scholarly journals Penerapan Teknologi Augmented Reality Sebagai Informasi Dan Navigasi Pada Taman Rekreasi Sengkaling

Repositor ◽  
2020 ◽  
Vol 2 (5) ◽  
pp. 553
Author(s):  
Tirto Adhi Triambodo ◽  
Ali Sofyan Kholimi ◽  
Lailatul Husniah

AbstrakTaman Rekreasi Sengkaling memiliki luas keseluruhan  9 hektar yang terdiri dari 6 hektar  diantaranya ada taman dan pepohonan hijau. Mengingat luasnya Taman Rekreasi Sengkaling, disana tidak ada peta dan tempat lokasi pusat informasi wahana berada di pintu masuk yang tentu akan membuat pengunjung bingung ketika sudah berada didalam Taman Rekreasi Sengkaling ingin mengetahui informasi wahana dan membutuhkan waktu lama dalam mencapai tujuan wahana yang diinginkan. Berdasarkan dari permasalahan yang ada, maka dibutuhkan suatu aplikasi yang bisa memberikan informasi dan navigasi sehingga pengunjung dapat dengan mudah mengetahui informasi wahana dan navigasi menuju lokasi wahana. Augmented Reality adalah teknologi yang menggabungkan benda maya dua dimensi dan ataupun tiga dimensi ke dalam lingkungan nyata tiga dimensi. Teknologi Augmented Reality ini digunakan untuk pembuatan aplikasi untuk informasi dan navigasi pada Taman Rekreasi Sengkaling. Pada pengujian sistem berdasarkan hasil kuesioner dengan 5 pertanyaan kepada 30 responden untuk memakai aplikasi AR Taman Rekreasi Sengkaling. Dari pengujian sistem aplikasi AR kepada user yang memilih setuju dengan presentase 91%. Maka hasil yang didapatkan, penggunaan aplikasi Augmented Reality direspon baik oleh pengunjung Taman Rekreasi Sengkaling.Abstract  Sengkaling Recreation Park has a total area of 9 hectares consisting of 6 hectares of which there are parks and green trees. Given the breadth of the Sengkaling Recreation Park, there is no map and location of the information center where the vehicle is located at the entrance which would make visitors confused when already in the Sengkaling Recreation Park wants to know vehicle information and takes a long time to reach the desired destination. Based on the existing problems, it requires an application that can provide information and navigation so that visitors can easily find information on vehicle and navigation to the location of the vehicle. Augmented Reality is a technology that combines two-dimensional and / or three-dimensional virtual objects into a real three-dimensional environment. This Augmented Reality technology is used for making applications for information and navigation in Sengkaling Recreation Park. On testing the system based on the results of the questionnaire with 5 questions to 30 respondents to use the AR Sengkaling Recreational Park application. From testing the AR application system to users who choose to agree with a percentage of 91%. Then the results obtained, the use of Augmented Reality applications responded well by visitors to the Sengkaling Recreation Park.

Author(s):  
I Gede Aditya Nugraha ◽  
I Ketut Gede Darma Putra ◽  
I Made Sukarsa

Museum Bali is one of the museum which is located in Denpasar City that established since 1910. The Museum collections consist of items such as living equipment, art, religion, handwriting, and other things that show the situation and the development of the Balinese culture. Augmented Reality is a technology which combines two-dimensional virtual objects or three-dimensional virtual objects into the real environment. Museum Bali has decreased the amount of visitors in recent years and requires an innovation to promote Museum Bali. One innovation that is expected to promote the Museum Bali is to create an augmented reality application that called Augmented Reality Museum Bali in Android platform. Utilizing augmented reality technology that works by detecting the marker then it show up the 3D object and the information from one of the objectsin Museum Bali. Markerless method used in detection marker that make this application moreattractive and expected to be a new experience for the people who want to know more about Museum Bali.


SISFOTENIKA ◽  
2020 ◽  
Vol 10 (2) ◽  
pp. 152
Author(s):  
Joe Yuan Mambu ◽  
Andria Kusuma Wahyudi ◽  
Brily Latusuay ◽  
Devi Elwanda Supit

<p>In learning projectile motion and its velocity, students tend to look up a plain two-dimensional image in a science book. While there’s some educational props, yet they usually a very tradional ones and can not be used for real calculation. The utilization of Augmented Reality (AR) in educational method may raise curiosity and gives a unique way in learning projectile motion as the motion can be seen in a three dimensional. Augmented Reality itself is a combination of real world and virtual objects. This application uses the Vuforia SDK that able to blend the real world and virtual objects. Through this application, we were able to simulate projectile motion and its velocity in more realistic way, have slightly interaction with the reality, and gets input from user so they can learn and see the result of the parameter that they entered. Thus, with the advantage of AR the application gives a more realistic feel compared to the existing ones available in public as it could receive any input and show the output in AR. </p>


Author(s):  
Anang Pramono ◽  
Martin Dwiky Setiawan

The concept of education for children is important. The aspects that must be considered are methods and learning media. In this research innovative and alternative learning media are made to understand fruits for children with Augmented Reality (AR). Augmented Reality (AR) in principle is a technology that is able to combine two-dimensional or three-dimensional virtual objects into a real environment and then project it. This learning media combines picture cards and virtual reality. Markers contained on picture cards will be captured by the mobile device camera, processed and will 3D animated pieces appear on the mobile screen in realtime. By using the concept of combining real world, real images on cards and virtual, applications can stimulate imagination and sense of desire in children and motivation to learn more and more. 3D fruit estimation created using the 3D Blender application and the Augmented Rea process lity is made using Unity and the Vuforia SDK library. The application of fruit recognition has been applied to several child respondents and has been tested on several types and brands of Android-based mobile phones. Based on research trials, 86% of 30 respondents stated that the application which was developed very effectively as a medium for the introduction of fruits.


Author(s):  
Reni Kurnia ◽  
Asrul Huda ◽  
Nurindah Dwiyani

The problem in this final project is an internal problem of the school is the availability of school facilities and infrastructures are affected to the students’ knowledge of X TKJ in identifying the type of devices peripheral and its functions. Other causes are the teaching methods and learning medias which used not various, it makes learning become less enjoyable. To overcome these problems, then designed a technology-based Learning Media MagicBook Augmented Reality using Android mobile devices. Besides being able to combine the virtual objects with the reality environtment, Augmented Reality technology enables users to perform three-dimensional direct interaction thus better able to give the impression for students. Magicbook Learning Media is designed like a regular book, but in inside the Magicbook is inserted a marker as a link between the real world and the virtual objects, then added with animation and video tutorials use the application. This media is created using Vuforia Library, Unity Free and Mono Development, Autodesk 3D Studio Max as animation maker software. This media is designed to assist students in understanding the concept of training courses of Apply the Function of Instalation PC and Peripherals and assist teachers in explaining the material. Keywords         :Interactive Media, Magicbook, Augmented Reality, Marker.


2019 ◽  
Vol 4 (3) ◽  
pp. 114
Author(s):  
Alvino Octaviano ◽  
Sofa Sofiana

The limited number of teaching aids is the general shortage of private schools due to the limited cost of procuring props for the PGM-FI sistem. The less interesting learning model is also a factor in the low value of students in certain subjects. Augmented Reality is a technology that develops in the world, combining two-dimensional or three-dimensional virtual objects into a real three-dimensional environment and then projecting these virtual objects in real time. in previous studies have introduced Augmented Reality Applications that still use markers. But the application still has limitations. The need for paper printing and sticking to the object to be studied. Through markerless technology other than without the need for paper printing and pasting. This application can further adjust the appearance of injection machines


Author(s):  
Yulia Fatma ◽  
Armen Salim ◽  
Regiolina Hayami

Along with the development, the application can be used as a medium for learning. Augmented Reality is a technology that combines two-dimensional’s virtual objects and three-dimensional’s virtual objects into a real three-dimensional’s  then projecting the virtual objects in real time and simultaneously. The introduction of Solar System’s material, students are invited to get to know the planets which are directly encourage students to imagine circumtances in the Solar System. Explenational of planets form and how the planets make the revolution and rotation in books are considered less material’s explanation because its only display objects in 2D. In addition, students can not practice directly in preparing the layout of the planets in the Solar System. By applying Augmented Reality Technology, information’s learning delivery can be clarified, because in these applications are combined the real world and the virtual world. Not only display the material, the application also display images of planets in 3D animation’s objects with audio.


Author(s):  
Yahya Rasheed Alameer

  The purpose of the research is to determine the effect of the difference in the mode of presentation of the enhanced reality models in the development of the cognitive achievement of secondary students in Jazan region in computer science, the researcher used quasi-experimental approach in comparing the 2D image models of Augmented reality to the first experimental group, and teaching the pattern of 3D image models of Augmented reality of the second experimental group, to ascertain the hypotheses of the research and to reveal the relationship between the independent variable and the dependent variable, the sample consisted of (60) students: (30) students in the first experimental group, which was studied using the two-dimensional Augmented Reality models, And (30) students in the second experimental group, which was studied using the pattern of Augmented Reality three-dimensional, the results showed that there were statistically significant differences at (α≤05.0) between the mean scores of the students of the first experimental groups studied using the two-dimensional Augmented Reality models, the second experiment, which was studied using the Augmented three-dimensional image models, in the post-application to test cognitive achievement, for the second experimental group studied using the three-dimensional Augmented Reality models, In the light of the results, recommendations and suggestions were made to develop the cognitive achievement of secondary students in computer and various subjects.    


2015 ◽  
Vol 61 (228) ◽  
pp. 702-712 ◽  
Author(s):  
Tong Zhang ◽  
Lili Ju ◽  
Wei Leng ◽  
Stephen Price ◽  
Max Gunzburger

AbstractFor many regions, glacier inaccessibility results in sparse geometric datasets for use as model initial conditions (e.g. along the central flowline only). In these cases, two-dimensional (2-D) flowline models are often used to study glacier dynamics. Here we systematically investigate the applicability of a 2-D, first-order Stokes approximation flowline model (FLM), modified by shape factors, for the simulation of land-terminating glaciers by comparing it with a 3-D, ‘full’-Stokes ice-flow model (FSM). Based on steady-state and transient, thermomechanically uncoupled and coupled computational experiments, we explore the sensitivities of the FLM and FSM to ice geometry, temperature and forward model integration time. We find that, compared to the FSM, the FLM generally produces slower horizontal velocities, due to simplifications inherent to the FLM and to the underestimation of the shape factor. For polythermal glaciers, those with temperate ice zones, or when basal sliding is important, we find significant differences between simulation results when using the FLM versus the FSM. Over time, initially small differences between the FLM and FSM become much larger, particularly near cold/temperate ice transition surfaces. Long time integrations further increase small initial differences between the two models. We conclude that the FLM should be applied with caution when modelling glacier changes under a warming climate or over long periods of time.


2011 ◽  
Vol 666 ◽  
pp. 506-520 ◽  
Author(s):  
F. DOMENICHINI

The vortex formation behind an orifice is a widely investigated phenomenon, which has been recently studied in several problems of biological relevance. In the case of a circular opening, several works in the literature have shown the existence of a limiting process for vortex ring formation that leads to the concept of critical formation time. In the different geometric arrangement of a planar flow, which corresponds to an opening with straight edges, it has been recently outlined that such a concept does not apply. This discrepancy opens the question about the presence of limiting conditions when apertures with irregular shape are considered. In this paper, the three-dimensional vortex formation due to the impulsively started flow through slender openings is studied with the numerical solution of the Navier–Stokes equations, at values of the Reynolds number that allow the comparison with previous two-dimensional findings. The analysis of the three-dimensional results reveals the two-dimensional nature of the early vortex formation phase. During an intermediate phase, the flow evolution appears to be driven by the local curvature of the orifice edge, and the time scale of the phenomena exhibits a surprisingly good agreement with those found in axisymmetric problems with the same curvature. The long-time evolution shows the complete development of the three-dimensional vorticity dynamics, which does not allow the definition of further unifying concepts.


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