scholarly journals Media Pembelajaran Interaktif Berbasis Augmented Reality (AR) Untuk Meningkatkan Motivasi Belajar Anak

2017 ◽  
Vol 2 (1) ◽  
pp. 36-39
Author(s):  
Nur Iksan ◽  
Djuniadi Djuniadi

Based on observations related to the increasing interest of children to digital devices (smartphones, laptops), become an opportunity for teachers/educators to make ICT-based learning media with more interactive and interesting, thus improving motivation to learn children. One of the methods that can be used is Augmented Reality. Augmented Reality (AR) is a technology that can incorporate a 3D object into a real environment using a webcam medium. The advantages of this AR method is an interesting visual appearance because it can display 3D objects that seem to exist in the real environment. AR method also has advantages of the interactive side because it uses markers to display certain 3D objects that are pointed to the webcam. In addition, the application of concepts to be used can improve the reasoning power and imagination of learners.

2016 ◽  
Vol 1 (2) ◽  
pp. 8-18
Author(s):  
Lena Magdalena ◽  
Kusnadi Kusnadi ◽  
Muhammad Kahfi

Augmented reality is a term for combining real-world environment with virtual worlds. Augmented reality is becoming very popular today because besides interesting, also can be displayed in realtime. In general, augmented reality adds a digital object in reality with reference to specific objects in the real world, for example by using a marker. Therefore, in this thesis aims to create an application that displays a 3D object that contains information about the network components and the workings of TCP / IP by making use of the concept of augmented reality marker technique. A marker is a reference object in the real world as a marker so that the information can be displayed. The marker is made to function to call the 3D objects appear on the screen smartphone that uses the technique of introduction of basic colors of red, green and blue. The method used consists of several stages of research, namely data collection, analysis and system design and system implementation. Data collection method used is literature. Methods of analysis and design of systems using the Unified Modeling Language (UML). The programming language used for software development are C # (C-Sharp) with Unity applications and software SketcUp to create 3D objects as well as Android SDK to convert the file into the form of android. This application is successfully created by displaying a 3D object that can make users excited to get to know the physical network components and requires only an internet connection to download the initial marker.


AITI ◽  
2018 ◽  
Vol 15 (1) ◽  
pp. 27-37
Author(s):  
Feoh Feoh ◽  
Christina Purnama Yanti

The Bali museum is one of the museums in which objects of artistic, cultural and historical of Balinese against the invaders are kept. However, there are still few visitors coming to the museum. One way to increase a number of visitors is by using a technology in the form of interactive application for them. This research made visitors of Bali museum as subjects /user studies, while the designed application was aimed at knowing the users’ responses toward it. Previously, a study of mobile-based AR had been conducted to see the needs of the users. A guide in the form of text and sound were also added. Augmented Reality is a technology that combines virtual world and the real world simultaneously. AR technology requires a camera to capture the picture of marker whichwill display the 3D object from one of the Bali museum’s collections. The 3D object was created with software marker of 3D objects. In this study, both software blender and software unity were used to develop 3D object and the application of AR. The application runs on in 5 inch – screen Android devices and provide information in the form of Indonesian text and audio bilingual, both in Indonesian and English.


1997 ◽  
Vol 6 (4) ◽  
pp. 413-432 ◽  
Author(s):  
Richard L. Holloway

Augmented reality (AR) systems typically use see-through head-mounted displays (STHMDs) to superimpose images of computer-generated objects onto the user's view of the real environment in order to augment it with additional information. The main failing of current AR systems is that the virtual objects displayed in the STHMD appear in the wrong position relative to the real environment. This registration error has many causes: system delay, tracker error, calibration error, optical distortion, and misalignment of the model, to name only a few. Although some work has been done in the area of system calibration and error correction, very little work has been done on characterizing the nature and sensitivity of the errors that cause misregistration in AR systems. This paper presents the main results of an end-to-end error analysis of an optical STHMD-based tool for surgery planning. The analysis was done with a mathematical model of the system and the main results were checked by taking measurements on a real system under controlled circumstances. The model makes it possible to analyze the sensitivity of the system-registration error to errors in each part of the system. The major results of the analysis are: (1) Even for moderate head velocities, system delay causes more registration error than all other sources combined; (2) eye tracking is probably not necessary; (3) tracker error is a significant problem both in head tracking and in system calibration; (4) the World (or reference) coordinate system adds error and should be omitted when possible; (5) computational correction of optical distortion may introduce more delay-induced registration error than the distortion error it corrects, and (6) there are many small error sources that will make submillimeter registration almost impossible in an optical STHMD system without feedback. Although this model was developed for optical STHMDs for surgical planning, many of the results apply to other HMDs as well.


2019 ◽  
Vol 9 (9) ◽  
pp. 1797
Author(s):  
Chen ◽  
Lin

Augmented reality (AR) is an emerging technology that allows users to interact with simulated environments, including those emulating scenes in the real world. Most current AR technologies involve the placement of virtual objects within these scenes. However, difficulties in modeling real-world objects greatly limit the scope of the simulation, and thus the depth of the user experience. In this study, we developed a process by which to realize virtual environments that are based entirely on scenes in the real world. In modeling the real world, the proposed scheme divides scenes into discrete objects, which are then replaced with virtual objects. This enables users to interact in and with virtual environments without limitations. An RGB-D camera is used in conjunction with simultaneous localization and mapping (SLAM) to obtain the movement trajectory of the user and derive information related to the real environment. In modeling the environment, graph-based segmentation is used to segment point clouds and perform object segmentation to enable the subsequent replacement of objects with equivalent virtual entities. Superquadrics are used to derive shape parameters and location information from the segmentation results in order to ensure that the scale of the virtual objects matches the original objects in the real world. Only after the objects have been replaced with their virtual counterparts in the real environment converted into a virtual scene. Experiments involving the emulation of real-world locations demonstrated the feasibility of the proposed rendering scheme. A rock-climbing application scenario is finally presented to illustrate the potential use of the proposed system in AR applications.


2019 ◽  
Vol 27 (1) ◽  
pp. 88-100 ◽  
Author(s):  
Rafa Rahman ◽  
Matthew E. Wood ◽  
Long Qian ◽  
Carrie L. Price ◽  
Alex A. Johnson ◽  
...  

Purpose. We analyzed the literature to determine (1) the surgically relevant applications for which head-mounted display (HMD) use is reported; (2) the types of HMD most commonly reported; and (3) the surgical specialties in which HMD use is reported. Methods. The PubMed, Embase, Cochrane Library, and Web of Science databases were searched through August 27, 2017, for publications describing HMD use during surgically relevant applications. We identified 120 relevant English-language, non-opinion publications for inclusion. HMD types were categorized as “heads-up” (nontransparent HMD display and direct visualization of the real environment), “see-through” (visualization of the HMD display overlaid on the real environment), or “non–see-through” (visualization of only the nontransparent HMD display). Results. HMDs were used for image guidance and augmented reality (70 publications), data display (63 publications), communication (34 publications), and education/training (18 publications). See-through HMDs were described in 55 publications, heads-up HMDs in 41 publications, and non–see-through HMDs in 27 publications. Google Glass, a see-through HMD, was the most frequently used model, reported in 32 publications. The specialties with the highest frequency of published HMD use were urology (20 publications), neurosurgery (17 publications), and unspecified surgical specialty (20 publications). Conclusion. Image guidance and augmented reality were the most commonly reported applications for which HMDs were used. See-through HMDs were the most commonly reported type used in surgically relevant applications. Urology and neurosurgery were the specialties with greatest published HMD use.


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):  
Ankur Kumar

Augmented Reality (AR), which blends virtual information with the real environment in real-time performance, is constantly evolving and becoming more sophisticated and robust. It is critical to ensure that the augmented reality system is accepted and successful. This paper primarily discusses the current state of AR applications and the various fields in which AR is being used.


2019 ◽  
Vol 8 (1) ◽  
pp. 334-341
Author(s):  
Yoze Rizki ◽  
Mochamad Hariadi

ABSTRACT In Augmented Reality, the object lighting factor becomes a matter of concern. Lighting of virtual objects that have been manually generated is considered less realistic. Real time dynamic light generation system is needed to make an Augmented Reality application more realistic. With the generation of dynamic virtual light, AR objects lighting can be generated at the position and intensity of light colors that match the light source from the real environment around the AR object. In this study a light generation system was made with reference to the color intensity of light and the direction of light in the real environment. Retrieval of the light source color is done by retrieving the color value of a pixel with the highest intensity of brightness.Retrieval of the position of the light source is done by determining the axis of the pixel on the marker image which has the highest brightness level. From the results of 1st experiment through 4th experiment, the percentage of position equality is 92.10% from the actual position. From the results of the color experiment, it was found that the percentage of the light color of the results compared with the color of the source light was 66.66%.  Low percentage of color similarity caused by light reflection on high gray value on marker (> 180), and other light sources that affect the light output generated by the Unity3D game engine in the simulation.


2012 ◽  
Vol 162 ◽  
pp. 344-351 ◽  
Author(s):  
Florin Gîrbacia ◽  
Gheorghe Leonte Mogan ◽  
Tudor Paunescu

This paper presents a prototype system for off-line programming of industrial robot RV-M1 using augmented reality technology. The system allows controlling a virtual model of the industrial robot co-located in the real environment, planning configurations, generating robot program and simulating the robot actions. The proposed architecture makes it possible to manipulate, pick or place the objects in the scene. The advantage of this system is use of inexpensive equipment for intuitive off-line programming of an industrial robot.


2012 ◽  
Vol 463-464 ◽  
pp. 1654-1657 ◽  
Author(s):  
Florin Gîrbacia ◽  
Mihai Duguleana ◽  
Adrian Stavar

This paper presents a methodology and a prototype system for off-line programming of an industrial robot using augmented reality technology. The system allows to control a virtual model of the industrial robot co-located in the real environment, planning for collision-free paths, generate robot program and simulate the robot actions before the real robot perform the task. The advantage of this system is use of inexpensive equipment for intuitive off-line programming of an industrial robot.


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