Augmented Reality Berbasis Android Sebagai Media Pembelajaran Sistem Tata Surya

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.


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.


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 ◽  
Vol 7 (2) ◽  
pp. 129-142
Author(s):  
Randy Permana ◽  
Harkamysah Andrianof ◽  
Riandana Afira

This research is the development of one technology called Augmented Reality. Augmented Reality works by combining the real world with the virtual world to produce information to users. The tourism object of West Sumatra has quite promising potential, but the potential is still covered by weak management and promotion that are still not sufficient. This study seeks to create an Android-based Augmented Reality application to introduce tourism objects in West Sumatra with a focus on early development on tourism objects in the Clock Tower in Bukittinggi and Carocok Beach in the south coast. The results of this study make Augmented Reality technology a more innovative and attractive promotional media so that it can increase tourist interest to visit the tourism object.


2016 ◽  
Vol 7 (2) ◽  
pp. 86-93
Author(s):  
Bagus Setiadi ◽  
Eko Budi Setiawan

The guitar tablature is a guitar melody guitar used by professional guitarists when performing. Guitar tablature translator application is one of the media to help users especially novice guitarist to translate the guitar tablature. This application is built on android platform using Augmented Reality technology with Markerless Augmented Realty method to combine virtual world objects into the real world. In this application there are several functions such as displaying finger position information, 2D objects and audio. Index Terms—Tablatur Gitar, Augmented Reality, Android.


2019 ◽  
Vol 3 (2) ◽  
pp. 212
Author(s):  
Ayub Winatra ◽  
Sunardi Sunardi ◽  
Rizaldy Khair ◽  
Iswandi Idris ◽  
Asri Santosa

Abstract - Augmented Reality is a merger between two worlds, namely the virtual world to the real world, in other words, we can display objects in the virtual world into the real world. Augmented Reality has many opportunities to continue to be developed in any field. The Augmented Reality method also has the advantage of an interactive side because the makers to display certain videos that are directed to the webcam. Making an interactive learning media application using augmented reality technology will be applied to Android-based smartphones and is designed as a learning medium for cadets and prospective cadets of ATKP Medan to the general public. In this application, there are 3D objects in the shape of the plane and its parts created using the 3Dsmax and Blender applications, with Unity as the game engine and Vuforia as the library. The way to use it is by pointing the smartphone camera at the markers that have been provided. Then on the smartphone screen, an object will appear 3D aircraft and the inside. The making of this application will help increase the understanding and participation of the general public as well as the Medan ATKP cadets in learning to recognize the shapes and parts of the aircraft. The results of testing the introduction of an aircraft application can run on a variety of Android mobile devices. The normal distance that can be detected by the camera is 6cm to 4m with a marker size of 20 x 22cm. The slope that can be detected normally between 20 ͦ - 90 ͦ. Based on the percentage of markers that are blocked can run between 0-87%. Based on the results of the questionnaire, the material contained in the aircraft form and part recognition application using Android-based Augmented Reality is suitable for introducing aircraft shapes and parts to field ATKP cadets to the general public. There are still many shortcomings that can be developed, such as increasing 3D plane objects and making better animations, so that applications are more interesting, interactive, and easy to understand.Keywords - Augmented Reality, Android, Unity, Vuforia, 3D, Blender  Abstract - Augmented Reality merupakan penggabungan antara dua dunia, yaitu dunia maya ke dunia nyata, dalam kata lain benda dalam dunia maya dapat kita tampilkan ke dunia nyata. Augmented Reality memiliki banyak peluang untuk terus dikembangkan dalam bidang apapun.  Metode Augmented Reality juga memiliki kelebihan dari sisi interaktif karena pembuat untuk menampilkan video tertentu yang diarahkan ke webcam. Pembuatan aplikasi media pembelajaran interaktif menggunakan teknologi augmented reality ini akan diterapkan pada smartphone berbasis Android dan didesain sebagai media pembelajaran bagi taruna maupun calon taruna ATKP Medan hingga masyarakat umum. Di dalam aplikasi ini terdapat objek 3D bentuk pesawat dan bagian-bagiannya yang dibuat dengan menggunakan aplikasi 3Dsmax dan Blender, dengan Unity sebagai game engine dan Vuforia sebagai library. Cara penggunaanya adalah dengan mengarahkan kamera smartphone pada marker atau penanda yang telah tersedia. Kemudian dilayar smartphone akan muncul objek 3D Pesawat serta bagian sisi dalamnya. Pembuatan aplikasi ini akan membantu meningkatkan pemahaman dan partisipasi masyarakat umum maupun taruna ATKP Medan dalam belajar mengenal bentuk dan bagian dalam pesawat. Hasil dari pengujian  aplikasi Pengenalan pesawat terbang dapat berjalan pada berbagai perangkat mobile Android. Jarak normal yang dapat terdeteksi oleh kamera adalah 6cm sampai 4m dengan ukuran marker 20 x 22cm. Kemiringan yang dapat terdeteksi dengan normal antara 20 ͦ - 90 ͦ. Berdasarkan prosentase marker yang terhalang dapat berjalan antara 0-87%. Berdasarkan hasil kuesioner materi yang terdapat pada aplikasi pengenalan bentuk dan bagian pesawat menggunakan Augmented Reality berbasis android ini cocok untuk mengenalkan bentuk dan bagian pesawat kepada taruna ATKP medan hingga masyarakat umum. Masih banyak kekurangan  yang dapat dikembangkan, misalnya memperbanyak objek 3D pesawat dan membuat animasi yang lebih baik, agar aplikasi lebih menarik, interaktif, dan mudah dipahami. Kata kunci - Augmented Reality, Android, Unity, Vuforia, 3D, Blender


2020 ◽  
Vol 6 (2) ◽  
pp. 113-128
Author(s):  
Muhammad Hafidh Al-Ghifari ◽  
Maulana Rizqi

The development of virtual game applications has become an attraction for some people. More specifically, Augmented Reality technology can introduce directly how the atmosphere in a certain location or place, therefore, in this study we tried to create applications that combine the real world with the virtual world. By using the Markerless Augmented Reality method which allows users to use the application anywhere and is not limited by markers. With the Augmented Reality application it also allows users to feel the atmosphere directly in the virtual world. For example, like the Tugu Pahlawan Monument in Surabaya, Augmented Reality technology can be utilized by introducing directly to the public about historical buildings in Surabaya, so that people who have never been there or who have been there by using the Augmented Reality application can immediately feel as if they are located at Tugu Pahlawan, and with a virtual portal it will connect the user’s location with the Tugu Pahlawan Monument and only use a mobile device.


2001 ◽  
Vol 10 (6) ◽  
pp. 599-612 ◽  
Author(s):  
Youngkwan Cho ◽  
Ulrich Neumann

In augmented reality (AR), a user can see a virtual world as well as the real world. To avoid registration problems between the virtual world and the real world, the user's viewing pose in both worlds should be kept the same. Fiducial-tracking AR is an attractive approach to the registration problem. However, most of the developed fiducialtracking AR systems have restricted workspaces. To provide a wide range of workspaces (from a small-scale desktop space to a large-scale space) and a wide range of views (from far views to detailed views), an AR system should have scalability. In this paper, we present multiring color fiducial systems and a real-time fiducial detection method for scalable fiducial-tracking AR. We analyze the optimal ring width and develop formulas to obtain the optimal fiducial set with applicationspecific inputs. We develop a real-time ring-detection method that converts the five-DOF ellipse-detection problem to a series of simple steps with a 1-D segmentfilter and multithreshold segmentation. The results lead to a simple and inexpensive means of achieving scalable-area tracking for AR and an approach that is suitable as an optical tracking method for VR as well.


Author(s):  
Kevin Lesniak ◽  
Conrad S. Tucker

The method presented in this work reduces the frequency of virtual objects incorrectly occluding real-world objects in Augmented Reality (AR) applications. Current AR rendering methods cannot properly represent occlusion between real and virtual objects because the objects are not represented in a common coordinate system. These occlusion errors can lead users to have an incorrect perception of the environment around them when using an AR application, namely not knowing a real-world object is present due to a virtual object incorrectly occluding it and incorrect perception of depth or distance by the user due to incorrect occlusions. The authors of this paper present a method that brings both real-world and virtual objects into a common coordinate system so that distant virtual objects do not obscure nearby real-world objects in an AR application. This method captures and processes RGB-D data in real-time, allowing the method to be used in a variety of environments and scenarios. A case study shows the effectiveness and usability of the proposed method to correctly occlude real-world and virtual objects and provide a more realistic representation of the combined real and virtual environments in an AR application. The results of the case study show that the proposed method can detect at least 20 real-world objects with potential to be incorrectly occluded while processing and fixing occlusion errors at least 5 times per second.


Author(s):  
Vivek Parashar

Augmented Reality is the technology using which we can integrate 3D virtual objects in our physical environment in real time. Augmented Reality helps us in bring the virtual world closer to our physical worlds and gives us the ability to interact with the surrounding. This paper will give you an idea that how Augmented Reality can transform Education Industry. In this paper we have used Augmented Reality to simplify the learning process and allow people to interact with 3D models with the help of gestures. This advancement in the technology is changing the way we interact with our surrounding, rather than watching videos or looking at a static diagram in your text book, Augmented Reality enables you to do more. So rather than putting someone in the animated world, the goal of augmented reality is to blend the virtual objects in the real world.


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