Preliminary Study of JunoBlock: Marker-Based Augmented Reality for Geometry Educational Tool

Author(s):  
Julio Cristian Young ◽  
Harry Budi Santoso
10.28945/2207 ◽  
2015 ◽  
Vol 10 ◽  
pp. 021-035 ◽  
Author(s):  
Yan Lu ◽  
Joseph T. Chao ◽  
Kevin R. Parker

This project shows a creative approach to the familiar scavenger hunt game. It involved the implementation of an iPhone application, HUNT, with Augmented Reality (AR) capability for the users to play the game as well as an administrative website that game organizers can use to create and make available games for users to play. Using the HUNT mobile app, users will first make a selection from a list of games, and they will then be shown a list of objects that they must seek. Once the user finds a correct object and scans it with the built-in camera on the smartphone, the application will attempt to verify if it is the correct object and then display associated multi-media AR content that may include images and videos overlaid on top of real world views. HUNT not only provides entertaining activities within an environment that players can explore, but the AR contents can serve as an educational tool. The project is designed to increase user involvement by using a familiar and enjoyable game as a basis and adding an educational dimension by incorporating AR technology and engaging and interactive multimedia to provide users with facts about the objects that they have located


2018 ◽  
Vol 24 (1) ◽  
pp. 181-204 ◽  
Author(s):  
Gonzalo Lorenzo ◽  
Marcos Gómez-Puerta ◽  
Graciela Arráez-Vera ◽  
Alejandro Lorenzo-Lledó

Author(s):  
Nor Aida Md Madi ◽  
Nur Safinas Albakry ◽  
Norshahila Ibrahim

Education is experiencing rapid revolution from the chalk to the computer. Since then, education and technology are moving forward with advanced technology. Furthermore, with the positive impact derived from previous research, Augmented Reality (AR) started to play a role in education either in learning or teaching. Thus, the aim of this paper is to explore the elements will be implemented in the development of Hajj AR mobile application for learning Hajj among the children in Malaysia. In the preliminary study, a survey using an open-ended and closed-ended questionnaire was conducted among experienced teachers. The findings from the survey revealed that the elements of AR could be implemented in the Hajj AR mobile application as an interactive learning tool. Thus, a Hajj AR mobile application will be developed by implementing the findings obtained in the preliminary study to evaluate the user-experience among the children who are using the AR mobile application when learning Hajj. In conclusion, this mobile application could attract and provide creative information to children in learning about Hajj through AR.


2020 ◽  
Vol 8 (2) ◽  
pp. 41-50
Author(s):  
S. Ignat'ev ◽  
Z. Tret'yakova ◽  
Marianna Voronina

In this paper is investigated the possibility of Augmented Reality (AR) technologies contextualizing in teaching methods for “Descriptive Geometry” (DG) student course. The aim of the investigation was the study of the current state of knowledge and practice in the field of DG students teaching with the help of AR-technologies, and identification of key issues affecting the adoption by users (teachers and students) of AR-technologies as a modern educational tool in the. Conducted an analysis of existing researches in the field of modern educational tool in the field of DG. Has been carried out the analysis of current investigations in the field of DG students teaching based on AR-technology. The key problems affecting the adoption by users of AR-technologies as an educational tool in the field of DG have been determined. Existing methods of DG students teaching using AR-technologies in St. Petersburg Mining University are gradually completed and updated. The work results showed that students have a positive perception of educational classes on DG course based on AR-technologies. Students successfully solve DG problems using AR-technology based on Vuforia platform; create 3-D models of geometric entities in SketchUp, and labels for camera fixing based on AutoCAD. When creating the software, the compiled C ++ programming language is used, based on which scripts (markers) are written that lift 3-D models of objects to given planes. The study results will be useful for developers of AR-platforms, AR-applications in the field of DG students training. They will allow avoid projects that may cause problems with the convenience of AR-applications using, what, in turn, will lead to the rejection of users from the introduction of this technology when getting students education in DG.


2016 ◽  
Vol 25 (3) ◽  
pp. 137-143 ◽  
Author(s):  
Dominique Mouraux ◽  
Eric Brassinne ◽  
Stéphane Sobczak ◽  
Antoine Nonclercq ◽  
Nadine Warzée ◽  
...  

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