scholarly journals Implementation and Evaluation of User Experience on Mobile Augmented Reality Technology-Based Brochure Applications

2021 ◽  
Vol 5 (2) ◽  
pp. 137-146
Author(s):  
Aulia Akhrian Syahidi ◽  
◽  
Arifin Noor Asyikin ◽  
Rahimatus Sania ◽  
Subandi Subandi ◽  
...  

Along with the spread of the COVID-19 virus which has an impact on new student admissions at various universities in Indonesia. This impact was also felt at the Politeknik Negeri Banjarmasin (POLIBAN) with the decline in the number of registrants and the public's interest in continuing higher education. So, we need a promotion that is not monotonous and must be innovative. Various kinds of technology have been created to support and facilitate all activities in various fields, one of which is in the field of promotional media. Promotion is very important for a university to offer or show the facilities and infrastructure contained in the university and show its quality. The purpose of this study is to implement mobile augmented reality technology as a POLIBAN promotional media solution and evaluate the user experience of the application. The research method used is the Extreme Programming (XP) development method and a technique for evaluating user experience using the User Experience Questionnaire (UEQ). The results of the research conducted based on the results of the implementation stated that functionally all the features offered by the application can function properly and the results of the evaluation of user experience as a non-functional assessment of 50 respondents with an average value of 2.87 with an excellent predicate.

2021 ◽  
Vol 6 (1) ◽  
pp. 7-13
Author(s):  
Aulia Akhrian Syahidi ◽  
Herman Tolle

The translator application from Banjar Language to Indonesian is called BandoAR and vice versa from Indonesian to Banjar Language which is called NdoBAR. Both applications utilize Mobile Augmented Reality technology with the Optical Character Recognition (OCR) Method for word recognition in the detected image. This application is recommended and used to help tourists visiting the city of Banjarmasin to be able to understand the language used by local people as a means of communication and for the general public who want to know the peculiarities of the Banjar language itself. The purpose of this study was to evaluate the user experience of the BandoAR and NdoBAR applications. The method used is UX Honeycomb, which has seven aspects to assess the user experience of an application. A total of 50 respondents were presented to assess the two applications. The results showed that the BandoAR application had an average UX Honeycomb value of 4.91 with a Very Strongly Agree predicate and for the NdoBAR application, an average value of UX Honeycomb was 4.89 with a Very Strongly Agree predicate. Both applications have fulfilled aspects of the user experience. However, we need some fixes for the shortcomings of both apps, to continue to improve interactions, better user experience, and other smart capabilities.


2021 ◽  
Vol 14 (1) ◽  
pp. 69-80
Author(s):  
Januar Bagus Prasetyo

Augmented Reality is a type of interactive technology that combines real objects and virtual objects at the same time and is displayed on the screen. Augmented Reality has been applied as a way of working based on image detection and it is commonly called a marker. By using the smartphone's camera and then detects the marker that has been printed. Augmented Reality is widely used in various purposes, the example is for advertising or promotion. In advertising, Augmented Reality can be used as a promotion or information that can make it more interesting. This research aims to apply AR technology to the campus promotion media on the University of Panca Marga's new student admission brochure. The stages taken in this research are literature study as well as observation, design, and implementation stages. The application of Augmented Reality was built using Unity 3D software, Android SDK, Vuforia SDK, and Sweet Home 3D. The results of the application of Augmented Reality technology can display 3D virtual objects, 2D, and video using the new student admission brochure used as a marker. The marker that is detected by the camera on the Android smartphone can display 3D UPM buildings, location plans, UPM profile videos, and faculty digital brochures. So users can see how the campus buildings are in real-time as well as some other information that has been provided. Based on the tests, all features can run well.


2020 ◽  
Vol 26 (1) ◽  
pp. 18-25
Author(s):  
Aulia Akhrian Syahidi ◽  
Subandi Subandi ◽  
Amran Mohamed

The development of Augmented Reality (AR) technology until now continues to increase. Utilization of AR has been used in various aspects of life, including aspects of education, is no exception for automotive engineering education. In recent years, a variety of ideas and the latest innovations about automotive by utilizing AR technology began to boom, especially in the area of car design aimed at car production companies. At the car production stage, human resources skilled in understanding the design and specifications of car features are required. The seeds of educated human resources start from vocational students in automotive engineering expertise programs. This study aims to develop and implement an application called AUTOC-AR that functions to help and facilitate students in learning automotive engineering skills in vocational schools and supporting safety in the workplace. The research methodology consisted of a literature review and excavation of problems and needs, solution recommendations, application development, testing, results and discussion, conclusions and future work. The Extreme Programming (XP) model was used as a development method. Marker-based tracking was used as a detection approach. As many as 25 students as end-users were involved to use AUTOC-AR. The result is that all features in the AUTOC-AR application function properly based on the expected specifications. Non-functional testing has been carried out by adopting a user experience approach with a final average value of 4.83 with a percentage of 96.6%.


Author(s):  
Imam Tahyudin ◽  
Dhanar Intan Surya Saputra ◽  
Haviluddin Haviluddin

<p>This paper presents the development of an interactive mobile Augmented Reality (AR) for tourism promotion with eXtreme programming (XP) at Purbalingga district, Central Java that has many places of tourism attractions such as Owabong, Purbasari Pancuran Mas, Sanggaluri Park and BuperMunjuluhur. By applying the AR concept, it is expected the tourism objects could be enhanced by augmenting the virtual brochures which could be viewed over a mobile device. In this study, mobile device Android platform is used to display interactive brochures of tourism promotioncontaining 3D models, animations, and sounds. The brochure provides information in of real attractions of the tourism objects in Purbalingga district.</p>


2018 ◽  
Vol 19 (6) ◽  
pp. 698-703
Author(s):  
Andrzej Rypulak ◽  
Sebastian Kuźmicz

The article describes the course of works aimed at creating a mobile application using Mobile Augmented Reality technology supporting the training process of personnel servicing aircraft in the field of pre-flight aircraft inspections. The requirements for the application, selection of programming tools and mobile imaging devices are presented. At the end of the article the results of tests of applications on various mobile devices and their conclusions are presented.


Sign in / Sign up

Export Citation Format

Share Document