scholarly journals Mobile Augmented Reality Hand Wash (MARHw): Mobile Application to guide community to ameliorate handwashing effectiveness to oppose Covid-19 disease

Author(s):  
Hafizul Fahri Hanafi ◽  
◽  
Mohd Helmy Wahab ◽  
Kung-Teck Wong ◽  
Abu Zarrin Selamat ◽  
...  
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.


Information ◽  
2020 ◽  
Vol 11 (3) ◽  
pp. 127 ◽  
Author(s):  
Maria Cristina Costa ◽  
António Manso ◽  
João Patrício

Augmented reality (AR) is an emergent technology that overlays virtual objects into the real environment. Lately, AR is gaining prominence in education because of its increasing affordability through computers or mobile technologies. In addition, research sustaining the benefits of AR to promote student’s engagement to learn is increasing every day. However, the literature identifies lack of studies about the use of AR in education, namely, studies focused on the development of AR games designed over specific learning objectives (game-based learning). This paper presents a mobile augmented reality platform with learning purposes. The platform includes a mobile application that consists of a location-based game targeted to promote learning about the universe. Furthermore, it includes a back-office that allows teachers to introduce information about celestial bodies and also develop a set of multiple-choice questions to assess student’s learning about the subject matters they teach. The mobile application provides the users with physical movement and social interaction in the real world, while playing the game and for this reason it is included in the pervasive games’ paradigm. Besides engaging the students to play the game, we argue that this platform may be used as a resource to be implemented in informal and formal learning environments.


2021 ◽  
Vol 10 (5) ◽  
pp. 2892-2898
Author(s):  
Siti Hasnah Tanalol ◽  
Dinna N. Mohd Nizam ◽  
Zaidatol Haslinda Abdullah Sani ◽  
Aslina Baharum ◽  
Asni Tahir ◽  
...  

This paper discussed the development of multi-maker augmented reality for learning Jawi in order to complement the formal study in school. We conducted an experiment with N=10 participants from Pusat Minda Lestari, UMS age 5 and 6 years old, to study the effectiveness of learning Jawi using the developed mobile augmented reality application. We prepared a test environment comprising an electroencephalography (EEG) system and mobile augmented reality (AR) application for analysis and testing. Results found that the learn ability of the students was improved after they used the mobile application to learn basic Jawi. The methodology used was ADDIE model, which included the analysis, design, development, implementation, and evaluate phases. This project is an innovation in learning Jawi and hopefully can increase the children’s interest in learning Jawi.


Author(s):  
Alfian Nara Weking ◽  
Suyoto Suyoto ◽  
Albertus Joko Santoso

Traditional food is a representation of the culture and identity of certain regions and is a symbol of cultural heritage. Traditional Indonesian food must be preserved and introduced to the community, especially the easy generation as the next generation of the nation as a form of love for the culture that has been passed down from generation to generation. It aims to avoid the influence of food or foreign cuisine that enters Indonesia, which from time to time makes the preservation of traditional Indonesian food increasingly eroded. One form of an effective cultural approach is by introducing to the easy generation and also to the wider community. Therefore the use of technology is very important to maintain the preservation of traditional Indonesian food and convey it to the community, especially the easy generation. This study aims to develop a mobile application for augmented reality as a promotional medium to introduce traditional Indonesian food. Mobile augmented reality in applications built with the Unity3D program is done in different ways in presenting information to other media. This method allows users to view the media as a presentation of their information in the form of 2D and or 3D image modelling by using tracking images through a smartphone device's camera. The mobile augmented reality application that will be developed can provide an interesting and interactive information experience so that it can be fun for every user so that knowledge of traditional Indonesian food can be distributed and channelled so that the preservation of traditional Indonesian food is maintained.


2018 ◽  
Vol 7 (4.11) ◽  
pp. 64 ◽  
Author(s):  
Chairil Andri ◽  
Mohammed Hazim Alkawaz ◽  
Amira Bibo Sallow

Campus tours are among the opportunities for colleges and universities to show their environment, facilities and achievement to the visitors or prospective students. Along with the advancement technology of mobile devices, smartphone and tablet have created new possibilities for the institutions to create mobile application which is integrated with augmented reality to engage campus visitors in new and more intuitive ways. Augmented reality can superimpose a virtual object or information into real world environments. Many universities are utilizing this technology as a mobile campus touring application to make the visitors become familiar with the campus through the self-guided devices. This paper presents a survey of mobile campus tour application based augmented reality at various universities as well as the features of each application such as information about points of interest, location search, navigation, 3D campus building, campus events, ecological environment, virtual tour, and outdoor games. 


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