scholarly journals Software Development of Local Flower Recognition in Tomohon City based on Augmented Reality

Author(s):  
Verry Ronny Palilingan ◽  
Trudi Komansilan ◽  
Julyeta Paulina Amelia Runtuwene ◽  
Riando Tando
2021 ◽  
Vol 10 (1) ◽  
pp. 45
Author(s):  
I Made Satya Vyasa ◽  
I Gede Arta Wibawa

This study aims to build an application to introduce the Sumerta 1 public elementary school building. This research uses AR (Augmented Reality) technology, which with this technology makes it possible to display an object in virtual form in a real world view. The method used in this application is marker-based which identifies the pattern of a marker, in the application development itself the model used is the waterfall model. In the process of building this application, using the Vuforia software development kit (SDK) and Unity as the engine.


2021 ◽  
Author(s):  
B Wang ◽  
Tane Moleta ◽  
Marc Aurel Schnabel

Technology inevitably evolves and develops rapidly in the modern era, industries and professions continue to strive in integrating, adapting and utilising these advancements to improve, optimise and improve the process of design to manufacture to the user experience. One such system that fits into this category is the advent of Virtual Reality and Augmented Reality. The numerous possibilities to which these visually and spatially immersive systems opportunities for immense innovation often lacks direction or an ultimate goal thus rendering this piece of software to often be little more than a visualisation tool.This paper recognises the unique position that VR allows and seeks to interrogate and deconstruct current, traditional design processes to better utilise VR in aiding and reinforcing the idea of partial testing of ideas and concepts throughout the design cycle. Different sciences such as psychology, processes and automation from computational design and considerations within software development will be employed and injected into the broader architectural context in which this research presides. In addition to the VR headset, eye tracking external hardware are integrated to develop a seamless tool and workflow that allows us, as designers to better interrogate clients behaviour within our designed digital representations which leads to validations, evaluations and criticisms of our actions within the architectural realm.


2020 ◽  
Vol 6 (1) ◽  
pp. 29
Author(s):  
Muhammad Dimas Septiandi ◽  
Harya Bima Dirgantara

The purpose of this research is to develop an Augmented reality applications that was used to visualize the structure of the bacteria cell and bacteria forms in 3 dimensions. An application developed in this research were dedicated to the Android smartphone users are studying or teaching others about the bacteria cell structure and bacteria forms. Software development methods used in the research and application development is incremental. The incremental amounts required in performing this application development amounted to 4 incremental. At each incremental done the analysis, design, coding, and testing phase. 3Ds Max 2018 is used to doing the design of 3-dimensional form of the bacteria. Unity 3D version 5.6.0 f3 and Vuforia library version 6 is used to doing the development of application. The results of this research is the Android-based Augmented reality application for visualization of bacteria cell structure and bacteria forms.


2019 ◽  
Vol 8 (2S11) ◽  
pp. 2799-2804

One of the biggest impact of Augmented reality was on the architectural and construction industries. The AR ability to design and construct beyond visualization by virtually walking through the completed model draws inspiration among the researchers the desire to preserve memories behind the war-ravaged buildings that have not been restored, and left as they were after the war in reverence to the Filipino and American soldiers . The software engineering tool , rational unified process , was used as a guide in developing the application with the aid of Android Studio, Unity, Vofuria, Lumion8 and sketch-up as software development tools. The application was tested and evaluated by IT experts and tourists of Corregidor using the SUS evaluation tool. Based on the overall satisfaction, usefulness and ease of used among the tourists of Corregidors is “Excellent” which means that the developed mobile applications is more immersive and engaging that will make tourist journey more exciting at the Corregidor Island. This application can assist tourist in experiencing more interactive, fun and engaging journey in Corregidor. Furthermore, this application can served as a mobile tour guide application made for the tourist of Corregidor Island that shall help them learn more about the history and the significance of Corregidor Island by the use of augmented reality to show the original setup of the ruins. The application will help NCCA cascade the historical information about the island and its significance during the war.


Author(s):  
Krittiyaporn Tongprasom ◽  
◽  
Wanwanut Boongsood ◽  
Woramon Boongsood ◽  
Tossanai Pipatchotitham

In the process of creating an Augmented Reality (AR) system, there are various Augmented Reality Software Development Kits (AR SDK) available for development. Each AR SDK has different features. Therefore, a study has to be performed about which AR SDK is appropriate for implementation. This paper focuses on an AR system for Forensic Medicine education in Thailand, where drowning is one of the main causes of death. With the aim of a comparative study and selection, the AR SDK type suitable for use in creating an AR system for teaching Forensic Medicine is selected. The traditional teaching and learning method was studied. There were general requirements of SDKs which are recognition of objects in both 2D and 3D, recognition stability of immovable and movable markers, and supporting platforms both Android and iOS. It was found that Vuforia is an AR SDK suitable for use in Forensic Medicine education. Studying and comparing the various Vuforia feature types resulted in the image target and model target as appropriate methods for Forensic Medicine education in the case of investigating drowning.


2021 ◽  
Author(s):  
B Wang ◽  
Tane Moleta ◽  
Marc Aurel Schnabel

Technology inevitably evolves and develops rapidly in the modern era, industries and professions continue to strive in integrating, adapting and utilising these advancements to improve, optimise and improve the process of design to manufacture to the user experience. One such system that fits into this category is the advent of Virtual Reality and Augmented Reality. The numerous possibilities to which these visually and spatially immersive systems opportunities for immense innovation often lacks direction or an ultimate goal thus rendering this piece of software to often be little more than a visualisation tool.This paper recognises the unique position that VR allows and seeks to interrogate and deconstruct current, traditional design processes to better utilise VR in aiding and reinforcing the idea of partial testing of ideas and concepts throughout the design cycle. Different sciences such as psychology, processes and automation from computational design and considerations within software development will be employed and injected into the broader architectural context in which this research presides. In addition to the VR headset, eye tracking external hardware are integrated to develop a seamless tool and workflow that allows us, as designers to better interrogate clients behaviour within our designed digital representations which leads to validations, evaluations and criticisms of our actions within the architectural realm.


2021 ◽  
Author(s):  
B Wang ◽  
Tane Moleta ◽  
Marc Aurel Schnabel

Technology inevitably evolves and develops rapidly in the modern era, industries and professions continue to strive in integrating, adapting and utilising these advancements to improve, optimise and improve the process of design to manufacture to the user experience. One such system that fits into this category is the advent of Virtual Reality and Augmented Reality. The numerous possibilities to which these visually and spatially immersive systems opportunities for immense innovation often lacks direction or an ultimate goal thus rendering this piece of software to often be little more than a visualisation tool.This paper recognises the unique position that VR allows and seeks to interrogate and deconstruct current, traditional design processes to better utilise VR in aiding and reinforcing the idea of partial testing of ideas and concepts throughout the design cycle. Different sciences such as psychology, processes and automation from computational design and considerations within software development will be employed and injected into the broader architectural context in which this research presides. In addition to the VR headset, eye tracking external hardware are integrated to develop a seamless tool and workflow that allows us, as designers to better interrogate clients behaviour within our designed digital representations which leads to validations, evaluations and criticisms of our actions within the architectural realm.


2020 ◽  
pp. short29-1-short29-9
Author(s):  
Iurii Zgoda ◽  
Alexey Semenov

This paper discusses the aspects of training architecture and civil engineering specialists using virtual and augmented reality technologies. It also addresses the issues of training specialists in software development for visualization of buildings and structures information models. The paper deals with the selection of optimal hardware and software for the most effective learning process and provides an overview of the most relevant areas of scientific research in this field.


2020 ◽  
Vol 9 (1) ◽  
pp. 15-24
Author(s):  
Shelia Saputri ◽  
Alexander J.P. Sibarani

Bangun Ruang merupakan salah satu dari bagian pelajaran matematika yang memiliki bentuk dan jenis yang beragam. Dalam keberagaman bentuk tersebut, bangun ruang memiliki rumus luas dan volume sehingga dapat diketahui jumlah sisi dan luas yang ada. Pada proses pembelajaran di sekolah, ditemukan adanya kesulitan yang dialami siswa/i dalam memvisualisasikan bangun ruang ke dalam bentuk yang nyata. Fasilitas alat peraga bangun ruang terbatas hanya dapat digunakan di sekolah. Tujuan penelitian ini adalah untuk merancang dan membuat aplikasi pembelajaran berbasis Augmented Reality dimana siswa/i dimampukan untuk belajar dengan mudah memanfaatkan smartphone berbasis Android dalam memvisualisasikan dan menghitung luas dan volume bangun ruang. Metode yang digunakan dalam pengembangan aplikasi yaitu dengan Marked Based Tracking. Sementara pengembangan aplikasi Augmented Reality menggunakan Vuforia SDK (Software Development Kit). Dari hasil yang didapatkan, Augmented Reality Camera dapat memindai gambar di dalam  pencahayaan yang sangat minim, dapat memindai dan mengeluarkan objek 3D hingga kejauhan 50cm jarak dari kamera menuju image target, dan juga dapat menghitung volume bangun ruang dengan cepat. Kata Kunci – augmented reality, bangun ruang, vuforia, volume, Marked Based Tracking


2017 ◽  
Vol 29 (1) ◽  
Author(s):  
Donald Munro ◽  
Andre Calitz ◽  
Dieter Vogts

Augmented Reality (AR) provides a fusion of the real and virtual worlds by superimposing virtual objects on real world scenery. The implementation of AR on mobile devices is known as Mobile Augmented Reality (MAR). MAR is in its infancy and MAR development software is in the process of maturing. Dating back to the origin of Computer Science as an independent field, software development tools have been an integral part of the process of software creation. MAR, being a relatively new technology, is still lacking such related software development tools. With the rapid progression of mobile devices, the development of MAR applications fusing advanced Computer Vision techniques with mobile device sensors have become increasingly feasible. However, testing and debugging of MAR applications present a new challenge in that they require the developer be at the location that is being augmented at some point during the development process. In this research study, a MAR recorder application was developed as well as emulation class libraries for Android devices that allows the recording and off-site playback of video, location and motion sensor data. The research objective was to provide a software emulator which provides debugging, testing and prototyping capabilities for a MAR application including the ability to emulate the combination of computer vision with locational and motion sensors using previously recorded data. The emulator was evaluated using different mobile technologies. The results indicate that this research could assist developers of MAR applications to implement applications more rapidly, without being at the location.


Sign in / Sign up

Export Citation Format

Share Document