scholarly journals Perancangan Game “IM HERE” Berbasis Augmented Reality dan Location Based Sebagai Media Promosi

2020 ◽  
Vol 6 (2) ◽  
pp. 97-112
Author(s):  
Arief Kurniawan Yoga Dywa ◽  
RB Hendri Kuswantoro

On a business there must be advertise for a product, services, and also for entertainment. Advertisement activities has been changed from door to door advertisement to technological advertisement. Technology that used for advertisement are televisions, web and social media. One of the new technology and media that use for advertisement are games. Games as advertisement tool use ads via monetizing and promote services. Some company use augmented reality and location based technology which new technology as advertisement enhancement to attract costumer. Augmented reality is technology that combine real world object and game object, and location based is technology that determine user location in the point of world as coordinate or place descriptions. Augmented reality and location based can be implemented using Unity3D algorithm through accessing user camera and gps. Location based can be implemented as marker for some feature to active if company that want advertise their product or place, user must get profit from activating the feature. Using augmented reality and location base as gameplay may give new experience for user and attract new user or customer.

Author(s):  
Prabha Selvaraj ◽  
Sumathi Doraikannan ◽  
Anantha Raman Rathinam ◽  
Balachandrudu K. E.

Today technology evolves in two different directions. The first one is to create a new technology for our requirement and solve the problem, and the second one is to do it with the existing technology. This chapter will discuss in detail augmented reality and its use in the real world and also its application domains like medicine, education, health, gaming, tourism, film and entertainment, architecture, and development. Many think that AR is only for smartphones, but there are different ways to enhance the insight of the world. Augmented realities can be presented on an extensive range of displays, monitors, screens, handheld devices, or glasses. This chapter will provide the information about the key components of AR devices. This chapter gives a view on different types of AR and also projects how the technology can be adapted for multiple purposes based on the required type of view.


2020 ◽  
Vol 8 (12) ◽  
pp. 1014
Author(s):  
Doupadi Bandara ◽  
Michael Woodward ◽  
Christopher Chin ◽  
Danchi Jiang

This paper considers the feasibility of using augmented reality (AR) as a tool for enhancing visualization in maritime operations to avoid collision in different environmental conditions. According to the International Maritime Organization (IMO 2010), 90% of maritime accidents due to collisions at sea are caused in part by human error. This study investigates the new technology (AR) used to superimpose holographic images onto the real world; now reaching a state of readiness for commercial application. This paper demonstrates the competence of AR technology to serve as a maritime navigational aid. The research explores the viability of improving navigational safety in low visibility by projecting holograms of real-world objects in the same geo-location as the real object to make them “visible”. The paper presents the logical deconstruction of the technical problems and identified solutions, together with results of experiments used to validate the concept and technology readiness for real word maritime application. The paper presents a verified demonstrator; a proposed holographic bridge interface with an innovative way of presenting information using AR technology. Furthermore, it identifies that new technologies offer the opportunity for enhanced operator performances, with the expectation being that this should lead to reduce risk to persons, property, and the environment.


2017 ◽  
Vol 8 (1) ◽  
pp. 55-72 ◽  
Author(s):  
Ajay Aluri

Purpose The purpose of this study is to examine the aspects of the Pokémon GO game that influenced travelers to use the app, and to pinpoint aspects of the mobile augmented reality (MAR) game that can memorably engage with them like a travel guide and influence individual traveler experience during and after usage. This current study specifically focused on examining the behavioral intentions to use the MAR app as a travel guide in the future. Design/methodology/approach Descriptive methods were used, with a target population for this study consisting of smartphone users who had downloaded Pokémon GO and had played the game. An exponential non-discriminative sample, snowball sampling method, was chosen by selecting a group of respondents who have played the game and using those to help identify other respondents in the target population who have played the game. A 15-item survey instrument drawing from industry insights and academic literature was created for the purpose of the study. Findings The number of downloads, length of usage and frequency of game play declined between the months of July and September. However, a 71 per cent majority of surveyed respondents still had the app on their smartphone at the time of the study. The Pokémon GO app offered all four realms of experiences – educational, entertainment, esthetic and escapist – and enhanced the overall user experience. This study revealed that a majority (77 per cent) of the respondents would be interested in using Pokémon GO as a travel guide. Furthermore, a majority (73 per cent) of respondents stated that they would be interested in using an MAR game as a travel guide in the future. Research limitations/implications For all its interaction with the real world, Pokémon GO is still just an early version of an MAR app, and does not offer a fully immersive and interactive AR experience. The study used snowball sampling due to its exploratory and may not be able to guarantee the representative nature of the sample. Concerning the research method used, such methods were necessary for a review of an existing MAR app as a travel guide to further fill some gaps in literature. Practical implications This study bridged the gap between theory and practice by offering key insights specifically into customers’ intentions to use the Pokémon GO game or other customized MAR game as a travel guide in the hospitality and tourism industry. Pokémon GO and similar MAR games could potentially change the way destinations are marketed in the tourism industry. This current study pinpointed five exploitable qualities of MAR technology and how hospitality and tourism businesses can use them to tap into this new global and social phenomenon. Social implications Pokémon GO and similar MAR games bring people together. In fact, unlike social media, where users are spending significant amounts of time just browsing without posting or interacting with others, MAR games create face-to-face interactions. MAR games enhance real-life social interaction, which might signify a social media trend back toward real world networking and meeting with friends. Originality/value Since the early 2000s, several qualitative and a few quantitative studies have been done to explore (MAR) applications as a travel guide; however, none of them have reviewed a MAR game app that can be offered as a travel guide. That makes this a pioneer study, investigating an existing MAR app that was not created with this use in mind and examining the intentions to use it as a travel guide.


Author(s):  
Ahmed Ashley-Welbeck ◽  
Dimitrios Vlachopoulos

Augmented Reality (AR) is a relatively new technology and is increasingly being posited as an educational game-changer, particularly - but not exclusively - in language learning. On a scale where the virtual and real world sit at opposite ends of the spectrum, AR sits in-between, combining real world elements with virtual overlays. Research suggests that an obstacle to English language learning in countries where English is not the first language (EFL) is a lack of authentic situations outside of the classroom for practising English communication skills. AR technology, by combining elements of real-life and virtual content could potentially overcome some of these limitations. However, as with all technologies, the use of AR in the classroom is not only confined to the learner, but also largely dependent on the willingness and skills of teachers to utilise it effectively. This study hopes to shed some light on the possible uses, benefits, and challenges that AR may present to the field of EFL learning in an Egyptian International Baccalaureate (IB) school.


2015 ◽  
Vol 77 (29) ◽  
Author(s):  
Ousama A. Shaaban ◽  
Ruzinoor Che Mat ◽  
Mohd Hafiz Mahayudin

Currently, laptops have become a necessity to most of the people as laptop provides mobility and helps in doing the task that a normal desktop PC can do. However, the malfunction of the laptop hardware will distract the user work and decrease the productivity. By utilizing Augmented Reality (AR) that combine real world and virtual world, a laptop maintenance application can be made in reality. The objective of this paper is to discuss on how to develop Mobile Augmented Reality for Laptop Maintenance (MAR4LM) applications. This AR application specifically develop for smart phones based on the android platform. Therefore, this study presents a way to understand and discuss the process of using this new technology on the android platforms. This application has been proven in increasing the understanding of the users about their laptop and doing maintenance on their own self. In addition, laptop maintenance tasks will become straightforward, easy to use, interactive, and easily available anywhere and anytime.


SISFORMA ◽  
2018 ◽  
Vol 5 (1) ◽  
pp. 35
Author(s):  
Baskara Arya Pranata ◽  
Ridwan Sanjaya ◽  
Albertus Dwi Yoga W

Abstact- folk songs in indonesia's is wealth cultural heritage most of our ancestors. In this modern era narrower the knowledge of their own folk songs due to the influx of foreign cultures.               Augmented is a new technology to display digital visual in the real world. This technology is very interesting when applied in the field of entertainment. This Research Report contains about how to create a game titled Tembang which aims to preserve the songs of the region that originated from the Indonesian. In this game will provide information about the local songs along with their origin, packed in Augmented Reality technology, with challenge quizzes, and there is a gift feature to make players interested in completing the game.


Author(s):  
Tomas Brusell

When modern technology permeates every corner of life, there are ignited more and more hopes among the disabled to be compensated for the loss of mobility and participation in normal life, and with Information and Communication Technologies (ICT), Exoskeleton Technologies and truly hands free technologies (HMI), it's possible for the disabled to be included in the social and pedagogic spheres, especially via computers and smartphones with social media apps and digital instruments for Augmented Reality (AR) .In this paper a nouvel HMI technology is presented with relevance for the inclusion of disabled in every day life with specific focus on the future development of "smart cities" and "smart homes".


2019 ◽  
Vol 2019 (1) ◽  
pp. 237-242
Author(s):  
Siyuan Chen ◽  
Minchen Wei

Color appearance models have been extensively studied for characterizing and predicting the perceived color appearance of physical color stimuli under different viewing conditions. These stimuli are either surface colors reflecting illumination or self-luminous emitting radiations. With the rapid development of augmented reality (AR) and mixed reality (MR), it is critically important to understand how the color appearance of the objects that are produced by AR and MR are perceived, especially when these objects are overlaid on the real world. In this study, nine lighting conditions, with different correlated color temperature (CCT) levels and light levels, were created in a real-world environment. Under each lighting condition, human observers adjusted the color appearance of a virtual stimulus, which was overlaid on a real-world luminous environment, until it appeared the whitest. It was found that the CCT and light level of the real-world environment significantly affected the color appearance of the white stimulus, especially when the light level was high. Moreover, a lower degree of chromatic adaptation was found for viewing the virtual stimulus that was overlaid on the real world.


2018 ◽  
Author(s):  
Kyle Plunkett

This manuscript provides two demonstrations of how Augmented Reality (AR), which is the projection of virtual information onto a real-world object, can be applied in the classroom and in the laboratory. Using only a smart phone and the free HP Reveal app, content rich AR notecards were prepared. The physical notecards are based on Organic Chemistry I reactions and show only a reagent and substrate. Upon interacting with the HP Reveal app, an AR video projection shows the product of the reaction as well as a real-time, hand-drawn curved-arrow mechanism of how the product is formed. Thirty AR notecards based on common Organic Chemistry I reactions and mechanisms are provided in the Supporting Information and are available for widespread use. In addition, the HP Reveal app was used to create AR video projections onto laboratory instrumentation so that a virtual expert can guide the user during the equipment setup and operation.


10.28945/2207 ◽  
2015 ◽  
Vol 10 ◽  
pp. 021-035 ◽  
Author(s):  
Yan Lu ◽  
Joseph T. Chao ◽  
Kevin R. Parker

This project shows a creative approach to the familiar scavenger hunt game. It involved the implementation of an iPhone application, HUNT, with Augmented Reality (AR) capability for the users to play the game as well as an administrative website that game organizers can use to create and make available games for users to play. Using the HUNT mobile app, users will first make a selection from a list of games, and they will then be shown a list of objects that they must seek. Once the user finds a correct object and scans it with the built-in camera on the smartphone, the application will attempt to verify if it is the correct object and then display associated multi-media AR content that may include images and videos overlaid on top of real world views. HUNT not only provides entertaining activities within an environment that players can explore, but the AR contents can serve as an educational tool. The project is designed to increase user involvement by using a familiar and enjoyable game as a basis and adding an educational dimension by incorporating AR technology and engaging and interactive multimedia to provide users with facts about the objects that they have located


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