A study on the markerless augmented reality for picture books

Author(s):  
Tai-Wei Kao ◽  
Huang-Chia Shih
2021 ◽  
Vol 5 (1) ◽  
pp. 20
Author(s):  
Fendi Aji Purnomo

<p>Abstrak :</p><p>Usia dini merupakan salah satu masa penting bagi seorang anak dalam mengembangkan bakat dan potensinya. Dalam Pendidikan Anak Usia Dini juga diajari untuk mengenal tentang berbagai macam hewan contohnya serangga. Anak-anak mulai diperkenalkan pembelajaran tentang berbagai macam hewan serangga seperti belalang, kepik, wangwung, lalat, nyamuk dan sebagainya. Guru mengenalkan berbagai macam serangga tersebut dengan menggunakan media buku bergambar. Buku bergambar memiliki keterbatasan, yaitu hanya menampilkan gambar dan teks. Teknologi <em>Augmented Reality </em>dapat dimanfaatkan sebagai media bantu pembelajaran mengenalkan berbagai macam serangga dengan menambahkan objek 3 dimensi di atas media buku tersebut. Metode penelitian mengadopsi metode <em>Multimedia Development Life Cycle</em> (MDLC). MDLC terdiri dari enam tahap yaitu pengonsepan, perancangan, pengumpulan materi, pembuatan, pengujian , dan pendistribusian. Hasil penelitian berupa aplikasi pembelajaran tentang pengenalan aneka macam serangga dalam aplikasi android. Aplikasi AR SERANGGA ini dibuat secara interaktif dengan menggunakan alat bantu <em>marker </em>untuk menampilkan obyek dalam bentuk 3 dimensi dan informasi yang ditampilkan agar anak usia dini tertarik atau antusias dalam kegiatan belajar mengajar yang dibuktikan dengan 70% responden memberikan nilai setuju atas aplikasi ini.</p><p>_____________________________</p><p>Abstract : </p><p><em>Early childhood is one of the important times for a child to develop his talents and potential. In Early Childhood Education, it is also taught to get to know various kinds of animals, for example insects. Children were introduced to learning about various kinds of insects such as grasshoppers, ladybugs, wangwung, flies, mosquitoes and so on. The teacher introduces the various kinds of insects using picture books as media. Picture books have limitations, which only display pictures and text. Augmented Reality technology can be used as a learning aid to introduce various kinds of insects by adding 3-dimensional objects on top of the book media. The research method adopted the Multimedia Development Life Cycle (MDLC) method. The MDLC consists of six stages, namely drafting, designing, gathering materials, manufacturing, testing, and distributing. The results of the research are in the form of a learning application about the introduction of various kinds of insects in an android application. The AR SERANGGA application is made interactively by using marker tools to display objects in 3-dimensional form and the information displayed so that early childhood is interested or enthusiastic in teaching and learning activities as evidenced by 70% of respondents giving agreed scores on this application.</em></p>


2020 ◽  
Vol 4 (1) ◽  
pp. 32
Author(s):  
Kholid Fathoni ◽  
Yuliana Setiowati ◽  
Rozy Muhammad

Education in children is a very important part of life to achieve success in the future. Early on, children must be taught knowledge, especially related to the daily environment, including: introduction of animals. Among the characteristics of children's learning is interesting. So far, conventional learning in the form of books makes children bored, so it takes creativity or interactive learning methods, one of which is multimedia-based learning. One of the multimedia technology developed at this time is augmented reality. Mobile augmented reality based applications can be used as learning media for animal recognition for children. This interactive learning media based on Mobile Augmented Reality, called ARnimal, combines picture books and augmented reality applications. The markers contained in the picture book will be captured by the camera from the mobile device and then processed and appear animated 3D animals on the screen in realtime. By combining the real and virtual world, ARnimal can stimulate the imagination of children so that children are more enthusiastic in learning. The results of this ARnimal trial on several types of smartphones show that all ARnimal functions are running well. ARnimal was also tested on some children who were accompanied by their parents and the results of the questionnaire showed that the application was easy to use, helped with education, had similarities with real animals and had an attractive appearance.


ASHA Leader ◽  
2013 ◽  
Vol 18 (9) ◽  
pp. 14-14 ◽  
Keyword(s):  

Amp Up Your Treatment With Augmented Reality


2003 ◽  
Vol 15 (2) ◽  
pp. 141-156 ◽  
Author(s):  
eve Coste-Maniere ◽  
Louai Adhami ◽  
Fabien Mourgues ◽  
Alain Carpentier

Sign in / Sign up

Export Citation Format

Share Document