145,931 research outputs found

    Augmented Reality Sebagai Media Pembelajaran Inovatif Di Era Revolusi Industri 4.0

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    The main purpose of this paper is to uncover the results of a survey study regarding teacher opinions on the use of Augmented Reality (AR) in learning. For this purpose, marker-based cellular augmented reality applications have been developed and computer hardware is used as training material. In addition, teachers are given training for four days to get to know the basics of augmented reality technology, the software used, the environment to create marker-based AR objects. The data was collected through surveys and open-ended questions on teachers who are members of the English MGMP Kab. 50 cities. The tools and technology needed to develop AR and development experience are also shared. According to the survey results teachers are very enthusiastic about using augmented reality in their learning. The result of this article is the perception of the use of Augmented Reality technology for the development of instructional media by English teachers in the positive category

    Students’ Awareness of Augmented Reality Adoption in Saudi Arabia Universities

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    Technology has introduced new tools, such as Augmented Reality, in the education realm to improve learning outcomes. Augmented Reality incorporates digital information within the user’s real environment. This will result in new educational opportunities by enhancing the learning experience. This paper is a preliminary study to assess students’ awareness of Augmented Reality adoption in the universities of Saudi Arabia. The data collection for this survey was conducted by means of a quantitative survey using a questionnaire. The study was conducted with a sample of 501 students. Exploratory factor analysis was applied to determine factors related to students’ awareness of adopting Augmented Reality in higher education. Two factors were retrieved: perceived usefulness and perceived pedagogical value. These findings will assist in identifying factors that will encourage the adoption of AR in Saudi Arabian universities. This study is limited to AR awareness. In future, further studies will address other themes that emerged from the survey

    A Survey of Augmented Reality

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    © 2015 M. Billinghurst, A. Clark, and G. Lee. This survey summarizes almost 50 years of research and development in the field of Augmented Reality (AR). From early research in the 1960's until widespread availability by the 2010's there has been steady progress towards the goal of being able to seamlessly combine real and virtual worlds. We provide an overview of the common definitions of AR, and show how AR fits into taxonomies of other related technologies. A history of important milestones in Augmented Reality is followed by sections on the key enabling technologies of tracking, display and input devices. We also review design guidelines and provide some examples of successful AR applications. Finally, we conclude with a summary of directions for future work and a review of some of the areas that are currently being researched

    State-of-the-art responses on augmented reality application in Malaysia

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    This research was conducted to accumulate the awareness, perception, interest and simulation excitement responses from Malaysian public respondents in the presence of AR (Augmented Reality) in Malaysia. The keyword used was user experience, usability and perception. The terms of Augmented Reality was quite an alien to Malaysian, respondents has witness samples in order to introduce the why, where, when and how AR works. Affinity Diagram such as brainstorming, keywords extract and gathering was held from various samples of AR videos using Youtube and Vimeo applications in order to form a solid survey and proper understandable term and language for layman understanding. The survey has been constructed as simple and understandable sentences to approach respondents, that is layman user. The data is used as a preliminary data to determine the design process of Augmented Reality visual interface in order to create persuasive effect of the visual usage in Augmented Reality Application in Malaysia

    PARAMETERS OF AUGMENTED REALITY AND ITS USE IN EDUCATION

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    This article examines the issue of augmented reality and possibilities of its application in education. It briefly reports on selected results of a broader survey focused on technological, psychological, physiological and didactical aspects of the issue. It presumes that augmented reality has its unique place in technical teaching tools since it is a technological-perception concept, which in certain didactical situations creates more suitable perceptual environment than real environment itself on one hand, or virtual environment on the other. It focuses on identification of the technological-functional properties and specifics of augmented reality systems and on verification of model examples of augmented reality applications in school practice. It characterizes the course and results of empirical research project based on a descriptive case study exploring the cases of implementing selected application solutions of augmented reality into learning experience in accordance with the model of pro-active action research

    Meetings and Meeting Modeling in Smart Environments

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    In this paper we survey our research on smart meeting rooms and its relevance for augmented reality meeting support and virtual reality generation of meetings in real time or off-line. The research reported here forms part of the European 5th and 6th framework programme projects multi-modal meeting manager (M4) and augmented multi-party interaction (AMI). Both projects aim at building a smart meeting environment that is able to collect multimodal captures of the activities and discussions in a meeting room, with the aim to use this information as input to tools that allow real-time support, browsing, retrieval and summarization of meetings. Our aim is to research (semantic) representations of what takes place during meetings in order to allow generation, e.g. in virtual reality, of meeting activities (discussions, presentations, voting, etc.). Being able to do so also allows us to look at tools that provide support during a meeting and at tools that allow those not able to be physically present during a meeting to take part in a virtual way. This may lead to situations where the differences between real meeting participants, human-controlled virtual participants and (semi-) autonomous virtual participants disappear

    Graphical Instruction For Coloring Mobile-Based Augmented Reality Applications

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    This paper describes an empirical study of effectiveness and satisfaction utility in augmented reality coloring application. Five children aged 6, 7 and 8 from several Primary School participated in usability test. This study involved applications that were used to study and observe the children interaction with augmented reality coloring application. These pre-tests were to measure the effectiveness and satisfaction on wizard Oz by conducting usability test, observation survey methods in order to assess children experience with augmented reality application. By following children computer interaction methodology the usability test appears to be helpful by providing input to design user interface and improve user experience. The result offers graphical instruction on interaction design framework for children augmented reality application. This research employed a qualitative experimental research with purpose to investigate the effects of user interface and user experience. This study had resulted animated graphical instruction in the production of coloring augmented reality application. It is a critical and comprehensive review of a range of recently published literature sources addressing various issues related to children computer interactio
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