43,213 research outputs found

    TEKNOLOGI MOBILE SEBAGAI MEDIA BELAJAR MENGGUNAKAN AUGMENTED REALITY UNTUK PELAJARAN ANATOMI TUBUH MANUSIA

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    Internet connection is still a constraint in building an e-learning, need another interactive media in helping the development of learning using information technology. Mobile technology supported by mobile phones as the medium grew very fast. Studying the anatomy of the human body, for some elementary school students until the school is quite difficult to understand, it takes learning tools that can improve the speed of understanding this student. Augmented reality is a technology that allows combining a 3D object into a real environment then projecting the object in real time via a webcam. Augmented Reality technology can be useful for various fields such as: health, education, entertainment and business. This research provides suggestions on the utilization of markment-based Augmented Reality technology. Marker serves as a marker where 3D objects will appear, the marker that is used is the word "human body" printed in the student textbook. Any student can use this app only with dowload via Google Play. The visual object of human anatomy in Augmented Reality application is developed using 3D Max, while Augmented Reality itself uses ARToolKit library, used Android Lollipop to build application display in mobile phone and utilize Wear API to ensure application to interact with the device. The analysis that is used to build applications of Augmented Reality this is a Unified Language Models (UML), such as: Usecase Diagrams, Activity Diagrams and Deployment Diagram. The result of this research is an Augmented Reality application that can help learn the anatomy of the human body in a mobile phone through a marker. This is very helpful to accelerate the process of understanding students. In addition, students can also learn anywhere and anytime is not dependent by teachers and classrooms.Koneksi internet masih menjadi kendala dalam membangun sebuah e-learning, perlu adanya media lain yang interaktif dalam membantu pengembangan belajar menggunakan teknologi informasi. Teknologi mobile yang didukung oleh telepon genggam sebagai medianya tumbuh sangat cepat. Mempelajari anatomi tubuh manusia, bagi sebagian siswa/i sekolah dasar sampai sekolah mengenah cukup sulit untuk dipahami, dibutuhkan sarana belajar yang dapat meningkatkan kecepatan paham siswa/i ini. Augmented reality (realitas tertambah) ini merupakan teknologi yang memungkinkan menggabungkan suatu obyek 3D ke lingkungan yang nyata kemudian memproyeksikan obyek tersebut dalam waktu nyata melalui sebuah webcam. Teknologi Augmented Reality dapat berguna untuk berbagai bidang seperti : kesehatan, pendidikan, hiburan dan bisnis. Penelitian ini memberikan usulan tentang pemanfaatan teknologi Augmented Reality yang berbasis marker. Marker berfungsi sebagai penanda tempat obyek 3D akan muncul, marker yang digunakan adalah kata ā€œtubuh manusiaā€ yang tercetak dalam buku ajar siswa. Setiap siswa dapat menggunakan aplikasi ini hanya dengan dowload lewat Google Play. Obyek tampilan visual anatomi tubuh manusia dalam aplikasi Augmented Reality ini dikembangkan menggunakan 3D Max, sedangkan Augmented Reality sendiri menggunakan library ARToolKit, digunakan Android Lollipop untuk membangun tampilan aplikasi di telepon genggam dan memanfaatkan Wear API untuk memastikan aplikasi agar dapat berinteraksi dengan perangkatnya. Analisa yang digunakan untuk membangun aplikasi Augmented Reality ini adalah Unified Model Language (UML), seperti: Usecase Diagram, Activity Diagram dan Deployment Diagram. Hasil dari penelitian ini adalah sebuah aplikasi Augmented Reality yang dapat membantu belajar anatomi tubuh manusia dalam telepon genggam lewat sebuah marker. Hal ini sangat membantu untuk mempercepat proses paham siswa. Selain itu, siswa juga dapat belajar dimana saja dan kapan saja tidak tergantung oleh guru dan ruang kelas

    Designing for Ballet Classes: Identifying and Mitigating Communication Challenges Between Dancers and Teachers

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    Dancer-teacher communication in a ballet class can be challenging: ballet is one of the most complex forms of movements, and learning happens through multi-faceted interactions with studio tools (mirror, barre, and floor) and the teacher. We conducted an interview-based qualitative study with seven ballet teachers and six dancers followed by an open-coded analysis to explore the communication challenges that arise while teaching and learning in the ballet studio. We identified key communication issues, including adapting to multi-level dancer expertise, transmitting and realigning development goals, providing personalized corrections and feedback, maintaining the state of flow, and communicating how to properly use tools in the environment. We discuss design implications for crafting technological interventions aimed at mitigating these communication challenges

    Identifying immersive environmentsā€™ most relevant research topics: an instrument to query researchers and practitioners

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    This paper provides an instrument for ascertaining researchersā€™ perspectives on the relative relevance of technological challenges facing immersive environments in view of their adoption in learning contexts, along three dimensions: access, content production, and deployment. It described its theoretical grounding and expert-review process, from a set of previously-identified challenges and expert feedback cycles. The paper details the motivation, setup, and methods employed, as well as the issues detected in the cycles and how they were addressed while developing the instrument. As a research instrument, it aims to be employed across diverse communities of research and practice, helping direct research efforts and hence contribute to wider use of immersive environments in learning, and possibly contribute towards the development of news and more adequate systems.The work presented herein has been partially funded under the European H2020 program H2020-ICT-2015, BEACONING project, grant agreement nr. 687676.info:eu-repo/semantics/publishedVersio

    Developing serious games for cultural heritage: a state-of-the-art review

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Discrete event simulation and virtual reality use in industry: new opportunities and future trends

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    This paper reviews the area of combined discrete event simulation (DES) and virtual reality (VR) use within industry. While establishing a state of the art for progress in this area, this paper makes the case for VR DES as the vehicle of choice for complex data analysis through interactive simulation models, highlighting both its advantages and current limitations. This paper reviews active research topics such as VR and DES real-time integration, communication protocols, system design considerations, model validation, and applications of VR and DES. While summarizing future research directions for this technology combination, the case is made for smart factory adoption of VR DES as a new platform for scenario testing and decision making. It is put that in order for VR DES to fully meet the visualization requirements of both Industry 4.0 and Industrial Internet visions of digital manufacturing, further research is required in the areas of lower latency image processing, DES delivery as a service, gesture recognition for VR DES interaction, and linkage of DES to real-time data streams and Big Data sets
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