Augment reality chatbot using cloud

Author(s):  
Viswanath Matukumalli ◽  
Sai Naga Sasidhar Maddi ◽  
Kushwanth Krishna Angirekula ◽  
Vivek Reddy Pulicherla ◽  
A.M. Senthil kumar ◽  
...  
Keyword(s):  
Author(s):  
You Wu ◽  
Mingzhen Zhang ◽  
Xiaosi Li ◽  
Yu Gan ◽  
Chao Zhao

2011 ◽  
Vol 10 ◽  
pp. 936-942 ◽  
Author(s):  
Shuo Zhou ◽  
Zongxing Chen ◽  
Xiaoyang Liu ◽  
Hao Tang

2020 ◽  
Vol 8 (1) ◽  
pp. 159
Author(s):  
Doni Saputra ◽  
I Gede Putu Krisna Juliharta ◽  
Bagus Putu Wahyu Nirmala

Multimedia development methods with several stages such as, concept, design, material collecting, assembly, testing and distribution, with these stages can produce multimedia products. Therefore, researchers developed a Muselok application based on the method of Luther-Sutopo combine with qualitative approach. This application build to show the collection of NTB Museum. Negeri Nusa Tenggara Barat / NTB as a technology Augmented Reality / AR. From the results of making the Muselok application by using the method of Luther-Sutopo, it was found that, during the implementation, several flow changes were made during the Muselok application making process, assembly process and testing process can be changed repeatedly until it was difficult to find the problem points of the application. From the Muselok application users there is constructive and positive feedback even though there are still some shortcomings in terms of the Muselok application interface.However, it must be realized that technical aspects was not the main problem. In fact, the process between the museum manager, the design team and the views of experts were dificult to combining their’s perspective. In the future, a transdisciplinary approach is needed to be able to produce the right technology, according to needs and provide added value even in technology research especially in the related with tourism as a science. Keywords: Augment Reality, Muselok Application, Luther -Sutopo, Museum, Tourism


2021 ◽  
Vol 2 (2) ◽  
Author(s):  
Satrya Mahardhika ◽  
Frans Santoso ◽  
Nashiruddin Alfath

The purpose of this research is to learn about how IP character can help students remembering their lesson. In this case we apply the research to a subject that majority students having difficulty to learn, it is chemistry. Some students say that chemistry is the hardest subject for them. Some say that the hardest part is to remember codes and elements on chemistry. Even they said it is the most boring subject, and usually they get a bad mark for it. Based on our survey, we find out that most of students having difficulties to study the subject using traditional method. They prefer to learn using graphics, because it is easier to remember the codes. For this case, we create a set of play card that can help students remembering the chemicals codes. Each card has a unique IP Character that resembles chemical element. Writers also add an element, which could make the chemistry lesson easier to understand, that is game. A game rule will be applied on the card game, and it will help student learned chemistry. And to make it more attractive and fun, we also try to put some technology to the game. Using a technology called Augment Reality, we try to engage students more. 


Author(s):  
RAISA SHULGA

The article analyses the issues related to the capacities of art to act as an augmented reality. The AR concept includes the achievements of the IT to augment the physical world with virtual objects. It was included into scientific vocabulary at the end of the XX century. However, as the historical practice proves, the augment reality as a phenomenon has been present at all the stages of human existence. The need for augmented reality, which was caused by the desire to expand the boundaries of the existing world through the experience of the desired, effectively realized art is determined by the extent to which art can enrich a person's living space with augmented reality. The study reveals contradictions in theoretical approaches to the purpose of art and the realities of its functioning. Emphasis is placed on the need to rethink the understanding of the model of the functioning of art as a universal, non-historical phenomenon. It is proved that cultural and social research of the art influence and comprehension, it is important to abandon manipulations around the general concept of art. It is proposed to maximally operationalize the understanding of its effectiveness by specifying the features of the functioning of species and genres. It is also proposed to overcome the inertia of the value division of art into "high", i.e. valuable one and "low", i.e. the art of low value. This approach opens the way to understanding the real meaning of the needs, non-aesthetic and non-artistic nature, which guide most of the audience at all times, in their appeal to art. Research in this area reveals the potential of art in meeting the vital needs of man — psychological relaxation, emotional saturation, relaxation, entertainment. The essence of differences in consumption of an art product of "educated" and "naive" consumers is considered. Possibilities of reproducing augmented reality in the largest segments of current artistic life — cultural industries and contemporary art — are determined.


2018 ◽  
Vol 197 ◽  
pp. 16002
Author(s):  
Dede ◽  
Ade Gafar Abdullah ◽  
Budi Mulyanti ◽  
Dedi Rohendi

This paper aims to create virtual gasoline engine based on Augment Reality which are used to study working principle of gasoline engine in mechanical engineering of higher education institution. The Application can help participants learn to understand the working principle of a gasoline engine with three-dimensional visualization (3D) through an android smartphone device. The current learning process is still using the practicum module and engine stand to carry out practicum activities, the method makes the participants learn bored in addition to having to share with other students because of limited time practicum that has been determined so that learning activities become less effective. Augmented Reality is a technological innovation that is currently developing where with the technology we can combine virtual objects into the real world directly with the form of three-dimensional (3D). The working principle of the gasoline engine will be presented using a three-dimensional multimedia visualization embedded in the application. The learning module consists of a didactic model and a form of learning. A special feature of this application is the use of three-dimensional visualization that can be operated via desktop computers and smartphones by utilizing the camera facility as a marker.


Author(s):  
Joo-Ho Lee ◽  
Kosuke Maegawa ◽  
Kenji Iwamoto ◽  
Jongseung Park ◽  
Joo-Haeng Lee ◽  
...  
Keyword(s):  

Sign in / Sign up

Export Citation Format

Share Document