scholarly journals A Development of Augmented Reality Mobile Application to Promote the Traditional Indonesian Food

Author(s):  
Alfian Nara Weking ◽  
Suyoto Suyoto ◽  
Albertus Joko Santoso

Traditional food is a representation of the culture and identity of certain regions and is a symbol of cultural heritage. Traditional Indonesian food must be preserved and introduced to the community, especially the easy generation as the next generation of the nation as a form of love for the culture that has been passed down from generation to generation. It aims to avoid the influence of food or foreign cuisine that enters Indonesia, which from time to time makes the preservation of traditional Indonesian food increasingly eroded. One form of an effective cultural approach is by introducing to the easy generation and also to the wider community. Therefore the use of technology is very important to maintain the preservation of traditional Indonesian food and convey it to the community, especially the easy generation. This study aims to develop a mobile application for augmented reality as a promotional medium to introduce traditional Indonesian food. Mobile augmented reality in applications built with the Unity3D program is done in different ways in presenting information to other media. This method allows users to view the media as a presentation of their information in the form of 2D and or 3D image modelling by using tracking images through a smartphone device's camera. The mobile augmented reality application that will be developed can provide an interesting and interactive information experience so that it can be fun for every user so that knowledge of traditional Indonesian food can be distributed and channelled so that the preservation of traditional Indonesian food is maintained.

2021 ◽  
Vol 10 (5) ◽  
pp. 2892-2898
Author(s):  
Siti Hasnah Tanalol ◽  
Dinna N. Mohd Nizam ◽  
Zaidatol Haslinda Abdullah Sani ◽  
Aslina Baharum ◽  
Asni Tahir ◽  
...  

This paper discussed the development of multi-maker augmented reality for learning Jawi in order to complement the formal study in school. We conducted an experiment with N=10 participants from Pusat Minda Lestari, UMS age 5 and 6 years old, to study the effectiveness of learning Jawi using the developed mobile augmented reality application. We prepared a test environment comprising an electroencephalography (EEG) system and mobile augmented reality (AR) application for analysis and testing. Results found that the learn ability of the students was improved after they used the mobile application to learn basic Jawi. The methodology used was ADDIE model, which included the analysis, design, development, implementation, and evaluate phases. This project is an innovation in learning Jawi and hopefully can increase the children’s interest in learning Jawi.


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.


Author(s):  
Marva Angélica Mora Lumbreras ◽  
Méndez-Trejo María de Lourdes ◽  
Sanluis-Ramírez Ariel

A person with autism or autism spectrum disorder (ASD) presents conditions characterized by challenges with social skills, repetitive behaviors, speech, and nonverbal communication. Augmented reality (AR) combines reality with virtual aspects such as sound, video, graphics, or GPS data. Specifically, Aura is a mobile augmented reality application applied in the learning of children with ASD with the purpose of helping them in their relationships with the outside world and especially in their learning. Aura consists of five modules and 42 activities. The modules are Learn Basic Shapes, Repeat Basic Habits, Draw, Learn to Write, and Learn Values and Empathy. This project was tested by children of the Angelitos Mios Foundation, located in Apizaco Tlaxcala. The test showed favorable results. Tests were conducted with students in the age range of 4-8 years with ASD. The foundation is currently working on the acquisition of mobile devices for the implementation of Aura.


2018 ◽  
Vol 10 (2) ◽  
pp. 37-49
Author(s):  
Tao Zhou

As an emerging service, mobile augmented reality (AR) applications have not received wide adoption among users. This may affect the successful implementation of AR. Integrating both perspectives of the unified theory of acceptance and use of technology (UTAUT) and flow theory, this research examined user adoption of mobile AR applications. The results indicated that performance expectancy and the flow experience consisting of perceived enjoyment, attention focus and perceived control significantly affect usage intention, which in turn affects actual usage behaviour. The results imply that service providers need to improve the perceived utility and user experience in order to facilitate user adoption of mobile AR applications.


2019 ◽  
Vol 9 (24) ◽  
pp. 5454
Author(s):  
Anabela Marto ◽  
Alexandrino Gonçalves

The growing number of mobile augmented reality applications has been favoring its awareness and usage among diversified areas. Focusing on cultural heritage applications, this study presents an evaluation of a mobile augmented reality application tested at Conimbriga, an archaeological site. The prototype developed for this purpose, named DinofelisAR, allowed users to view, over 360 degrees, a majestic reconstruction of a Forum from the Roman Era superimposed over its current ruins. Thus, users were able to keep perceiving the present-day surroundings of a Roman city in ruins while, at the same time, had the possibility to explore the matching virtual model. The results presented, arising from 90 participants involved in this evaluation, praise the sense of opportunity for new augmented reality solutions targeted at cultural heritage sites.


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