scholarly journals An Early Development Process of an Augmented Reality-Based Healthy Diet Tool Prototype

Author(s):  
Nur'Aina Norhalim ◽  
Azniah Ismail

This paper presents an early development process of an augmented reality-based healthy diet tool prototype i.e. getting the initial requirements for the prototype. This tool is being developed using the evolutionary prototype model. Thus, the tool development will follow several complete 4-phase iterations of the prototype model.  To get the initial requirements, we have analysed several existing applications that are related to diet, food and cooking. We found out that the augmented reality is not a common feature. We had also conducted an interview with one of 2018 diet challenge participants. The interviewee welcomed the idea of having augmented reality in the diet tool with a condition that the feature should be designed to accommodate the users. Therefore, several iterations will be conducted to get the best specifications for a diet tool prototype and finding the best ways to embed the augmented reality features into the tool. We will also validate with experts sets of menu, advice and instructions to be used in the tool. It is hoped that our effort will help in developing a reliable, healthy diet tool with suitable augmented reality feature. 

1994 ◽  
Vol 02 (01) ◽  
pp. 535-557 ◽  
Author(s):  
MAGNUS KLOFSTEN

The founding and early development of a firm are crucial events. Despite this fact, most research is aimed at problems existing in firms that are established and have passed the early development. Consequently, knowledge of the early development process in a business firm is limited, particularly where technology-based firms are concerned. The purpose of this paper is to describe and analyse the early development processes of technology-based firms. The research questions are: What aspects are important in the early development of a technology-based firm? Are some of these aspects more difficult to develop than others and, if so, why? A case study approach is used. Three technology-based firms have over a period of five years been studied in detail, using interviews and sources such as minutes of board meetings, business and market plans and other documents. From a review of the literature, eight essential aspects (business idea, product, market, organization, expertise, prime mover, customer relations and other corporate relations) of the early development have been chosen. The results show that the degree of difficulty to develop the aspects vary. A particularly difficult aspect is to define the market.


Author(s):  
Muzaffer Özdemir

In recent years, presenting the useful information in an effective way has become a great necessity for educators. The opportunities provided by the AR technologies offer practical ways to meet this need of educators. By integrating the digital objects with real-world assets simultaneously, AR helps to concretize abstract concepts, and enhances the sense of reality, which in turn is a huge contribution to learning. In this chapter, it was presented the various limitations and advantages of AR revealed by some empirical studies in the literature. In addition, it was given information about AR development tools/ programs, add-on packages and presented development stages for an exemplary AR book page. The use of the Unity and Vuforia was explained as the development tools. It is believed that this information would be useful for those who will develop AR application which can be easily displayed by mobile or desktop PCs.


Author(s):  
Patrick Pennefather ◽  
Claudia Krebs ◽  
Julie-Anne Saroyan

The research and development of an augmented reality (AR) application for Vancouver-based dance company Small Stage challenged a team of students at a graduate digital media program to understand how AR might reinvent the audience-dancer relationship. This chapter will chronicle the AR and choreographic development process that occurred simultaneously. Based on the documentation of that process, a number of insights emerged that dance creators and AR developers may find useful when developing an AR experience as counterpart to a live dance production. These include (1) understanding the role of technology to support or disrupt the traditional use of a proscenium-based stage, (2) describing how AR can be used to augment an audience's experience of dance, (3) integrating a motion capture pipeline to accelerate AR development to support the before and after experience of a public dance production.


2020 ◽  
Vol 3 (2) ◽  
pp. 82-86
Author(s):  
Wanda listiani ◽  
Sri Rustiyanti ◽  
Fani Dila Sari ◽  
IBG Surya Peradantha

One of the cultural arts of the Papua Biak tribe that is still maintained in traditional ceremonies is the wor tradition and the making of karwar or korwar statues. Karwar statue as a shadow of the spirit and where Nin lives. The spirit of karwar or arawah gives the strength to look after the family, the garden, bring rain, keep away diseases and so on. The re-introduction of the karwar statue using AR technology is one way for young people to be interested in the existence of Biak tribal arts and culture. This study used a static visualization method that shows phenomena or processes in the form of a representation of the design path of the AR PASUA PA prototype model specifically the spatial and temporary entities of the AR Karwar Biak Papua Statue. The results of this study illustrate the modeling concept and procedure model developed in the design of the AR Karwar 4.0 prototype model by considering the needs of users and the problems of artists, connoisseurs and pedagogic of cultural arts learners, especially the cultural arts of Biak Papua


2020 ◽  
Vol 3 (2) ◽  
pp. 67-85
Author(s):  
Supriyadi Supriyadi ◽  
Muslimin Muslimin

The study aimed to develop a participative and collaborative learning evaluation tool for academic writing to enhance students' social and emotional intelligence. The developmental research laid its emphasis on the importance of facilitating a valid and reliable learning evaluation tool to measure the extent of success of academic writing learning. The study integrated R2D2 and RDR models as the development model of the evaluation tool. The R2D2 model comprised three focuses: determination process, design and development, and dissemination. In the meantime, the RDR model also involved three focuses: initial observation, tool development, and implementation of effectiveness test activity. Therefore, the development process of the evaluation tool consisted of four steps (based on the integration of R2D2 and RDR models): 1) initial observation, 2) determination process, 3) tool design, and 4) tool development. Moreover, qualitative and quantitative data were employed in the study; all data were acquired from the learning process, as well as the students, lecturers, practitioners, and relevant experts. The data were further analyzed by employing domain analysis and paired sample t-test statistical analysis. The development process results in a product in the form of four learning evaluation tools to measure the learning outcomes of academic writing subject. The tools involved: assessment rubric, portfolio, observation sheet, and learning journal. According to the effectiveness test result, the evaluation tools are deemed as valid and reliable to be implemented in evaluating the learning process and learning outcomes of academic writing subject.


2018 ◽  
Vol 38 (1) ◽  
pp. 70-75
Author(s):  
JAN KREGEL

ABSTRACT New Developmentalism provides a view out how it incorporates the positive contributions of early development theorists concerned with to the past of development theory as well as a view to the future. This assessment points the similar problems of the importance of exchange rates in the development process to provide a contemporary version of the theory adapted to the twentieth century world of globalization and financialization .


2018 ◽  
Vol 197 ◽  
pp. 15004 ◽  
Author(s):  
Hendra Pradibta ◽  
Indra Dharma Wijaya ◽  
Ferdian Ronilaya ◽  
Usman Nurhasan

ARdoa is Mobile Augmented Reality (MAR) application used as a therapy media for children with Autism Spectrum Disorder (ASD). The content of this application is daily prayers for Muslim children, and it is designed in the form of audio-video animation. This paper is aimed at discussing the evaluation and testing of the development process of MAR ARdoa. Technical evaluation and testing are conducted on several aspects, specifically testing the detection and tracking. Moreover, the method used in the process is to identify the distance, surface area and ideal conditions for the utilization of this application. The completion of the test is based on whether or not the content appearing on the marker has been made. From the evaluation and testing process, it is obtained ideal distance, surface area and conditions for the utilization of MAR ARdoa that can be used as standards for its development.


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