Smartphone-based augmented reality for end-user creation of home automations

Author(s):  
Raffaele Ariano ◽  
Marco Manca ◽  
Fabio Paternò ◽  
Carmen Santoro
Keyword(s):  
LINK ◽  
2018 ◽  
Vol 24 (1) ◽  
Author(s):  
Setiawardhana Setiawardhana ◽  
Sigit Wasista ◽  
Ahmad Yusuf Ardiansyah

Tujuan adanya diciptakannya aplikasi ini adalaha untuk memberikan solusi dari permasalahan tersebut, yaitu membuat aplikasi pembelajaran tentang pengenalan perangkat jaringan komputer beserta topologi jaringannya dengan menggunakan teknologi Augmented Reality, agar dapat memberikan nuansa baru dan dapat mengurangi rasa bosen dalam belajar. Aplikasi yang diberi nama “PengajAR” adalah teknologi yang dapat menvisualisasikan gambar 3 dimensi kedalam virtual reality (penglihatan virtual). Marker yang terdapat pada masing masing perangkat bergambar akan ditangkap oleh kamera mobile device yang kemudian diproses untuk menampilkan animasi 3D modeling pada layar secara realtime. PengajAR menyajikan pengetahuan tentang fungsi perangkat jaringan seperti Router, Hub, Lan Tester, Access Point, karakteristik topologi Star, Mesh, Ring, dan Bus, selain itu aplikasi PengajAR menyediakan fitur Kuis untuk latihan soal seputar materi dasar perangkat jaringan komputer, dan dilengkapi dengan fitur Minigame yang memberikan latihan cara merancang model jaringan kabel dan wireless, serta terdapat fitur setting nomor IP (Internet Protocol). Pengujian yang dilakukan adalah dengan menggunakan metode Study Field, didemonstrasikan langsung ke siswa SMK (end user) yang akan mencoba aplikasi ini, Para siswa- siswi diberikan beberapa tugas untuk merancang jaringan, dan diakhir acara siswa-siswi diminta untuk mengisi kuisioner sebagai penilaian atas perangkat lunak yang telah mereka gunakan. Hasil luaran yang diharapkan dari kontribusi media pembelajaran ini adalah dapat membantu mereview materi sebesar 40 % yang telah diajarkan oleh guru, serta membantu untuk memvisualisasikan cara kerja topologi jaringan komputer sebesar 45%, dan secara keseluruhan aplikasi ini sangat sesuaidengan materi komputer dan jaringan.Kata Kunci: Augmented Reality, Marker, Topologi Jaringan, Internet Protocol


2022 ◽  
pp. 520-536
Author(s):  
Rui Miguel Pascoal

This work analyses energy expenditure in outdoor sport environments with augmented reality technology. Battery efficiency is becoming a relevant topic in the context of the varied outdoor end-user services, among other realms. It is a key to the acceptance and use of mobile technology. In outdoor environments, battery efficiency can be low, especially when information based on close-to-real-time requires internet access and the use of sensors. Such requirement is today evident with the growth of internet dependence and multiple sensors, which perform both actively and passively via fitness gadgets, smartphones, pervasive systems, and other personal mobile gadgets. In this context, it is relevant to understand how energy is spent with the accelerometer, global position system, and internet access (Wi-Fi or mobile data) providing smart data for outdoor sports activities. Through a prototype, an analysis is made based on the current battery autonomy, and an algorithm model for better battery efficiency is proposed.


2021 ◽  
pp. 631-651
Author(s):  
Enes Yigitbas ◽  
Ivan Jovanovikj ◽  
Gregor Engels

2020 ◽  
Vol 2 (1) ◽  
pp. 1-10
Author(s):  
David Kristian Lado ◽  
Melati Rosanensi

Utilization of Augmented Reality (AR) technology as a learning medium about perfect and imperfect metamorphosis aims as a tool in the alternative learning and teaching process between teachers and students by visualizing 3D objects in realtime. This multimedia application for introducing perfect and imperfect metamorphosis is based on Augmented Reality by referring to the material in the Science books for Elementary School grade IV (Four) curriculum 2013. The methodology used in developing this application is the Luther Sutopo development method. Where this method consists of 6 (Six) stages, namely concept, design, material collecting, assembly, testing, and distribution. The results or the output of the application that the author built is an android application using Augmented Reality technology to show the shape or form of the stages of animals that experience perfect metamorphosis and imperfect metamorphosis. The conclusion of this study is that the overall response of the end user to this application is quite good. Where in some questions related to this AR application has given good answers. This is evidenced by some of the tests that the authors have conducted on applications where the testers are writers and end users.


2020 ◽  
Vol 4 (1) ◽  
pp. 9
Author(s):  
Fendi Aji Purnomo

<p>Penelitian ini telah dilakukan rancang bangun pembuatan aplikasi games AR yang bertujuan untuk mengenalkan fosil-fosil purba yang ada di ruang pamer Museum Purbakala Sangiran. Metode yang digunakan dalam pembuatan aplikasi game AR ini adalah Multimedia Development Life Cycle (MDLC) dimulai dengan konsep, desain, material collecting, assembly, testing dan distribution.  Pembuatan Aplikasi Game Battle Card Museum Purbakala Sangiran menggunakan Augmented Reality berbasis Android ini menggunakan berbagai software yaitu Vuforia Developer untuk membuat fitur marker, Vuforia SDK untuk mendapatkan ARCamera dan ImageTarget, Unity3D untuk membuat Augmented Reality, Blender untuk pembuatan objek 3D dan Corel Draw untuk membuat desain marker dan layout. Pengujian game dilakukan secara black box, pengujian terhadap compatibilitas perangkat dan pengujian hasil penilaian end user melalui kuisioner. Hasil penelitian menyebutkan bahwa telah berhasil dibuat game AR pengenalan fosil purba. Game tersebut minimal dapat berjalan pada perangkat dengan minimal memori RAM 2GB. Jarak ideal kamera mendeteksi kartu marker 10 cm sampai dengan 30 cm. Sudut deteksi marker terhadap kamera antara 30<sup>o</sup> sampai dengan 90<sup>o</sup>. Hasil penilaian mengenai tampilan visual game dinilai 88.4% menarik dan sangat menarik, model 3D yang disajikan 84.6% menarik dan sangat menarik.  </p>


2021 ◽  
Author(s):  
Angela Cristina De Hugo Silva ◽  
Metod Gaber ◽  
Matevž Dolenc

Building Information Modeling is an increasingly common process for managing the entire lifecycle of a building - from design and planning, through the construction phase, to operation and maintenance. The result of this process is a building information model with all the generated data and information about the construction process that can be used in a variety of different end-user scenarios. One such use of the model is in a number of different augmented reality applications. Augmented reality technology is being used to bridge the gap between the digital and real worlds and is rapidly becoming an essential part of modern building data modeling design workflows. The chapter provides an overview of building data modeling and the current state of the art in the use of augmented reality in various user scenarios of building data modeling and explores various challenges that need to be addressed for the adoption of augmented reality technology in architecture, engineering, and construction in general.


Author(s):  
Zhaohui Huang ◽  
Vasilis Friderikos ◽  
Mischa Dohler ◽  
Hamid Aghvami

The dawn of the 5G commercialization era brings the proliferation of advanced capabilities within the triptych of radio access network, end user devices, and edge cloud computing which hopefully propel the introduction of novel, complex multimodal services such as those that enlarge the physical world around us like mobile augmented reality. Managing such advanced services in a granular manner through the emerging architectures of microservices within a network functions virtualization (NFV) framework allows for several benefits but also raises some challenges. The aim of this chapter is to shed light into the architectural aspects of the above-envisioned virtualized mobile network ecosystem. More specifically, and as an example of advanced services, the authors discuss how augmented reality applications can be decomposed into several service components that can be located either at the end-user terminal or at the edge cloud.


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