scholarly journals StARboard & TrACTOr: Actuated Tangibles in an Educational TAR Application

2021 ◽  
Vol 5 (2) ◽  
pp. 6
Author(s):  
Emanuel Vonach ◽  
Christoph Schindler ◽  
Hannes Kaufmann

We explore the potential of direct haptic interaction in a novel approach to Tangible Augmented Reality in an educational context. Employing our prototyping platform ACTO, we developed a tabletop Augmented Reality application StARboard for sailing students. In this personal viewpoint environment virtual objects, e.g., sailing ships, are physically represented by actuated micro robots. These align with virtual objects, allowing direct physical interaction with the scene. When a user tries to pick up a virtual ship, its physical robot counterpart is grabbed instead. We also developed a tracking solution TrACTOr, employing a depth sensor to allow tracking independent of the table surface. In this paper we present concept and development of StARboard and TrACTOr. We report results of our user study with 18 participants using our prototype. They show that direct haptic interaction in tabletop AR scores en-par with traditional mouse interaction on a desktop setup in usability (mean SUS = 86.7 vs. 82.9) and performance (mean RTLX = 15.0 vs. 14.8), while outperforming the mouse in factors related to learning like presence (mean 6.0 vs 3.1) and absorption (mean 5.4 vs. 4.2). It was also rated the most fun (13× vs. 0×) and most suitable for learning (9× vs. 4×).


2018 ◽  
Author(s):  
Letícia Porto Soares ◽  
Camilo Alves Carvalho ◽  
Luis Paulo da Silva Carvalho ◽  
Manuela Amaral De Araújo ◽  
Paulo Henrique Teixeira Silva ◽  
...  

The volume of information which contemporary student has access is huge, and they are surrounded by smartphones, tablets, internet and computers in an almost inseparable way from their daily life. Therefore, we think that it is important that schools should consider the insertion of technological instruments in the classroom to attend the students’ interest in these devices. One of the alternatives is combining Augmented Reality and mobile technology to enable the interaction with virtual objects by overlapping them with real environment. These technologies may become allied in the process of teaching and learning abstract concepts of various subjects. In this context, QuiRA is proposed to help the teaching of Chemistry, an ideal field to explore questions about the use of computer animation due to the difficulty of visualizing its concepts in two dimensions. This article discusses the details about the QuiRA application and the demonstration of its use for visualizing chemical molecules.



2021 ◽  
Vol 12 (1) ◽  
pp. 24
Author(s):  
Wira Buana ◽  
Sarah Olivia Meily

Taman Ayun Temple is a world cultural heritage in Bali. Based on observations, information regarding the location at Taman Ayun Temple is still not optimal. This study aims to design an application that displays location information using markerless augmented reality. Markerless AR is a technology that displays virtual objects into the real world using GPS, digital compass, and accelerometer. The application is designed using the Wikitude SDK platform and displays information on location, description, image, distance from the user, and location direction. Data is stored in a database server and managed using the web server. Applications are in Indonesian and English. The testing compares the actual distance with the distance displayed in the application using devices with different OS and RAM. Application speed is less than 1 second depending on RAM and internet speed, while location accuracy depends on smartphone GPS accuracy with a difference of less than 10 meters from the actual distance.  



Author(s):  
Anders Henrysson ◽  
Mark Ollila ◽  
Mark Billinghurst

Mobile phones are evolving into the ideal platform for Augmented Reality (AR). In this chapter we describe how augmented reality applications can be developed for mobile phones and the interaction metaphors that are ideally suited for this platform. Several sample applications are described which explore different interaction techniques. User study results show that moving the phone to interact with virtual content is an intuitive way to select and position virtual objects. A collaborative AR game is also presented with an evaluation study. Users preferred playing with the collaborative AR interface than with a non-AR interface and also found physical phone motion to be a very natural input method. This results discussed in this chapter should assist researchers in developing their own mobile phone based AR applications.



2021 ◽  
Vol 9 (4) ◽  
pp. 475
Author(s):  
Agus Wisnawa ◽  
I Gede Arta Wibawa

The world is being hit by a pandemic due to the COVID-19 virus outbreak. The changes brought by this virus are huge, one of which is school activities that are transformed into online learning. Online learning causes students to not do their own classroom learning. This causes students to become un familiar with their school properly, such as the layout of classrooms and school facilities. By using Augmented Reality the problem can be solved. Augmented Reality (AR) is the merging of real and virtual objects in a real environment with interactive results and presented in real time. AR can be used to modeling the entire shape of the school, making it easier for users to get information about the building from the school instead of walking manually. Users only need to install the app on their smarthphone and scan the specified QR code in order to be able to bring up the building object along with the information. The result of this research is an AR application which can provide information about the rooms and buildings at SDN 1 Padangsambian.



2020 ◽  
Vol 4 (3) ◽  
pp. 166
Author(s):  
Safiani Osman ◽  
Danakorn Nincarean Eh Phon ◽  
Nurul Aswa Omar ◽  
Mohd Rustam Mohd Rameli ◽  
Najua Syuhada Ahmad Alhassora ◽  
...  

In the present context of globalization, the demand for assembly skill has increased and play an essential role in today’s industry. The traditional assembly instruction, face-to-face and manual instruction, may contain unimportant information that can result in misinterpretation, which in turn may increase the number of error and takes longer time to complete the task. A new technology (AR) claims to increase the efficiency of assembly task by directly visualizing computer generated 3D information in the real environment. Therefore, this study aims to determine the impact of AR on the time of task completion and the number of error made during the assembly task. The comparative user study was quantitative involving 18 users divided into either AR group or traditional group performing a pc assembly task. Statistical analysis revealed that the time of completion and error rate for two different group is statistically significant. The findings showed that the use of AR application has resulted in decreasing the number of error made and shorten the time to complete the task than the traditional instructional manual in assemble a pc. Considering these result, it can conclude that augmented reality application is an effective and beneficial tool to be applied in assembly and education.



With the evolution of mobile devices, Augmented Reality has proved its potential in producing interesting and interactable AR environments in multiple areas. Augmented reality (AR) is an emerging technology where the perceptivity of the user is strengthened by the seamless blending of a real environment with digital virtual objects coexisting in the same physical space. It offers a canvas to imagine new methods of learning and new ways of collaborating with others beyond the frame of the screen. In education and training, AR has proved to have the potential to make learning a reality. AR has been enhanced to mixed reality since the use of Hololens which provides a mixed world to a user, where the advanced spatial mapping is used to anchor digital artifacts in physical space. The goal of this project is to develop an AR application for HoloLens using Unity game engine and Visual Studio based on engineering concepts that will provide students with eye-catching visualizations by rendering holograms for data structures, data mining and engineering chemistry so that they would learn the subjects thoroughly. MR will change how educational institutions outlook learning by delivering learning experiences that no longer depend on lectures to teach concepts or the idea of earning a degree in the course of persons’ lifelong career. It will help those students to develop interests in the subjects who prefer skipping the difficult topics.



Author(s):  
I Gede Aditya Nugraha ◽  
I Ketut Gede Darma Putra ◽  
I Made Sukarsa

Museum Bali is one of the museum which is located in Denpasar City that established since 1910. The Museum collections consist of items such as living equipment, art, religion, handwriting, and other things that show the situation and the development of the Balinese culture. Augmented Reality is a technology which combines two-dimensional virtual objects or three-dimensional virtual objects into the real environment. Museum Bali has decreased the amount of visitors in recent years and requires an innovation to promote Museum Bali. One innovation that is expected to promote the Museum Bali is to create an augmented reality application that called Augmented Reality Museum Bali in Android platform. Utilizing augmented reality technology that works by detecting the marker then it show up the 3D object and the information from one of the objectsin Museum Bali. Markerless method used in detection marker that make this application moreattractive and expected to be a new experience for the people who want to know more about Museum Bali.



Author(s):  
Yuzhu Lu ◽  
Shana Smith

In this paper, we present a prototype system, which uses CAVE-based virtual reality to enhance immersion in an augmented reality environment. The system integrates virtual objects into a real scene captured by a set of stereo remote cameras. We also present a graphic processing unit (GPU)-based method for computing occlusion between real and virtual objects in real time. The method uses information from the captured stereo images to determine depth of objects in the real scene. Results and performance comparisons show that the GPU-based method is much faster than prior CPU-based methods.



2009 ◽  
pp. 984-997
Author(s):  
Anders Henrysson ◽  
Mark Ollila ◽  
Mark Billinghurst

Mobile phones are evolving into the ideal platform for augmented reality (AR). In this chapter, we describe how augmented reality applications can be developed for mobile phones and the interaction metaphors that are ideally suited for this platform. Several sample applications are described which explore different interaction techniques. User study results show that moving the phone to interact with virtual content is an intuitive way to select and position virtual objects. A collaborative AR game is also presented with an evaluation study. Users preferred playing with the collaborative AR interface than with a non-AR interface and also found physical phone motion to be a very natural input method. This results discussed in this chapter should assist researchers in developing their own mobile phone based AR applications.



2020 ◽  
Vol 8 (5) ◽  
pp. 4149-4155

Recently, augmented Reality (AR) is growing rapidly and much attention has been focused on interaction techniques between users and virtual objects, such as the user directly manipulating virtual objects with his/her bare hands. Therefore, the authors believe that more accurate overlay techniques will be required to interact more seamlessly. On the other hand, in AR technology, since the 3-dimensional (3D) model is superimposed on the image of the real space afterwards, it is always displayed on the front side than the hand. Thus, it becomes an unnatural scene in some cases (occlusion problem). In this study, this system considers the object-context relations between the user's hand and the virtual object by acquiring depth information of the user's finger using a depth sensor. In addition, the system defines the color range of the user's hand by performing principal component analysis (PCA) on the color information near the finger position obtained from the depth sensor and setting a threshold. Then, this system extracts an area of the hand by using the definition of the color range of the user's hand. Furthermore, the fingers are distinguished by using the Canny method. In this way, this system realizes hidden surface removal along the area of the user's hand. In the evaluation experiment, it is confirmed that the hidden surface removal in this study make it possible to distinguish between finger boundaries and to clarify and process finger contours.



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