Augmented Reality-Based Simulation of Some Basic Electrical Circuits Which Requires Oscilloscope for Analysis without Hardware

2019 ◽  
Vol 29 (06) ◽  
pp. 2050096
Author(s):  
Mehmet Özüaǧ ◽  
İsmail Cantürk ◽  
Lale Özyilmaz

This study aims to contribute to the electronics education through the use of Augmented Reality (AR) technology, and thus, limit the dependency on a physical environment and the equipment required for the experiments performed in electronics education. In this regard, an Augmented Reality-based mobile application (ARElectronicLab) has been designed to provide a technology–reality blended experience of electronic circuits in real physical life. This AR-based mobile application has been used to create simulations of diode clipper circuit and inverting operational amplifier circuit. The mobile application operates with a marker in real life and enables monitoring of 3D simulations of electronic components through a touch screen. Hence, the application offers a real-like experience and brings an innovative and enriching perspective into the electronics education.

2019 ◽  
Vol 27 (1) ◽  
pp. 136-150
Author(s):  
Zain Abbas ◽  
Wei Chao ◽  
Chanyoung Park ◽  
Vivek Soni ◽  
Sang Hoon Hong

In this article, we present an accurate and easy to use augmented reality (AR) application for mobile devices. In addition, we show how to better organize and track artifacts using augmented reality for museum employees using both the mobile device and a 3D graphic model of the museum in a PC server. The AR mobile application can connect to the server, which maintains the status of artifacts including its 3D location and respective room location. The system relies on 3D measurements of the rooms in the museum as well as coordinates of the artifacts and reference markers in the respective rooms. The measured coordinates of the artifacts through the AR mobile application are stored in the server and displayed at the corresponding location of the 3D rendered representation of the room. The mobile application allows museum managers to add, remove, or modify artifacts' locations simply by touching the desired location on the touch screen showing live video with AR overlay. Therefore, the accuracy of the touch screen-based artifact positioning is very important. The accuracy of the proposed technique is validated by evaluating angular error measurements with respect to horizontal and vertical field of views that are 60[Formula: see text] and 47[Formula: see text], respectively. The worst-case angular errors in our test environment exhibited 0.60[Formula: see text] for horizontal and 0.29[Formula: see text] for vertical, which is calculated to be well within the error due to touch screen sensing accuracy.


2021 ◽  
Vol 6 ◽  
Author(s):  
Dave E. Marcial ◽  
Lawrence dela Peña ◽  
Jade Montemayor ◽  
Joy Dy

Social media is part of almost everyone's daily life. Its networking facilities redefines the way people connect and interact with each other. However, social media is reported being misused in different ways, especially the millennials. There is a need to elevate the teens' level of empowerment on the responsible use of social media. Other technological innovations like augmented reality (AR) and digital gamification provides pedagogical benefits. Digital gamification in the classroom is a teaching strategy that translates content and delivery into a game using digital technology. On the other hand, AR is an emerging technology to enlarge real-life situations in multimedia. Research shows both technologies increase interactivity well as attention span among the learners. Additionally, these technologies, including social media, are among the many useful tools in teaching twenty first century learners once correctly used. With this, a game-based mobile application was developed to advocate responsible use of social media among teens. The learning content was gamified in augmented reality to provide an innovative teaching and learning way at Silliman University. This paper describes the gamification design of the learning trail on the topic of responsible use of social media. Specifically, it presents the publishing process of the augmented reality mobile application about responsible use of social media. Kuhlmann's 3C Model (Challenge, Choices, Consequences) was utilized to formulate the learning content. It also demonstrates the design phases, game mechanics, and the general evaluation of the learning application. Four challenges were developed. These are (a) be familiar with security and privacy policies, (b) do not express concerns about others, even if you think you are anonymous, (c) respond to digital offenders, (d) do not tell the world about an upcoming vacation. These challenges were translated into graphics and animations. The animated material was compiled, programmed, and published to a server of the mobile application. The gamified learning trail on responsible use of social media is accessible through QR codes leading to the augmented reality interface. The design was validated and found to be relevant and engaging.


Information ◽  
2020 ◽  
Vol 12 (1) ◽  
pp. 10
Author(s):  
Stavroula Tzima ◽  
Georgios Styliaras ◽  
Athanasios Bassounas

Escape Rooms are presently considered a very popular social entertainment activity, with increasing popularity in education field, since they are considered capable of stimulating the interest of players/students and enhancing learning. The combined game mechanics have led to blended forms of Escape Rooms, the Serious Escape Games (SEGs) and the hybrid type of Escape Rooms that uses Augmented Reality (AR)/Virtual Reality technology, a type that is expected to be widely used in the future. In the current study, the MillSecret is presented, a multi-player Serious Escape Game about local cultural heritage, where the players must solve a riddle about the cultural asset of watermills. MillSecret uses AR technology and it was designed to be conducted in the real-physical environment and in an informal educational context. The paper describes the game, its implementation, the playing process, and its evaluation, which aimed to study the feasibility of game conduction in outdoor settings and the views and experience of players with the game, the local cultural heritage and local history. Evaluation results reveal, among other findings, a very positive first feedback from players that allows us to further evolve the development of the game.


Author(s):  
Dennis R. dela Cruz ◽  
Jerico S.A. Sevilla ◽  
Joshua Wilfred D. San Gabriel ◽  
Angelica Joyce P. Dela Cruz ◽  
Ella Joyce S. Caselis

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