A Case Study: Assessing Effectiveness of the Augmented Reality Application in Augusta Raurica

Author(s):  
Moritz Armingeon ◽  
Pleurat Komani ◽  
Trupti Zanwar ◽  
Safak Korkut ◽  
Rolf Dornberger
2021 ◽  
Vol 23 (2) ◽  
pp. 51-64
Author(s):  
Karin Langer ◽  
Stefanie Lietze ◽  
Gerd Ch. Krizek

AbstractAfter a discussion about the possibilities and status of augmented reality in education, a good practice example of an augmented reality application is presented. This case study examines the use of an augmented reality app in higher education to support abstract STEM content, such as vectors. Based on this example, the implementation of such apps in didactic concepts and self-directed learning will be discussed. Furthermore, aspects of integration into digital learning and teaching will be addressed.


Panggung ◽  
2020 ◽  
Vol 30 (3) ◽  
Author(s):  
Sri Rustiyanti ◽  
Wanda Listiani ◽  
Fani Dila Sari ◽  
Ida Bagus Gede Surya Peradantha

ABSTRACTBody language is a gesture that has meaning to express the expression of a dancer. The dancer’s body literacy is an empirical experience possessed in the ability to read choreography and do it continuously so that choreography becomes a body language literacy that is trained to become corporal acrobatic, corporal impulses, corporal instinc, and virtuosity as aesthetic experiences. This research reads and writes choreography of three dances namely Karwar Dance (Papua), Cikeruhan Dance (Sunda), and Guel Dance (Aceh) from dancer’s body language literacy to transform technology literacy by using augmented reality application media, combining reality and virtual in a form show. This study uses qualitative methods that focus more on the case study by involving problems and the purpose of viewing the performing arts from the visual culture of technology literacy. This paper is the result of a research by a consortium of Kemenristekdikti to redefine the identity of the dancer’s body, including a body shaped, well-controlled and well-established, patterned, there are standard movements and complete, occupying space well by applying and utilizing technology to produce findings from this research, namely AR Pasua PA (Augmented Reality Papua-Sunda-Aceh Performent Art). This finding is a new formula for the performance by utilizing the transfer from body language literacy to technology literacy.Keywords: body language literacy, technology literacy, augmented reality, digital art, AR Pasua PA.ABSTRAKBahasa tubuh adalah gesture yang mempunyai makna untuk mengungkapkan ekspresi dari seorang penari. Literasi tubuh penari merupakan pengalaman empirik yang dimiliki dalam kemampuan membaca koreografi dan melakukannya secara terus menerus sehingga koreografi yang dilakukan menjadi sebuah literasi bahasa tubuh yang terlatih menjadi corporal acrobatic, corporal impulses, corporal instinc, dan virtuisitas sebagai pengalaman estetis. Penelitian ini menganalisa koreografi tiga tarian yaitu Tari Karwar (Papua), Tari Cikeruhan (Sunda), dan Tari Guel (Aceh) dari literasi bahasa tubuh penari untuk ditransformasikan melalui teknologi Augmented Reality dengan menggabungkan realitas dan virtual dalam bentuk pertunjukan. Metode penelitian yang digunakan adalah kualitatif dengan memfokuskan diri pada seni pertunjukan, budaya visual dan literasi teknologi. Penelitian ini merupakan hasil penelitian konsorsium seni KRUPT ristekBRIN. Penelitian yang meredefinisikan kembali identitas tubuh penari, antara lain tubuh berbentuk, dikuasai dengan baik dan mapan, berpola, sesuai dengan standar gerak yang pakem dan selesai, menempati ruang dengan baik dan mengaplikasi dan memanfaatkan teknologi sehingga capaian literasi tubuh dengan penggunaan teknologi digital 4.0 dalam bentuk aplikasi AR PASUA PA. Hasil penelitian ini merupakan formula baru seni pertunjukan dengan memanfaatkan alih wahana dari literasi tubuh ke dalam teknologi virtual.Kata kunci: literasi bahasa tubuh, literasi teknologi, augmented reality, seni digital, AR Pasua PA.


2021 ◽  
Vol 4 ◽  
pp. 161-176
Author(s):  
Federico Biggio

The aim of this study is to look at the experiential marketing strategy of virtual tryvertising, by analysing a specific case study: the augmented reality application Ikea Place. It provides customers with a set of tools to prefigure a virtual representation of a piece of a furniture within a physical space, in order to appraise its fitness in a prior time to its actual purchase, and hence to provide a benefit for him/her. The semiotic analysis will be carried out by taking into account the use practices prescribed by the application and the promotional discourses of the company. In particular it will look at two advertising videos which accompanied the launch of the application in 2013 and 2017. It will also consider the added value and the experiential gain for users that the adoption of this type of technology entails, in order to understand AR media not only as a mere strategy for commercial purposes, but as a tool for empowering the users’ appraising skills traditionally used in the context of a dressing room of a physical store.


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