scholarly journals Pengembangan Media Pembelajaran Berbasis Augmented Reality Pada Lembar Kerja Siswa Kelas 3 Madrasah Ibtidaiyah

Author(s):  
Rafika Akhsani ◽  
M Mujiono
Keyword(s):  

<em>Media pembelajaran diperlukan bagi keberhasilan proses pembelajaran, khususnya bagi siswa yang masih duduk di Sekolah Dasar. Kerjasama antara guru dan orang tua merupakan kunci dari keberhasilan pembelajaran, khususnya pada musim pandemi Covid-19 yang mewajibkan siswa belajar dirumah. Berakibat pola pembelajaran yang biasanya tatap muka menjadi pembelajaran yang difasilitasi teknologi, salah satunya adalah dengan menggunakan smartphone. Salah satu teknologi yang dapat menjadi pendukung pembelajaran adalah dengan menggunakan teknologi Augmented Reality yang akan di integtasikan dengan smarthphone. Media yang akan dibuat memanfaatkan materi pada Lembar kerja siswa kelas tiga sekolah dasar yang dikemas dalam marker yang didesain dengan ukuran 4 x 4 cm kemudian dimasukkan ke dalam image target di Unity 3D dan diberi nama AReP. Pengujian AReP menggunakan tiga cara yaitu oklusi, akurasi dan usabilitas. Dalam pengujian oklusi yang menggunakan kamera realme 5i menghasilkan kesimpulan AreP dapat mendeteksi marker sampai 70%, tetapi pada marker yang tertutup lebih dari 80% animasi tidak muncul. Pengujian akurasi digunakan untuk melihat akurasi pendeteksian kamera augmented reality berdasarkan pada sudut dan jarak tertentu, yang menghasilkan jarak kesimpulan bahwa AReP bekerja dengan baik dengan maksimal jarak 30cm dan ketika jarak lebih dari 40cm maka animasi tidak muncul. Pengujian usabilitas digunakan untuk mengetahui umpan balik dari pengguna media pembelajaran, hasil dari uji usabilitas menunjukkan bahwa 93% responden menyetujui bahwa AReP dapat membantu anak dalam pembelajaran</em>

Sensors ◽  
2021 ◽  
Vol 21 (6) ◽  
pp. 2234
Author(s):  
Sebastian Kapp ◽  
Michael Barz ◽  
Sergey Mukhametov ◽  
Daniel Sonntag ◽  
Jochen Kuhn

Currently an increasing number of head mounted displays (HMD) for virtual and augmented reality (VR/AR) are equipped with integrated eye trackers. Use cases of these integrated eye trackers include rendering optimization and gaze-based user interaction. In addition, visual attention in VR and AR is interesting for applied research based on eye tracking in cognitive or educational sciences for example. While some research toolkits for VR already exist, only a few target AR scenarios. In this work, we present an open-source eye tracking toolkit for reliable gaze data acquisition in AR based on Unity 3D and the Microsoft HoloLens 2, as well as an R package for seamless data analysis. Furthermore, we evaluate the spatial accuracy and precision of the integrated eye tracker for fixation targets with different distances and angles to the user (n=21). On average, we found that gaze estimates are reported with an angular accuracy of 0.83 degrees and a precision of 0.27 degrees while the user is resting, which is on par with state-of-the-art mobile eye trackers.


Author(s):  
Murizah Kassim ◽  
Ahmad Syafiq Aiman A Bakar

Public bus transportation has become an integral part of society, but the disrup-tion of bus services is one of the major concerns. This project presents the devel-opment of Smart Bus Transportation using Augmented Reality (TRANSPAR) that was developed on a mobile application. One of the major issues with public transportation is on real-time responsiveness. Most bus schedules are presented online but customers still faced many failures. Some bus schedules are not updat-ed when changes happened through time. Some existing bus schedules system is fixed to the bus stations. This research is to identify the bus schedules and its routes characteristics. A 3D AR animation based on identified characteristics was designed using the Unity 3D image marker detection on a mobile Android plat-form. A smartphone application was developed using Vuforia and Google Fire-base. TRANSPAR shows an AR mobile application for acquiring the bus time-tables. The phone camera is applied for marker image detection and scanning the bus station’s images. AR and normal image scanner were designed. Google Fire-base Database is used to retrieve and store each timetable data for every bus sta-tion. Analysis of interactivity and benefits of TRANSPAR shows about 90% agreed on the use of AR and more than 76% agreed on its functionality based on 50 taken samples. This shows a positive impact on the designed TRANSPAR. The research is significant to encourage and experience the public with new tech-nological application for public transportation and it impact the society.


2021 ◽  
Vol 9 (3) ◽  
pp. 339
Author(s):  
Gede Bagus Danandjaya ◽  
I Gede Arta Wibawa

In gamelan, one of the most important instruments is trompong. Trompong is an idiphones instrument that has 10 rows of round shaped metal called pencon. Every pencon has its own sound. As a traditional music instrument, of course gamelan especialy trompong must be preserved continuously. But unfortunately, playing Balinese gamelan with real instrument is hard to do because the difficulty to finding gamelan in the real world. By using technolgy such as Augmented Reality, playing trompong possible to do even without having the real instrument.  Augmented Reality will be develop using Unity 3D software along with Vuforia SDK, and also this application using Android smartphone as a base of Augmented Reality application. This Augmented Reality application called TrompongAR and will be marker based Augmented Reality, by using a target marker will help Augmented Reality to place where the 3-dimensional trompong will placed. The 3-dimensional trompong will have 10 pencon that can played by tapping the pencon, the touched pencon will produce sound like the real instrument.


Author(s):  
Ida Bagus Nyoman Yoga Ligia Prapta ◽  
I Ketut Gede Darma Putra ◽  
I Made Agus Dwi Suarjaya

Huruf Kanji bagi pembelajar bahasa Jepang dirasa paling sulit untuk dipelajari karena Kanji memiliki karakteristik yang unik. Setiap karakteristik Kanji memiliki jumlah lebih dari satu, sehingga sulit untuk dihapal. Aplikasi Augmented Reality Kanji dibuat untuk mengatasi kesulitan pembelajar bahasa Jepang dalam mengenal atau mempelajari huruf Kanji. Augmented Reality merupakan teknologi penggabungan objek virtual dua dimensi atau tiga dimensi ke dalam lingkungan nyata secara real-time. Penelitian ini menggunakan software utama Unity 3D dan Web server Library Vuforia dengan Bahasa pemrograman C#. Aplikasi AR Kanji ini dibuat melalui beberapa tahapan proses yaitu memperoleh informasi kebutuhan sistem, perancangan dan dilanjutkan dengan tahapan implementasi. Hasil yang didapat yaitu image-target dari masing-masing huruf Kanji dan aplikasi AR Kanji berbasis Android. Pengujian aplikasi AR Kanji menunjukan, aplikasi dapat menampilkan setiap informasi beserta audio dari masing-masing huruf Kanji yang di-tracking dengan kondisi cahaya yang baik dan dapat digunakan sesuai fungsinya pada perangkat smartphone dengan spesifikasi yang berbeda. Tingkat kepuasan pengguna terhadap aplikasi AR Kanji menunjukkan angka 85%. Kata Kunci: Augmented Reality, Huruf Kanji, Unity 3D, Android


2018 ◽  
Vol 144 ◽  
pp. 01008 ◽  
Author(s):  
V. G. Bharath ◽  
Rajashekar Patil

The imperative part of strong displaying in virtual reality framework is to improve the movement of a user with definitive movement control in genuine intelligent condition. In a real environment motion characteristic is based on sensors and servomechanisms where as in virtual reality systems the motion fundamentals are kinematic in nature. To achieve physically correct interactivity suitable dynamic constraints, should be imposed which can be obtained by augmented reality interface. Beyond input and output hardware, the underlying software plays a very important role in virtual reality systems. It is responsible for the managing of input/output devices, analysing incoming data and generating proper feedback. This research paper focusses on movement displaying for connection between CAD models and Virtual Reality Models using 3ds Max 2017 and Unity 3d softwares. The paper portrays different equipment arrangement of sensors and Arduino for virtual reality welding.


2014 ◽  
Vol 11 (2) ◽  
Author(s):  
Ni Komang Oktari Permata Sari ◽  
Padma Nyoman Crisnapati ◽  
Made Windu Antara Kesiman ◽  
I Made Gede Sunarya

Goa Lawah and Goa Gajah Temple is two examples of temples in Bali, which have their own uniqueness. Goa Lawah Temple is located in Klungkung regency, especially inPasinggahan village in Dawan sub-district. One of its uniqueness is that the natural cave without human made, and it is a home for thousand bats. And then Goa Gajah Temple islocated in Bedulu village, in Blahbatuh district, Gianyar regency. This place is built in an ancient area. The cave in this place is different from Goa Lawah Temple. The cave in thisplace is built by human being. People believe that the T cave was built for meditation of theKings. Both of its temple is a part of cultural heritage wills we must to learn and preserve.There are so many methods to keep our culture. One of them is use Augmented Reality Technology.The purpose of this research is developing Augmented Reality applications an introduction the building layout of Goa Lawah and Goa Gajah Temple. In developing thisapplication, use Blender, Unity 3D and Vuforia Library to show 3 dimensional building inreality environment. This research using the waterfall model. The result of this research is a book that contains information and images related to Goa Lawah and Goa Gajah Temple andalso functioned as a marker of Book-based Augmented Reality applications android whichcapable of displaying objects of Goa Lawah and Goa Gajah Temple buildings in 3- dimensional form just above the marker complete with voice narration explanation. Thisapplication can be used as a medium to learn, introduce, at the same time preserving the GoaLawah and Goa Gajah Temple.


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.


Author(s):  
Akhildev MJ ◽  
Albin Saj Chalissery ◽  
Maritta Stephen ◽  
Deepa Devassy

Fusion Reality is the next generation reality that will change the aspect of everything. We talk about a lot of reality technologies including augmented reality and virtual reality. But experiencing mixed reality is really expensive. This paper deals with fusion reality which aims to develop a software development kit that includes support for developing mixed reality applications within minutes. Our development kit is included in the official website of our fusion reality. Developers can download and install the Unity 3D software. After downloading the software developers can import the fusion reality kit package which is available at our website and can start to create theirs on mixed reality applications. The website contains the necessary files for developing fusion reality applications as well as integrated with an artificially intelligent chatbot which can be helpful in solving any doubts and queries the developers might have while developing the application. The chatbot is also available on telegram social media applications and developers can utilize the telegram application also to solve doubts and queries. Atoms, CoronaAR are android applications developed with a fusion reality kit of ours. Atoms deal with chemistry and aim to decrease the complexity of learning periodic table and other chemistry related things. CoronaAR also built with the latest technologies and tools associated with the fusion reality SDK and assets. Atoms are capable of augmenting the periodic table and elements with details of each particular element having its basic properties with isotopes, compounds and video displays to learn or experience periodic table like never before


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