scholarly journals Kemudahan Penggunaan Augmented Reality sebagai Alat Bantu Pembelajaran Online bagi Meningkatkan Kinerja dan Prestasi Siswa Dalam Seni Ukiran Kayu

Author(s):  
Salini Krishna Pillai ◽  
Nur Iksan ◽  
Harleny Abd Arif ◽  
Ismail Yusuf Panessai ◽  
Azmi Shawkat Abdulbaqie ◽  
...  

Krisis global pasca merebaknya epidemi Covid-19 berdampak pada proses belajar mengajar (PdP). Masalah utama pdP selama epidemi Covid-19 adalah keterbatasan dalam melakukan kegiatan tatap muka di dalam kelas. Oleh karena itu, diperlukan bantuan pembelajaran agar PdP dapat berjalan optimal meskipun tidak ada interaksi tatap muka antara guru dan siswa. Penelitian ini menyoroti penerapan Augmented Reality untuk mendukung pembelajaran jarak jauh dalam situasi epidemi Covid-19, khususnya dalam topik seni ukiran kayu. Aplikasi selular AR Wood Carving Art menggunakan model desain ADDIE. Aplikasi seluler AR Wood Carving Art dievaluasi berdasarkan kegunaannya (ease of use). Berdasarkan hasil penelitian, responden menyetujui bahwa aplikasi selular AR Wood Craving Art berguna dan aplikasi menghemat waktu ketika pengguna menggunakannya sehingga aplikasi selular AR Wood Craving Art efektif digunakan dalam pembelajaran yang membuat pengguna lebih produktif, kreatif, dan inovatif.

2021 ◽  
Vol 11 (13) ◽  
pp. 6047
Author(s):  
Soheil Rezaee ◽  
Abolghasem Sadeghi-Niaraki ◽  
Maryam Shakeri ◽  
Soo-Mi Choi

A lack of required data resources is one of the challenges of accepting the Augmented Reality (AR) to provide the right services to the users, whereas the amount of spatial information produced by people is increasing daily. This research aims to design a personalized AR that is based on a tourist system that retrieves the big data according to the users’ demographic contexts in order to enrich the AR data source in tourism. This research is conducted in two main steps. First, the type of the tourist attraction where the users interest is predicted according to the user demographic contexts, which include age, gender, and education level, by using a machine learning method. Second, the correct data for the user are extracted from the big data by considering time, distance, popularity, and the neighborhood of the tourist places, by using the VIKOR and SWAR decision making methods. By about 6%, the results show better performance of the decision tree by predicting the type of tourist attraction, when compared to the SVM method. In addition, the results of the user study of the system show the overall satisfaction of the participants in terms of the ease-of-use, which is about 55%, and in terms of the systems usefulness, about 56%.


2021 ◽  
Vol 14 (2) ◽  
pp. 1-20
Author(s):  
Néill O’dwyer ◽  
Emin Zerman ◽  
Gareth W. Young ◽  
Aljosa Smolic ◽  
Siobhán Dunne ◽  
...  

Cross-reality technologies are quickly establishing themselves as commonplace platforms for presenting objects of historical, scientific, artistic, and cultural interest to the public. In this space, augmented reality (AR) is notably successful in delivering cultural heritage applications, including architectural and environmental heritage reconstruction, exhibition data management and representation, storytelling, and exhibition curation. Generally, it has been observed that the nature of information delivery in applications created for narrating exhibitions tends to be informative and formal. Here we report on the assessment of a pilot scene for a prototype AR application that attempts to break this mold by employing a humorous and playful mode of communication. This bespoke AR experience harnessed the cutting-edge live-action capture technique of volumetric video to create a digital tour guide that playfully embellished the museological experience of the museum visitors. This applied research article consists of measuring, presenting, and discussing the appeal, interest, and ease of use of this ludic AR storytelling strategy mediated via AR technology in a cultural heritage context.


Author(s):  
M. Carmen Juan ◽  
David Furió ◽  
Leila Alem ◽  
Peta Ashworth ◽  
Miguelon Giménez

This chapter presents the Augmented Reality (AR) library developed for mobile phones. The authors explain the used tools, how they have ported ARToolKit for running on the mobile phone Nokia N95 with 8 GB, and the functionalities they have added. The authors present the mobile phone game they have developed for learning how to recycle using this AR library, ARGreenet. Forty-five children with a mean(SD) age of 11.02(2.33) years played the ARGreenet as well as a ‘Team’ version of the ARGreenet. The children answered questionnaires both before and after using each game. Several aspects were examined including the level of engagement, fun and ease of use. Analysis of the results showed significant differences between the ARGreenet and the Team ARGreenet with higher means for the Team ARGreenet. A majority of children (59.1%) expressed a preference for the Team ARGreenet.


2020 ◽  
Vol 3 (4) ◽  
pp. 141-147
Author(s):  
Nurlan O. Baigabylov ◽  
Bayan M. Baigusheva ◽  
Kanagat M. Baigusheva

Augmented reality is increasingly used in education and its further spread is predicted as one of the technological trends. The benefits of using augmented reality are contributing to the increasing use of augmented reality in education. The purpose of the research is to study the use of augmented reality technology in teaching. The article provides the overview of the development of augmented reality and presents the results of a survey of teachers who attended the advanced training course. According to the results of the survey, the readiness of teachers to use this technology and the feasibility of its use in various methods and forms of training organization were determined. A special feature of the use of augmented reality in education is its accessibility and ease of use of ready-made mobile applications and services.


Author(s):  
Kamariah Awang ◽  
Syadiah Nor Wan Shamsuddin ◽  
Ismahafezi Ismail ◽  
Norkhairani Abdul Rawi ◽  
Maizan Mat Amin

<p>Mobile technology with Augmented Reality has become popular worldwide with a broad range of users, including students from all levels of education and the impact of mobile technology in classrooms has been extensively studied. This technology can be the source of motivation for LINUS students especially students with disabilities. The word usability also refers to the methods to improve the ease of use during a design process. Among the difficulties in teaching a LINUS student is the lack of visual media for understanding the subject especially in basic mathematics such as evaluating a number and calculating the number. The objective of the study was to evaluate the usability of using Augmented Reality in a mobile application among LINUS students in primary schools. This study used survey data gathered from 32 LINUS students of 3 different primary schools in Marang and Kuala Terengganu Districts. The questionnaire collected data on five construct of usability test to the LINUS students. The students used the mobile application while being guide by their teacher. They navigated all the buttons provided and answered the quiz too. The criteria of usability test consist of five constructs. The students showed a significant interest in learning numbers by actively participating in the LINUS sessions. The usability level was measured based on the five constructs. In summary, the augmented reality mobile application has a great potential to be used in teaching and learning, as in the Malaysia Education Development Plan 2013-2025 especially on the LINUS students.<em></em></p>


Author(s):  
A. Ahmad ◽  
P. Claudio ◽  
A. Alizadeh Naeini ◽  
G. Sohn

Abstract. Indoor localization has attracted the attention of researchers for wide applications in areas like construction, facility management, industries, logistics, and health. The Received Signal Strength (RSS) based fingerprinting method is widely adopted because it has a lower cost over other methods. RSS is a measurement of the power present in the received radio signal. While this fingerprinting method is very popular, there is a significant amount of effort required for collecting fingerprints for indoor space. In this paper, we propose an RSS fingerprinting method using Augmented Reality (AR) that does not rely on an external sensor resulting in ease of use and maintenance. This method uses spatial mapping techniques to help align the floor plan of existing buildings; then, after the alignment, we map local device coordinates to global coordinates. After this process, we partition the space in equally distanced reference points for RSS fingerprint collection. We developed an application for Microsoft HoloLens to align the floor plan and collect fingerprints on reference points. Then we tested collected fingerprints with existing RSS based indoor localization methods for its accuracy and performance.


2021 ◽  
Author(s):  
Faizal Mustapha ◽  
◽  
Fathilah Ismail ◽  
Mohd Khairul Hafiz Muda ◽  
Mohd Na’im Abdullah ◽  
...  

Tourism is one of the sectors that has been badly affected by the COVID-19 pandemic. Consequently, governments around the globe have taken measures to ease the effect of the resulting economic downturn on households and businesses in a bid to prolong survivability of the public. In the longer run, this tourism industry will desperately need to adapt to a post-pandemic “new normal” to sustain the income of its tourism players and operators. The alternative to coping with the new normal is to migrate from the classical model to an advanced or high-technology approach. “High-Tech” devices or tools can play an important role towards the recovery of the tourism industry following the upheaval caused by the pandemic. The new standard operating procedures (SOPs) to mitigate the spread of the disease, health consciousness and better hygiene protocols, and as well as social distancing are likely to remain in place for the foreseeable future. Touchless services delivery and investments in digital technology could facilitate an industry-wide recovery. The use of modern technology is quickly becoming a necessity for many destinations in order to stay competitive and attractive in the new norm of the tourism industry. A new form of technology that may be suitable for the tourism industry to use to regain some of its former glory is that of virtual and or Augmented Reality (AR). The aim of this paper is to give industry players an insight into the basic design of a mobile AR Tourism application for the state of Terengganu in Malaysia. Several interesting places will be selected for AR Tourism research and practice. The AR Tourism app will be designed to serve a specific purpose for the user, while multi-language functionality, ease-of-use and the capability to personalise the app are among the main requirements that need to be considered in attracting tourists and encouraging regular use among travel enthusiasts.


2021 ◽  
Vol 6 ◽  
Author(s):  
Moritz Quandt ◽  
Michael Freitag

In the industrial work context, Augmented Reality (AR) can support work processes and employees’ cognitive relief through the location-specific and context-related superimposition of real objects with virtual information. The AR-based support of industrial work processes ranges over product development, manufacturing, assembly, maintenance, and training. In all these areas, numerous location-based AR support functions are being prototypically implemented, aiming to improve work efficiency, communication in mobile work situations, or employee qualification in the work process. In contrast to the increasing number of developed AR solutions in recent years, there is no widespread use of these solutions in industrial practice. AR systems’ successful introduction is closely related to user acceptance, which has not been comprehensively considered over the system development process. In addition to improving AR hardware ergonomic features, usability or user interface design play an essential role in user acceptance. Particularly in the context of employee qualification, increasing employee engagement can be named as a success factor. Previous user studies of industrial AR systems only include individual user acceptance aspects. The use of game elements has not been widely addressed in connection with manual tasks in production environments, including AR-based assistance systems. This paper aims to examine user acceptance of industrial AR systems and the relevant factors for investigating user acceptance, e.g., ease of use or enjoyment, based on a systematic literature review. An analysis of existing review articles on industrial AR systems elaborates the current state of the art and identifies the research gap. This review of 109 scientific articles from 2011 to 2020 provides an overview of the current state of research on the inclusion of user acceptance in industrial AR systems. The identified papers from the scientific databases, Scopus, Web of Science, IEEE Xplore Digital Library, ACM Digital Library, and Science Direct, are evaluated for their relevance and selected for further analysis based on inclusion and exclusion criteria, e.g., year of publication. This review presents the current challenges regarding user acceptance of industrial AR systems and future possibilities for the comprehensive integration of user acceptance factors into the development, evaluation, and implementation process.


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.


2016 ◽  
Vol 2016 ◽  
pp. 1-15 ◽  
Author(s):  
Erasmo Miranda Bojórquez ◽  
Osslan Osiris Vergara Villegas ◽  
Vianey Guadalupe Cruz Sánchez ◽  
Jorge Luis García-Alcaraz ◽  
Jesús Favela Vara

This paper presents the results of a study applied to undergraduates in order to know how the cultural dimensions affect their perceptions of the acceptance and use of new technologies in a student-centered learning environment. A total of 85 undergraduate students from the Autonomous Indigenous University of Mexico (UAIM) participated in the study. Each student was asked to use a mobile augmented reality (MAR) application designed to learn Mayo language (language spoken in Northwestern Mexico). Afterwards, the students responded to a survey with items concerning the use and technology acceptance and about cultural dimensions of individualism and uncertainty avoidance. Structural equation modeling (SEM) was used to analyze the data collected from students. Results provide evidence that the individualism contributes positively to perceived ease of use of the MAR app, and uncertainty avoidance has no impact. The findings showed that the MAR system could be easily used if it includes a natural way to promote collaborative work. In addition, to gain the trust of students, the uncertainty avoidance needs to be reduced by enriching the help information offered for app use.


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