scholarly journals The Design of Augmented Reality Using Unity 3D Image Marker Detection for Smart Bus Transportation

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):  
Nor Aida Md Madi ◽  
Nur Safinas Albakry ◽  
Norshahila Ibrahim

Education is experiencing rapid revolution from the chalk to the computer. Since then, education and technology are moving forward with advanced technology. Furthermore, with the positive impact derived from previous research, Augmented Reality (AR) started to play a role in education either in learning or teaching. Thus, the aim of this paper is to explore the elements will be implemented in the development of Hajj AR mobile application for learning Hajj among the children in Malaysia. In the preliminary study, a survey using an open-ended and closed-ended questionnaire was conducted among experienced teachers. The findings from the survey revealed that the elements of AR could be implemented in the Hajj AR mobile application as an interactive learning tool. Thus, a Hajj AR mobile application will be developed by implementing the findings obtained in the preliminary study to evaluate the user-experience among the children who are using the AR mobile application when learning Hajj. In conclusion, this mobile application could attract and provide creative information to children in learning about Hajj through AR.


Author(s):  
Abishek R ◽  
◽  
Dr. D. Vaishali ◽  
Adhitya Narayan R ◽  
Vignesh Sundar M ◽  
...  

IoT has become an integrated part of our lives changing ways in which we operate our everyday appliances. In addition to making our home appliances smart, it has become a common trend for companies to adopt industry 4.0, which uses various sensors to monitor the equipment, machinery, and the work environment. We often come across multiple brands which make smart appliances but each brand comes with its separate mobile application for the appliance's operation. This requires us to switch between Apps to control these appliances if we at all remember which App controls which appliance. We intend to solve these two major inconveniences by creating a single mobile application that can control all these appliances using Augmented Reality technology. All we have to do is point our camera at the appliance that we need to operate and the App will display control options in real-time AR. This paper produces five important contributions: 1) An AR-based mobile application to control IoT devices and monitor the environment. 2) Implementing the mobile application using Unity 3D engine and Vuforia SDK. 3) Integrating a commercially available IoT device with the mobile application. 4) Integrating custom-made hardware IoT device with mobile application. 5) Integrating this combination to make our industries and homes smarter Keywords:


2020 ◽  
Vol 5 (3) ◽  
pp. 9-16
Author(s):  
Azmi Abu Seman ◽  
Nasuha Alias ◽  
Norfiza Ibrahim

Public transportation using express bus services are widely used by the public nowadays and many bus companies offer services to major cities as well as providing additional features and facilities to attract passengers. However, the passengers often face a problem in selecting and choosing the bus companies that give the best services for them according to their preferences. The purpose of this study is to identify the best bus transportation services based on MCDM approach using the TOPSIS method. The web application development follows the System Development Life Cycle (SDLC) methodology that contains four phases which are planning, designing, testing and implementing using PHP and MySQL database as tools for development. It enables users who already used the bus services to give the rating and the users who want to use the bus services give their priority for each criterion that they choose either low, high or very high. The web application will generate the result, which is the best bus companies according to TOPSIS rules. The presence of this web application can help the society to choose the best bus services that follow their preferences.


Author(s):  
Abdur Rachman Yusuf ◽  
Agus Efendi ◽  
Rosihan Ari Yuana

The results of the study show that the use of technology in the classroom has a positive impact on students learning and behavior. The use of technology in education also makes students more independent in learning. One form of technology is augmented reality. Augmented reality is a technology to produce and combine virtual objects into the real world. In learning robotics, there are several problems, namely limited costs and the limited number of tools. Obstacles to learning robotics in addition to the cost and number of tools, namely the limited time and condition of the class that must be arranged so that it is not chaotic. In this study, will be discussed on the development of an augmented reality mobile application named ARROBO. The purpose of making ARROBO is to overcome the problem of limited costs and the limited number of tools. In addition to discussions about development, this paper will also be presented on the results of the feasibility test of the learning media. Based on the results of the feasibility test using ISO 25010, the results obtained in the functional suitability aspect obtained a score of 100%, the portability aspect obtained a score of 100%, media expert ratings obtained a score of 90%, and usability aspects obtained a score of 84%. In addition, the assessment of material experts obtained 100% results on aspects of material accuracy. Based on these results it can be concluded that the ARROBO application belongs to the "Very Worthy" category to use.


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.


Universitas Klabat berlokasi di Airmadidi kabupaten Minahasa yang adalah Univeristas swasta yang bernaungan di bawah pengawasan Gereja Masehi Advent Hari Ketuju ini mempunyai kurang lebih 3000 mahasiswa dan banyak didatangi tamu. Saat ini Universitas Klabat telah mempunyai tiga gedung kuliah, gedung administrasi (GA), Pioneer Chapel (PC), Cafetaria, tiga asrama laki-laki, tiga asrama perempuan, SMA Universitas Klabat, SMP universitas Klabat, SD Universitas Klabat, TK Universitas Klabat, Sport Hall, Lapangan Sepak Bola, Lapangan Tennis, Student Garden (SG), Prayer Garden, serta 64 rumah dosen. Hal ini akan sulit bagi mahasiswa maupun tamu untuk mengenali Gedung yang berada di Universitas Klabat. Pada saat ini Universitas Klabat belum memiliki aplikasi pengenalan gedung yang berada di Universitas Klabat dengan memanfaatkan teknologi Augmented Reality berbasis Android sehingga perlu dibuat sebuah aplikasi pengenalan gedung yang berada di Universitas Klabat dengan memanfaatkan teknologi Augmented Reality menggunakan Location Based Service berbasis Android yang dapat mempermudah mahasiswa dan tamu yang ingin mengetahui gedung-gedung di dalam Universitas Klabat. Pada aplikasi ini user hanya perlu mengarahkan kamera ke suatu gedung yang berada di Universitas Klabat lalu kemudian akan muncul informasi mengenai gedung tersebut.Pada aplikasi yang dirancang, terdapat objek 3D, image, dan text yang di rancang menggunakan aplikasi Unity 3D dan Vuforia markerless serta Visual Studio untuk membuat script aplikasi.


Author(s):  
Vrunda Gadesha ◽  
Kamaljit Laktaria ◽  
Kuntal Ghose

Fitness is not about being better then someone else, it’s about being better then you use to be. Everyone is looking for their fitness but it’s quite difficult to find out time to practice appropriate stretching exercise or Yoga. Most of the people are not aware about the method of performing this kind of exercise or Yoga, thus the practice done in an incorrect method may harm the body muscles and even causes the side effects such as major drop in body energy, insomnia, body aches and pains, joint problems, female miss the period cycle or face the irregular periods, poor mental health and many more according to the capacity of human body[5]. Obsession with fitness is connected to convenience and flexibility that has given birth to on-demand fitness or yoga classes. People are running on the thorns of the clock now days. Thus we need a ‘home tutor in pocket’ (a mobile application) which can teach the correct method of various stretching exercise and yoga asana at our convenience. This mobile application created with the help of augmented reality[3] made the fitness routines more affordable and accessible, helps us to set the realistic fitness goal, monitor our workout routines and importantly teaches us the correct method of performing various stretching exercise and yoga asana. This research paper portray the objective, conceptualize the exclusive character(who is performing various exercise and yoga asana) using Photoshop , creation of 3D model using Maya, methodology, SURF Algorithm implementation, character scaling according to the height, weight and age using Unity 3D with Augmented Reality[2], technical aspects as well as social aspects.


2018 ◽  
Vol 7 (2.6) ◽  
pp. 121
Author(s):  
Manu Raghaw ◽  
Joy Paulose ◽  
Bhargavi Goswami

Augmented Reality is live, direct or indirect view of a physical real world environment whose elements  are  augmented by personal computers (PC) that produces the information such as sound, video, designs or GPS data.  This paper shows an instructive mobile application based system model on Augmented Reality which is used to learn subjects like history through augmented videos. The objective of development of this system model is to make the learning interesting for the young generation. Unity 3D and Vuforia Augmented Reality Software Development Kit (SDK) is used for the development of this model. The prime purpose of this application model is to enhance the learning process with digital technologies. This paper has step by step implementation instructions for the development of augmented reality modeling that can supplement the current teaching-learning environment to generate interest among young generation in less interesting subjects such as History, Geography, etc.


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