scholarly journals Computer Vision Mobile System for Education Using Augmented Reality Technology

Author(s):  
Misiuk Tetiana ◽  
Yuriy Kondratenko ◽  
Ievgen Sidenko ◽  
Galyna Kondratenko

This article analyzes the algorithms of computer vision, the features of the application of augmented reality technology and existing software modules, frameworks and libraries. The result is a computer vision mobile system (application) using augmented reality technology, which allows users (for example, students) to obtain additional virtual information about the research object and to be able to interact with it. The functional model of the system is formed, the process of application development using the Vuforia library is described and the results of the work are given. The result is an Android application, which using augmented reality tools, allows the user to obtain a virtual environment object in a real-world. This computer vision mobile system is intended for educational purposes, in particular for use in schools and universities for more effective interaction between users and educational material.

2021 ◽  
Vol 10 (1) ◽  
pp. 45
Author(s):  
I Made Satya Vyasa ◽  
I Gede Arta Wibawa

This study aims to build an application to introduce the Sumerta 1 public elementary school building. This research uses AR (Augmented Reality) technology, which with this technology makes it possible to display an object in virtual form in a real world view. The method used in this application is marker-based which identifies the pattern of a marker, in the application development itself the model used is the waterfall model. In the process of building this application, using the Vuforia software development kit (SDK) and Unity as the engine.


2020 ◽  
Vol 8 (2) ◽  
pp. 101-106
Author(s):  
Suci Febrina ◽  
Lili Rusdiana ◽  
Rosmiati Rosmiati

  Augmented reality technology has been widely developed and implemented in an Android-based smartphone application. This technology can be used for entertainment and education. Unfortunately, the use of education is still rare. This paper proposes an android application to introduce the types of land transportation based on augmented reality technology which is visualized in 3-dimensional (3D) form for education as well as entertainment. There are seven land transportation modes that are presented range from two wheels to four wheels, i.e. cars, ambulances, buses, motorbikes, taxis, trucks, and bicycles. Alpha testing has been carried out and shows the results that the application runs well following the expected function. This application can be delivered to the public, especially for the online learning of children in a pandemic situation. In addition, it helps parents to introduce several land transportation modes. With a 3D view, the introduction of types of land transportation is more interactive and realistic. Keywords: android, application, augmented reality, transportation


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.


2020 ◽  
Vol 2 (1) ◽  
pp. 1-10
Author(s):  
David Kristian Lado ◽  
Melati Rosanensi

Utilization of Augmented Reality (AR) technology as a learning medium about perfect and imperfect metamorphosis aims as a tool in the alternative learning and teaching process between teachers and students by visualizing 3D objects in realtime. This multimedia application for introducing perfect and imperfect metamorphosis is based on Augmented Reality by referring to the material in the Science books for Elementary School grade IV (Four) curriculum 2013. The methodology used in developing this application is the Luther Sutopo development method. Where this method consists of 6 (Six) stages, namely concept, design, material collecting, assembly, testing, and distribution. The results or the output of the application that the author built is an android application using Augmented Reality technology to show the shape or form of the stages of animals that experience perfect metamorphosis and imperfect metamorphosis. The conclusion of this study is that the overall response of the end user to this application is quite good. Where in some questions related to this AR application has given good answers. This is evidenced by some of the tests that the authors have conducted on applications where the testers are writers and end users.


2021 ◽  
Vol 17 (4) ◽  
pp. 1760-1772
Author(s):  
Wan Ab Aziz Wan Daud ◽  
Mohammad Taufiq Abdul Ghani ◽  
Ahmad Abdul Rahman ◽  
Mohd Akashah Bin Mohamad Yusof ◽  
Ahmad Zaki Amiruddin

2020 ◽  
Vol 4 ◽  
pp. 00002
Author(s):  
Assajie Satyananda ◽  
R. Krismono ◽  
T. W. Yudialim

Candi is one of the most important cultural heritage which contains a lot of important values for Indonesian peoples. Those important values are being stated in many relief carvings on the Candi’s walls. These relief carvings reflect the values of life that should be applied by mankind. Moreover, relief carvings also reflect Indonesian national history and cultures which is a reflection of the nation’s identity and character. This research intends to design an application named Nirbana. Nirbana utilizes Unity Program as an image, audio, and texts processing software, Vuforia Program as an Augmented Reality processor for smartphones, and Augmented Reality technology as an output media in the form of visual graphics, this entire unit is incorporated into a system called Relief Identification System (SIRel). This application is expected to be a solution for the problems experienced by Indonesian people who have difficulty in accessing information about relief carvings in Candis. Nirbana is expected to be a prototype for every cultural heritage management in an effort to exploit the potency of technology for the benefit of Indonesian cultural education. Moreover, this program is targeted to become a medium to socialize and instill Indonesian noble values to the present and future generations. 


2021 ◽  
Vol 6 (1) ◽  
pp. 19-32
Author(s):  
Ferdinan Bashofi ◽  

Augmented Reality Book is the development of a book inspired by the development of Augmented Reality technology. A book that is developed combining books in the form of literacy works with the findings of archaeological relics created in 3D images to be displayed in books with the help of an android application. This research adheres to the development theory made by Plomp which consists of 1) Initial Phase, 2) Design Phase, 3) Product realization or manufacture stage, 4) Testing, assessment, and improvement phase, 5) Product testing phase. From the data on the results of filling in the research instrument in the form of a questionnaire, it was obtained that 80% of the student's response value or the percentage showed a positive value, as the assessment indicators were in good criteria, so a conclusion could be drawn that students were motivated by the use of learning resources Augmented Reality Book.


2019 ◽  
Vol 3 (1) ◽  
pp. 1-17 ◽  
Author(s):  
Angelin Gladston ◽  
Aadharshika Duraisamy

Any user can navigate outdoors by using online maps with the help of a GPS signal, but navigation in an indoor environment is difficult as the GPS signals can be weak inside a building. In this article, a system for providing a solution for indoor navigation with the help of augmented reality technology based on a computer vision approach is developed so as to provide navigational assistance to users in any new or unknown environment. This is done with an android based mobile phone application. This can be done by using augmented reality technology along with a computer vision-based approach to find where the user is and what is present in front of the user. Using this information, the user can get to navigate inside the building.


2021 ◽  
Vol 3 (1) ◽  
Author(s):  
Fawad Alam, Khurram Iqbal, Syed Asim Ali

Augmented Reality (AR) technology has effective potential that enhances and replaces the old way of learning into a new digitized smart learning environment by converting the school books into a virtual 3D environment, which helps students extracting and absorbing complex concepts in less amount of time. AR is a computer vision-based technology that works by tracking the surrounding using a smartphone camera and then superimposing virtual 3D objects into the real world. The capabilities of AR make classes more engaging, collaborative, and interactive. Studying may not be every student's cup of tea but with the help of a smart learning environment; school lessons can be much more interesting, interactive, and fun to learn. This article aims to brief insight that the interactive AR chemistry application may lead the students to grasp difficult concepts of chemistry more easily entertainingly and engagingly.  


2021 ◽  
Vol 4 (3) ◽  
pp. 311-321
Author(s):  
Ardi Wijaya ◽  
Dinda Putri

History lessons in Indonesia are taught starting from Elementary School (SD) level. One of materials taught in elementary schools is a national hero figure who has greatly contributed to Indonesian nation. Several images of heroes were immortalized on Indonesian banknotes. The learning method that is carried out only with printed books and lectures tends to make students bored and quickly feel sleepy. In a site like this, interesting learning media is needed. This study seeks to build an android-based application using Augmented Reality technology, using banknotes as markers to produce 3D animation applications that speak about heroes and their historical backgrounds. This application development methodology uses an Incremental model which consists of 4 stages, namely: Analysis, design, code, and testing. Distributed questionnaires get results; Strongly Disagree = 0%, Disagree = 0%, Agree = 43%, and Strongly Agree = 57%. These results indicate that the overall system is running well and feasible to use


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