scholarly journals AUGMANTED REALITY PENGENALAN HEWAN PURBAKALA ANIMASI 3 DIMENSI DENGAN PATTERN RECOGNITION BERBASIS ANDROID

Author(s):  
Alvebi Hopaliki ◽  
Yupianti Yupianti ◽  
Juju Jumadi

Augmented Reality (AR) is a variation of the virtual environment or more often calledasAR technology users that can see the real world, with virtual objects added to the real world. So, users see virtual objects and real objects are in the sum place. Augmented reality requires streaming video with a camera that is used as a sowce of image input, then tracking and detecting markers. After the W is detected 30 model will appear of an item. This 3D model was mated mite software for 3D design, jbr example 3DS Max. Blender and others In this ancient animal Ieaming media using pattern recognition that can be interment! as taking raw data and based on data classification Then it can take the mutation problem how to design 30 objects with the Blender application to introduce d anc‘ient animals. purpose of this m is to build ancient animal leaning media in real time by using augmented reality technology.

Author(s):  
Yulia Fatma ◽  
Armen Salim ◽  
Regiolina Hayami

Along with the development, the application can be used as a medium for learning. Augmented Reality is a technology that combines two-dimensional’s virtual objects and three-dimensional’s virtual objects into a real three-dimensional’s  then projecting the virtual objects in real time and simultaneously. The introduction of Solar System’s material, students are invited to get to know the planets which are directly encourage students to imagine circumtances in the Solar System. Explenational of planets form and how the planets make the revolution and rotation in books are considered less material’s explanation because its only display objects in 2D. In addition, students can not practice directly in preparing the layout of the planets in the Solar System. By applying Augmented Reality Technology, information’s learning delivery can be clarified, because in these applications are combined the real world and the virtual world. Not only display the material, the application also display images of planets in 3D animation’s objects with audio.


2021 ◽  
Author(s):  
Ezgi Pelin Yildiz

Augmented reality is defined as the technology in which virtual objects are blended with the real world and also interact with each other. Although augmented reality applications are used in many areas, the most important of these areas is the field of education. AR technology allows the combination of real objects and virtual information in order to increase students’ interaction with physical environments and facilitate their learning. Developing technology enables students to learn complex topics in a fun and easy way through virtual reality devices. Students interact with objects in the virtual environment and can learn more about it. For example; by organizing digital tours to a museum or zoo in a completely different country, lessons can be taught in the company of a teacher as if they were there at that moment. In the light of all these, this study is a compilation study. In this context, augmented reality technologies were introduced and attention was drawn to their use in different fields of education with their examples. As a suggestion at the end of the study, it was emphasized that the prepared sections should be carefully read by the educators and put into practice in their lessons. In addition it was also pointed out that it should be preferred in order to communicate effectively with students by interacting in real time, especially during the pandemic process.


2017 ◽  
Vol 9 (2) ◽  
Author(s):  
Ahmad Hiera Maldanop ◽  
Yossi Nurhidayati ◽  
Ali Ibrahim

AbstractCampus is a place of learning with many buildings and rooms. Due to the number of rooms available, it is not uncommon for students and lecturers to enter the wrong room where learning and teaching are provided so that often interfere with the activities of the users of the room at that time. This application is used as a means of information to find out who and whenever study space on campus fasilkom unsri used. This application applies Augmented Reality technology that combines virtual objects into the real world so that the information can only be viewed through the intermediary of mobile phone camera or computer. With this application is expected to facilitate users in knowing information about the classroom that will be used so as not to interfere with the activities of other users of the room.Keywords – Augmented Reality, Marker, Information, AndroidAbstrak - Kampus merupakan tempat belajar yang terdiri dari banyak gedung dan ruangan. Karena banyaknya ruangan yang tersedia, maka tidak jarang para mahasiswa dan dosen salah dalam memasuki ruangan tempat belajar dan mengajar disediakan sehingga seringkali mengganggu kegiatan pengguna ruangan pada saat itu. Aplikasi ini digunakan sebagai sarana informasi untuk mengetahui siapa dan kapan saja ruang belajar di kampus fasilkom unsri dipakai. Aplikasi ini menerapkan teknologi Augmented Reality yang menggabungkan objek virtual ke dunia nyata sehingga informasinya hanya dapat dilihat melalui perantara kamera handphone ataupun komputer. Dengan adanya aplikasi ini diharapkan dapat mempermudah penggunanya dalam mengetahui informasi mengenai ruang kelas yang akan digunakannya sehingga tidak mengganggu kegiatan pengguna ruangan lain.Kata Kunci – Augmented Reality, Marker, Informasi, Android


2018 ◽  
Author(s):  
Uri Korisky ◽  
Rony Hirschhorn ◽  
Liad Mudrik

Notice: a peer-reviewed version of this preprint has been published in Behavior Research Methods and is available freely at http://link.springer.com/article/10.3758/s13428-018-1162-0Continuous Flash Suppression (CFS) is a popular method for suppressing visual stimuli from awareness for relatively long periods. Thus far, it has only been used for suppressing two-dimensional images presented on-screen. We present a novel variant of CFS, termed ‘real-life CFS’, with which the actual immediate surroundings of an observer – including three-dimensional, real life objects – can be rendered unconscious. Real-life CFS uses augmented reality goggles to present subjects with CFS masks to their dominant eye, leaving their non-dominant eye exposed to the real world. In three experiments we demonstrate that real objects can indeed be suppressed from awareness using real-life CFS, and that duration suppression is comparable that obtained using the classic, on-screen CFS. We further provide an example for an experimental code, which can be modified for future studies using ‘real-life CFS’. This opens the gate for new questions in the study of consciousness and its functions.


2019 ◽  
Vol 9 (9) ◽  
pp. 1797
Author(s):  
Chen ◽  
Lin

Augmented reality (AR) is an emerging technology that allows users to interact with simulated environments, including those emulating scenes in the real world. Most current AR technologies involve the placement of virtual objects within these scenes. However, difficulties in modeling real-world objects greatly limit the scope of the simulation, and thus the depth of the user experience. In this study, we developed a process by which to realize virtual environments that are based entirely on scenes in the real world. In modeling the real world, the proposed scheme divides scenes into discrete objects, which are then replaced with virtual objects. This enables users to interact in and with virtual environments without limitations. An RGB-D camera is used in conjunction with simultaneous localization and mapping (SLAM) to obtain the movement trajectory of the user and derive information related to the real environment. In modeling the environment, graph-based segmentation is used to segment point clouds and perform object segmentation to enable the subsequent replacement of objects with equivalent virtual entities. Superquadrics are used to derive shape parameters and location information from the segmentation results in order to ensure that the scale of the virtual objects matches the original objects in the real world. Only after the objects have been replaced with their virtual counterparts in the real environment converted into a virtual scene. Experiments involving the emulation of real-world locations demonstrated the feasibility of the proposed rendering scheme. A rock-climbing application scenario is finally presented to illustrate the potential use of the proposed system in AR applications.


Author(s):  
Paul Milgram ◽  
David Drascic

The concept of Augmented Reality (AR) displays is defined, in relation to the amount of real (unmodelled) and virtual (modelled) data presented in an image, as those displays in which real images, such as video, are enhanced with computer generated graphics. For the important class of stereoscopic AR displays, several factors may cause potential perceptual ambiguities, however, which manifest themselves in terms of decreased accuracy and precision whenever virtual objects must be aligned with real ones. A review is given of research conducted to assess both the magnitude of these perceptual effects and the effectiveness of a computer assisted Virtual Tape Measure (VTM), which has been developed for performing quantitative 3D measurements on real-world stereo images.


Author(s):  
BARTOLOMIEJ SKOWRON ◽  

From an ontological point of view, virtuality is generally considered a simulation: i.e. not a case of true being, and never more than an illusory copy, referring in each instance to its real original. It is treated as something imagined — and, phenomenologically speaking, as an intentional object. It is also often characterized as fictive. On the other hand, the virtual world itself is extremely rich, and thanks to new technologies is growing with unbelievable speed, so that it now influences the real world in quite unexpected ways. Thus, it is also sometimes considered real. In this paper, against those who would regard virtuality as fictional or as real, I claim that the virtual world straddles the boundary between these two ways of existence: that it becomes real. I appeal to Roman Ingarden’s existential ontology to show that virtual objects become existentially autonomous, and so can be attributed a form of actuality and causal efficaciousness. I conclude that the existential autonomy and actuality of virtual objects makes them count as real objects, but also means that they undergo a change in their mode of existence.


2017 ◽  
Author(s):  
Rahmat Illahi ◽  
Leon Andretti Abdillah

Promotions provide explanations and convince potential customers about goods and services with the aim to gain attention, educate, remind and convince potential customers. In the process can be done through various facilitators such as brochures or by utilizing a technology, such as Augmented Reality technology. Augmented reality is a variation of a virtual environment or more commonly called Virtual Reality (VR). VR technology really keeps users immersed in a synthetic environment. When the user is immersed in the environment, the user cannot see the unreal world. In contrast, with AR technology the user can see the real world, with virtual objects being added to the real world. Bina Darma University is one of the universities in the city of Palembang that run educational activities. In the process of promoting new students admission, Bina Darma University using brochures and installing banners. The thing that supports the improvement of the promotion process is the ease of prospective new students obtained information about facilities and facilities at the university. Therefore, a facilitator should be required to introduce the Campus of Bina Darma University of Palembang and all the facilities available.


2017 ◽  
Vol 17 (02) ◽  
pp. e20 ◽  
Author(s):  
Kevin E. Soulier ◽  
Matías Nicolás Selzer ◽  
Martín Leonardo Larrea

In recent years, Augmented Reality has become a very popular topic, both as a research and commercial field. This trend has originated with the use of mobile devices as computational core and display. The appearance of virtual objects and their interaction with the real world is a key element in the success of an Augmented Reality software. A common issue in this type of software is the visual inconsistency between the virtual and real objects due to wrong illumination. Although illumination is a common research topic in Computer Graphics, few studies have been made about real time estimation of illumination direction. In this work we present a low-cost approach to detect the direction of the environment illumination, allowing the illumination of virtual objects according to the real light of the ambient, improving the integration of the scene. Our solution is open-source, based on Arduino hardware and the presented system was developed on Android.


2017 ◽  
Vol 1 (2) ◽  
pp. 18-41
Author(s):  
Zeenat AlKassim ◽  
Nader Mohamed

This paper discusses recent and unique inventions in Human Computer Interaction (HCI). To that end, firstly the authors discuss the Sixth Sense Technology. This technology allows users to interact with virtual objects in the real world in a unique manner. It has a number of applications which are further discussed. Then the opportunities and challenges are discussed. Most importantly, a list of inventions in fields of Augmented Reality (AR) and Virtual Reality (VR) in the recent years are discussed, grouped and compared. These include the smart eye glasses, VR headsets, smart watches, and more. Future implications of all those technologies are brought into light considering the new advancements in software and hardware designs. Recommendations are highlighted for future inventions.


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