scholarly journals New Trends in Using Augmented Reality Apps for Smart City Contexts

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.

2017 ◽  
Vol 1 (1) ◽  
pp. 1 ◽  
Author(s):  
Rifqa Gusmida ◽  
Nur Islami

For senior high school students, learning concepts in physics is increasingly more difficult when the topic is abstract and cannot be seen with the unaided eye. The research here utilized augmented reality technology and instructional design following the ADDIE model (analysis, design, development, implementation and evaluation) to develop learning media for physics, specifically the kinetic theory of gases. Preliminary analysis was conducted in a senior high school to evaluate the challenges students face when learning physics. The design of the media was based on addressing problems that the students were having. Augmented reality technology was then utilized and the implementation aimed to incorporate the physics concepts into the product. The media was evaluated by six experts. Finally, the learning media presented real-time 3D animation of gas kinetic theory with three basic competencies relevant to the topic. In the final validation, the results indicated that the developed learning media had a validity value of 3.55 out of four-point scale and good quality outcomes. As such, the developed media regarding the kinetic theory of gases is valid and effective for the process of learning and teaching. It is ready to be tested and used in actual learning environments.


2021 ◽  
Vol 11 (18) ◽  
pp. 8590
Author(s):  
Zhihan Lv ◽  
Jing-Yan Wang ◽  
Neeraj Kumar ◽  
Jaime Lloret

Augmented Reality is a key technology that will facilitate a major paradigm shift in the way users interact with data and has only just recently been recognized as a viable solution for solving many critical needs [...]


2007 ◽  
Vol 18-19 ◽  
pp. 63-68 ◽  
Author(s):  
G. Senthil Kumaran ◽  
K.R. Santhi ◽  
P.M.Rubesh Anand

The ability to view constructions virtually before using the real resources to construct them has been of main interest in civil engineering over a long period of time. This has been achieved partially through virtual reality. Virtual Reality helps in visualizing the operations on computer generated jobsites and to study the available alternate plans. Even though the latest software in virtual reality helps us in designing and drawing the plans, the question of reality still arises. The plans that are done in computer sometimes do not match with the real practical applications. This shows that it is difficult to bring the experiences of practical world into the computer. In order to overcome the gap between the real and virtual environments, this paper highlights the use of Augmented Reality (AR) in all the areas of civil engineering instead of using Virtual Reality. This paper describes the developing augmented reality technology and its various application domains in civil engineering.


Author(s):  
Selvia Ferdiana Kusuma

<p class="Abstract">In this digital era, the presentation of information as a media campaign in the form of brochures and pamphlets is increasingly left out. Besides being considered boring it also looks less interactive. The advent of AR technology that can combine real and virtual images in 3-dimensional form projected onto a screen or monitor can be used as a solution in delivering more interactive information. But Politeknik Kediri has not implemented it. The brochure of Politeknik Kediri as one of the media campaign has not been integrated with augmented reality technology, so it seems less interesting. Therefore, we create an android-based application that can display the visualization of Politeknik Kediri using augmented reality to support promotion. Through this research, it is expected that the media campaign of Politeknik Kediri can be more interesting, so that many prospective students who are interested to join Politeknik Kediri especially Informatics Engineering Department. This research is done through 6 stages: analyze the needs, perform system design, hierarchy, application implementation, and application testing. While the software used in this study is Vuforia SDK, An-droid SDK, Unity3D, and Blender.</p>


Author(s):  
A. Kondryko ◽  
A. Drachova

<div><p><em>In the article covered the features of implementing and using additional Internet functionality in the information space: in particular, audience analysis services, content research, fact-checking in real-time, automatic news generation, bots and mobile apps that are rapidly gaining popularity in modern journalism.</em></p></div><p> </p><p><em>Defined, some mobile apps: The Dragon Diction (speechy), Cogi, Imovie, Snapseed, Camscanner, Canva, Sweet Text: Story Maker &amp; GIF can help detect dictation and save it in text format; make notes, add some images, select certain parts; compose multiple videos, add audio effects and titles; edit images, backgrounds, colours, shades; scan documents and savе them in the required format; create any infographic, text and publication in different formats; make animated text stories accordingly.</em><em></em></p><p><em>The essence and purpose of IT capabilities such as virtual reality (enhancing user interest, stimulating brain activity while browsing content, etc.) and augmented reality (enhancing the effect of information through additional materials, graphics and visualisation) are detailed. It is emphasised that the introduction of the cyber tools in the media is due to the need to meet market trends, competition at local and global levels, the need to clarify data, the demanding potential audience.</em><em></em></p><p><em>Monitoring of using the latest IT in the Ukrainian media industry has revealed the presence its in the TV programs: «Siogodni», «Siogodni. Pidsymku z Olegom Panyutoyu» (TV channel «Ukrayina»), «TSN» («1+1»), programs of TV-channel «NASH», multimedia project «Ukrainer», magazine «Marie Claire», which confirmed the popularity of new formats for creating and implementing information product in Ukraine.</em><em></em></p><p><strong><em>Key words:</em></strong><em> visualisation, virtual reality, augmented reality, Internet functionality, cyber tools, media product, fact-checking.</em><em></em></p>


2019 ◽  
Vol 2 (2) ◽  
pp. 91-98
Author(s):  
Aris Dermawan Siahaan ◽  
Rosane Medriati ◽  
Eko Risdianto

Penelitian ini bertujuan untuk menghasilkan produk berupa penuntun praktikum Fisika Dasar II dengan menggunakan teknologi augmented reality pada materi rangkaian listrik dan optik geometris yang valid serta untuk mengetahui tanggapan mahasiswa mengenai penuntun praktikum tersebut. Penelitian ini merupakan jenis penelitian pengembangan (Research and Development) dengan tahapan Define, Design, dan Develop. Hasil uji validitas aspek isi didapatkan hasil persentase sebesar 80% dengan kategori sangat baik, aspek penyajian sebesar 79,17% dengan kategori sangat baik,  aspek kepraktisan sebesar 90,48% dengan kategori sangat baik, aspek bahasa 98%,  dan aspek keterkaitan materi dengan media sebesar 86,11% dalam kategori sangat baik. Berdasarkan hasil tersebut, dapat disimpulkan bahwa penuntun praktikum Fisika Dasar II menggunakan teknologi augmented reality pada materi rangkaian listrik dan optik geometris yang dikembangkan sudah valid dan teruji dengan persentase rata-rata uji validitas yaitu 86,74% yang termasuk dalam kategori sangat baik. Respon tanggapan yang diberikan mahasiswa terhadap penuntun praktikum tergolong baik, terlihat dari antusias penggunaan media augmented reality pada saat praktikum.Kata  kunci:  Penelitian Pengembangan, Penuntun Praktikum, Augmented RealityThis research was aimed to produce a Valid Practicum Guide Modul of Second Basic Physics by using augmented reality technology in the material of electric circuits and geometric optics, as well as to find out student responses about that. This research was a type of development research (Research and Development) with four stage, namely Define, Design, and Develop. The content aspect validity test results obtained 80% with very good categories, presentation aspects as much as 79.17% with very good categories, practical aspects were 90.48% with very good categories, aspects of the language was 98% and material related aspects of the media amounting to 86.11% with a very good category. Based on these results, it can be concluded that the Practicum Guide Modul of Second Basic Physics using augmented reality technology in the material of electrical circuits and geometric optics has been valid and tested with the average percentage of validity test, 86.74%, which was included in the excellent category. Responses given by students to the practicum guide modul was classified as good, seen from the enthusiastic of using of augmented reality media at the time of practicum.Keywords: Development Research, Practical Guide, Augmented Reality


2020 ◽  
Vol 3 (1) ◽  
pp. 103
Author(s):  
Dwi Ridho Aulianto

This study aims to determine the benefits of Augmented Reality and Virtual Reality technology applied to libraries in the Z generation era. The research method used study of literature by collecting several reference as sources that are relevant to the study material and and interviews with several generation Z informants. The results of the study found that the implementation of Augmented Reality technology can be used to create and read the Interactive Opac Brochure with AR; Utilization of Library Collection Display; Utilization for Searching Library Collections in Shelves through AR; Utilization for Interactive Learning Media for Users. While the implementation of Virtual Reality technology can be used for tours or library tours; Library Services; Information Literacy and Online Catalog. 


Author(s):  
Iim Abdul Rohim ◽  
Putra Jaya

This study aims to produce learning media for electronic components using Augmented Reality technology by knowing the performance and magnitude of the feasibility value of learning media for electronic components using the Augmented Reality technology. Designing and making applications using the steps of the waterfall method include: 1) Designing, 2) Architectural Design and Interfaces, 3) Encoding / Programming, and 4) Testing. Application programs are made with laptops that have Intel®core ™ i3 [email protected] processor specifications, 4.00GB RAM, Intel® HD Graphics520, 1TB hard drive, with a Windows 10 Pro 64-bit X64 operating system. Integrated Development Environment (IDE) in making this application is Unity 2018.3.6f1 with the marked based tracking method. Based on the results of the feasibility test conducted by two material experts as well as two media experts, that in the aspect of application material got an average value of a total score of 63 out of 68. In the media aspect the application got an average score of 84.5 from the total score of 96 Both of these scores give interpretation that the application of Augmented Reality learning media in teaching electronic engineering is very feasible to be used as a learning media.Keywords: Augmented Reality, Learning Media, Electronic Engineering, Unity 3D


Author(s):  
Stefano Filippi ◽  
Daniela Barattin ◽  
Marco Amato ◽  
Riccardo Tozzi

Virtual reality as the way to display digital models and to interact with them has flourished in industrial contexts some years ago, both for design and marketing reasons. However, some specific sectors, e.g. furnishings and garments, would prefer to evaluate their products in a real environment, where their models could be easily placed, and where the interaction with them could take place in a natural way. These requirements suggested the design of an application, based on the augmented reality, which allows users placing digital models of pieces of furniture in real domestic environments, verifying their dimensional and aesthetic compatibility with the existing context, and interacting with them to test functional behavior and usability issues. Such a project would result interesting both for possible customers and for designers, because some important design hints could come from its adoption. An application prototype has been developed and tested in the field in a couple of case studies.


Sign in / Sign up

Export Citation Format

Share Document