1,099 results on '"Augmented reality"'
Search Results
2. Evaluating design approaches for encouraging behavior change in editors: exploring a digital nudging strategy in a non-personalized recommender system to promote adoption of augmented analytics.
- Author
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Heinrich, Tanja and Szasz, Oliver
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DIGITAL technology ,AUGMENTED reality ,DECISION making ,COGNITIVE load ,USER-centered system design - Abstract
In the age of digitalization, navigating through vast amounts of data is a challenge. Augmented analytics, which often goes unnoticed by employees, has the potential to support effective decision-making. This study examines the impact of digital nudging on editors' cognitive load and behavioral change towards augmented analytics, providing insights into behavior change design. Combining theory with expert interviews and workshops, this study results in five nudging strategies. The findings reveal varied triggers influencing behavioral change, emphasizing stakeholder involvement in the process. [ABSTRACT FROM AUTHOR]
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- 2024
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3. Are generative design tools creative? A characterisation of tools throughout the design process.
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Peckham, Owen Rahmat, Hicks, Ben, and Goudswaard, Mark
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GENERATIVE artificial intelligence ,AUGMENTED reality ,DESKTOP environments (Computer interfaces) ,COMPUTER-aided design ,CREATIVE ability - Abstract
Generative design is now a core capability of today's CAD systems enabling broader exploration of the design space. This paper presents a desktop review of 15 tools with the aim of characterising where the tools are used in the design process and to what extent they can be considered creative.The results showed that, despite their increasing capabilities, GD tools are unable to exhibit all phases of creativity and cannot be applied in all stages of the design process. This highlights the criticality of the human in design providing opportunities for GD to augment designer creativity. [ABSTRACT FROM AUTHOR]
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- 2024
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4. AR@campus: Augmented reality (AR) for indoor positioning and navigation apps.
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Romli, Rusnida, Yew, Chang Chia, Ghazali, Nur Hafizah, Zahri, Nik Adilah Hanin, Amir, Amiza, and Hasnan, Ridzhal
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USER interfaces ,MOBILE apps ,COMPUTER software development ,NAVIGATION ,AUGMENTED reality ,INDUSTRY 4.0 - Abstract
The integration of Augmented Reality (AR) technology in indoor navigation has transformed spatial awareness and user interaction. This research focuses on "AR@Campus," an AR app designed for campus navigation, aligned with Industry 4.0 principles. It leverages AR to enhance human perception and dynamic digital interaction. The primary goal is to provide an intuitive campus navigation experience using IndoorAtlas positioning technology. Key features include overlaying virtual elements like paths and landmarks onto real-world views, improving spatial understanding. The study covers software development, interface design, and user evaluation, utilizing the IndoorAtlas SDK and Android Studio for precise positioning. The user interface prioritizes ease of use and personalized experiences. User testing is integral, confirming the app's effectiveness, praised for its user-friendly interface and spatial awareness enhancements. AR@Campus represents a significant step forward in campus navigation, benefiting users by seamlessly integrating AR technology into their daily experiences. [ABSTRACT FROM AUTHOR]
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- 2024
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5. Development of mobile augmented reality application for geometry in mathematics learning.
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Mandala, Arif Sapta and Setyaningrum, Wahyu
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AUGMENTED reality ,MOBILE learning ,GEOMETRY ,LEARNING ,MATHEMATICS ,ACQUISITION of data ,STUDENTS - Abstract
One of the mathematics subjects matters that is close to the student's life is geometry. Geometry is a field of mathematics that studies the points, lines, shapes, sizes, and dimensions of things. To understand geometry, the students need to have a clear visualization because geometry is not easy to learn. It takes the learning media so that learning geometry is easy to teach. The use of AR technology can answer one of the solutions to student difficulties in geometry matter. This study aims to develop a Mobile Augmented Reality application for Geometry in mathematics learning and determine its feasibility. This Research and Development used a model ADDIE. The procedure of this development research is done only until the Development stage. Data collection instruments consist of an expert validation sheet of material and media experts. The study showed that the validation results are to be obtained percentage scoring average of 98.025% with a very valid category. According to the results, the mobile augmented reality application for geometry was very feasible for use in learning of mathematics. [ABSTRACT FROM AUTHOR]
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- 2024
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6. Augmented reality in the perspective of cognitive load theory.
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Nurjanah, Arifta and Retnowati, Endah
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COGNITIVE load ,HUMAN information processing ,AUGMENTED reality ,KNOWLEDGE acquisition (Expert systems) ,INFORMATION storage & retrieval systems ,LEARNING ,SPATIAL ability - Abstract
Augmented Reality (AR) is a technology that enables the incorporation of three-dimensional virtual objects into a real-world environment and allows users to interact with these objects in real-time on the screen. Because of its various advantages, AR is becoming increasingly popular in education settings. Several studies have proven that AR is effectively used in learning, AR encourages students to be more active, more motivated to learn and supports their spatial abilities. However, on the other hand, other studies have revealed that AR is not significantly better than non-AR-based learning settings. Cognitive load theory explains of how human information processing systems occur during the learning process and provides a framework on how to design effective learning to deal with limited human processing systems. By reviewing on some previous relevant studies, this paper discusses AR-based learning from the perspective of cognitive load theory. The review shows that, AR is effectively used in learning when 1) student learn complex material/task or learn new topic/information; 2) AR is well designed; 3) student can operate AR properly; and 4) AR is fostering generative processing. This paper will contribute to the current knowledge of AR utilization, in particular about when AR is effective for use corresponding to the perspective of cognitive load theory. Accordingly, future researchers or AR developers can design more effective AR for promoting student knowledge acquisition. [ABSTRACT FROM AUTHOR]
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- 2024
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7. Augmented reality to support students learning of socio-scientific issues in biology class: A systematic review of the literature.
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Annisa, Diqna Nur and Subiantoro, Agung Wijaya
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LITERATURE reviews ,AUGMENTED reality ,BIOLOGY teachers ,MOBILE apps ,ALTERNATIVE mass media ,BIOLOGY - Abstract
This article presents a literature review on the potential of augmented reality to facilitate socio-scientific issues-based learning in biology class. This study was conducted using the Systematic Literature Review method through five main stages: formulating the research problem; searching the literature; selecting the literature; analyzing and synthesizing; and reporting the findings. Articles that meet the criteria were selected to be analyzed further. Based on selected articles, we analyzed on what kind of augmented reality technology that can be used and how can augmented reality support socio-scientific issues-based learning in biology class. The findings reveal that augmented reality can be an alternative media for biology teachers to facilitate socio-scientific issues-based learning in the form of mobile application. The integration of augmented reality in biology learning based on socio-scientific issues is able to facilitate context visualization, increase students' participation, develop conceptual knowledge, affective, socio-scientific reasoning, and many other skills. [ABSTRACT FROM AUTHOR]
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- 2024
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8. Developing an augmented reality-based immune system module to improve the eleven grade students' learning performance.
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Pujiningtyas, Mifta Ramandhani and Nurcahyo, Heru
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AUGMENTED reality ,IMMUNE system ,BIOLOGY teachers ,HIGH school seniors ,LEARNING ,HIGH school students - Abstract
This study is aimed to (1) develop an augmented reality-based immune system module for the eleven grade students of high school to be a proper learning media for them; (2) Identify the impact of using the augmented reality-based immune system module on the eleven grade students' learning performance. This study is classified as Research and Development study using ADDIE (Analysis, Design, Development, Implementation, Evaluation) model but limited only until the development stage. The subject of this study were two materials experts, two media experts, two biology teachers, and the students of XI MIPA Public Senior High School 1 Mejobo Kudus. The data were collected using assessment instruments of materials experts, media experts, biology teachers, and students and also pretest and post-test question sheets. The results of the assessments were analyzed qualitatively and quantitatively using SPPS. The results show that (1) the augmented reality-based immune system module is stated as a proper media to be used in the teaching and learning process. It was based on the assessments from the materials experts with the average value of 48.5 categorized as good, the media experts with an average value of 43.5 categorized as good, and from the biology teachers with the average value of 46 categorized as good; (2) the Augmented reality-based immune system module has an impact on improving the students' learning performance on the topic of the immune system. [ABSTRACT FROM AUTHOR]
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- 2024
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9. The development of 2D augmented reality integrated physics e-worksheet to improve mathematical representation ability.
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Dewi, Poppy Sari, Suryanto, Rosalita Anggi, and Kuswanto, Heru
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MATHEMATICAL ability ,HIGH school seniors ,AUGMENTED reality ,PHYSICS - Abstract
This research aimed to produce an integrated 2D augmented reality physics e-worksheet that is feasible to be developed in physics learning on momentum and impulse material and to improve student's mathematical representation ability. This was a research and development (R&D) with a 4D model (define, design, develop, and disseminate) method. Sampling in this study were students of class X MIPA 5 (as a limited test class) and X MIPA 3 (as broad test class) at Public Senior High School 1 Sedayu. The conclusion of this research was that learning physics using the integrated Augmented Reality 2D physics e-worksheet media was feasible to be developed based on the results of the validation carried out with a value of 4.3 in the very good category. The media can improve student's mathematical representation ability by the normalized gain value in the limited test class of 0.62 (medium category) and in the broad test class of 0.71 (high category). This learning media is feasible to be used in distance learning and face-to-face learning conditions. [ABSTRACT FROM AUTHOR]
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- 2024
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10. Making Android-based Augmented Reality (AR) learning media on covalent bond material.
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Putri, Melisa Aisyah, Irwansyah, Ferli Septi, Zulfikar, Wildan Budiawan, and Sari
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COVALENT bonds ,AUGMENTED reality ,ANDROGEN receptors ,LEARNING ,TWENTY-first century - Abstract
Technological developments in the 21st century are increasing so that students are required to be skilled in technological developments that will be applied in the learning process. Utilization of technology as a learning medium on covalent bonding material by utilizing Augmented Reality (AR) is one of the media that can be operated in a simple way on a smartphone, and can visualize abstract concepts into an animation, image, and can help students in understanding the concept. This study aims to describe the appearance, analyze the results of the validation test and the feasibility test of the android-based AR learning media on covalent bonding material. AR learning media is designed using the Design Based Research (DBR) method with the ADDIE model but consists of analysis, design, and development. The results of the validation test obtained an average value of rcount of 0.844 with a valid category. The results of the feasibility test get a percentage of 94.1% with a very feasible category with the conclusion that android-based AR learning media on covalent bonding material can be used as learning media. [ABSTRACT FROM AUTHOR]
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- 2024
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11. Development of learning media based on augmented reality technology to improve student's scientific literacy in the context of ocean energy.
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Nasrudin, Dindin, Rochman, Chaerul, Zakiyah, Rihana, and Irwansyah, Ferli Septi
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SCIENTIFIC literacy ,OCEAN energy resources ,AUGMENTED reality ,RENEWABLE energy sources ,OCEAN ,LEARNING - Abstract
Previous research still shows that physics is a field of study that students do not like. Some learning innovations are needed by teachers, one of which is through the development of fun media. This study aims to reveal the development of physics learning media based on Augmented Reality (AR) technology in the context of using ocean energy as a renewable energy source. This research was a Research and Development (R&D) using the DDD-E (Decide, Design, Develop and Evaluate) model. The results showed that many physics concepts were discussed through this media, and many student competencies could be built. The results of expert validation indicate that this media is suitable for use as a source of learning physics. This study recommends further testing to test the effectiveness of the application of this media in learning physics. [ABSTRACT FROM AUTHOR]
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- 2024
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12. Research on heritage tourism, a bibliometric approach from 2013 - 2022.
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Panjaitan, Pawer Darasa, Rosmawati, R., Sahir, Syafrida Hafni, Batara, Suryani Bunga, and Khairunnisa, Liandra
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HERITAGE tourism ,TOURISM research ,URBAN tourism ,BIBLIOMETRICS ,AUGMENTED reality ,COMMUNITY involvement ,TOURISM websites - Abstract
This study aimed to provide a comprehensive overview of heritage tourism research by analyzing related academic literature and bibliometric analysis. The study analyzed research articles with the term "heritage tourism" in the title published globally from 2013 to 2022, using data from the Web of Science - Core Collection database. The study found that China, the US, and the UK have been the most productive countries regarding the number of publications on heritage tourism. That collaboration between researchers in the field is relatively low to moderate. The study also found that the use of augmented reality in the context of urban heritage tourism is an area of growing interest and that keywords such as "community participation" and "satisfaction" are trending in the field. Finally, the study found that the concept of "authenticity" is a critical focus in research on heritage tourism. [ABSTRACT FROM AUTHOR]
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- 2024
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13. Optimizing the Museum interior space using augmented reality-based displays.
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Primadani, Tiara Ika Widia, Pramono, Andi, Maulana, Fairuz Iqbal, and Handaru, Wuri Cahya
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AUGMENTED reality ,MUSEUM exhibits ,TWO-dimensional bar codes ,QUALITATIVE research ,MUSEUMS - Abstract
The limited museum area and a large number of collections cause the circulation area not to meet ergonomic standards. With appropriate display application according to ergonomic standards, it can create comfort to facilitate the activities of museum visitors. One of the problems is the diorama display which takes up much space so that the visitor circulation area does not meet ergonomic standards. This study aims to set the circulation area based on ergonomic standards and create an interactive display by redesigning the diorama display supported by Augmented Reality (AR) technology. However, one of the obstacles in implementing AR to support display in museums is the variety of AR reader applications that have not been installed on the user's smartphone. This study uses descriptive qualitative research methods. We conducted field observations at the Mpu Purwa Museum, literature studies, and interviews to collect data. Based on the questionnaire data, visitors can scan the QR code marker, which is integrated with Instagram, to make it easier to access this AR-based display because 100% of respondents have used the Instagram application on their smartphones. The results of this study, Instagram is one of the application solutions that support AR in museum display collections. The application of AR technology to support the diorama display can reduce the use of space for it. It can be a solution to overcome circulation problems at the Mpu Purwa Museum and create an interactive display. [ABSTRACT FROM AUTHOR]
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- 2024
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14. Implementation of marker-based tracking for Lontar Prasi balinese character recognition in augmented reality.
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Yanti, Christina Purnama, Aditama, Putu Wirayudi, and Sudipa, I. Gede Iwan
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AUGMENTED reality ,CULTURAL values ,DIGITAL technology ,ACQUISITION of data ,SMARTPHONES - Abstract
Prasi is one of the Balinese lontar manuscripts crafted on dried rontal palm that has noble values and cultural knowledge. However, this lontar is not very well-known among Balinese people. The questionnaire result showed that most respondents did not know the type of Lontar Prasi, and 83.9% were interested in understanding the lontar. Prasi is illustrated by lontar, which has characters in its stories. Therefore, Augmented Reality (AR) technology is utilized to introduce the characters in lontar Prasi and support digital technology. The AR application displays 3D objects and characters' information in the form of text. The application development was carried out using an engineering approach, namely (1) Problem Analysis, (2) Data Collection, (3) Media Design, (4) Build Application, and (4) Testing. The result of this study is an Android-based AR application that has Play, Info, and Close menus. The test results carried out three testing processes, namely the Black box test, response time loading test, and questionnaire test. The overall test results show that the application runs well and is accessible in different smartphones where the specifications affect the loading of the response time. The third finding is the calculation's result by using the Linkert scale. It revealed that 88.6% of respondents agreed that the application is usable and useful in depicting the stories in Lontar Prasi. [ABSTRACT FROM AUTHOR]
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- 2024
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15. Augmented reality development of Dino park applications using scrum.
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Sari, Wina Permana, Dharmawan, Pristian Budi, and Belinda, Angelica
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AUGMENTED reality ,AMUSEMENT parks ,COVID-19 pandemic ,TOURISM ,SCRUM (Computer software development) ,PARK use - Abstract
The global Covid-19 pandemic has significantly impacted various sectors in Indonesia. One sector that has a significant impact is the tourism industry, especially amusement parks and theme parks. Not much can be expected to attract visitors during a pandemic with just a regular touring video, even though the amusement park maintenance must still exist. This paper aims to develop an Augmented Reality (AR)-based Dino Park application with Unity and the SCRUM development method. This AR application was created aiming to increase user interest and experience to come to this place, such as virtual touring with AR features, providing a tourist sensation with 3D visuals because it can be moved according to the user's wishes and it is as if they have a virtual guide with information in the form of audio contained in each dinosaur fossil. The results of this study are Based on the results of the user acceptance test, an average of 83% user satisfaction levels with details (85% stated that the application is interactive to use, 83% stated the display is very attractive, 81% of the Dino Park application is very useful for people in in the field of theme park tourism, and 84% state they were satisfied with this application compared to similar applications in terms of features and appearance). [ABSTRACT FROM AUTHOR]
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- 2024
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16. The Development of Augmented Reality As English Learning Media in Junior High School.
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Agustina, Ika, Sudirman, Sudirman, Lubis, Reniwati, Siregar, Efrizal, and Putra, Syahripal
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JUNIOR high schools ,JUNIOR high school students ,AUGMENTED reality ,IMAGE recognition (Computer vision) - Abstract
The existence of learning media on various platforms provides variety and assistance for teachers in delivering learning materials. Not much has been developed in educational media compared to entertainment media such as gaming, films, songs, dance, and music. Educational media need to be packaged in a simple, effective, and efficient manner and respond to the needs of today's students. In the context of the world of learning English at the junior high school level, learning media is needed as an effort to provide real experience in terms of honing English communication skills. Augmented Reality is one of the media that is able to bridge the needs of students, namely making abstract learning experiences feel concrete. Therefore, this research aims to design learning media for junior high school English on the basis of Augmented Reality with content containing stories from North Sumatra. The research method applied in this study is Research & Development. Data acquisition techniques used were documentation, questionnaires, interviews, and tests which were applied in accordance with nine research stages, namely: (1) identification and analysis of media needs; (2) collection of media materials and tools; (3) development of media prototype designs; (4) implementation media prototype; (5) media prototype validation; (6) media prototype revision; (7) media trial on junior high school students; (8) final revision; and (9) media prototype that has been tested. The final result of this study contains AR in the form of flash cards. AR markers are printed on cards and students only focus their smartphone cameras on markers that have been printed in card form. After the camera has successfully scanned the marker, a learning video will appear. There are five cards (markers) in this study, and each card will play a different learning video. [ABSTRACT FROM AUTHOR]
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- 2024
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17. Mobile-augmented Reality for Improving Student Entrepreneurial Mindset By Business Model Canvas.
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Afriasih, Maria Ulfah Catur, Watye, Rina, Annissa, Rahmi, and Dwi Mandasari
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DIGITAL preservation ,BUSINESS models ,DIGITAL technology ,AUGMENTED reality ,ENTREPRENEURSHIP education ,CANVAS - Abstract
Modern humans' existence is characterized by advances in information, communication, and technology. In the current digital era, augmented reality is one method that can be utilized to encourage learning. This study aims to establish how quickly The Business Model Canvas should be introduced through augmented reality to promote an entrepreneurial mindset for student. The methodology used is a survey of the literature, with a particular emphasis on cellular AR for learning and its use in cultural preservation. The exploratory mixed method is used. Researchers investigated data using a qualitative approach and analyzed it using a quantitative technique to generate measurements linked to the efficacy of augmented reality. Exploratory use is thought to be appropriate for developing new theories as well as testing existing ones. The method is called a systematic literature review (SLR). The SLR process includes the processes of problem formulation, information collecting and analysis, interpretation, arranging, and presentation. Using the Search Method Process (SP), data was gathered. Based on the findings of student trials, it is evident that the mobile-augmented reality produced increases student learning outcomes, which is consistent with the findings of Hsu, Wenting, and Hughes' research. Therefore, mobile-augmented reality has the potential to boost interest in entrepreneurship education. Mobile-augmented reality is expected to increase student attention in entrepreneurship. [ABSTRACT FROM AUTHOR]
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- 2024
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18. Real-time vision-based hand gesture to text interpreter by using artificial intelligence with augmented reality element.
- Author
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Rosnazri, M. H., Manan, M. R., Ali, R., Jalaluddin, B. M., Nasir, A. S. A., Bakar, M. A. A., Zamri, N. F., Rahmat, M. A., Zamzuri, M. A., and Azmi, M. A. A.
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ARTIFICIAL intelligence ,DEEP learning ,AUGMENTED reality ,MACHINE learning ,PYTHON programming language ,GESTURE - Abstract
Real-time Vision-based Hand Gesture to Text Interpreter by Using Artificial Intelligence with Augmented Reality Element is a device that can interpret sign language to text in real-time. This communicator used a machine learning approach with a slight touch of deep learning elements, which are OpenCV, MediaPipe, and TensorFlow algorithms. Those algorithms have been used to differentiate the hand from other objects, detect the movement and coordinate of hands and perform imagery data analysis to produce output instantly in real-time. The camera will detect the user's hand movement, and the output will be produced on an LCD monitor. This project has been developed by using Python programming language. 13,000 of ASL's alphabets and 5,000 of ASL's number imagery datasets have been collected and trained by using cloud platforms which are Google Teachable Machine and Google Colab. The training process produced 99.85% of accuracy for the alphabets and 100% accuracy for the number. Finally, the constructed machine learning algorithm able to display alphabets and numbers on an LCD monitor by performing ASL's alphabet and number hand gesture in real-time. The performance of the prototype has been analyzed and experimented by two users at plain and noise background with different determined distances. [ABSTRACT FROM AUTHOR]
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- 2024
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19. Development of augmented reality based sun rotation as learning media for hearing impaired students.
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Wandira, Cintha Ayu, Pramudya, Yudhiakto, Andriyani, and Buliali, Joko Lianto
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ROTATION of the Sun ,AUGMENTED reality ,HEARING aids ,SOLAR technology ,VISUAL perception ,INCLUSIVE education ,LEARNING - Abstract
Hearing impaired students experience difficulties in speaking development because they are hampered by audio communication. This obstacle requires technology development in the implementation of learning, especially science learning. However, the development of technology that focuses on visuals is underdeveloped in inclusive education. Augmented Reality (AR) is one of the solutions in learning for hearing impaired students. This media displays the sun's rotation, stimulating students' visual stimuli in understanding astronomical concepts. The ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation) used by researchers can produce an astronomy learning media product. Augmented reality was developed using solar image data taken by telescopes and cameras. Three-dimensional objects in AR can move as a simulated image of the sun's rotation. The average result of the media feasibility test is 85.44%, with a very decent quality category. Thus, the solar rotation learning media with AR technology for hearing impaired students is suitable for learning. [ABSTRACT FROM AUTHOR]
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- 2024
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20. Development media set collection boardgame introduction vitamin A-based augmented reality.
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Darmawan, Arif Rahman and Hermawan, Hardika Dwi
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VITAMIN A ,AUGMENTED reality ,EDUCATIONAL games ,VITAMINS ,COMMERCIAL product testing ,STUDENT interests ,COLLECTIONS - Abstract
The gameboard is a game that utilizes Board media in running the game, this game can be developed as a student learning media such as combining gameboard with Augmented Reality media to attract student learning interests. The purpose of this study is to develop an Augmented Reality-based educational game with vitamin material in Biology subjects and to determine the feasibility of Learning Media for Augmented Reality-based educational games on the vitamin material. this learning media is designed by using the 4D development method (define, design, develop, and disseminate) by using the 4 stages of the development model. Judging from the testing and feasibility of the product by media experts and material experts get the results that this learning media is feasible to use for Student Learning media. validation of media experts get good results with an average of 92% and material experts get 87% that fall into the category of "very good". [ABSTRACT FROM AUTHOR]
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- 2024
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21. Learning media introduction of Magetan batik handicraft products using augmented reality.
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Fahrezi, Wildan Deni and Hermawan, Hardika Dwi
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BATIK ,HANDICRAFT ,AUGMENTED reality ,LIFE cycles (Biology) ,CULTURAL pluralism - Abstract
Indonesia has a variety of cultural diversity, one of which is batik. However, many Indonesian people need to become more familiar with Batik Motifs because the interest in studying batik motifs is meager, especially among students. The development of this learning media is based on the limitations of the learning media for the Magetan batik material at the Tawanganom 2 Magetan Elementary School. This research was conducted using the Multimedia Development Life Cycle method. The development consists of 6 stages: concept, design, collecting material, assembly, testing, and distribution. The implementation results are BATAR (Batik Augmented Reality) applications made for smartphone users with the Android operating system. The content in BATAR application contains learning materials that explain batik motifs. Based on trials conducted by six respondents who are students, the total SUS test score obtained is 485, with an average SUS score of 81. Based on these average results, it can be concluded that the level of system usability is included in the "excellent" category or "very good" and is worthy of being used as a learning medium for the introduction of Magetan Batik handicraft products. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
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22. Augmented reality development at Muhammadiyah corner UMS library.
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Ikbal, Muhammad Jafar and Hermawan, Hardika Dwi
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MOTION capture (Cinematography) ,APPLICATION software ,MOTION capture (Human mechanics) ,COMPUTER software testing ,AUGMENTED reality ,SOCIAL media ,LIBRARIES - Abstract
The more advanced knowledge in Indonesia with the appearance of a social, cultural, and growing economy proves that technology and Information in Indonesia began to grow positively. The role of technology information starts to be involved in the educational process, one of which is using Augmented Reality. This Augmented Reality is something rated technology that could bring a positive impact in the field of Indonesian Education. In today's era, where technology is more advanced and sophisticated, the term Augmented Some people rarely hear Reality. Though in life every day, they often see it on social media or at certain events. Augmented Reality is a technology that combines virtual objects shaped in two dimensions or three dimensions in a natural environment and then projects it as Reality in real time. Many use technology in fields like Education, health, the military, and the Library. For that, we bring technology into the realm library to make finding Information about Muhammadiyah National easier. The technology in the Library makes it easier for students to take advantage of Augmented Reality to be more active and capable of maximizing the use of Information that will be delivered. Method this makes it easy to give very rare Information known by today's students. This Augmented Reality Object is made using Facial Motion Capture technology that moves the expressions of the characters in the photo frame. Methodology development application uses Luther, which consists of 6 stages: concept, design, collection materials, assembly, testing, and distribution. Test results application using Black Box is one of the methods focused on software testing from side functionality, precisely in the input and output of the application. On testing, the rated results are all functions contained in the application software, which can be walked with all proper descriptions, and ranked results expected could walk without constraint, so all results from testing give satisfactory assessment and success with 95% yield. [ABSTRACT FROM AUTHOR]
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- 2024
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23. Development of augmented reality service excellence library Muhammadiyah University of Surakarta.
- Author
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Setyawati, Annissa and Hermawan, Hardika Dwi
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LIFE cycles (Biology) ,ACADEMIC libraries ,AUGMENTED reality ,INFORMATION services ,MATERIALS testing ,EXCELLENCE - Abstract
The purpose of this study is to develop superior information service applications using augmented reality technology and to determine the feasibility of superior service applications using augmented reality technology. The research was conducted at the University of Muhammadiyah Surakarta Library. The method used to develop this service application is the Luther-Sutopo Multimedia Development Life Cycle (MDLC). This method consists of 6 stages, namely concept, design, collecting material, assembly, testing, and distribution. The results of black box testing with a percentage of 100%, and need development for testing media and materials. From these results it can be concluded that the learning media to recognize the shape of this space is included in the very feasible category. [ABSTRACT FROM AUTHOR]
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- 2024
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24. Development of interactive multimedia as a learning tool for History materials using augmented reality technology.
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Fajriati, Khoirunnisa Dyas and Hermawan, Hardika Dwi
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INTERACTIVE multimedia ,INTERACTIVE learning ,AUGMENTED reality ,RESEARCH personnel - Abstract
The purpose of this study researchers wants to create an interactive multimedia application that can be used as a learning medium. To attract the interest of students, the application made contains elements of Augmented Reality technology with AR Card media. The research method used is Research and Development (R&D). Research and Development (R&D) research methods. The development of interactive multimedia research as a means of historical learning material uses a 4D development model. The test was carried out with material experts and media experts. From the assessment given by the material expert above, the data was obtained with a percentage of 93%, so it is said that the material is very valid. At the same time, the assessment from media experts is that the product developed is considered very effective by obtaining a percentage of 91% by media professionals in terms of functionality, technology, media, visuals, and interactivity. [ABSTRACT FROM AUTHOR]
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- 2024
- Full Text
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25. Development of interactive learning media recognition of letters with spelling and reading methods using augmented reality for grade 1 elementary school students.
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Kurniawati, Tina Dewi and Hermawan, Hardika Dwi
- Subjects
SCHOOL children ,INTERACTIVE learning ,AUGMENTED reality ,INTERACTIVE multimedia ,ORTHOGRAPHY & spelling - Abstract
This research aimed to develop an interactive media for recognizing letters using Augmented Reality and know the feasibility of interactive learning media for recognizing letters for elementary school students in grade 1. This research was carried out at SDIT Alam Nurul Islam Dua. The development method used is Research and Development with a 4D development model, which has four stages : Define, Design, Develop and Disseminate. The results of the Black Box test that can run well and are successful according to their use, testing 2 media experts are shown with an average percentage of 82.77% showing in the very feasible category, material experts with 100% valid and based on respondents from learning media users with an average percentage an average of 81% in the very feasible category with the eligibility assessment criteria. With all the results of the tests that have been carried out, the application of learning media for letter recognition with the method of spelling and reading using Augmented Reality is very feasible to use. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
26. Implementation of augmented reality application in learning mathematics of elementary school.
- Author
-
Prasetya, Lugas Kharisma and Hidayati, Yulia Maftuhah
- Subjects
ELEMENTARY schools ,AUGMENTED reality ,LEARNING ,SET theory ,JUDGMENT (Psychology) ,WATERFALLS ,MATHEMATICS - Abstract
The development of science and technology over time has changed old habits into new habits. The objectives of this study were to examine the students responses and the experts judgement of Augmented Reality (AR) application developed for geometry material. The method used to develop this system was the waterfall method which has four stages, namely analysis, design, coding, and testing. The results of this study were the application of Android-based AR technology in Learning Mathematics in Class 5 Elementary Schools. The implications of this study were: First, this article can be used as an idea for learning the use of AR technology, and secondly, it can increase teacher creativity in teaching media. This study reveals the use of AR technology in Geometry in Elementary School. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
27. Development of geometry learning media for 5th grade elementary school using augmented reality.
- Author
-
Walita, Dico Putra Nindya Dwi and Hermawan, Hardika Dwi
- Subjects
AUGMENTED reality ,ELEMENTARY schools ,LIFE cycles (Biology) ,GEOMETRY ,LEARNING - Abstract
The purpose of this study was to develop learning media to recognize geometry in 5th grade elementary school mathematics subjects using augmented reality technology and to determine the feasibility of learning media to recognize geometry in 5th grade elementary school mathematics subjects using augmented reality technology. The research was conducted at SDN Tunggulsari II Surakarta City. The method used to develop this learning media is the Luther-Sutopo Multimedia Development Life Cycle (MDLC). This method consists of 6 stages, namely concept, design, collecting material, assembly, testing, and distribution. The results of black box testing show a percentage of 100%, testing by media experts with an average percentage of 89.23%, testing by material experts with a percentage of 100% and student questionnaires with an average percentage of 90.71%. It can be concluded that the learning media recognizes the geometry is included in the very feasible category. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
28. VR/AR technologies in teaching descriptive geometry.
- Author
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Anamova, Rushana and Dubrovin, Anton
- Subjects
GEOMETRY ,MOBILE apps ,GEOMETRIC modeling ,AUGMENTED reality ,THREE-dimensional modeling ,TEACHING methods - Abstract
When studying geometric and graphic disciplines ("Descriptive Geometry", "Descriptive Geometry and Engineering Graphics"), it is extremely important that the student has a reliable figurative representation of the main geometric objects (lines, surfaces) already in the first lessons. VR/AR technologies can help with this. The authors propose to introduce VR/AR technologies into the educational process along with classical teaching methods through the use of a special smartphone application. When you point your smartphone camera at a graphic marker, this application allows you to view a three-dimensional geometric model from different angles in real time. To create the application, the authors used the SketchUp editor and the Unity environment. The application was tested while teaching the discipline "Descriptive Geometry" at the Moscow Aviation Institute (National Research University) and showed positive results. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
29. Digital transformations in education: Augmented reality in the classroom.
- Author
-
Arkhipova, Maria V., Shutova, Natalia V., Orlova, Olga A., Zhernovaya, Oksana R., Zintsova, Yulia N., and Udalova, Irina M.
- Subjects
DIGITAL transformation ,EDUCATIONAL planning ,DIGITAL technology ,EDUCATIONAL technology ,AUGMENTED reality ,COMPUTER assisted language instruction ,DIGITAL natives ,EDUCATIONAL change - Abstract
Technology brings significant changes to education, giving teachers opportunities to introduce new educational methods and strategies and build immersive learning experiences important for achieving success in the digital world. Augmented reality is an innovative educational tool, presenting information in a new way that appeals to the modern generation of digital native learners. The article evaluates the impact of augmented reality technology on motivation to learn a foreign language by higher University students. Motivation is the key to successful language learning that stimulates learners to realize their academic potential. The experiment reveals that augmented reality motivates students to learn better, influences their engagement and performance, and boosts learning indicators. This new-age technology, meeting the needs and interests of present-day generation, has a positive impact of students' attention, emotions, self-assurance and belief in academic achievement, promotes a better teacher-student understanding, and therefore opens a new dimension in education. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
30. Augmented Reality in Education: Enhancing Learning Experiences and Student Engagement.
- Author
-
Chawla, Namita
- Subjects
AUGMENTED reality ,BACK to basics (Education) ,STUDENT engagement ,DISTANCE education ,INNOVATION adoption - Abstract
Augmented Reality (AR) technology has emerged as a promising tool for transforming traditional educational practices by overlaying digital content onto the physical world, thereby enhancing learning experiences and student engagement. This research paper provides a comprehensive overview of the application of AR in education, exploring its benefits, challenges, and future potentials. Through an extensive review of existing literature and case studies, this paper examines the impact of AR on various aspects of education, including classroom instruction, remote learning, skill development, and immersive learning experiences. Additionally, the paper discusses the pedagogical theories and instructional strategies that underpin effective integration of AR technology in educational settings. By analysing the current state of AR in education and identifying key areas for further research and development, this paper aims to contribute to the advancement of educational practices through innovative technology adoption. [ABSTRACT FROM AUTHOR]
- Published
- 2024
31. Accented visualization technology application for user experience analysis study.
- Author
-
Ivaschenko, A., Sitnikov, P., Krivosheev, A., and Aleksandrova, M.
- Subjects
EYE tracking ,USER experience ,PERIPHERAL vision ,EYE movements ,DATA visualization ,USER interfaces ,AUGMENTED reality - Abstract
The paper presents the results of the study of the user individual characteristics of perception of the user interfaces using eye tracking as an example. The method of accented visualization is used to capture the track of the user's view. The users were asked to solve the puzzles to find a different item among many similar ones. To provide an experiment there was developed an automated stand consisting of the personal computer and Tobii eye-tracker. According to the distribution of eye movement speeds, 32 studied subjects were classified into two groups: the first group included those with tunnel vision and had to move their eyes frequently, the second group included users with good peripheral vision. Research results illustrate the possibility to improve and personalize the augmented reality user interfaces based on the analysis of user activity. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
32. Use of digital technologies to improve the quality of training for railway transport specialists.
- Author
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Korkina, S. V. and Zhebanov, A. V.
- Subjects
RAILROAD trains ,DIGITAL technology ,AUGMENTED reality ,VOCATIONAL education ,EDUCATIONAL quality ,PASSENGER trains - Abstract
The article analyzes the current state of the problem of improving the quality of vocational education in the context of global digitalization of all sectors of the economy of the country and the world. The main directions of the introduction of digital educational technologies in the process of vocational training are considered, the prospects for the use of virtual training complexes and augmented reality technologies in the vocational training of railway transport specialists are outlined. The structure, basic requirements and procedure for the development of a hardware-software complex for training conductors of passenger cars are given. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
33. Augmented reality application development on universitas airlangga Museum's sculpture as Hindu-Buddhist history educational media.
- Author
-
Hendradi, Rimuljo, Anwari, Ikhsan Rosyid Mujahidul, and Ghiffari, Kinara Al
- Subjects
TEACHING aids ,AUGMENTED reality ,ELECTRONIC textbooks ,HISTORY education ,HISTORY of education ,SCULPTURE ,ELECTRONIC publications - Abstract
History learning generally tends to be conventional by using textbooks and student worksheets, moreover, history education is considered a boring and less attractive course because it tends to memorization learning. This study aimed to develop the bhagya application, an augmented reality application on the sculptures of the Universitas Airlangga History and Culture Museum as a media for Hindu-Buddhist history education and to determine the effectiveness of augmented reality media as an educational medium. This study implemented the ADDIE method which consists of five stages, analysis, design, development, implementation, and evaluation. In the evaluation stages, four tests were carried out those are material and media validation testing, black box testing, effectivity testing, and user response testing. This study gave the result that this application is a very valid application for the media and material fields which was assessed by four experts with an average score for each field of 97.39% and 94.29%. This application obtained a positive response based on the results of the user response test of 89.77% with the "very good" category. This application was quite effective as an educational medium obtained from the effectiveness test with a normalized gain score of 0.55 in the moderate category where there is an increase in the post-test value of the respondent's pre-test score. In this study, the augmented reality application on the sculpture of the Museum of History and Culture of Universitas Airlangga was successfully developed with the results of user responses being in the very good category and quite effective as an educational medium. It is suggested that further research will be able to measure the level of effectiveness and the level of a user response at all levels of education. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
34. Three dimensional Salah guide application based on augmented reality.
- Author
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Winata, Yusup Hidayat, Latifah, Retnani, and Adharani, Yana
- Subjects
3-D animation ,AUGMENTED reality ,TWO-dimensional bar codes ,GESTURE ,POSTURE ,DATA visualization - Abstract
Salah (Salat/Sholat/Shalat/Prayer) is the second of five pillars of Islam which is mandatory for Moslem. Salah is extremely important because it is the first deed that will be calculated in the afterlife. The gestures and postures need to follow the guidance practiced by Prophet Muhammad SAW. One way to learn about them is by using guidebooks. Learning them through books is difficult and boring for some people, especially children, because it only shows 2D images. Thus, this research developed a three-dimensional animation Salah guide application based on Augmented Reality. It implemented a marker-based Augmented Reality with a QR code to differentiate. Through this application, users could learn about Salah's gestures and postures in three-dimensional animation, therefore, they could see the visualization of the gestures and postures. This application was built using the Unity game engine. The assets were built using Audicity, GIMP, Inkscape, and Blender. Black box testing shows that 92.307% of the functions of the application are running as they intended. Meanwhile, according to the User Acceptance Test, the application is considered very good with a 97.7% response percentage. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
35. A review on application of modern AR/VR technologies in brand.
- Author
-
Singh, Himanshu and Kulkarni, Prasanna
- Subjects
INTERNET speed ,AUGMENTED reality ,MARKETING costs ,BRAND image ,MARKETING ,BRANDING (Marketing) - Abstract
This paper aims to look at how modern intelligent technologies such as augmented reality (AR) and virtual reality (VR) can market products and services and promote brands. The descriptive study analyses and evaluates the emerging trends and technologies applied in marketing, including brand promotion. The study uses secondary data from the internet for performance evaluation of emerging intelligent technologies used in marketing. After evaluating various emerging intelligent technologies that can be applied in marketing and brand promotion, it is found that AR/VR technologies are better in enhancing the brand image and reach a wider audience while helping companies reduce overall marketing costs. The paper suggests a new road map to companies in today's extensively competitive and digitized market, which will be helpful to new as well as existing companies in the marketing of products and services and brand promotion. A case study is an approach to analysis situated between specific techniques and methodological paradigms. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
36. Augmented reality game "Barcomon" with barcode scanner feature for promoting onetwocode startup companies.
- Author
-
Haris, Darius Andana, Pragantha, Jeanny, and Sofjan, Hendy
- Subjects
AUGMENTED reality ,NEW business enterprises ,POKEMON Go ,SCANNING systems ,COMMERCIAL product testing ,PROGRAMMING languages - Abstract
"Barcomon" is a virtual pet game for smartphone with an Android Operating System. This game was made using C# programming language and Unity as the development program. In this game, player will act as a Coder with a goal to achieve the Code Master title by winning all the battle on The Forum. Coder must take care and train the monsters. Player can get the monsters by scanning any barcode from any daily product. The testing of this game is done by using a blackbox testing method, alpha testing, and beta testing with a survey distributed to respondents. With the Barcode Scanner feature, this game is expected to be a means of promotion for various companies in this case OneTwoCode being a case study. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
37. Innovative and traditional methods of non-invasive reconstruction of architectural monuments.
- Author
-
Linda, Svitlana and Przewłocka-Sionek, Renata
- Subjects
PRESERVATION of monuments ,MONUMENTS ,THREE-dimensional modeling ,HISTORIC sites ,AUGMENTED reality ,SCIENTIFIC method - Abstract
Restoration of architectural monuments has a long historical tradition and today reconstructions perform not only a representative, touristic function, but are also significant method of scientific research. Invasive methods of architectural monuments reconstruction which have been predominant since the mid-19th century to the beginning of the 20th century, at present are considered to be controversial, non-compliant with modern principles of restoration and conservation of architectural monuments. Alternatively, non-invasive reconstructions are being commonly used. The article analyzes the traditional methods of reconstruction of architectural monuments (2D graphic reconstructions and physical 3D models), as well as the importance of modern innovative approaches: virtual 3D modeling and augmented reality. It has been established that all the above mentioned traditional methods of non-invasive reconstructions still remain relevant. They complement each other and remain important information carriers. The use of innovative methods, such as 3D modeling, provides new opportunities to promote and disseminate information about architectural monuments. At the same time, the use of virtual reconstructions opens up new prospects in the study of historical heritage sites. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
38. Теsting projection technique of fabric cutting in the apparel manufacturing process.
- Author
-
Naychuk, Dayana, Zakharkevich, Oksana, Zhylenko, Tetyana, Prybeha, Dmytro, Kuleshova, Svetlana, and Koshevko, Juliya
- Subjects
CLOTHING industry ,MANUFACTURING processes ,AUGMENTED reality ,COVID-19 pandemic ,TEXTILES ,CAD/CAM systems - Abstract
Due to the COVID-19 pandemic, engineering professions are adapting to the new conditions of working at home. For clothing patternmakers, it means the necessity to purchase both CAD/CAM systems and machinery to print markers and patterns. These devices take a lot of place at home. The same troubles suffer small clothing manufacturers and experimental departments of the large ones. Besides that, the printers and plotters must be mandatorily disposed of. They need a lot of toners, and they are expensive. Paper patterns produced in this way are used only once; after that, they become paper junk that is rarely correctly disposed of. Thus, the article aims to analyze and select a fabric cutting technique that would allow a user to avoid printing patterns. We considered different options, such as augmented reality applications and projection techniques, which have been popularized recently due to the increased numbers of available projectors on the market. Though AR is a promising method of transmitting patterns on the fabric, AR techniques are not developed enough for fabric cutting in apparel manufacturing. Thus, the projection technique was selected as a prospective one. The authors tested the technique. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
39. The trend of ICT in education for critical thinking skills: A systematic literature review.
- Author
-
Nurhikmayati, Iik and Darhim, Darhim
- Subjects
CRITICAL thinking ,PROBLEM-based learning ,LEARNING ,LEARNING strategies ,COMMUNICATIVE competence ,AUGMENTED reality - Abstract
ICT in education is gaining acceptance as a learning method that helps teachers and students achieve optimal learning objectives. ICT is believed to motivate and facilitate the learning process. Critical thinking skills, as one of the 21st-century skills, are known to be improved through ICT-based education. This article presents a systematic review of the literature published in the last five years and an indexed database of Springer and Eric. The results showed a total of 27 articles that met the criteria. Research findings on ICT trends in education for critical thinking skills are structured under three reports: (1) ICT trends in education include android, VR, AR, and coding; (2) the best strategy with ICT monitoring is distance learning, programming teaching, and STEM; and (3) other skills that are enhanced along with critical thinking skills are cognitive and affective skills, which are problem-solving, creativity and innovation, collaboration skills and communication skills. Based on this evidence, we make recommendations for future research to consider other types of ICT for enhancing critical thinking skills. In addition, using other learning strategies, such as problem-based learning and inquiry, can be considered to improve critical thinking skills. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
40. Empowering society 5.0 through AR-VR applications: Studying the potential in Aizuwakamatsu smart city.
- Author
-
Xiang, Meng, Wang, Ren-Hong, Zhong, Zhuang, Hong, Chang Yu, Yi, Yang Wan, Xiang, Sun Wei, and Roy, Debopriyo
- Subjects
SMART cities ,SELF-efficacy ,CITIES & towns ,TELECOMMUTING ,STAY-at-home orders ,AUGMENTED reality - Abstract
To improve the livelihood of citizens as science and technology develop, the Japanese government has put forward the concept of Society 5.0. It proposed environmental, population, and social interaction issues that occurred not only within Japan but throughout the world. According to the Japanese government, cities within Japan have experienced urbanization, permanent citizen loss, and severe population aging. Specifically, the city of Aizu faces a median age of 50 for its population, which is higher than the rest of Japan. This has caused a serious economic recession in the city. Therefore, starting from Aizu, we proposed the realization of Society 5.0 through the applications of AR/VR and evaluated these application contributions to the revitalization of Aizu. For example, tourism within Aizu has been its main attraction for visitors thanks to the culturally rich tourist attractions. We proposed the implementation of AR for touring navigation to improve tourist experiences and understand the historical importance of locations. Furthermore, instant text translation was studied to ensure that visitors, native or not, can experience the cultural atmosphere to its fullest. In addition to tourist attractions, citizen welfare living inside the city is an important factor in increasing moving chances. We explored AR/VR applications in public safety organizations such as police offices, hospitals, and fire departments. Using AR/VR in simulation training can provide much more immersive experiences, further improving training quality. Not only that, the AR/VR simulation technologies can also branch out to other industries, assisting the deployments of Society 5.0 across the commercial area. The world has experienced a pandemic and the impact of lockdowns in the last three years. During the lockdown, office workers have been forced to work remotely, students have had to attend online courses from home, and our daily life has changed drastically. Society 5.0 has proposed to improve social interaction and eliminate regional limitations. In a society where people no longer have to flock to big cities to find jobs, job opportunities will be offered equally no matter where we are. We believe that the popularization of remote technologies such as AR/VR in the workplace can help save small towns like Aizu from collapse in the future. AR/VR technology currently still has limitations, such as operational difficulties for older people, and because its cost is higher than that of regular display devices, it will face higher costs in diffusion. However, in view of the new economic growth point, it may have the potential to create change in a series of social activities. By discussing and evaluating the application of AR/VR in different aspects, we believe that AR/VR will play a very important role in helping to realize Society 5.0. It will help revitalize Aizu and even other small towns in Japan. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
41. The role of augmented reality-based media for enhancing students' mathematical ability: A systematics literature review.
- Author
-
Muhaimin, Lukman Hakim, Kusumah, Yaya Sukjaya, Juandi, Dadang, Hendriyanto, Agus, and Sahara, Sani
- Subjects
MATHEMATICAL ability ,LITERATURE reviews ,AUGMENTED reality ,DATABASES ,PERIODICAL articles ,EDUCATION research - Abstract
The use of augmented reality (AR) has grown significantly during the past ten years, particularly in the field of education. However, only a small number of studies have comprehensively examined the research trends in the use of augmented reality for mathematics learning. Thus, the research trend for the years 2018 to 2022 is thoroughly and methodically analyzed in this study. Based on the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) framework, this review only found 8 journal articles from a top indexing database called Scopus and ERIC. To show the trends of this study emphasis, these literary works were examined and divided into five themes: mathematical skill types; types of AR; education level; research approach; role of AR to practice math skills. Additionally, this synthesized review on math learning through AR may be useful to academics and practitioners, opening up new directions for investigation. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
42. AR/VR technologies in advertising: A scoping review on empirical studies on the effectiveness of AR/VR in advertising.
- Author
-
Kitsopoulou, Marianna and Lappas, George
- Subjects
AUGMENTED reality ,CONSUMER behavior ,SALES promotion ,BRANDING (Marketing) ,ADVERTISING ,TELEVISION advertising - Abstract
Augmented reality and Virtual Reality technologies (AR/VR) have been adopted increasingly in recent years by brands for marketing purposes. This paper aims to provide a review on the effectiveness of AR/VR advertising for product and services promotion. For this purpose, we conducted a scoping review, resulting to twenty-two (22) studies, which are compared and analyzed regarding the aim of the study, the methods and sample used and the findings of the studies. The studies mainly followed an experimental design where participants had been exposed to AR/VR advertising and promotional AR/VR environments (AR television advertising, AR print advertising, AR mobile phone applications, and virtual stores). Research findings show that AR/VR integration in advertising means and promotion contributes to positive attitudes toward advertising and the advertised brand, more than traditional advertising. AR/VR advertising can also positively affect consumer behavior by enhancing purchase intention, brand recall, and credibility perceptions of advertisements. AR/VR advertising is more effective for brands, due to its special features such as 3D effects, innovativeness, vividness, interactivity, personalization, telepresence, realism, and real-time interaction. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
43. Data structure algorithm visualization using augmented reality.
- Author
-
Onodera, Taiki and Cohen, Michael
- Subjects
DATA structures ,DATA visualization ,COMPUTER graphics ,ALGORITHMS ,AUGMENTED reality - Abstract
Augmented Reality (AR) can composite computer graphics into optically acquired scenes. This project uses AR to help learners understand execution of data structure algorithms by compositing animated visualizations of textbook-specified procedures into a video see-through display. Multimodal cues include color-sorted elements and spatialized sound. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
44. Assessment of construction results in the life cycle of roads using augmented reality.
- Author
-
Raziapov, R., Glazachev, A., Fattahov, M., and Shangareev, I.
- Subjects
AUGMENTED reality ,ROAD construction ,ROADS ,OBJECTIVITY - Abstract
In this article, the author notes that in the life cycle of a highway at the construction stage, there is such a process as assessing the results of construction when accepting an object. Considerable attention is paid to diagnostics with tools designed to determine the geometric parameters of the road. The author found that the use of an information model in augmented reality tools provides new opportunities for evaluating construction results, with verification of the data obtained. In conclusion, verification is disclosed and calculations are given that allow drawing conclusions about the objectivity of the proposed method under certain conditions. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
45. Reviving Indonesian Panji Tales in modern fashion product design with augmented reality.
- Author
-
Parung, Christabel, Hartono, Markus, Herdiana, Wyna, Waluyo, Prayogo, Sujatmiko, Guguh, and Jaya, Brian Kurniawan
- Subjects
FASHION design ,PRODUCT design ,FASHION ,CULTURAL property ,LOCAL culture ,CELL phones ,AUGMENTED reality ,MOBILE operating systems - Abstract
Panji Tales is one of unwritten folklore in the intangible culture of Indonesia, and since it is unwritten, it is very dynamic. As a part of Panji culture, it has also spread internationally all across South East Asian countries. Nevertheless, the younger generation is not familiar with it. As one of the forgotten cultural heritages, it needs to be preserved. To revive this culture in this modern era, Panji Tales needs to be implemented in modern products that can engage the younger generation of Indonesia. In this study, we explored and created sets of illustrations that are printed on fashion products with implementation of Augmented Reality (AR) technology to revive Panji Tales and attract younger generations' interest in it. ATUMICS method (Artefacts - Technique - Utility - Material - Icon - Concept - Shape) is used to create the fashion product that is integrated with technology and traditional folklore. After the product is designed, a forum group discussion (FGD) was carried out for a concept testing. The product was a tote bag and scarf with scannable illustrations printed on them. The mobile-app Artivive was used as the platform to support Augmented Reality which can be accessed through the users' mobile phone. The output of the research is beneficial for further development in attracting the younger generation in local culture, especially through wearable fashion products. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
46. Enhancing learning environment using IR4.0 technology during Covid-19 pandemic.
- Author
-
Noor, Ahmad Shukri Mohd, Jaafar, Jazurainifariza, Rahim, Noor Hafhizah Abd, Mamat, Rabiei, and Yunus, Farizah
- Subjects
COVID-19 pandemic ,CLASSROOM environment ,TECHNOLOGICAL innovations ,ARTIFICIAL intelligence ,INDUSTRIAL revolution ,AUGMENTED reality - Abstract
Industrial Revolution 4.0 (IR4.0) is the buzzword of the day, affecting all aspects of human life. Academics are accountable for preparing potential employees who will need to be prepared for IR4.0 and beyond as society struggles to comprehend its implications. The application of technological improvements in teaching and learning can improve the teaching and learning process and pique learners' interest in the learning materials. 3D printing, augmented reality, virtual reality, cloud computing, hologram, biometrics, multi-touch LCD screen, internet of things, artificial intelligence, big data, and QR-code for educational purposes are among the technological breakthroughs in IR4.0 discussed in this paper. This article discusses how IR4.0 can enhance the learning environment during the Covid-19 pandemic. This article also reviews the previous literature reviews about IR4.0 technology in the learning environment. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
47. Impact of augmented reality application in enhancing the operational performance of select industry verticals.
- Author
-
Sanivarapu, Srilekha Reddy and Bharathi, Vijayakumar
- Subjects
AUGMENTED reality ,DATA envelopment analysis ,QUALITY of service ,DISRUPTIVE innovations - Abstract
Disruptive innovation theory demonstrates a powerful way of thinking about innovation-driven growth. The paper's contribution is to study the impact of augmented reality application in enhancing the operational performance of selected sectors. In this study, retailing, construction, and health-care sectors have been selected to analyze the operational performance. Industry architecture plays an enormous role in determining an organization's structure,processes, and business strategy. The study used Data Envelopment Analysis (DEA) technique to analyze the critical factors that can be impacted through augmented reality application. The study carefully selected various decision-making units to supplement the DEA model to differentiate the efficiency of critical factors in there tail, construction, and healthcare sectors. The study applies the CCR model to obtain the output-oriented analysis to increase scalar efficiency impact estimation. The study identified output factors such as service quality, critical analysis, convenience, accessibility, resource estimation, sales volume, and interaction that impacted organizations' operational performance in the healthcare, construction, and retail sectors by augmented reality application. The study concludes with suggestions and future directions on enhancing the output in the future, more specifically based on the application of augmented reality using data envelopment analysis. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
48. Applications, challenges and future trends of artificial intelligence for augmented reality applications - A review.
- Author
-
Joy, Salna, Chithra, R. Baby, and Krishna, B. V. Santhosh
- Subjects
AUGMENTED reality ,ARTIFICIAL intelligence ,SMART structures ,TRACKING algorithms ,SMART cities ,MARKETING - Abstract
Augmented Reality (AR) is a thriving phase of 21
st century. AR plays a major role in almost in every latest advancement in this world. It has its fair equal part to both the sides of a coin. The interactive experience of AR solves many of our day-to-day problems. This paper reviews the applications, challenges and future trends of Artificial Intelligence (AI) techniques and methods involved in the AR applications. AR plays a major role in the health care sector by serving useful purposes such as a smart care structure, diagnosis etc., AR also has tremendous applications in the field of Medical, Education, smart city, entertainment and gaming, architecture navigation and marketing. Traditional tracking algorithms still struggle to capture the effects and fluctuations of occlusion. AR makes the unimaginable possible when driven by Artificial Intelligence. [ABSTRACT FROM AUTHOR]- Published
- 2023
- Full Text
- View/download PDF
49. Positive impact towards augmented reality in education sector: A review.
- Author
-
Ayub, A. A., Sirat, N. B., Jaafar, M. B., Othman, M. B., Akir, R. B. M, and Ilyas, M. A.
- Subjects
AUGMENTED reality ,ITEM response theory ,TEXTBOOKS ,HIGH school students ,CRITICAL thinking ,FREEWARE (Computer software) - Abstract
Throughout the years, Augmented Reality (AR) evolves from a private closed system into a worldwide open-source system that has been implemented in vast sectors, including the education field. The education sector poses an enormous challenge to accommodate every student and helps them to have a conducive and effective learning environment. However, as learning capabilities differ for every student, some researchers have found several issues in the education curriculum and have suggested a way to overcome the problems. For example, it is best to use Attention, Relevance, Confidence, and Satisfaction (ARCS) or a learning material book in primary school. But for high school students or undergraduates, Analyse, Design, Develop, Implement and Evaluate (ADDIE), Item Response Theory (IRT)-Based Physics Critical Thinking Skills or memorization practices can be applied. To increase the effectiveness of these solutions, an AR system which has become one of the most influential technologies to motivate and create an engaging learning experience for a student is being used nowadays. Previous research has shown that the aid from AR, especially in the education field, can bring out tremendous benefits. This review brings comprehensive literature on AR applications in the education sector developed by researchers considering the purpose of the research and the results. The study shows that AR technologies have great potential and significantly impact various students' levels and ages. For instance, AR helps students that have problems in reading, writing, and counting. The findings from the analysis show that AR technology boosts their motivation and keeps improving them. Designing an AR application nowadays is advantageous because there is an abundance of free access software that beginners can develop like Aurasma Studio, Unity 3D, Web-based AR, etc. Nevertheless, although using AR technology is excellent, some limitations need to be considered, such as device usage time or the balanced usage of an AR learning material. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
50. Evaluation design for 3D geometry learning using augmented reality.
- Author
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Sudirman, Kusumah, Yaya S., and Martadiputra, Bambang Avip Priatna
- Subjects
AUGMENTED reality ,LIFE cycles (Biology) ,GEOMETRY ,EDUCATIONAL outcomes ,PROBLEM solving - Abstract
In schools, augmented reality (AR) technology has been widely adopted to teach 3D geometry. However, there are still few who use AR technology in the process of evaluating 3D geometry materials. Therefore, this study provides an overview of the form of evaluation in AR-assisted 3D geometry learning. To illustrate this, a qualitative descriptive design was used in this study. The design process uses the Multimedia Development Life Cycle (MDLC) method. There are six stages carried out namely concept, design, collecting material, assembly, testing, and distribution. Furthermore, the results of the design are analyzed and described in a narrative manner. Furthermore, the findings reveal that AR has the potential to be used to evaluate the understanding of 3D geometry concepts and assist students in solving 3D geometry problems. This is because the characteristics of AR integration make evaluation designs more attractive, interactive and minimize obstacles in visualizing 3D geometric objects. It will also have an impact on better student learning outcomes when solving problems related to 3D geometry. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
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