scholarly journals Perancangan Augmented Reality untuk Peta Topografi

Author(s):  
Agustinna Yosanny ◽  
Muhammad Ismail ◽  
Handoko Said

Topography is the science about the earth's surface and other objects such as planets, satellites, and asteroids. Topography is studied at school and is found quite difficult to understand because it requires imagination to understand the meaning of contour maps as well as the lines. To motivate students in learning topography,we design an learning application of interactive topographic map with 3D features using Augmented reality technology. In this research we implement analysis and design method. The result achieved is a learning topographic map application based on augmented reality. The conclusion that can be drawn is the teaching and learning of topography can be more interesting with 3D features so that students can more easily recognize the meaning of contour lines in a topographic map.

2019 ◽  
Vol 1 ◽  
pp. 1-1
Author(s):  
Beata Medynska-Gulij ◽  
Maciej Smaczynski ◽  
Dariusz Lorek ◽  
Łukasz Halik ◽  
Łukasz Wielebski ◽  
...  

<p><strong>Abstract.</strong> The identification of geographical phenomena and relations between them are most frequently visualized, analyzed and interpreted indoor by the display screen. The difficulties with capturing basic spatial relations significant in the process of teaching cartography become the main problem. The objective of teachers from the Department of Cartography and Geomatics was to enrich typical classes carried out in computer rooms by adding the outdoor academic classes that would encourage students to observe those relations directly in the field. In October 2018 the outdoor station of the area of 15&amp;thinsp;&amp;times;&amp;thinsp;20&amp;thinsp;m by the university campus next to <i>Collegium Geographicum</i> was handed over to the disposal of students. The projects of the elements of the station were created on the basis of the lecturers experience as a part of subjects on the following courses: topographical cartography, survey techniques, cartographic design, virtual and augmented reality in cartography, geovisualization and geomatics. Sets of several constructions that can be used either separately, as tools for explaining specific principles or together, as instruments for teaching subsequent measurement, location and visualization relations occurring in cartography and geomatics, were placed on the premises of the station.</p><p>In order to study historical ways of marking borders, the erratic, a replica of the boundary stone from 1653 with the triangle engraved in the place in which three countries connect, was placed in the field. Contemporary ways of the stabilization of the border points and points of the grid reference are farther located. The point marked on the metal horizontal plate, on the spot in which the meridian and the parallel of latitude cross, inform about multiple ways of recording the exact location in space. The values of coordinates were calculated for that point and engraved on the board in several nation and global reference systems. Students, standing on other three plates with the points marked where meridians cross parallels of latitude, create basic elements of the grid of latitude and longitude of 0.2''.</p><p>On a single plate three directions of the north, i.e. the geographic, topographic and magnetic one, are visible. One of the meridians marks the line of analemmatic sundial to 12:00&amp;thinsp;a.m. and the student standing on the area of the specific month becomes a gnomon whose shadow indicates the hour of the local meridian. Two surveyor's levelling rods with two values differing by approximately 16&amp;thinsp;cm demonstrate different values of contour lines on topographic maps worked out in Poland. Properly oriented topographic table shows the same fragment of space in four ways: on the classic, north-oriented topographic map, on the orthophotomap at 1&amp;thinsp;:&amp;thinsp;10&amp;thinsp;000 scale, on the simplified visualization of a few layers from the national topographic base at enlarged 1&amp;thinsp;:&amp;thinsp;2&amp;thinsp;000 scale and on the 3D printout on which the height of buildings was determined from the attribute table.</p><p>Authors of the Academic Outdoor Station in Poznan prepared for the conference guests the multimedia presentation with the explanations of the aforementioned constructions and other elements, i.e. the wall of cartographic visualizations with perspective and optical illusions presented on 2D boards, virtual and augmented reality table, triangular signal, and others. We hope to receive feedback from cartographers and hear some ideas concerning new constructions for our station.</p>


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.


2021 ◽  
Vol 5 (4) ◽  
pp. 553
Author(s):  
Bobi Agustian ◽  
Muhamad Yasser Arafat

In the process of teaching and learning activities in schools, there are still many that only use learning media in the form of books. This causes boredom in the learning process. Especially in basic computer and network subjects, where in this subject there is a lot of visual recognition and developing forms of technology. Good visual presentation is very important to support the learning process. Augmented Reality (AR) is a learning medium that is currently still being used in the teaching and learning process. AR is an application that combines the real world with the virtual world in two-dimensional or three-dimensional forms which are projected in a real environment at the same time. AR technology is very appropriate to be implemented to support the visualization process in learning activities, because it can present visualization in 3-dimensional form. So that the visualization is more interactive and more interesting. In the learning process at SMK Nufa Citra Mandir, they still rely on books only, especially in computer and basic network subjects which really need visualization of the devices discussed. The application of AR technology to basic computer and network subjects at SMK Nufa Citra Mandiri is expected to help in the learning process. In its development, the design method used is the Extreme Programming (XP). Purpose of this research is to create software with AR technology on Android platform, so that students can better understand and get to know computer tools and computer network devices contained in basic computer and network subjects.


2020 ◽  
Vol 10 (7) ◽  
pp. 2560
Author(s):  
Roger Fernández-Enríquez ◽  
Laura Delgado-Martín

This paper is an example of how to use new technologies to produce didactic innovative resources that ease the teaching and learning process of mathematics. This paper is focused on augmented reality technology with the aim of achieving the creation of didactic resources related to the polyhedra taught in a course of compulsory secondary education in Spain. First, we introduce the basis of this technology and present the theoretical framework in which we make an exhaustive analysis that justifies its usage with educative purposes. Secondly, we explain how to build the polyhedra in augmented reality using the Unity game engine and the Vuforia software development kit (SDK), which enables the use of augmented reality. Using both tools, we create an augmented reality application and some augmented reality notes with the purpose of helping in the process of visualization and comprehension of the three-dimensional geometry related to polyhedra. Finally, we design an innovative, didactic proposal for teaching the polyhedra in the third course of compulsory Secondary Education in Spain, using the resources created with the augmented reality technology.


2021 ◽  
Vol 5 (3) ◽  
pp. 511
Author(s):  
Deka Gusnia Putri ◽  
Zulfarina Zulfarina ◽  
Zulfarina Zulfarina ◽  
Wan Syafii ◽  
Wan Syafii

The purpose of this research is to design an electronic magazine design so that students are interested in participating in the learning process. Many students find it difficult to understand biology concepts because they cannot see it directly. We can use Augmented Reality technology in e-magazine design as one of these innovations. Therefore, this descriptive research was conducted to design an electronic magazine based on Augmented Reality. The development process was carried out in two stages, namely analysis and design. The analysis phase was carried out by observation using a questionnaire and the design phase was carried out by utilizing various computer software. The result of this research was an e-magazine design that is integrated with Augmented Reality, so that students can see abstract biological objects by 3D Augmented Reality directly with the technology. These results are expected to be developed and conduct further testing


2021 ◽  
Vol 11 (3) ◽  
pp. 144
Author(s):  
Thongkhane Soutthaboualy ◽  
Pinanta Chatwattana ◽  
Pallop Piriyasurawong

The objectives of the study were 1) Synthesize the conceptual framework of blended instruction on the cloud via an interactive augmented reality technology model to enhance digital literacy, 2) Design the blended instruction on the cloud via an interactive augmented reality technology model, 3) Develop the blended instruction on the cloud via an interactive augmented reality technology model, and 4) Study the suitability assessment of the blended instruction on the cloud via an interactive augmented reality technology model. The proposed model develops digital literacy skills, one of the most important skills for learners in the 21st century that contributes to the learning society in the digital world. The samples group used in the study were nine experts in higher education. Then analyzing the data obtained from the assessment, using mathematic mean and standard deviation. Results of the assessment found the following. 1) The developed teaching and learning model consisted of four components: inputs, blended instruction on cloud processes, outcomes, and feedback. 2) The blended instruction on the cloud processes consists of 3 steps: the preparation, teaching and learning, presentation and summary of the learning results. 3) The assessment of the suitability of the developed teaching and learning model was at the highest appropriate. 4) The suitability assessment in the developed teaching and learning model was at the highest appropriate.


Author(s):  
Renbarka Dwi Septana ◽  
Mardi Yudhi Putra ◽  
Ahmad Safei

Abstrak: Teknologi informasi memberikan dampak yang signifikan dalam mendukung perkembangan media pembelajaran. Salah satu teknologi yang membantu dalam proses pembelajaran adalah Augmented Reality. Augmented Reality merupakan teknologi yang menggabungkan benda maya 2D atau 3D secara realtime yang diproyeksikan terhadap dunia nyata melalui devices seperti smartphone. Permasalahan yang diamati pada proses belajar mengajar di SMK, yakni materi pembelajaran disajikan dalam buku Lembar Kerja Siswa bergambar dua dimensi (2D) berwarna hitam putih sehingga siswa kesulitan memahami dan mengenali komponen hardware. Selain itu, belum memanfaatkan teknologi Augmented Reality sebagai media pembelajaran yang interaktif. Tujuan penelitian ini adalah membuat media pembelajaran dengan teknologi Augmented Reality sebagai alat bantu pembelajaran agar siswa dapat memahami materi pengenalan komponen hardware komputer. Model pengembangan penelitian ini menggunakan Multimedia Development Life Cycle (MDLC). Tools yang membantu dalam pebuatan Objek gambar 3D menggunakan Adobe Illustrator, Sketchup, Vuforia, dan Unity. Untuk bahasa pemrograman C# yang dibuat menggunakan software Microsoft Visual Studio. Hasil penelitian berupa aplikasi YATINDO AR sebagai media pembelajaran komponen hardware komputer dengan teknologi Augmented Reality berbasis android yang telah membantu para guru dalam memberikan pemahaman kepada siswa tentang materi yang ada pada buku Lembar Kerja Siswa (LKS).   Kata kunci: Android, Augmented Reality, Media Pembelajaran, Hardware   Abstract: Information technology has a significant impact in supporting the development of learning media. One of the technologies that helps in the learning process is Augmented Reality. Augmented Reality is a technology that combines 2D or 3D virtual objects in realtime that are projected to the real world via devices such as smartphones. The problems observed in the teaching and learning process at SMK, namely the learning material are presented in a black and white two-dimensional (2D) illustrated Student Worksheet book so that students have difficulty understanding and recognizing hardware components. In addition, they have not yet utilized Augmented Reality technology as an interactive learning medium. The purpose of this research is to create learning media with Augmented Reality technology as a learning aid so that students can understand the material on the introduction of computer hardware components. This research development model uses the Multimedia Development Life Cycle (MDLC). Tools that help in creating 3D image objects using Adobe Illustrator, Sketchup, Vuforia, and Unity. For the C # programming language created using Microsoft Visual Studio software. The result of the research is the YATINDO AR application as a learning media for computer hardware components with Android-based Augmented Reality technology which has helped teachers in providing understanding to students about the material in the Student Worksheet (LKS) book.


Author(s):  
Zahraa Mohammed Alsanea, Afrah Hafez Alawaidi Zahraa Mohammed Alsanea, Afrah Hafez Alawaidi

  The aim of the study was to learn about the use of augmented reality technology to understand and develop geographical phenomena from the point of view of social studies teachers. To achieve the objectives of the study the researchers have used a descriptive approach. An augmented reality questionnaire was applied using the augmented reality technology on a random sample consisting of sixty-six participants all of them are social studies teachers of both genders from Al-qunfudhah province, and in order to calculate the degree of use of augmented reality which was used by social studies teachers the arithmetic averages were used. The study presents the following results: The degree of reality in the use of augmented reality that social studies teachers have been used in Al-qunfudhah province, came in a high degree but close to average with an average arithmetic 2.09. As well as the degree of impediments in the use of augmented reality came in a high degree with an average arithmetic 2.40. In the light of the findings of the study researchers have recommended to stress the importance of the use of augmented reality technology in teaching and the need for drawing the attention of the ministry of education's officials to encourage and urge the teachers to use it,building computer-based educational programs based on augmented reality technology,work on overcoming the impediments that limits the use of augmented reality and its impact on both teaching and learning process.Besides achieving positive outcomes through using it.


2021 ◽  
Vol 16 ◽  
pp. 253-260
Author(s):  
Dayana Farzeeha Ali ◽  
Marlissa Omar ◽  
Abdul Halim Abdullah ◽  
Nor Hasniza Ibrahim ◽  
Mahani Mokhtar ◽  
...  

Augmented Reality technology allows users to interact with virtual objects integrated into the real world and real-time. Augmented Reality technology is considered a potential tool to promote the teaching and learning process. This study aims to identify the trends of publications related to Augmented Reality (AR) in education, bibliometric review of the studies as well as its application on enhancing students’ visualization skills in engineering education field. Thus, this study reviewed trends and bibliometric studies focusing on Augmented Reality (AR) in education for the past five years based on the Web of Science (WOS) database, and provide experimental results on the application of augmented reality technology to enhance visualization skills among engineering students. The result from this study proves that augmented reality shows an upward trends in education, as well as the experimental findings indicates positive results in enhancing visualization skills which is one of the reason why augmented reality is frequently used in education field as teaching and learning tools. This study will also provide researchers and educators with knowledge of the research trends of augmented reality in education. This paper will then highlight the most influential authors and countries in this research area as a reference for future researcher


2020 ◽  
Vol 4 (1) ◽  
pp. 176
Author(s):  
Ade Diana Kharisma ◽  
Wan Syafii ◽  
Zulfarina Zulfarina

Design innovations on student worksheets need to be developed so that students are motivated to following the learning process. Many students difficult to understand an abstract concept of biology because they can not see directly. We can using Augmented Reality technology in the design of Student Worksheets as one of that innovation. Therefore a descriptive study was conducted to design a Student Worksheet based on Augmented Reality. The design process was carried out in two stages, namely analysis and design. The analysis phase was done by observing using questionnaires and the design stage was done by utilizing various computer software. The result of research is the design of Student Worksheets that is integrated with Augmented Reality, so the student can see the abstract object of biology by 3D AR directly with that technology. This result were expected to be developed and carried out further testing.


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