Conveying Emotion through Kinetic Typography in Mobile Augmented Reality - Focused on Navigation and Manipulation of Mobile Media -

2021 ◽  
Vol 27 (1) ◽  
pp. 1-13
Author(s):  
Aejin Kang ◽  
Soojin Jun
2017 ◽  
Vol 3 (1) ◽  
pp. 49-53
Author(s):  
Julian Sahertian ◽  
Risa Helilintar

Pada penelitian ini dikaji penerapan teknologi augmented reality untuk membuat aplikasi mobile media pembelajaran pada pokok bahasan sel tingkat SMA.Materi yang diambil sebagai konten aplikasi media pembelajaran adalah pada standar kompetensi memahami struktur dan fungsi sel sebagai unit terkecil kehidupan untuk siswa SMA kelas IX. Aplikasi media pembelajaran yang dikembangkan hanya bersifat suplemen pembelajaran diluar kegiatan pembelajaran di kelas. Penelitian yang dilakukan mengunakan metode penelitian dan pengembangan (R&D) sedangakan model pengembangan media pembelajaran yang digunakan adalah model pengembangan aplikasi Waterfall. Metode pengembangan aplikasi ini dipilih karena proses pengembangan media yang dilakukan memiliki waktu yang efisien karena revisi aplikasi hanya dilakukan di akhir proses pengembangan. Penelitian dilakukan secara kuantitatif yang didapat dari hasil angket yang disebarkan kepada pengguna aplikasi media pembelajaran yaitu siswa tingkat SMA. Hasil dari penelitian yang didapat menunjukkan bahwa aplikasi media pembelajaran mobile augmented reality pada pokok  bahasan sel ini valid dan layak digunakan sebagai media pembelajaran.


2018 ◽  
Vol 7 (1) ◽  
pp. 131-149 ◽  
Author(s):  
Tony Liao

As the field of mobile media studies continues to grow, researchers are focusing on new developments and trends in mobile technologies. One of these areas that has been garnering interest is mobile augmented reality (AR) technologies. While much of the earliest research in AR was primarily focused on answering computer science and engineering related questions, social science and humanities scholars have started taking note of AR as perhaps the next major development in mobile media. Given that much of this research has been distributed across interdisciplinary lines and from many different theoretical perspectives, this piece identifies some early lines of media, communication, and social science research into AR and identifies key themes and areas of focus: AR users/nonusers, AR devices, AR content, and AR industry. By organizing these lines of research, this manuscript serves as a call for specific future areas of research, suggests new approaches that researchers could take to explore interrelationships between these areas, and advocates for the necessity of research that examines different levels (micro/meso/macro) of analysis within AR. The goal of this piece is to advance a framework that informs and motivates mobile scholars to consider and integrate AR into their research areas, at a moment where it is in the process of moving from science fiction to material reality, from blueprint to prototype, and from laboratory to homes, cars, workplaces, and pockets.


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