scholarly journals Mobile Augmented Reality Application for Component Identification

2021 ◽  
Vol 2111 (1) ◽  
pp. 012039
Author(s):  
Y. I. Hatmojo ◽  
T. H.T. Maryadi ◽  
R. Badarudin ◽  
B. Indrawati

Abstract This article discusses the development of augmented reality (AR) based object identification applications. The purpose of this study is to improve the distribution station component identification workbook. Through the implementation of the developed application, it is assumed that it will be easier to understand the functionality of the components of the distributing station. The augmented reality application was developed for the android platform. The result showed the application of Distributing Station-AR has been developed by applying a marker-based tracking method. The application test has successfully displayed the three-dimension components of distributing station using a marker on the component identification workbook of distributing station. Product performance is known to be very good and product validation is also very good, including material validation, media validation, and first user responses. For further development, this application is expected to add animation of the working principle of AR-based components.

2021 ◽  
Vol 9 (3) ◽  
pp. 365
Author(s):  
I Kadek Agus Andika Putra ◽  
I Gusti Ngurah Anom Cahyadi Putra

The aim of this study is to develop an Augmented Reality application with marker-based tracking that use for Canang education. This application was developed with waterfall model. Data collection technique that I use in this study is surveys, interview and literature review. This application can pop up information about types of Canang, when you use that types, and an example picture of the Canang. This application use vuforia software development kit (SDK) for combine the reality object and virtual object use for smartphone with QR Code. The design for information and example picture of Canang is built in Adobe Illustrator and made to Augmented Reality in Unity. Method that use in this study is Marker Based Tracking which identifies marker patterns. This application applies multi-target marker-based Augmented Reality so that each type of Canang information is stored and ran on different markers. This application can be medium for education about Canang in general for Hindusm teen.


2020 ◽  
Vol 4 (2) ◽  
pp. 56
Author(s):  
Adryan Syahputra ◽  
Septi Andryana ◽  
Aris Gunaryati

Education in children is not only learning from books, with the development of educational technology it can be done using technological equipment such as computers, smartphones, or gadgets. The use of the Augmented reality application can be used as an example in learning in early childhood by introducing land animals in 3D. This study aims to provide education, especially to children, about the introduction of land animals by utilizing augmented reality technology. This research uses a marker-based tracking method and a fast corner detection algorithm. The results of the study resulted in an application that contained the introduction of land animals consisting of dogs, horses, kangaroos, cats, wolves, elephants, deer, camels, giraffes, and cows. Brief information about each animal, designed to be as attractive as possible for children. Applications can run on the Android operating system.Keywords:Augmented reality, 3D Objects, Marker Based, Fast corner detection.


2017 ◽  
Vol 121 ◽  
pp. 04001 ◽  
Author(s):  
Cătălin Gheorghe Amza ◽  
Aurelian Zapciu ◽  
Diana Popescu ◽  
Octav Teodorescu

Sign in / Sign up

Export Citation Format

Share Document