Augmented Reality Application Development for Elementary School Purpose

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.

2021 ◽  
pp. 110-118
Author(s):  
Олександр Володимирович Каратанов ◽  
Андрій Миколайович Биков ◽  
Марія Вадимівна Сергієнко ◽  
Дмитро Михайлович Мірошниченко

This study examines augmented reality, which imposes on the world around us virtual objects, characters, filters, or other effects through a special camera. Currently, augmented reality is considered potential for pedagogical programs and it is beginning to gain momentum and be actively used. The use of augmented reality technology opens up new opportunities that increase productivity and efficiency in various industries, improve communication and knowledge transfer and make distance learning more comfortable and realistic. However, the factor of reducing the cost of production or the educational process due to the introduction of augmented reality is not yet fully disclosed and requires a detailed analysis, part of which is conducted in this paper. The existing types of augmented, virtual and mixed reality technologies were analyzed, their comparison was made, the current place in the market was determined, as well as their influence and role in modern education. The paper presents examples of the use of augmented reality technology in various fields, including in production, which demonstrates a significant increase in efficiency and confirms the relevance. An overview of the premises and laboratories, which now use virtual and augmented reality technologies for the educational process. The article also describes the shortcomings of the educational process, which can be corrected by introducing augmented reality technology. The economic benefit of using augmented reality in the educational process on a real example was calculated, due to which the expediency of this implementation was proved. Elements of the educational process are considered, the replacement of which with augmented reality will make education cheaper, and this means more accessible. An example of markers used for an augmented reality application in the field of aircraft construction is given. The tendency of the application of augmented reality and use in the educational process for the next years is analyzed, the branches in which it can be applied are considered and the expediency of its use is confirmed.


Author(s):  
Marisa Pascarelli Agrello ◽  
Marianina Impagliazzo ◽  
Joaquim José Escola

ResumoNo presente artigo apresentamos a experiência realizada com o uso dos softwares de realidade aumentada (RA) e a realidade virtual (RV) em cenários para o Ensino das Ciências objetivando atender a Era da Educação 4 por meio de manipulação de objetos virtuais.Com aplicações distintas, as duas tecnologias são complementares e se configuram como ferramentas adicionais aos docentes com a proposta de elevar a qualidade das aulas e a geração de uma aprendizagem significativa representando uma ponte entre a educação e a tecnologia. Como objetos virtuais de aprendizagem (OVA), deverão ser usados em sala de aula como forma de enriquecimento das experiências práticas por meio da representação virtual de temas e contextos tornando mais ativa, contextualizada e efetiva o processo de apreensão do mundo. Palavras-chave: realidade virtual, realidade aumentada, ensino das ciências, tecnologias educacionais. Abstract In the present article we present the experience with the use of software of augmented reality (RA) and virtual reality (VR) in scenarios for the Teaching of Sciences in order to attend the Age 4 of Education through manipulation of virtual objects, the two technologies are complementary and are configured as additional tools for teachers with the proposal of raising the quality of lessons and generating meaningful learning as a bridge between education and technology. As virtuais learning objects, they should be used in the classroom as a way to enrich practical experiences through virtual representation of themes and contexts, making the process of apprehension of the world more active, contextualized and effective. Keywords: virtual reality, augmented reality, science teaching, educational technologies.


2018 ◽  
Author(s):  
Letícia Porto Soares ◽  
Camilo Alves Carvalho ◽  
Luis Paulo da Silva Carvalho ◽  
Manuela Amaral De Araújo ◽  
Paulo Henrique Teixeira Silva ◽  
...  

The volume of information which contemporary student has access is huge, and they are surrounded by smartphones, tablets, internet and computers in an almost inseparable way from their daily life. Therefore, we think that it is important that schools should consider the insertion of technological instruments in the classroom to attend the students’ interest in these devices. One of the alternatives is combining Augmented Reality and mobile technology to enable the interaction with virtual objects by overlapping them with real environment. These technologies may become allied in the process of teaching and learning abstract concepts of various subjects. In this context, QuiRA is proposed to help the teaching of Chemistry, an ideal field to explore questions about the use of computer animation due to the difficulty of visualizing its concepts in two dimensions. This article discusses the details about the QuiRA application and the demonstration of its use for visualizing chemical molecules.


2021 ◽  
Vol 12 (1) ◽  
pp. 24
Author(s):  
Wira Buana ◽  
Sarah Olivia Meily

Taman Ayun Temple is a world cultural heritage in Bali. Based on observations, information regarding the location at Taman Ayun Temple is still not optimal. This study aims to design an application that displays location information using markerless augmented reality. Markerless AR is a technology that displays virtual objects into the real world using GPS, digital compass, and accelerometer. The application is designed using the Wikitude SDK platform and displays information on location, description, image, distance from the user, and location direction. Data is stored in a database server and managed using the web server. Applications are in Indonesian and English. The testing compares the actual distance with the distance displayed in the application using devices with different OS and RAM. Application speed is less than 1 second depending on RAM and internet speed, while location accuracy depends on smartphone GPS accuracy with a difference of less than 10 meters from the actual distance.  


2020 ◽  
Vol 6 (1) ◽  
pp. 29
Author(s):  
Muhammad Dimas Septiandi ◽  
Harya Bima Dirgantara

The purpose of this research is to develop an Augmented reality applications that was used to visualize the structure of the bacteria cell and bacteria forms in 3 dimensions. An application developed in this research were dedicated to the Android smartphone users are studying or teaching others about the bacteria cell structure and bacteria forms. Software development methods used in the research and application development is incremental. The incremental amounts required in performing this application development amounted to 4 incremental. At each incremental done the analysis, design, coding, and testing phase. 3Ds Max 2018 is used to doing the design of 3-dimensional form of the bacteria. Unity 3D version 5.6.0 f3 and Vuforia library version 6 is used to doing the development of application. The results of this research is the Android-based Augmented reality application for visualization of bacteria cell structure and bacteria forms.


2020 ◽  
Vol 2 (1) ◽  
pp. 39-53
Author(s):  
Yolinda Suciliyana ◽  
La Ode Abdul Rahman

Technology in the multimedia field that is currently developing is Augmented Reality (AR). Utilization of Augmented Reality as a medium for children's education provides a new perspective on the existing educational media, not only using real objects but also using virtual objects in the delivery of information. AR is a technology that combines three-dimensional virtual objects into a real three-dimensional environment and displays them in real time. AR can make delivery easier and make information more interesting especially for children. AR is expected to be able to support as one of the media for school-age children in an effort to realize health promotion. This research method uses a literature review that focuses on the use of Augmented Reality as a medium for health education for school-age children. The literature used is in the form of articles originating from national and international journals. The application of AR as an educational medium can increase children's knowledge. In Indonesia the use of AR media has not been implemented much less especially in nursing. The need for the development of this AR media in the world of nursing.


With the evolution of mobile devices, Augmented Reality has proved its potential in producing interesting and interactable AR environments in multiple areas. Augmented reality (AR) is an emerging technology where the perceptivity of the user is strengthened by the seamless blending of a real environment with digital virtual objects coexisting in the same physical space. It offers a canvas to imagine new methods of learning and new ways of collaborating with others beyond the frame of the screen. In education and training, AR has proved to have the potential to make learning a reality. AR has been enhanced to mixed reality since the use of Hololens which provides a mixed world to a user, where the advanced spatial mapping is used to anchor digital artifacts in physical space. The goal of this project is to develop an AR application for HoloLens using Unity game engine and Visual Studio based on engineering concepts that will provide students with eye-catching visualizations by rendering holograms for data structures, data mining and engineering chemistry so that they would learn the subjects thoroughly. MR will change how educational institutions outlook learning by delivering learning experiences that no longer depend on lectures to teach concepts or the idea of earning a degree in the course of persons’ lifelong career. It will help those students to develop interests in the subjects who prefer skipping the difficult topics.


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.


In the past ten years, technology and research in augmented reality (AR) have rapidly evolved in various fields, which led to a significant advancement in AR technology and application development. However, most of the recent development in AR are mainly focusing on how to overcome hardware and software issues. It is undeniable that overcoming technical problems are crucial in AR development and rapid development for technology advancement; however, it neglects the end user. This study presents learning performance assessment using mobile-based augmented reality application for Malaysian preschool in rural areas. This study used non probability sampling and a paired t-test to compare the data collected from the sample test. The students showed a significant interest in learning using augmented reality technology


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