Smart-phone augmented reality for public participation in urban planning

Author(s):  
M. Allen ◽  
H. Regenbrecht ◽  
M. Abbott
2020 ◽  
Vol 17 (3) ◽  
pp. 51
Author(s):  
Ahmad Johari Awang ◽  
M. Rafee Majid ◽  
Noradila Rusli

Public participation plays a vital role for the developer and local government as this ensures the acceptance of the general public to the proposed project. However, the general public participation rate in the planning process in Malaysia is still at a low level. Hence, this study was conducted to study the use of augmented reality (AR) as a tool in promoting public participation in the planning process. In the study that was conducted, 77 respondents were selected from the general public to evaluate the effectiveness of AR. During this evaluation process, 37 of them were given AR material, and another 40 of them were given classic plan material. By using feedbacks from the public, statistical analysis was done to study the effect of AR and conventional plan material on the willingness for public participation process. The statistical test shows that the participant is more willing to participate in the public participation process when AR material is being used.Keywords: AR, Public Participation, Urban Planning


2018 ◽  
Author(s):  
Kyle Plunkett

This manuscript provides two demonstrations of how Augmented Reality (AR), which is the projection of virtual information onto a real-world object, can be applied in the classroom and in the laboratory. Using only a smart phone and the free HP Reveal app, content rich AR notecards were prepared. The physical notecards are based on Organic Chemistry I reactions and show only a reagent and substrate. Upon interacting with the HP Reveal app, an AR video projection shows the product of the reaction as well as a real-time, hand-drawn curved-arrow mechanism of how the product is formed. Thirty AR notecards based on common Organic Chemistry I reactions and mechanisms are provided in the Supporting Information and are available for widespread use. In addition, the HP Reveal app was used to create AR video projections onto laboratory instrumentation so that a virtual expert can guide the user during the equipment setup and operation.


2020 ◽  
Vol 1 (1) ◽  
pp. 15-18
Author(s):  
Helmi Ismunandar ◽  
Ahmad Fauzi ◽  
Rani Himayani ◽  
Soraya Rahmanisa

Latar Belakang: Augmented reality merupakan teknologi pengolahan gambar dan grafis  komputer untuk menggabungkan konten digital ke dunia nyata. Pokemon Go merupakan salah satu game berbasis augmented reality yang mengharuskan pemainnya berburu monster di tempat yang berlokasi di dunia nyata. Pemain Pokemon Go beresiko mengalami kecelakaan saatmereka fokus pada layar smartphone sehingga mengabaikan lingkungan sekitarnya. Tujuan:Tujuan pengabdian ini adalah peningkatan pengetahuan dan kesadaran terhadap terjadinya trauma muskuloskeletal pada anak pengguna smart phone yang bermain game berbasis augmented reality. Metode: Pengabdian ini direncanakan menggunakan metode penyuluhan danpembagian kuisioner (pretes dan postes). Hasil: Kegiatan penyuluhan dan skreening ini diikuti oleh 50 orang yang terdiri dari orangtua, siswa, dan guru TK Titah Bunda yang datang menghadiri penyuluhan. Setelah dilakukan kegiatan penyuluhan, nilai hasil pengamatan (postes) didapatkan meningkat. Hampir semua peserta sudah paham sebanyak 47 peserta (94%), sementara 3 (6%) peserta lagi nilai post test <80. Kesimpulan: Setelah mendapatkan penyuluhan terdapat peningkatan pengetahuan masyarakat mengenai cedera saat bermain permainan berbasis augmented reality


2021 ◽  
Vol 2 (2) ◽  
pp. 1-18
Author(s):  
Monika Heyder ◽  
Stefan Höffken ◽  
Constanze Heydkamp

Public involvement in urban planning is not new, but with recent innovations in the ICT sector and their rapid uptake by society, urban planners and public authorities have access to new digital means to facilitate it. The article focuses on the potential of digital solutions for stakeholder participation during the whole lifecycle of the urban neighborhood, such as participatory maps, 3D-visualisation, augmented reality, and virtual reality, and emphasizes their specifics. The article draws on diverse project experiences in Germany, but the authors argue its relevance for other cases in Europe and worldwide.


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