scholarly journals The Urban CoCreation Lab—An Integrated Platform for Remote and Simultaneous Collaborative Urban Planning and Design through Web-Based Desktop 3D Modeling, Head-Mounted Virtual Reality and Mobile Augmented Reality: Prototyping a Minimum Viable Product and Developing Specifications for a Minimum Marketable Product

2022 ◽  
Vol 12 (2) ◽  
pp. 797
Author(s):  
Hyekyung Imottesjo ◽  
Jaan-Henrik Kain

Both policy and research highlight the importance of diverse stakeholder input in urban development processes but visualizing future built environments and creating two-way design communication for non-expert stakeholders are challenging. The present study develops an intuitive and simplified 3D modeling platform that integrates web-based desktop, virtual reality and mobile augmented reality technologies for remote simultaneous urban design collaboration. Through iterative prototyping, based on two series of workshops with stakeholders, the study resulted in such an integrated platform as a minimum viable product as well as specifications for a minimum marketable product to be used in real projects. Further study is required to evaluate the minimum level of detail in the 3D modeling necessary for good perception of scale and environmental impact simulation.

2018 ◽  
pp. 1660-1678
Author(s):  
Giuliana Guazzaroni

Mobile augmented reality offers important opportunities for learning. Moreover, it may represent new challenges for teachers and researchers. Implementing an augmented reality (AR) or a virtual reality (VR) learning experience involves the exploration of unusual pedagogical and technological boundaries. According to recent studies, it would be more productive to consider the augmented reality as a concept rather than an educational technology (Guazzaroni, 2015; Wu et al., 2013). This chapter is devoted to analyze a high school class of 23 students invited to use AR and VR tools to create their own study material. They are about 16-year-old attending Istituto Tecnico Tecnologico “Eustachio Divini” in San Severino Marche, Italy. The basic idea of the trial is to create a short printed document augmented with the technologies of AR and VR. The experience is evaluated using tests and direct observation. The aim is to observe the impact of augmented mobile learning and to demonstrate that AR and VR study material may represent a new communication object adequate to teach future students.


LINK ◽  
2018 ◽  
Vol 24 (1) ◽  
Author(s):  
Setiawardhana Setiawardhana ◽  
Sigit Wasista ◽  
Ahmad Yusuf Ardiansyah

Tujuan adanya diciptakannya aplikasi ini adalaha untuk memberikan solusi dari permasalahan tersebut, yaitu membuat aplikasi pembelajaran tentang pengenalan perangkat jaringan komputer beserta topologi jaringannya dengan menggunakan teknologi Augmented Reality, agar dapat memberikan nuansa baru dan dapat mengurangi rasa bosen dalam belajar. Aplikasi yang diberi nama “PengajAR” adalah teknologi yang dapat menvisualisasikan gambar 3 dimensi kedalam virtual reality (penglihatan virtual). Marker yang terdapat pada masing masing perangkat bergambar akan ditangkap oleh kamera mobile device yang kemudian diproses untuk menampilkan animasi 3D modeling pada layar secara realtime. PengajAR menyajikan pengetahuan tentang fungsi perangkat jaringan seperti Router, Hub, Lan Tester, Access Point, karakteristik topologi Star, Mesh, Ring, dan Bus, selain itu aplikasi PengajAR menyediakan fitur Kuis untuk latihan soal seputar materi dasar perangkat jaringan komputer, dan dilengkapi dengan fitur Minigame yang memberikan latihan cara merancang model jaringan kabel dan wireless, serta terdapat fitur setting nomor IP (Internet Protocol). Pengujian yang dilakukan adalah dengan menggunakan metode Study Field, didemonstrasikan langsung ke siswa SMK (end user) yang akan mencoba aplikasi ini, Para siswa- siswi diberikan beberapa tugas untuk merancang jaringan, dan diakhir acara siswa-siswi diminta untuk mengisi kuisioner sebagai penilaian atas perangkat lunak yang telah mereka gunakan. Hasil luaran yang diharapkan dari kontribusi media pembelajaran ini adalah dapat membantu mereview materi sebesar 40 % yang telah diajarkan oleh guru, serta membantu untuk memvisualisasikan cara kerja topologi jaringan komputer sebesar 45%, dan secara keseluruhan aplikasi ini sangat sesuaidengan materi komputer dan jaringan.Kata Kunci: Augmented Reality, Marker, Topologi Jaringan, Internet Protocol


2021 ◽  
Vol 1997 (1) ◽  
pp. 012038
Author(s):  
Noradila Nordin ◽  
Marni Azira Markom ◽  
Farhana Aqilah Suhaimi ◽  
Syaimaa’ Ishak

Author(s):  
Giuliana Guazzaroni

Mobile augmented reality offers important opportunities for learning. Moreover, it may represent new challenges for teachers and researchers. Implementing an augmented reality (AR) or a virtual reality (VR) learning experience involves the exploration of unusual pedagogical and technological boundaries. According to recent studies, it would be more productive to consider the augmented reality as a concept rather than an educational technology (Guazzaroni, 2015; Wu et al., 2013). This chapter is devoted to analyze a high school class of 23 students invited to use AR and VR tools to create their own study material. They are about 16-year-old attending Istituto Tecnico Tecnologico “Eustachio Divini” in San Severino Marche, Italy. The basic idea of the trial is to create a short printed document augmented with the technologies of AR and VR. The experience is evaluated using tests and direct observation. The aim is to observe the impact of augmented mobile learning and to demonstrate that AR and VR study material may represent a new communication object adequate to teach future students.


2007 ◽  
pp. 283-294 ◽  
Author(s):  
Stephen Axford ◽  
Garry Keltie ◽  
Christine Wallis

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