scholarly journals Application of Augmented Reality for Gypsum Marketing Using Vuforia, Sketchup and Unity 3D

2021 ◽  
Vol 1 (2) ◽  
Author(s):  
Ifaldi Danang Septiawan ◽  
Cindy Taurusta

The development of technology and information is currently progressing very rapidly, marked by advances in the field of information and technology. One of the most popular technologies today is gadgets. This is revealed by research conducted by Strategy Analytics. The author took the initiative to create an android-based augmented reality technology that is useful for marketing a gypsum product. The method used by researchers is quantitative. The results that have been achieved from this research are adding insight into the latest technology and promotional media.

Author(s):  
Abishek R ◽  
◽  
Dr. D. Vaishali ◽  
Adhitya Narayan R ◽  
Vignesh Sundar M ◽  
...  

IoT has become an integrated part of our lives changing ways in which we operate our everyday appliances. In addition to making our home appliances smart, it has become a common trend for companies to adopt industry 4.0, which uses various sensors to monitor the equipment, machinery, and the work environment. We often come across multiple brands which make smart appliances but each brand comes with its separate mobile application for the appliance's operation. This requires us to switch between Apps to control these appliances if we at all remember which App controls which appliance. We intend to solve these two major inconveniences by creating a single mobile application that can control all these appliances using Augmented Reality technology. All we have to do is point our camera at the appliance that we need to operate and the App will display control options in real-time AR. This paper produces five important contributions: 1) An AR-based mobile application to control IoT devices and monitor the environment. 2) Implementing the mobile application using Unity 3D engine and Vuforia SDK. 3) Integrating a commercially available IoT device with the mobile application. 4) Integrating custom-made hardware IoT device with mobile application. 5) Integrating this combination to make our industries and homes smarter Keywords:


Author(s):  
Shilki Dini Abadiya ◽  
Intan Dwi Fatmaningtyas

Abstrak: Media promosi SMP Bhakti Mulya merupakan alat atau bentuk perantara yang dipakai untuk menyebarkan informasi. Biasanya media promosi SMP Bhakti Mulya yang paling banyak digunakan adalah media konvensional, seperti spanduk dan brosur. Akibatnya, daya tarik untuk para peminat disekolah SMP Bhakti Mulya menjadi berkurang dikarenakan informasi mengenai beberapa fasilitas yang terdapat di SMP Bhakti Mulya kurang tergambarkan dengan jelas untuk para calon siswa baru. Maka dibutuhkan suatu media promosi sekolah bagi calon siswa baru yang lebih kreatif dan menarik yang dapat memberikan gambaran visualisasi 3D dengan menggunakan teknologi augmented reality. Augmented Reality (AR) adalah suatu lingkungan yang memasukkan objek virtual 3D kedalam lingkungan nyata secara real-time karena dalam hal ini dikarenakan perpaduan dari script pemrograman serta seni 3 Dimensi yang diwujudkan kedalam sebuah aplikasi secara bersamaan. Aplikasi augmented reality yang dibangun berjalan pada platform mobile, dimana kamera bekerja sebagai sumber input dengan cara membaca dan melacak marker (penanda) dengan sistem tracking. Untuk penggunaan perancangan aplikasi, maka digunakan perangkat lunak seperti Unity 3D, Vuforia, Adobe Illustrator, Visual Studio. Dengan hal ini menggunakan model pengembangan yaitu metode Prototyping dengan tipe requirement prototype karena dalam impelementasi akan menjadi mudah dan untuk pengguna sistem sudah mempunyai gambaran tentang sistem. Dengan adanya, media promosi fasilitas dengan menggunakan teknologi augmented reality ini diharapkan para calon siswa baru akan mendapatkan informasi yang lengkap mengenai sarana dan prasarana yang tersedia di SMP Bhakti Mulya.   Kata kunci: Media Promosi, Augmented Reality, Prototyping, Unity 3D, Vuforia.   Abstract: Promotional media for SMP Bhakti Mulya is a tool or form of intermediary used to disseminate information. Usually the promotional media for SMP Bhakti Mulya that are most widely used are conventional media, such as banners and brochures. As a result, the attraction for enthusiasts at the Bhakti Mulya Middle School is reduced because information about some of the facilities available at Bhakti Mulya Junior High School is not clearly described for prospective new students. So we need a school promotion media for prospective new students who are more creative and interesting who can provide a 3D visualization picture using augmented reality technology. Augmented Reality (AR) is an environment that inserts 3D virtual objects into a real environment in real-time because in this case it is due to a combination of programming scripts and 3D art that are realized into an application simultaneously. The augmented reality application that is built runs on a mobile platform, where the camera works as an input source by reading and tracking markers with a tracking system. For application design use, software such as Unity 3D, Vuforia, Adobe Illustrator, Visual Studio are used. In this case, using a development model, namely the Prototyping method with the requirement prototype type because the implementation will be easy and for system users already have an overview of the system. With the existence of this media promotion of facilities using augmented reality technology, it is hoped that prospective new students will get complete information about the facilities and infrastructure available at SMP Bhakti Mulya.   Keywords: Promotional Media, Augmented Reality, Prototyping, Unity 3D, Vuforia.


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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