184,977 research outputs found
Location based augmented reality application on Unity 3D
This document presents the development and steps taken in order to create an augmented reality application using the Unity 3D software using a mobile handheld device. The steps of the development will be explained and the performance evaluated
Musical peddy-paper: a collaborative learning activity suported by augmented reality
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
Authoring and Living Next-Generation Location-Based Experiences
Authoring location-based experiences involving multiple participants,
collaborating or competing in both indoor and outdoor mixed realities, is
extremely complex and bound to serious technical challenges. In this work, we
present the first results of the MAGELLAN European project and how these
greatly simplify this creative process using novel authoring, augmented reality
(AR) and indoor geolocalisation techniques
Avebury Portal – A Location-Based Augmented Reality Treasure Hunt for Archaeological Sites
Many archaeological sites are less popular by visits amongst the
younger group and overall less popular than majority of other heritage sites. They
are often not enhanced by supporting medium like in museums or historic
buildings. Many augmented reality (AR) systems have been developed for
archaeological sites and proved to benefit user engagement. However, most result
in superimposing a virtual reconstruction of the site for users to passively observe
and lack exploration of other methods for designing an interactive engaging
experience. In this paper, we demonstrate the development of a location-based
treasure hunt AR app, Avebury Portal, for the heritage site; Avebury in England.
Avebury Portal uses puzzles with the environment to give clues, and a narrative
that responds to the user’s location. We developed Avebury Portal with Unity
Engine and Vuforia to demonstrate the effectiveness of using AR to enhance
visitors’ experiences on learning
Pembangunan Aplikasi Pencarian Lokasi Kuliner Di Bandung Menggunakan Teknologi Augmented Reality
Wisata kuliner merupakan suatu kegiatan berkunjung ke rumah makan, kedai, maupun cafe yang
menyajikan jajanan berupa makanan populer dan unik disuatu daerah tertentu. Di Kota Bandung sendiribisnis kuliner ini sangat berkembang pesat, terbukti dengan ditetapkannya Kota Bandung sebagai salahsatu destinasi wisata kuliner di Indonesia. Perkembangan wisata kuliner yang sangat pesat terkadangmemiliki salah satu kesulitan tersendiri, salah satunya adalah kesulitan untuk menemukan lokasi kulineryang ingin mereka kunjungi.
Layanan berbasis lokasi atau Location Based Service merupakan sebuah layanan yang memanfaatkan
teknologi GPS dan juga teknologi smartphone. Dengan adanya aplikasi serupa, wisatawan lebihdimudahkan dalam mencari lokasi kuliner yang dituju, pengguna dapat mengetahui arah yang harusdituju hanya dengan melihat smartphone atau gadget mereka.
Augmented Reality merupakan penggabungan antara benda nyata dan benda mayas, dengan bantuanperangkat tertentu untuk membangkitkannya. Hasil penelitian tugas akhir ini berupa sebuah aplikasiberbasis lokasi yang dikombinasikan dengan teknologi augmented reality, dimana penyampaianinformasi mengenai tempat kuliner tersebut akan menjadi lebih interaktif dari aplikasi berbasis lokasilainnya.
Kata Kunci: Pembangunan, Aplikasi, Pencarian, Lokasi, Wisata, Kuliner, Augmented Reality
A surgical system for automatic registration, stiffness mapping and dynamic image overlay
In this paper we develop a surgical system using the da Vinci research kit
(dVRK) that is capable of autonomously searching for tumors and dynamically
displaying the tumor location using augmented reality. Such a system has the
potential to quickly reveal the location and shape of tumors and visually
overlay that information to reduce the cognitive overload of the surgeon. We
believe that our approach is one of the first to incorporate state-of-the-art
methods in registration, force sensing and tumor localization into a unified
surgical system. First, the preoperative model is registered to the
intra-operative scene using a Bingham distribution-based filtering approach. An
active level set estimation is then used to find the location and the shape of
the tumors. We use a recently developed miniature force sensor to perform the
palpation. The estimated stiffness map is then dynamically overlaid onto the
registered preoperative model of the organ. We demonstrate the efficacy of our
system by performing experiments on phantom prostate models with embedded stiff
inclusions.Comment: International Symposium on Medical Robotics (ISMR 2018
Location Based Service Sebagai Penunjuk Lokasi Hotel Di Kota Semarang Berbasis Augmented Reality
Semarang dikenal sebagai kota yang unik karena mempunyai destinasi wisata yang dipengaruhi oleh banyaknya etnis yang ada. Selain keunikan pariwisatanya, Kota Semarang juga dapat dipandang sebagai kota bisnis, terbukti dengan menjamurnya tempat USAha seperti restaurant, cafe dan yang paling pesat pertumbuhannya saat ini yaitu hotel. Belakangan ini pertumbuhan hotel di Semarang sudah kian pesat. Hal ini juga berpengaruh kepada para pendatang ataupun wisatawan yang singgah di Kota Semarang. Dari banyaknya jumlah hotel yang ada, bukan tidak mungkin jika para pendatang merasa bingung saat mencari hotel yang sesuai dengan keinginan mereka. Tentunya para pendatang memerlukan aplikasi yang dapat menampilkan lokasi dan informasi lengkap tentang hotel di Kota Semarang. Untuk dapat mewujudkan gagasan tersebut, maka dilakukan sejumlah metode penelitian antara lain studi literatur, mendefinisikan kebutuhan, pengumpulan data hotel pada Dinas Kebudayaan dan Pariwisata Kota Semarang, perancangan dan implementasi aplikasi, serta melakukan pengujian terhadap aplikasi kepada beberapa orang responden. Aplikasi dirancang dengan tujuan untuk memudahkan pengguna ketika hendak mencari hotel di Kota Semarang. Hasil dari penelitian ini adalah sebuah channel “SMARTEL” (Semarang Augmented Reality Hotel Location) pada aplikasi Junaio untuk mencari lokasi hotel di Kota Semarang. Basis Augmented Reality dipilih karena sifatnya yang real time saat menampilkan data atau informasi ,serta mempunyai tampilan visual yang interaktif. Channel akan menampilkan POI (Point of Interest ) atau dalam penelitian kali ini yaitu informasi lokasi hotel, yang didasarkan pada lokasi pengguna saat ini berada, atau dikenal dengan istilah LBS (Location Based Service). Dengan adanya channel ini, pengguna dapat lebih mempersingkat waktu dan lebih mudah dalam menemukan dan menuju ke lokasi hotel yang berada di Kota Semarang. Karena SMARTEL masih dalam bentuk channel, maka harapan untuk penelitian kedepannya adalah dapat dikembangkan dalam bentuk aplikasi android (.apk) agar lebih mudah dalam pendistribusiannya
Urban Games: Convergence of physical and virtual
Redefining the city as interactive media can reveal new possibilities for architects and designers. Today, designers must augment architecture and urbanism by incorporating new aspects of virtual habitation. This paper investigates contemporary attitudes toward digital public spaces, from media facades, augmented reality games, and mobile apps to guerrilla-like techniques such as tactical media, activist gaming, and electronic civil disobedience. It looks at these notions as renewed forms of public participation that build upon the past analog models. It touches on the relationship between ownership and authorship of the public realm, and the role design, art, and technology play in this balance. Ubiquitous technologies, democratization of access to and means of creative production, and virtualization of physicality allow for broader participation in cultural authorship and ownership, an opportunity that may not be fully realized if not embraced effectively. In this redefined image of the city, online and mobile games become important contributor to genius loci and emerging social networks. Furthermore, this paper discusses the mutually-informing relationship between the imaginary (virtual) and the real (physical). It presents the city as a virtual construct modulated by pervasive and ubiquitous computing, social networking, and (geo)location-based participatory events such as augmented reality (AR) gaming. In the perceptual dimension, video games, such as Grand Auto Theft, Mirror's Edge, or Assassins' Creed, are becoming potent advocates or adversaries of traditional image (notion) of the city. The combination of purely virtual reality (VR) game cities and augmented reality (AR), information-laced and geo-located environments transforms our expectations towards urban landscapes. This paper investigates the following aspects of augmented urbanisms: the virtual city of computer games and movie narratives, the physical city overlaid with virtual information accessible via augmented reality browsers and electronic social networks. It also looks into how these new electronic agents facilitate an unconventional use of the city
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