scholarly journals Application of Compound Bonding Based On Augmented Reality

2018 ◽  
Vol 248 ◽  
pp. 05007 ◽  
Author(s):  
Alexander Setiawan ◽  
Silvia Rostianingsih ◽  
Timotitus Reinaldo Widodo

Augmented reality technology is very important in visualizing real objects or concepts. The advancement of computing equipment enables 3D modelling to be performed virtually with relatively easy processes. The appearance of 3D models in virtual is very interesting because it can be combined with interactive multimedia applications so that users can control the course of the application as needed. This augmented reality application has been through process testing, system testing on different mobile devices, and marker testing. The results of process testing indicate that every process on the application goes according to existing model design. Test results show that applications created using the library vuforia and Unity can run well. High school students show that as many as 84.6% who agree with using this application is more interesting than the usual method of learning so as to be able to recognize compound bonding using this application well.

2017 ◽  
Vol 1 (1) ◽  
pp. 1 ◽  
Author(s):  
Rifqa Gusmida ◽  
Nur Islami

For senior high school students, learning concepts in physics is increasingly more difficult when the topic is abstract and cannot be seen with the unaided eye. The research here utilized augmented reality technology and instructional design following the ADDIE model (analysis, design, development, implementation and evaluation) to develop learning media for physics, specifically the kinetic theory of gases. Preliminary analysis was conducted in a senior high school to evaluate the challenges students face when learning physics. The design of the media was based on addressing problems that the students were having. Augmented reality technology was then utilized and the implementation aimed to incorporate the physics concepts into the product. The media was evaluated by six experts. Finally, the learning media presented real-time 3D animation of gas kinetic theory with three basic competencies relevant to the topic. In the final validation, the results indicated that the developed learning media had a validity value of 3.55 out of four-point scale and good quality outcomes. As such, the developed media regarding the kinetic theory of gases is valid and effective for the process of learning and teaching. It is ready to be tested and used in actual learning environments.


Author(s):  
Carsten Matysczok ◽  
Peter Ebbesmeyer ◽  
Holger Krumm ◽  
Jo¨rg Maciej

Recent advances have shown, that the base technology of augmented reality have matured the point of being usable only by specialists. But existing augmented reality applications are still prototypes. They are developed without any authoring system, only by software experts. To support the wide use of augmented reality technology, the designers of augmented reality application need methods and software tools to create the contents in a fast and cheap way. In this paper we describe an authoring system for creating augmented reality content in an easy and user friendly way. The system allows the creation of augmented reality applications in a straight forward way. By using meta-constructs like menus, selection lists or hotspots as well as illustration objects like 3D-models, videos, texts and sounds a variety of applications can be created without previous technological knowledge. A preview window is also part of the authoring system displaying the actual created AR-application.


Author(s):  
Azrina, K Et.al

Augmented Reality is a demanding feature that widely embeds in our mobile devices. With the current mobile networks this feature will be increasingly accessible in many areas such as education. The current situation in learning history is boring and unattractive to high school students. In addition, the current history books as well as additional revision books are very textual and contain less pictures.The aim of this paper is to describe the mapping of the different learning styles that the students have employed onto the AR mobile application in learning history. The mapping should facilitate all learning styles so that learning history becomes more interactive and engaging.


2017 ◽  
Vol 79 (3) ◽  
pp. 176-183 ◽  
Author(s):  
Cristina Manrique-Juan ◽  
Zaira V. E. Grostieta-Dominguez ◽  
Ricardo Rojas-Ruiz ◽  
Moises Alencastre-Miranda ◽  
Lourdes Muñoz-Gómez ◽  
...  

In this paper, we present an augmented reality learning system that uses the input of a depth camera to interactively teach anatomy to high school students. The objective is to exemplify human anatomy by displaying 3D models over the body of a person in real time, using the Microsoft Kinect depth camera. The users can see how bones, muscles, or organs are distributed in their bodies without the use of targets for tracking.


2019 ◽  
Vol 9 (2) ◽  
pp. 223-231
Author(s):  
Rosynanda Nur Fauziah ◽  
◽  
Dwi Sulisworo ◽  

This study was to determine the use of learning media using augmented reality technology which is applied to senior high school students. The research method used in this research is quasi-experimental with the research design using treatment before and after the use of the learning media. Quasi experimental as an experiment that has treatment, impact measurement, experimental unit, but does not use random assignment to create comparisons in order to conclude changes caused by treatment. The results of the research conducted for the results of the pre-test or before the students received treatment were 69,2%, while the results of the post-test or after the students received treatment were 91%. Then for the average value of the combination of the two tests can be said to be good with the use of learning media using Augmented Reality technology, which is 80,1%. From these results it can be concluded that the application of learning media using Augmented Reality technology provides changes to student learning outcomes in terms of understanding the concept of physics, thus the application of learning media with Augmented Reality technology is successfully applied to high school students for physics subjects.


2021 ◽  
Vol 1 (1) ◽  
Author(s):  
Ardhi Pradana ◽  
Yulian Findawati

The introduction of a means of transportation to children can stimulate the brain to imagine and train creativity. With the development of information technology, means of introducing means of transportation can be done using devices such as computers, laptops or smartphones. The development of Augmented Reality technology on smartphones will make it easier for children to get to know several types of transportation that they often encounter. The purpose of writing this article is to create an application for Introduction to Transportation Tools using Augmented Reality technology for children. The method used in making this application of Introduction to Transportation Tools is observation and interviews. The production begins with collecting data on what types of transportation will be made as a model using the Blender software. Augmented Reality application design uses Unity software by designing markers made from the Vuforia platform. The features in this application are several types of transportation that are displayed in 3D with sound and information using Augmented Reality technology. The results of testing the Transportation Tool Introduction application can run on various Android mobile devices. It has been tested on several different smartphone brands and specifications - the results of the Transportation Tool Introduction can run smoothly except under Android version 4.3 (Jellybean). Based on the test results contained in the Application of Introduction to Transportation Tools using Augmented Reality, it is suitable for introducing more interesting and innovative types of transportation to early childhood. There are still many deficiencies that can be developed, for example, increasing the number of 3D objects in the transportation tool and making animations even better, so that the application is more interesting, interactive, and easy to understand.


Author(s):  
Melati Rosanensi

The research aims to increase the effectiveness of e-commerce using augmented reality so that it can be used for online sellers as an option for existing sales media. The target of the application of augmented reality kitchen tools such as plates, cups, bowls, and teapots which are small equipment are social media users (Instagram) such as housewives or career women who usually use smartphones. The approach taken to determine the e-commerce sales model by applying augmented reality technology is to refer to the results of the system tests conducted previously. The conversion process is carried out in the implementation of augmented reality-based e-commerce sales media by using the parallel conversion method, namely by implementing a new system alongside the old system. In this study using the reliability test method, normality test, and Wilcoxon different test paired samples. From the test results show that the data are in the area of ​​rejection of Ho then accept H₁ which means that changes occur before and after using augmented reality, with the conclusion that an increase in the effectiveness of e-commerce using augmented reality, for this augmented reality application can be used on e-sales media commerce instagram to enhance technological progress.   The approach taken to find out the e-commerce sales model by applying augmented reality technology is to refer to the results of the system tests carried out previously. From the results of the questionnaire shows that there is an increase in effectiveness before and after using augmented reality, for this augmented reality application can be used on media e-commerce sales Instagram to improve technological progress. The conversion process carried out in the implementation of media sales of e-commerce based on augmented reality using the parallel conversion method, namely by applying a new system side by side with the old system. The process of selling e-commerce on Instagram using augmented reality and without augmenetd reality will still be done as a standard process in the kitchenzone sales process. The test results in this study used three methods, namely reliability testing with the results of data that is not realistic, normality test with abnormal data results, and different tests of Wilcoxon samples paired with the results of data in the Ho rejection area then accept H₁ which means changes before and after using augmented reality, with the conclusion that there is an increase in the effectiveness of e-commerce using augmented reality. Keywords: e-commerce, augmented reality, sales, increase, effectiveness.


2020 ◽  
Vol 4 (2) ◽  
pp. 260-267
Author(s):  
Anggar Ranawijaya ◽  
Emi Iryanti ◽  
Ferdinanda

Augmented Reality (AR) is known as an interactive technology that is able to project virtual objects into real objects in real time. Banyumas is an example of a district that has a lot of tourism commodities because of its diverse culture and its lack of promotion. This promotional media was created using AR with marked based tracking method. This method utilizes the function of the marker as the media that acts to display the virtual object, the marker will be recognized by the application through the camera device regarding the position and orientation of the object. For the process of making this application using Unity as a tool and Vuforia as a database for markers. The testing phase using the ISO 25010 standard is an evaluation of the quality of the software system specifically based on product quality consisting of eight characteristics, namely functional suitability, performance efficiency, compatibility, usability, reliability, security, maintainability, and portability. This study uses three tests of eight characteristics, namely function suitability, compatibility and usability. The results of this application quality analysis obtained functional suitability test results of 97.5% and compatibility results obtained results of 100% for usability with a percentage of 88.6%.


Author(s):  
Hellik Hermawan ◽  
Retno Waluyo ◽  
Muhammad Ichsan

Learning media are all things that can be used to channel messages and stimulate the learning process for students. Learning machine of two-wheeled vehicles in SMK YPT 2 Purbalingga is still using Ms. Powerpoint as a learning medium. In one of the subjects that discussed the partitioning machine parts, how to work a motorcycle engine and troubleshooting the machine parts as well as how to repair or replace spare parts, students felt the use of Ms. media. Powerpoint is less interesting and difficult to understand the material. Educators also see students tend to get bored easily when learning so that they need other alternatives as a learning medium. For that reason, the writer applies a markerless augmented reality technology as a medium for learning two-wheeled vehicles to help as well as learning media for students, the method used is MDLC (Multimedia Development Life Cycle). This research produces an augmented reality application that helps visualize motorcycle engines in the form of 3D models for vocational students. 


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