Thursday, August 15, 2024

How about the ability to visualize journal article with 3D, AR and VR technologies?




The fundamental structure of any research article remains a simple document comprised of text and printable figures. Printable media have some limitations to represent scientific communication. It constrains complex scientific data into 2D static figures, hindering our ability to effectively exchange the complex and extensive information. Although the practice of of using digital supplementary material to include digital media with articles is common to modernize articles. Unfortunately, recent metrics indicate these materials are accessed by as few as .04% of readers. [1] [2]

Now the whole scenario is changing and the way content is created, consumed and interacted has changed drastically in digital world. Publishing industry is now revolutionizing with cutting edge technologies Augmented Reality (AR) and Virtual Reality (VR) and 3D. Adoption of smartphones, emergence of native browser integration of the web graphics library (WebGL) are now the part of modern era scientific communication. These bring an immersive captivating experience for readers and improving readers engagement. In disciplines of sciences and medical sciences and others also, authors who include 3D models such as molecular structures and tissue illustrations as part of their manuscript submission will have the opportunity to turn them into interactive AR-viewable objects. Before knowing that how these technologies are being used in publishing it is important to know the basic concepts of AR and VR.



What is Augmented Reality?


Definition: Augmented reality is an interactive experience that enhances the real world with computer-generated perceptual information. Using software, apps, and hardware such as AR glasses, augmented reality overlays digital content onto real-life environments and objects. This enriches the user experience and turns one’s immediate surroundings into an interactive learning environment. Augmented Reality works by superimposing digital information onto real-world objects to create a 3D experience that allows users to interact with both the physical and digital worlds.




What is Virtual Reality?

Definition: Virtual reality, or VR, removes people from the real world and fully immerses them in a virtual world using a head-mounted display or headset. In that virtual world of imagery and sounds, users can move around in all directions, manipulate objects, and more. VR is often used in healthcare, architecture, and education.




Difference in AR and VR


Augmented reality (AR) is the integration of digital information with the user's environment in real time. Unlike virtual reality (VR), which creates a totally artificial environment, AR users experience a real-world environment with generated perceptual information overlaid on top of it. In VR, people are placed inside a 3D environment in which they can move around and interact with the generated environment. AR, however, keeps users grounded in the real-world environment, overlaying virtual data as a visual layer within the environment.





Using AR and VR in publishing


With the help of augmented reality (AR) technology, publishers can produce books and journal articles by adding captivating graphics, animations, and interactive components to static content. Readers can interact with through interactive games, videos, audio clips, and 3D animations using their smartphones or tablets. Publishers can use virtual reality (VR) to produce 360-degree settings, virtual tours, full immersive experience in virtual realm of storytelling. A user of AR or VR can read an article, view a 3D graphic, and tune in to an audio form all at once.


Benefits of using AR, VR and 3D in journals


  • It increase reader engagement with 3D models.
  • It  improve reader comprehension through visualization.
  • It expand article reach by making research more accessible.
  • It modernizes scientific communication.
  • It bridges the gap between print and digital media.
  • AR can offer instant interpretations, sign language, and voice notifications for readers who are not native language speakers.
  • VR can offer a more inclusive encounter through virtual tours of libraries, museums and art galleries.



Publishers using these technologies in their Journals


Karger Publishers mostly covering the journals in medical field has recently joined with Ludenso, a leader in Augmented Reality Technology to work together and providing the readers of their journals ability to visualize journal article data with 3D and AR. Using Ludenso’s platform, the authors can now present their data in new dimensions, engage with more audience and expand the reach of their findings. Authors will now have the opportunity to turn 3D models of molecular structures and tissue illustrations in to the form of interactive AR viewable objects. By downloading the free Ludenso Explore app on your device, you can see the AR visualization effect by hovering over the image in the article. After peer reviewing when your article has been accepted the author can avail this facility of intriguing AR technology by paying for this. [3]

See demo How AR works 👇 





Springer Nature article introduced a system ‘Schol-AR’, that enables digital tool through which we can attach augmented media directly to images and figures in articles and it can be viewed either through augmented reality (AR) or web browsers or smartphones. Schhol-AR is easy for users as there is no need of login, no tracking and finding of URLs and installing other software to access the augmented data. [1]






Elsevier is using a number of tools for content innovation to allow presentation, sharing, and archiving of methods, models, and data in their articles. The tools include an Interactive Plot Viewer, 3D Geometric Shape and Model Viewer, Virtual Microscope, Interactive MATLAB Figure Viewer, and Audio slides. [4]

Publishers Like Oxford Academic has experimented with VR (Virtual Reality) technology providing VR reconstruction of an Archaeological site and an interactive, multi-user, immersive archaeological data visualization tool to explore archaeological sites and understand the spatial distribution of findings. [5]

Nature is using VR technology for providing virtual tours of ecological study sites, providing a better context for field research findings.

Many articles in PLOS One are seeking the possibilities of VR technology in Science and Medical streams.

Wiley in some of its chemistry journals, offers VR experiences that allow readers to virtually navigate through a lab environment.


Overall augmenting articles with data can modernize scientific communication. It bridges the gap between the digital basis of present-day research and the natural limitations of printable articles. Yet, these technologies are in developing stage and require massive investment and customization to meet the requirements of authors and publishers. With better smartphones, tablets and other digital devices this is possible to make changes in publishing articles and enhancing the presentation of research results. 

 

References:


1. Ard, T., Bienkowski, M.S., Liew, SL. et al. Integrating Data Directly into Publications with Augmented Reality and Web-Based Technologies – Schol-AR. Sci Data 9, 298 (2022). https://doi.org/10.1038/s41597-022-01426-y Retrieved on August 09, 2024.


2. Flanagin, A. et al. Editorial Evaluation, Peer Review, and Publication of Research Reports With and Without Supplementary Online Content. JAMA 319, 410 (2018). 


3. InfoToday. Karger Publishers partners with Ludenso to enhance journal content through 3D and Augmented Reality. Information Today Europe. (2024). https://www.infotoday.eu/Articles/News/Featured-News/Karger-Publishers-partners-with-Ludenso-to-enhance-journal-content-through-3D-and-Augmented-Reality-164772.aspx Retrieved on August 12, 2024.


4. Farshid Guilak, New tools for Content Innovation and data sharing: Enhancing reproducibility and rigor in biomechanics research, Journal of Biomechanics, Volume 54, 2017, Pages 1-3, ISSN 0021-9290, https://doi.org/10.1016/j.jbiomech.2017.01.044 Retrieved on August 09, 2024.


5. Brendan Cassidy, Gavin Sim, David Wayne Robinson, Devlin Gandy, A Virtual Reality Platform for Analyzing Remote Archaeological Sites, Interacting with Computers, Volume 31, Issue 2, March 2019, Pages 167–176, https://doi.org/10.1093/iwc/iwz011 Retrieved on August 14, 2024.


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