180,190 research outputs found

    Aplikasi Augmented Reality Game Edukasi Untuk Pengenalan Organ Tubuh Manusia

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    Human organs is a vital instrument in the human body. In practice, the introduction of human organs in primary school in need of a 3-dimensional props are only owned by the school. While primary school children to be interested in new things. Therefore it takes innovation to bridge both these problems with the application of augmented reality educational game to interest and assist students in human organs. The researchers design and build augmented reality applications educational game with a method of SDLC (System Development Life Cycle). Applications built using Unity3D, Blender as modeling, vuforia Augmented Reality SDK to form, and programming with playmaker. Application of augmented reality games have games that matter taken from the material introduction of human organs. Tested research results to students SDIT Muhammadiyah Al-Kautsar Kartasura IV Class C with students demonstrating and operate directly. Based on the data from the questionnaires, applications created can attract and help students learn in human organs

    Analisis Perbandingan Metode Multimedia Development Live Cycle Pada Augmented Reality

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    Indonesia is one of the countries that has high biodiversity. This biodiversity is spread throughout the territory of Indonesia. However, endemic and rare animals in Indonesia are increasingly decreasing due to human greed. If this continues, the endangered species are likely to become extinct. therefore the need for an information media that is different from the usual, namely with Augmented Reality. Augmented Reality is a technology that can combine the real world with the virtual world and can combine the real world with virtual objects in it. In this research, augmented reality is used as a media of information and to learn about the biodiversity of the people, especially the animals that exist in Indonesia. This study aims to test the best method for making Augmented Reality. In this application, it displays 3D objects from deer animals. There are 4 menus in the application, one of which is detailed information about deer animals. objects can appear if the marker can be detected properly in the program.   Key Words : Augmented Reality, Multimedia Development Live Cycle, Androi

    Exploring context-sensitive collaborative augmented reality applications

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    In smart spaces limited amount of physical resources are available. Also, system should be able to offer relevant information according to user’s personal preferences. At the same time smart environments could serve many users with same requirement of relevancy and operate on limited resources. Sometimes it may not be possible to share resource in a way that respects all users without compromising collaboration. This thesis is focused on solving the problem of shared resource from the perspective of augmented reality. Selected standpoint is on mobile collaborative augmented reality and context-awareness. A small user study has been arranged as part of thesis to bring out information about user’s thoughts and emotions while using a simple prototype application. In addition, a small literature review about main concepts is conducted. There is a short analysis of some collaborative augmented reality applications presented based on recent literature. Results of the thesis show that even with small experiments it is possible to discover new information from users. Results also provide tentative answers to presented research questions. Main findings are that users have high expectations towards context-awareness and augmented reality technologies. They also expect applications to offer relevant, validated and also surprising information in each situation. This thesis has some evidence about suitability of augmented reality in context-aware applications that are targeted to support human-to human collaboration. With augmented reality it is possible to offer individual standpoints for users while they are inspecting limited, shared resources. Endorsement of user’s ability to monitor their environment is one challenge in large smart environments. Finally, software engineer can take user’s expectations into account when designing context-aware systems for smart environments. Also, developer could implement system that takes advantage of different human sensory modalities

    Collecting the Memories: The Potential of Augmented Reality Souvenirs in Agro-Tourism

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    Souvenirs are an essential artifact in tourism because tourists want to keep a memory of the places they visit. Despite the enormous variation in souvenirs, there are no decent souvenirs for agro-tourism in Indonesia. Agro-tourism allows tourists to experience the natural beauty of landscapes and to be exposed to farming products, making the agricultural products the souvenirs themselves. Some Indonesian agro-tourism provides undifferentiated souvenirs like keychains or T-shirts that exhibit the place’s logo, which we perceive as an opportunity to develop a novel design of souvenir. Our previous study about augmented reality products in agro-tourism delivered good outcomes but needs further research. This article explored the potential of developing agro-tourism souvenirs with technology to engage tourist enthusiasm with augmented reality. The researchers conducted literature studies, interviews and product testings to answer the main research question: “What is the tourist attitude towards augmented reality souvenirs in Indonesian agro-tourism?”. The findings during the prototype trial indicated that augmented reality souvenirs could escalate tourism experiences. However, we found there was a problem in human-computer interaction: some of the target audience’s tools cannot support the technology. Although the immersive sensation from augmented reality souvenirs potentially enhances the tourist experience, future studies about the effectiveness of its more extended implementation are necessary. Keywords: augmented reality souvenir, agro-tourism, souvenir, digital souveni

    Developing and evaluating AR game from consumer behavior perspectives

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    Abstract. Who would have guessed digital games could make the average gamer to jump up from their sofa and run around in urban environment, but now it is happening. This influence on players is something new as traditionally players control the games, not vice versa. Augmented reality games opened a new world that needs to be studied. Games are a big business and their business models and monetization have been studied a lot except related to augmented reality. Augmented reality games can be used to influence human behavior, but what this new and still evolving environment augmented reality provides for business is largely an open question. At the verge on new Metaverse this study is needed even more. This study examines the potential for augmented reality games to influence player behavior and monetization strategies within the rapidly evolving digital gaming industry. Utilizing a "In the wild" field trial and a specifically designed augmented reality game, the research explores how augmented reality game environments can be used to indirectly and directly influence player purchase behavior. A group of 11 test players was used and interviewed on their experience and feelings during different scenarios of the game. Results seems to indicate that players are willing to use money for physical products as part of a game story, for advancement in a game and for reasons that are not directly related to the game itself. Just by placing players in suitable locations they tend to use money and get interested in the services provided, creating possible future customers outside of the game. Study also found out that when immersed to an augmented reality game, in comfortable environment and while having fun the players are more willing to use money and that they create a positive attachment to the businesses encountered while playing. These findings have important implications for the development of effective business models and monetization strategies within the augmented reality gaming industry

    Augmented Reality, Virtual Reality, & Health

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    There are plenty of new and emerging technologies that are revolutionizing the health sciences. These webinars explore the applications of reality technologies including augmented reality, virtual reality, multi-reality, mixed reality, and more! From hands-on training, to human simulation software, there is a lot for us to learn about health and technology. Join us for an exploration of augmented reality (AR) and virtual reality (VR) technologies, with special attention given to their significance in the health sciences. Also learn how you can start and fund your own AR or VR health sciences project with NNLM Technology funding opportunities. This webinar is appropriate for everyone, regardless of how much you know about augmented or virtual reality. Speakers include: Zeb Mathews – University of Tennessee Health Science CenterCorina Bustillos – Texas Tech University Health Sciences CenterAllison Herrera – University of Massachusetts Medical SchoolMarilyn Gugliucci - University of New England Outline:AR and VR - Introduction & OverviewAugmented Reality & HealthVirtual Reality & HealthTechnology Funding OpportunitiesUniversity of New England VR Projec

    TEKNOLOGI AUGMENTED REALITY UNTUK MEMORABILIA PAMERAN: “OURCHETYPE”: Augmented Reality Technology for Exhibition Memorabilia : "Ourchetype"

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    Tujusemesta strives to build exhibitions that attract visitors and involve visitors directly. The exhibition entitled "Ourchetype" or defined as "Our Archetype" uses a human empathy approach from C.G. Jung. Archetypes are patterns, habits, and symbols that appear in the human subconscious and shape personality and influence decision-making. Jung stated that Archetypes were ancient legacies that humans could share in common. Archetypes are the main content in this second exhibition with the help of visualization using interactive media in the form of Augmented reality, which appears as an innovation. Innovation is needed to improve the quality of exhibitions while remaining relevant and attracting more visitors. Augmented reality technology can help visitors feel closer to the exhibition because visitors can slowly understand the topic of Archetypes for a long time so that interactive media can function optimally. Visitors will receive the merchandise in character stickers according to their respective archetypes, which are "markers" of the created Augmented reality so that visitors can continue to explore content outside of exhibition time. The addition of Augmented reality Technology to this exhibition uses applied practical methods as needed by considering various references and literacy. The stages used are ideation, software selection, prototyping, approval, production process work, product presentation, providing company feedback, and making the final product. Augmented reality application content for Ourchetype Interaction exhibition memorabilia has been successfully designed and implemented. The Android Augmented reality application has been successfully built and tested. This application can be used on Android smartphones with  a minimum API level of 25, namely Android 7.1 Nougat, and supports the Vuforia Fusion library. ABSTRAKTujusemesta berusaha untuk membangun pameran yang menarik pengunjung dan melibatkan pengunjung secara langsung. Pameran yang bertajuk “Ourchetype” atau didefinisikan sebagai “Our Archetype” ini menggunakan pendekatan empati manusia dari C.G. Jung. Arketipe adalah pola, kebiasaan, dan simbol yang muncul di alam bawah sadar manusia dan membentuk kepribadian serta memengaruhi pengambilan keputusan. Jung menyatakan bahwa Arketipe adalah warisan kuno yang dapat membuat manusia berbagi hal yang sama. Arketipe merupakan konten utama dalam pameran kedua ini dengan bantuan visualisasi menggunakan media interaktif berupa Augmented reality, yang muncul sebagai sebuah inovasi. Inovasi diperlukan untuk meningkatkan kualitas pameran namun tetap relevan dan menarik lebih banyak pengunjung. Teknologi Augmented reality dapat membantu membuat pengunjung merasa lebih dekat dengan pameran, karena pengunjung dapat memahami topik Arketipe secara perlahan dan dalam waktu yang lama sehingga memungkinkan media interaktif dapat berfungsi secara optimal. Pengunjung akan mendapatkan merchandise berupa stiker karakter sesuai Arketipe masing-masing, yang merupakan “marker” dari Augmented reality yang dibuat, sehingga pengunjung dapat terus mengeksplorasi konten di luar waktu pameran. Penambahan Teknologi Augmented reality pada pameran ini menggunakan metode praktis terapan sesuai kebutuhan dengan mempertimbangkan berbagai referensi dan literasi. Tahapan yang digunakan adalah ideation, pemilihan software, pembuatan prototype, approval, pengerjaan proses produksi, presentasi produk dan pemberian feedback dari perusahaan, serta pembuatan produk akhir. Konten aplikasi Augmented reality untuk memorabilia pameran Ourchetype Interaction telah berhasil dirancang dan diimplementasikan. Aplikasi Android Augmented reality telah berhasil dibangun dan diuji. Aplikasi ini dapat digunakan pada smartphone Android dengan API level minimal 25 yaitu Android 7.1 Nougat, dan mendukung library Vuforia Fusion
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