5,289 results on '"AUGMENTED reality"'
Search Results
2. Augmented Reality Dalam Mendeteksi Produk Rotan Menggunakan Metode Multimedia Development Life Cycle (MDLC)
- Author
-
Husein Subandi, Odi Nurdiawan, and Arif Rinaldi Dikananda
- Subjects
Multimedia ,business.industry ,Virtual world ,Computer science ,Tracking system ,computer.software_genre ,Product (business) ,Multimedia development life cycle ,Electronic catalog ,Augmented reality ,Android (operating system) ,business ,computer ,Statistical hypothesis testing - Abstract
The furniture business has developed quite well every year, but the promotions used by the company still use the usual methods, such as using brochures that only display 2D information and images. With so much competition, consumers want something unique and different so they can find out more detailed and real product information offered. Augmented reality is the right technology to meet these consumer needs. Augmented reality is a technology that combines the virtual world with the real world directly. Therefore, an application was designed that functions as a company profile as well as displays 3D rattan chair products using Augmented reality technology on android devices. The method used in this research is the Multimedia Development Life Cycle (MDLC) which includes Concept, Design, Material Collecting, Assembly, Testing, and Distribution. This Augmented reality application requires streaming video taken from a smartphone camera as an input source, then this application will track and detect markers using a tracking system, after the marker is detected, the 3D chair model in the catalog will appear above the marker as if it were a chair model. it's real. the results of the hypothesis test with a significant level of 0.139, which is greater than 0.05, then what is accepted is H1. It can be stated that an augmented reality-based electronic catalog application can increase buying interest in potential consumers of Raffi cushion rotan
- Published
- 2022
3. Mobile Augmented Reality Application In Medical Education In The 2010s
- Author
-
Rahmita Wirza O. K. Rahmat, Siti Khadijah Ali, and Shook Chin Yap
- Subjects
Multimedia ,Computer science ,education ,Augmented reality ,General Medicine ,computer.software_genre ,computer - Abstract
In the recent years, medical education is facing various difficulties. Students are struggling to visualize the internal organs and bones, it is insufficient cadaver for dissection demonstration, there are lack of equipment for training, and not enough opportunity for hands-on training. Technologies have been utilized to supplement teaching in medical education to overcome the mentioned difficulties. Augmented Reality in particular mobile Augmented Reality has shown a rise in the application of medical education in this decade. This paper aims to do a narrative review to study the overall progress and development of mobile Augmented Reality application in medical education from year 2010 to 2020. From the review done, we found that the application of mobile Augmented Reality in medical education is feasible, it is well accepted by medical students. We also identified current research gaps and potential future development of mobile Augmented Reality in medical education. It was found that there is lack of research done to study long term effect on the users. Interaction between virtual object and real-world object was lacking in some applications. More refinement and update are needed on flow, media and design of Augmented Reality application. There is also essential to study the influence of marker size or surface material.
- Published
- 2021
4. Smart Technology and Orthopaedic Surgery: Current Concepts Regarding the Impact of Smartphones and Wearable Technology on Our Patients and Practice
- Author
-
Qurratul-Ain Dar, Bassel G Diebo, Carl B. Paulino, Richard M. Gold, Qais Naziri, and Neil V. Shah
- Subjects
Rehabilitation ,Multimedia ,business.industry ,medicine.medical_treatment ,Interface (computing) ,Hot Topics ,computer.software_genre ,Quality of life (healthcare) ,medicine ,Orthopedics and Sports Medicine ,Augmented reality ,Relevance (information retrieval) ,Board certification ,business ,computer ,Wearable technology ,Haptic technology - Abstract
PURPOSE OF REVIEW: While limited to case reports or small case series, emerging evidence advocates the inclusion of smartphone-interfacing mobile platforms and wearable technologies, consisting of internet-powered mobile and wearable devices that interface with smartphones, in the orthopaedic surgery practice. The purpose of this review is to investigate the relevance and impact of this technology in orthopaedic surgery. RECENT FINDINGS: Smartphone-interfacing mobile platforms and wearable technologies are capable of improving the patients’ quality of life as well as the extent of their therapeutic engagement, while promoting the orthopaedic surgeons’ abilities and level of care. Offered advantages include improvements in diagnosis and examination, preoperative templating and planning, and intraoperative assistance, as well as postoperative monitoring and rehabilitation. Supplemental surgical exposure, through haptic feedback and realism of audio and video, may add another perspective to these innovations by simulating the operative environment and potentially adding a virtual tactile feature to the operator’s visual experience. SUMMARY: Although encouraging in the field of orthopaedic surgery, surgeons should be cautious when using smartphone-interfacing mobile platforms and wearable technologies, given the lack of a current academic governing board certification and clinical practice validation processes.
- Published
- 2021
5. Immersive Services over 5G and Beyond Mobile Systems
- Author
-
Zinelaabidine Nadir, Tarik Taleb, Hannu Flinck, Ouns Bouachir, Miloud Bagaa, Mobile Network Softwarization and Service Customization, Department of Communications and Networking, Nokia Bell Labs, Zayed University, Aalto-yliopisto, and Aalto University
- Subjects
Service (business) ,Multimedia ,Computer Networks and Communications ,Computer science ,Overhead (engineering) ,Social networking (online) ,Holography ,Latency (audio) ,Throughput ,Virtual reality ,computer.software_genre ,law.invention ,Resists ,Smart phones ,Hardware and Architecture ,law ,Remote surgery ,5G mobile communication ,Three-dimensional displays ,Surgery ,Augmented reality ,computer ,Software ,Remote control ,Information Systems - Abstract
5G and beyond mobile systems target a plethora of emerging industrial and entertainment verticals that incur extra overhead to the network. These verticals are characterized by vigorous, continuous, and conflicting requirements that make the desired system's mission strenuous and more challenging. These verticals, such as autonomous driving, will accommodate immersive services, including virtual reality/augmented reality (VR/AR) and Holography services. Immersive services, in particular, have strict requirements for latency, throughput, and positioning. This article discusses VR-based remote services' potential, which occupies an important place among immersive services such as remote surgery, remote space control, and remote driving of Unmanned Aerial Vehicles (UAVs) or cars. Such services require an ultra-low Glass-to-Glass latency to avoid any failure and accidents when remotely controlling devices. We evaluate an immersive remote control service from the end-to-end communication perspectives using different camera devices that stream real-time 360° videos to a VR Head Mounted Device (HMD). The obtained results demonstrate the challenges of such service and the need for more advanced and optimized techniques, devices, and protocols to achieve less than 20 ms of Glass-to-Glass latency.
- Published
- 2021
6. 3D Modeling and Advanced Visualization of the Pediatric Brain, Neck, and Spine
- Author
-
Sanjay P. Prabhu
- Subjects
Augmented Reality ,Multimedia ,Workstation ,Process (engineering) ,business.industry ,Brain ,Cloud computing ,Virtual reality ,3D modeling ,computer.software_genre ,Magnetic Resonance Imaging ,Spine ,Visualization ,law.invention ,Imaging, Three-Dimensional ,law ,Humans ,Medicine ,Radiology, Nuclear Medicine and imaging ,Augmented reality ,Use case ,Child ,business ,computer - Abstract
The ready availability of advanced visualization tools on picture archiving and communication systems workstations or even standard laptops through server-based or cloud-based solutions has enabled greater adoption of these techniques. We describe how radiologists can tailor imaging techniques for optimal 3D reconstructions provide a brief overview of the standard and newer "on-screen" techniques. We describe the process of creating 3D printed models for surgical simulation and education, with examples from the authors' institution and the existing literature. Finally, the review highlights current uses and potential future use cases for virtual reality and augmented reality applications in a pediatric neuroimaging setting.
- Published
- 2021
7. Possibilities of Virtual Reality Technologies for the Development of Gaming Applications
- Author
-
L. V. Kurzaeva, E. V. Romanova, T. B. Novikova, and L. Z. Davletkireeva
- Subjects
vr ,Multimedia ,imu sensor ,LC8-6691 ,Computer science ,Process (engineering) ,business.industry ,competence ,task ,Wearable computer ,Virtual reality ,computer.software_genre ,Special aspects of education ,augmented reality ,Task (project management) ,Immersion (virtual reality) ,virtual reality ,The Internet ,Augmented reality ,business ,computer ,Competence (human resources) ,suit with body sensors ,ar - Abstract
The rapid development of virtual and augmented reality technologies is currently taking place in almost all spheres of activity. Elements of virtual and augmented reality are used in such areas as education, medicine, transport, gaming, tourism and others. The active spread of these technologies causes the emergence of special competencies in the IT labor market and, as a result, the formation of new professions.Many Russian universities are training students in IT training areas. Specialization in the development of computer games and virtual reality applications has begun recently. The provision of practical classes is accompanied by specific tasks, which gives students the opportunity to improve the use of software and technical devices.The relevance of the research is determined by the current demand for the use of the latest technologies by IT developers in the field of creating computer games. Today, technologies that provide a player’s immersion in virtual reality are becoming more and more popular. One of these technologies is a suit with wearable sensors that track a person’s position in space in real time. However, there are quite a few real described projects in the literature and on the Internet. This study examines the process of developing a task for creating a game application using virtual reality technology: a suit with wearable sensors for teaching students.Materials and methods of research. Timely identification of the needs of the IT market in personnel training allows educational organizations to form new training programs of different levels of training. This approach makes it possible to target the educational and methodological materials being developed to use the latest achievements in the development of the field under study.Using a systematic approach, the study characterizes virtual reality suits and sensors for monitoring the position in the user’s space. Thus, the goal of the task was to ensure the immersiveness and convenience of interaction between the player and the game environment.Based on materials on software, position sensors in space, the approach of pedagogical design was applied and the procedure was formed for a practical task, reflecting the relevant competencies.Results. The study was conducted on the basis in the framework of laboratory and practical work of students, as well as at a real enterprise. Training in the new profile of the direction of training “Applied informatics” is fully equipped with all the latest technologies in this field. As a result of the work, the content of the practical task was developed.Real development of virtual and augmented reality applications is conducted jointly with students. Almost all projects used a suit with body sensors.Conclusion. Our study examines in detail the process of developing an application using a suit with wearable sensors for further training of students. Based on the results, work can be carried out on real projects for any field. Based on the research materials, it is planned to issue a textbook for students with the profile of developing computer games and virtual / augmented reality applications.
- Published
- 2021
8. Augmented Reality in Online Teacher Traning for Digital Competence
- Author
-
Evgenia Goranova and Valentina Voinohovska
- Subjects
Multimedia ,Augmented reality ,Psychology ,computer.software_genre ,computer ,Digital competence - Abstract
The article presents an approach applied in the online training of pre-service teachers to acquire digital competence. The content of the concept of ‘digital competence’ in its sustainable and variable component is clarified. The understanding of ‘augmented reality’ to e-learning objects is presented. Two forms of ‘augmented reality’ have been proposed to visualize video information to a clarified concept. The first one is presented via a QR code for quick access and applicable for mobile learning. The other is provided by icons and is applicable to e-learning with a computer. It is believed that ‘augmented reality’ can differentiate students’ online learning according to the field-dependent and field-independent cognitive style and their preferences on the use of different digital learning devices.
- Published
- 2021
9. Evaluation of User Experience in Translator Applications (Banjar-Indonesian and Indonesian-Banjar) Based on Mobile Augmented Reality Technology using the UX Honeycomb Method
- Author
-
Herman Tolle and Aulia Akhrian Syahidi
- Subjects
Multimedia ,business.industry ,Computer science ,Honeycomb (geometry) ,Optical character recognition ,Predicate (mathematical logic) ,computer.software_genre ,language.human_language ,Indonesian ,User experience design ,Word recognition ,language ,Augmented reality ,business ,computer - Abstract
The translator application from Banjar Language to Indonesian is called BandoAR and vice versa from Indonesian to Banjar Language which is called NdoBAR. Both applications utilize Mobile Augmented Reality technology with the Optical Character Recognition (OCR) Method for word recognition in the detected image. This application is recommended and used to help tourists visiting the city of Banjarmasin to be able to understand the language used by local people as a means of communication and for the general public who want to know the peculiarities of the Banjar language itself. The purpose of this study was to evaluate the user experience of the BandoAR and NdoBAR applications. The method used is UX Honeycomb, which has seven aspects to assess the user experience of an application. A total of 50 respondents were presented to assess the two applications. The results showed that the BandoAR application had an average UX Honeycomb value of 4.91 with a Very Strongly Agree predicate and for the NdoBAR application, an average value of UX Honeycomb was 4.89 with a Very Strongly Agree predicate. Both applications have fulfilled aspects of the user experience. However, we need some fixes for the shortcomings of both apps, to continue to improve interactions, better user experience, and other smart capabilities.
- Published
- 2021
10. Cloud information experience platform based on augmented reality in the background of Social Internet of Things
- Author
-
Biao Dai
- Subjects
Multimedia ,business.industry ,Computer science ,Strategy and Management ,Interface (computing) ,Cloud computing ,computer.software_genre ,Pipeline (software) ,Management information systems ,User experience design ,Information system ,Augmented reality ,The Internet ,Safety, Risk, Reliability and Quality ,business ,computer - Abstract
With the rapid development and extensive promotion of computer and Internet technology, users are more and more dependent on the network. The traditional information management system has been unable to meet the actual needs of a large number of concurrent access and fast storage. Therefore, it is very important to establish a unified cloud application platform for centralized management and unified identity of users in different systems. Through the combination of user experience testing technology, Internet of Things technology and cloud computing technology, the automatic user experience test of network application is realized, and the test report is generated. Managers can view the report through the report display interface provided by the user experience test cloud platform. Before the information system goes online, it will greatly improve the user experience quality of the information system by using the user experience test cloud platform. The designed pipeline integrates the augmented system and the Social Internet of Thing system to provide the efficient framework. Through the testing, the performance of the model is validated, the accuracy has reached the state-of-the-art level.
- Published
- 2021
11. 3D OBJECTS CREATION APPROACH FOR AR PROJECTS
- Subjects
Multimedia ,Computer science ,Process (engineering) ,media_common.quotation_subject ,Entertainment industry ,computer.software_genre ,Visualization ,Virtual machine ,General Earth and Planetary Sciences ,Table (database) ,Augmented reality ,Quality (business) ,Product (category theory) ,computer ,General Environmental Science ,media_common - Abstract
In this paper are discussed the application of 3D technologies, which are reflected in various areas of life, such as education, science, engineering and entertainment industry. The use of 3D technology in the educational process can significantly increase its efficiency by bringing the virtual computer environment closer to the real three-dimensional world. But for now the use of augmented reality in teaching is only gaining momentum. Many applications are still quite primitive, but developers are actively working on their refinement, increasing the amount of educational content, improving quality. The task of fast and high-quality algorithm for creating 3D content for further import in AR training projects has been urgent. The aim of this work is to increase the level of use of 3D technologies in the educational process for an effective and external interactive way of providing information. In the course of the work the methods of creating 3D content for different areas of application such as game industry, 3D visualization, 3D printing, AR projects, holographic fans, preliminary assessment of technical properties of the product and etc were considered. Data analysis has been shown that for each area of application 3d content has its own requirements and features. This information was identified and presented in the form of a comparative table. Based on the analysis of modern methods of developing 3D content for various applications, a general method of creating 3D objects for further import into AR projects was proposed. Based on the proposed approach, a 3D model of the character for the children audio-encyclopedic stories educational application was designed. The obtained models were also integrated in the augmented reality environment. The use of this approach has increased the download speed of the model in an augmented reality application.
- Published
- 2021
12. AUGMENTED DAN VIRTUAL REALITY SEBAGAI MEDIA PROMOSI INTERAKTIF MUSEUM PERUMUSAN NASKAH PROKLAMASI
- Author
-
Sofiani Sofiani and Christopher Lourdes Palagiang
- Subjects
Exhibition ,Engineering ,Multimedia ,business.industry ,Online exhibition ,Augmented reality ,Virtual reality ,computer.software_genre ,business ,computer ,Tourism ,Proclamation - Abstract
Augmented and Virtual Reality technology is a technology that continuesto develop every year, especially in the world of tourism and can be usedas an interactive promotional media. This study aims to see the use ofAugmented and Virtual Reality technology as an Interactive PromotionalMedia with qualitative methods. The results showed that there is theutilization of Augmented Reality technology with the name of DigitalMuseum with the help of Siji application and also the use of VirtualReality technology with the name of Online or Virtual Exhibition on thewebsite of the Museum of Proclamation Manuscript Formulation as aninteractive promotional media. The conclusion obtained from thisresearch shows that Siji application can be a means of interactivepromotional media and give a real impression while the OnlineExhibition can provide information and knowledge about the Museum ofProclamation Manuscript Formulation. It is recommended to continue toutilize the technology that develops every year.
- Published
- 2021
13. Jawi using multi-maker augmented reality
- Author
-
Aslina Baharum, Dinna N. Mohd Nizam, Iznora Aini Zolkifly, Asni Tahir, Zaidatol Haslinda Abdullah Sani, and Siti Hasnah Tanalol
- Subjects
Control and Optimization ,Multimedia ,Computer Networks and Communications ,Computer science ,computer.software_genre ,Test (assessment) ,Hardware and Architecture ,Control and Systems Engineering ,Computer Science (miscellaneous) ,Augmented reality, Electroencephalography, Gamification, Jawi, Multi-marker ,Augmented reality ,Electrical and Electronic Engineering ,ADDIE Model ,Instrumentation ,computer ,Information Systems - Abstract
This paper discussed the development of multi-maker augmented reality for learning Jawi in order to complement the formal study in school. We conducted an experiment with N=10 participants from Pusat Minda Lestari, UMS age 5 and 6 years old, to study the effectiveness of learning Jawi using the developed mobile augmented reality application. We prepared a test environment comprising an electroencephalography (EEG) system and mobile augmented reality (AR) application for analysis and testing. Results found that the learn ability of the students was improved after they used the mobile application to learn basic Jawi. The methodology used was ADDIE model, which included the analysis, design, development, implementation, and evaluate phases. This project is an innovation in learning Jawi and hopefully can increase the children’s interest in learning Jawi.
- Published
- 2021
14. E-Magazine Based on Augmented Reality Digestive as Digital Learning Media for Learning Interest
- Author
-
Zulfarina Zulfarina, Deka Gusnia Putri, and Wan Syafii
- Subjects
Multimedia ,interest ,Computer science ,Augmented reality ,e-magazine ,Education (General) ,Digital learning ,L7-991 ,computer.software_genre ,computer ,augmented reality - Abstract
Currently, the obstacles faced in learning process are found to be low student interest in learning. The main factor contributing to low student interest in learning is influenced by the lack of variety of learning media used by teachers in schools. The use of augmented reality (AR) in education is classified as an important research topic, although it is still being studied in its early stages. The purpose of this research was to develop learning media using e-magazine based on an AR to increase students' interest in learning. The developed e-magazine was carried out using model of ADDIE (analysis, design, development, implementation and evaluation). Parameters in this study was focused on the quality of e-magazine and students’ interest in learning. Testing students' interest in learning was conducted by using a questionnaire and given directly to students. The experiments were carried out in the control class consisting of 36 students and the experimental class consisting of 36 students. Results of the study found that the development of AR-based e-magazines were obtained in relatively good category. This value was supported by the validation value found in the very valid category. Analysis on the didactic, constructive and technical aspects were obtained a score of 3,82, 3,85 and 3.78, respectively, with a very valid category. The results also showed that the use of AR-based e-magazines could be increased students' interest in learning and students' interest in learning was obtained at a value of 0.342 in the high category. Thus, the use of AR-based e-magazines as digital learning media can be used in the learning process.
- Published
- 2021
15. Aplikasi Augmented Reality Perlengkapan Militer Menggunakan Algoritma FAST Corner Dan Lucas Kanade
- Author
-
Nanda Maulana Hidayat
- Subjects
Exhibition ,Multimedia ,Lucas–Kanade method ,business.industry ,Computer science ,Information technology ,Augmented reality ,Android (operating system) ,computer.software_genre ,business ,computer - Abstract
Pengetahuan mengenai perlengkapan kemiliteran tidak hanya diperoleh melalui pameran saja, dengan adanya perkembangan teknologi informasi bisa diperoleh melalui aplikasi. Penggunaan aplikasi augmented reality dapat dijadikan contoh dalam pengetahuan perlengkapan militer secara tiga dimensi. Perancangan ini bertujuan memberikan pengetahuan kepada masyarakat umum dengan menggunakan teknologi Augmented Reality. Perancangan ini menggunakan metode ADDIE dan algoritma FAST Corner dan Lucas Kanade. Perancangan ini menghasilkan sebuah aplikasi yang berisi pengenalan perlengkapan militer yang terdiri dari baret, topi boonie, topi patroli, helm, kacamata, tas besar, P3K (Pertolongan Pertama Pada kecelakaan), pisau, senjata jauh dan senjata menengah. Informasi singkat mengenai masing-masing perlengkapan militer yang dirancang secara menarik agar masyarakat umum mudah memahami dalam menggunakan aplikasi yang dapat dijalankan pada platform Android.
- Published
- 2021
16. Developing Education Media of Health Protocol utilizing Live Coloring using Augmented Reality Technology
- Author
-
Akbar Permana Putra and Priyanto Priyanto
- Subjects
Protocol (science) ,Data collection ,Descriptive statistics ,Multimedia ,business.industry ,Computer science ,media_common.quotation_subject ,General Medicine ,computer.software_genre ,Domain (software engineering) ,Reading (process) ,New product development ,Augmented reality ,Product (category theory) ,business ,computer ,media_common - Abstract
The objective of the present study is to produce a learning media product of health protocol implementation to children entitled "Awas Ada Virus Corona". This media utilized RD method and took several steps, namely preliminary research and data collection, research planning, product development, expert validation, product revision and final product. Feasibility testing is carried out by media experts by examining the multimedia construction domain consist of 3 aspects, namely guidance and information, program performance as well as systematic, aesthetic, and design aspects. Furthermore, a filled questionnaire by media experts was used to collect the data needed. Meanwhile, the descriptive statistic was used to analyzed the data gathered. The result of the present study is an application that can be used by children entitled " Awas Ada Virus Corona " as an educational media in implementing 3M of health protocol, namely wearing masks, washing hands, and maintaining a safe distance. The addition of Augmented reality technology with a live coloring feature is added in this application in reading markers to increase children's attractiveness. This augmented reality technology is applied in order to avoid the children only focus on gadgets, so children feel happy in using the familiar media and still interacting with the environment.
- Published
- 2021
17. Development learning media of circle using android-based augmented reality for the deaf students
- Author
-
Joko Lianto Buliali and Andriyani Andriyani
- Subjects
Multimedia ,Computer science ,Augmented reality ,Android (operating system) ,computer.software_genre ,computer - Abstract
Penelitian ini bertujuan untuk menghasilkan media pembelajaran lingkaran dengan augmented reality berbasis Android yang valid dan praktis bagi siswa tunarungu. Media pembelajaran tersebut akan dinilai kelayakannya dari segi kevalidan dan kepraktisan. Penelitian ini termasuk penelitian pengembangan (R&D) dengan menggunakan model ADDIE yang terdiri atas empat tahap yaitu analisis, pendesainan, pengembangan, implementasi dan tahap evaluasi. Subjek dalam penelitian ini adalah 17 siswa tunarungu kelas VII, VIII dan IX di SLBN 2 Bantul. Instrumen penelitian ini terdiri dari instrumen angket penilaian kevalidan dari segi materi dan media, serta lembar angket respon siswa. Analisis data skor validasi ahli dan skor respon siswa yang berbentuk skor skala lima (kategori kuantitatif), dikonversi ke dalam kategori kualitatif. Hasil penelitian berupa media lingkaran dengan augmented reality berbasis Android yang valid dan praktis. Ditinjau dari hasil penilaian ahli materi dan ahli media, kevalidan media termasuk kategori sangat baik. Sedangkan dari penilaian respon siswa, kepraktisan media termasuk kategori sangat baik. Siswa tunarungu terlihat antusias menggunakan media pembelajaran yang mengakomodir keterbatasan indra pendengarannya, melalui penyajian teks sebagai pengganti audio dalam mengilustrasikan konten visual konsep lingkaran. Meskipun sudah memenuhi kriteria kevalidan dan kepraktisan, namun media yang dikembangkan masih memiliki keterbatasan yang memerlukan adanya penelitian lebih lanjut menurut penilaian guru.
- Published
- 2021
18. Augmented reality for learning in special education: a systematic literature review
- Author
-
Funda Ergulec, Busra Yilmaz Yenioglu, and Samed Yenioglu
- Subjects
Systematic review ,Multimedia ,Computer science ,Special needs ,Augmented reality ,Use of technology ,Special education ,computer.software_genre ,computer ,Computer Science Applications ,Education - Abstract
The use of technology in special education has been rapidly increased in recent years. Augmented reality (AR) is one of these technologies that combines real world and virtual objects together. AR ...
- Published
- 2021
19. Interactive Media Information Security Immersive Experience System Based on Virtual Reality Technology
- Author
-
Ziyou Zhuang
- Subjects
Multimedia ,business.industry ,Computer science ,Big data ,Information technology ,Cloud computing ,Information security ,Virtual reality ,computer.software_genre ,Computer Science Applications ,Theoretical Computer Science ,Augmented reality ,Electrical and Electronic Engineering ,business ,computer ,Interactive media ,5G - Abstract
With the rapid development of information technology, mobile in recent years, with the rapid development of information technology, mobile 5G, virtual reality, augmented reality, big data, cloud co...
- Published
- 2021
20. PENERAPAN AUGMENTED REALITY BERBASIS ANDROID SEBAGAI MEDIA PENAMPIL INFORMASI TAMBAHAN PADA BROSUR PENERIMAAN MAHASISWA BARU UNIVERSITAS PANCA MARGA
- Author
-
Januar Bagus Prasetyo, Nuzul Hikmah, and Muhammad Fathuddin Noor
- Subjects
Multimedia ,business.industry ,Computer science ,media_common.quotation_subject ,ComputerApplications_COMPUTERSINOTHERSYSTEMS ,Image detection ,computer.software_genre ,Interactive technology ,Software ,Promotion (rank) ,Augmented reality ,Literature study ,Android (operating system) ,business ,computer ,media_common - Abstract
Augmented Reality is a type of interactive technology that combines real objects and virtual objects at the same time and is displayed on the screen. Augmented Reality has been applied as a way of working based on image detection and it is commonly called a marker. By using the smartphone's camera and then detects the marker that has been printed. Augmented Reality is widely used in various purposes, the example is for advertising or promotion. In advertising, Augmented Reality can be used as a promotion or information that can make it more interesting. This research aims to apply AR technology to the campus promotion media on the University of Panca Marga's new student admission brochure. The stages taken in this research are literature study as well as observation, design, and implementation stages. The application of Augmented Reality was built using Unity 3D software, Android SDK, Vuforia SDK, and Sweet Home 3D. The results of the application of Augmented Reality technology can display 3D virtual objects, 2D, and video using the new student admission brochure used as a marker. The marker that is detected by the camera on the Android smartphone can display 3D UPM buildings, location plans, UPM profile videos, and faculty digital brochures. So users can see how the campus buildings are in real-time as well as some other information that has been provided. Based on the tests, all features can run well.
- Published
- 2021
21. Use of an augmented reality application for paediatric code cart training
- Author
-
Nadia Shaikh, Teresa Riech, Kyle T. Formella, Trina Croland, Zachary R. Abbott, Elsa Vazquez-Melendez, David Wolfe, Sara Krzyzaniak, Keith Hanson, Ginger Barton, Abigail R. Wooldridge, Matthew Mischler, Rebecca Ebert-Allen, and Harleena Kendhari
- Subjects
Cart ,Multimedia ,Computer science ,Code (cryptography) ,Training (meteorology) ,Augmented reality ,General Medicine ,computer.software_genre ,computer - Published
- 2021
22. Application of Virtual Reality (VR) Technologies in Management and Education
- Author
-
A. I. Sosnilo
- Subjects
Service (systems architecture) ,Multimedia ,Process (engineering) ,Computer science ,ar/vr ,Virtual reality ,computer.software_genre ,immersive technologies ,immersive education ,aug-mented reality ,Immersive technology ,JF20-2112 ,General Earth and Planetary Sciences ,virtual reality ,Augmented reality ,Political institutions and public administration (General) ,computer ,management ,General Environmental Science - Abstract
The article analyzes immersive education, augmented and virtual reality technologies and their forms of application in modern economic conditions both abroad and in Russia. Advantages and disadvantages of application of these technologies and constraints of their development are outlined. Reasons and factors influencing the application of these technologies in manage-ment and education are justified. We studied the change in interest in the concept of “virtual reality” according to the search queries of the Google trends service. The practice of AR/VR tools application in management and educational process was summarized. Statistics on the prospects for the development of the global market for virtual and augmented reality tech-nologies were analyzed. The domestic practice of development of AR/VR projects and platforms is summarized. Proposals for the development of immersive technologies in education and business are formulated.
- Published
- 2021
23. Development of android based augmented reality video for tennis courts learning
- Author
-
Galang Sulaksono
- Subjects
Multimedia ,Computer science ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,ComputingMilieux_PERSONALCOMPUTING ,tennis ,Development ,computer.software_genre ,augmented reality ,GV557-1198.995 ,Augmented reality ,Android (operating system) ,android ,computer ,Sports - Abstract
This research aims to develop an android-based augmented reality application called AR Tennis. The resulted product is used as a medium for learning tennis courts courses. The AR Tennis application helps students understand the illustrations contained in courts tennis textbooks. The picture in the book which is originally only a silent illustration, with the help of the AR Tennis application, the image will move. The method used is MDLC (Multimedia Development Life Cycle). Testing the application using the blackbox method and the results are all components of the application function properly. From the results of the assessment of learning media experts obtained a value of 97.6 with a very good category. From the expert on tennis material, the score is 89.2 with a good category. And trials for students who take part in tennis court scored 92.14 in the appropriate category for use. Augmented reality technology is still not popular in the field of education. But going forward this technology will be very helpful in any study in the education.
- Published
- 2021
24. ON THE ACTIVATION OF STUDENTS THROUGH AUGMENTED REALITY EXPERIENCES
- Author
-
Carsten Stechert and Mohamed Habib Yengui
- Subjects
Multimedia ,Computer science ,business.industry ,Virtual reality ,computer.software_genre ,Mixed reality ,Peer instruction ,Design education ,Active learning ,New product development ,Augmented reality ,business ,computer ,Mobile device - Abstract
Over the last ten years, several stakeholders from the higher education sector have been involved in the area of student activation. This is due to the fact that, among other things, lecturers can get better feedback from the learners through active learning and thus can make the lecture more goal-oriented. Due to technological progress and currently available learning platforms, interactive methods are often used, which can be carried out with the help of online tools. Among the most commonly used methods are Peer Instruction (PI) and Just in Time Teaching (JiTT).All kinds of Mixed Reality are increasingly used in industrial and social context, such as product development processes. Through Augmented Reality (AR) technology and the constant availability of powerful mobile devices, 3D-based content can be virtually linked to the real environment. This enables teaching complex content efficiently, which is otherwise difficult to achieve using conventional methods.This paper shows an example on the creation of an AR-Experience to activate students even in a situation, that prevents attandence learning. The procedure is explained along the design and calculation of a non-switchable clutches within the lecture "machine elements".
- Published
- 2021
25. Implementation of Augmented Reality Learning Media Technology at the Primary and Secondary Education Levels in Cimahi City, West Java
- Author
-
Nur Alamsyah and Dina Fauziyah
- Subjects
Secondary education ,Multimedia ,Computer science ,medicine ,Augmented reality ,Boredom ,School level ,West java ,Space (commercial competition) ,medicine.symptom ,computer.software_genre ,computer ,Field (computer science) - Abstract
Currently the development of technology is progressing very rapidly and its development cannot be stopped. With so many advanced technologies that have emerged, various kinds of human work can be done in more innovative ways. One example is in the field of education. Currently, there are various kinds of technology-based learning media, one of which is learning media using Augmented Reality technology or often shortened to AR. Application Development as Learning Media to Build Space for Elementary/Junior High School Level Using Marker Augmented Reality Method is one form of utilizing AR technology in the field of education, especially as a learning medium. With the creation of this Augmented Reality-based learning media for building space, It is hoped that students can understand learning materials easily, and students' interest in learning can increase because the objects in the space are designed to be attractive, colorful, and interactive to avoid boredom. Based on this, this research is one of the new breakthroughs in the world of education that utilizes technological advances and helps teachers provide more interesting learning media. Meanwhile, the results of this study are in the form of an AR application and a mathematical book (module). this research is one of the new breakthroughs in the world of education that utilizes technological advances and helps teachers provide more interesting learning media. Meanwhile, the results of this study are in the form of an AR application and a mathematical book (module). this research is one of the new breakthroughs in the world of education that utilizes technological advances and helps teachers provide more interesting learning media. Meanwhile, the results of this study are in the form of an AR application and a mathematical book (module).
- Published
- 2021
26. 25 Years of ISWC: Time Flies When You're Having Fun
- Author
-
Daniel P. Siewiorek, Thomas L. Martin, Kai Kunze, Oliver Amft, Thad Starner, and Kristof Van Laerhoven
- Subjects
International Symposium on Wearable Computers ,Ubiquitous computing ,Computational Theory and Mathematics ,Multimedia ,Computer science ,Wearable computer ,Augmented reality ,computer.software_genre ,Wireless sensor network ,computer ,Software ,Computer Science Applications ,Test (assessment) - Abstract
Much has changed in the landscape of wearables research since the first International Symposium on Wearable Computers (ISWC) was organized in 1997. The authors, many of whom were active in this community since the beginning, reflect now 25 years later on the role of the conference, emerging research methods, the devices, and ideas that have stood the test of time—such as fitness/health sensors or augmented reality devices—as well as the ones that can be expected still to come, like everyday head-worn displays.
- Published
- 2021
27. Desain augmented reality laboratory based implement optical physics sebagai media pembelajaran fisika
- Author
-
Riski Nurswandi, Diana Devarainy, Dwi Rizki Oktaviani, Irnin Agustina Dwi Astuti, and Salma Masturoh
- Subjects
Multimedia ,Coronavirus disease 2019 (COVID-19) ,Work (electrical) ,Work from home ,Obstacle ,Practicum ,Augmented reality ,Virus diseases ,computer.software_genre ,computer - Abstract
In the end of 2019, as a new period for the emergence of Corona Virus Disease 2019 (COVID-19) has made the world including Indonesia, limit movement in the social, economic, and even educational spheres. Indonesia has implemented PSBB (Large-Scale Social Restrictions) which resulted in activities such as being stopped working from being a WFH (Work From Home), and study from home. This learning media can help teachers to be more creative in delivering material so that it is not boring. Utilizing used goods as optical tools to make it easier for students to see objects or objects that are not necessarily visible to the eye. The purpose of this research is to develop learning media based on augmented reality, especially in the discussion of physics, namely optical tools that will make it easier for students during a pandemic, where physics practicum activities use used goods as a medium that will be made by students. Because, the pandemic has become an obstacle for students to carry out practical work directly in the laboratory.
- Published
- 2021
28. The Methodology of Using Augmented Reality Technology in the Training of Future Computer Science Teachers
- Author
-
Galyna Shmyger, Yaroslav Vasylenko, Inna Mykolayivna Grod, Vasyl Oleksiuk, and Nadiia Balyk
- Subjects
Multimedia ,Computer science ,Augmented reality ,computer.software_genre ,Training (civil) ,computer - Abstract
The paper describes the concept of augmented reality. Based on literature analysis, the authors claim that augmented reality technology enriches human experiences with digital data. The introduction of augmented reality applications and services provides an opportunity to increase the realism of research, while also offering an enhanced emotional and cognitive experience. Therefore, it can be an effective tool for the organization of learning in schools, colleges and universities.Augmented reality technologies can be interesting as an object of study as well. To do this, scientists need to design, develop and test appropriate methodologies.This paper explores one of the components of such techniques. The authors analysed several platforms for creating augmented reality applications. Unity, Vuforia and 3d-Studio were chosen for the purpose of analysis. Using them, the authors developed a fragment of the content of education. It contains instructionsfor creating an augmented reality application. The paper contains the author’s account of the process of training future teachers of computer science at Ternopil Volodymyr Hnatiuk National Pedagogical University (Ukraine). Based on the conducted study, the authors claim that students showed considerable interest in augmented reality technologies and the content of their training.
- Published
- 2021
29. Aplikasi Augmented Reality Penuntun Shalat Untuk Anak Usia Dini
- Author
-
Sondy Campvid Kumajas, Vivi Pegie Rantung, Ramdan Adjis, and Gladly Caren Rorimpandey
- Subjects
Parental supervision ,Multimedia development life cycle ,Multimedia ,media_common.quotation_subject ,Augmented reality ,Early childhood ,computer.software_genre ,Psychology ,computer ,Prayer ,media_common - Abstract
— Aplikasi Augmented Reality Penuntun Shalat ini dirancang untuk anak usia dini dengan pengawasan orangtua. Tujuan pengembangan aplikasi adalah memberikan pengalaman baru untuk anak usia dini dalam belajar gerakan Shalat dengan menerapkan teknologi Augmented Reality. Metode yang digunakan dalam pengembangan aplikasi ini adalah Multimedia Development Life Cycle (MDLC) yang terdiri dari enam tahapan, yaitu Concept, Design, Material Collection, Assembly, Testing, dan Distribution.Setelah proses pengembangan aplikasi, hasil dari penelitian adalah sebuah Aplikasi Augmented Reality Penuntun Shalat yang dapat anak usia dini belajar gerakan Shalat dengan menggunakan Smartphone.
- Published
- 2021
30. Evaluation of Augmented Reality Application Development for Cultural Artefact Education
- Author
-
Nazori Suhandi, Shinta Puspasari, and Jaya Nur Iman
- Subjects
Multimedia ,Computer Networks and Communications ,business.industry ,Computer science ,05 social sciences ,0211 other engineering and technologies ,050301 education ,021107 urban & regional planning ,Usability ,02 engineering and technology ,computer.software_genre ,Object (philosophy) ,Interactive Learning ,Term (time) ,Cultural heritage ,Hardware and Architecture ,Computer Science (miscellaneous) ,Augmented reality ,business ,0503 education ,computer ,Software ,Digitization ,Information Systems - Abstract
This paper presents the evaluation of Augmented Reality Application development for the educational purpose of Palembang cultural artefacts in Sultan Mahmud Badaruddin II (SMB II) Museum. The method applied in this study effectively developed an AR application to visualize the 3D object of SMB II Museum collections and created new digital 3D objects of Palembang cultural artefact which no longer exist. The digitization of the collection is an innovation that provides new culture learning experiences utilizing AR technology and also contributes to the preservation of Palembang cultural artefacts. Users can interact directly with these artefacts virtually which cannot be performed in the real environment but AR enabling it. In term of effectiveness and efficiency, some testing scenarios were performed. The results showed that the application could run its functionality as designed with time responsiveness for detecting marker was 0.599 seconds on average. App usability was also evaluated using the SUS method. The SUS survey score of 78.3 showed that the developed AR of the SMB II museum was acceptable by two variations of the millennial user. The augmented reality (AR) application is proposed as a medium to support the services of SMB II museum for education that effective improving users knowledge by 28.5% after using the App. The use of AR in the SMB II Museum leads to an enhanced interactive learning experience that promotes cultural heritage preservation in Palembang Indonesia.
- Published
- 2021
31. Augmented reality technology in the libraries of universities of medical sciences: identifying the application, advantages and challenges and presenting a model
- Author
-
Faramarz Soheili, Malihe Dalili Saleh, Soraya Ziaei, and Maryam Salami
- Subjects
Multimedia ,05 social sciences ,050301 education ,Augmented reality ,0509 other social sciences ,Library and Information Sciences ,050904 information & library sciences ,computer.software_genre ,0503 education ,computer ,Information Systems - Abstract
PurposeThis study aimed to present a model for the use of augmented reality (AR) in the libraries of universities of medical sciences. The goal was to introduce the applications, advantages, opportunities and challenges of AR.Design/methodology/approachThis study adopted a qualitative approach, had an applied goal and was based on data theory. The statistical population comprised 20 experts in the field of AR, and the data were collected based on in-depth semi-structured interviews until achieving theoretical saturation. A model was proposed after open coding and the formation of the main categories, and the use of AR in the development of libraries of medical universities was discussed.FindingsThe category of application consisted of strengthening education, promoting users' information literacy, finding resources, user guidance, gamification, educational justice, helping management, enriching resources, providing new services and economic savings. The advantages were library services, sociocultural excellence, educational level, software potential and helping the librarian. The challenges were technical, economic and cultural barriers. Libraries can attract many users by enacting effective policies, using technology and enriching the content of resources. AR can greatly assist library management and improve the librarians' and users' professional activities.Research limitations/implicationsThe limitation of this study was that some experts could not participate in the interviews.Originality/valueThe results of this study are beneficial for managers, librarians, students and researchers. The use of AR in libraries is essential for achieving fourth-generation libraries. AR will be a necessity for the libraries of medical universities.
- Published
- 2021
32. Web based Augmented Reality for Information Delivery Services A Performance Study
- Author
-
Samrat Guha Roy and Uma Kanjilal
- Subjects
Multimedia ,business.industry ,Computer science ,Information access ,Animation ,Library and Information Sciences ,computer.software_genre ,Digital library ,WebRTC ,Rendering (computer graphics) ,Web application ,Augmented reality ,business ,computer ,Mobile device - Abstract
Augmented Reality (AR) is the overlapping of the real world and the virtual world. AR is an evolving technology, and its implementation opens up a new direction to multiple types of information access services rendered to the users. The digital library section of the central library IIT Kharagpur has a rich collection of several items like CD/DVD ROMs, Digital Scanners, and VR Devices. Library developed in-house WebAR programs using “ar.js” that support “three.js” and “A-Frame” for Augmented Reality rendering on the web. This study tried to evaluate web-based AR programs’ performance on mobile devices with low-end hardware configuration supporting WebGL and WebRTC. We conducted quantitative research to find the performance of the web-based AR applications using the four independent variables, namely frames per second (fps), request animation frame (raf), load time (lt), entity object (eo). The paper is also helpful to the academic librarians who think about implementing augmented reality library services with no cost involved. The AR-based information service is beneficial to library users with new COVID norms1, as the user does not need to touch anything to get the information. Instead, it gets into his/ her mobile device.
- Published
- 2021
33. Easy <scp>three‐dimensional</scp> scanning technology for anatomy education using a free cellphone app
- Author
-
Joe Iwanaga, Hee Jin Kim, Koichi Watanabe, Yoko Tabira, Aaron S. Dumont, Satoshi Terada, R. Shane Tubbs, and Takamitsu Arakawa
- Subjects
Models, Anatomic ,Histology ,Multimedia ,Coronavirus disease 2019 (COVID-19) ,business.industry ,Visibility (geometry) ,Virtual Reality ,COVID-19 ,General Medicine ,Virtual reality ,Anatomy education ,Application software ,computer.software_genre ,Mobile Applications ,Education, Distance ,Humans ,Gross anatomy ,Medicine ,Augmented reality ,Anatomy ,business ,computer ,Three dimensional scanning ,Cell Phone ,Education, Medical, Undergraduate - Abstract
The COVID-19 pandemic has brought difficult times to anatomy educators and medical/dental students. Under normal circumstances, gross anatomy classes give students opportunities to touch and observe human bones and cadaveric tissues, thus enhancing their understanding; such morphology is difficult to learn from textbooks alone. As many studies have shown, three-dimensional (3D) technologies used in online lectures can serve as alternatives to real specimens for providing knowledge of anatomy. However, such technologies are often expensive. The goal of this study was to create 3D anatomy models for online lectures using a free cellphone app. Free application software (Qlone) was used to create 3D anatomical models. The extracranium and intracranium of adult skull, fetal skull, mandible, temporal bone, second cervical vertebra, and ilium were all scanned and exported to the computer in 3D format. A total of 53 anatomical structures were evaluated by nine observers. Although the 53 structures used in this study did not include all the structures that students need to learn, visibility was good/acceptable for most of the 53. The free and simple 3D scanning app used in this study could enable anatomy educators to provide better content to students during online lectures.
- Published
- 2021
34. The Innovation of Disruptive Learning Media with Augmented Reality Based 3D Object Concept with Drill Machine Design to Improve Quality of Distance Learning in The Era of Education 4.0
- Author
-
Hardika Hardika, Mahfudi Sahly Subandi, Amat Mukhadis, Tuwoso Tuwoso, Nurul Ulfatin, Abd Kadir Bin Muhammad, and Andika Bagus Nur Rahma Putra
- Subjects
Multimedia ,Drill ,Computer Networks and Communications ,Computer science ,media_common.quotation_subject ,Distance education ,Educational technology ,vocational education ,TK5101-6720 ,computer.software_genre ,augmented reality ,Computer Science Applications ,Vocational education ,distance learning ,ComputingMilieux_COMPUTERSANDEDUCATION ,Telecommunication ,Disruptive innovation ,education 4.0 ,Augmented reality ,Quality (business) ,Product (category theory) ,computer ,media_common ,3d objects - Abstract
Currently, the world of education is entering a disruptive era. Digital-based educational technology. Especially in the distance education model. The technology used is relatively unsophisticated. This study aims to: (1) develop Disruptive Innovation learning media with Augmented Reality with the concept of 3D objects in the form of a Drill Machine; (2) testing the attractiveness of Disruptive Innovation Learning media with Augmented Reality with a 3D Object Concept in the form of a Drill Machine; and (3) testing the effectiveness level of the product being developed. The method used is research and development (R&D), followed by quasi-experimentation to test its effectiveness. Validation consists of two teams of experts, namely e-learning media experts and vocational education material experts. The findings in this study include augmented reality technology based on 3D objects in the form of a drill machine that was developed has a high level of attractiveness and completeness of vocational material. The object-based 3D augmented reality technology in the form of a drill machine that was developed was proven to be able to improve the understanding skills of vocational students in the education era 4.0.
- Published
- 2021
35. The Role of Modern Holographic Technology in Graphic Designs of Animated Advertising Campaigns
- Author
-
Hassan AboElnaga and Omneya Sabry
- Subjects
Multimedia ,business.industry ,Computer science ,Information technology ,Animation ,Virtual reality ,Graphic design ,computer.software_genre ,Newspaper ,Computer graphics ,Advertising campaign ,Augmented reality ,business ,computer ,ComputingMethodologies_COMPUTERGRAPHICS - Abstract
For a long time, Graphic design was specialized in the production of printed materials for example magazines, newspapers, books, flyers, advertising posters …etc. However, the development in the field of information technology added a lot to graphic design, it came with a standalone branch called "Multimedia", which deals with computer graphics - without the need to print them - and forms them in a dynamic framework such as movies, With the ability to use sound effects, and the most popular programs dealing with this type of design is "3d Max, Maya, Macromedia Director, Adobe Flash, & Multimedia Builder". Even hand-drawn animation became drawing and moving by computer in a much less time than before. There are different types of animations but not limited to 2D animations, 3D animations, Augmented Reality, Virtual Reality …etc. The importance of the research is due to the fact that in our time, it has become of great importance to deeply use the concept and methods of graphic processing of advertising campaigns using augmented reality and three-dimensional hologram imaging and give a special character in those animated advertising campaigns. Change graphic designers' thinking about graphic designs using hologram imaging and mix it with augmented reality. It is in our modern age that it has become a phenomenon in the field of graphic design, and it must be studied with an examination to find out its results on modern thought, especially in the field of advertising and graphic advertising campaigns.
- Published
- 2021
36. Augmented Reality of 3D Content Application in Common Operational Picture Training System for Army
- Author
-
Chia Chi Mao and Chien-Hsu Chen
- Subjects
Human-Computer Interaction ,Multimedia ,Computer science ,Training system ,Training (meteorology) ,Human Factors and Ergonomics ,Augmented reality ,computer.software_genre ,Content (Freudian dream analysis) ,computer ,Computer Science Applications ,Common operational picture - Abstract
The purpose of this article is to discuss how to improve the ways the Taiwanese Ground Forces use the common operational picture (COP) for training to improve the efficacy of tactical training and ...
- Published
- 2021
37. Revisão sistemática sobre as vantagens e desafios no uso de realidade aumentada como ferramenta pedagógica no ensino médio
- Author
-
Hugo Leonardo Pereira Rufino and Luiz Gustavo Pereira da Silva
- Subjects
Motivation to learn ,Multimedia ,Computer science ,Emerging technologies ,Process (engineering) ,aprendizagem ,educação ,Augmented reality ,dispositivos móveis ,computer.software_genre ,computer ,Education - Abstract
O processo de ensino é dinâmico e desde o princípio se adapta a realidade de uma determinada época. A educação vem sendo muito influenciada pelo crescimento de novas tecnologias, dentre as quais se destaca a Realidade Aumentada (inserção de elementos virtuais no mundo real), pela sua capacidade de ilustrar conceitos muito abstratos. Para compreender como esta nova tecnologia vem sendo empregada como ferramenta pedagógica no Ensino Médio e os resultados obtidos, este trabalho realiza uma revisão sistemática sobre artigos encontrados em diversas bases de dados científicas. Por meio da análise dos documentos obtidos, este estudo exibe um panorama das pesquisas que vem sendo realizadas sobre Realidade Aumentada, aplicadas ao Ensino Médio, em todo o mundo, suas técnicas, áreas de interesse, desafios e oportunidades. Com base nos resultados encontrados observa-se que a melhora na aprendizagem e a motivação em apreender se destacam nos trabalhos analisados e estes corroboram os resultados encontrados em pesquisas iniciais nesta área.
- Published
- 2021
38. Perancangan Augmented Reality sebagai Media Edukasi Gempa Bumi
- Author
-
Yudha Pradana and Riki Oktavian
- Subjects
Data collection ,Multimedia ,Computer science ,business.industry ,Information technology ,computer.software_genre ,Waterfall model ,Types of earthquake ,Augmented reality ,Literature study ,Line (text file) ,business ,computer ,Computer animation - Abstract
Edukasi mengenai gempa bumi di Indonesia harus dioptimalkan. Salah satu alternatif optimalisasi edukasi mengenai gempa bumi ialah melalui penggunaan media augmented reality. Penggunaan media augmented reality sejalan dengan kemajuan teknologi informasi yang juga familiar dalam kehidupan masyarakat. Rumusan masalah dalam penulisan ini ialah bagaimana perancangan augmented reality sebagai media edukasi gempa bumi?. Tujuan penulisan ialah untuk mengetahui perancangan augmented reality sebagai media edukasi gempa bumi. Metode penulisan menggunakan pendekatan kualitatif dengan teknik pengumpulan data melalui wawancara, observasi, dan studi pustaka. Model pembuatan augmented reality menggunakan model waterfall yang terdiri dari analysis, design, implementation, testing, dan maintenance. Konten augmented reality yang memuat animasi 3D mengenai jenis-jenis proses gempa bumi dan terjadinya gempa bumi, serta video animasi 2D mengenai mitigasi bencana yang dikemas secara lengkap dan menarik.
- Published
- 2021
39. O ensino de história e o uso de realidade aumentada
- Author
-
Hugo Leonardo Pereira Rufino and Luiz Gustavo Pereira da Silva
- Subjects
Focus (computing) ,User experience design ,Multimedia ,Work (electrical) ,business.industry ,Computer science ,Intrinsic motivation ,Augmented reality ,General Medicine ,business ,computer.software_genre ,Virtualization ,computer - Abstract
RESUMO A realidade aumentada é uma tecnologia digital que complementa o mundo real através da inserção de elementos digitais, melhorando assim a experiência do usuário. Essas informações adicionaispodem ser imagens em 3 dimensões, vídeos, sons ou animações. Essa tecnologia necessita de umdispositivo eletrônico para capturar o mundo real e misturá-lo as informações digitais, sendo muitofavorecida pelo desenvolvimento de smartphones e tablets. Várias áreas do conhecimento vemestudando a realidade aumentada para compreenderem como podem se beneficiar de suascaracterísticas e entre elas se destaca a educação. Esse estudo buscou através de uma revisãobibliográfica compreender as iniciativas nessa área com foco em seus benefícios e desafios. Dentreas diversas disciplinas, esta revisão focou em trabalhos voltados a de História, que por trabalhar comobjetos históricos por vezes distantes pode ser favorecida pela realidade aumentada. Por meio dostrabalhos analisados nessa área em todo o mundo, constatamos que o emprego da realidadeaumentada melhora a aprendizagem e contribui para um aumento da motivação intrínseca do aluno. Palavras-chave: Tecnologia digital. Educação. Virtualização.
- Published
- 2021
40. The Development of Mobile Augmented Reality Application to Facilitate High School Students with Various Learning Strategies in Learning History
- Author
-
K et.al Azrina
- Subjects
Learning history ,Multimedia ,Computer science ,General Mathematics ,computer.software_genre ,Education ,Learning styles ,Computational Mathematics ,Development (topology) ,Computational Theory and Mathematics ,Feature (computer vision) ,Augmented reality ,computer ,Mobile device - Abstract
Augmented Reality is a demanding feature that widely embeds in our mobile devices. With the current mobile networks this feature will be increasingly accessible in many areas such as education. The current situation in learning history is boring and unattractive to high school students. In addition, the current history books as well as additional revision books are very textual and contain less pictures.The aim of this paper is to describe the mapping of the different learning styles that the students have employed onto the AR mobile application in learning history. The mapping should facilitate all learning styles so that learning history becomes more interactive and engaging.
- Published
- 2021
41. Augmented Reality Mobile Application as Learning Media in Science Subject for the Post Gen Z Generation
- Author
-
Feryanto
- Subjects
Class (computer programming) ,Use Case Diagram ,Multimedia ,Computer science ,General Mathematics ,Subject (documents) ,Business process modeling ,computer.software_genre ,Database design ,Education ,Computational Mathematics ,Computational Theory and Mathematics ,Augmented reality ,Class diagram ,User interface ,computer - Abstract
The total population of Indonesia as of September 2020 is based on the official statistical news number 07/01/th. XXIV, 21 January 2021 issued by the Indonesian Statistics Center, totaling 270.20 million people and 10.88% or 29,397,760 people are the post Gen Z generation born from 2013 onwards with an estimated age up to 7 years of age. The post Gen Z generation is a generation that is categorized as early childhood. Moreover, learning from an early age is important so that children are familiarized with the knowledge they are most interested in and mastered so that it makes it easier for them to understand it. Especially if the learning material is delivered electronically via a smartphone which is associated with the application of the Augmented Reality (AR) method so that they are more interested in learning and with a different atmosphere in terms of delivering face-to-face subject matter in class which is sometimes boring. In this paper, we design and implement a learning model equipped with AR technology to make it easier for young children to learn subject matter that is important for their future and limited to science subject matter. In this paper, a mobile application with AR technology is proposed where users can learn from the images they capture and gain learning from the perspective of these images. What's more, the application of AR technology is also more practical and reduces the burden of carrying heavy and thick books in studying a subject matter. The model was designed using a use case diagram as a business process design and class diagrams for database design including the user interface as a representation of communication between users and applications.
- Published
- 2021
42. Evaluating the ability of students to learn and utilize a novel telepresence platform, proximie
- Author
-
Jonathan Noel, Ela Patel, Roshane Perera, Anya Mascarenhas, Daniel Stirt, Isabella Brady, and Subuhee Ahmed
- Subjects
Computer science ,Urology ,Health Informatics ,Telehealth ,Virtual reality ,computer.software_genre ,Task (project management) ,User-Computer Interface ,Robotic Surgical Procedures ,Digital native ,Health care ,Humans ,Medicine ,Computer Simulation ,Robotic surgery ,Students ,Adaptation (computer science) ,Pandemics ,Multimedia ,business.industry ,COVID-19 ,Surgical training ,Telepresence ,Original Article ,Surgery ,Augmented reality ,Clinical Competence ,business ,Indirect impact ,Telementoring ,computer ,Simulation - Abstract
Novice users of telesurgery could be limited by their experience and technical ability. The impact of the COVID-19 pandemic on health care systems is unprecedented, and telehealth allowed care providers and patients a safety margin. An indirect impact of redeployment of hospital staff during COVID-19 management has been on the reduced educational opportunities for residents. Proximie can be considered as a virtual teaching platform or classroom for any user. Twenty-one students voluntarily participated in utilizing a da Vinci® skills simulator (dVSS) to carry out surgical training simulation tasks. Our study focuses on digital native’s adaptation to utilizing Proximie’s augmented reality platform to direct task performance, to gauge its feasibility by this unique cohort.
- Published
- 2021
43. Augmented Reality in Dentistry: Uses and Applications in the Digital Era
- Author
-
Al-Khaled Alaa, Abutayyem Huda, and Al-Khaled Israa
- Subjects
03 medical and health sciences ,Engineering ,0302 clinical medicine ,Multidisciplinary ,Multimedia ,Digital era ,business.industry ,030220 oncology & carcinogenesis ,Augmented reality ,030206 dentistry ,computer.software_genre ,business ,computer - Abstract
Introduction: With all the advancements that technology has reached, Dentistry can't be left behind. In the past few years, researchers have focused on emerging technologies like Virtual and Augmented Reality with clinical practice. Objectives: This literature review aims to provide an update on the latest technological applications and development in augmented reality in the dental field. Methods: The PubMed database was reviewed, and the studies that fulfilled the inclusion criteria in the last 20 years, from 2000 to 5 May 2020, were included. Results: The search results revealed a total of 72 articles, 32 were excluded, while 40 articles were included. It’s been observed that augmented reality application is still under testing, as certain drawbacks still tie the spread of this technology in the dental field. Multiple studies have resulted in a system that is suitable for clinical use. Yet no routine clinical application has been reported. Conclusion: The research department has already covered more advanced technologies like mixed reality. Therefore, a question arises, whether augmented realty will continue to grow independently or will mixed reality dominate the field.
- Published
- 2021
44. Features of the development and application of immersive technologies for the education and training of railway transport specialists
- Author
-
A. K. Golovnich
- Subjects
Immersive technology ,Development (topology) ,Process safety ,Multimedia ,Computer science ,Process (engineering) ,Augmented reality ,Train ,Object (computer science) ,computer.software_genre ,computer ,Training (civil) - Abstract
Discusses the problems of development computer model of railway station on base technology of complete immersing the user on object and process environment. The efficiency this model will be to reach because of certain psychological preparation. Complexity this technology, high dynamics of technological operations results in necessity of special preparation for the experts in model of complete immersing. The devices of the augmented reality and technology «without display» form the special model system, visually and substantially adequate to real station. Use immersive technologies will allow to increase efficiency of acceptance the administrative decisions which connected to safety of trains.
- Published
- 2021
45. Mobile and Location Based Service using Augmented Reality: A Review
- Author
-
Prakash Kanade and Jai Prakash Prasad
- Subjects
Service (business) ,Multimedia ,Computer science ,Location-based service ,Augmented reality ,computer.software_genre ,computer ,Location based systems - Abstract
MAR (Mobile Augmented Reality) is delegated an innovation that gives similar capacities as AR (Augmented Reality), yet without the actual limitations of the area of an exploration office or testing region. A Location-Based Service (LBS) is an application for portable figuring which gives clients administrations dependent on their topographical area. Area based administrations are getting progressively famous with the ascent of cell phones with an ever increasing number of highlights (particularly Apple's iPhone and Android-based gadgets). Increasingly more substance is improved with geo-information and can subsequently be seen in a virtual climate, however in real, portable conditions and in a setting delicate way fit to the requirements of the client. The definition and advantages of versatile increased reality and area based administrations and the mix of portable enlarged reality and area based administrations are broke down in this article. The issues are examined alongside the upsides and downsides.
- Published
- 2021
46. Design of Basic Computer Neworking Simulation Learning using Multimedia Development Life Cycle Method based on Augmented Reality at SMKN 1 Tangerang
- Author
-
Dram Renaldi and Elza Satrio Aziz
- Subjects
Multimedia development life cycle ,Data collection ,User experience design ,Multimedia ,business.industry ,Computer science ,Distance education ,Augmented reality ,User interface ,business ,computer.software_genre ,computer ,Instructional simulation - Abstract
Augmented Reality has entered technology trends in all fields, both marketing and education, Augmented Reality media also requires users to be comfortable when interacting. SMKN 1 Tangerang organizes a distance education system with various methods, in this case the subject which is Basic Computer Networks uses mobile-based learning simulations with Augmented Reality which aims to develop students' abilities in the world of networked computers independently. This system also requires a user experience and user interface development method, namely Luther's Multimedia Development Life Cycle model because it has six stages, namely concept, design, data collection, merging, testing, and distribution, resulting in interactive applications.
- Published
- 2021
47. Prototyping and Usability Evaluation of Road Safety Education Courseware for Primary Schools in Malaysia
- Author
-
Mustafa Moosa Qasim, Abdul Nasir Zulkifli, Nur Fadziana Faisal Mohamed, and Nur Afiqah Abu Bakar
- Subjects
Computer Networks and Communications ,Computer science ,media_common.quotation_subject ,Usability ,TK5101-6720 ,computer.software_genre ,Virtual Environment ,ComputingMilieux_COMPUTERSANDEDUCATION ,Quality (business) ,Curriculum ,media_common ,Medical education ,Augmented Reality ,business.industry ,road safety education, virtual environment, augmented reality, multimedia, prototyping, usability ,Learning environment ,Information quality ,Road Safety Education ,Prototyping ,Computer Science Applications ,Multimedia ,Virtual machine ,Telecommunication ,Augmented reality ,business ,computer ,Interactive media - Abstract
The increasing number of road accidents and deaths among children in Malaysia is a concern. One of the main causes stems from lack of knowledge and skills in dealing with the complexity and condition of the road system. Recognizing the significance of road safety among students, road safety education has been introduced to primary schoolsby the Ministry of Education in 2008. Initially it was blended into the Malay language subject with the goal to equip the children withthe knowledge and skills about road safety.However, road safety teaching and learning still uses the conventional methods without the use of specialized tools. This paper introduces ROSE courseware, a specialized learning tool developed to meet the needs of the Malaysian primary school curriculum for road safety education. Its learning environment is a blend of virtual reality, augmented reality and interactive multimedia, which enables children to understand and acquire skills related to road safety through interactive, real-time and immersive learning tool. In order to receive the children’s feedbacks pertaining to their experience in interacting with the ROSE courseware, a usability evaluation was conducted. The results show that the children strongly agreed on the usefulness, information quality and interface quality of the ROSE courseware.
- Published
- 2021
48. MODELLING THE SUCCESSFUL INTEGRATION OF MOBILE AUGMENTED REALITY TECHNOLOGY (MART) AMONG MALAYSIAN PRE-SERVICE TEACHERS
- Author
-
Mohd Khairezan Rahmat and Nur Nabihah Mohamad Nizar
- Subjects
Pre service ,Multimedia ,Augmented reality ,Psychology ,computer.software_genre ,computer - Abstract
The integration of mobile augmented reality technology (MART) into the education system since the last two decades have brought to the topic of discussion among many scholars. Although numerous studies have highlighted its huge potentials and benefits toward both teacher's and students' teaching and learning process, several researchers reported that teachers’ readiness to integrate mobile augmented reality technology is still uncertain. Given the importance and consideration of research that has been undertaken, the present study was set to examine the Malaysian pre-service teachers’ readiness toward integrating MART into their learning and future teaching process. The Technology Acceptance Model (TAM) was adapted as the theoretical grounding of the study in explaining and predicting pre-service teachers’ decision to integrate mobile augmented reality technology. Data of the study was gathered from 303 Malaysian pre-service teachers and were analysed using the descriptive analysis of SPSS and Partial Least Square (PLS) of Structural Equation Modelling (SEM). Findings from the study demonstrate that pre-service teachers’ readiness to integrate MART is at a moderate level. The study also suggested that pre-service teachers’ perceived usefulness has the most significant direct effect on their decision to integrate MART. On the basis of these findings a purpose model is developed, and implications of theory development, practices, and policymaking are discussed in this paper.
- Published
- 2021
49. Application of Augmented Reality Technology as a Condition for the Formation of Students’ Skills as Future Specialists
- Author
-
I Desnenko Svetlana and D Fedotova Alena
- Subjects
Engineering ,Multimedia ,business.industry ,ComputingMilieux_COMPUTERSANDEDUCATION ,General Materials Science ,Augmented reality ,business ,computer.software_genre ,computer - Abstract
In the article, based on the analysis of studies devoted to the application of augmented reality technologies in teaching university students, the authors highlight the advantages and disadvantages of using this technology in education. It is substantiated that the effective use of digital technologies, including augmented reality technologies, is possible if the specialist has digital literacy, which includes digital skills. The authors of the study substantiate the importance of the problem of using augmented reality technology as a condition for the formation of students’ digital skills as future specialists. The article examines and analyzes three groups of digital skills that make up digital literacy: main functional (basic) digital skills, general digital skills, specialized professional digital skills. An analysis of the curricula implemented at the Transbaikal State University in several areas of training is carried out to identify the possibilities of using augmented reality technology in teaching students as future specialists. Examples of the use of various types of educational applications of augmented reality in the educational process of higher education are given; the difficulties arising in this are analyzed. In conclusion, it is concluded that the problem stated in the article can be solved by implementing special training of future specialists for the formation of specialized professional digital skills. The authors of the article outline the ways of organizing such training and provide recommendations for its implementation. Keywords: digital technologies, augmented reality technology, digital skills, university student
- Published
- 2021
50. Educational Augmented Reality Technology for Language Learning and Teaching: A Comprehensive Review
- Author
-
Kemal Akoglu and Cemil Gökhan Karacan
- Subjects
Multimedia ,business.industry ,Computer science ,Educational technology ,Language acquisition ,computer.software_genre ,Educational research ,ComputingMilieux_COMPUTERSANDEDUCATION ,Technology integration ,Learning theory ,The Internet ,Augmented reality ,business ,Affordance ,computer - Abstract
The purpose of this paper is to present a review of Augmented Reality (AR) technology as an educational tool for foreign language education. Following a short yet comprehensive literature review, the paper reviews educational AR technology in terms of learning theories, learning pedagogies, teachers, students, culture, infrastructure, and sustainability based on the framework developed by Osterweil et al. (2016) for evaluating the appropriateness of educational technology use in global development programs. The review showed that AR technology provides several benefits for language learning; however, it is not ready for total integration into language classes. The paper also provides practical suggestions for activities enriched with AR in four language skills and recommended applications. This review offers various implications for teachers, teacher educators, researchers and coursebook developers.
- Published
- 2021
Catalog
Discovery Service for Jio Institute Digital Library
For full access to our library's resources, please sign in.