scholarly journals MetricRA: Learning Software Metrics through Augmented Reality

2018 ◽  
Author(s):  
Rebeca Motta ◽  
Mario Bonicenha ◽  
Claudia Susie Rodrigues ◽  
Cláudia Werner

Augmented reality creates a bridge between virtual and real world, providing stimulating resources for different purposes. This technology enables new teaching possibilities since it can bring more abstract concepts into reality and put the knowledge related to several areas, such as Software Engineering, into practice. MetricRA is a tool developed to help Software Engineering students to understand Cohesion and Coupling metrics. The solution was implemented with Augmented Reality technology, where the user can control a class diagram to observe the metrics transformation. This article describes MetricRA tool and presents a study conducted to evaluate its ability to contribute to the understanding of the concepts proposed.

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 ◽  
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.


2015 ◽  
pp. 997-1012
Author(s):  
Jagadeesh Nandigam ◽  
Venkat N Gudivada

This chapter describes a pragmatic approach to using open source and free software tools as valuable resources to affect learning of software industry practices using iterative and incremental development methods. The authors discuss how the above resources are used in teaching undergraduate Software Engineering (SE) courses. More specifically, they illustrate iterative and incremental development, documenting software requirements, version control and source code management, coding standards compliance, design visualization, software testing, software metrics, release deliverables, software engineering ethics, and professional practices. The authors also present how they positioned the activities of this course to qualify it for writing intensive designation. End of semester course evaluations and anecdotal evidence indicate that the proposed approach is effective in educating students in software industry practices.


Author(s):  
Muzaffer Özdemir

In recent years, presenting the useful information in an effective way has become a great necessity for educators. The opportunities provided by the AR technologies offer practical ways to meet this need of educators. By integrating the digital objects with real-world assets simultaneously, AR helps to concretize abstract concepts, and enhances the sense of reality, which in turn is a huge contribution to learning. In this chapter, it was presented the various limitations and advantages of AR revealed by some empirical studies in the literature. In addition, it was given information about AR development tools/ programs, add-on packages and presented development stages for an exemplary AR book page. The use of the Unity and Vuforia was explained as the development tools. It is believed that this information would be useful for those who will develop AR application which can be easily displayed by mobile or desktop PCs.


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.


Author(s):  
Jagadeesh Nandigam ◽  
Venkat N. Gudivada

This chapter describes a pragmatic approach to using open source and free software tools as valuable resources to affect learning of software industry practices using iterative and incremental development methods. The authors discuss how the above resources are used in teaching undergraduate Software Engineering (SE) courses. More specifically, they illustrate iterative and incremental development, documenting software requirements, version control and source code management, coding standards compliance, design visualization, software testing, software metrics, release deliverables, software engineering ethics, and professional practices. The authors also present how they positioned the activities of this course to qualify it for writing intensive designation. End of semester course evaluations and anecdotal evidence indicate that the proposed approach is effective in educating students in software industry practices.


2018 ◽  
Vol 28 (11n12) ◽  
pp. 1679-1699 ◽  
Author(s):  
Beatriz Marín ◽  
Felipe Larenas ◽  
Giovanni Giachetti

One of the more complex topics to teach to Software Engineering students is the conceptual modeling design, which has several concepts that students must learn in order to specify the structural, behavioral and interaction views of software systems. Learning the design of class diagrams is of paramount importance since these diagrams are used to guide concrete development tasks such as programming and testing, and, consequently, to avoid defective software products. Applying novel teaching/learning techniques in this topic may help students to reduce the defects that are committed at the moment of designing a class diagram. One interesting technique is the use of serious games, since they provide learning environments free of risks and pressure for students, allowing the students to know the topics that they must learn in a funny way. Serious games have been widely used in programming courses. We aim to investigate the feasibility to replicate this experience for conceptual modeling of class diagrams at Software Engineering courses. In this paper, we present a role-playing game especially focused on the class diagram, which is called Classutopia. This serious game provides modeling challenges, comprehension and correction of diagrams with different complexity levels for learning conceptual modeling design.


Author(s):  
Cristina Roca González ◽  
Melchor García Domínguez ◽  
Jorge Martín-Gutierrez ◽  
Manuel Contero ◽  
Mariano Alcañiz

This paper reports about the research based on the comparison of tests about the spatial skill of engineering students from two Spanish universities before and after the performance of specific training for improving several abilities based on tasks with 3D objects visualized through augmented reality technology. The training was completed at home with 66 students as participants, considering a control group composed of 25 students from both universities. The AR system technical aspects are also described as well as the application developed. The study’s results show that students from both universities improve their spatial ability and there is no significant statistical significance between students from both universities, neither before nor after training so we may conclude that training’s effect on both universities is analogue.


Author(s):  
Leidy Diana Díaz Nieto ◽  
Sonia Patricia Nieto Aguirre

Resumen El propósito de este documento es describir un campo de la realidad virtual, la realidad aumentada, término que hace referencia a una tecnología que está adquiriendo gran importancia en diferentes áreas por sus diversas aplicaciones y novedad. El objetivo de un sistema con realidad aumentada es combinar la imagen registrada por un usuario del mundo real a través de un dispositivo, con elementos tridimensionales procesados a través de una computadora. Esta característica permite a la tecnología de la realidad aumentada convertirse en un instrumento útil en áreas como educación, publicidad, desarrollo y comercialización en la industria, así como en entretenimiento, medicina y otras ciencias; se fundamenta en la combinación de otras tecnologías y es partícipe en la generación de técnicas de interacción hombre-máquina. Palabras ClaveEducación, multimedia, realidad aumentada, tecnología emergente.   Abstract The purpose of this paper is to describe a field of virtual reality, augmented reality, a term that refers to a technology that is gaining importance in different areas for various applications and novelty. The goal of an augmented reality system is to combine the image recorded by a real-world user through a device with three-dimensional elements processed through a computer. This feature allows the augmented reality technology into a useful tool in areas such as education, publicity, development and marketing in the industry as well as entertainment, medicine and other sciences, is based on a combination of other technologies and is participating techniques to generate human-machine interaction. KeywordsEducation, multimedia, augmented reality, emerging technology


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