Augmented Reality in Product Development and Manufacturing

2011 ◽  
pp. 651-669 ◽  
Author(s):  
S. K. Ong ◽  
J. Zhang ◽  
Y. Shen ◽  
A. Y. C. Nee
2018 ◽  
Vol Vol 17 (Vol 17, No 1 (2018)) ◽  
pp. 128-140
Author(s):  
Oleksandr Pushkar

The article deals with the approach to developing an advertising multimedia product for the promotion or sale of goods or services. Under the advertising product is an advertising video, an interactive commercial, 3-D advertising, virtual and augmented reality, an online store. Based on the analogy method, a diagram of the process of perceiving the advertising multimedia product by the user is presented. The use of the hybrid approach of customer development for updating the multimedia product and taking into account the virtual values of users is substantiated. Developed scenarios for the development of a multimedia product, depending on the results of achieving the planned goals. The sequence of multimedia product development is proposed based on the convergence of face-to-face and screen-to-screen approaches.


2021 ◽  
Vol 5 (1) ◽  
Author(s):  
Petrus Gega ◽  
Makrina Tindangen ◽  
Sonja V.T Lumowa

This development research aims: (1) determine the design of augmented reality media development to improve learning outcomes of integrated science learning outcomes for VIII grade students of SMPK Santo Fransiskus Assisi Samarinda, (2) determine the feasibility of developing augmented reality media on the excretion system (kidney) material of grade VIII students of SMPK Santo Fransiskus Assisi Samarinda, (3) to determine the effectiveness of the development of augmented reality media on the excretion system (kidney) material of grade VIII students of SMPK Santo Fransiskus Assisi Samarinda. This development research refers to the research steps of Dick & Carey's product development design. Product development in this research is designed with the following stages: (a) the analysis stage, (b) the planning and design development stage, (c) the design development and validation stage, (d) the design evaluation and revision stage, (e) the design stage preparation of improvement models, (f) product trial stage, (g) product evaluation and revision phase, (h) experimental trial stage. Product testing consists of alpha testing / validation conducted by material experts and media experts, as well as beta testing which is carried out in 2 stages, namely beta 1 / empirical test (small group trial). Data collection used interview guidelines, observation, questionnaires for material experts, and questionnaires for media experts, student response questionnaires, and test script instruments. This research produces teaching media that is packaged in the form of an application (apk.) which can be used on Android and iPhone. Based on the results of the extensive test, learning media that utilize Augmented Reality technology can improve student learning outcomes in class VIII, from the pre-test data, the experimental and control groups are not much different, so it can be assumed that students from both groups have homogeneous and comparable abilities, namely 57: 58,75 . But after being given the difference in teaching materials and the similarity of teaching in front of the class, the effect was significant, namely 85.1: 78.8. Whereas referring to the independent t test for equality output table in the equal section assumed the sig value is known. (2-tailed) is 0.010 <0.05, so as the basis for making independent t-test decisions it can be concluded that Ho is rejected and Ha is accepted or there are differences in student learning outcomes given Augmented Reality media and not.


Author(s):  
Karan Jain ◽  
Young Mi Choi

AbstractThis paper discusses the issues involved with creating a Tangible Augmented Reality representation of a product so that it can be effectively and validly used to support the product design process. The development of a TAR representation entails building the physical model of the product, a digital model of the product, and developing interactions between the digital and physical representations. Different products have different user interactions, which makes developing TAR representation for products challenging since a new interaction needs to be mimicked. Challenges of developing TAR representations are discussed by investigating TAR representations of four consumer products: a space heater, a MP3 player, an electric can opener, and a seat assist cushion. The goal of TAR representations is to not only communicate the functionality of a product but also to improve the time efficiency of prototyping of physical products. Hence, having a good understanding of the user interactions that need to be developed and planning the representation for construction in the modeling software and AR software is crucial to making the process of developing a TAR representation efficient.


Author(s):  
Anna P. Chatzimichali ◽  
Wim H. Gijselaers ◽  
Mien S.R. Segers ◽  
Piet van den Bossche ◽  
Hetty van Emmerik ◽  
...  

2020 ◽  
Vol 4 (2) ◽  
pp. 144-150
Author(s):  
Peni Nohantiya ◽  
Fatra Nonggala Putra

Swimming is a compulsory subject in the UNU Blitar Sports Education Study Program curriculum. Has a fairly high Semester Credit Unit (SKS) weight of 4 credits. The crawl style swimming is the basis of all styles so that it needs to be studied more deeply according to the era of the industrial revolution 4.0, namely with a touch of Augmented Reality (AR) technology. This study aims to develop a learning module for swimming crawl style which is integrated with Augmented Reality (AR). The method used by researchers is the Research and Development developed by Dick and Carey which consists of 10 steps. However, due to existing limitations, the researcher only carried out 9 steps. The module was validated by 3 experts, namely: media expert, learning expert, and swimming expert. The input from experts is used to complement the product. Subsequently carried out small group trials totaling 6 students while 30 students as large group trial subjects. The results obtained are: the criteria for product clarity obtained by a percentage of 91.17647% are very valid, the strategic criteria obtained by a percentage of 83.33% are quite valid, the evaluation criteria obtained by a presentation of 75% are quite valid. All criteria have met product eligibility. Product development of the module is declared valid enough and fit for use as a medium to maximize the learning process.


2018 ◽  
Vol 24 (1) ◽  
pp. 32-38
Author(s):  
Agus Suryanto ◽  
Diah Ayu Kusumawati ◽  
Ibrahim M. H. Sanhoury

Conventionally, in the learning process teachers usually explain lathe machines using only one unit machine thus the students cannot observe and learn the machine comprehensively. Hence, it is necessary to create learning media based on Augmented Reality technology that can be individually accessed with smartphone devices to facilitate the students in examining the lathe parts in detail with ease. This study discusses the development of Augmented Reality technology based learning media to display parts of the lathe in informative details. This study was categorized as Research and Development. The procedure of the study consisted of several stages including finding potential and problem, literature studies, product development, expert validation, product revisions, product trial, product revision, user response, product revision and final product development. The results showed that the developed learning media was applicable. The percentages of product testing and user response testing were 87.50% and 82% respectively which both were categorized as good.


2019 ◽  
Author(s):  
H. M. Zulfabli ◽  
H. N. Ismalina ◽  
T. Amarul ◽  
S. Ahmad

Author(s):  
Meltem Altinay Ozdemir

The study investigated the roles of virtual reality (VR) and augmented reality (AR) for accessibility and marketing in tourism. Literature is reviewed in this exploratory study and examples of VR and AR for accessibility and marketing in the tourism industry are presented. The review was conducted with two perspectives: accessibility role and marketing role of VR and AR technologies in the tourism industry. As a result of reviewing, these technologies have both strengths and weaknesses for accessibility in tourism. VR has both strengths such as a secure environment, alternative access, and weaknesses such as user neglect, high cost. Similarly, AR has both strengths such as knowledge enrichment, enhancement of experience, and weaknesses such as high cost, lack of security. The high cost of both technologies restricts accessibility and marketing. Also, VR and AR have benefits as reducing strategy costs, attracting tourists with gamification strategies, ease of brand promotion, building brand loyalty, collecting data, and customized product development in tourism marketing.


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