefits that allow us to go about our lives. Because there is no tangible manifestation of this invisible force, it is easy to take energy for granted and people are unaware with the amount of energy used in their homes. The only indication is the energy bill received at the end of each month. Although it is feedback, it is analogous to shopping for groceries and receiving a monthly bill with one total cost [3]. The problem is that peopl... ... middle of paper ... ...nd A. K. Dey. Lean and zoom: Proximity-aware user interface and content magnification. CHI 2008, 2008. [5] H. A. He. Chapter 3 of her thesis. [6] H. A. He, E. Huang, and S. Greenberg. One size does not fit all: Applying the transtheoretical model to energy feedback technology design. CHI 2010, 2010. [7] P. Lapides, E. Sharlin, and S. Greenberg. Homewindow: An augmented reality domestic monitor. HRI’09, 2009. [8] S. Petersen, M. Axholt, and S. R. Ellis. Managing visual clutter: A generalized technique for label segregation using stereoscopic disparity. IEEE Virual Reality 2008, 2008. [9] J. Pierce, W. Odom, and E. Blevis. Energy aware dwelling: A critical survey of interaction design for eco-visualizations. OZCHI 2008, 2008. [10] J. Rekimoto and K. Nagao. The world through the computer: Computer augmented interaction with real world environments. UIST’95, 1995.
The greatest impact on reducing dependence on fossil fuels could begin at home. All around us are devices that consume energy even as we do nothing with them. Known colloquially as “vampire power”, these devices in standby power mode continue to consume energy as they are never actually “off”. Studies by Ross and Meier (2001) have shown that the average household can have up to 40 different devices consuming energy, from clocks to microwaves and DVD players to television, these devices add up to, between, 5% and 26% of the total electricity consumption in a household – energy likely produced at the cost of burning fossil fuels, both in production of the electricity and the transportation of the fuels themselves.
Virtual worlds such as Second Life and IMVU — which show a 3D environment on a 2D screen rather than immersing the user inside a room or by using an HMD — and the more recent rise of Oculus Rift have all contributed to the rekindled interest in VR. However, major technology and usability advances are still required for a low-cost, broadly used immersive virtual environment. In the meantime, growing popularity of 3D entertainment using 3D glasses — and, increasingly, 3D smart television screens and projections that do not require glasses — may relegate immersive VR to permanent niche status. Currently, augmented reality applications (which superimpose information on the user's view of the real world rather than blocking out the real world) or mixed-reality scenarios (where HMDs and context-aware software are used in a hybrid augmented/virtual environment) are more popular technology approaches to the problem of marrying immersive VR to a consumer
“…in the next few years, humanity's going to go through a shift… We're going to start putting an entire layer of digital information on the real world” (Gribetz, 2016). In his recent TED Talk,” Meron Gribetz encourages his audience to consider how such technology could transform the reality that we call the human experience by referencing augmented reality (Gribetz, 2016). Until the summer of 2016, augmented reality did not have a recognizable role in our lives. Then, came Pokémon Go, a game that gave many people their first notable, combined experiences of augmented reality and telepresence on their smartphones.
Augmented reality balances several smartphone abilities such as GPS and camera, to create some kind of involvement in the physical atmosphere, providing teachers with a major device for learning and teaching. Involvement makes people feel that they are participating in a realistic and full experience. Digital immersion has been made possible by interactive media. The more a virtual immersive works is based on style strategies that combine action, sensory, and symbolic factors, which makes people belief that they are inside a digitally improved environment. Research reveals that involvement in a digital atmosphere enhances education in three ways which is situated learning, transfer and allowing multiple viewpoints. Furthermore, augmented reality has the power of enhancing environment sensitivity. In turn, this allows the mobile appliances to know where it is located in the virtual world. As a result, it can present digital material to the user, related to that location (Cha...
Augmented Reality (AR) is a real time direct or indirect view of the physical real world that is enhanced or augmented with computer generated information. AR is both interactive and registered in 3D, combining real and virtual objects. AR enhances a user’s perception of the real world and the way they interact with it. The augmented Reality’s main purpose is simplifying the user’s life, by bringing virtual information to their immediate surroundings through an indirect view of the real-world environment. Although augmented reality is like Virtual reality (VR), AR is an enhanced view of the real world, where VR is a pure virtual environment.
"One must look at a display screen," he said, "as a window through which one beholds a virtual world. The challenge to computer graphics is to make the picture in the window look real, sound real and the objects act real."
Barbara Mowat and Paul Warstine. New York: Washington Press, 1992. Slethaug, Gordon. A. See "Lecture Notes" for ENGL1007.
... middle of paper ... ... Berk, L. (2007). The 'Standard'.
Buildings and the appliances alone account for 40 percent of America 's energy use and a third of our global warming emissions (NRDC). New buildings will need to meet new energy-efficiency standards that maximize energy savings and existing homes and commercial spaces can be improved to save energy through weatherizing and installing energy efficient heating, cooling and lighting systems. Ultimately, this will not only be energy efficient but also cost effective as well. In the bigger picture, retrofitting just 1 out of every 5 homes would avoid the need to build 13 mid-sized power plants every year. Retrofitting every house in the country would cut as much global warming pollution as taking a half a million cars off the road – and would save more oil and gas than we could extract from drilling in our coastal waters (NRDC). In the long run, creating more efficient communities through homes and buildings, we could cut back on the global warming issues we are dealing
This research looks into the potential of augmented reality and more specifically spatial augmented reality. The purpose of this paper is to give the reader an understanding of what as well as where augmented reality has come from and how it is being used today. The paper will examine into different examples of augmented reality and how the term is not specific to a certain technology.
The technology is still in an early stage. However the potential of AR technologies is growing rapidly, and it can be applied in various fields such as in engineering, medical, entertainment and also in education area. This research particularly interested with the possibility of utilizing AR for education, particularly for young children in science education. AR is able to stimulate new type of interactivity with virtual world. Thus is able to assist in their mental development. Students require the new stimulus to complement the conservative way of teaching and AR can provide new experience to them. According to Billinghurst (2002), the educational experience in AR is the ability to support and smoothly the transaction between two environments, which is reality and virtually.
The source adds that, in recent years, augmented reality have been used in more varied ways. Augmented reality has been developed since its inception, for instance, it is now being used in smartphones to help users get better interface experiment, e.g., displaying information for the user about a product, shop or offers. Moreover, augmented reality is being used in global positioning system (GPS) and it is linked to an open-source database that helps users with directions (Hosch). This research paper will….
“X-Ray Vision / Depth Perception: When AR system was being built, one of its main agendas was to allow users to view objects which have been obstructed by real world objects. This was achieved by showing the position of the obstructed object. However such a system had its own problems. First of all, the alignment of virtual object...
Household energy conservation is a very practical and realistic approach to conserving energy within our society. US households consume a tremendous amount of natural gas as well as electric energy. It has been calculated that the amount of energy consumed within the US increased exponentially from about 1850 to 1975. If energy continued to increase at this rate, we would be experiencing severe energy shortages in our current society. Luckily, steps towards conservation, including various energy regulations, have curbed that growth somewhat, brining the predicted 160 Qbtu/yr for the year 2000 down to around 93.8 Qbtu/yr by the year 1996. However, household energy usage is still a major issue as households consume about 38% of the total consumed energy and contribute greatly to natural gas consumption and issues such as global warming. Therefore, it is important that people understand how we use energy in the household and what steps can be taken to conserve that energy.
Think about being able to see the sights of Ancient Rome and then later explore the pyramids of Ancient Egypt, all without leaving the comfort of your home or place of work. All this and more is achievable by the developing field of virtual reality. While virtual reality is just beginning to scratch the surface of its potential as an entertainment and education tool, there are still an abundance of virtual reality programs already in use today. Virtual reality programs are presently used in video game consoles to enhance the gaming experience and it is also used as an educational tool. This innovation enables less fortunate students to be able to travel to places that they would probably never be able to go. The main point of