56,837 research outputs found

    Designing A 3-Dimensional Campus Brochure Application Based On Augmented Reality

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    STMIK Umel Mandiri as one of the universities in Jayapura is still less well known, apart from being relatively new in its age and the location of the campus building which is blocked by buildings. So that people sometimes do not know the exact location of the campus. To promote the campus, one of the advertising media used is brochures. Along with current technological developments, augmented reality technology has emerged which is able to combine 2 (two) realities, namely the real and virtual world. When used in brochures, it can provide a feel and experience for readers. So that promoting goods or services can be done more interactively, as well as providing more information to consumers about the product. This augmented reality technology is then used as a solution to the problems faced by STMIK Umel Mandiri in promoting its educational institutions. The purpose of this research is to produce an android application that can display a 3 (three) dimensional brochure model by utilizing augmented reality technology so that it can help the public to get to know the campus to be chosen well. The research method has several stages, namely collecting data about the needs of prospective new students regarding information about the STMIK Umel Mandiri campus, then making a 3 (three) dimensional model of the STMIK Umel Mandiri Campus Building. Then next, do the design of compatible augmented reality on smartphone devices using the Android operating system, and produce 3 (three) dimensional augmented reality objects. This research produces an application based on augmented reality technology that is used to help promote the STMIK Umel Mandiri Campus through devices with the android operating system

    Evaluating the development of wearable devices, personal data assistants and the use of other mobile devices in further and higher education institutions

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    This report presents technical evaluation and case studies of the use of wearable and mobile computing mobile devices in further and higher education. The first section provides technical evaluation of the current state of the art in wearable and mobile technologies and reviews several innovative wearable products that have been developed in recent years. The second section examines three scenarios for further and higher education where wearable and mobile devices are currently being used. The three scenarios include: (i) the delivery of lectures over mobile devices, (ii) the augmentation of the physical campus with a virtual and mobile component, and (iii) the use of PDAs and mobile devices in field studies. The first scenario explores the use of web lectures including an evaluation of IBM's Web Lecture Services and 3Com's learning assistant. The second scenario explores models for a campus without walls evaluating the Handsprings to Learning projects at East Carolina University and ActiveCampus at the University of California San Diego . The third scenario explores the use of wearable and mobile devices for field trips examining San Francisco Exploratorium's tool for capturing museum visits and the Cybertracker field computer. The third section of the report explores the uses and purposes for wearable and mobile devices in tertiary education, identifying key trends and issues to be considered when piloting the use of these devices in educational contexts

    Visual communication in urban planning and urban design

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    This report documents the current status of visual communication in urban design and planning. Visual communication is examined through discussion of standalone and network media, specifically concentrating on visualisation on the World Wide Web(WWW).Firstly, we examine the use of Solid and Geometric Modelling for visualising urban planning and urban design. This report documents and compares examples of the use of Virtual Reality Modelling Language (VRML) and proprietary WWW based Virtual Reality modelling software. Examples include the modelling of Bath and Glasgow using both VRML 1.0 and 2.0. A review is carried out on the use of Virtual Worldsand their role in visualising urban form within multi-user environments. The use of Virtual Worlds is developed into a case study of the possibilities and limitations of Virtual Internet Design Arenas (ViDAs), an initiative undertaken at the Centre for Advanced Spatial Analysis, University College London. The use of Virtual Worlds and their development towards ViDAs is seen as one of the most important developments in visual communication for urban planning and urban design since the development plan.Secondly, photorealistic media in the process of communicating plans is examined.The process of creating photorealistic media is documented, examples of the Virtual Streetscape and Wired Whitehall Virtual Urban Interface System are provided. The conclusion is drawn that although the use of photo-realistic media on the WWW provides a way to visually communicate planning information, its use is limited. The merging of photorealistic media and solid geometric modelling is reviewed in the creation of Augmented Reality. Augmented Reality is seen to provide an important step forward in the ability to quickly and easily visualise urban planning and urban design information.Thirdly, the role of visual communication of planning data through GIS is examined interms of desktop, three dimensional and Internet based GIS systems. The evolution to Internet GIS is seen as a critical component in the development of virtual cities which will allow urban planners and urban designers to visualise and model the complexity of the built environment in networked virtual reality.Finally a viewpoint is put forward of the Virtual City, linking Internet GIS with photorealistic multi-user Virtual Worlds. At present there are constraints on how far virtual cities can be developed, but a view is provided on how these networked virtual worlds are developing to aid visual communication in urban planning and urban design

    Framework to Enhance Teaching and Learning in System Analysis and Unified Modelling Language

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    Cowling, MA ORCiD: 0000-0003-1444-1563; Munoz Carpio, JC ORCiD: 0000-0003-0251-5510Systems Analysis modelling is considered foundational for Information and Communication Technology (ICT) students, with introductory and advanced units included in nearly all ICT and computer science degrees. Yet despite this, novice systems analysts (learners) find modelling and systems thinking quite difficult to learn and master. This makes the process of teaching the fundamentals frustrating and time intensive. This paper will discuss the foundational problems that learners face when learning Systems Analysis modelling. Through a systematic literature review, a framework will be proposed based on the key problems that novice learners experience. In this proposed framework, a sequence of activities has been developed to facilitate understanding of the requirements, solutions and incremental modelling. An example is provided illustrating how the framework could be used to incorporate visualization and gaming elements into a Systems Analysis classroom; therefore, improving motivation and learning. Through this work, a greater understanding of the approach to teaching modelling within the computer science classroom will be provided, as well as a framework to guide future teaching activities

    Using Augmented Reality as a Medium to Assist Teaching in Higher Education

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    In this paper we describe the use of a high-level augmented reality (AR) interface for the construction of collaborative educational applications that can be used in practice to enhance current teaching methods. A combination of multimedia information including spatial three-dimensional models, images, textual information, video, animations and sound, can be superimposed in a student-friendly manner into the learning environment. In several case studies different learning scenarios have been carefully designed based on human-computer interaction principles so that meaningful virtual information is presented in an interactive and compelling way. Collaboration between the participants is achieved through use of a tangible AR interface that uses marker cards as well as an immersive AR environment which is based on software user interfaces (UIs) and hardware devices. The interactive AR interface has been piloted in the classroom at two UK universities in departments of Informatics and Information Science

    Realidad aumentada en dispositivos iOS como sistema de ayuda a los alumnos

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    Este Proyecto consiste en la realización de! una aplicación destinada a los alumnos de la Universidad para obtener ayuda e información del Campus Universitario. La aplicación se ejecuta en dispositivos móviles iOS: iPhone, iPad e iPod Touch y emplea tecnologías de Realidad Aumentada proporcionadas por el SDK Vuforia de Qualcomm. Esta aplicación servirå como nexo de unión entre soportes, a priori incompatibles, como una simple hoja de papel impresa y el propio dispositivo electrónico haciendo uso de Realidad Aumentada; que proporcionarå al soporte impreso de contenidos multimedia e interacción a través de la pantalla del dispositivo móvil. Para llevar cabo este Proyecto se estudian las diferentes herramientas que se necesitan para poder desarrollar una aplicación para la plataforma de Apple, así como adquirir los conocimientos teóricos necesarios a tal efecto. Ademås se hace un estudio sobre cuål es el estado actual de la Realidad Aumentada y de las herramientas capaces de proporcionarla. Se utilizarå una de estas tecnologías,Vuforia, para dotar a la aplicación a desarrollar de capacidades de Realidad Aumentada y se explica con detalle cómo es el funcionamiento y arquitectura de esta tecnología. Se estudiarån técnicas de modelado en tres dimensiones para incorporar Realidades Virtuales propias a la aplicación a desarrollar y se expone con detalle cómo ha sido el proceso de desarrollo de la aplicación, así como su funcionamiento. ___________________________________________________________________________________________________________________________________This Project consists in the realization of an application for students of the University to get help and information from the University Campus. The application runs on iOS mobile devices: iPhone, iPad and iPod Touch and employs Augmented Reality technologies provided by Qualcomm Vuforia SDK. This application will serve as a link between supports, at first sight incompatible, as a single printed sheet of paper and the electronic device itself using Augmented Reality, which provide the printed support interaction and multimedia content through the mobile device screen. To carry out this Project different tools needed to develop an application for the Apple platform will be studied and the knowledge necessary for this purpose will be acquired. It also makes a study about the current state of Augmented Reality and tools capable of providing it. One of these technologies will be used, Vuforia, to provide Augmented Reality capabilities to the application and explains in detail how is the operation and architecture of this technology. Three dimensions modeling techniques will be studied to incorpórate specific virtual realities to the application to develop and set out in detail how was the process of the application development and operation.Ingeniería de Sistemas Audiovisuale

    Exploring digital encounters in the city

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    In this paper we explore the types of encounters that technology enables. We consider the differences between digital and non-digital encounters, and investigate how technology can be appropriated for shared interactions that support conscious (or unconscious) social encounters. Finally, we describe two prototypes that generate different types of digital encounters in a city context, and we discuss our initial results
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