APRIL A High-Level Framework for Creating Augmented Reality Presentations

Author(s):  
F. Ledermann ◽  
D. Schmalstieg
Keyword(s):  
2014 ◽  
Vol 548-549 ◽  
pp. 1493-1497
Author(s):  
Mohd Afizi Mohd Shukran ◽  
Kamaruzaman Maskat ◽  
Wan Sharil Sham Sharif ◽  
Mohd Sidek Fadhil Bin Mohd Yunus ◽  
Mohd Suhaili Ariffin

We propose System Model whereby augmented reality-based approach on Android devices for Malaysia military operations that in this area for unit positioning. An Android system or application will be as information devices to soldier unit in gathering or distributing their information between the allied units. Augmented reality interfaces other than provides a user-friendly and intuitive, it will create awareness and better understanding when on certain military operations risk is at the high level.


2020 ◽  
Vol 69 (1) ◽  
pp. 414-417
Author(s):  
S.M. Sarsimbayeva ◽  

The article deals with the development of augmented reality applications on the Vuforia platform, the use this technology in the educational process for the purpose of visual modeling of educational material. The results of the analysis of existing approaches to the development of augmented reality applications, platforms, tool development environments such as Vuforia, with the ability to connect Unity, and the implementation of augmented reality technology are shown. The importance of using high-level augmented reality technologies, the prospects for using augmented reality technology, and the opportunities and advantages of using it in the educational process are highlighted. It is noted that the one of the promising areas of development of innovative educational technologies is the use of augmented reality in the learning process. An augmented reality application to Abay Kunanbayev's poems created on the basis of marker technology is proposed.


2019 ◽  
Vol 5 (2) ◽  
pp. 89 ◽  
Author(s):  
Fransiskus Panca Juniawan ◽  
Dwi Yuny Sylfania ◽  
Harrizki Arie Pradana ◽  
Laurentinus Laurentinus

Dengan berkembangnya teknologi, kesadaran akan pentingnya alat musik tradisional menjadi berkurang. Demikian juga dengan alat musik tradisional Bangka yang mulai kehilangan popularitasnya. Kondisi saat ini, para remaja di Bangka kebanyakan tidak dapat memainkan alat musik tradisionalnya. Begitu juga dengan anak-anak yang belum mengetahui dan bahkan tidak mengenal alat musik tradisional daerah mereka. Jika kondisi ini dibiarkan, dikhawatirkan keberadaan alat musik tradisional Bangka akan hilang, begitu juga dengan sumber daya manusia yang dapat memainkannya. Untuk menghindari hal tersebut, dibuatlah aplikasi pengenalan alat musik tradisional Bangka menggunakan Augmented Reality (AR). AR dipilih karena dapat memberikan gambaran alat musik secara real time dalam bentuk 3D sesuai dengan pergerakan kamera smartphone yang dinamis. Empat objek 3D alat musik yakni dambus, rebab, rebanatamborin, dan gong yang dibuat menggunakan Autodesk Maya. AR yang dibangun menggunakan metode berbasis marker. Metode ini dipilih agar lebih mudah digunakan oleh pengguna yang mayoritasnya adalah anak-anak. Selain itu, kelebihan metode ini memiliki tingkat akurasi posisi yang sangat tinggi. Unity sebagai engine untuk penerapan AR 3D modelling pada sistem Android dan Vuforia SDK sebagai engine pembentuk marker augmented reality. Pengujian fungsional memiliki hasil 100% dengan sistem yang berjalan baik. Hasil pengujian kinerja deteksi objek AR berdasarkan intensitas cahaya diketahui bahwa smartphone yang memiliki dua kamera di bagian belakang dapat mendeteksi objek dengan intensitas cahaya 0 Lux pada malam hari dengan kondisi gelap, sedangkan yang hanya memiliki satu kamera tidak dapat mendeteksi objek. Pengujian warna marker mendapatkan hasil modifikasi warna marker pink, kuning, dan hitam yang masih memungkinkan untuk pendeteksian objek, walaupun objek yang tampil tidak stabil. Dari pengujian kertas marker diketahui bahwa jenis kertas tidak berpengaruh terhadap pendeteksian objek. Pengujian beta dilakukan dengan cara membagikan kuesioner terkait pengalaman pengguna dalam penggunaan sistem. Hasil survei diketahui pengguna merasa sangat setuju dengan nilai sebesar 80%, bahwa penggunaan sistem dapat membantu mereka dalam mengenal alat musik tradisional Bangka.   With the incessant development of technology, awareness on the importance of traditional musical instruments has declined. Similarly, teenagers living in Bangka no longer play their traditional musical instruments, and children are not exposed to their cultural heritage. However, if this continues, it is feared that the existence of traditional Bangka musical instruments will soon go extinct. To avoid this, researchers have proposed an application to identify this media using Augmented Reality (AR). This technique was chosen due to its ability to provide visuals of musical instruments in real time using 3D models in accordance with the dynamic movement of smartphone cameras. This comprises of four 3D objects namely dambus, rebab, rebanatamborin, and gong, which were designed and developed using Autodesk Maya. AR is built using marker-based methods, which was chosen for easy use because majority of its users are children, and its high level of accuracy. Unity was utilized as an engine for its implementation in the Android system, and Vuforia SDK as augmented reality marker-builder engine. Functional testing showed 100% results which means that the system is running well. From the results of the AR object detection performance test based on light intensity it is known that a smartphone with two cameras in the backside has the ability to detect objects with a light intensity of 0 Lux in dark rooms, while the other smartphone with one camera failed to detect the objects. Color testing obtained a modification of marker colors comprising of pink, yellow, and black which are still able to detect objects, although not stable. The paper test marker has no effect on object detection. Beta testing questionnaires were used to obtain information related to user experience. From the survey results, it is known that users strongly agree (80%) that the use of the system helps them to recognize traditional Bangka musical instruments.


2021 ◽  
Author(s):  
Chiew Jin Hong ◽  
Aun Naa Aun Sung

Abstract Augmented Reality (AR) in the assembly process will improve the user's experience by providing interactive instructions in real time. However, no previous application of AR guided assembly for laptops with a high level of assembly complexity has been developed. The research aims to develop an AR guided assembly application to provide instruction on the assembly of a laptop. The assembly complexity of the laptop was also investigated. The development of the AR application involves the creation of model target, 3D models and animations, and the development of user interface. The laptop assembly consists of ten steps. Each step comprises animated 3D models and text detailing the assembly instructions. Speech recognition has been used to navigate the assembly sequence. The AR application has successfully been developed for laptop assembly with an assembly complexity of 6.63. With the developed application, the performance of the laptop assembly can be accelerated.


2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Rosella Tomassoni ◽  
Nicola Santangelo

The paper examines the potential offered by augmented reality in the didactic field, with particular reference to the possibility of creating “augmented” experiences, which make it possible to obtain a high level of interaction with the sources and places that have acted and are acting for conservation and activation of historical memory. The subject of analysis is the psycho-pedagogical value of the information enrichment offered by AR, which allows to support the narrative potential of historical sources through the presentation of documents, interactive objects, 360° videos and 2D and 3D reconstructions. Particular attention is paid to: the possibility of using augmented reality to innovate textbooks and teaching methodologies; the possibility of creating “active” study paths with a high level of interaction and personalization; the recent applications of AR in the museum field; the psycho-pedagogical role of AR in the construction of stories and narratives and the impact that this type of technology can have on the methods of transmission and construction of stories.


2016 ◽  
Vol 2016 ◽  
pp. 1-12 ◽  
Author(s):  
Yoones A. Sekhavat

This paper presents the architecture of KioskAR, which is a pervasive game implemented using augmented reality (AR). This game introduces a new business model that makes it possible for players to present their artworks in virtual kiosks using augmented reality, while they are having fun playing the game. In addition to competition between the players in the game, this game requires social interaction between players to earn more points. A user study is conducted to evaluate the sense of presence and the usability of the application. The results of experiments show that KioskAR can achieve a high level of usability as well as sense of presence.


2021 ◽  
Vol 3 (8) ◽  
pp. 24-34
Author(s):  
Melati Sabtu ◽  
Nor Aznira Yusoff

The concept of AR has been expanded in innovative education that has the potential to turn ordinary classes into exciting experiences as there is a variety of software and hardware that can be acquired and used to produce AR applications. Computer System Introduction Course is a course offered at the Department of Information and Communication Technology, Sultan Mizan Zainal Abidin Polytechnic (PSMZA), Dungun Terengganu aims to introduce students to the basic concepts of computers, hardware, and software installation. The purpose of this study was to identify the level of students' perceptions of the use of SIPC as a teaching aid and to identify the level of effectiveness of the use of SIPC as a teaching aid in the Computer System Introduction Course. A total of 36 students were involved as respondents. Questionnaire forms were used as research instruments. The quantitative analysis method is used to describe the mean score using SPSS version 26.0. The results show that the level of students' perception of the use of SIPC as a teaching aid is at the level of high mean score range of 4.51 and the level of effectiveness of the use of SIPC as a teaching aid is also at the level of high mean score range of 4.51. Overall, the results of the study found that the level of effectiveness of SIPC innovation as augmented reality teaching aid technology for the Computer System Introduction Course among PSMZA students is at a high level. This indicates that all the items studied support that SIPC as a teaching aid is very effective.


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