Enhancing Visualisation of Anatomical Presentation and Education Using Marker-based Augmented Reality Technology on Web-based Platform

Author(s):  
I. Wang ◽  
M. Nguyen ◽  
H. Le ◽  
W. Yan ◽  
S. Hooper
Author(s):  
Ernest Redondo ◽  
Isidro Navarro ◽  
Albert Sánchez ◽  
David Fonseca

This chapter discusses the impact of using social media resources and new emerging technologies in teaching and learning processes. The authors of this chapter focus on Spanish architecture-education framework by analyzing three case studies carried out by students finishing architecture and building degrees. Students’ interaction with this resources is assessed, as well as their derived academic results, and the degree of satisfaction from students and teachers using these resources and technologies. To conduct the study, the authors worked with Web based freeware applications, such as Dropbox, blogging systems, Moodle, YouTube, Wikipedia, and Google Maps. Mobile devices, such as smartphones and tablets PCs, were used to test QR-Codes (Quick Response Codes) and Augmented Reality technology based applications as Junaio and Ar-Media Plugin.


ARSNET ◽  
2021 ◽  
Vol 1 (2) ◽  
Author(s):  
Nina Dwi Handayani

Kondisi pandemi yang membatasi pola pergerakan manusia atas ruang, di satu sisi menyebabkan manusia kehilangan makna dan rasa atas kehadiran ruang fisik, tapi di sisi lain memberikan peluang bagaimana cara memaknai ruang dengan cara yang berbeda. Instalasi Kisah Antah-berantah karya Citra Sasmita yang diinisiasi oleh Ruang Seni Anak Komisi UOB Museum MACAN, Jakarta ini berkisah tentang cerita fabel mitologis untuk anak-anak yang diinspirasi dari lukisan kamasan dan karakter cerita rakyat Tantri di Bali. Mempergunakan teknologi web-based augmented reality, Kisah Antah-berantah merupakan perpaduan objek seni dan ruang secara fisik dengan teknologi dunia maya, yang bisa dinikmati secara daring dan luring. Pengamatan karya instalasi Kisah Antah-berantah ini bertujuan untuk memperkaya gagasan atas keterlibatan rute, tur dan bagaimana memaknai batas pada ruang maya.  Pengamatan “mengalami ruang” secara daring oleh penulis dijelaskan melalui 2 cara yaitu mode operasi pasif 360˚ dan mode operasi aktif manual. Mode operasi pasif 360˚ menunjukkan bahwa dengan rute yang statis dan terukur, pengalaman memaknai ruang daring bercerita bisa tercapai, meskipun tidak memberikan pemahaman akan batas ruang yang baru. Sebaliknya dengan mode operasi manual aktif, dengan kebebasan rute yang dipilih dan diciptakan sendiri, pengunjung mampu menciptakan batas dan pemaknaan ruang baru yang berbeda. Dari kedua mode operasi ini, tanda (landmark) berupa titik kode optik hadir melampaui objek fisiknya sebagai bagian dari navigasi dalam ruang maya.     The pandemic condition that limits human movement over space has consequences that humans lose their meaning and sense of the presence of physical space, otherwise, it provides opportunities to interpret space differently. The installation Kisah Antah-berantah by Citra Sasmita, which was held during a pandemic and initiated by the Ruang Seni Anak Komisi UOB Museum MACAN, Jakarta tells the story of mythological fables for children inspired by kamasan paintings and Tantri folklore characters in Bali, Indonesia. Implementing web-based augmented reality technology, this installation has an equal collaboration of art objects and physical space which can be enjoyed virtually and in a real-time exhibition mode. Kisah Antah-berantah investigates ideas on the involvement of routes, tours, and how to define boundaries in architecture and virtual space. The "experiencing space" will be explained in 2 ways, namely passive 360˚ operation mode and manual active operation mode. The 360˚ passive mode of operation shows that with a static and measurable route, the visitor interprets the virtual space of storytelling completely, although it does not provide a new understanding of spatial boundaries. In manual active of operation mode, visitors potentially create new boundaries and different meanings of space, by creating their routes. In these two modes of operations, an optical code point is presented as a landmark, as an important part of navigation in virtual space.


Author(s):  
Тетяна Грунтова ◽  
Юлія Єчкало ◽  
Андрій Стрюк ◽  
Андрій Пікільняк

Hruntova T. V., Yechkalo YU. V., Stryuk A. M. and Pikilʹnyak A. V. Augmented Reality Tools in Physics Training at Higher Technical Educational Institutions. Research goal: the research is aimed at theoretical substantiation of applying the augmented reality technology and its peculiarities at higher technical educational institutions. Research objectives: the research is to solve the problems of determining the role and place of the technology in the educational process and its possible application to physics training. Object of research: teaching physics to students of higher technical educational institutions. Subject of research: the augmented reality technology as a component of the training process at higher educational institutions. Research methods used: theoretical methods include analysis of scientific and methodological literature; empirical methods include studying and observation of the training process. Research results: analysis of scientific publications allows defining the notion of augmented reality; application of augmented reality objects during laboratory practical works on physics is suggested. Main conclusions. introduction of the augmented reality technology in thetraining process at higher technical educational institutions increases learning efficiency, facilitates students’ training and cognitive activities, improves the quality of knowledge acquisition, provokes interest in a subject, promotesdevelopment of research skills and a future specialist’s competent personality.


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