1,544 research outputs found

    Android Battle Game Based on Augmented Reality with 2D Object Marker

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    This research develops the game by applying the Augmented Reality (AR) system in making games. Similar games that have been observed have a weakness where the Augmented Reality characters that appear do not match the marker, there is no calculation of the distance between the marker card as a battle trigger, and no character has raised the urband legend. For this reason, it is necessary to make a similar game by applying the Based Tracking Marker technique by calculating the distance of action between two markers by raising the theme of urband legend Indonesia and foreign legend legend. This research succeeded in making Multimedia battle fighting game products using the Multimedia Development Life Cycle (MDLC) method approach - Luther. Based on the tests that have been carried out, the alpha test results are functionally appropriate and from the beta testing the results of the User Acceptence Test (UAT) functionalities obtained a value of 71% declared feasible to use with the interpretation of "Good" which means this game is feasible and can be developed

    Tangible user interfaces : past, present and future directions

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    In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this eld. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research

    Web-based indoor positioning system using QR-codes as markers

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    Location tracking has been quite an important tool in our daily life. The outdoor location tracking can easily be supported by GPS. However, the technology of tracking smart device users indoor position is not at the same maturity level as outdoor tracking. AR technology could enable the tracking on users indoor location by scanning the AR marker with their smart devices. However, due to several limitations (capacity, error tolerance, etc.) AR markers are not widely adopted. Therefore, not serving as a good candidate to be a tracking marker. This paper carries out a research question whether QR code can replace the AR marker as the tracking marker to detect smart devices’ user indoor position. The paper has discussed the research question by researching the background of the QR code and AR technology. According to the research, QR code should be a suitable choice to implement as a tracking marker. Comparing to the AR marker, QR code has a better capacity, higher error tolerance, and widely adopted. Moreover, a web application has also been implemented as an experiment to support the research question. It utilized QR code as a tracking marker for AR technology which built a 3D model on the QR code. Hence, the position of the user can be estimated from the 3D model. This paper discusses the experiment result by comparing a pre-fixed target user’s position and real experiment position with three different QR code samples. The limitation of the experiment and improvement ideas have also been discussed in this paper. According to the experiment, the research question has being answered that a combination of QR code and AR technology could deliver a satisfying indoor location result in a smart device user

    AUGMENTED REALITY FOR UNIVERSITAS ISLAM NEGERI WALISONGO'S PROFILE USING AGILE METHODOLOGY

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    The use of Information Technology for the process of delivering information has grown so rapidly. One of them is Augmented Reality. Augmented Reality is widely implemented for various things, including in the world of education, health, military, entertainment and many others. Augmented Reality is a technology that combines virtual objects and the real world in real-time and interactively. This research developed an Augmented Reality Application that can be used to introduce Universitas Islam Negeri (UIN) Walisongo more broadly, attractively, interactively, and competitively. This application is named AR UINWS. Agile methodology was chosen to develop AR UINWS. The results show that the agile methodology is suitable to be implemented because of its flexibility, so that the needs of developing applications can be easily adapted. AR UINWS works well on all types of android devices that have a minimum camera resolution of 720x1280 pixels. AR UINWS can detect markers if the marker surface is visible at least 65% of the total marker surface area. This application can detect markers of various sizes as long as the background is light. The size of the marker that can be detected is 1.5x2 cm with the minimum distance between the marker and the android device is 1 5cm. While the largest marker size being tested is 15x23cm with the minimum distance between the marker and the android device is 150 cm

    AUGMENTED REALITY APPS FOR CHILDREN TO LEARN APHABET THROUGH STORYTELLING

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    Everybody deserves a proper education. However, there are parents out there struggling to teach their kids to read and write due to their inability to teach them properly. Therefore, this project is going to explore the possibility of using augmented reality combined with storytelling as a medium to teach children to learn alphabet. With the existence of variety of students around us, problems tend to occurs when the teaching and learning process are going on. Students tend to have different learning curve. Sometimes they just refuse to learn altogether. These problems support the designation of this project which is to overcome the cause of illiterate among adults by starting early in terms of learning alphabet using augmented reality and storytelling. Exploring further into the project, analysis, planning, design, testing and implementation are going to be carried out to support the progress of this project. As a result, an android application that is able to support the learning of alphabet through storytelling is going to be built

    Conceptualizing the Co-Existence of Formal and Informal Institutions Within Planning

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    Conceptualizing the Co-Existence of Formal and Informal Institutions Within Planning Hazem Abu-Orf Faculty of Applied Engineering and Urban Planning, University of Palestine, Gaza, PalestineThe background to this study is addressing how formal and informal institutions might intersect in planning. This article has at its aim addressing not only the effects that formal and/or informal institutions have but also how both shape each other. In fulfilling this aim, analysis in this study adopts qualitative research methods, including qualitative interviewing, direct observation and archival records, which are applied to the Nicosia Master Plan that is considered in this study as a particular case study because it arguably helps this study to fulfill its aims. The perspective of formal/informal ‘dialectics’, marked by a ‘mutual-shaping’ exercise, is applied to this case study. Its application reveals several arguments as follow. First, formal institutions are found in this study to be blocked from mobilizing any development, however, remain the key determinant. The second argument concerns informal institutions that have been found to adopt strategies capable of mobilizing development, nevertheless, these strategies could not obviate the central role of formal institutions. Thirdly, formal institutions formalize informal institutions by ‘absorbing’ the latter into their hierarchy while equally denying any degree of autonomy, nor a role assigned, to informal institutions. Altogether, the findings revealed in this study stress the importance of the political and economic contexts of power that are key to how the formal/informal ‘dialectics’ occur.University of Palestine, www.up.edu.p

    CSI4FS - A Markerless Augmented Reality Application for Forensic Science Crime Scene Investigation Training

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    A capstone submitted in partial fulfillment of the requirements for the degree of Doctor of Education in the College of Education at Morehead State University by Ian Levstein on April 9, 2018

    An Interactive Augmented Reality Alphabet 3-Dimensional Pop-up Book For learning and Recognizing the English Alphabet

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    This document describes the process developing an Augmented Reality (AR) alphabet book mobile application. Using only an android phone camera, the child could view the superimposed virtual alphabet 3 dimensional objects in a fun and interactive manner using the marker-less physical alphabet book as the interaction tool. The reason behind choosing alphabet teaching as the topic of the book is that the Alphabet knowledge is the core knowledge of any language. It is a jump-start for children to start reading and recognizing words and sentences, thus learning the alphabet is extremely important, for many researchers, emphasizing on how early, child’s education shapes the child’s successful future. Though there are, a great deal of technology based alphabet books; parents still prefer buying the old style physical books or some might use a virtual technology based book application. The problem is that though the physical book possesses many benefits, that our generation and the generations long before us, have experienced, yet from the current generation children’s point of view, they may in fact find it dull and boring. For, it is commonly recognized, that the current generation children are surrounded all around by technology and gadgets, that can make them board, easily distracted, and may refuse to willingly use a plain non-technology book to learn, and if using a virtual application, they will lose the benefits offered by a physical book. Knowing this, the use of Augmented Reality should solve such a problem. For Augmented Reality (AR) is considered the best of both worlds, where, real and virtual objects are combined in the real environment, that will allow the use of both technology based application and a traditional physical book, combining the benefits of both and meeting the child and the parent midway. Although AR technology is not new, its possible potential in education is just beginning to be investigated. The main aim of this research is to develop an interactive 3-Dimentional alphabet pop-up book, and using digital storytelling, to help teach children to learn and recognize the alphabets. The objectives of the study are to enhance the interactions of the alphabet book, by creating an android application that contains animated interactive 3-Dimentional models, interactive sounds, songs and music. Furthermore, to investigate the use of digital storytelling (music, sounds), interactions and animation effect in learning engagement, through using the augmented reality technology. The scope of this project and research is very wide, it includes the 3D modeling, texturing, rigging & animation, book design and content decision research, furthermore, Augmented Reality and Android applicatio

    Project Incandescence: Design and development of a geolocated experience

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    Treball Final de Grau en Disseny i Desenvolupament de Videojocs. Codi: VJ1241. Curs acadèmic: 2015-2016As years go by, more and more everyday objects are getting interconnected and aware of their environment. This technological fabric being woven across our lives opens up opportunities never seen before. The communication and personal nature of smartphones makes them the ideal flagship in charge of clearing the path and heading towards the Internet of Things era. Their embedded sensors together with their broad adoption makes them the perfect devices for experimenting on novel ways of creating fresh interactive experiences. In this paper, Project Incandescence is proposed; an application which aims to experiment with storytelling by the exploitation of up-to-date technologies present in smartphones. The intended target audience are students of the last years of high school or college students. In other words, people from 16 to 24 years old which are willing to try new things. Project Incandescence is a global video game project but efforts will be mainly focused on programming an app which integrates and makes use of the information provided by recent technologies. Specifically, geolocation, augmented reality and haptic feedback will capture our attention. Another key part of the project is game design. However, it will be tackled with lesser dedication. The artistic aspect of the experience will not be neglected either, but it will be the least important aspect of the three main ones. The development will target the Android platform which is the most extended one among smartphones. This software stack has also postulated as key one in the future since it does not target a specific device, and currently supports from watches to cars

    Penerapan Teknologi Augmented Reality Sebagai Sarana Promosi Produk Sarana Sejahtera Wilson's of- Fice Chairs Berbasis Android

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    Nowadays, business competitions become much fiercer, whether it be small, medium, or large business. It even makes many enterpreuners go out of business because they took the wrong step facing the fierce competition. A precise strategy is needed to face the competition, such as knowing the location of the costumers,knowing the needs of the costumers, utilizing the surroundings, utilizing technologies, etc. Simple selling products such as adding pictures of the produts in brochures is considered less interesting for costumers. By utilizing Augmented Reality technology for product presentation, businessmen are expected to present more interesting products promotion to the costumer and achieve higher sale value. The application of Augmented Reality technology for promoting products is built by SDLC (Software Development Life Cycle) method consist of Concepting, Desaigning, Collecting Materials, Making, Examination, and Distribution steps. The Examination steps uses Black-Box Testing method that consists of Application Functionality test, Lighting Intensity test, Angle and Length of The Camera from the marker. Based on the examination and analysis results towards the built application, it is concluded that application utilization can be a product advertising in the form of Personal Selling. Light intensity affects camera's perception on Marker's ID. In the 90 ̊ angle, the detection is nonoptimal because system can't perceive the marker ID completely. Functionally, all buttons are functioning well and all the pages are openable
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