scholarly journals Boundary Value Analysis Testing on Augmented Reality of Indonesian Fruit Recognition at Mekarsari Tourist Park using Cloud Method on Android Mobile Devices

2019 ◽  
Vol 1196 ◽  
pp. 012060 ◽  
Author(s):  
R Dewi Agushinta ◽  
Hustinawaty ◽  
Ihsan Jatnika ◽  
Henny Medyawati
Author(s):  
VanDung Nguyen ◽  
Tran Trong Khanh ◽  
Tri D. T. Nguyen ◽  
Choong Seon Hong ◽  
Eui-Nam Huh

AbstractIn the Internet of Things (IoT) era, the capacity-limited Internet and uncontrollable service delays for various new applications, such as video streaming analysis and augmented reality, are challenges. Cloud computing systems, also known as a solution that offloads energy-consuming computation of IoT applications to a cloud server, cannot meet the delay-sensitive and context-aware service requirements. To address this issue, an edge computing system provides timely and context-aware services by bringing the computations and storage closer to the user. The dynamic flow of requests that can be efficiently processed is a significant challenge for edge and cloud computing systems. To improve the performance of IoT systems, the mobile edge orchestrator (MEO), which is an application placement controller, was designed by integrating end mobile devices with edge and cloud computing systems. In this paper, we propose a flexible computation offloading method in a fuzzy-based MEO for IoT applications in order to improve the efficiency in computational resource management. Considering the network, computation resources, and task requirements, a fuzzy-based MEO allows edge workload orchestration actions to decide whether to offload a mobile user to local edge, neighboring edge, or cloud servers. Additionally, increasing packet sizes will affect the failed-task ratio when the number of mobile devices increases. To reduce failed tasks because of transmission collisions and to improve service times for time-critical tasks, we define a new input crisp value, and a new output decision for a fuzzy-based MEO. Using the EdgeCloudSim simulator, we evaluate our proposal with four benchmark algorithms in augmented reality, healthcare, compute-intensive, and infotainment applications. Simulation results show that our proposal provides better results in terms of WLAN delay, service times, the number of failed tasks, and VM utilization.


Author(s):  
T. Polhmann ◽  
D. Parras-Burgos ◽  
F. Cavas-Martínez ◽  
F. J. F. Cañavate ◽  
J. Nieto ◽  
...  

2020 ◽  
Vol 4 (1) ◽  
pp. 89-94
Author(s):  
Fitra Ramadhan ◽  
Maksum Ro’is Adin Saf

Pada perkembangan ekonomi di Indonesia yang sedang berkembang saat ini,  usaha dalam penyewaan ruko sangatlah pesat, dan untuk menyewa ruko haruslah sesuai dengan target yang ingin dicapai, seperti lokasi yang ramai, lokasi yang mudah diakses, ataupun kelengkapan ruko untuk memaksimalkan pelayanan. Akan tetapi dari beberapa kriteria tersebut, kemungkinan terjadinya kesalahan penyewaan ruko dapat muncul karena kurangnya dan keterbatasan dalam mendapatkan informasi ruko. Dari permasalahan tersebut dibangunlah sebuah Sistem Pendukung Keputusan untuk Penyewaan Ruko yang Strategis. Metode yang digunakan adalah Analytical Hierarchy Process (AHP). Kemudian, dilakukan tiga buah pengujian terhadap sistem yaitu pengujian black box, usability testing dan perbandingan perhitungan manual dan sistem. Didapatkan hasil pengujian black box dengan teknik Equivalence Class Partitioning bahwa semua inputan berjalan, dan dengan teknik Boundary Value Analysis didapatkan nilai batas atas dan bawah tiap masukan. Berdasarkan hasil rekapitulasi kuesioner terhadap user, responden setuju dengan kepuasan dalam penggunaan sistem dengan rata-rata 75,31%. Kemudian Berdasarkan perbandingan perhitungan manual dan sistem, didapatkan hasil selisih perhitungan sebesar 0,03, akurasi dari perhitungan sistem sebesar 100% dan perhitungan metode AHP berhasil diterapkan.


2014 ◽  
pp. 412-435
Author(s):  
José Bidarra ◽  
Meagan Rothschild ◽  
Kurt Squire ◽  
Mauro Figueiredo

Smartphones and other mobile devices like the iPhone, Android, Kindle Fire, and iPad have boosted educators' interest in using mobile media for education. Applications from games to augmented reality are thriving in research settings, and in some cases schools and universities, but relatively little is known about how such devices may be used for effective learning. This article discusses the selection and potential use of electronic games, simulations and augmented reality in mobile learning supported by an operational model called AIDLET. After analyzing the different approaches to the use of digital technology and games in education, and discussing their benefits and shortcomings, a framework was developed to facilitate the selection, repurposing, design and implementation of games, simulations and augmented reality, with focus on the practical aspects of the processes used in mobile learning. It is apparent that these devices for learning are valued by students and teachers alike, and that they may be used as personalized devices for amplifying learning, specifically through amplifying access to information, social networks, and ability to participate in the world. Furthermore, whereas traditional learning is based on knowledge memorization and the completion of carefully graded assignments, today, games, simulations and virtual environments turn out to be safe platforms for trial and error experimentation, i.e. learning by doing or playing. In this context, the AIDLET model was set out and verified against a taxonomy representing the main categories and genres of games, and the article concludes with implications for how teachers, instructional designers and technologists might best capitalize on the affordances of mobile devices when designing for blended learning and e-learning courses.


Author(s):  
Ana Grasielle Dionísio Corrêa

One of the methods of teaching that has brought significant contributions to the field of education is augmented reality. This technology transformed learning into a more motivating, enjoyable, fun, and interesting activity. This chapter contributes an augmented reality application for mobile devices that complements and supports the learning of geometric figures. The application, called AGeRA, consists of a geometry book and software capable of reading special markers inserted into the book's content. When this book is placed in front of the camera of a mobile device, 3D objects, sounds, animations, and other interactive elements leap from book pages making learning more fun and exciting. Preliminary tests were made with teachers and students and showed good acceptance of the application to support the teaching of geometry.


2018 ◽  
pp. 777-793
Author(s):  
Srinivasa K. G. ◽  
Satvik Jagannath ◽  
Aakash Nidhi

Mobile devices are changing the way people live. Users have everything on their fingertips and to support them, there are scores of application which add to the usability and comfort. “Know your world better” is an Augmented Reality application developed for Android. This application helps the user to find friends and locate places in close proximity. In this paper we talk about an application that describes a method of augmenting Point of Interests (POI's) on a mobile device. User has to move his phone pointing in a direction of his choice and POI's if any are shown in real time. The user's interest with respect to the environment is inferred from speech or by selecting from the choices; this data is used for information retrieval from the cloud. The result of context-sensitive information retrieval is augmented onto the view of the mobile and provides speech output.


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