scholarly journals Rancang Bangun Modul Praktikum Teknik Digital Berbasis Mobile Augmented Reality (AR)

2014 ◽  
Vol 6 (2) ◽  
pp. 83 ◽  
Author(s):  
Elisa Usada

Praktikum merupakan salah satu jenis pembelajaran yang dilaksanakan untuk mengasah keterampilan dan memperdalam pemahaman mahasiswa akan suatu materi, dengan menggunakan peralatan-peralatan praktek. Pelaksanaan praktikum mengacu pada petunjuk praktikum dan modul berisi materi yang akan dipraktekkan. Perkembangan teknologi media belajar memungkinkan modul praktikum untuk dikemas dalam bentuk yang lebih menarik, selain dalam bentuk buku teks konvensional. Media belajar berbasis AR (Augmented Reality) telah digunakan untuk mendukung aplikasi edukasi dalam berbagai domain, seperti sejarah, matematika, dan sebagainya. Penelitian ini bertujuan merancang dan membangun modul praktikum mata kuliah Teknik Digital berbasis mobile AR. Metodologi yang akan digunakan adalah melalui pendekatan prototype dengan langkah-langkah: mengumpulkan dan menganalisa kebutuhan; perancangan; membangun protototype. Hasil dari penelitian ini adalah sebuah prototype modul mata praktikum Teknik Digital berbasis mobile-AR. Prototype yang dihasilkan belum menampilkan model 3D yang lengkap. Sebagai langkah penelitian lanjutan, pembuatan model 3D yang lengkap akan dibuat dan prototype ini harus melalui proses evaluasi oleh konsumen, dilanjutkan dengan perubahan rancangan dan prototype apabila diperlukan, sebelum dibuat dalam skala besar dan diimplementasikan.

Author(s):  
L. Zhang ◽  
P. van Oosterom ◽  
H. Liu

Abstract. Point clouds have become one of the most popular sources of data in geospatial fields due to their availability and flexibility. However, because of the large amount of data and the limited resources of mobile devices, the use of point clouds in mobile Augmented Reality applications is still quite limited. Many current mobile AR applications of point clouds lack fluent interactions with users. In our paper, a cLoD (continuous level-of-detail) method is introduced to filter the number of points to be rendered considerably, together with an adaptive point size rendering strategy, thus improve the rendering performance and remove visual artifacts of mobile AR point cloud applications. Our method uses a cLoD model that has an ideal distribution over LoDs, with which can remove unnecessary points without sudden changes in density as present in the commonly used discrete level-of-detail approaches. Besides, camera position, orientation and distance from the camera to point cloud model is taken into consideration as well. With our method, good interactive visualization of point clouds can be realized in the mobile AR environment, with both nice visual quality and proper resource consumption.


2013 ◽  
Vol 845 ◽  
pp. 703-707 ◽  
Author(s):  
Abd Majid Nazatul Aini ◽  
Haslina Arshad

Mobile Augmented Reality (AR), which mixes the real world and the virtual world on hand-held devices, is a growing area of the manufacturing industry. Since mobile AR can be used to augment a users view of an industry plant, it provides alternative solutions for design, quality control, monitoring and control, service, and maintenance in complex process industries, such as the aluminium smelting industry. The objective of this paper is to discuss the integration of mobile AR within an aluminium industrial plant, in order to achieve effective fault detection and diagnosis. The possible integration of mobile AR within an aluminium fault detection and diagnosis system is shown with regard to four main functions, namely (1) plant information system, (2) fault history, (3) interactive troubleshooting, and (4) statistical analysis results. This paper opens up possible future works, where the potential use of mobile AR can be explored as an additional user interface component, for increasing the effectiveness of process monitoring within the aluminium smelting process.


2018 ◽  
Vol 10 (2) ◽  
pp. 37-49
Author(s):  
Tao Zhou

As an emerging service, mobile augmented reality (AR) applications have not received wide adoption among users. This may affect the successful implementation of AR. Integrating both perspectives of the unified theory of acceptance and use of technology (UTAUT) and flow theory, this research examined user adoption of mobile AR applications. The results indicated that performance expectancy and the flow experience consisting of perceived enjoyment, attention focus and perceived control significantly affect usage intention, which in turn affects actual usage behaviour. The results imply that service providers need to improve the perceived utility and user experience in order to facilitate user adoption of mobile AR applications.


2019 ◽  
Vol 9 (24) ◽  
pp. 5454
Author(s):  
Anabela Marto ◽  
Alexandrino Gonçalves

The growing number of mobile augmented reality applications has been favoring its awareness and usage among diversified areas. Focusing on cultural heritage applications, this study presents an evaluation of a mobile augmented reality application tested at Conimbriga, an archaeological site. The prototype developed for this purpose, named DinofelisAR, allowed users to view, over 360 degrees, a majestic reconstruction of a Forum from the Roman Era superimposed over its current ruins. Thus, users were able to keep perceiving the present-day surroundings of a Roman city in ruins while, at the same time, had the possibility to explore the matching virtual model. The results presented, arising from 90 participants involved in this evaluation, praise the sense of opportunity for new augmented reality solutions targeted at cultural heritage sites.


2019 ◽  
Vol 33 (1) ◽  
pp. 37-55 ◽  
Author(s):  
Seongsoo Jang ◽  
Yi Liu

Purpose As mobile augmented reality (AR) games enter the maturity stage, understanding how to improve players’ continuance use intention with mobile AR games is critical. Drawing upon the uses and gratifications (U&G) theory, the purpose of this paper is to investigate the effects of four major gratifications – content, process, social and technology – and other factors on continuance intention to play mobile AR games. Design/methodology/approach Data collected from 280 Pokémon Go players were used to address research questions. Partial least squares method was employed to assess the relationships in the model and multigroup analysis was conducted based on survey participants’ demographics and their gaming experience. Findings Content gratification (i.e. catching Pokémon), process gratification (i.e. entertainment), game knowledge and achievement drive players’ continuance use intention. However, social and technology gratifications do not influence players’ continuance use intention. Multigroup analysis suggests that mobile AR game developers should capitalize on the fact that different types of gratifications prompt continuance use intention of different user segments in terms of demographics and experience in general mobile games and Pokémon Go. Originality/value The user behavior of mobile AR games has been studied at the early stage of the games, with less attention to variable continuance use intentions across different user segments. This paper attempts to fill the gap by extending the U&G theory to continuance use intention of mobile AR games at the maturity stage and further investigating the importance of player heterogeneity in continuance use intention with mobile AR games. The findings of this study contribute to the literature on U&G, continuance use intention and mobile AR games.


2022 ◽  
Vol 18 (1) ◽  
pp. 1-31
Author(s):  
Guohao Lan ◽  
Zida Liu ◽  
Yunfan Zhang ◽  
Tim Scargill ◽  
Jovan Stojkovic ◽  
...  

Mobile Augmented Reality (AR), which overlays digital content on the real-world scenes surrounding a user, is bringing immersive interactive experiences where the real and virtual worlds are tightly coupled. To enable seamless and precise AR experiences, an image recognition system that can accurately recognize the object in the camera view with low system latency is required. However, due to the pervasiveness and severity of image distortions, an effective and robust image recognition solution for “in the wild” mobile AR is still elusive. In this article, we present CollabAR, an edge-assisted system that provides distortion-tolerant image recognition for mobile AR with imperceptible system latency . CollabAR incorporates both distortion-tolerant and collaborative image recognition modules in its design. The former enables distortion-adaptive image recognition to improve the robustness against image distortions, while the latter exploits the spatial-temporal correlation among mobile AR users to improve recognition accuracy. Moreover, as it is difficult to collect a large-scale image distortion dataset, we propose a Cycle-Consistent Generative Adversarial Network-based data augmentation method to synthesize realistic image distortion. Our evaluation demonstrates that CollabAR achieves over 85% recognition accuracy for “in the wild” images with severe distortions, while reducing the end-to-end system latency to as low as 18.2 ms.


Author(s):  
Rafael Radkowski ◽  
Helene Waßmann

Sophisticated vehicle ergonomics are a relevant factor for the success of a new vehicle model. To support the evaluation of vehicle ergonomics we have developed a mobile Augmented Reality (AR) testing platform in cooperation with Volkswagen commercial vehicle. The mobile AR-based testing platform consists of a Volkswagen Multivan, where roof, pillars, and dashboard have been removed. The missing parts are replaced by new virtual parts. A head mounted display presents the virtual parts to the user of the mobile AR testing platform, that way, enabling visibility analyses. The user can also interact with the virtual components of the vehicle to perform reachability analyses. To support these analyses the user’s hands are recognized by the system. In this paper we introduce a method for tracking the user’s hands in a mobile AR testing platform. Using image processing the hands of the user are detected by checking for the skin color or the color of a glove the user wears. From image processing data we compute the position of the user’s real hand and potential collisions between the hand and virtual vehicle components. We also utilize results from collision detection for the interaction with the virtual objects.


2020 ◽  
Vol 16 (3) ◽  
pp. 491-512 ◽  
Author(s):  
Vaggelis Saprikis ◽  
Giorgos Avlogiaris ◽  
Androniki Katarachia

Augmented Reality (AR) technology adoption has been growing worldwide in recent years. The potential of AR to blend digital information into the physical world has been a challenge for both academia and industry, who attempt to realize and anticipate its impact on users’ perceptions, adoption intention and use. The present paper is an empirical study aimed at making substantial suggestions and investigating an integrative theoretical paradigm which attempts to establish the significance of specific factors which allow using mobile augmented reality apps in shopping malls. The study employs information from the extant literature with a view to extending the Unified Theory on Acceptance and Use of Technology (UTAUT). The results show that performance expectancy, enjoyment and reward are direct determining factors of adopting the specific technology in shopping malls, whereas facilitating conditions, social influence, innovativeness and trust exert an indirect effect on behavioral intention adoption. The research findings have far-reaching theoretical and practical implications for the development, marketing and application of mobile AR apps in the context of the specific contemporary form of shopping.


2015 ◽  
Vol 75 (3) ◽  
Author(s):  
Nur Intan Adhani M. Nazri ◽  
Dayang Rohaya Awang Rambli ◽  
Daniel C. Doolan

The world of mobile computing has been advancing at a tremendous rate over the past numbers of years and is set to continue well in the future. The vast majority of interaction between the user and mobile of today makes use of touch screen displays that have now become the de-facto standard in all smart phones. This paper presents a mobile Augmented Reality (AR) application making use of different kinds of interaction techniques to investigate user experience and the usefulness of the AR technology. Comparisons are drawn with a ported version of the application that makes use of the more traditional touch screen interaction paradigm (2D), thus allowing users to accurately gauge their interaction style preference. The application also makes use of finger-based gesture, auditory (3D sound) and haptic based feedback to ground the user and create a richer experience. Our results shows that though the user feels that 2D interaction is easy to use, they find that using gesture based AR interaction is more fun and enjoyable in this mobile AR application.


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