63,920 research outputs found

    Prelude - An Augmented Reality iOS Application for Music Education

    Get PDF
    Augmented reality (AR) is a technology which serves to enhance the real world environment through the addition of relevant digital content, and has many potential applications within a variety of different fields, including, but not limited to, fields such as marketing, entertainment, medicine, and education. The purpose of this project is to develop an iOS augmented reality application for music educators that will serve as a tool in teaching students to recognize specific music notes and symbols

    Design of Augmented Reality-Based Thematic Textbooks to Improve the Literacy of Elementary Students

    Get PDF
    During the pandemic, breakthroughs in learning were required, one of which was the conversion of printed versions of traditional teaching materials into digital teaching materials. While there were many digital textbooks or e-books available on the internet, there was no SD thematic material packaged digitally based on augmented reality and capable of displaying an engaging, augmented reality for students. This augmented reality-based thematic textbook could help elementary students understand basic thematic material, and its products could be installed on all students’ computers and smartphones, making learning more enjoyable. The research method of this study was based on the ADDIE R&D model (analysis, design, develop, implement, and evaluate). Elementary thematic textbooks from various publishers were analyzed, which revealed that no national publisher has produced augmented reality-based elementary thematic textbooks for grade 1. Following that, four chapters of augmented reality-based elementary thematic textbooks were designed, which were validated by learning material and learning media experts with scores of 90 and 92, respectively, indicating that this product is suitable for limited testing in elementary schools in Semarang and its environs. This augmented reality-based elementary thematic textbook is effective because it displays augmented reality, pictures and fun music. Keywords: design, elementary thematic textbooks, augmented reality, ability, student literac

    Enabling New Virtual Realities

    Get PDF
    The University of Dayton Department of Computer Science opened a new set of virtual reality (VR) and mixed reality (MR) labs during the spring 2018 semester to expand its capability in researching and developing applications for virtual and augmented reality systems. The new facility in the former Music and Theatre Building expands the department\u27s access to VR technology to three fully functioning labs with a variety of systems

    Aplikasi Pembelajaran Piano Menggunakan Virtual Button Berbasis Augmented Reality Pada Android

    Get PDF
    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

    Creating learning activities using augmented reality tools

    Get PDF
    There is an increasing number of students usingsmartphones and tablets in schools. Mobile devices gained pop-ularity as an educational tool and there are many schools thatused them frequently in educational activities to improve learning.There are many augmented reality (AR) applications availablethat can be used to create educational contents for these mobiledevices. This paper surveys the most popular augmented realityapplications. Our goal is to select AR eco-systems, for educationalpurposes, that are user friendly, that do not require programmingskills and are free, so that they can be used in daily teachingactivities. We also present teaching activities created with thesetools that use different augmented reality technologies for creatinganimations, 3D models and other information to be shown ontop of interactive documents. The examples presented are used ineducational activities in kindergarten and to improve the learningof music and orthographic views in elementary and secondaryschools.info:eu-repo/semantics/publishedVersio

    Musical peddy-paper: a collaborative learning activity suported by augmented reality

    Get PDF
    Gaming activities are an integral part of the human learning process, in particular for children. Game-based learning focuses on motivation and children's engagement towards learning. Educational game-based activities are becoming effective strategies to enhance the learning process. This paper presents an educational activity focusing to merge mobile computing devices and Augmented Reality, as a means to engage student in collaborative learning towards the Aesthetical Periods of Music History. The Musical Peddy-paper proposes student to use their mobile computing devices (smartphones/ tablets) to find eight stations scattered in a set location, and then use their music literacy skills to find the correct answer in each station. Collaborative work is required to find the stations and the answers to the clues. The musical Peddy-paper was developed mixing Geo-location and Augmented Reality concepts. Geo-location Points of Interest (POI’s) where set through Hoppala platform. Augmented Reality browsing and QRCode reading is supported by the LAYAR platform. In this paper, we introduce the concept of game-based activities as a tool to promote motivation and engagement towards learning, and fully explain the development process of the activity. We conclude this paper presenting the conclusions contemplating the use of this activity among a group of children from the 2nd Cycle of Basic Education in Basic School Maria Manuela de Sá, Matosinhos – Portugal.info:eu-repo/semantics/publishedVersio

    Recreating the Amoeba Violin Using Physical Modeling and Augmented Reality

    Get PDF
    The Amoeba violin is a bowed string instrument present at the Danish Music Museum in Copenhagen. The instrument is not played anymore due to its unpleasant sonorities and uncomfortable shape. In this paper we recreate the Amoeba violin using extended reality technologies and sound synthesis by physical models. We design and evaluate two applications that can be used either at the museum (augmented reality version) or at home (desktop version) to learn about the history of the instrument and its sonorities. The app was created for the Danish Music Museum, Musikmuseet, located in Copenhagen, in response to the demand for reduced contact of shared surfaces and official calls to stay indoors that followed the COVID-19 outbreak in 2020. User testing on both versions shows that they both are considered easy-to-access and educative, however the AR version was more favoured overall

    An Interactive Augmented Reality Alphabet 3-Dimensional Pop-up Book For learning and Recognizing the English Alphabet

    Get PDF
    This document describes the process developing an Augmented Reality (AR) alphabet book mobile application. Using only an android phone camera, the child could view the superimposed virtual alphabet 3 dimensional objects in a fun and interactive manner using the marker-less physical alphabet book as the interaction tool. The reason behind choosing alphabet teaching as the topic of the book is that the Alphabet knowledge is the core knowledge of any language. It is a jump-start for children to start reading and recognizing words and sentences, thus learning the alphabet is extremely important, for many researchers, emphasizing on how early, child’s education shapes the child’s successful future. Though there are, a great deal of technology based alphabet books; parents still prefer buying the old style physical books or some might use a virtual technology based book application. The problem is that though the physical book possesses many benefits, that our generation and the generations long before us, have experienced, yet from the current generation children’s point of view, they may in fact find it dull and boring. For, it is commonly recognized, that the current generation children are surrounded all around by technology and gadgets, that can make them board, easily distracted, and may refuse to willingly use a plain non-technology book to learn, and if using a virtual application, they will lose the benefits offered by a physical book. Knowing this, the use of Augmented Reality should solve such a problem. For Augmented Reality (AR) is considered the best of both worlds, where, real and virtual objects are combined in the real environment, that will allow the use of both technology based application and a traditional physical book, combining the benefits of both and meeting the child and the parent midway. Although AR technology is not new, its possible potential in education is just beginning to be investigated. The main aim of this research is to develop an interactive 3-Dimentional alphabet pop-up book, and using digital storytelling, to help teach children to learn and recognize the alphabets. The objectives of the study are to enhance the interactions of the alphabet book, by creating an android application that contains animated interactive 3-Dimentional models, interactive sounds, songs and music. Furthermore, to investigate the use of digital storytelling (music, sounds), interactions and animation effect in learning engagement, through using the augmented reality technology. The scope of this project and research is very wide, it includes the 3D modeling, texturing, rigging & animation, book design and content decision research, furthermore, Augmented Reality and Android applicatio

    Virtual Reality Usage in Managing Pain Labor: A Scoping Review

    Get PDF
    Background: Labor is one of the most memorable experiences for mothers and families where the labor process might cause intense pain. The use of non-pharmacological therapy is currently an option in reducing the pain experienced, one of which is using Virtual Reality (VR). The aim of this study was to explore and investigate the use of VR in the management of labor pain. Method: 4 electronic databases were used, Ebsco, Pubmed, Science Direct, and Scopus. The used keywords were (pain labor OR pain delivery OR childbirth pain) AND (virtual reality OR augmented reality OR VR). Results: There were 7 articles that met the inclusion criteria where 2 studies used videos of animals swimming accompanied by natural sounds and classical music, 3 studies used videos of natural scenery, 1 study used videos of newborn babies and classical music, and 1 study used videos of ultrasound results fetus. Conclusion: Virtual reality can be used to help reduce pain during labor and has no impact on the mother and fetu
    • …
    corecore