Ethnosciences Based Augmented Reality on Botanical Garden

2021 ◽  
Vol 9 (2) ◽  
pp. 173
Author(s):  
Yunita Setiyaningsih ◽  
Rohman Dijaya ◽  
Suprianto Suprianto

Ethnosciences in natural knowledge needs to be developed as a learning material and insight. In the field of education, ethnoscience is not optimal if it is applied in theory or books. Along with the times, the theory of ethnoscience will be displaced by modern technology, therefore the means of knowledge need to be upgraded to more advanced media to gain new experiences, especially for future generations. Researchers are looking for an ethnoscience approach in the field of technology by taking samples of observations of plant species in the Botanical Gardens. The technology used to develop this media is Markerless Augmented Reality based on Android applications. Researchers use 3D plant model objects from plant species in functions for the environment, including: Waste particle absorbing plants; CO2-absorbing and O2-producing plants; Odor-absorbing/removing plants; Plants to deal with flooding; Absorbent/odor depressant plants; Plants to overcome inundation, Groundwater conservation plants; Beach safety and abrasion plants. The results of the implementation and testing of the application are built and run with the android.apk device. This application is called EARBot (Ethnoscience Based Augmented Reality on Botanical Garden) which is an educational application of knowledge about ethnoscience that uses Markerless Augmented Reality technology.

2021 ◽  
pp. 91-95
Author(s):  
Sagan O.V. ◽  
Lazaruk V.Ye.

The article raises the issue of transformation of classical theory of learning into digital didactics, the system-forming element of which is the digital educational environment. The main task of the digital educational environment is to expand opportunities to build an individual educational trajectory of the learner through adaptive navigation in the learning material, the formation of interaction with a particular student to adapt he learning material according to his needs. In the offered structure of such environment the basic elements are allocated: technologies, resources and kinds of activity in their interrelation. The purpose of the article is to substantiate the technologies of the digital educational environment as its structural component, in particular augmented reality; in determining the real state of understanding, acceptance and use of this technology by teachers of general secondary education. Such general methods of scientific cognition as analysis, synthesis and generalization were used to study the problem field of the chosen topic; survey and analysis of results. The obtained results determine the goals for the nearest design and implementation of the educational environment: strengthening the material and technical base for synchronization and consolidation of resources of all subjects of network interaction; expanding the range of educational services through the use of digital resources; raising the level of professional competence of teachers to create and promote methodically literate content. The study showed an insufficient level of awareness and willingness of teachers to apply augmented reality technology in their own educational activities, the strengths and weaknesses of this innovation. Conclusions. AR tools and applications, including educational ones, have been found to be numerous and rapidly evolving. Expert forecasts for the widespread use of AR technologies in the near future update the development of the relevant direction in teacher training, the organization of scientific and methodological laboratories with the involvement of IT specialists to create methodically sound software for augmented reality technology in education.Key words:digital didactics, digital educational environment, modern digital technologies, augmented reality. У статті порушується питання трансформації класичної теорії навчання у цифрову дидактику, сис-темоутворюючим елементом якої стає цифрове освітнє середовище. Основним завданням цифрового освітнього середовища є розширення можливостей для побудови індивідуальної освітньої траєкторії здобувача освіти за рахунок адаптивної навігації у навчальному матеріалі, формування взаємодії з кон-кретним слухачем для адаптації навчального матеріалу відповідно до його потреб. У запропонованій структурі такого середовища виділено основні елементи: технології, ресурси і види діяльності в їх взаємозв’язку. Мета статті полягає в обґрунтуванні технологій цифрового освітнього середовища як його структурної компоненти, зокрема доповненої реальності; у визначенні реального стану розуміння, прийняття та використання цієї технології педагогами закладів загальної середньої освіти. Для вивчен-ня проблемного поля вибраної теми були задіяні такі загальні методи наукового пізнання, як аналіз, синтез та узагальнення; опитування та аналіз результатів. Отримані результати визначають цілі для найближчого проєктування і реалізації освітнього середовища: посилення матеріально-технічної бази для синхронізації і консолідації ресурсів усіх суб’єктів мережевої взаємодії; розширення спектра освіт-ніх послуг за рахунок використання цифрових ресурсів; підвищення рівня професійної компетентності педагогів для створення і просування методично грамотного контенту. Проведене дослідження пока-зало недостатній рівень обізнаності та готовності педагогів до застосування технології доповненої реальності у власній освітній діяльності, сильні і слабкі сторони такого нововведення. Висновки. З’я-совано, що інструменти і додатки AR, у тому числі освітнього спрямування, численні і швидко розви-ваються. Експертні прогнози стосовно широкого застосування вже найближчим часом технологій AR актуалізують розробку відповідного напряму у підготовці педагогів, організацію науково-методичних лабораторій із залученням фахівців IT-галузі для створення методично обґрунтованого програмного забезпечення з використанням технології доповненої реальності в освітньому процесі.Ключові слова: цифрова дидактика, цифрове освітнє середовище, сучасні цифрові технології, доповнена реальність.


2021 ◽  
Vol 4 ◽  
pp. 1-5
Author(s):  
Iva Cibilić ◽  
Vesna Poslončec-Petrić ◽  
Kristina Tominić

Abstract. Modern technology is becoming a necessity of many destinations to stay competitive and attractive to the tourist. A new form of technology that is being used increasingly is Virtual and Augmented Reality (AR). The aim of this paper is to display the development of a mobile AR tourism application in urban heritage called PazinAR. Although Augmented Reality has passed the initial hype stage, the technology is just on the verge of being implemented in the tourism industry. This paper describes preparation, design, implementation and execution of prototype touristic application based on Augmented Reality (AR) technology. The application was made using Unity software and AR SDK Vuforia and exported as Android applications. Created application enables overlapping old photos with current view. Furthermore, several significant implications for AR Tourism research and practice are revealed.


Author(s):  
Renbarka Dwi Septana ◽  
Mardi Yudhi Putra ◽  
Ahmad Safei

Abstrak: Teknologi informasi memberikan dampak yang signifikan dalam mendukung perkembangan media pembelajaran. Salah satu teknologi yang membantu dalam proses pembelajaran adalah Augmented Reality. Augmented Reality merupakan teknologi yang menggabungkan benda maya 2D atau 3D secara realtime yang diproyeksikan terhadap dunia nyata melalui devices seperti smartphone. Permasalahan yang diamati pada proses belajar mengajar di SMK, yakni materi pembelajaran disajikan dalam buku Lembar Kerja Siswa bergambar dua dimensi (2D) berwarna hitam putih sehingga siswa kesulitan memahami dan mengenali komponen hardware. Selain itu, belum memanfaatkan teknologi Augmented Reality sebagai media pembelajaran yang interaktif. Tujuan penelitian ini adalah membuat media pembelajaran dengan teknologi Augmented Reality sebagai alat bantu pembelajaran agar siswa dapat memahami materi pengenalan komponen hardware komputer. Model pengembangan penelitian ini menggunakan Multimedia Development Life Cycle (MDLC). Tools yang membantu dalam pebuatan Objek gambar 3D menggunakan Adobe Illustrator, Sketchup, Vuforia, dan Unity. Untuk bahasa pemrograman C# yang dibuat menggunakan software Microsoft Visual Studio. Hasil penelitian berupa aplikasi YATINDO AR sebagai media pembelajaran komponen hardware komputer dengan teknologi Augmented Reality berbasis android yang telah membantu para guru dalam memberikan pemahaman kepada siswa tentang materi yang ada pada buku Lembar Kerja Siswa (LKS).   Kata kunci: Android, Augmented Reality, Media Pembelajaran, Hardware   Abstract: Information technology has a significant impact in supporting the development of learning media. One of the technologies that helps in the learning process is Augmented Reality. Augmented Reality is a technology that combines 2D or 3D virtual objects in realtime that are projected to the real world via devices such as smartphones. The problems observed in the teaching and learning process at SMK, namely the learning material are presented in a black and white two-dimensional (2D) illustrated Student Worksheet book so that students have difficulty understanding and recognizing hardware components. In addition, they have not yet utilized Augmented Reality technology as an interactive learning medium. The purpose of this research is to create learning media with Augmented Reality technology as a learning aid so that students can understand the material on the introduction of computer hardware components. This research development model uses the Multimedia Development Life Cycle (MDLC). Tools that help in creating 3D image objects using Adobe Illustrator, Sketchup, Vuforia, and Unity. For the C # programming language created using Microsoft Visual Studio software. The result of the research is the YATINDO AR application as a learning media for computer hardware components with Android-based Augmented Reality technology which has helped teachers in providing understanding to students about the material in the Student Worksheet (LKS) book.


2020 ◽  
Vol 4 ◽  
pp. 00002
Author(s):  
Assajie Satyananda ◽  
R. Krismono ◽  
T. W. Yudialim

Candi is one of the most important cultural heritage which contains a lot of important values for Indonesian peoples. Those important values are being stated in many relief carvings on the Candi’s walls. These relief carvings reflect the values of life that should be applied by mankind. Moreover, relief carvings also reflect Indonesian national history and cultures which is a reflection of the nation’s identity and character. This research intends to design an application named Nirbana. Nirbana utilizes Unity Program as an image, audio, and texts processing software, Vuforia Program as an Augmented Reality processor for smartphones, and Augmented Reality technology as an output media in the form of visual graphics, this entire unit is incorporated into a system called Relief Identification System (SIRel). This application is expected to be a solution for the problems experienced by Indonesian people who have difficulty in accessing information about relief carvings in Candis. Nirbana is expected to be a prototype for every cultural heritage management in an effort to exploit the potency of technology for the benefit of Indonesian cultural education. Moreover, this program is targeted to become a medium to socialize and instill Indonesian noble values to the present and future generations. 


Comunicar ◽  
2015 ◽  
Vol 23 (45) ◽  
pp. 65-74 ◽  
Author(s):  
Rafael Saracchini ◽  
Carlos Catalina-Ortega ◽  
Luca Bordoni

Modern technology offers many facilities, but elderly people are often unable to enjoy them fully because they feel discouraged or intimidated by modern devices, and hus become progressively isolated in a society where Internet communication and ICT knowledge are essential. In this paper we present a study performed during the Nacodeal Project, which aims to offer a technological solution that may improve elderly people's every day autonomy and life quality through the integration of ICTs. In order to achieve this goal, state-of-art Augmented Reality technology was developed along with carefully designed Internet services and interfaces for mobile devices. Such technology only requires the infrastructure which already exists in most residences and health-care centres. We present the design of a prototypical system consisting of a tablet and a wearable AR system, and the evaluation of its impact on the social interaction of its users as well its acceptance and usability. This evaluation was performed, through focus groups and individual pilot tests, on 48 participants that included elderly people, caregivers and experts. Their feedback leads us to the conclusion that there are significant benefits to be gained and much interest among the elderly in assistive AR-based ICTs, particularly in relation to the communication and autonomy that they may provide. Las posibilidades que ofrecen las tecnologías son muchas, sin embargo, las personas mayores son a menudo incapaces de disfrutar de ellas plenamente, sintiéndose desanimadas o intimidadas por estos nuevos dispositivos. Esto les lleva a un progresivo aislamiento en una sociedad donde es esencial conocer las distintas formas de comunicación a través de Internet y las TIC. En este trabajo presentamos un estudio realizado durante el proyecto Nacodeal, cuyo objetivo es ofrecer una solución tecnológica para proporcionar autonomía y una mejor calidad de vida para las personas mayores durante sus actividades diarias mediante la integración de las TIC. Para lograr este objetivo se ha desarrollado tecnología puntera en realidad aumentada (RA), así como servicios de Internet e interfaces para dispositivos móviles especialmente diseñados para personas mayores. Estas tecnologías emplean la infraestructura presente en la mayoría de casas y centros de cuidados de mayores. Presentamos un prototipo de sistema compuesto por una tableta y un dispositivo de RA portátil, así como el análisis del impacto social en la interacción con usuarios y la valoración de la aceptación y usabilidad. Esta evaluación se llevó a cabo a través de grupos focales y pruebas piloto individuales con 48 participantes: ancianos, cuidadores y expertos. Sus comentarios concluyen que existen fuertes beneficios e intereses por parte de las personas mayores en las TIC asistenciales basadas en RA, especialmente en los aspectos relacionados con la comunicación y autonomía.


2019 ◽  
pp. 102
Author(s):  
Gde Indra Bhaskara ◽  
Dian Pramita Sugiarti

Cultural heritage tourism industry is generally required to continuously be creative in finding new strategies for attracting and engaging tourists actively in enjoying this type of tourism. However, cultural heritage managers generally face challenges in marketing and competitiveness. One of the ways to gain competitive advantage is the implementation of the Augmented Reality technology. This study was conducted in order to recreate an interpretation of tourist attractions with the use of Augmented Reality in Bali with the aim of enhancing cultural heritage tourists experience. The methodology used are documentation, interview, usability study and observation. Researches on usability involves users in testing a prototype. The prototype here is an augmented reality app that present the condition of three tourist attractions in Bali (Kuta, Sanur and Uluwatu), back then to 1970-1980s, to the times before Mass Tourism became a threat like nowadays. The usability study and observation method are widely used to understand how people work with electronic devices such as mobile phones and tablets in recent days. The expected results in this study are to produce an app that is useful to enhance the experience of tourists in Bali and at the end it is expected to create a better appreciation to the culture, history of Bali and its tourism. Keywords: Augmented Reality, Cultural, Heritage, Tourism, Tourist, Experience, Bali


2019 ◽  
Vol 3 (2) ◽  
pp. 44
Author(s):  
Rifqi Mizan Aulawi

<p>Pelajaran kimia dikenal dengan materi yang memerlukan daya imajinasi ekstra. Rata-rata pelajar mempunyai tingkat pemahaman yang berbeda. Oleh karena itu pengajar perlu mencari media alternatif untuk meningkatkan minat  dan pemahaman para pelajar. Salah satu media alternatif yang dapat dijadikan dalam pembelajaran kimia yakni teknologi <em>Augmented Reality</em>. Metode berbasis Android ini menyajikan pembelajaran dalam bentuk geometri molekul. Penelitian ini menggunakan pendekatan <em>Interactive</em> <em>Multimedia</em> <em>System</em> <em>Design Development</em> (IMSDD) untuk membangun sebuah aplikasi metode pembelajaran interaktif geometri molekul kimia berbasis <em>Augmented Reality</em>. Penelitian ini menghasilkan sebuah <em>prototype </em>aplikasi <em>Augmented Reality</em> geometri molekul yang mempunyai fitur menggunakan <em>multimarker</em>. Fitur tersebut  dapat menggabungkan beberapa marker atom menjadi bentuk geometri molekul H<sub>2</sub>O, BCl<sub>2</sub>, BeF<sub>3</sub>, dan NH<sub>3</sub>. <em>Tools</em> untuk membangun aplikasi ini menggunakan <em>Vuforia</em> dan <em>Unity3D</em>. Hasil dari pengujian <em>blackbox</em> menunjukkan bahwa marker atom dan molekul yang terbentuk dari beberapa atom dapat terdeteksi dengan baik. Parameter yang diujikan meliputi deteksi marker, jarak, sudut dan pengaruh cahaya. Hasil analisis pengujian dapat disimpulkan bahwa <em>multimarker</em> dapat berjalan pada <em>prototype</em> aplikasi <em>Augmented</em> <em>Reality</em> geometri molekul namun hasil yang didapatkan marker harus dimodifikasi terlebih dahulu karena metode ini tidak dapat menggunakan marker sejenis (marker yang sama) seperti Hidrogen saja sehingga perlu dimodifikasi marker seperti marker Hidrogen 1, Hidrogen 2 dan Hidrogen 3.</p><p>_______________________________________</p><p>Abstract</p><p><em>Chemistry is well-known as a subject which requires high imagination. Students commonly have different level of understanding. Thus, teachers need to look for other alternatives to increase students’ motivation and understanding in learning. One of the alternatives that can be used to learn Chemistry is Augmented Reality technology. This Android-based method provides learning material in the form of molecule geometry. This research uses Interactive Multimedia System Design Development (IMSDD) to create an Augmented-Reality-based application of interactive learning method of chemical molecule. </em></p><p><em>This research obtains a prototype of an Augmented-Reality-based application of molecule geometry of which feature uses multi-maker. The feature can combine some atomic markers into molecule geometry of H<sub>2</sub>O, BCl<sub>2</sub>, BeF<sub>3</sub>, and NH<sub>3</sub>. The tools used to create this application are Vuforia and Unity3D. The result of blackbox testing shows that atomic and molecular markers which are formed by some atoms can be detected properly. Parameter tested consists of detection of marker, distance, angle, and effect of light. Based on the result of the analysis, it can be concluded that multi-maker method works on the prototype of Augmented-Reality-based application of molecule geometry. However, the result of the marker should be modified first because this method cannot use the same type of marker such as Hydrogen only, so the marker needs to be modified like Hydrogen 1, Hydrogen 2, and Hydrogen 3.  </em></p>


2019 ◽  
Vol 10 (1) ◽  
Author(s):  
Agmita Clara Rosa ◽  
Hastha Sunardi ◽  
Herri Setiawan

<p align="center"><strong>ABSTRACT</strong></p><p><em>Information Technology Utilization in teaching materials is considered very helpful in providing science learning material about the type of solar system, the texture and layers that are inside the planet. Augmented reality technology is combines two-dimensional or 3-dimensional virtual objects into a real three-dimensional environment and then projects virtual objects in real time and takes place simultaneously. Showing material, the application can also display images of planets in 3D animation objects along with planetary layers and practice questions, using text books as markers for augmented reality with marker tracking methods that can be used on android. The method used from this application is the Rational Unified Process and modeling the Unified Modeling Language (UML). Using C# programming language for coding programs that will be used in making augmented reality.</em><em> </em><em>By building a system of simulating the solar system of the planet </em><em>Bima Sakti</em><em> as an iteractive learning media for students using an Android-based augmented reality technology that is effective in providing information about the descriptions of planets and planetary layers, it is hoped that there will be added value for students to get to know the Creator. By knowing how great the universe is, students will certainly be able to understand the vastness of this universe, which of course there will be awareness for students that the Creator of this universe, of course, is greater than his creation and more powerful over his creation. So that the material from this application can be combined with religious studies, especially Islamic Religion.</em></p><p><strong><em>Keywords :</em></strong><em> Augmented Reality, Solar System. Interactive learning, C # (C Sharp), RUP</em></p><p align="center"><strong>ABSTRAK</strong></p><p><em>Pemanfaatan Teknologi  Informasi pada bahan ajar untuk siswa dinilai sangat membantu dalam memberikan materi pembelajaran IPA tentang sistem tata surya jenis, tekstur dan lapisan yang ada didalam planet. Teknologi Augmented Reality adalah teknologi yang mengabungkan benda maya dua dimensi ataupun 3 dimensi kedalam sebuah lingkungan nyata tiga dimensi lalu memproyeksikan benda-benda maya tersebut dalam waktu nyata dan berlangsung bersamaan. Menampilkan materi, aplikasi juga dapat menampilkan gambar planet dalam objek animasi 3D disertai lapisan planet dan latihan soal, menggunakan buku teks sebagai marker untuk augmented reality dengan metode marker tracking yang dapat digunakan  diandroid. Metode yang digunakan dari aplikasi ini adalah Rational Unified Process dan pemodelan Unified Modeling Language (UML). Menggunakan bahasa pemrograman C#  untuk coding program yang akan digunakan dalam pembuatan augmentedreality.</em><em> Dengan </em><em>membangun system  simulasi tata surya planet Bima Sakti sebagai media pembelajaran iteraktif bagi </em><em>s</em><em>iswa menggun</em><em>a</em><em>kan teknologi augmented reality berbasis android yang efektif dalam memberikan informasi tentang deskripsi planet</em><em> dan</em><em> lapisan planet</em><em>, diharapkan ada nilai tambah bagi siswa untuk lebih mengenal Sang Pencipta. Dengan mengenal betapa besar jagat raya ini, maka siswa tentunya akan dapat memahami begitu luasnya alam ini, yang tentunya akan ada kesadaran bagi siswa bahwa Sang Pencipta alam raya ini, tentunya lebih besar dari ciptaannya dan lebih berkuasa atas ciptaannya.  Sehingga materi dari aplikasi ini  dapat dikombinasikan dengan pelajaran agama, khususnya Agama Islam.</em></p><p><strong><em>Kata kunci :</em></strong><em> Augmented Reality, Tata Surya, Pembelajaran Interaktif, RUP</em></p>


2018 ◽  
Vol 1 (2) ◽  
pp. 17-23
Author(s):  
Takialddin Al Smadi

This survey outlines the use of computer vision in Image and video processing in multidisciplinary applications; either in academia or industry, which are active in this field.The scope of this paper covers the theoretical and practical aspects in image and video processing in addition of computer vision, from essential research to evolution of application.In this paper a various subjects of image processing and computer vision will be demonstrated ,these subjects are spanned from the evolution of mobile augmented reality (MAR) applications, to augmented reality under 3D modeling and real time depth imaging, video processing algorithms will be discussed to get higher depth video compression, beside that in the field of mobile platform an automatic computer vision system for citrus fruit has been implemented ,where the Bayesian classification with Boundary Growing to detect the text in the video scene. Also the paper illustrates the usability of the handed interactive method to the portable projector based on augmented reality.   © 2018 JASET, International Scholars and Researchers Association


Author(s):  
Tomas Brusell

When modern technology permeates every corner of life, there are ignited more and more hopes among the disabled to be compensated for the loss of mobility and participation in normal life, and with Information and Communication Technologies (ICT), Exoskeleton Technologies and truly hands free technologies (HMI), it's possible for the disabled to be included in the social and pedagogic spheres, especially via computers and smartphones with social media apps and digital instruments for Augmented Reality (AR) .In this paper a nouvel HMI technology is presented with relevance for the inclusion of disabled in every day life with specific focus on the future development of &quot;smart cities&quot; and &quot;smart homes&quot;.


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