scholarly journals Augmented Reality based Mobile Application for Energy Monitoring and IoT Device Control

Author(s):  
Abishek R ◽  
◽  
Dr. D. Vaishali ◽  
Adhitya Narayan R ◽  
Vignesh Sundar M ◽  
...  

IoT has become an integrated part of our lives changing ways in which we operate our everyday appliances. In addition to making our home appliances smart, it has become a common trend for companies to adopt industry 4.0, which uses various sensors to monitor the equipment, machinery, and the work environment. We often come across multiple brands which make smart appliances but each brand comes with its separate mobile application for the appliance's operation. This requires us to switch between Apps to control these appliances if we at all remember which App controls which appliance. We intend to solve these two major inconveniences by creating a single mobile application that can control all these appliances using Augmented Reality technology. All we have to do is point our camera at the appliance that we need to operate and the App will display control options in real-time AR. This paper produces five important contributions: 1) An AR-based mobile application to control IoT devices and monitor the environment. 2) Implementing the mobile application using Unity 3D engine and Vuforia SDK. 3) Integrating a commercially available IoT device with the mobile application. 4) Integrating custom-made hardware IoT device with mobile application. 5) Integrating this combination to make our industries and homes smarter Keywords:

Author(s):  
Murizah Kassim ◽  
Ahmad Syafiq Aiman A Bakar

Public bus transportation has become an integral part of society, but the disrup-tion of bus services is one of the major concerns. This project presents the devel-opment of Smart Bus Transportation using Augmented Reality (TRANSPAR) that was developed on a mobile application. One of the major issues with public transportation is on real-time responsiveness. Most bus schedules are presented online but customers still faced many failures. Some bus schedules are not updat-ed when changes happened through time. Some existing bus schedules system is fixed to the bus stations. This research is to identify the bus schedules and its routes characteristics. A 3D AR animation based on identified characteristics was designed using the Unity 3D image marker detection on a mobile Android plat-form. A smartphone application was developed using Vuforia and Google Fire-base. TRANSPAR shows an AR mobile application for acquiring the bus time-tables. The phone camera is applied for marker image detection and scanning the bus station’s images. AR and normal image scanner were designed. Google Fire-base Database is used to retrieve and store each timetable data for every bus sta-tion. Analysis of interactivity and benefits of TRANSPAR shows about 90% agreed on the use of AR and more than 76% agreed on its functionality based on 50 taken samples. This shows a positive impact on the designed TRANSPAR. The research is significant to encourage and experience the public with new tech-nological application for public transportation and it impact the society.


2020 ◽  
Vol 24 (3) ◽  
pp. 44-55
Author(s):  
Yu. Yu. Dyulicheva

The purpose of the work is the investigation of the modern approaches to augmented reality usage in mathematics and physics learning and the development of mobile application with graphical tips in the augmented reality mode for solving the dynamics typical problems.Materials and methods. The review of the modern articles on the augmented reality usage for mathematics and physics learning is provided; the iOS applications usage in mathematics learning such as GeoGebraAR for second order surfaces learning; the game MultiplicationAR for the multiplication table studying in an fascinating way; VectorAR application for vectors, cross and dot products, Cartesian and skew coordinate systems learning and iOS apps for physics learning such as Physics-Lab for conducting of the experiments with electrical circuits connections in the augmented reality, astrophysics and electromagnetism learning; Galileo application for accompanying of the theoretical material in physics with experiments to demonstrate paradoxes in mechanics, gravitational slingshot etc.; Arious application for students’ acquaintance with famous physicists and their discoveries in the augmented reality are considered. The analysis of tools for lecturers that can be used for the augmented reality content creation, such as HP Reveal and web-application Augment is performed. It should be noted the high personal interests of lecturers for the augmented reality technology implementation.Results. In the course of the work, the difficulties encountered by students in the study of mathematics and physics and possibilities of the augmented reality usage to overcome these difficulties are studied. A mobile application with the ability to receive graphical tips for solving dynamics problems that aimed at students with difficulties of forces and their projections understanding is developed. The methods for the mobile application are developed based on the basic classes of ARKit framework such as SCNNode, SCNBox, SCNPlane, SCNText, SCNGeometry, SCNGeometryElement, SCNShape, SCNMaterial etc. To conduct the experiments a pilot group of 14 random students is created, 9 of which experienced difficulties in solving some types of dynamic problems. The results of the experiment show a positive attitude of students to use of the augmented reality. 7 of 9 students who had difficulties got the skills to solve typical dynamic problems. Conclusion. Based on results of the research, we can conclude about the effectiveness of the augmented reality usage for studying of the abstract concepts in mathematics and physics. The developed mobile application with graphical tips in the augmented reality mode has improved the students’ performance in the pilot group. The lecturers play an important role in the implementation of AR-technology in the educational process. They help to maintain the student’s interest to AR-technology throughout the lesson. The disadvantages of the augmented reality applications include their narrow focus on studying of specific process, phenomenon or concept. The results of research can be applied in the educational process for mathematics and physics learning in order to increase the motivation and interest of students.


2018 ◽  
Vol 19 (6) ◽  
pp. 698-703
Author(s):  
Andrzej Rypulak ◽  
Sebastian Kuźmicz

The article describes the course of works aimed at creating a mobile application using Mobile Augmented Reality technology supporting the training process of personnel servicing aircraft in the field of pre-flight aircraft inspections. The requirements for the application, selection of programming tools and mobile imaging devices are presented. At the end of the article the results of tests of applications on various mobile devices and their conclusions are presented.


2020 ◽  
Author(s):  
Trias Widha Andari ◽  
Rizky Noviasri ◽  
Irni Resmi Apriyanti

While there are various kinds of Gresik’s traditional food, the data indicate that children are still lacking knowledge about them. Therefore, the objective of this study is to educate children about Gresik’s traditional food. The research method consists of three parts: predesign; design; and post-design. The result of this research is a mobile application that supports a pictorial book with augmented reality technology for children from 7 to 11 years old. Within that age range, children are able to classify and identify objects according to their characteristics. Augmented reality technology makes multimedia that contains the cooking process of Gresik’s traditional food become more interactive and attractive. Keywords: Gresik’s Traditional Food, Augmented Reality, Picture Story Book


2020 ◽  
Vol 10 (11) ◽  
pp. 316
Author(s):  
Muhammad Nadeem ◽  
Amal Chandra ◽  
Audrey Livirya ◽  
Svetlana Beryozkina

Lab orientation is a vital part of learning for new students entering the university, as it provides the students with all the necessary and important information about the lab. The current orientation is manual, tedious, suffers from logistical constraints, lacks engagement, and provides no way to assess that outcomes have been achieved. This is also supported by the results of a student survey which revealed students’ dissatisfaction with current process of orientation. This study presents the design and development of a sample augmented reality mobile application, AR-LabOr, for the lab orientation that helps students in a quick and easy adaptation to the lab environment by familiarizing them with the lab equipment, staff, and safety rules in a fun and interactive manner. This application makes use of marker-less augmented reality technology and a blend of multimedia information such as sound, text, images, and videos that are superimposed on real-world contents. An experiment with 56 students showed that they found the novel method of orientation using the application more engaging than the traditional instructor-led method. Students also found the application to be more supportive, motivating, and that it helped them in better understanding the lab equipment.


2021 ◽  
Vol 1 (2) ◽  
Author(s):  
Ifaldi Danang Septiawan ◽  
Cindy Taurusta

The development of technology and information is currently progressing very rapidly, marked by advances in the field of information and technology. One of the most popular technologies today is gadgets. This is revealed by research conducted by Strategy Analytics. The author took the initiative to create an android-based augmented reality technology that is useful for marketing a gypsum product. The method used by researchers is quantitative. The results that have been achieved from this research are adding insight into the latest technology and promotional media.


Author(s):  
Shilki Dini Abadiya ◽  
Intan Dwi Fatmaningtyas

Abstrak: Media promosi SMP Bhakti Mulya merupakan alat atau bentuk perantara yang dipakai untuk menyebarkan informasi. Biasanya media promosi SMP Bhakti Mulya yang paling banyak digunakan adalah media konvensional, seperti spanduk dan brosur. Akibatnya, daya tarik untuk para peminat disekolah SMP Bhakti Mulya menjadi berkurang dikarenakan informasi mengenai beberapa fasilitas yang terdapat di SMP Bhakti Mulya kurang tergambarkan dengan jelas untuk para calon siswa baru. Maka dibutuhkan suatu media promosi sekolah bagi calon siswa baru yang lebih kreatif dan menarik yang dapat memberikan gambaran visualisasi 3D dengan menggunakan teknologi augmented reality. Augmented Reality (AR) adalah suatu lingkungan yang memasukkan objek virtual 3D kedalam lingkungan nyata secara real-time karena dalam hal ini dikarenakan perpaduan dari script pemrograman serta seni 3 Dimensi yang diwujudkan kedalam sebuah aplikasi secara bersamaan. Aplikasi augmented reality yang dibangun berjalan pada platform mobile, dimana kamera bekerja sebagai sumber input dengan cara membaca dan melacak marker (penanda) dengan sistem tracking. Untuk penggunaan perancangan aplikasi, maka digunakan perangkat lunak seperti Unity 3D, Vuforia, Adobe Illustrator, Visual Studio. Dengan hal ini menggunakan model pengembangan yaitu metode Prototyping dengan tipe requirement prototype karena dalam impelementasi akan menjadi mudah dan untuk pengguna sistem sudah mempunyai gambaran tentang sistem. Dengan adanya, media promosi fasilitas dengan menggunakan teknologi augmented reality ini diharapkan para calon siswa baru akan mendapatkan informasi yang lengkap mengenai sarana dan prasarana yang tersedia di SMP Bhakti Mulya.   Kata kunci: Media Promosi, Augmented Reality, Prototyping, Unity 3D, Vuforia.   Abstract: Promotional media for SMP Bhakti Mulya is a tool or form of intermediary used to disseminate information. Usually the promotional media for SMP Bhakti Mulya that are most widely used are conventional media, such as banners and brochures. As a result, the attraction for enthusiasts at the Bhakti Mulya Middle School is reduced because information about some of the facilities available at Bhakti Mulya Junior High School is not clearly described for prospective new students. So we need a school promotion media for prospective new students who are more creative and interesting who can provide a 3D visualization picture using augmented reality technology. Augmented Reality (AR) is an environment that inserts 3D virtual objects into a real environment in real-time because in this case it is due to a combination of programming scripts and 3D art that are realized into an application simultaneously. The augmented reality application that is built runs on a mobile platform, where the camera works as an input source by reading and tracking markers with a tracking system. For application design use, software such as Unity 3D, Vuforia, Adobe Illustrator, Visual Studio are used. In this case, using a development model, namely the Prototyping method with the requirement prototype type because the implementation will be easy and for system users already have an overview of the system. With the existence of this media promotion of facilities using augmented reality technology, it is hoped that prospective new students will get complete information about the facilities and infrastructure available at SMP Bhakti Mulya.   Keywords: Promotional Media, Augmented Reality, Prototyping, Unity 3D, Vuforia.


2022 ◽  
Author(s):  
Haida Umiera Hashim ◽  
Melor Md Yunus ◽  
Helmi Norman

American Psychiatric Association defined autism spectrum disorder as a neurological disorder due to which a diagnosed child may face difficulty in social communication or have a repeated or restricted set of behaviors. Learners with autism are primarily visual strategy learners, and they tend to learn better through pictures and images. Due to their cognitive disabilities, most learners with autism struggle to acquire new vocabulary. There have been many inventions invented by researchers all over the world to help autistic children with their education; however, not much emphasis put on the interventions that can assist autistic children with their English vocabulary learning process. Hence, this study intends to investigate the stakeholders’ acceptance and thoughts on the use of augmented reality mobile applications for children with autism. This study is a qualitative research study where interviews are used as an instrument to gather stakeholders’ views on the usefulness of the designed and developed augmented reality technology mobile application. This study involved seven respondents who come from different backgrounds and in different field areas. The results have gathered that the designed and developed mobile application has the prospect of helping children with autism with their English language learning process. With further improvements, the designed and developed mobile application is believed to be able to help autistic children to learn English vocabulary in a more exciting yet meaningful manner and at the same time help to spark their interest in their English vocabulary language learning process.


Author(s):  
Yevgeniya Daineko ◽  
Madina Ipalakova ◽  
Dana Tsoy ◽  
Aigerim Seitnur ◽  
Zhandos Baurzhan ◽  
...  

<p class="0abstract">The paper presents the work on the educational mobile application based on Unity game engine using Vuforia platform. The appropriate research on electronic educational resources and augmented reality technology was conducted. The authors also studied the world experience in the use of the technology in various fields of its application, in education as a whole and in physics in particular. As an outcome of the work, an electronic educational resource for secondary educational institutions was developed. It was implemented as an application for conducting virtually a set of the laboratory works in physics using augmented reality.</p>


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