147,238 research outputs found

    Utilization Of Augmented Reality In Automotive Subjects For Basic Competencies Of Four-Wheeled Vehicle Brake Systems

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    In automotive learning, teachers generally use books and teaching aids as learning media. Automotive learning outcomes show the low value of learning outcomes. Thus a learning media is needed that can help improve learning outcomes. One way to overcome this problem is to use learning media that utilize augmented reality technology. In this study, a learning media using augmented reality technology based on android was developed to simulate the brake system on four-wheeled vehicles in 3 dimensions. The Augmented Reality work system used is marker based tracking, and uses 3D Max software and the Vuforia plug-in. In terms of pedagogy, this learning system uses the Modality Principle. Participants are class XI students of SMK YPM 4 Taman. This research uses experimental research. The students involved were 44 students divided into 2 groups, with each group consisting of 22 students. Both groups received a pre-test and a post-test. The experimental group was given treatment with Augmented Reality-based learning media, while the control group did not use conventional learning media. After making comparisons, the results show less than optimal due to the pandemic period. The results showed that the pre-test result between the control group and the experimental group was 49.32, and the post-test result for the control group was 62.73, while for the experimental group it was 73.18. So that from the difference in the difference in post-test scores between the experimental group and the control group shows that the treatment factor by providing Augmented Reality-based learning media in the experimental group has an influence. From observations and interviews, students were more active in learning activities and students were eager to take part in learning. This proves that students are interested in this media which can generate motivation to learn

    Implementation of mobile augmented reality on physics learning in junior high school students

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    Technology has an essential role in the educational field. Technology-based mobile has the potential to improve education through Augmented Reality (AR). This study investigates the effect of mobile augmented reality on physics learning achievement and students' opinions on using this technology. The study used a convergent parallel pattern from mixed-method models in which quantitative and qualitative data are collected simultaneously and analyzed independently. The study participants are 64 (7th-grade students) who are learning solar system concepts at one of the junior high schools in West Java Province, Indonesia. This study collects pre- and post-test data as quantitative data to analyze students' learning achievement using the normalized gain score. The result showed that the students using mobile augmented reality have higher criteria for learning achievement than those using textbooks. The qualitative data was collected from interviewed students after using mobile augmented reality and analyzing using descriptive analysis. The results of the student opinion state that augmented reality is a new learning environment that effectively helps them understand physics concepts, enhances students' learning achievement and helps concretize abstract concepts through visual 3D simulations. Moreover, according to the study, students find it easier to understand physics concepts after using mobile augmented reality

    Development of augmented reality rehabilitation games integrated with biofeedback for upper limb

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    Stroke is one of the leading causes of disability in all over the world. This disability greatly impacts the stroke patients' daily life activities. Thus, rehabilitation exercises are essential for post stroke patients to restore their lost functions gradually for daily life activities. Traditional rehabilitation exercises do not motivate the post stroke patients as they are normally humdrum and required expensive equipments. Therefore, this paper presents the development of low -cost motivating webcam colour based visual tracking augmented reality (AR) system with biofeedback for upper-limb post stroke rehabilitation therapy. Augmented Reality is a novel form of human-computer interface which overlay the computer-generated information on the real world environment rather than replaces it. In the developed AR system, two games; Ping Pong Rehab (PPR) and Balloon Collection Rehab (BCR) are created based on game design principle. PPR game trains shoulder and arm muscles during rehabilitation therapy whilst BCR game trains shoulder, arm and forearm muscles. Both games have been built and integrated with Biograph Infiniti software to monitor the muscles' performance. The integrated system will obtain the biofeedback EMG signals from patients that will be utilised for future developments. It allows the patients to monitor their arms and muscles movements in real time on the display screen via low-cost webcam. The system aims for home based rehabilitation system and friendly used by patients themselves. The developed integrated system has tested with able subject and it worked perfectly during the test

    Exoskeletons with virtual reality, augmented reality and gamification for stroke patients' rehabilitation : systematic review

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    Background: Robot-assisted therapy has become a promising technology in the field of rehabilitation of post-stroke patients with motor disorders. Motivation during the rehabilitation process is a top priority for a majority of stroke survivors. With the advancement in technology, there has been the introduction of Virtual Reality, Augmented Reality, customizable games or a combination thereof that aid robotic therapy in retaining or increasing the interests of patients to keep performing the exercises. However, there are gaps in evidence regarding the transition from clinical rehabilitation to home-based therapy and it calls for an updated synthesis of literature showcasing this trend. The present review proposes a categorization of these studies according to technologies used by them and also details research in upper limb and lower limb applications. Objective: The goal of this work was to review the practices and technologies implemented for the rehabilitation of post-stroke patients. It aims to assess the effectiveness of exoskeleton robotics in conjunction with any of the three technologies, Virtual Reality, Augmented Reality or Gamification for improving activity and participation in post-stroke survivors. Methods: A systematic search of the literature on exoskeleton robotics applied with any of the three technologies, Virtual Reality, Augmented Reality or Gamification, was performed in the databases namely; MEDLINE (Medical Literature Analysis and Retrieval System Online, or MEDLARS Online), EMBASE (Excerpta Medica database), Science Direct & The Cochrane Library. Exoskeleton based studies that did not include any VR, AR or gamification elements were excluded and publications from the year 2010 to 2017 were included. Results in the form of improvements in patients were also recorded and taken into consideration in finding the effectiveness of therapy on patients. Results: Thirty studies were identified based on the inclusion criteria that included randomised controlled trials as well as explorative research pieces. There was a total of around 385 participants across the studies. Use of technologies such as Virtual Reality/Augmented Reality/Gamification based Exoskeletons are capable of filling the transition from clinical to home-based settings. Our analysis showed that there were in general improvements in the motor deficiency for patients using the novel interfacing techniques with exoskeletons. This categorization of studies helps in understanding the scope of rehabilitation therapies that can be successfully arranged for home-based rehabilitation. Conclusions: Future studies are necessary to explore various types of customizable games required to retain or increase the motivation of patients going through the therapy individually

    Real-time cartoon-like stylization of AR video streams on the GPU

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    The ultimate goal of many applications of augmented reality is to immerse the user into the augmented scene, which is enriched with virtual models. In order to achieve this immersion, it is necessary to create the visual impression that the graphical objects are a natural part of the user’s environment. Producing this effect with conventional computer graphics algorithms is a complex task. Various rendering artifacts in the three-dimensional graphics create a noticeable visual discrepancy between the real background image and virtual objects. We have recently proposed a novel approach to generating an augmented video stream. With this new method, the output images are a non-photorealistic reproduction of the augmented environment. Special stylization methods are applied to both the background camera image and the virtual objects. This way the visual realism of both the graphical foreground and the real background image is reduced, so that they are less distinguishable from each other. Here, we present a new method for the cartoon-like stylization of augmented reality images, which uses a novel post-processing filter for cartoon-like color segmentation and high-contrast silhouettes. In order to make a fast postprocessing of rendered images possible, the programmability of modern graphics hardware is exploited. We describe an implementation of the algorithm using the OpenGL Shading Language. The system is capable of generating a stylized augmented video stream of high visual quality at real-time frame rates. As an example application, we demonstrate the visualization of dinosaur bone datasets in stylized augmented reality

    Patent Arms Race: Meta and Its Grab at the “Metaverse”

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    A patent application filed by Facebook, now Meta, almost two years ago has become public this year. Titled “3D Conversations in an Artificial Reality Environment,” it attempts to patent “[a] 3D conversation system [that] can facilitate 3D conversations in an augmented reality environment, allowing conversation participants to appear as if they are [sic] face-to-face.” While these words might evoke sci-fi imagery, such as conversing with a hologram projected from a device or displayed on futuristic contact lenses, the current reality is a far cry from that. What we have instead is the groundwork: a corporate arms race involving patents to become the brand-name provider of the so-called “metaverse.” This post was originally published on the Cardozo Arts & Entertainment Law Journal website on March 21, 2022. The original post can be accessed via the Archived Link button above

    PENGGUNAAN MEDIA AUGMENTED REALITY BERBASIS ANDROID DALAM PEMBELAJARAN TATA SURYA

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    This research aims to determine the effect of using Android-basedmedia augmented in solar system learning at the SMP Negeri 3 TelukKeramat. This research took an experiment format using a one-grouppretest-posttest design. The population in this study comprised fiveclasses, with a total of 162 students. Sampling was carried out in anintact group, and the sample in this research was Class VII Estudents, totaling 32 people. The instrument used was a learningoutcome test consisting of five multiple-choice and five essayquestions. The results of the data analysis showed that the averagescores of the student learning outcomes for the pre-test and post-testwere 61 and 73.3, respectively. Wilcoxon test results, where theresults of asymp.sig 0.000 < 0.5 and the effect size test results wereobtained at 1.68, which are included in the high category. Based onthis analysis, it is known that there are differences in student learningoutcomes before and after using AR augmented reality media. Thesemedia have a strong impact on student learning outcomes, making itpossible and effective to use augmented reality to improve studentlearning outcomes

    Minified Augmented Reality as a Terrestrial Analog for G-Transitions Effects in Lunar and Interplanetary Spaceflight

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    Brief periods of extreme gravitational transition are anticipated during interplanetary spaceflight, including transitions between microgravity, hypogravity, and hypergravity. Rapid sensorimotor adaptation will occur following these G-transitions which may affect astronaut performance including gaze control and dynamic visual acuity. Significant decrements in dynamic visual acuity could lead to mission compromise or failure (e.g., impairing mission critical tasks or spacecraft maneuvering). It is crucial to provide astronauts with the training necessary to overcome these physiological barriers they are bound to encounter during spaceflight missions. Minifying lenses in augmented reality may serve as an easily applicable, low-cost, method to simulate vestibulo-ocular dysfunction that occurs during gravitational transitions. In this paper, we review the effects of G-transitions on the vestibulo-ocular system and report on the novel development of minified augmented reality as a potential simulator and training tool for future spaceflight. We also report the results from an early validation study with a mean decrease in DVA (0.370 LogMAR) with 80% minifying effect, as well as a mean increase of DVA post-minifying (0.030 LogMAR). These early results suggest that minified augmented reality may serve as an accessible terrestrial analog for G-transitions, thus having potential for pre-mission training, particularly for lunar and interplanetary spaceflight

    Investigating the Learning Impact of Game-based Learning when Teaching Science to Children with Special Learning Needs

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    International audienceIn an attempt to find solutions to the current challenges faced by children with special needs, new teaching and learning methodologies that make us of various technologies such as 3D computer based games, Augmented Reality, Virtual Reality enhanced learning have been proposed to be used in the classroom. The technology can enhance the lives of children with learning disabilities and gives then options of intervening in their various educational and cognitive problems. The paper presents a research study on learner experience when a new interactive educational 3D video game called Final Frontier, was used in a secondary school from Romania by children with hearing impairment. Pre-and Post-tests results analysis has shown that the game helped the children to acquire knowledge on the Solar system. It was also noticed that an interactive game-based learning approach is more suitable for children with disabilities than an interactive exploratory based digital library method
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