Augmented Reality Application for Preschool Children with Unity 3D Platform

Author(s):  
Buse Asena Koca ◽  
Burakhan Cubukcu ◽  
Ugur Yuzgec
2021 ◽  
Vol 9 (3) ◽  
pp. 339
Author(s):  
Gede Bagus Danandjaya ◽  
I Gede Arta Wibawa

In gamelan, one of the most important instruments is trompong. Trompong is an idiphones instrument that has 10 rows of round shaped metal called pencon. Every pencon has its own sound. As a traditional music instrument, of course gamelan especialy trompong must be preserved continuously. But unfortunately, playing Balinese gamelan with real instrument is hard to do because the difficulty to finding gamelan in the real world. By using technolgy such as Augmented Reality, playing trompong possible to do even without having the real instrument.  Augmented Reality will be develop using Unity 3D software along with Vuforia SDK, and also this application using Android smartphone as a base of Augmented Reality application. This Augmented Reality application called TrompongAR and will be marker based Augmented Reality, by using a target marker will help Augmented Reality to place where the 3-dimensional trompong will placed. The 3-dimensional trompong will have 10 pencon that can played by tapping the pencon, the touched pencon will produce sound like the real instrument.


2020 ◽  
Vol 6 (1) ◽  
pp. 29
Author(s):  
Muhammad Dimas Septiandi ◽  
Harya Bima Dirgantara

The purpose of this research is to develop an Augmented reality applications that was used to visualize the structure of the bacteria cell and bacteria forms in 3 dimensions. An application developed in this research were dedicated to the Android smartphone users are studying or teaching others about the bacteria cell structure and bacteria forms. Software development methods used in the research and application development is incremental. The incremental amounts required in performing this application development amounted to 4 incremental. At each incremental done the analysis, design, coding, and testing phase. 3Ds Max 2018 is used to doing the design of 3-dimensional form of the bacteria. Unity 3D version 5.6.0 f3 and Vuforia library version 6 is used to doing the development of application. The results of this research is the Android-based Augmented reality application for visualization of bacteria cell structure and bacteria forms.


S CIES ◽  
2015 ◽  
Vol 6 (1) ◽  
pp. 55-65
Author(s):  
I Made Marthana Yusa ◽  
I Nyoman Agus Suarya Putra ◽  
Dewa Gede Agung Pandawana

Penelitian ini mengupayakan strategi branding kampus STMIK STIKOM Indonesia (STIKI) sebagai salah satu kampus IT ternama di Bali, dengan pemanfaatan IT dengan mengimplementasikan teknologi computer vision dalam wujud Augmented reality application pada Media Informasi. Video iklan kampus STIKI dan visualisasi eksterior gedung dalam wujud video "disembunyikan" dalam tanda-tanda (marker) yang tidak terlihat batasnya secara kasat mata (markerless). Marker yang dipilih adalah visualisasi bangunan, foto model wisudawan dan logo STIKI.Video visualisasi eksterior gedung kampus STIKI direkam dengan memanfaatkan drone untuk menghasilkan visualisasi citra gedung yang seakan-akan dilihat dari sudut pandang mata burung. Instalasi aset video tersebut pada media menggunakan Unity 3D dan Vuforia SDK. Aplikasi ini telah diujicobakan kepada sejumlah siswa SMA di Bali di antaranya SMAN 2 Banjar, SMAN 2 Negara, SMKN 2 Seririt, SMK TP 45 dengan total siswa sejumlah total 45 orang. Hasilnya dari 45 siswa tersebut, 44 orang (98,6 %) menyatakan bahwa aplikasi Augmented reality ini menarik. Sejumlah yang sama (98,6 %) menyatakan bahwa aplikasi ini membantu siswa sebagai calon mahasiswa dalam mengenali STIKI lebih baik. Sedangkan 42 dari 45 siswa (93,3%) menyatakan bahwa dengan adanya aplikasi Augmented reality ini siswa menjadi semakin tertarik untuk berkuliah di STIKI. Untuk menilai kelayakan aplikasi ini, setiap siswa diberi kesempatan untuk memberikan penilaian skala 1-5. Hasilnya, sejumlah 6 siswa memberikan Nilai 3, 22 siswa memberikan Nilai 4, sedangkan 17 orang memberikan Nilai 5. Rata-rata Nilai Aplikasi adalah 4,24, dan termasuk dalam kategori 'Memuaskan'. Pihak marketing juga melaporkan respon siswa sangat positif terhadap aplikasi Augmented reality STIKI ini.


Sensors ◽  
2021 ◽  
Vol 21 (6) ◽  
pp. 2234
Author(s):  
Sebastian Kapp ◽  
Michael Barz ◽  
Sergey Mukhametov ◽  
Daniel Sonntag ◽  
Jochen Kuhn

Currently an increasing number of head mounted displays (HMD) for virtual and augmented reality (VR/AR) are equipped with integrated eye trackers. Use cases of these integrated eye trackers include rendering optimization and gaze-based user interaction. In addition, visual attention in VR and AR is interesting for applied research based on eye tracking in cognitive or educational sciences for example. While some research toolkits for VR already exist, only a few target AR scenarios. In this work, we present an open-source eye tracking toolkit for reliable gaze data acquisition in AR based on Unity 3D and the Microsoft HoloLens 2, as well as an R package for seamless data analysis. Furthermore, we evaluate the spatial accuracy and precision of the integrated eye tracker for fixation targets with different distances and angles to the user (n=21). On average, we found that gaze estimates are reported with an angular accuracy of 0.83 degrees and a precision of 0.27 degrees while the user is resting, which is on par with state-of-the-art mobile eye trackers.


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