scholarly journals Heritage education experience supported in augmented reality

Author(s):  
Raynel Mendoza-Garrido ◽  
Amaury Cabarcas-Álvarez ◽  
Juan José Puello-Beltran ◽  
Ramon Fabregat-Gesa ◽  
Silvia Margarita Baldiris-Navarro

Heritage Education is a process that traditionally takes place within the classroom, where the teacher transmits some knowledge to the student; however, new ways have been implemented to develop Heritage Education processes supported by different technologies where Augmented Reality is included. This paper describes the process of implementing the “Framework for Heritage Education supported by Augmented Reality”, which proposes guidelines for the development of technology solutions based on Augmented Reality in the context of Heritage Education, through the deployment of an application called “Social Heritage ”developed under the guidelines of this Framework. The paper describes the implementation process of the Framework in the city of Cartagena - Colombia and the validation process with the end users. For the evaluation of the experience, the motivation test was used for the instructional design that measures the categories: Attention, Relevance, Confidence and Satisfaction. This test was applied to a group of students and a group of tourists. The validation results show that the use of augmented reality motivated both students and tourists in the development of heritage education processes. This allowed us to conclude that augmented reality technology is pertinent when promoting learning processes in the context of heritage.

Author(s):  
Ernest Redondo ◽  
Isidro Navarro ◽  
Albert Sánchez ◽  
David Fonseca

This chapter discusses the impact of using social media resources and new emerging technologies in teaching and learning processes. The authors of this chapter focus on Spanish architecture-education framework by analyzing three case studies carried out by students finishing architecture and building degrees. Students’ interaction with this resources is assessed, as well as their derived academic results, and the degree of satisfaction from students and teachers using these resources and technologies. To conduct the study, the authors worked with Web based freeware applications, such as Dropbox, blogging systems, Moodle, YouTube, Wikipedia, and Google Maps. Mobile devices, such as smartphones and tablets PCs, were used to test QR-Codes (Quick Response Codes) and Augmented Reality technology based applications as Junaio and Ar-Media Plugin.


2017 ◽  
Author(s):  
Rahmat Illahi ◽  
Leon Andretti Abdillah

Promotions provide explanations and convince potential customers about goods and services with the aim to gain attention, educate, remind and convince potential customers. In the process can be done through various facilitators such as brochures or by utilizing a technology, such as Augmented Reality technology. Augmented reality is a variation of a virtual environment or more commonly called Virtual Reality (VR). VR technology really keeps users immersed in a synthetic environment. When the user is immersed in the environment, the user cannot see the unreal world. In contrast, with AR technology the user can see the real world, with virtual objects being added to the real world. Bina Darma University is one of the universities in the city of Palembang that run educational activities. In the process of promoting new students admission, Bina Darma University using brochures and installing banners. The thing that supports the improvement of the promotion process is the ease of prospective new students obtained information about facilities and facilities at the university. Therefore, a facilitator should be required to introduce the Campus of Bina Darma University of Palembang and all the facilities available.


Author(s):  
Alexiei Dingli ◽  
Dylan Seychell

In this work, the authors present methods that add value to the current Web by connecting administrators of a space such as a city with its visitors. The mobile device has nowadays become an important tool in the hands of visitors of cities and the authors present it as a gateway for the administrators to their visitors. The authors present a method that processes various environmental factors during a visit and uses these factors as a context for presenting the recommendations. In this work, the authors also propose a method that can measure queues in a city, and by knowing the overall picture of the situation, it provides individual recommendations of separate mobile devices accordingly. This chapter shows, therefore, the three main steps in the process of recommendation systems: collecting information, processing the recommendations, and presenting them in an attractive way. In this case the authors focus on presenting recommendations through augmented reality in order to provide an attractive tool for end users, which would, at the end of the day, connect them further to the city over the Internet.


2021 ◽  
Vol 6 (1) ◽  
pp. 7-13
Author(s):  
Aulia Akhrian Syahidi ◽  
Herman Tolle

The translator application from Banjar Language to Indonesian is called BandoAR and vice versa from Indonesian to Banjar Language which is called NdoBAR. Both applications utilize Mobile Augmented Reality technology with the Optical Character Recognition (OCR) Method for word recognition in the detected image. This application is recommended and used to help tourists visiting the city of Banjarmasin to be able to understand the language used by local people as a means of communication and for the general public who want to know the peculiarities of the Banjar language itself. The purpose of this study was to evaluate the user experience of the BandoAR and NdoBAR applications. The method used is UX Honeycomb, which has seven aspects to assess the user experience of an application. A total of 50 respondents were presented to assess the two applications. The results showed that the BandoAR application had an average UX Honeycomb value of 4.91 with a Very Strongly Agree predicate and for the NdoBAR application, an average value of UX Honeycomb was 4.89 with a Very Strongly Agree predicate. Both applications have fulfilled aspects of the user experience. However, we need some fixes for the shortcomings of both apps, to continue to improve interactions, better user experience, and other smart capabilities.


Author(s):  
Desak Ayu Sista Dewi ◽  
I Ketut Gede Darma Putra ◽  
I Putu Agung Bayupati

Augmented Reality is a technology that combines object 2-dimensional and 3-dimensional into a real envireonment in real time. Department of Information Technology is an eight years old department that has basic amenity such as a building with several rooms where the learning processes take place. Application of Augmented Reality technology used in the design of applications Augmented Reality or AR Department of Information Technology-IT is designed to be user friendly. The design uses a marker of the rupiah currency aims to simplify the user to get information anywhere and anytime because it is universal. The performance of AR-IT application that users use the rupiah currency scanning the marker using Android smartphone then the application can display 3-dimensional objects and voice narration about Udayana University Information Technology building.


2013 ◽  
Vol 13 (3) ◽  
pp. 485-496
Author(s):  
Carla Maria Furuno Rimkus

Esse artigo enfoca a aplicação da tecnologia de Realidade Aumentada (RA) contextualizada no âmbito da preservação e restauro do patrimônio arquitetônico da cidade de Laranjeiras, território da Grande Aracaju em Sergipe, Brasil. Apresentamos nossas considerações sobre a aplicação da RA em consonância com as diretrizes de preservação e restauro do patrimônio arquitetônico impostas pela Unesco. Partimos de um projeto em andamento no Núcleo de Arquitetura e Urbanismo da Universidade Federal de Sergipe que tomou como objeto de estudo o conjunto de edifícios históricos conhecidos como “Quarteirão dos Trapiches”, adaptado para o funcionamento de um dos campi da Universidade Federal de Sergipe: o campus de Laranjeiras. Nesse contexto discorremos sobre a importância da visualização do patrimônio arquitetônico que a RA proporciona para o público em geral e para um público específico de profissionais que atuam na preservação e restauro desse patrimônio, composto por arquitetos, historiadores, arqueólogos, museólogos, entre outros. Palavras-chave: Realidade Aumentada. Patrimônio Arquitetônico. Educação Patrimonial.   ABSTRACT This article focuses on the application of Augmented Reality (AR) technology contextualized within the preservation and restoration of the architectural heritage of the city of Laranjeiras, in Sergipe, Brazil. We presented our considerations on the implementation of AR in accordance with the guidelines for the preservation and restoration of architectural heritage imposed by Unesco. We started from an ongoing project at the Center for Architecture and Urbanism of the Federal University of Sergipe and we took as an object of study the set of historic buildings known as "Quarter of piers", adapted to the operation of a campus of the Federal University of Sergipe: campus of Laranjeiras. In this context, we discoursed about the importance of viewing the architectural heritage that AR provides for the general public and to a specific audience of professionals engaged in the preservation and restoration of this heritage, composed of architects, historians, archaeologists, museum specialists, among others. Keywords: Augmented Reality. Architectural Heritage. Heritage Education.


Author(s):  
Aida Khakimova ◽  
Oleg Zolotarev ◽  
Lyudmila Sharapova ◽  
Daler Mirzoev ◽  
Aleksanra Belaya ◽  
...  

The image of the city is a spatio-temporal continuum in which everything is interconnected, it exists as a single monolith expressing itself in the general atmosphere. The visual image of the city may contain two planes of meanings: culturally ratified and universally valid, expressed by cultural codes, and also significant only to those who are viewing the image. Therefore, the content of the visual image depends on who the subject of perception is, what he pays attention to and in what situation the process of perception of the image occurs.


Author(s):  
Тетяна Грунтова ◽  
Юлія Єчкало ◽  
Андрій Стрюк ◽  
Андрій Пікільняк

Hruntova T. V., Yechkalo YU. V., Stryuk A. M. and Pikilʹnyak A. V. Augmented Reality Tools in Physics Training at Higher Technical Educational Institutions. Research goal: the research is aimed at theoretical substantiation of applying the augmented reality technology and its peculiarities at higher technical educational institutions. Research objectives: the research is to solve the problems of determining the role and place of the technology in the educational process and its possible application to physics training. Object of research: teaching physics to students of higher technical educational institutions. Subject of research: the augmented reality technology as a component of the training process at higher educational institutions. Research methods used: theoretical methods include analysis of scientific and methodological literature; empirical methods include studying and observation of the training process. Research results: analysis of scientific publications allows defining the notion of augmented reality; application of augmented reality objects during laboratory practical works on physics is suggested. Main conclusions. introduction of the augmented reality technology in thetraining process at higher technical educational institutions increases learning efficiency, facilitates students’ training and cognitive activities, improves the quality of knowledge acquisition, provokes interest in a subject, promotesdevelopment of research skills and a future specialist’s competent personality.


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