scholarly journals Sistem Informasi Promosi Kampus Bina Darma Menggunakan Augmented Reality Berbasis Android

2017 ◽  
Author(s):  
Rahmat Illahi ◽  
Leon Andretti Abdillah

Promotions provide explanations and convince potential customers about goods and services with the aim to gain attention, educate, remind and convince potential customers. In the process can be done through various facilitators such as brochures or by utilizing a technology, such as Augmented Reality technology. Augmented reality is a variation of a virtual environment or more commonly called Virtual Reality (VR). VR technology really keeps users immersed in a synthetic environment. When the user is immersed in the environment, the user cannot see the unreal world. In contrast, with AR technology the user can see the real world, with virtual objects being added to the real world. Bina Darma University is one of the universities in the city of Palembang that run educational activities. In the process of promoting new students admission, Bina Darma University using brochures and installing banners. The thing that supports the improvement of the promotion process is the ease of prospective new students obtained information about facilities and facilities at the university. Therefore, a facilitator should be required to introduce the Campus of Bina Darma University of Palembang and all the facilities available.

Author(s):  
Yulia Fatma ◽  
Armen Salim ◽  
Regiolina Hayami

Along with the development, the application can be used as a medium for learning. Augmented Reality is a technology that combines two-dimensional’s virtual objects and three-dimensional’s virtual objects into a real three-dimensional’s  then projecting the virtual objects in real time and simultaneously. The introduction of Solar System’s material, students are invited to get to know the planets which are directly encourage students to imagine circumtances in the Solar System. Explenational of planets form and how the planets make the revolution and rotation in books are considered less material’s explanation because its only display objects in 2D. In addition, students can not practice directly in preparing the layout of the planets in the Solar System. By applying Augmented Reality Technology, information’s learning delivery can be clarified, because in these applications are combined the real world and the virtual world. Not only display the material, the application also display images of planets in 3D animation’s objects with audio.


2020 ◽  
Vol 10 (11) ◽  
pp. 316
Author(s):  
Muhammad Nadeem ◽  
Amal Chandra ◽  
Audrey Livirya ◽  
Svetlana Beryozkina

Lab orientation is a vital part of learning for new students entering the university, as it provides the students with all the necessary and important information about the lab. The current orientation is manual, tedious, suffers from logistical constraints, lacks engagement, and provides no way to assess that outcomes have been achieved. This is also supported by the results of a student survey which revealed students’ dissatisfaction with current process of orientation. This study presents the design and development of a sample augmented reality mobile application, AR-LabOr, for the lab orientation that helps students in a quick and easy adaptation to the lab environment by familiarizing them with the lab equipment, staff, and safety rules in a fun and interactive manner. This application makes use of marker-less augmented reality technology and a blend of multimedia information such as sound, text, images, and videos that are superimposed on real-world contents. An experiment with 56 students showed that they found the novel method of orientation using the application more engaging than the traditional instructor-led method. Students also found the application to be more supportive, motivating, and that it helped them in better understanding the lab equipment.


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.


2017 ◽  
Vol 9 (2) ◽  
Author(s):  
Ahmad Hiera Maldanop ◽  
Yossi Nurhidayati ◽  
Ali Ibrahim

AbstractCampus is a place of learning with many buildings and rooms. Due to the number of rooms available, it is not uncommon for students and lecturers to enter the wrong room where learning and teaching are provided so that often interfere with the activities of the users of the room at that time. This application is used as a means of information to find out who and whenever study space on campus fasilkom unsri used. This application applies Augmented Reality technology that combines virtual objects into the real world so that the information can only be viewed through the intermediary of mobile phone camera or computer. With this application is expected to facilitate users in knowing information about the classroom that will be used so as not to interfere with the activities of other users of the room.Keywords – Augmented Reality, Marker, Information, AndroidAbstrak - Kampus merupakan tempat belajar yang terdiri dari banyak gedung dan ruangan. Karena banyaknya ruangan yang tersedia, maka tidak jarang para mahasiswa dan dosen salah dalam memasuki ruangan tempat belajar dan mengajar disediakan sehingga seringkali mengganggu kegiatan pengguna ruangan pada saat itu. Aplikasi ini digunakan sebagai sarana informasi untuk mengetahui siapa dan kapan saja ruang belajar di kampus fasilkom unsri dipakai. Aplikasi ini menerapkan teknologi Augmented Reality yang menggabungkan objek virtual ke dunia nyata sehingga informasinya hanya dapat dilihat melalui perantara kamera handphone ataupun komputer. Dengan adanya aplikasi ini diharapkan dapat mempermudah penggunanya dalam mengetahui informasi mengenai ruang kelas yang akan digunakannya sehingga tidak mengganggu kegiatan pengguna ruangan lain.Kata Kunci – Augmented Reality, Marker, Informasi, Android


2018 ◽  
Vol 7 (2) ◽  
pp. 129-142
Author(s):  
Randy Permana ◽  
Harkamysah Andrianof ◽  
Riandana Afira

This research is the development of one technology called Augmented Reality. Augmented Reality works by combining the real world with the virtual world to produce information to users. The tourism object of West Sumatra has quite promising potential, but the potential is still covered by weak management and promotion that are still not sufficient. This study seeks to create an Android-based Augmented Reality application to introduce tourism objects in West Sumatra with a focus on early development on tourism objects in the Clock Tower in Bukittinggi and Carocok Beach in the south coast. The results of this study make Augmented Reality technology a more innovative and attractive promotional media so that it can increase tourist interest to visit the tourism object.


2020 ◽  
Author(s):  
Christine Vinci ◽  
Karen O Brandon ◽  
Marloes Kleinjan ◽  
Laura M Hernandez ◽  
Leslie E Sawyer ◽  
...  

BACKGROUND The recent widespread availability of augmented reality via smartphone offers an opportunity to translate cue exposure therapy for smoking cessation from the laboratory to the real world. Despite significant reductions in the smoking rates in the last decade, approximately 13.7% of the adults in the United States continue to smoke. Smoking-related cue exposure has demonstrated promise as an adjuvant therapy in the laboratory, but practical limitations have prevented its success in the real world. Augmented reality technology presents an innovative approach to overcome these limitations. OBJECTIVE The aim of this study was to develop a smartphone app that presents smoking-related augmented reality images for cue exposure. Smokers provided feedback on the images and reported on the perceived urge to smoke, qualities of reality/coexistence, and general feedback about quality and functioning. The feedback was used to refine the augmented reality images within the app. METHODS In collaboration with an augmented reality design company, we developed 6 smoking-related images (cigarette, lighter, ashtray, lit cigarette in ashtray, etc) and 6 neutral images similar in size or complexity for comparison (pen, eraser, notebook, soda bottle with droplets, etc). Ten smokers completed a survey of demographic characteristics, smoking history and behavior, dependence on nicotine, motivation to quit smoking, and familiarity with augmented reality technology. Then, participants viewed each augmented reality image and provided ratings on 10-point Likert scales for urge to smoke and reality/coexistence of the image into the scene. Participants were also queried with open-ended questions regarding the features of the images. RESULTS Of the 10 participants, 5 (50%) had experienced augmented reality prior to the laboratory visit, but only 4 of those 5 participants used augmented reality at least weekly. Although the sample was small (N=10), smokers reported significantly higher urge to smoke after viewing the smoking-related augmented reality images (median 4.58, SD 3.49) versus the neutral images (median 1.42, SD 3.01) (Z=–2.14, <i>P</i>=.03; <i>d</i>=0.70). The average reality and coexistence ratings of the images did not differ between smoking-related and neutral images (all <i>P</i>&gt;.29). Augmented reality images were found on average to be realistic (mean [SD] score 6.49 [3.11]) and have good environmental coexistence (mean [SD] score 6.93 [3.04]) and user coexistence (mean [SD] score 6.38 [3.27]) on the 10-point scale. Participant interviews revealed some areas of excellence (eg, details of the lit cigarette) and areas for improvement (eg, stability of images, lighting). CONCLUSIONS All images were generally perceived as being realistic and well-integrated into the environment. However, the smoking augmented reality images produced higher urge to smoke than the neutral augmented reality images. In total, our findings support the potential utility of augmented reality for cue exposure therapy. Future directions and next steps are discussed.


2016 ◽  
Vol 7 (2) ◽  
pp. 86-93
Author(s):  
Bagus Setiadi ◽  
Eko Budi Setiawan

The guitar tablature is a guitar melody guitar used by professional guitarists when performing. Guitar tablature translator application is one of the media to help users especially novice guitarist to translate the guitar tablature. This application is built on android platform using Augmented Reality technology with Markerless Augmented Realty method to combine virtual world objects into the real world. In this application there are several functions such as displaying finger position information, 2D objects and audio. Index Terms—Tablatur Gitar, Augmented Reality, Android.


2019 ◽  
Vol 3 (2) ◽  
pp. 212
Author(s):  
Ayub Winatra ◽  
Sunardi Sunardi ◽  
Rizaldy Khair ◽  
Iswandi Idris ◽  
Asri Santosa

Abstract - Augmented Reality is a merger between two worlds, namely the virtual world to the real world, in other words, we can display objects in the virtual world into the real world. Augmented Reality has many opportunities to continue to be developed in any field. The Augmented Reality method also has the advantage of an interactive side because the makers to display certain videos that are directed to the webcam. Making an interactive learning media application using augmented reality technology will be applied to Android-based smartphones and is designed as a learning medium for cadets and prospective cadets of ATKP Medan to the general public. In this application, there are 3D objects in the shape of the plane and its parts created using the 3Dsmax and Blender applications, with Unity as the game engine and Vuforia as the library. The way to use it is by pointing the smartphone camera at the markers that have been provided. Then on the smartphone screen, an object will appear 3D aircraft and the inside. The making of this application will help increase the understanding and participation of the general public as well as the Medan ATKP cadets in learning to recognize the shapes and parts of the aircraft. The results of testing the introduction of an aircraft application can run on a variety of Android mobile devices. The normal distance that can be detected by the camera is 6cm to 4m with a marker size of 20 x 22cm. The slope that can be detected normally between 20 ͦ - 90 ͦ. Based on the percentage of markers that are blocked can run between 0-87%. Based on the results of the questionnaire, the material contained in the aircraft form and part recognition application using Android-based Augmented Reality is suitable for introducing aircraft shapes and parts to field ATKP cadets to the general public. There are still many shortcomings that can be developed, such as increasing 3D plane objects and making better animations, so that applications are more interesting, interactive, and easy to understand.Keywords - Augmented Reality, Android, Unity, Vuforia, 3D, Blender  Abstract - Augmented Reality merupakan penggabungan antara dua dunia, yaitu dunia maya ke dunia nyata, dalam kata lain benda dalam dunia maya dapat kita tampilkan ke dunia nyata. Augmented Reality memiliki banyak peluang untuk terus dikembangkan dalam bidang apapun.  Metode Augmented Reality juga memiliki kelebihan dari sisi interaktif karena pembuat untuk menampilkan video tertentu yang diarahkan ke webcam. Pembuatan aplikasi media pembelajaran interaktif menggunakan teknologi augmented reality ini akan diterapkan pada smartphone berbasis Android dan didesain sebagai media pembelajaran bagi taruna maupun calon taruna ATKP Medan hingga masyarakat umum. Di dalam aplikasi ini terdapat objek 3D bentuk pesawat dan bagian-bagiannya yang dibuat dengan menggunakan aplikasi 3Dsmax dan Blender, dengan Unity sebagai game engine dan Vuforia sebagai library. Cara penggunaanya adalah dengan mengarahkan kamera smartphone pada marker atau penanda yang telah tersedia. Kemudian dilayar smartphone akan muncul objek 3D Pesawat serta bagian sisi dalamnya. Pembuatan aplikasi ini akan membantu meningkatkan pemahaman dan partisipasi masyarakat umum maupun taruna ATKP Medan dalam belajar mengenal bentuk dan bagian dalam pesawat. Hasil dari pengujian  aplikasi Pengenalan pesawat terbang dapat berjalan pada berbagai perangkat mobile Android. Jarak normal yang dapat terdeteksi oleh kamera adalah 6cm sampai 4m dengan ukuran marker 20 x 22cm. Kemiringan yang dapat terdeteksi dengan normal antara 20 ͦ - 90 ͦ. Berdasarkan prosentase marker yang terhalang dapat berjalan antara 0-87%. Berdasarkan hasil kuesioner materi yang terdapat pada aplikasi pengenalan bentuk dan bagian pesawat menggunakan Augmented Reality berbasis android ini cocok untuk mengenalkan bentuk dan bagian pesawat kepada taruna ATKP medan hingga masyarakat umum. Masih banyak kekurangan  yang dapat dikembangkan, misalnya memperbanyak objek 3D pesawat dan membuat animasi yang lebih baik, agar aplikasi lebih menarik, interaktif, dan mudah dipahami. Kata kunci - Augmented Reality, Android, Unity, Vuforia, 3D, Blender


SISFORMA ◽  
2018 ◽  
Vol 5 (1) ◽  
pp. 35
Author(s):  
Baskara Arya Pranata ◽  
Ridwan Sanjaya ◽  
Albertus Dwi Yoga W

Abstact- folk songs in indonesia's is wealth cultural heritage most of our ancestors. In this modern era narrower the knowledge of their own folk songs due to the influx of foreign cultures.               Augmented is a new technology to display digital visual in the real world. This technology is very interesting when applied in the field of entertainment. This Research Report contains about how to create a game titled Tembang which aims to preserve the songs of the region that originated from the Indonesian. In this game will provide information about the local songs along with their origin, packed in Augmented Reality technology, with challenge quizzes, and there is a gift feature to make players interested in completing the game.


10.2196/21643 ◽  
2020 ◽  
Vol 8 (12) ◽  
pp. e21643
Author(s):  
Christine Vinci ◽  
Karen O Brandon ◽  
Marloes Kleinjan ◽  
Laura M Hernandez ◽  
Leslie E Sawyer ◽  
...  

Background The recent widespread availability of augmented reality via smartphone offers an opportunity to translate cue exposure therapy for smoking cessation from the laboratory to the real world. Despite significant reductions in the smoking rates in the last decade, approximately 13.7% of the adults in the United States continue to smoke. Smoking-related cue exposure has demonstrated promise as an adjuvant therapy in the laboratory, but practical limitations have prevented its success in the real world. Augmented reality technology presents an innovative approach to overcome these limitations. Objective The aim of this study was to develop a smartphone app that presents smoking-related augmented reality images for cue exposure. Smokers provided feedback on the images and reported on the perceived urge to smoke, qualities of reality/coexistence, and general feedback about quality and functioning. The feedback was used to refine the augmented reality images within the app. Methods In collaboration with an augmented reality design company, we developed 6 smoking-related images (cigarette, lighter, ashtray, lit cigarette in ashtray, etc) and 6 neutral images similar in size or complexity for comparison (pen, eraser, notebook, soda bottle with droplets, etc). Ten smokers completed a survey of demographic characteristics, smoking history and behavior, dependence on nicotine, motivation to quit smoking, and familiarity with augmented reality technology. Then, participants viewed each augmented reality image and provided ratings on 10-point Likert scales for urge to smoke and reality/coexistence of the image into the scene. Participants were also queried with open-ended questions regarding the features of the images. Results Of the 10 participants, 5 (50%) had experienced augmented reality prior to the laboratory visit, but only 4 of those 5 participants used augmented reality at least weekly. Although the sample was small (N=10), smokers reported significantly higher urge to smoke after viewing the smoking-related augmented reality images (median 4.58, SD 3.49) versus the neutral images (median 1.42, SD 3.01) (Z=–2.14, P=.03; d=0.70). The average reality and coexistence ratings of the images did not differ between smoking-related and neutral images (all P>.29). Augmented reality images were found on average to be realistic (mean [SD] score 6.49 [3.11]) and have good environmental coexistence (mean [SD] score 6.93 [3.04]) and user coexistence (mean [SD] score 6.38 [3.27]) on the 10-point scale. Participant interviews revealed some areas of excellence (eg, details of the lit cigarette) and areas for improvement (eg, stability of images, lighting). Conclusions All images were generally perceived as being realistic and well-integrated into the environment. However, the smoking augmented reality images produced higher urge to smoke than the neutral augmented reality images. In total, our findings support the potential utility of augmented reality for cue exposure therapy. Future directions and next steps are discussed.


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