69,111 research outputs found

    Development of Application Based on Augmented Reality as A Learning of History and Culture in Architecture Case Study Pathok Negoro Mosques Yogyakarta

    Get PDF
    Pathok Negoro Mosques is an architectural masterpiece. These mosques are part of history in forming Yogyakarta. The existence of the Sultan’s Ngayogyakarta Palace is inseparable from the Pathok Negoro Mosques building. These mosques also have a function as a defensive system of the Islamic kingdom in Yogyakarta. Arguably, the current generation is getting deprived of the intellectual heritage of culture and history. The history and culture of the Pathok Negoro Mosques will be the content of this research. This research aims to develop an interactive application for learning the history and culture of architecture based on augmented reality. Augmented reality applications developed using unity. This research is proposed to be carried out in 2 stages. The first stage is related to the collection of the historical and cultural context of the mosque. The second stage is the development of an AR application for Android mobile devices. The reference data was made into the AR application with several methods, such as plane detection and image tracking. The research managed to develop a mobile augmented reality application in Unity3D 2018.3.14f1 for android devices that consists of the narrative recorded voice of brief history and culture the Pathok Negoro Mosques. The app also shows a well-ordered animation of building structure such as roof, roof insulation, roof structure and column of Pathok Negoro Mosques. Moreover, the research showed a clear step and issue of making an augmented reality app as learning of history and culture of Pathok Negoro Mosque

    Development of Application Based on Augmented Reality as A Learning of History and Culture in Architecture Case Study Pathok Negoro Mosques Yogyakarta

    Get PDF
    Pathok Negoro Mosques is an architectural masterpiece. These mosques are part of history in forming Yogyakarta. The existence of the Sultan’s Ngayogyakarta Palace is inseparable from the Pathok Negoro Mosques building. These mosques also have a function as a defensive system of the Islamic kingdom in Yogyakarta. Arguably, the current generation is getting deprived of the intellectual heritage of culture and history. The history and culture of the Pathok Negoro Mosques will be the content of this research. This research aims to develop an interactive application for learning the history and culture of architecture based on augmented reality. Augmented reality applications developed using unity. This research is proposed to be carried out in 2 stages. The first stage is related to the collection of the historical and cultural context of the mosque. The second stage is the development of an AR application for Android mobile devices. The reference data was made into the AR application with several methods, such as plane detection and image tracking. The research managed to develop a mobile augmented reality application in Unity3D 2018.3.14f1 for android devices that consists of the narrative recorded voice of brief history and culture the Pathok Negoro Mosques. The app also shows a well-ordered animation of building structure such as roof, roof insulation, roof structure and column of Pathok Negoro Mosques. Moreover, the research showed a clear step and issue of making an augmented reality app as learning of history and culture of Pathok Negoro Mosque

    Mobile augmented reality learning: design exploration toward student learning trends

    Get PDF
    The advancement of educational technologies and students learning trends have forced the educationist to adapt a new innovative learning method in disseminating learning content. This approach inspired the research to explore the Mobile Learning (mLearning) platform designed specifically for architectural history education via Augmented Reality (AR) app. Throughout the research, the researchers highlight the mLearning platform’s theory, potential, requirements as well as challenges in responding to students learning trends. The research objectives are; First, to investigate the students learning trends in utilizing educational technology infrastructures available at the higher education institution. Second, to explore the development of Mobile Augmented Reality Learning Platform toward learning experiences. The qualitative approach is applied which involved exploratory literature reviews, expert interviews and document analysis for formative evaluation. The reflection promises a new way of students learning experience by enhancing the traditional learning method via Mobile Augmented Reality Learning Platform

    Development of Application Based on Augmented Reality as A Learning Of History and Culture In Architecture Case Study Pathok Negoro Mosques Yogyakarta

    Get PDF
    Pathok Negoro Mosques is an architectural masterpiece. These mosques are part of history in forming Yogyakarta. The existence of the Sultan’s Ngayogyakarta Palace is inseparable from the Pathok Negoro Mosques building. These mosques also have a function as a defensive system of the Islamic kingdom in Yogyakarta. Arguably, the current generation is getting deprived of the intellectual heritage of culture and history. The history and culture of the Pathok Negoro Mosques will be the content of this research. This research aims to develop an interactive application for learning history and culture of architecture based on augmented reality. Augmented reality applications developed using unity. This research proposed to be carried out in 2 stages. The first stage is related to the collection of the historical and cultural context of the mosque. The second stage is the development of an AR application for Android mobile devices. The reference data made into the AR application with several methods, such as plane detection and image tracking. The research showed a clear step of making an augmented reality as learning of history and culture of Pathok Negoro Mosques

    Applicability of mobile augmented reality usage at Melaka cultural heritage sites

    Get PDF
    Augmented reality (AR) technology may help the existence of cultural heritage sites to a better position by communicating the history behind them. With AR, visitors are invited to come, learn and enjoy at the cultural heritage sites. However, to date none of these sites in Malaysia provides AR application as a media although it has many potential benefits. Therefore, this study tries to promote AR usage at cultural heritage sites by examining the applicability of mobile AR usage at Melaka heritage sites. At first, such mobile AR application was developed, and then a user study was conducted by providing visitors with the application and questions to answer. The findings reveal that 90% of the respondents agree that mobile AR is applicable to be utilised at the cultural heritage sites. In conclusion, the findings provide evidences of the potential usage of mobile augmented reality at cultural heritage sites and give better visiting experiences to the visitors

    Architectural history education: students’ perception on mobile augmented reality learning experience

    Get PDF
    Learning Architectural History in architecture schools remains as a challenge to many students in the built environment institutions. Historical buildings information can be very complicated and complex, that make learning considerably difficult, especially when there are too many variations of building shapes, forms, and treatments. The implementation of traditional learning and teaching method, solely via lecture that is currently still in practice, may have contributed to students’ difficulty to understand and experience historical buildings to the optimum level. As Mobile Augmented Reality (MAR) application's popularity is increasing in the educational field, it inspires researchers to evaluate students’ perception on MAR usage for the architectural history education. Hence, this research aims to explore the usage of Mobile Augmented Reality (MAR) application as a new innovative method for students to learn architectural history intuitively and interestingly. The research has two objectives; firstly, to investigate the MAR current practice on architectural history education, and secondly, to evaluate students’ perception of MAR in assisting students’ learning experience. The researchers adopt mixed methods approaches, consisting of literature reviews, and survey questionnaires. As a conclusion, MAR promises a new wave of the learning experience for students, which provides flexible and intuitive learning activities to them

    Your iPhone Cannot Escape History, and Neither Can You: Self-Reflexive Design for a Mobile History Learning Game

    Get PDF
    This chapter focuses on the design approach used in the self-reflexive finale of the mobile augmented reality history game Jewish Time Jump: New York. In the finale, the iOS device itself and the player using it are implicated in the historical moment and theme of the game. The author-designer-researcher drew from self-reflexive traditions in theater, cinema, and nonmobile games to craft the reveal of the connection between the mobile device and the history that the learners were studying. Through centering on this particular design element, the author demonstrates how self-reflexivity can be deployed in a mobile learning experience to tie history to contemporary concerns. What does it mean to bring self-reflexive techniques to mobile learning? What should we consider as we bring these techniques to bear on the mobile learning environment? How can we take advantage of the affordances of mobile self-reflexivity? The chapter explores these questions, and more, through the case of attempting to bring the self-reflexive technique to mobile learning; specifically, in a mobile ARG for leaching history

    MOBILE APPLICATION WITH AUGMENTED REALITY FOR THE TOURIST EXPERIENCE: A CASE STUDY IN THE DISTRICT OF CASA GRANDE, PERUVIAN NORTH COAST

    Get PDF
    When visiting the Casa Grande District, tourists arrive at the Main Square, from where they see around them many buildings to which they only take pictures and then leave, but they do not know about the history and value that each of them represents. Thus, the objective of this research is to value the diverse architectural heritage that the Casa Grande District has and at the same time improve the tourist experience, through the use of a Mobile Application with Augmented Reality. To carry out the experimental research, the agile Mobile-D methodology was used, which has 5 phases: Exploration, Initiation, Production, Stabilization and Testing;  in the Research Design, two groups were used:  Experimental Group (Ge) and Control  Group (Gc), while Student's t-test was used to validate the hypotheses.  Finally, the results revealed that the Mobile Application with augmented reality presented better results in the Ge with respect to the Gc in each of the indicators: time and cost of access to information, the number of visits and the satisfaction of tourists

    Musical peddy-paper: a collaborative learning activity suported by augmented reality

    Get PDF
    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
    • …
    corecore