scholarly journals BlocklyAR: A Visual Programming Interface for Creating Augmented Reality Experiences

Electronics ◽  
2020 ◽  
Vol 9 (8) ◽  
pp. 1205
Author(s):  
Vinh T. Nguyen ◽  
Kwanghee Jung ◽  
Tommy Dang

State-of-the-art tools for creating augmented reality (AR) applications often depend on a specific programming language and the deployed target devices. The typing syntax of a program is error-prone, and device dependency makes it difficult to share newly created AR applications. This paper presents BlocklyAR, a novel web-based visual programming interface for creating and generating an AR application. This tool is intended for non-programmers (young learners and enthusiasts) who are interested in making an AR application. The goals of this tool are: (1) to help young learners and enthusiasts express their programming ideas without memorizing syntax, (2) to enable users to perceive their expressions, (3) to enable learners to generate an AR application with minimal effort, and (4) to support users by allowing them to share newly created AR applications with others. BlocklyAR uses Blockly for creating a palette of commands and AR.js for transcribing commands into AR experience. The applicability of BlocklyAR was demonstrated through a use case where an existing AR application was recreated by using our tool. The result showed that our tool could yield an equivalent product. We evaluated the visual tool with the help of 66 users to gather perspectives on the specific benefits of employing BlocklyAR in producing an AR application. The technology acceptance model was adapted to assess an individual’s acceptance of information technology.

2021 ◽  
Vol 2 (1) ◽  
Author(s):  
Aksheya Sridhar ◽  
Amy Drahota ◽  
Kiersten Walsworth

Abstract Background Evidence-based practices (EBPs) have been shown to improve behavioral and mental health outcomes for children diagnosed with autism spectrum disorder (ASD). Research suggests that the use of these practices in community-based organizations is varied; however, the utilization of implementation guides may bridge the gap between research and practice. The Autism Community Toolkit: Systems to Measure and Adopt Research-Based Treatments (ACT SMART) Implementation Toolkit is a web-based implementation toolkit developed to guide organization-based implementation teams through EBP identification, adoption, implementation, and sustainment in ASD community-based organizations. Methods This study examined the facilitators and barriers (collectively termed “determinants”) to the utilization of this toolkit, based on the perspectives of implementation teams at six ASD community-based organizations. Two independent coders utilized the adapted EPIS framework and the Technology Acceptance Model 3 to guide qualitative thematic analyses of semi-structured interviews with implementation teams. Results Salient facilitators (e.g., facilitation teams, facilitation meetings, phase-specific activities) and barriers (e.g., website issues, perceived lack of ease of use of the website, perceived lack of resources, inner context factors) were identified, highlighting key determinants to the utilization of this toolkit. Additionally, frequent determinants and determinants that differed across adapted EPIS phases of the toolkit were noted. Finally, analyses highlighted two themes: (a) Inner Context Determinants to use of the toolkit (e.g., funding) and (b) Innovation Determinants (e.g., all website-related factors), indicating an interaction between the two models utilized to guide study analyses. Conclusions Findings highlighted several factors that facilitated the utilization of this implementation guide. Additionally, findings identified key areas for improvement for future iterations of the ACT SMART Implementation Toolkit. Importantly, these results may inform the development, refinement, and utilization of implementation guides with the aim of increasing the uptake of EBPs in community-based organizations providing services to children with ASD and their families. Finally, these findings contribute to the implementation science literature by illustrating the joint use of the EPIS framework and Technology Acceptance Model 3 to evaluate the implementation of a web-based toolkit within community-based organizations.


2020 ◽  
Vol 4 (1) ◽  
pp. 11-22
Author(s):  
Deli Deli

Implementation of Augmented Reality for Earth Layer Structure on Android Based as A Learning Media isa research that aims to help in presenting material to Elementary School children. The research methodchosen in the completion of this study uses the 4D method (Define, Design, Develop and Disseminate) witha data collecting method using Technology Acceptance Model (TAM) built one construct with threedimensions of user assessment level of technology acceptance to support the basis of questionnaire design.AR design supported by 3D models, in order to be able to support the details of each explanation of thematerial contained, thus helping users to understand the material and ease of interaction on the media.The final result obtained in this research is that the application is stated to be able to help the school, it is used as a media display in the classroom so students do not need to imagine themselves, but simply byusing learning media is able to present the material to students.Keywords: Learning Media, 4D Method, User Acceptance Test, Augmented reality, Android.


2014 ◽  
Vol 1079-1080 ◽  
pp. 1098-1102 ◽  
Author(s):  
Yun Wu Wu ◽  
I Ting Hsu ◽  
Hsin Yi Lin

In this study, the technology acceptance model (TAM) is used to analyze from a vocational school to usethe Web-based BIM cost analysis system developed in this study.


2021 ◽  
Vol 4 (1) ◽  
pp. 11-16
Author(s):  
Imam Ali Khumaidi ◽  
Rinda Hesti Kusumaningtyas

Dompet Dhuafa Enterprise System (DESI) is a system created in 2015. Initially it was created to replace the Fundrising Administration System (SANDRA) because SANDRA is a desktop-based application. Nowadays DESI is only used for budgeting functions and “Tebar Hewan Kurban” (THK) its a sacrificial animal stocking functions. DESI which has daily functions such as budgeting and seasonal functions in THK. In its implementation, DESI which is a web-based system sometimes becomes difficult to access when the system has a problem. This certainly makes the budgeting function that is used in daily activities become not implemented. THK's function in DESI was also inseparable from problems, one of which was the presence of volunteers who did not directly enter the data of prospective victims into DESI during the THK implementation. New data entered into DESI on the first Tasyrik day, for example, will increase work in other divisions. It would be different if it had been done before the sacrificial feast. This study aims to determine the factors that influence the acceptance behavior of DESI users. In this quantitative study using the Technology Acceptance Model (TAM) model. Sampling in this study using purposive sampling and accidental sampling. This study uses PLS-SEM for data processing and uses the application of SmartPLS version 3. There are 6 variables examined in this study, namely perceived usefulness, perceived easy of use, format, attitude using, behavioral intention to use, and actual system usage. From 7 hypotheses proposed there is one hypothesis that is rejected, namely the path attitude toward using the behavioral intention to use.


2020 ◽  
Vol 4 (2) ◽  
pp. 1-10
Author(s):  
Sitaresmi Wahyu Handani ◽  
Septiana Nur Hidayah ◽  
Ito Setiawan

Gamelan merupakan salah satu budaya lokal Indonesia yang perlu dipelihara eksistensinya. Beberapa penelitian terkait pengenalan gamelan ke generasi muda telah banyak dilakukan, diantaranya menghasilkan aplikasi yang menggabungkan antara gamelan dengan teknologi terkini yaitu augmented reality. Penggunaan teknologi augmented reality untuk menampilkan dan memperkenalkan alat musik gamelan merupakan inovasi baru dan perlu diapresiasi. Namun perlu sebuah penilaian tersendiri untuk mengetahui apakah penggunaan teknologi tersebut berdampak positif terhadap penggunanya. Melalui penelitian ini, peneliti melakukan kajian lebih dalam dengan menggunakan metode Technology Acceptance Model (TAM) untuk mengetahui pengalaman pengguna dalam berinteraksi dengan aplikasi gamelan berbasis augmented reality. Terdapat lima aspek yang diuji yaitu aspek kemudahan penggunaan (Perceived Ease of Use), manfaat penggunaan (Perceived Usefulness), sikap pengguna (Atitude Toward Using), keinginan pengguna (Behavioral Intention of Use), kesadaran pengguna (Actual System Usage). Dari hasil uji validitas dan realibiltas yang dilakukan didapatkan hasil bahwa semua butir komponen dalam kuisoner yang dibagikan valid dan reliable. Sedangkan dari analisis data deskriptif yang dilakukan, didapatkan hasil bahwa persepsi pengguna terhadap lima aspek tersebut di atas sangat baik dengan nilai skor tertinggi 4.10 pada aspek kemudahan penggunaan dan sikap pengguna.


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