scholarly journals AUGMENTED REALITY BERBASIS ANDROID UNTUK PENGENALAN PERALATAN LABORATORIUM

2018 ◽  
Vol 5 (1) ◽  
pp. 89
Author(s):  
I Kadek Arya Wiratama ◽  
Duman Care Khrisne ◽  
Made Sudarma

To gift a chance to students, lab learning is a learning process that supervised practical application with practical tools of a previously studied theory. Lack of lab clerk and time, causing lack of understanding of using tools when practical process. This study aims to assist the introduction phase of practicum tools, with Augmented reality technology, built on unity3D, Vuforia and blender with marker in the form of Augmented reality Book (AR book). From test refound that marker detection at best performance when marker is build at A4 paper size with color information and maximum of 3 closed marker area. Testing with System Usability Scale tested by Electrical Engineering Study Program students got best score at statement point 1,7 and 9

2021 ◽  
Vol 17 (4) ◽  
pp. 340
Author(s):  
Norziha Megat Mohd Zainuddin ◽  
Nurazean Maarop ◽  
Wan Azlan Wan Hassan

Abstract: Satisfaction is an important usability attribute in developing a courseware which involves end users. Measuring satisfaction among hearing-impaired students is different than measuring it among common students because they learn using sign language and have different learning styles. An educational courseware for hearing-impaired students is employed to measure this. The courseware uses the Augmented Reality technology and it is called PekAR-Mikroorganisma. Hence, this article focuses on the methodology of measuring and the attributes that contribute to users’ satisfaction. An adaptation of the System Usability Scale was used to identify the satisfaction value. Fifteen hearing-impaired students were employed as a case study. Findings show that the satisfaction level in using PekAR Mikroorganisma is high. It is hoped PekAR-Mikroorganisma can help the hearing-impaired to understand lessons better through the enhancement of their comprehension on abstract concepts.   Keywords: Augmented Reality, Hearing-Impaired, Usability Testing, Visual Informatics


Author(s):  
Dendi Ismi Sofian ◽  
Achmad Syarief ◽  
Acep Iwan Saidi

<br /><div>The existence of traditional musical instruments, especially Betawi, is increasingly disappearing, eroded by modern life and a global lifestyle that is more adopting Western musical instruments with  all its conveniences. One effort that can be done is to develop an application using augmented reality  technology. This research will focus on developing augmented reality applications using a mix approach  approach, which is a merger of qualitative and quantitative approaches. Whereas in the application<br />development process, the method of designing Interactive Multimedia System Design Development  (IMSDD) was developed. This application is evaluated using the System Usability Scale. It can be  concluded that the application is categorized as “Good” with a grade scale “C” and acceptability ranges<br /><br /><strong>Abstrak</strong><div><br />Keberadaan alat musik tradisional khususnya Betawi semakin lama semakin menghilang tergerus kehidupan modern dan gaya hidup global yang lebih banyak mengadopsi alat musik Barat dengan segala kemudahannya. Salah satu upaya yang dapat dilakukan adalah dengan mengembangkan sebuah aplikasi menggunakan teknologi augmented reality. Penelitian ini akan berfokus pada pengembangan aplikasi augmented reality menggunakan pendekatan mix approach yaitu penggabungan antara pendekatan kualitatif dan kuantitatif. Sedangkan dalam proses pengembangan aplikasi menggungkan metode perancangan Interactive Multimedia System Design Development (IMSDD). Aplikasi ini dievaluasi menggunakan System Usability Scale. Dapat disimpulkan bahwa aplikasi tergolong kategori “Good” dengan grade scale “C” dan acceptability ranges termasuk “High”</div></div>


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.


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


Author(s):  
Putu Anggara Mahardika ◽  
I Made Arsa Suyadnya ◽  
Komang Oka Saputra

Markerless Augmented Reality (AR) is a technology that combines two-dimensional or three-dimensional virtual objects into a real environment and then projects these virtual objects in real time without the need for a special marker. In this research, the Markerless AR application will be used to simulate room decoration with 3-dimensional objects. This research was built using the Java programming language and using supporting applications namely Android Studio and Wikitude library. Based on the results of testing with the Black-box method, the overall functionality of the application has run well, besides testing also uses the System Usability Scale (SUS) method by giving questionnaires to 20 application users. The results of the System Usability Scale (SUS) test obtained an average score of 73.13. In grouping the SUS percentile score, the value of 73.13 is in Class C, wherein this assessment the application is acceptable and can be used easily by the user.


2020 ◽  
Vol 14 (2) ◽  
pp. 9-18
Author(s):  
Ioan – David Legman ◽  
Manuela Rozalia Gabor

Abstract Augmented Reality (AR) is a current, sustainable, efficient, and promising tool that will make an essential contribution to the development of the Industry 4.0 revolution. AR technology fully and effectively responds to the current extended digital age, in the last year and in the field of education, of learning at all levels. The applicability of AR technology is varied and complex: retail interior design, health, industry, logistics, etc. This paper show the applicability of AR technology in the learning process, from the perspective of the Industry 4.0 concept, highlighting the sustainable and efficient aspects on the economic performance and not only of the companies. The main conclusion of this research is that the use of modern digital technology (AR and VR) in learning in various fields, including education, must be based on the principles of ROI (Return on Investments) and SROI (Social Return on Investments).


2022 ◽  
Author(s):  
Haida Umiera Hashim ◽  
Melor Md Yunus ◽  
Helmi Norman

American Psychiatric Association defined autism spectrum disorder as a neurological disorder due to which a diagnosed child may face difficulty in social communication or have a repeated or restricted set of behaviors. Learners with autism are primarily visual strategy learners, and they tend to learn better through pictures and images. Due to their cognitive disabilities, most learners with autism struggle to acquire new vocabulary. There have been many inventions invented by researchers all over the world to help autistic children with their education; however, not much emphasis put on the interventions that can assist autistic children with their English vocabulary learning process. Hence, this study intends to investigate the stakeholders’ acceptance and thoughts on the use of augmented reality mobile applications for children with autism. This study is a qualitative research study where interviews are used as an instrument to gather stakeholders’ views on the usefulness of the designed and developed augmented reality technology mobile application. This study involved seven respondents who come from different backgrounds and in different field areas. The results have gathered that the designed and developed mobile application has the prospect of helping children with autism with their English language learning process. With further improvements, the designed and developed mobile application is believed to be able to help autistic children to learn English vocabulary in a more exciting yet meaningful manner and at the same time help to spark their interest in their English vocabulary language learning process.


2022 ◽  
pp. 321-343
Author(s):  
Lúcia Pombo ◽  
Margarida Morais Marques ◽  
Luís Afonso ◽  
Paulo Dias ◽  
Joaquim Madeira

There is a discussion on the potential of augmented reality (AR), mobile technologies to enhance learning. This article presents: 1) the EduPARK project's first cycle of design-based research for the development of a mobile AR game-like app that aims to promote learning in an urban park, and 2) an experience of students using it in loco. The focus is the students' perceptions regarding the usability and functionality of the app. Data collection involved focus groups, questionnaires and app usage information. Data was submitted to content analysis and descriptive statistics. Results revealed an excellent usability of the EduPARK app, with an average system usability scale of 85.6. Overall, students reported that the app was enjoyable, easy to use and promoted learning; however, improvements and more evaluation experiences are needed to better understand mobile AR game-like learning in urban parks.


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