scholarly journals Analisis Augmented Reality Puzzle Games Dengan Metode Marker Based Tracking dan Markerless

2021 ◽  
Author(s):  
Nathan Sandhika

Mengumpulkan informasi dan mendidik diri sendiri sambil bermain games adalah sebuah cara baru untuk belajar. Dengan teknologi Augmented Reality, kini games menjadi lebih interaktif dan menyenangkan untuk dimainkan. Orang-orang dengan rentang usia yang berbeda pun dapat memainkannya juga karena mudah dimengerti dan digunakan. Menyusun puzzle dan akan mengungkapkan informasi sebagai hasilnya dan kita dapat melihat nya dalam bentuk 3D dalam Augmented Reality. Pembuatan games AR ini juga menggunakan dua metode yaitu Marker Based Tracking dan Markerless, agar kita bisa melihat mana yang lebih layak dan lebih mudah digunakan. Dengan permainan yang seru untuk dimainkan, ditambah puzzle yang bisa meningkatkan produksi dopamin otak. Hal ini juga dapat mempengaruhi proses belajar, memori, konsentrasi dan motivasi.

2018 ◽  
Vol 2 (3-2) ◽  
pp. 188
Author(s):  
Oo Yew Beng Keat ◽  
Noorhaniza Wahid ◽  
Norhanifah Murli ◽  
Rahayu A. Hamid

Augmented reality (AR) is a technology that overlay the computer generated image on real world object. AR has been implemented in various fields and one of the fields is edutainment-based game. Edutainment-based game is a game designed to make the learning process become more fun. Among the edutainment gameplay genre such as tile-matching, action puzzles, traditional puzzle games, and hidden object. However, there are still a lack of edutainment gameplay that utilizes AR technology for hidden object game genre. The hidden object game in the market today does not use 3D scene as their background. Therefore, the objective of this project is to develop an AR edutainment game in 3D scene view by using hidden object puzzle genre. This edutainment game can be used as an alternative edutainment teaching aids in kindergarten and primary school. Player’s enjoyment is measured based on the evaluation of user acceptance level towards the gameplay, functionality and performance level. Results of user testing shows that 67% of the total respondents strongly agreed that this game is enjoying to be played. In addition, there are 53% of the respondents agreed that the game is stable when being played in a mobile device. Next, there are 67% of the respondents agreed that the presentation of the information and instruction are clear.


Author(s):  
Oo Yew Beng Keat ◽  
Noorhaniza Wahid ◽  
Norhanifah Murli ◽  
Rahayu A. Hamid

Augmented reality (AR) is a technology that overlay the computer generated image on real world object. AR has been implemented in various fields and one of the fields is edutainment-based game. Edutainment-based game is a game designed to make the learning process become more fun. Among the edutainment gameplay genre such as tile-matching, action puzzles, traditional puzzle games, and hidden object. However, there are still a lack of edutainment gameplay that utilizes AR technology for hidden object game genre. The hidden object game in the market today does not use 3D scene as their background. Therefore, the objective of this project is to develop an AR edutainment game in 3D scene view by using hidden object puzzle genre. This edutainment game can be used as an alternative edutainment teaching aids in kindergarten and primary school. Player’s enjoyment is measured based on the evaluation of user acceptance level towards the gameplay, functionality and performance level. Results of user testing shows that 67% of the total respondents strongly agreed that this game is enjoying to be played. In addition, there are 53% of the respondents agreed that the game is stable when being played in a mobile device. Next, there are 67% of the respondents agreed that the presentation of the information and instruction are clear.


ASHA Leader ◽  
2013 ◽  
Vol 18 (9) ◽  
pp. 14-14 ◽  
Keyword(s):  

Amp Up Your Treatment With Augmented Reality


2003 ◽  
Vol 15 (2) ◽  
pp. 141-156 ◽  
Author(s):  
eve Coste-Maniere ◽  
Louai Adhami ◽  
Fabien Mourgues ◽  
Alain Carpentier

2012 ◽  
Author(s):  
R. A. Grier ◽  
H. Thiruvengada ◽  
S. R. Ellis ◽  
P. Havig ◽  
K. S. Hale ◽  
...  

2020 ◽  
Vol 237 (10) ◽  
pp. 1225-1229
Author(s):  
Peter Szurman

ZusammenfassungEine der kontroversesten Diskussionen in der Netzhautchirurgie wird derzeit über den Stellenwert der intraoperativen optischen Kohärenztomografie (iOCT) geführt. Hintergrund ist der Wunsch, den 2-dimensionalen Fundusblick des Operateurs mit der geschichteten Tiefeninformation der OCT zu kombinieren, um eine Art 4-dimensionale „Augmented Reality“ (3-D plus Veränderung über die Zeit) zu erreichen. Dies soll feine Strukturen, die dem Blick des Operateurs bisher verborgen sind, sichtbar machen. Deshalb erscheint die Netzhautchirurgie prädestiniert für den Einsatz einer iOCT zu sein. Die große Hoffnung liegt darin, dass ein dynamisches Live-3-D-Bild mit Echtzeit-Feedback dem Operateur zusätzliche Informationen liefert und die Sicherheit verbessert. So faszinierend die iOCT-Technologie auf den ersten Blick ist, so enttäuscht sie doch im klinischen Alltag, gerade in der Makulachirurgie. Sie liefert nur selten Informationen, die ohne iOCT nicht erzielbar wären oder durch präoperative Diagnostik nicht in wesentlich besserer Qualität vorlägen. Hoffnungsvoll sind einige Sonderindikationen, die insbesondere die subretinale Chirurgie betreffen.


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