1,553 research outputs found

    APLIKASI PENGENALAN PERANGKAT KERAS KOMPUTER BERBASIS ANDROID MENGGUNAKAN AUGMENTED REALITY

    Get PDF
    In the Information and Communication Technology (ICT) learning system in elementary schools there are various kinds of material, namely regarding the introduction of computers in general. There is something that often becomes a problem when teaching, namely at this time in the current era of development, children have been introduced as early as possible to laptops, which are lighter and more practical than computers. Augmented Reality (AR) is a technology that is combined with a 3D object into a real form using an intermediary medium, namely the camera on Android. The markerless method is a method with the latest features that almost resemble Markerless based tracking so that users are not required to print markerless books to be able to display digital elements. Markerless development is influenced by the development of mobile-based supporting devices in the form of sensors and cameras. Android is an operating system based on mobile Linux and provides an open platform for developers to create their own applications so that they can be used by a variety of mobile devices. The results of this study are to produce computer hardware recognition applications in the form of 3D Argumented Reality

    Augmented Reality: A Review of available Augmented Reality packages and evaluation of their potential use in an educational context

    Get PDF
    A Review of available Augmented Reality packages and evaluation of their potential use in an educational contextJIS

    CSI4FS - A Markerless Augmented Reality Application for Forensic Science Crime Scene Investigation Training

    Get PDF
    A capstone submitted in partial fulfillment of the requirements for the degree of Doctor of Education in the College of Education at Morehead State University by Ian Levstein on April 9, 2018

    Augmented Reality as a Method for Expanded Presentation of Objects of Digitized Heritage

    Get PDF
    Augmented reality is the latest among information technologies in modern electronics industry. The essence is in the addition of advanced computer graphics in real and/or digitized images. This paper gives a brief analysis of the concept and the approaches to implementing augmented reality for an expanded presentation of a digitized object of national cultural and/or scientific heritage. ACM Computing Classification System (1998): H.5.1, H.5.3, I.3.7

    SCALABLE AR FOR BIM ON TELECOMMUNICATION NETWORK SITES

    Get PDF
    A growing number of research works, experiments and applications is investigating the potential at the intersection of augmented reality (AR) and the architecture, engineering, and construction (AEC) industry. Project management, project communication, collaborative design, maintenance and construction progress documentation, construction site safety, and training are some of the cases that can benefit from blending real and virtual views through mobile devices. In recent years, research also highlighted how mixed reality and building information modeling (BIM) could cooperate to provide effective communication between multiple agents and closer interaction between digital information and the building site. Nevertheless, consolidated applications in these fields are still limited, especially when compared to other areas of AR adoption. This paper presents the development of an AR-based mobile app for exploring telecommunications tower sites and interacting with a related BIM database. The project aims to provide easy-to-use tools to maintain both the physical assets and an up-to-date model. We discuss critical issues in developing a scalable and interoperable application, supporting the feasibility study of similar solutions in the AEC sector

    Kalaia: branding through emerging technologies

    Get PDF
    Companies have existed for thousands of years all over the world, however, brands are the personality of a company, and as people, a broad range of personalities can be found, just like brands. The choice and use of the appropriate brand language according to the business’s vision, mission and value create the correct perception to its targeted customers. The name, the logo, the colours, the imagery chosen is the face of the brand. This thesis presents how and why to choose appropriate brand language, bringing to it added value, such as understanding why purple is more than mixing red and blue, or why choosing a particular shaped letter is more than a angled line. Just as brands change, times change as well; it is important to take into consideration the era we live in and the eras your brand will live in, this being longer than its founders. With this is mind, it was important to understand what the technological trends of the decade are, and what to expect as the billboards of tomorrow. Augmented reality was a trend which caught my attention and decided to investigate and implement while projecting creation of the brand. Considering the objective of creating a fashion brand in a technological era, it was important to conduct case studies of fashion brands, understand brand language and how augmented reality is implemented in their advertisement. Kalaia, a swimwear brand, I created with the development of this thesis is the ensemble of both theoretical and projection components form this course. Kalaia, selling products made in Portugal, intends to sell more than swimsuits but a lifestyle, for daring, irreverent and adventurous women.Empresas existem há centenas de anos, no entanto, as marcas são a personalidade de uma empresa e, como pessoas, uma grande variedade de personalidades pode ser encontrada em diferentes marcas. A escolha e o uso da linguagem visual apropriada, de acordo com a visão, missão e valores da empresa criam a perceção correta paro o público-alvo pretendido. O nome, o logotipo, as cores, as imagens escolhidas são a personalidade que encontramos nas marcas. Esta tese apresenta escolher a linguagem apropriada da marca para lhe acrescentar valor, tal como perceber que o roxo é mais do que a mistura de vermelho e azul ou que uma letra é mais que linhas angulares. Assim como as marcas mudam, os tempos também e é importante levar em consideração a época em que vivemos e as épocas em que uma marca ir permanecer. Com isso em mente, era importante entender quais são as tendências tecnológicas da década e o que esperar da publicidade de amanhã. A realidade aumentada foi uma tendência que me chamou à atenção e decidi investigar e implementar para a projeção e criação da marca. Considerando o objetivo de criar uma marca de moda durante uma era tecnológica, era importante realizar estudos de caso de marcas de moda, e compreender a linguagem visual utilizadas assim como a realidade aumentada implementada nas suas publicidades. Kalaia, uma marca de moda de praia que criei com o desenvolvimento desta tese, é o conjunto de componentes teóricos e práticos deste curso. A Kalaia, que vende produtos fabricados em Portugal, pretende vender mais do que fatos de banho, mas um estilo de vida para mulheres ousadas, e irreverentes

    User Experience of Markerless Augmented Reality Applications in Cultural Heritage Museums: ‘MuseumEye’ as a Case Study

    Get PDF
    This paper explores the User Experience (UX) of Augmented Reality applications in museums. UX as a concept is vital to effective visual communication and interpretation in museums, and to enhance usability during a museum tour. In the project ‘MuseumEye’, the augmentations generated were localized based on a hybrid system that combines of (SLAM) markerless tracking technology and the indoor Beacons or Bluetooth Low Energy (BLE). These augmentations include a combination of multimedia content and different levels of visual information that required for museum visitors. Using mobile devices to pilot this application, we developed a UX design model that has the ability to evaluate the user experience and usability of the application. This paper focuses on the multidisciplinary outcomes of the project from both a technical and museological perspective based on public responses. A field evaluation of the AR system was conducted after the UX model considered. Twenty-six participants were recruited in Leeds museum and another twenty participants in the Egyptian museum in Cairo. Results showed positive responses on experiencing the system after adopting the UX design model. This study contributes on synthesizing a UX design model for AR applications to reach the optimum levels of user interaction required that reflects ultimately on the entire museum experience

    Website Technology Trends for Augmented Reality Development

    Get PDF
    Augmented reality (AR) is a technology that is gaining increasing attention from academics and industry. AR is relied upon to be an innovative technology to enrich ways of interacting with the physical and cyberspace around users that can enhance user experience in various fields. Platforms for AR applications are usually hardware based and mobile based, for mobile applications AR is usually based. AR-based hardware requires quite expensive support, this is seen from the rendering space requirements and this makes it inflexible while AR-based applications on mobile smartphones require large storage space and do not make it convenient for cross-platform use. Currently many researchers are trying to create and develop website-based AR, as a solution to the spread of AR to be flexible and save storage space, website technology development trends are used as a method for improving the performance of website-based AR. Other support comes from open-source software and more developer platforms and program courses for Web AR that are made public. This paper reviews the state-of-the-art, various methods, technologies and challenges of existing AR, this can be a trigger for more research interest and efforts to provide AR experienc
    corecore