scholarly journals Introduction to MSME Products in Sidoarjo Regency Using Augmented Reality

2021 ◽  
Vol 1 (1) ◽  
Author(s):  
Nur Huda ◽  
Sumarno

Explanation of UMKMs (Micro, Small, and Medium Enterprises) is a business that has a very important role in the economy of a country, both in terms of the existing in the field of employment or created in terms of the number of businesses that exist. Explanation of UMKMs in terms of micro enterprises can also be interpreted as businesses owned by individuals or a productive economic business entity in accordance with the criteria of various micro, small, and medium enterprises. The purpose of this research is so that students can design an application that is able to display 3D objects of UMKM products, and also to introduce UMKM products to consumers more easily and more efficiently. The method used is marked based tracking, then used as a marker is a card with a picture of UMKM products, and also augmented reality is using vuforia library as a database of UMKM product identifiers displayed, and unity engine software using the C# programming language. The result of the research obtained is an augmented reality application that can bring up UMKM products in the form of a virtual 3-dimensional object display. The benefit of this research is that the augmented reality application of UMKM products can make it easier for manufacturers to introduce their products to consumers.

Author(s):  
Siryantini Nurul Adnin ◽  
Ida Bagus Ketut Widiartha ◽  
I Made Budi Suksmadana

This study incorporate AR into a technology home Catalog sales, thus Catalog home is becoming more real with 3D objects in it. This research aims to produce an application that can display a 3D model of a house that can help buyers to know well the home to be purchased, and will simplify the home seller as a media campaign to consumers. 3D objects used to develop two kinds of Software that Sweet Home 3D and Blender, whereas to create application in programming used Unity 3D Software using the C # programming language. Application home design Catalog is made through several stages of design 3D objects, Marker workmanship and application design. The end result consists of two forms, namely in the form of physical (in the form of print media Catalog) that contains a marker on some pages and Augmented Reality applications based on Android in the form of .apk which is then installed on Smartphones, where the two are complementary.


2021 ◽  
Vol 9 (3) ◽  
pp. 339
Author(s):  
Gede Bagus Danandjaya ◽  
I Gede Arta Wibawa

In gamelan, one of the most important instruments is trompong. Trompong is an idiphones instrument that has 10 rows of round shaped metal called pencon. Every pencon has its own sound. As a traditional music instrument, of course gamelan especialy trompong must be preserved continuously. But unfortunately, playing Balinese gamelan with real instrument is hard to do because the difficulty to finding gamelan in the real world. By using technolgy such as Augmented Reality, playing trompong possible to do even without having the real instrument.  Augmented Reality will be develop using Unity 3D software along with Vuforia SDK, and also this application using Android smartphone as a base of Augmented Reality application. This Augmented Reality application called TrompongAR and will be marker based Augmented Reality, by using a target marker will help Augmented Reality to place where the 3-dimensional trompong will placed. The 3-dimensional trompong will have 10 pencon that can played by tapping the pencon, the touched pencon will produce sound like the real instrument.


Author(s):  
Ana Grasielle Dionísio Corrêa

One of the methods of teaching that has brought significant contributions to the field of education is augmented reality. This technology transformed learning into a more motivating, enjoyable, fun, and interesting activity. This chapter contributes an augmented reality application for mobile devices that complements and supports the learning of geometric figures. The application, called AGeRA, consists of a geometry book and software capable of reading special markers inserted into the book's content. When this book is placed in front of the camera of a mobile device, 3D objects, sounds, animations, and other interactive elements leap from book pages making learning more fun and exciting. Preliminary tests were made with teachers and students and showed good acceptance of the application to support the teaching of geometry.


2015 ◽  
pp. 1084-1101
Author(s):  
Ana Grasielle Dionísio Corrêa

One of the methods of teaching that has brought significant contributions to the field of education is augmented reality. This technology transformed learning into a more motivating, enjoyable, fun, and interesting activity. This chapter contributes an augmented reality application for mobile devices that complements and supports the learning of geometric figures. The application, called AGeRA, consists of a geometry book and software capable of reading special markers inserted into the book's content. When this book is placed in front of the camera of a mobile device, 3D objects, sounds, animations, and other interactive elements leap from book pages making learning more fun and exciting. Preliminary tests were made with teachers and students and showed good acceptance of the application to support the teaching of geometry.


2020 ◽  
Vol 6 (1) ◽  
pp. 29
Author(s):  
Muhammad Dimas Septiandi ◽  
Harya Bima Dirgantara

The purpose of this research is to develop an Augmented reality applications that was used to visualize the structure of the bacteria cell and bacteria forms in 3 dimensions. An application developed in this research were dedicated to the Android smartphone users are studying or teaching others about the bacteria cell structure and bacteria forms. Software development methods used in the research and application development is incremental. The incremental amounts required in performing this application development amounted to 4 incremental. At each incremental done the analysis, design, coding, and testing phase. 3Ds Max 2018 is used to doing the design of 3-dimensional form of the bacteria. Unity 3D version 5.6.0 f3 and Vuforia library version 6 is used to doing the development of application. The results of this research is the Android-based Augmented reality application for visualization of bacteria cell structure and bacteria forms.


2018 ◽  
Vol 1 (1) ◽  
pp. 16-24
Author(s):  
Putu Adistyanda Timoti Raja Karda ◽  
I Made Arsa Suyadnya ◽  
Duman Care Khrisne

The development of barbershop makes business competition becomes increasingly tight. Currently, information and communication technology is very important in the field of barbershop marketing. But this technology only shows details of the existence of barbershop. In addition, the catalog of hairstyles that are provided only in the form of 2-dimensional images. Therefore, more advanced technology is needed to promote the model of hairstyle available in barbershop. One of the technology applied in smartphone applications is Augmented Reality on the Android operating system. In this research will be developed an Augmented Reality based promotion media to promote hair model model with 3 dimensional object visualization using marker based tracking method. Development of this application starts from the stage of concept creation, application design, 3-dimensional object creation, application assembly, application testing, until the application distribution stage. This application was created using C # programming language, Vuforia Qualcomm, virtual and Unity Autodeks Maya software. The application that has been produced is tested by 2 methods that is by black-box testing and by usability scale system test, on the test of black -box AugmentedReality application of functional barbershop that exist in the application has been successfully executed according to their respective function. Based on survey results on Usabilty ScaleSystem(SUS) test on Augmented Reality Barbershop application, 20 respondents gave average score of 73.35 with Grade Scale C.


2020 ◽  
Vol 8 (2) ◽  
pp. 41-50
Author(s):  
S. Ignat'ev ◽  
Z. Tret'yakova ◽  
Marianna Voronina

In this paper is investigated the possibility of Augmented Reality (AR) technologies contextualizing in teaching methods for “Descriptive Geometry” (DG) student course. The aim of the investigation was the study of the current state of knowledge and practice in the field of DG students teaching with the help of AR-technologies, and identification of key issues affecting the adoption by users (teachers and students) of AR-technologies as a modern educational tool in the. Conducted an analysis of existing researches in the field of modern educational tool in the field of DG. Has been carried out the analysis of current investigations in the field of DG students teaching based on AR-technology. The key problems affecting the adoption by users of AR-technologies as an educational tool in the field of DG have been determined. Existing methods of DG students teaching using AR-technologies in St. Petersburg Mining University are gradually completed and updated. The work results showed that students have a positive perception of educational classes on DG course based on AR-technologies. Students successfully solve DG problems using AR-technology based on Vuforia platform; create 3-D models of geometric entities in SketchUp, and labels for camera fixing based on AutoCAD. When creating the software, the compiled C ++ programming language is used, based on which scripts (markers) are written that lift 3-D models of objects to given planes. The study results will be useful for developers of AR-platforms, AR-applications in the field of DG students training. They will allow avoid projects that may cause problems with the convenience of AR-applications using, what, in turn, will lead to the rejection of users from the introduction of this technology when getting students education in DG.


2021 ◽  
Vol 21 (1) ◽  
pp. 84-89
Author(s):  
Kadek Agus Wirawan ◽  
I Gede Harsemadi ◽  
Ni Kadek Sukerti

Mumbul Park Tourism Object is a tourist attraction located in Sangeh Village, Abiasemal District, Badung Regency. In Mumbul Park there are two temples named Pura Luhur Mumbul (Puru Ulun Siwi) and Pura Ulun Mumbul. In addition to the temple in the Mumbul Sangeh Park Tourism Object, there is a pengelukatan called Pancoran Solas and there is a pond (lake) with thousands of fish. The Mumbul Park Tourism Object has its own charm for tourists, but the lack of information regarding the Mumbul Sangeh Park Tourism Object makes not many people know about the tourist area. Therefore, we need an introduction media regarding the object of the Mumbul Sangeh park which is more modern with Android based Augmented Reality media. This application contains direct information about the history of the Mumbul Park Tourism Object, Pancoran Solas 3D Penglukatan Object, Ulun Danu Temple and the Queen Niang Sakti Statue, Videos and Photos of the introduction of Mumbul Park. The method used in this research is the MDLC (Multimedia Development Life Cycle) method and the C # programming language. The making of this application uses Unity3D, CorelDraw and Adobe Illustrator as the interface designer, Adobe Premiere to edit the introduction video. Based on the results of tests carried out using two testing methods, namely blackbox testing and questionnaires. This application is distributed via Google Drive..  Keywords—Mumbul Sangeh Park, Pancoran Solas, Ulun Danu Temple, Ratu Niang Sakti Statue, Augmented Reality, Android


Author(s):  
Robinson Situmorang ◽  
Cecep Kustandi ◽  
Santi Maudiarti ◽  
Retno Widyaningrum ◽  
Diana Ariani

Education is a place to introduce culture and micro, small and medium enterprises in areas far from the capital. In Technology Education Study Program, Universitas Negeri Jakarta has the vision to produce educators and education personnel in the field of learning to engineer based on academic principles and ethics. Engineering new media learning through augmented reality becomes a tool for lectures introducing SMEs. For this reason, researchers collaborated with material expert lecturers,  design experts,  media experts, and 30 students in developing augmented reality as a new learning application. The results of the review obtained from the instructional design experts were 3.20, material expert 3,30, and media experts 3.14. Based on the test results obtained from students in the one-to-one stage of 3.55; and at the small group stage of 3.23. Based on the results of the evaluation, it can be concluded that Augmented Reality can be implemented and used to introduce SMEs to college students. Students can use this product as material strengthening in engineering learning using new media applications


Sign in / Sign up

Export Citation Format

Share Document