Development of Augmented Reality Application for Canang Education Using Marker-Based Tracking Method

2021 ◽  
Vol 9 (3) ◽  
pp. 365
Author(s):  
I Kadek Agus Andika Putra ◽  
I Gusti Ngurah Anom Cahyadi Putra

The aim of this study is to develop an Augmented Reality application with marker-based tracking that use for Canang education. This application was developed with waterfall model. Data collection technique that I use in this study is surveys, interview and literature review. This application can pop up information about types of Canang, when you use that types, and an example picture of the Canang. This application use vuforia software development kit (SDK) for combine the reality object and virtual object use for smartphone with QR Code. The design for information and example picture of Canang is built in Adobe Illustrator and made to Augmented Reality in Unity. Method that use in this study is Marker Based Tracking which identifies marker patterns. This application applies multi-target marker-based Augmented Reality so that each type of Canang information is stored and ran on different markers. This application can be medium for education about Canang in general for Hindusm teen.

Author(s):  
Hendra Pradibta

Education is one of the aspects that many synthesized with technology. Yet, this is contrary to the fact that where most of the learning materials are still based on text. This research aims to develop an alternative learning media by implementing Augmented Reality Technology for Preschooler students. Augmented Reality (AR) is an application that can combine the virtual object as text, pictures and animation into the real world. Development of Augmented Reality application uses Web Aurasma Based Studio, with learning materials of daily prayer for preschool student. The development of the characters and the animations were using Adobe Illustrator and Adobe After Effects. The results of the study showed that technology Augmented Reality can be used as an alternative learning media especially in the learning process in Preschool Al Furqon. This is because the content Augmented Reality in the form of animation can gives more understanding and attention for preschool student to follow the learning process


2020 ◽  
Vol 3 (2) ◽  
pp. 54-63
Author(s):  
I Putu Ardiyasa

The art of wayang that thrives, are dynamic and always adapt to the times need to consider the regeneration of puppet show audiences. The presence of technology has changed the audience’s paradigm of verbal performances into visual performances. This wayang character transformation model is an offering of AR application-based art products that aim to become a medium for introducing wayang art from an early age and in various rooms. This study develops an Augmented Reality application. Data were collected using data collection methods in the form of observation, interviews and simple questionnaires and documentation studies. The results showed that there are two models, namely, the Tri Sandi and the Waterfall model. This modeling found the form of a puppet character recognition application product that contains plot, tetikesa, antawacana (speech presentation style), discourse, stage and melody.


2021 ◽  
Vol 9 (4) ◽  
pp. 475
Author(s):  
Agus Wisnawa ◽  
I Gede Arta Wibawa

The world is being hit by a pandemic due to the COVID-19 virus outbreak. The changes brought by this virus are huge, one of which is school activities that are transformed into online learning. Online learning causes students to not do their own classroom learning. This causes students to become un familiar with their school properly, such as the layout of classrooms and school facilities. By using Augmented Reality the problem can be solved. Augmented Reality (AR) is the merging of real and virtual objects in a real environment with interactive results and presented in real time. AR can be used to modeling the entire shape of the school, making it easier for users to get information about the building from the school instead of walking manually. Users only need to install the app on their smarthphone and scan the specified QR code in order to be able to bring up the building object along with the information. The result of this research is an AR application which can provide information about the rooms and buildings at SDN 1 Padangsambian.


Author(s):  
Selvia Lorena Br Ginting ◽  
◽  
Agnia F D ◽  
Ginting Y R ◽  
◽  
...  

This research aims to create Smart Health Pregnancy software that educates pregnant women on fetal development. During pregnancy, a pregnant woman’s health highly influences the pregnancy success rate. Thus, knowing the pregnancy process is necessary for pregnant women. Although resources concerning fetal development such as textbooks, general articles, and websites can be accessed easily, these resources are often too condensed with text, have a less interactive display, and provide inadequate information. Therefore, Smart Health Pregnancy software would facilitate pregnant women in understanding fetal development, displayed in an interactive way using Augmented Reality (AR) technology. The AR method utilized is a marker-based tracking method where the user can use an Android smartphone camera to receive a marker that can display a virtual object in the real world. The virtual object is presented in the form of the embryo or fetus from 1 to 38 weeks in 3D. Furthermore, important information regarding fetal development and the health of pregnant women is also shown. From the results, 95% of the respondents stated that this software is user-friendly and very informative. It shows that the software has performed well and can educate pregnant women.


Author(s):  
Shook Chin Yap ◽  
Rahmita Wirza Rahmat ◽  
Siti Khadijah Ali

In the recent years, medical education is facing various difficulties. Students are struggling to visualize the internal organs and bones, it is insufficient cadaver for dissection demonstration, there are lack of equipment for training, and not enough opportunity for hands-on training. Technologies have been utilized to supplement teaching in medical education to overcome the mentioned difficulties. Augmented Reality in particular mobile Augmented Reality has shown a rise in the application of medical education in this decade. This paper aims to do a narrative review to study the overall progress and development of mobile Augmented Reality application in medical education from year 2010 to 2020. From the review done, we found that the application of mobile Augmented Reality in medical education is feasible, it is well accepted by medical students. We also identified current research gaps and potential future development of mobile Augmented Reality in medical education. It was found that there is lack of research done to study long term effect on the users. Interaction between virtual object and real-world object was lacking in some applications. More refinement and update are needed on flow, media and design of Augmented Reality application. There is also essential to study the influence of marker size or surface material.


2021 ◽  
Vol 9 (4) ◽  
pp. 449
Author(s):  
Diky Rizky Awan ◽  
Agus Muliantara

Currently, the whole world is experiencing a pandemic outbreak of the COVID-19 virus, which is an infectious disease that is one of the types of coronavirus. Transmission of this virus can go through the surrounding goods that are touched by the hand so it is recommended to always maintain hand hygiene by washing hands with water and soap. Not at every entrance in Niti Mandala Renon field, there is a sink and no information about the location of the sink in this field, which can cause the community to be confused due to lack of information. Augmented Reality (AR) applications can be used to solve this problem because with AR can explain more interactive information because the information displayed through 3D objects is directly applied to the real world visually. In this case, AR is used to display the map of sink location information with an interactive 3D model that can be rotated and zoomed to help the community easily get the information. This application use marker-based AR with multi-target so that each map information is stored and display on the different marker. Users only need to install the application on their android device and scan the QR code provided, then the 3D map object will be displayed according to the registered marker. Based on testing this study gets a 100% success rate in functional aspects.


2020 ◽  
Vol 4 (3) ◽  
pp. 726
Author(s):  
Anak Agung Ngurah Hary Susila ◽  
Dewa Made Sri Arsa

Penglipuran Village is a tourism village on the island of Bali. One of the attractions of Penglipuran Village is the traditional, uniform building that has characteristics that are still maintained since ancient times. Many tourists who visit and take pictures in front of a traditional building, but do not know clear information about the name and function of the building. The purpose of this study is to design an application as an information medium for the introduction of traditional buildings in Penglipuran Village using Augmented Reality technology. The research model used for application design is the waterfall model. This Augmented Reality application was built with Autodesk Maya and Unity software so that it can display 3D custom building information to the real environment by using the brochure media as a marker. The results of the study were successful in designing an Augmented Reality application that can provide information about the traditional buildings of Penglipuran Village in the form of 3D animation, text and audio narration


Author(s):  
Budi Arifitama ◽  
Ghali Hanan ◽  
Muhammad Halim Rofiqi

<p>Marker in augmented reality plays a major part to initiate a virtual object in an augmented environment. Choosing a correct and reliable marker would increase the chance of creating a more stable augmented object especially for visualizing a building structure. Unfortunately, most research on visualizing building structure uses a marker-based tracking approach where users must always bring a pre-printed paper as a tracking media. This creates a problem for every time users demonstrate a specific augmented structure object, they still need to bring a printed marker to show the augmented object. The purpose of this research is to investigate the applicability of markerless-based tracking as a solution whether it can substitute the marker-based tracking on augmented reality problems. Simultaneous Localization and Mapping (SLAM) is used as a markerless tracking method where it tracked and mapped the surface environment using feature extraction, then set an anchor at the specified location where the augmented object visualization appears. The results of the research found that from a total of 30 object detection tests, 21 objects are successfully detected and 9 undetected objects, this shows that markerless-based tracking is applicable and can substitute marker-based tracking for a structural campus visualization.</p>


2021 ◽  
Vol 2111 (1) ◽  
pp. 012039
Author(s):  
Y. I. Hatmojo ◽  
T. H.T. Maryadi ◽  
R. Badarudin ◽  
B. Indrawati

Abstract This article discusses the development of augmented reality (AR) based object identification applications. The purpose of this study is to improve the distribution station component identification workbook. Through the implementation of the developed application, it is assumed that it will be easier to understand the functionality of the components of the distributing station. The augmented reality application was developed for the android platform. The result showed the application of Distributing Station-AR has been developed by applying a marker-based tracking method. The application test has successfully displayed the three-dimension components of distributing station using a marker on the component identification workbook of distributing station. Product performance is known to be very good and product validation is also very good, including material validation, media validation, and first user responses. For further development, this application is expected to add animation of the working principle of AR-based components.


2020 ◽  
Vol 4 (2) ◽  
pp. 56
Author(s):  
Adryan Syahputra ◽  
Septi Andryana ◽  
Aris Gunaryati

Education in children is not only learning from books, with the development of educational technology it can be done using technological equipment such as computers, smartphones, or gadgets. The use of the Augmented reality application can be used as an example in learning in early childhood by introducing land animals in 3D. This study aims to provide education, especially to children, about the introduction of land animals by utilizing augmented reality technology. This research uses a marker-based tracking method and a fast corner detection algorithm. The results of the study resulted in an application that contained the introduction of land animals consisting of dogs, horses, kangaroos, cats, wolves, elephants, deer, camels, giraffes, and cows. Brief information about each animal, designed to be as attractive as possible for children. Applications can run on the Android operating system.Keywords:Augmented reality, 3D Objects, Marker Based, Fast corner detection.


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