scholarly journals DEVELOPMENT OF AN INTERACTIVE MUSEUM APPLICATION USING Augmented Reality TECHNOLOGY

2019 ◽  
Vol 2 (93) ◽  
pp. 39-46
Author(s):  
L.E. Chala ◽  
D. І. Karpenko ◽  
О. О. Berestovy

The results of the development of an interactive museum application using augmented reality technology based ontools from the Vuforia environment and the Unity graphic core are presented. The application makes it possible to analyzeand recognize real objects (for example, museum exhibits) that were previously added to Vuforia services for registeringimages. The application has been tested for different mobile devices on iOS and Android platforms. The prospects forusing the proposed application are determined.

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.


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.


2021 ◽  
Vol 40 (2) ◽  
pp. 1-22
Author(s):  
Michał Skubis

Abstract Augmented reality (AR) is becoming an increasingly popular technology, used in many fields. Particular prospects for its development are inherent in the dissemination of AR-based applications on widely used mobile devices. To guide the emerging research in this field, the level of knowledge of AR technology among potential consumers needs to be identified. The aim of this study was to determine the level of awareness of AR in mobile applications among their potential users, attempting to determine whether it is possible to define the profile of a user characterized by a greater level of knowledge of AR. Statistical analysis of the results of original research carried out with the CAWI in the spring of 2020 showed that the knowledge of augmented reality technology among potential consumers is at a relatively low level. Moreover, this study found no characteristics correlated with this knowledge, in terms of either demographics, or interest in and knowledge of modern technologies in general.


Author(s):  
Alvebi Hopaliki ◽  
Yupianti Yupianti ◽  
Juju Jumadi

Augmented Reality (AR) is a variation of the virtual environment or more often calledasAR technology users that can see the real world, with virtual objects added to the real world. So, users see virtual objects and real objects are in the sum place. Augmented reality requires streaming video with a camera that is used as a sowce of image input, then tracking and detecting markers. After the W is detected 30 model will appear of an item. This 3D model was mated mite software for 3D design, jbr example 3DS Max. Blender and others In this ancient animal Ieaming media using pattern recognition that can be interment! as taking raw data and based on data classification Then it can take the mutation problem how to design 30 objects with the Blender application to introduce d anc‘ient animals. purpose of this m is to build ancient animal leaning media in real time by using augmented reality technology.


2019 ◽  
Vol 3 (02) ◽  
pp. 64-70
Author(s):  
Phuripoj Kaewyong ◽  
Shatchaya Duangchant

Currently, the System of Rice Intensification (SRI) is one method that can be applied and used to produce seeds of local rice species in highland areas. However, it can currently be seen that the traditional methods to transfer knowledge about SRI from the experts still have limitations in many aspects due to the number of farmers that have experienced success still being low. Some farmers do not have their own fields and it takes a period for farmers to test the rice growing. Currently, mobile devices are widely used in peoples’ lives. Many scholars focus on the application of mobile devices and the augmented reality (AR) technology for the simulation games in many issues while the use of AR-based mobile applications as the learning tools is not widespread. There-fore, in this study, we propose the development of an application on mobile devices with augmented reality technology in order to use it as media in sharing knowledge related to the methods of the System of Rice Intensification by virtual farms simulation. To examine the efficiency of this developed application. A total amount of participants were 512 farmers from 5 regions of Thailand. The experimental results demonstrated that the newly developed AR-based mobile application is effective for improved knowledge on the participants who used the developed application and it can help them to practice their SRI farming skill in the virtual farm simulation. This indicates that the developed AR-based mobile application is the benefits tool for the new knowledge transferring meth-od in the system of rice intensification. For future work, it is necessary to evaluate the farmer success after learning from this AR-based mobile application in order to study the impact of the new method of SRI knowledge transferring. Keywords—augmented reality, knowledge transferring, system of rice intensification.


2021 ◽  
Author(s):  
◽  
Jonathon Bishop

<p>The aim of this thesis is to explore augmented reality technology and the methods in which it can be applied to museum displays to enriching the experience of visitors. Artefacts within museums have rich histories which are not always apparent. This is due to the way artefacts are currently displayed and the way information is communicated in exhibitions. is project will set out design guidelines to inform the development of augmenting museum experiences. These guidelines will provide criteria and parameters for the use of augmented reality in museums, and will also be accessible to museum staff to create or enhance existing exhibits for visitors.  The guidelines will be produced through a combination of different contextual research methods and will inform a final designed case study. These contextual research methods include: completing a practical exploration of augmented reality exhibits, reviewing museum practice and conducting a series of interviews directed at augmented reality experts. Once these guidelines are produced they will be tested using research through design and human centred design methods in a final case study. The findings of this thesis aim to emphasise how augmented reality is a tool for enhancing the communication of contextual history. It also forms the basis for further research into how augmented reality’s combination of virtual and physical worlds can broaden our experience of the museum space.</p>


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.


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.


2021 ◽  
Author(s):  
◽  
Jonathon Bishop

<p>The aim of this thesis is to explore augmented reality technology and the methods in which it can be applied to museum displays to enriching the experience of visitors. Artefacts within museums have rich histories which are not always apparent. This is due to the way artefacts are currently displayed and the way information is communicated in exhibitions. is project will set out design guidelines to inform the development of augmenting museum experiences. These guidelines will provide criteria and parameters for the use of augmented reality in museums, and will also be accessible to museum staff to create or enhance existing exhibits for visitors.  The guidelines will be produced through a combination of different contextual research methods and will inform a final designed case study. These contextual research methods include: completing a practical exploration of augmented reality exhibits, reviewing museum practice and conducting a series of interviews directed at augmented reality experts. Once these guidelines are produced they will be tested using research through design and human centred design methods in a final case study. The findings of this thesis aim to emphasise how augmented reality is a tool for enhancing the communication of contextual history. It also forms the basis for further research into how augmented reality’s combination of virtual and physical worlds can broaden our experience of the museum space.</p>


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.


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