scholarly journals Development of Smart Content Model-based Augmented Reality to Support Smart Learning

2019 ◽  
Vol 2 (2) ◽  
pp. 65
Author(s):  
Siti Fatimah ◽  
Wawan Setiawan ◽  
Enjun Juniati ◽  
Ahmad Syukron Surur

Augmented Reality (AR) is an optical technology that combines virtual objects or worlds into real worlds like in real time and increases user perceptions and interactions with the real world. Information conveyed by virtual objects helps users carry out activities (tasks) in the real world. The convenience offered makes AR technology can be used for various fields, including education, such as the development of materials or learning media. Augmented reality in its development is more comfortable, cheaper, and can be widely implemented in various multimedia needs. This research is a study of the development of multimedia based on augmented reality to produce dynamic learning materials or media in supporting the concept of smart learning. This research provides multimedia models of mathematics for circles, ellipses, parabola, and hyperbole based on augmented reality to create more dynamic learning as smart learning. Multimedia is produced according to operational standards and meets content standards based on media experts, content, and users. Multimedia-based augmented reality math is easy to operate, helps, and increases understanding and increases student motivation.

Author(s):  
Yulia Fatma ◽  
Armen Salim ◽  
Regiolina Hayami

Along with the development, the application can be used as a medium for learning. Augmented Reality is a technology that combines two-dimensional’s virtual objects and three-dimensional’s virtual objects into a real three-dimensional’s  then projecting the virtual objects in real time and simultaneously. The introduction of Solar System’s material, students are invited to get to know the planets which are directly encourage students to imagine circumtances in the Solar System. Explenational of planets form and how the planets make the revolution and rotation in books are considered less material’s explanation because its only display objects in 2D. In addition, students can not practice directly in preparing the layout of the planets in the Solar System. By applying Augmented Reality Technology, information’s learning delivery can be clarified, because in these applications are combined the real world and the virtual world. Not only display the material, the application also display images of planets in 3D animation’s objects with audio.


2019 ◽  
Vol 9 (9) ◽  
pp. 1797
Author(s):  
Chen ◽  
Lin

Augmented reality (AR) is an emerging technology that allows users to interact with simulated environments, including those emulating scenes in the real world. Most current AR technologies involve the placement of virtual objects within these scenes. However, difficulties in modeling real-world objects greatly limit the scope of the simulation, and thus the depth of the user experience. In this study, we developed a process by which to realize virtual environments that are based entirely on scenes in the real world. In modeling the real world, the proposed scheme divides scenes into discrete objects, which are then replaced with virtual objects. This enables users to interact in and with virtual environments without limitations. An RGB-D camera is used in conjunction with simultaneous localization and mapping (SLAM) to obtain the movement trajectory of the user and derive information related to the real environment. In modeling the environment, graph-based segmentation is used to segment point clouds and perform object segmentation to enable the subsequent replacement of objects with equivalent virtual entities. Superquadrics are used to derive shape parameters and location information from the segmentation results in order to ensure that the scale of the virtual objects matches the original objects in the real world. Only after the objects have been replaced with their virtual counterparts in the real environment converted into a virtual scene. Experiments involving the emulation of real-world locations demonstrated the feasibility of the proposed rendering scheme. A rock-climbing application scenario is finally presented to illustrate the potential use of the proposed system in AR applications.


2021 ◽  
Author(s):  
Ezgi Pelin Yildiz

Augmented reality is defined as the technology in which virtual objects are blended with the real world and also interact with each other. Although augmented reality applications are used in many areas, the most important of these areas is the field of education. AR technology allows the combination of real objects and virtual information in order to increase students’ interaction with physical environments and facilitate their learning. Developing technology enables students to learn complex topics in a fun and easy way through virtual reality devices. Students interact with objects in the virtual environment and can learn more about it. For example; by organizing digital tours to a museum or zoo in a completely different country, lessons can be taught in the company of a teacher as if they were there at that moment. In the light of all these, this study is a compilation study. In this context, augmented reality technologies were introduced and attention was drawn to their use in different fields of education with their examples. As a suggestion at the end of the study, it was emphasized that the prepared sections should be carefully read by the educators and put into practice in their lessons. In addition it was also pointed out that it should be preferred in order to communicate effectively with students by interacting in real time, especially during the pandemic process.


2017 ◽  
Vol 1 (2) ◽  
pp. 18-41
Author(s):  
Zeenat AlKassim ◽  
Nader Mohamed

This paper discusses recent and unique inventions in Human Computer Interaction (HCI). To that end, firstly the authors discuss the Sixth Sense Technology. This technology allows users to interact with virtual objects in the real world in a unique manner. It has a number of applications which are further discussed. Then the opportunities and challenges are discussed. Most importantly, a list of inventions in fields of Augmented Reality (AR) and Virtual Reality (VR) in the recent years are discussed, grouped and compared. These include the smart eye glasses, VR headsets, smart watches, and more. Future implications of all those technologies are brought into light considering the new advancements in software and hardware designs. Recommendations are highlighted for future inventions.


Author(s):  
Alvebi Hopaliki ◽  
Yupianti Yupianti ◽  
Juju Jumadi

Augmented Reality (AR) is a variation of the virtual environment or more often calledasAR technology users that can see the real world, with virtual objects added to the real world. So, users see virtual objects and real objects are in the sum place. Augmented reality requires streaming video with a camera that is used as a sowce of image input, then tracking and detecting markers. After the W is detected 30 model will appear of an item. This 3D model was mated mite software for 3D design, jbr example 3DS Max. Blender and others In this ancient animal Ieaming media using pattern recognition that can be interment! as taking raw data and based on data classification Then it can take the mutation problem how to design 30 objects with the Blender application to introduce d anc‘ient animals. purpose of this m is to build ancient animal leaning media in real time by using augmented reality technology.


2017 ◽  
Vol 9 (2) ◽  
Author(s):  
Ahmad Hiera Maldanop ◽  
Yossi Nurhidayati ◽  
Ali Ibrahim

AbstractCampus is a place of learning with many buildings and rooms. Due to the number of rooms available, it is not uncommon for students and lecturers to enter the wrong room where learning and teaching are provided so that often interfere with the activities of the users of the room at that time. This application is used as a means of information to find out who and whenever study space on campus fasilkom unsri used. This application applies Augmented Reality technology that combines virtual objects into the real world so that the information can only be viewed through the intermediary of mobile phone camera or computer. With this application is expected to facilitate users in knowing information about the classroom that will be used so as not to interfere with the activities of other users of the room.Keywords – Augmented Reality, Marker, Information, AndroidAbstrak - Kampus merupakan tempat belajar yang terdiri dari banyak gedung dan ruangan. Karena banyaknya ruangan yang tersedia, maka tidak jarang para mahasiswa dan dosen salah dalam memasuki ruangan tempat belajar dan mengajar disediakan sehingga seringkali mengganggu kegiatan pengguna ruangan pada saat itu. Aplikasi ini digunakan sebagai sarana informasi untuk mengetahui siapa dan kapan saja ruang belajar di kampus fasilkom unsri dipakai. Aplikasi ini menerapkan teknologi Augmented Reality yang menggabungkan objek virtual ke dunia nyata sehingga informasinya hanya dapat dilihat melalui perantara kamera handphone ataupun komputer. Dengan adanya aplikasi ini diharapkan dapat mempermudah penggunanya dalam mengetahui informasi mengenai ruang kelas yang akan digunakannya sehingga tidak mengganggu kegiatan pengguna ruangan lain.Kata Kunci – Augmented Reality, Marker, Informasi, Android


Author(s):  
Abhay Kumar M D

Augmented reality is an interactive experience of a real-world environment where the objects or images that reside within the world are enhanced or supplemented by computer-generated perceptual information. Augmented Reality adds a thing to the existing world. It is an enhancement to the real world where we mix the real world with the virtual objects. In this paper, we are proposing a methodology that builds a preview of the virtual watch object alongside the real environment. Using this methodology users can place the virtual watch on their wrist and visualize it in their personal space. This eventually reduces the challenging task of walking into a showroom and trying different watches, as the user gets a clear preview before purchasing the actual item. This methodology is best suited for this technology-driven environment.


2019 ◽  
Author(s):  
Alexander D Hilt ◽  
Kevin Mamaqi Kapllani ◽  
Beerend P Hierck ◽  
Anne C Kemp ◽  
Armagan Albayrak ◽  
...  

BACKGROUND Patient education is crucial in the secondary prevention of cardiovascular disease. Novel technologies such as augmented reality or mixed reality expand the possibilities for providing visual support in this process. Mixed reality creates interactive digital three-dimensional (3D) projections overlaying virtual objects on the real-world environment. While augmented reality only overlays objects, mixed reality not just overlays but anchors virtual objects to the real world. However, research on this technology in the patient domain is scarce. OBJECTIVE The aim of this study was to understand how patients perceive information provided after myocardial infarction and examine if mixed reality can be supportive in this process. METHODS In total, 12 patients that experienced myocardial infarction and 6 health care professionals were enrolled in the study. Clinical, demographic, and qualitative data were obtained through semistructured interviews, with a main focus on patient experiences within the hospital and the knowledge they gained about their disease. These data were then used to map a susceptible timeframe to identify how mixed reality can contribute to patient information and education. RESULTS Knowledge transfer after myocardial infarction was perceived by patients as too extensive, not personal, and inconsistent. Notably, knowledge on anatomy and medication was minimal and was not recognized as crucial by patients, whereas professionals stated the opposite. Patient journey analysis indicated the following four critical phases of knowledge transfer: at hospital discharge, at the first outpatient visit, during rehabilitation, and during all follow-up outpatient visits. Important patient goals were understanding the event in relation to daily life and its implications on resuming daily life. During follow-up, understanding physical limitations and coping with the condition and medication side effects in daily life emerged as the most important patient goals. The professionals’ goals were to improve recovery, enhance medication adherence, and offer coping support. CONCLUSIONS There is a remarkable difference between patients’ and professionals’ goals regarding information and education after myocardial infarction. Mixed reality may be a practical tool to unite perspectives of patients and professionals on the disease in a more even manner, and thus optimize knowledge transfer after myocardial infarction. Improving medication knowledge seems to be a feasible target for mixed reality. However, further research is needed to create durable methods for education on medication through mixed reality interventions.


Author(s):  
Arpita M Hegde

The Real environment is supplemented or augmented with the computer-generated virtual objects or image is known as Augmented Reality. Augmented Reality adds thing to the existing world. It is an enhancement of real world where we mix the real world with the virtual objects. In this paper we are implementing a methodology that builds preview of the interior designs of the room which contains the virtual object alongside the real environment. Using this application user can place the selected objects such as furniture, lamps, vase etc in their personal space. This eventually reduces the challenging task of purchasing and adjusting non suitable objects to his or her room as user gets the preview before purchasing the actual item. This application is more suitable for this busy and digitalizing world.


10.2196/17147 ◽  
2020 ◽  
Vol 7 (2) ◽  
pp. e17147
Author(s):  
Alexander D Hilt ◽  
Kevin Mamaqi Kapllani ◽  
Beerend P Hierck ◽  
Anne C Kemp ◽  
Armagan Albayrak ◽  
...  

Background Patient education is crucial in the secondary prevention of cardiovascular disease. Novel technologies such as augmented reality or mixed reality expand the possibilities for providing visual support in this process. Mixed reality creates interactive digital three-dimensional (3D) projections overlaying virtual objects on the real-world environment. While augmented reality only overlays objects, mixed reality not just overlays but anchors virtual objects to the real world. However, research on this technology in the patient domain is scarce. Objective The aim of this study was to understand how patients perceive information provided after myocardial infarction and examine if mixed reality can be supportive in this process. Methods In total, 12 patients that experienced myocardial infarction and 6 health care professionals were enrolled in the study. Clinical, demographic, and qualitative data were obtained through semistructured interviews, with a main focus on patient experiences within the hospital and the knowledge they gained about their disease. These data were then used to map a susceptible timeframe to identify how mixed reality can contribute to patient information and education. Results Knowledge transfer after myocardial infarction was perceived by patients as too extensive, not personal, and inconsistent. Notably, knowledge on anatomy and medication was minimal and was not recognized as crucial by patients, whereas professionals stated the opposite. Patient journey analysis indicated the following four critical phases of knowledge transfer: at hospital discharge, at the first outpatient visit, during rehabilitation, and during all follow-up outpatient visits. Important patient goals were understanding the event in relation to daily life and its implications on resuming daily life. During follow-up, understanding physical limitations and coping with the condition and medication side effects in daily life emerged as the most important patient goals. The professionals’ goals were to improve recovery, enhance medication adherence, and offer coping support. Conclusions There is a remarkable difference between patients’ and professionals’ goals regarding information and education after myocardial infarction. Mixed reality may be a practical tool to unite perspectives of patients and professionals on the disease in a more even manner, and thus optimize knowledge transfer after myocardial infarction. Improving medication knowledge seems to be a feasible target for mixed reality. However, further research is needed to create durable methods for education on medication through mixed reality interventions.


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