scholarly journals Improving E-Commerce Effectiveness Using Augmented Reality

Author(s):  
Melati Rosanensi

The research aims to increase the effectiveness of e-commerce using augmented reality so that it can be used for online sellers as an option for existing sales media. The target of the application of augmented reality kitchen tools such as plates, cups, bowls, and teapots which are small equipment are social media users (Instagram) such as housewives or career women who usually use smartphones. The approach taken to determine the e-commerce sales model by applying augmented reality technology is to refer to the results of the system tests conducted previously. The conversion process is carried out in the implementation of augmented reality-based e-commerce sales media by using the parallel conversion method, namely by implementing a new system alongside the old system. In this study using the reliability test method, normality test, and Wilcoxon different test paired samples. From the test results show that the data are in the area of ​​rejection of Ho then accept H₁ which means that changes occur before and after using augmented reality, with the conclusion that an increase in the effectiveness of e-commerce using augmented reality, for this augmented reality application can be used on e-sales media commerce instagram to enhance technological progress.   The approach taken to find out the e-commerce sales model by applying augmented reality technology is to refer to the results of the system tests carried out previously. From the results of the questionnaire shows that there is an increase in effectiveness before and after using augmented reality, for this augmented reality application can be used on media e-commerce sales Instagram to improve technological progress. The conversion process carried out in the implementation of media sales of e-commerce based on augmented reality using the parallel conversion method, namely by applying a new system side by side with the old system. The process of selling e-commerce on Instagram using augmented reality and without augmenetd reality will still be done as a standard process in the kitchenzone sales process. The test results in this study used three methods, namely reliability testing with the results of data that is not realistic, normality test with abnormal data results, and different tests of Wilcoxon samples paired with the results of data in the Ho rejection area then accept H₁ which means changes before and after using augmented reality, with the conclusion that there is an increase in the effectiveness of e-commerce using augmented reality. Keywords: e-commerce, augmented reality, sales, increase, effectiveness.

2021 ◽  
Vol 1 (1) ◽  
Author(s):  
Ardhi Pradana ◽  
Yulian Findawati

The introduction of a means of transportation to children can stimulate the brain to imagine and train creativity. With the development of information technology, means of introducing means of transportation can be done using devices such as computers, laptops or smartphones. The development of Augmented Reality technology on smartphones will make it easier for children to get to know several types of transportation that they often encounter. The purpose of writing this article is to create an application for Introduction to Transportation Tools using Augmented Reality technology for children. The method used in making this application of Introduction to Transportation Tools is observation and interviews. The production begins with collecting data on what types of transportation will be made as a model using the Blender software. Augmented Reality application design uses Unity software by designing markers made from the Vuforia platform. The features in this application are several types of transportation that are displayed in 3D with sound and information using Augmented Reality technology. The results of testing the Transportation Tool Introduction application can run on various Android mobile devices. It has been tested on several different smartphone brands and specifications - the results of the Transportation Tool Introduction can run smoothly except under Android version 4.3 (Jellybean). Based on the test results contained in the Application of Introduction to Transportation Tools using Augmented Reality, it is suitable for introducing more interesting and innovative types of transportation to early childhood. There are still many deficiencies that can be developed, for example, increasing the number of 3D objects in the transportation tool and making animations even better, so that the application is more interesting, interactive, and easy to understand.


2018 ◽  
Vol 248 ◽  
pp. 05007 ◽  
Author(s):  
Alexander Setiawan ◽  
Silvia Rostianingsih ◽  
Timotitus Reinaldo Widodo

Augmented reality technology is very important in visualizing real objects or concepts. The advancement of computing equipment enables 3D modelling to be performed virtually with relatively easy processes. The appearance of 3D models in virtual is very interesting because it can be combined with interactive multimedia applications so that users can control the course of the application as needed. This augmented reality application has been through process testing, system testing on different mobile devices, and marker testing. The results of process testing indicate that every process on the application goes according to existing model design. Test results show that applications created using the library vuforia and Unity can run well. High school students show that as many as 84.6% who agree with using this application is more interesting than the usual method of learning so as to be able to recognize compound bonding using this application well.


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.


2021 ◽  
Vol 12 (2) ◽  
pp. 73
Author(s):  
Mar’atuzzakiya Ahsani ◽  
Annisa Utami ◽  
Resi Febriyanti ◽  
Eny Enawaty

This study aims to determine the students’ science process skills towards Salt Hydrolysis material in class XI IPA of SMA Katolik Talino Ambawang before and after being given the problem-posing learning model by using Ferris wheel hydrolysis and how much it improves the skills. It is a pre-experimental study with a one-group pretest-posttest design. The sampling technique used is saturated sampling, of which the subjects are 12 students of XI IPA. The normality test used on the pretest and posttest results is the Shapiro-Wilk test, which results in a normal distribution, Asymp.Sig. (2-tailed) greater than 0,05 with a significance pretest of 0,197 and postest of 0,547. The t-test results of the pairing sample indicate that the Asymp. Sig. (2-tailed) value is less than 0.05, which is 0,000 < 0.05. It was concluded that there is a difference between the students’ science process before and after the treatment. The mean scores of the students’ skills before and after the treatment are respectively 45,69% and 82,36%, with a high category. The value of 0,68 from the N-Gain calculation showed that the problem-posing learning model using Ferris wheel hydrolysis on Salt Hydrolysis material improved the students’ skills with the medium category. 


2021 ◽  
Vol 2 (1) ◽  
pp. 140-148
Author(s):  
Arif Rahman Hakim ◽  
Muhammad Sururuddin ◽  
Nur Haqiqi

This study aims to determine the effectivenes of the CTL based SETS approach to student science learning outcomes in fourth grade. This type of research used in this study is an experimental research design using one group pretest-posttes. The sample used was 27 peoples who were grade IV. Data collection techniques using observation and test descriptions to determine student learning outcomes that are assessed using an assessment rubric. Before the data were analyzed, the instrument was tested for validity and reliability. After the research was carried out and the data collected, the pre-test and post-test results were analyzed. The pretest result reached an average of 64.98 into the sufficient category. Then at the posttest the average overall score is 71.28 in the good category. For the requirement test, data analysis was carried out by using the chi-square normality test, while the hypothesis testing technique used the t-test. Hypothesis test results obtained tcount>ttable. It means the conclution that there are differences in student science learning outcomes before and after the Science, Environment, Technology, And Society approaches are used based on CTL in grade IV SDN 6 Masbagik Selatan in the 2020/2021 academic year.


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):  
Carsten Matysczok ◽  
Peter Ebbesmeyer ◽  
Holger Krumm ◽  
Jo¨rg Maciej

Recent advances have shown, that the base technology of augmented reality have matured the point of being usable only by specialists. But existing augmented reality applications are still prototypes. They are developed without any authoring system, only by software experts. To support the wide use of augmented reality technology, the designers of augmented reality application need methods and software tools to create the contents in a fast and cheap way. In this paper we describe an authoring system for creating augmented reality content in an easy and user friendly way. The system allows the creation of augmented reality applications in a straight forward way. By using meta-constructs like menus, selection lists or hotspots as well as illustration objects like 3D-models, videos, texts and sounds a variety of applications can be created without previous technological knowledge. A preview window is also part of the authoring system displaying the actual created AR-application.


2020 ◽  
Vol 1 (2) ◽  
pp. 90-115
Author(s):  
Yuli Cahyaningsih

Technological advances can be applied in the business world as a medium of promotional media. Augmented Reality (AR) is a technology that combines 2 dimensions and 3 dimensions into a ward, then projecting the virtual objects in real time. Augmented Reality can be utilized in a variety of needs, one of which is the utilization of promotional media on the Honda Genio brochure. The purpose of this research is to develop new interactive media in assisting the promotion media in Astra Motor Majenang with Android based Augmented Reality technology. The methods used are MDLC (Multimedia Development Life Cycle) consisting of six stages, the concept, the design, the material collecting, the assembly, testing, and the distribution (Distribuiton). The result of this research is an Android-based Augmented Reality promotional media app on the Honda Genio brochure that can display 3D motor objects and display specs in both text and audio form.  The conclusion of the study was from the test results Alpha Test system developed spared from disability or failure of use. As for test results Beta Test, 91.2% of respondents answered strongly agree that it shows that the Augmented Reality app as a promotional medium on Android-based Honda Genio brochure is very interesting and acceptable for users.


Author(s):  
Nadiia Balyk ◽  
Inna Grod ◽  
Yaroslav Vasylenko ◽  
Galyna Shmyger ◽  
Vasyl Oleksiuk

The paper describes the concept of augmented reality. Based on literature analysis, the authors claim that augmented reality technology enriches human experiences with digital data. The introduction of augmented reality applications and services provides an opportunity to increase the realism of research, while also offering an enhanced emotional and cognitive experience. Therefore, it can be an effective tool for the organization of learning in schools, colleges and universities.Augmented reality technologies can be interesting as an object of study as well. To do this, scientists need to design, develop and test appropriate methodologies.This paper explores one of the components of such techniques. The authors analysed several platforms for creating augmented reality applications. Unity, Vuforia and 3d-Studio were chosen for the purpose of analysis. Using them, the authors developed a fragment of the content of education. It contains instructionsfor creating an augmented reality application. The paper contains the author’s account of the process of training future teachers of computer science at Ternopil Volodymyr Hnatiuk National Pedagogical University (Ukraine). Based on the conducted study, the authors claim that students showed considerable interest in augmented reality technologies and the content of their training.


2018 ◽  
Vol 2 (2) ◽  
Author(s):  
Mursyidah Mursyidah ◽  
Ramadhona Ramadhona

Abstrak— Rumah adat merupakan salah satu kebudayaan yang paling tinggi nilai seninya. Kurangnya pengetahuan tentang rumah adat serta peralatan tradisional Aceh dikalangan masyarakat umum, menjadikan nilai budaya Aceh semakin berkurang. Upaya untuk meningkatkan minat masyarakat untuk melestarikan budaya terus dilakukan. Salah satunya dengan menjadikan teknologi Augmented Reality sebagai media untuk memvisualisasikan rumah adat dan benda-benda tradisional aceh dalam bentuk animasi 3D. Metode yang digunakan pada penelitian ini adalah marker base tracking . Perangkat lunak yang digunakan dalam perancangan aplikasi ini yaitu Vuforia, blender 3D dan unity. Pada aplikasi ini user dapat melihat 1 animasi rumah adat Aceh dan 9 objek 3D benda tradisional Aceh. Dapat disimpulkan teknologi augmented reality memang dapat diterapkan pada perangkat Android, dengan hasil pengujian jarak terbaik kamera membaca marker yaitu 20 cm s/d 60 cm dengan sudut terbaik yaitu 0o s/d 40o.Kata kunci— augmented reality, marker, vuforia, rumah adat acehAbstract— Traditional house is one of the most high culture of art value. Lack of knowledge about traditional houses and traditional Acehnese objects among the general public, making the cultural values of Aceh diminishing. Efforts to improve realization of achenesse people to preserving culture of aceh, one of its by making Augmented Reality technology as a medium to visualize traditional house and traditional Acehnese objects to be 3D animation. The method used in this research is marker base tracking. The software that used in reasearch is Vuforia, blender 3D and unity. In this application, user will find an animation of trditional house of Aceh and 9 object 3D traditional object of Aceh. Conclusions from the study is augmented reality technology can be applied to Android devices, with the best distance test results of camera reading the marker is 20 cm to 60 cm and 0o to 40o for the best angle.Keywords— augmented reality, marker, vuforia, traditional house of aceh,


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