115,245 research outputs found

    DEVELOPING AUGMENTED REALITY PLACES OF INTEREST APPLICATION OF UNIVERSITI TEKNOLOGI PETRONAS (UTP)

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    This report is a preliminary step onto developing Augmented Reality places of interest application of Universiti Teknologi PETRONAS (UTP). As of 2007, UTP holds the recognition with the prestigious Aga Khan Award for Architecture in Malaysia. Having said that, domestic as well as international visitors annually visit UTP to apprehend the unique and award winning design of its campus. But the current problem which persists for visitors is the need for a guide and lack of a general source of information regarding the university's campus during their visits. With such problem in place, it is therefore extremely pivotal to have an Augmented Reality mobile application that will help them find significant places within the campus itself. This allows them to explore the entire university through their mobile phones and have useful information at the touch of their fingertips. The project will involve several phases; firstly the construction of the Augmented Reality application itself, followed by the analysis and design of the rules for the Augmented Reality application, the development of the Augmented Reality application, further testing and finally the implementation of the Augmented Reality application. These implementations, using the Rapid Application Development methodology with the Prototyping approach was further refmed through the research and studies as well as feedback obtained from colleagues until it appropriately meets the objectives

    A critical analysis of the application of augmented reality (AR) for monitoring and documentation of construction site progress in the Irish AEC industry.

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    Sarnot, L. (2021) A critical analysis of the application of augmented reality (AR) for monitoring and documentation of construction site progress in the Irish AEC industry, Capstone Project from the MSc in aBIM

    IMPLEMENTASI METODE MARKERLESS AUGMENTED REALITY UNTUK MEMVISUALISASIKAN INFORMASI FILOSOFI BATIK BERBASIS ANDROID

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    Indonesia merupakan negara yang memiliki banyak keanekaragaman suku, budaya, adat istiadat, agama dan kesenian yang berbeda di setiap daerah. Salah satu dari warisan budaya Indonesia adalah batik. Batik merupakan kain bergambar yang pembuatannya secara khusus dengan menuliskan atau menerakan malam pada kain itu, kemudian pengolahannya diproses dengan cara tertentu. Batik memiliki motif-motif yang khas di setiap daerah di Indonesia dan setiap motif pada batik mengandung filosofi yang memiliki makna khusus yang mencerminkan budayanya dari daerah masing-masing. Untuk dapat melestarikan batik terdapat beberapa cara, salah satunya dengan memberikan pemahaman tentang kebudayaan batik dengan memanfaatkan teknologi augmented reality. Pada penelitian ini penulis berupaya membuat aplikasi augmented reality untuk memvisualisasikan informasi filosofi motif batik. Metode yang digunakan dalam penelitian ini adalah markerless augmented reality. Markerless augmented reality digunakan agar perangkat augmented reality yang digunakan dapat mendeteksi batik secara langsung tanpa menggunakan marker. Aplikasi yang dibuat akan diimplementasikan pada smarthphone/tablet berbasis android, karena semakin meningkatnya pertumbuhan pengguna smartphone/tablet berbasis android. Visualisasi yang dihasilkan saat mendeteksi batik yaitu berupa gambar batik yang dideteksi, nama batik, dan filosofi batik yang ditdeteksi. Aplikasi yang dibuat dapat mendeteksi batik hingga jarak ±50 cm dan dengan kemiringan ±30 derajat. ;---Indonesia is a country that has a lot of ethnic diversity, culture, customs, religion and art are different in each region. One of the cultural heritage of Indonesian is batik. Batik is a fabric whose construction is specifically illustrated by writing the candle on the fabric, then processing is processed in a certain way. Batik has a distinctive pattrerns in each region in Indonesia and each pattern on batik contain a philosophy that has special meaning which reflects the culture of each area. In order to preserve batik there are a number of ways, one of them by providing an understanding of the culture of batik by using augmented reality technology. In this research, the author attempted to make augmented reality application for visualizing philosophy of batik information. The method used in this research is markerless augmented reality. Markerless augmented reality is used so that the augmented reality device can detect batik directly without using marker. The application will be implemented on smartphone/tablet based on android. Visualization is generated when detecting batik is a batik’s image that is detected, batik’s name, and batik’s philosophy. The application can detect batik up to a distance of ±50 cm and a slope of 30 degrees

    Aplikasi Pembelajaran Piano Menggunakan Virtual Button Berbasis Augmented Reality Pada Android

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    Today has been a lot of aspects of life that is inserted by computer technology one of which is music. One computer technology at the moment is augmented reality technology. Many applications still play piano using touch screen technology that sometimes makes it uncomfortable for the user because the size of the keys that do not match the size of the finger that is owned by the user plus piano expensive prices and low mobility. Therefore it will be built a piano application using augmented reality-based virtual button. Virtual button is a new technology that still needs development. The method used in this study was Markerless augmented reality so that the marker used need not be boxy black. System development methodology used is the waterfall method. Construction of the system is done by using the tools unity 3D, mono develop, as well as vuforia SDK and Android SDK. System modeling is done by using UML-based visual. Tests conducted by the method of black box, white box, and statistical testing. The result is a virtual piano application that contain piano chord learning method with augmented reality based virtual button on android

    Augmented reality for SCADA

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    Questions of construction of the Augmented Reality for application in SCADA-systems are considered. It is marked, that last years researchers from Russia actively started studying this branch. The author considers the augmented reality in a section of a reality-virtuality continuum taking into account restrictions of memory of the operator and social aspect of application augmented reality. Recommendations on environmental analysis and reading of data from display devices are given. The greatest efficiency of application augmented reality is seen in joint activity and carrying out of works which demand coordinated work. The necessity of the further researches for developing of network architecture, safety, confidentiality and protection against extraneous intervention is noted. Advantage of augmented reality is reuse of software, databases and knowledge. At the replacement of maintenance staff and users of SCADA-system there is no need to teach them all the knowledge and skills at once. They will receive them directly in the process of application. © Published under licence by IOP Publishing Ltd

    The STEM teachers' course "Development of virtual and augmented reality software"

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    The experience of creating and utilizing learning materials for the construction of virtual reality (VR) and augmented reality (AR) systems for aspiring STEM teachers is examined in the paper. For the creation of instructional materials, the Unity visual design environment, Visual Studio for programming, and the Google VR and Vuforia platforms were selected. The page provides a description of the course's material. The study examines the course participants' perceptions. As a qualitative data collecting technique, interviews were used to gather the research data. To sum up, the course's creation encourages the growth of digital proficiency in the creation and application of cutting-edge teaching tools.The experience of creating and utilizing learning materials for the construction of virtual reality (VR) and augmented reality (AR) systems for aspiring STEM teachers is examined in the paper. For the creation of instructional materials, the Unity visual design environment, Visual Studio for programming, and the Google VR and Vuforia platforms were selected. The page provides a description of the course's material. The study examines the course participants' perceptions. As a qualitative data collecting technique, interviews were used to gather the research data. To sum up, the course's creation encourages the growth of digital proficiency in the creation and application of cutting-edge teaching tools

    Drone robotic construction: A methodology for simulating the construction performed by drones using virtual and augmented reality

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    The economic and social impacts of robotic construction in Architecture, Engineering, and construction (AEC) are hard to assess and quantify without physical in situ testing, which is expensive and time-consuming This paper presents a methodology for the simulation of robotic construction technologies, namely drones, in a human-machine cooperation (HMC) using virtual (VR) and augmented (AR) reality environments. The developed methodology for robotic construction has the potential to be applied before the start of construction and to use real, virtual and augmented environments for robotic construction simulations. The application of such simulation methodology allows to test HMC scenarios and has the potential to increase construction precision while predicting both construction duration and cost. We present a review of the literature on drone and hybrid automatic construction solutions, as well as VR and AR construction simulations. Then a HMC simulation methodology is proposed and detailed. Three cases of application of the methodology are presented testing different approaches and cooperation scenarios in robotic construction. These cases are: (i) a drone construction in a real environment, (ii) a VR robotic construction simulation and (iii) an AR HMC. The application cases assess how the developed methodology is applicable to a set of different types of simulations that include different criteria.info:eu-repo/semantics/publishedVersio

    Assessing the potential of augmented reality (AR) as attributes of successful learning of heritage architecture

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    The usage of Augmented Reality (AR) in architecture field is considered in an infant stage as compared to other disciplines such as medical science and entertainment. Thus, this research explores possibilities of using AR to enhancing architectural representation of heritage buildings. The objectives of the research are to identify potential and challenge of AR in enhancing architectural representation of heritage buildings in Malaysia; to explore the processes of producing architectural virtual modellings of 13 types of the Malay traditional houses, and their AR prototypes; and to recommend how implementation of AR could be used in teaching and learning architecture, specifically in relation to timber construction class and heritage architecture class. This research will be conducted using qualitative approach, with substance of exploratory action research. It is anticipated that this research will contribute in providing clear knowledge on the advancement of Augmented Reality in Architecture; regulating the ranges of process involved in the development and application of Augmented Reality (AR) in architecture; and recommending ranges of possibility of applying AR technology in Architectural learning. The findings of the research may implicate the ways advanced technology is used in architecture, to the extent that visualization of projects could be simulated in a clearer manner prior to construction
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