scholarly journals A Demonstration Model of a Mobile Expert System with Augmented Reality User Interface Supporting M-28 Aircraft Maintenace / Prototyp Przenośnego - Ekspertowego Systemu Z Rzeczywistoścą Rozszerzoną Do Obsługi Samolotu M-28

2014 ◽  
Vol 31 (1) ◽  
pp. 23-31 ◽  
Author(s):  
Piotr Golański ◽  
Małgorzata Perz-Osowska ◽  
Marek Szczekala

Abstract The paper discusses the problem of supporting aircraft diagnostic and maintenance processes. A possibility of usage of modern technologies, that could facilitate aircraft’s maintenance procedures and increase safety of their service, is presented. A usage of a mobile device, with implemented expert system and user interface based on augmented reality technology, is suggested. Proposed system structure is presented in the paper. Also, a possibility of usage of such a system is demonstrated on M-28 aircraft simulator

2017 ◽  
Vol 2017 ◽  
pp. 1-13
Author(s):  
Wernhuar Tarng ◽  
Jiong-Kai Pan ◽  
Chiu-Pin Lin

This study combines the augmented reality technology and the sensor functions of GPS, electronic compass, and 3-axis accelerometer on mobile devices to develop a motion sensing and automatic positioning universal planisphere. It can create local star charts according to the current date, time, and position and help users locate constellations on the planisphere easily through motion sensing operation. By holding the mobile device towards the target constellation in the sky, the azimuth and elevation angles are obtained automatically for mapping to its correct position on the star chart. The proposed system combines observational activities with physical operation and spatial cognition for developing correct astronomical concepts, thus making learning more effective. It contains a built-in 3D virtual starry sky to enable observation in classroom for supporting teaching applications. The learning process can be shortened by setting varying observation date, time, and latitude. Therefore, it is a useful tool for astronomy education.


2021 ◽  
Vol 40 (2) ◽  
pp. 1-22
Author(s):  
Michał Skubis

Abstract Augmented reality (AR) is becoming an increasingly popular technology, used in many fields. Particular prospects for its development are inherent in the dissemination of AR-based applications on widely used mobile devices. To guide the emerging research in this field, the level of knowledge of AR technology among potential consumers needs to be identified. The aim of this study was to determine the level of awareness of AR in mobile applications among their potential users, attempting to determine whether it is possible to define the profile of a user characterized by a greater level of knowledge of AR. Statistical analysis of the results of original research carried out with the CAWI in the spring of 2020 showed that the knowledge of augmented reality technology among potential consumers is at a relatively low level. Moreover, this study found no characteristics correlated with this knowledge, in terms of either demographics, or interest in and knowledge of modern technologies in general.


In this chapter, the preferences of UNITEN students in using augmented reality technology user interface applications to solve selected engineering problems are compared. Cross sectional study design and Wilcoxon-Signed Rank Test approach were adopted to analyze the difference in the rankings of the engineering applications. Within a controlled environment, this research further applies “trials within the same session but with breaks between tasks,” an affirmed reliable method in measuring learnability that has been rarely explored by any related works locally. The results were captured through descriptive statistical analysis. The findings provided reliable evidences that multiple function user interface (MFIT) is more effective than the tangible user interface (TUI) for engineering students. Simultaneously, this research also presents evidences that MFIT is better than TUI in the engineering problem solving statistically.


2013 ◽  
Vol 4 (2) ◽  
Author(s):  
Deddy Unggul Wirawan ◽  
T. Arie Setiawan P ◽  
Ramos Somya

Abstract. Science is about learning natural environment systematically. At primary school, science is taught in a conventional way, mostly is not supported by appropriate learning media. By mainly learning from books as a learning medium, primary school students cannot completely understand about the subject. Therefore learning media which can increase the interests of study and completely understand the subject is needed. Based on the problem, learning media for animal classification based on the type of food by using augmented reality technology on android OS mobile device has been made. This research uses a prototype method to develop the learning media. From this learning media, primary school students can learn more about animal classification based on the type of food.Keywords: Learning, IPA, Augmented Reality, Android. Abstrak. IPA adalah ilmu yang berhubungan dengan cara mempelajari alam secara sistematis. Salah satu kendala pembelajaran IPA di sekolah dasar  adalah cara belajar konvensional yang tidak didukung dengan media pembelajaran yang tepat. Proses belajar konvensional hanya mengandalkan buku sebagai media pembelajaran. Hal ini mengakibatkan siswa kurang menguasai materi yang disampaikan, untuk itu diperlukan media pembelajaran yang dapat meningkatkan  minat belajar dan pemahaman materi pembelajaran IPA. Berdasarkan masalah tersebut dibuat media pembelajaran penggolongan hewan berdasarkan jenis makanan menggunakan teknologi augmented reality pada perangkat mobile android OS. Penelitian ini menerapkan metode prototype  dalam proses pengembangan media pembelajaran ini. Melalui media pembelajaran  inilah siswa dapat lebih memahami materi penggolongan hewan berdasarkan jenis makanan.Kata Kunci: Pembelajaran, IPA, Augmented Reality, Android.


2021 ◽  
Vol 20 ◽  
pp. 31-40
Author(s):  
Stanisław Szombara ◽  
Małgorzata Zontek

Augmented Reality (AR) is one of the modern technologies used for sharing 3D geospatial data. This article presents possible ways of enriching a mobile application containing information about 50 objects located in the city of Bielsko-Biała with an AR functionality. The application was created in two programs: Android Studio and Unity. The application allows to get to know historical objects of the city, encourages to visit them by adding virtual elements observed in the background of a real-time camera image from a mobile device. The article presents the statistics of the application usage and the results of a survey conducted among a group of testers. Feedback from application testers confirms the validity of using AR technology in the application. ROZSZERZONA RZECZYWISTOŚĆ W PREZENTACJI ZABYTKÓW MIASTA: APLIKACJA „BIELSKO-BIAŁA PRZEWODNIK AR”, STUDIUM PRZYPADKU Rzeczywistość Rozszerzona (Augmented Reality – AR) jest jedną z nowoczesnych technologii wykorzystywanych do udostępniania danych przestrzennych 3D. W artykule przedstawiono możliwe sposoby wzbogacenia aplikacji mobilnej o funkcjonalność AR. Aplikacja zawiera informacje o 50 obiektach zlokalizowanych na terenie miasta Bielska-Białej i została stworzona w dwóch programach: Android Studio oraz Unity. Aplikacja pozwala na poznanie zabytkowych obiektów miasta oraz zachęca do ich zwiedzania poprzez dodanie wirtualnych elementów obserwowanych w czasie rzeczywistym na tle obrazu z kamery urządzenia mobilnego. W artykule przedstawiono statystyki użytkowania aplikacji oraz wyniki ankiety przeprowadzonej wśród grupy testerów. Informacje zwrotne od testerów aplikacji potwierdzają zasadność zastosowania technologii AR w aplikacji.


Author(s):  
Manjit Singh Sidhu

In this article, a study was done to compare the preferences of UNITEN students in using augmented reality technology user interface applications to solve selected engineering problems. Cross sectional study design and a Wilcoxon-Signed Rank Test approach was adopted to analyze the difference in the rankings of the engineering applications. Within a controlled environment, this research further applies “Trials within the same session but with breaks between tasks” an affirmed reliable method in measuring learnability that has been rarely explored by any related works locally. The results were captured through descriptive statistical analysis. The findings provided reliable evidences that multiple function user interface (MFIT) is more effective than the tangible user interface (TUI) for engineering students. Simultaneously, this research also presents evidences that MFIT is better than TUI in the engineering problem solving statistically.


2020 ◽  
Vol 6 (2) ◽  
pp. 113-128
Author(s):  
Muhammad Hafidh Al-Ghifari ◽  
Maulana Rizqi

The development of virtual game applications has become an attraction for some people. More specifically, Augmented Reality technology can introduce directly how the atmosphere in a certain location or place, therefore, in this study we tried to create applications that combine the real world with the virtual world. By using the Markerless Augmented Reality method which allows users to use the application anywhere and is not limited by markers. With the Augmented Reality application it also allows users to feel the atmosphere directly in the virtual world. For example, like the Tugu Pahlawan Monument in Surabaya, Augmented Reality technology can be utilized by introducing directly to the public about historical buildings in Surabaya, so that people who have never been there or who have been there by using the Augmented Reality application can immediately feel as if they are located at Tugu Pahlawan, and with a virtual portal it will connect the user’s location with the Tugu Pahlawan Monument and only use a mobile device.


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