Guiding or Exploring? Finding the Right Way to Teach Students Structural Analysis with Augmented Reality

Author(s):  
Rafael Radkowski ◽  
Aliye Karabulut-Ilgu ◽  
Yelda Turkan ◽  
Amir Behzadan ◽  
An Chen
2021 ◽  
Vol 11 (13) ◽  
pp. 6047
Author(s):  
Soheil Rezaee ◽  
Abolghasem Sadeghi-Niaraki ◽  
Maryam Shakeri ◽  
Soo-Mi Choi

A lack of required data resources is one of the challenges of accepting the Augmented Reality (AR) to provide the right services to the users, whereas the amount of spatial information produced by people is increasing daily. This research aims to design a personalized AR that is based on a tourist system that retrieves the big data according to the users’ demographic contexts in order to enrich the AR data source in tourism. This research is conducted in two main steps. First, the type of the tourist attraction where the users interest is predicted according to the user demographic contexts, which include age, gender, and education level, by using a machine learning method. Second, the correct data for the user are extracted from the big data by considering time, distance, popularity, and the neighborhood of the tourist places, by using the VIKOR and SWAR decision making methods. By about 6%, the results show better performance of the decision tree by predicting the type of tourist attraction, when compared to the SVM method. In addition, the results of the user study of the system show the overall satisfaction of the participants in terms of the ease-of-use, which is about 55%, and in terms of the systems usefulness, about 56%.


JOGED ◽  
2020 ◽  
Vol 16 (2) ◽  
pp. 202-214
Author(s):  
Katarina Devung

Tari Tingang Nelise merupakan tari tradisional yang berkembang di desa Long Tuyoq khususnya Sub Suku Long Gelaat. Tarian ini merupakan tarian rakyat yang dibawakan secara khusus pada saat acara Nemlaai, acara adat anak, pernikahan, dan Dangai. Tari Tingang Nelise terinspirasi dari keseharian burung Enggang yang sedang merapikan bulunya, memperindah serta mempercantik dirinya. Tari Tingang Nelise adalah salah satu tarian yang memiliki banyak variasi dari tarian-tarian Karang Sapeq. Tingang Nelise awalnya dikenal dengan nama Tari Tingang Mate, namun karena itu memberikan makna yang kurang tepat terlebih lagi karena gerakannya lebih tepat disebut dengan Nelise (berhias). Penelitian ini akan mengupas bentuk dan struktur penyajian tari Tingang Nelise dilihat dari tari tradisional yang menggabungkan motif-motif dari setiap gerakan-gerakannya. Dengan pendekatan koreografi dan struktur. Pendekatan koreografi melihat tema, pelaku, gerak, rias busana, properti, musik iringan dilihat dari bentuk tariannya dibawakan sebagai tari hiburan atau rakyat yang tumbuh di kalangan masyarakat. Pendekatan struktur mengupas tari Tingang Nelise dilihat dari analisis struktural dimulai dari unsur gerak, frase gerak, kalimat gerak dan gugus gerak. Tari Tingang Nelise memiliki ciri khas yang terlihat dari motif-motif geraknya. Gerak yang paling dominan adalah kaki dan tangan. Secara struktur tari Tingang Nelise terbagi ke dalam 4 gugus, dan memiliki 7 motif gerak yang khas yaitu motif gerak Ngaset yang melompat ke kanan dan kiri dengan posisi jongkok, Nyebeb, Nyegung, Nyebib, Lemako, Nyelut, dan Nelise. ABSTRACT Tingang Nelise dance is a traditional dance of Dayak community, Long Gelaat tribe in Long Tuyoq village. This dance is a folk dance that is performed specifically at Nemlaai events, children's traditional events, weddings, and Dangai. Tingang Nelise dance is inspired by the daily activities of hornbills that are grooming their feathers and beautifying themselves. Tingang Nelise dance is one of the dances that have many variations of the Karang Sapeq dances, which is the embodiment of Tingang Nelise or the result of a change in name which was originally known as the Tingang Mate Dance, but because it gives less meaning and also because the movement is more accurately called Nelise (decorated). This research will explore the form and structure of the presentation of the Tingang Nelise dance with a choreography and structure approach. The choreography approach looks at themes, dancers, movements, dress and make-up, properties, and music accompaniment. While the structural approach of the Tingang Nelise dance is seen from the structural analysis of dance in the language analysis which analyzes from the smallest movement. Starting from the elements of movement, motives movement, phrases movement, sentences, and group movement. The results of the analysis conclude that the Tingang Nelise Dance has a characteristic that can be seen from the motives of the movement which are dominated by foot and hand movements. Structurally, the Tingang Nelise dance is divided into 4 groups and has 7 characteristic motive movement, namely the Ngaset that jumps to the right and left in a squatting position. The other motives are Nyebeb, Nyegung, Nyebib, Lemako, Nyelut, and Nelise.


10.14311/1083 ◽  
2009 ◽  
Vol 49 (1) ◽  
Author(s):  
C. Crosti

This paper focuses on the structural analysis of a steel structure under fire loading. In this framework, the objective is to highlight the importance of the right choice of analyses to develop, and of the finite element codes able to model the resistance and stiffness reduction due to the temperature increase. In addition, the evaluation of the structural collapse under fire load of a real building is considered, paying attention to the global behavior of the structure itself. 


Author(s):  
Marybeth Green ◽  
Linda Challoo ◽  
Mehrube Mehrubeoglu

The potential of augmented reality (AR) as a transformational tool has long been touted in academic circles. However, in order for AR to attain this goal, we must seriously examine previous research to determine if we are on the right path. This study examined 87 AR research studies situated in K-12 environments to determine what grade levels were involved, where the research being done was what content areas were involved, what kinds of triggers were used, and what learning environments were created through the use of AR. This research found that the majority of studies were situated in elementary contexts in science and math. Diverse learning environments were found including inquiry, problem-based learning, visualization, and gamification. Based on these findings, suggestions were made for future research including more research on students creating AR experiences, broadening the grade levels and content areas that are involved, and aiming future AR projects at the transformational level of the SAMR model.


2019 ◽  
Vol 9 (11) ◽  
pp. 2225 ◽  
Author(s):  
Francesco Osti ◽  
Gian Maria Santi ◽  
Gianni Caligiana

In this paper, we present a solution for the photorealistic ambient light render of holograms into dynamic real scenes, in augmented reality applications. Based on Microsoft HoloLens, we achieved this result with an Image Base Lighting (IBL) approach. The real-time image capturing that has been designed is able to automatically locate and position directional lights providing the right illumination to the holograms. We also implemented a negative “shadow drawing” shader that contributes to the final photorealistic and immersive effect of holograms in real life. The main focus of this research was to achieve a superior photorealism through the combination of real-time lights placement and negative “shadow drawing” shader. The solution was evaluated in various Augmented Reality case studies, from classical ones (using Vuforia Toolkit) to innovative applications (using HoloLens).


2020 ◽  
Vol 1 ◽  
pp. 1677-1686
Author(s):  
J. Chlebusch ◽  
I. Köhler ◽  
C. Stechert

AbstractAugmented Reality (AR) is to be used extensively in today's digitized teaching in order to enable students to a more efficient learning. However, teaching content must not be only digitised, but must be communicated in a meaningful way. For this purpose, a generally valid flowchart has been developed, that allows lectures to choose the right content for AR experiences. In order to create this flowchart, empirical values from test runs were combined with pedagogically proven empirical values for good teaching.


1997 ◽  
Vol 6 (3) ◽  
pp. 292-317 ◽  
Author(s):  
Rajeev Sharma ◽  
Jose Molineros

Augmented reality (AR) has the goal of enhancing a person's perception of the surrounding world, unlike virtual reality (VR) that aims at replacing the perception of the world with an artificial one. An important issue in AR is making the virtual world sensitive to the current state of the surrounding real world as the user interacts with it. For providing the appropriate augmentation stimulus at the right position and time, the system needs some sensor to interpret the surrounding scene. Computer vision holds great potential in providing the necessary interpretation of the scene. While a computer vision-based general interpretation of a scene is extremely difficult, the constraints from the assembly domain and specific marker-based coding scheme are used to develop an efficient and practical solution. We consider the problem of scene augmentation in the context of a human engaged in assembling a mechanical object from its components. Concepts from robot assembly planning are used to develop a systematic framework for presenting augmentation stimuli for this assembly domain. An experimental prototype system, VEGAS (Visual Enhancement for Guiding Assembly Sequences), is described, that implements some of the AR concepts for guiding assembly using computer vision.


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