A conceptual design of Kanji mobile application with augmented reality technology for beginner

Author(s):  
Kanyarat Thongchum ◽  
Saromporn Charoenpit
2020 ◽  
Vol 24 (3) ◽  
pp. 44-55
Author(s):  
Yu. Yu. Dyulicheva

The purpose of the work is the investigation of the modern approaches to augmented reality usage in mathematics and physics learning and the development of mobile application with graphical tips in the augmented reality mode for solving the dynamics typical problems.Materials and methods. The review of the modern articles on the augmented reality usage for mathematics and physics learning is provided; the iOS applications usage in mathematics learning such as GeoGebraAR for second order surfaces learning; the game MultiplicationAR for the multiplication table studying in an fascinating way; VectorAR application for vectors, cross and dot products, Cartesian and skew coordinate systems learning and iOS apps for physics learning such as Physics-Lab for conducting of the experiments with electrical circuits connections in the augmented reality, astrophysics and electromagnetism learning; Galileo application for accompanying of the theoretical material in physics with experiments to demonstrate paradoxes in mechanics, gravitational slingshot etc.; Arious application for students’ acquaintance with famous physicists and their discoveries in the augmented reality are considered. The analysis of tools for lecturers that can be used for the augmented reality content creation, such as HP Reveal and web-application Augment is performed. It should be noted the high personal interests of lecturers for the augmented reality technology implementation.Results. In the course of the work, the difficulties encountered by students in the study of mathematics and physics and possibilities of the augmented reality usage to overcome these difficulties are studied. A mobile application with the ability to receive graphical tips for solving dynamics problems that aimed at students with difficulties of forces and their projections understanding is developed. The methods for the mobile application are developed based on the basic classes of ARKit framework such as SCNNode, SCNBox, SCNPlane, SCNText, SCNGeometry, SCNGeometryElement, SCNShape, SCNMaterial etc. To conduct the experiments a pilot group of 14 random students is created, 9 of which experienced difficulties in solving some types of dynamic problems. The results of the experiment show a positive attitude of students to use of the augmented reality. 7 of 9 students who had difficulties got the skills to solve typical dynamic problems. Conclusion. Based on results of the research, we can conclude about the effectiveness of the augmented reality usage for studying of the abstract concepts in mathematics and physics. The developed mobile application with graphical tips in the augmented reality mode has improved the students’ performance in the pilot group. The lecturers play an important role in the implementation of AR-technology in the educational process. They help to maintain the student’s interest to AR-technology throughout the lesson. The disadvantages of the augmented reality applications include their narrow focus on studying of specific process, phenomenon or concept. The results of research can be applied in the educational process for mathematics and physics learning in order to increase the motivation and interest of students.


2018 ◽  
Vol 19 (6) ◽  
pp. 698-703
Author(s):  
Andrzej Rypulak ◽  
Sebastian Kuźmicz

The article describes the course of works aimed at creating a mobile application using Mobile Augmented Reality technology supporting the training process of personnel servicing aircraft in the field of pre-flight aircraft inspections. The requirements for the application, selection of programming tools and mobile imaging devices are presented. At the end of the article the results of tests of applications on various mobile devices and their conclusions are presented.


2020 ◽  
Author(s):  
Trias Widha Andari ◽  
Rizky Noviasri ◽  
Irni Resmi Apriyanti

While there are various kinds of Gresik’s traditional food, the data indicate that children are still lacking knowledge about them. Therefore, the objective of this study is to educate children about Gresik’s traditional food. The research method consists of three parts: predesign; design; and post-design. The result of this research is a mobile application that supports a pictorial book with augmented reality technology for children from 7 to 11 years old. Within that age range, children are able to classify and identify objects according to their characteristics. Augmented reality technology makes multimedia that contains the cooking process of Gresik’s traditional food become more interactive and attractive. Keywords: Gresik’s Traditional Food, Augmented Reality, Picture Story Book


2020 ◽  
Vol 10 (11) ◽  
pp. 316
Author(s):  
Muhammad Nadeem ◽  
Amal Chandra ◽  
Audrey Livirya ◽  
Svetlana Beryozkina

Lab orientation is a vital part of learning for new students entering the university, as it provides the students with all the necessary and important information about the lab. The current orientation is manual, tedious, suffers from logistical constraints, lacks engagement, and provides no way to assess that outcomes have been achieved. This is also supported by the results of a student survey which revealed students’ dissatisfaction with current process of orientation. This study presents the design and development of a sample augmented reality mobile application, AR-LabOr, for the lab orientation that helps students in a quick and easy adaptation to the lab environment by familiarizing them with the lab equipment, staff, and safety rules in a fun and interactive manner. This application makes use of marker-less augmented reality technology and a blend of multimedia information such as sound, text, images, and videos that are superimposed on real-world contents. An experiment with 56 students showed that they found the novel method of orientation using the application more engaging than the traditional instructor-led method. Students also found the application to be more supportive, motivating, and that it helped them in better understanding the lab equipment.


Author(s):  
Abishek R ◽  
◽  
Dr. D. Vaishali ◽  
Adhitya Narayan R ◽  
Vignesh Sundar M ◽  
...  

IoT has become an integrated part of our lives changing ways in which we operate our everyday appliances. In addition to making our home appliances smart, it has become a common trend for companies to adopt industry 4.0, which uses various sensors to monitor the equipment, machinery, and the work environment. We often come across multiple brands which make smart appliances but each brand comes with its separate mobile application for the appliance's operation. This requires us to switch between Apps to control these appliances if we at all remember which App controls which appliance. We intend to solve these two major inconveniences by creating a single mobile application that can control all these appliances using Augmented Reality technology. All we have to do is point our camera at the appliance that we need to operate and the App will display control options in real-time AR. This paper produces five important contributions: 1) An AR-based mobile application to control IoT devices and monitor the environment. 2) Implementing the mobile application using Unity 3D engine and Vuforia SDK. 3) Integrating a commercially available IoT device with the mobile application. 4) Integrating custom-made hardware IoT device with mobile application. 5) Integrating this combination to make our industries and homes smarter Keywords:


2022 ◽  
Author(s):  
Haida Umiera Hashim ◽  
Melor Md Yunus ◽  
Helmi Norman

American Psychiatric Association defined autism spectrum disorder as a neurological disorder due to which a diagnosed child may face difficulty in social communication or have a repeated or restricted set of behaviors. Learners with autism are primarily visual strategy learners, and they tend to learn better through pictures and images. Due to their cognitive disabilities, most learners with autism struggle to acquire new vocabulary. There have been many inventions invented by researchers all over the world to help autistic children with their education; however, not much emphasis put on the interventions that can assist autistic children with their English vocabulary learning process. Hence, this study intends to investigate the stakeholders’ acceptance and thoughts on the use of augmented reality mobile applications for children with autism. This study is a qualitative research study where interviews are used as an instrument to gather stakeholders’ views on the usefulness of the designed and developed augmented reality technology mobile application. This study involved seven respondents who come from different backgrounds and in different field areas. The results have gathered that the designed and developed mobile application has the prospect of helping children with autism with their English language learning process. With further improvements, the designed and developed mobile application is believed to be able to help autistic children to learn English vocabulary in a more exciting yet meaningful manner and at the same time help to spark their interest in their English vocabulary language learning process.


Author(s):  
Yevgeniya Daineko ◽  
Madina Ipalakova ◽  
Dana Tsoy ◽  
Aigerim Seitnur ◽  
Zhandos Baurzhan ◽  
...  

<p class="0abstract">The paper presents the work on the educational mobile application based on Unity game engine using Vuforia platform. The appropriate research on electronic educational resources and augmented reality technology was conducted. The authors also studied the world experience in the use of the technology in various fields of its application, in education as a whole and in physics in particular. As an outcome of the work, an electronic educational resource for secondary educational institutions was developed. It was implemented as an application for conducting virtually a set of the laboratory works in physics using augmented reality.</p>


2019 ◽  
Vol 3 (02) ◽  
pp. 64-70
Author(s):  
Phuripoj Kaewyong ◽  
Shatchaya Duangchant

Currently, the System of Rice Intensification (SRI) is one method that can be applied and used to produce seeds of local rice species in highland areas. However, it can currently be seen that the traditional methods to transfer knowledge about SRI from the experts still have limitations in many aspects due to the number of farmers that have experienced success still being low. Some farmers do not have their own fields and it takes a period for farmers to test the rice growing. Currently, mobile devices are widely used in peoples’ lives. Many scholars focus on the application of mobile devices and the augmented reality (AR) technology for the simulation games in many issues while the use of AR-based mobile applications as the learning tools is not widespread. There-fore, in this study, we propose the development of an application on mobile devices with augmented reality technology in order to use it as media in sharing knowledge related to the methods of the System of Rice Intensification by virtual farms simulation. To examine the efficiency of this developed application. A total amount of participants were 512 farmers from 5 regions of Thailand. The experimental results demonstrated that the newly developed AR-based mobile application is effective for improved knowledge on the participants who used the developed application and it can help them to practice their SRI farming skill in the virtual farm simulation. This indicates that the developed AR-based mobile application is the benefits tool for the new knowledge transferring meth-od in the system of rice intensification. For future work, it is necessary to evaluate the farmer success after learning from this AR-based mobile application in order to study the impact of the new method of SRI knowledge transferring. Keywords—augmented reality, knowledge transferring, system of rice intensification.


Author(s):  
Ady Purna Kurniawan ◽  
Vany Octaviany ◽  
Danica Rani Intani Putri ◽  
Budi Ikhsan ◽  
Dimas Adianto

The use of smartphone devices has become a part of people's lives in finding the information they need, including finding tourist locations that suit their desires. The problem is when tourism site managers cannot keep up with technological developments needed by the community, where most still use conventional paper media marketing methods such as brochures and travel pocketbooks. Therefore, the development of tourism promotion applications is needed to support the marketing of tourist destinations such as in Pangandaran, West Java. This application's development uses the Prototype method, which only focuses on functionality needs, which uses video media that is displayed with Augmented Reality technology. The results of the development of this application can only display 7 (seven) superior tourism location videos in Pangandaran, West Java.


2021 ◽  
Vol 12 (4) ◽  
pp. 132-141
Author(s):  
Haida Umiera Hashim ◽  
Melor Md Yunus ◽  
Helmi Norman

American Psychiatric Association defined autism spectrum disorder as a neurological disorder due to which a diagnosed child may face difficulty in social communication or have a repeated or restricted set of behaviors. Learners with autism are primarily visual strategy learners, and they tend to learn better through pictures and images. Due to their cognitive disabilities, most learners with autism struggle to acquire new vocabulary. There have been many inventions invented by researchers all over the world to help autistic children with their education; however, not much emphasis put on the interventions that can assist autistic children with their English vocabulary learning process. Hence, this study intends to investigate the stakeholders’ acceptance and thoughts on the use of augmented reality mobile applications for children with autism. This study is a qualitative research study where interviews are used as an instrument to gather stakeholders’ views on the usefulness of the designed and developed augmented reality technology mobile application. This study involved seven respondents who come from different backgrounds and in different field areas. The results have gathered that the designed and developed mobile application has the prospect of helping children with autism with their English language learning process. With further improvements, the designed and developed mobile application is believed to be able to help autistic children to learn English vocabulary in a more exciting yet meaningful manner and at the same time help to spark their interest in their English vocabulary language learning process.


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