scholarly journals Edukasi Pengenalan Huruf Hijaiyah dengan Memanfaatkan Teknologi Augmented Reality

2021 ◽  
Vol 5 (4) ◽  
pp. 558
Author(s):  
Fajar Septian ◽  
Bobi Agustian

Augmented Reality (AR) technology provides opportunities for science and engineering. AR also has great opportunities in the world of education, which is to provide and display additional information in the form of 3D objects, video, sound, and text on an object. Smartphone software developers have developed Augmented reality technology that was previously developed on PC devices where this technology utilizes the existing camera on a smartphone. With this situation, AR technology has the opportunity to be used in the development of a media for recognizing hijaiyah letters, so that children will be happier learning because of its attractive appearance and teachers or parents can more easily teach lessons to their children. The way to use it is as follows: first, the user puts a registered and printed marker, second, the smartphone camera identifies (tracking) the marker. If the marker is invalid, the user repeats the identification process. If the marker is valid and identified, the marker will display the hijaiyah letter object in three-dimensional form. Third, users can understand the shape and pronunciation of hijaiyah letters by touching the virtual button on the marker

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.


Repositor ◽  
2020 ◽  
Vol 2 (5) ◽  
pp. 553
Author(s):  
Tirto Adhi Triambodo ◽  
Ali Sofyan Kholimi ◽  
Lailatul Husniah

AbstrakTaman Rekreasi Sengkaling memiliki luas keseluruhan  9 hektar yang terdiri dari 6 hektar  diantaranya ada taman dan pepohonan hijau. Mengingat luasnya Taman Rekreasi Sengkaling, disana tidak ada peta dan tempat lokasi pusat informasi wahana berada di pintu masuk yang tentu akan membuat pengunjung bingung ketika sudah berada didalam Taman Rekreasi Sengkaling ingin mengetahui informasi wahana dan membutuhkan waktu lama dalam mencapai tujuan wahana yang diinginkan. Berdasarkan dari permasalahan yang ada, maka dibutuhkan suatu aplikasi yang bisa memberikan informasi dan navigasi sehingga pengunjung dapat dengan mudah mengetahui informasi wahana dan navigasi menuju lokasi wahana. Augmented Reality adalah teknologi yang menggabungkan benda maya dua dimensi dan ataupun tiga dimensi ke dalam lingkungan nyata tiga dimensi. Teknologi Augmented Reality ini digunakan untuk pembuatan aplikasi untuk informasi dan navigasi pada Taman Rekreasi Sengkaling. Pada pengujian sistem berdasarkan hasil kuesioner dengan 5 pertanyaan kepada 30 responden untuk memakai aplikasi AR Taman Rekreasi Sengkaling. Dari pengujian sistem aplikasi AR kepada user yang memilih setuju dengan presentase 91%. Maka hasil yang didapatkan, penggunaan aplikasi Augmented Reality direspon baik oleh pengunjung Taman Rekreasi Sengkaling.Abstract  Sengkaling Recreation Park has a total area of 9 hectares consisting of 6 hectares of which there are parks and green trees. Given the breadth of the Sengkaling Recreation Park, there is no map and location of the information center where the vehicle is located at the entrance which would make visitors confused when already in the Sengkaling Recreation Park wants to know vehicle information and takes a long time to reach the desired destination. Based on the existing problems, it requires an application that can provide information and navigation so that visitors can easily find information on vehicle and navigation to the location of the vehicle. Augmented Reality is a technology that combines two-dimensional and / or three-dimensional virtual objects into a real three-dimensional environment. This Augmented Reality technology is used for making applications for information and navigation in Sengkaling Recreation Park. On testing the system based on the results of the questionnaire with 5 questions to 30 respondents to use the AR Sengkaling Recreational Park application. From testing the AR application system to users who choose to agree with a percentage of 91%. Then the results obtained, the use of Augmented Reality applications responded well by visitors to the Sengkaling Recreation Park.


2004 ◽  
Vol 13 (6) ◽  
pp. 692-707 ◽  
Author(s):  
Sara Keren ◽  
Ilan Shimshoni ◽  
Ayellet Tal

This paper discusses the problem of inserting 3D models into a single image. The main focus of the paper is on the accurate recovery of the camera's parameters, so that 3D models can be inserted in the “correct” position and orientation. The paper addresses two issues. The first is an automatic extraction of the principal vanishing points from an image. The second is a theoretical and an experimental analysis of the errors. To test the concept, a system that “plants” virtual 3D objects in the image was implemented. It was tested on many indoor augmented-reality scenes. Our analysis and experiments have shown that errors in the placement of the objects are unnoticeable.


2013 ◽  
Vol 442 ◽  
pp. 203-208
Author(s):  
Jozef Novak-Marcincin

Augmented Reality (AR) is a developing area of virtual reality research. The world environment around us provides a wealth of information that is difficult to duplicate in a computer. This is evidenced by the worlds used in virtual environments. An augmented reality system generates a composite view for the user. It is a combination of the real scene viewed by the user and a virtual scene generated by the computer that augments the scene with additional information. In paper is presented the example of virtual and augmented reality application in area of molding tool assembly realized by author.


2020 ◽  
Vol 2 (1) ◽  
pp. 39-53
Author(s):  
Yolinda Suciliyana ◽  
La Ode Abdul Rahman

Technology in the multimedia field that is currently developing is Augmented Reality (AR). Utilization of Augmented Reality as a medium for children's education provides a new perspective on the existing educational media, not only using real objects but also using virtual objects in the delivery of information. AR is a technology that combines three-dimensional virtual objects into a real three-dimensional environment and displays them in real time. AR can make delivery easier and make information more interesting especially for children. AR is expected to be able to support as one of the media for school-age children in an effort to realize health promotion. This research method uses a literature review that focuses on the use of Augmented Reality as a medium for health education for school-age children. The literature used is in the form of articles originating from national and international journals. The application of AR as an educational medium can increase children's knowledge. In Indonesia the use of AR media has not been implemented much less especially in nursing. The need for the development of this AR media in the world of nursing.


Author(s):  
Ariesta Kartika Sari ◽  
Prita Dellia ◽  
M. Dicky ◽  
Cholillah Cholillah

One of the efforts in facilitating the teacher to teach the material concretely, then the learning of mathematics on three dimensional geometri can be done using the help of a medium of learning. Along with the development of technology today, many applications in the world of technology that can be useful for learning activities. One of the learning media that can help the teacher in facilitating Visualization Three Dimensional geometry is Augmented Reality. In addition, through mathematics learning using Augmented Reality media in Three Dimensional geometry is expected to present interactive math learning. This research produces instructional media using Augmented Reality based on Android for Three Dimensional geometry material in grade 5 students of Elementary School. Development of learning media Augmented Reality using Kemp and Dayton model, there are two components, namely multimedia technology components and components of mathematics subjects. Components of multimedia technology contained in the program that is text, sound, images, and animation, while the components of mathematics subject’s ie content material and exercise questions. The materials contained in the program are: (1) the cube, (2) limas, (3) the cone and (4) the tube.


2018 ◽  
Vol 7 (12) ◽  
pp. 478 ◽  
Author(s):  
Pravesh Yagol ◽  
Francisco Ramos ◽  
Sergio Trilles ◽  
Joaquín Torres-Sospedra ◽  
Francisco Perales

The idea of virtuality is not new, as research on visualization and simulation dates back to the early use of ink and paper sketches for alternative design comparisons. As technology has advanced so the way of visualizing simulations as well, but the progress is slow due to difficulties in creating workable simulations models and effectively providing them to the users. Augmented Reality and Virtual Reality, the evolving technologies that have been haunting the tech industry, receiving excessive attention from the media and colossal growing are redefining the way we interact, communicate and work together. From consumer application to manufacturers these technologies are used in different sectors providing huge benefits through several applications. In this work, we demonstrate the potentials of Augmented Reality techniques in a Smart City (Smart Campus) context. A multiplatform mobile app featuring Augmented Reality capabilities connected to GIS services are developed to evaluate different features such as performance, usability, effectiveness and satisfaction of the Augmented Reality technology in the context of a Smart Campus.


Author(s):  
Cristina Roca González ◽  
Melchor García Domínguez ◽  
Jorge Martín-Gutierrez ◽  
Manuel Contero ◽  
Mariano Alcañiz

This paper reports about the research based on the comparison of tests about the spatial skill of engineering students from two Spanish universities before and after the performance of specific training for improving several abilities based on tasks with 3D objects visualized through augmented reality technology. The training was completed at home with 66 students as participants, considering a control group composed of 25 students from both universities. The AR system technical aspects are also described as well as the application developed. The study’s results show that students from both universities improve their spatial ability and there is no significant statistical significance between students from both universities, neither before nor after training so we may conclude that training’s effect on both universities is analogue.


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