48,812 research outputs found

    Perancangan Game “IM HERE” Berbasis Augmented Reality dan Location Based Sebagai Media Promosi

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    On a business there must be advertise for a product, services, and also for entertainment. Advertisement activities has been changed from door to door advertisement to technological advertisement. Technology that used for advertisement are televisions, web and social media. One of the new technology and media that use for advertisement are games. Games as advertisement tool use ads via monetizing and promote services. Some company use augmented reality and location based technology which new technology as advertisement enhancement to attract costumer. Augmented reality is technology that combine real world object and game object, and location based is technology that determine user location in the point of world as coordinate or place descriptions. Augmented reality and location based can be implemented using Unity3D algorithm through accessing user camera and gps. Location based can be implemented as marker for some feature to active if company that want advertise their product or place, user must get profit from activating the feature. Using augmented reality and location base as gameplay may give new experience for user and attract new user or customer

    Augmented Reality 3D Gerhana Bulan Dan Matahari Total Sebagai Media Pembelajaran Berbasis Markerless Multitarget Pada Android (Studi Kasus: SD Sumsel Jaya Baru Palembang)

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    Nowadays technology is the technology of augmented reality. Augmented reality (AR) is a technology that combines the two dimensional virtual objects or three dimensions into a real three-dimensional environment and then projecting the virtual objects in real time. In the field of entertainment and game shows have had a lot of things that are more compelling interest in children of elementary school age, for example the cartoon movie as well as a three-dimensional animation, while in education learning methods of augmented reality is still rare. These problems arise in many primary school, particularly at the ELEMENTARY SCHOOL New Palembang Sumatra Jaya. Most of the delivery of the lesson still stiff and monotonous with the media text books pictorial two dimensions that make students tend to be less passive and interactive media because the image is not able to give a reciprocal response, less visible and less interesting. Such learning can be diterapakan on the total lunar eclipse, total solar eclipse, and the Earth's rotation, so that learning can be visualized. System development methodology used is the method Prototype. System development is done using the unity 3D tools, SDK android SDK and vuforia. System modeling is done by visual-based using UML. These applications are built and designed to create a more interesting learning susana and interactive. Augmented Reality application is implemented in multitarget based on android

    Mobile Edge Computing Based Immersive Virtual Reality Streaming Scheme

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    Recently, new services using virtual reality (VR)/augmented reality (AR) have appeared and then exploded in entertainment fields like video games and multimedia contents. In order to efficiently provide these services to users, an infrastructure for mobile cloud computing with powerful computing capabilities is widely utilized. However, existing mobile cloud system utilizes a cloud server located at a relatively long distance, so that there are problems that a user is not effectively provided with personalized immersive multimedia service. So, this paper proposes the home VR streaming system that can provide fast content access time and high immersiveness by using mobile edge computing (MEC)

    TRAINING OF A CONVOLUTIONAL NEURAL NETWORK FOR HAND GESTURE RECOGNIZING ON THE KAGGLE ASL ALPHABET DATASET

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    Nowadays, hand gesture recognizing is important topic. It is used in virtual assistant work, for sign language translation, in virtual and augmented reality applications, and in entertainment services. The paper deals with the convolutional neural network training using different technologies. The neural network is trained to classify American manual alphabet and 3 extended gestures using photographs. The open access dataset Kaggle ASL Alphabet was used for training. Kaggle ASL Alphabet provides 87000 images of 29 classes for image classification and hand gesture recognizing

    Prospects for the use of Augmented Reality in Education

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    Augmented Reality (AR) is an emerging form of experience in which the Real World (RW) is enhanced by computer-generated content tied to specific locations and/or activities. Over the last several years, AR applications have become portable and widely available on mobile de­vices. AR is becoming visible in our audio-visual media (e.g., news, entertainment, sports) and is beginning to enter other aspects of our lives (e.g., e-commerce, travel, marketing) in tangible and exciting ways. The aspects of the use of augmented reality technology in the system of higher education are considered. The findings reveal an increase in the number of AR studies during the last four years. The most reported advantage of AR is that it promotes enhanced learning achievement and also of interest to the younger generation Some noted challenges imposed by AR are usability issues and frequent technical problems. The advantages and limitations of using this technology are given. The prospects for the use of augmented reality technology in the educational environment are considered

    A Digital World of Live Theatre: The New Technological Possibilities of Live Theatre

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    In recent years, the implementation of Virtual Reality and Augmented Reality into video games and entertainment has been increasing. But what happens if we begin using this technology to connect live theatre to the digital world? In some ways, this is already happening. Small theatre companies have been creating performances in Virtual Reality to simulate live productions with real audience interaction. Augmented Reality is also being slowly introduced into theatre, as it allows for real-time manipulation of the things we see in the real world. The whole realm of VR and AR technology is still very new and very experimental, but it is clear that a foundation for theatre is being built in these technological worlds. Whether it be live streaming performances into VR headsets with 360° cameras, putting on a performance in a three-dimensional VR program, or simply manipulating live shows with AR technology, there’s no question that theatre, as we know and love it, is gradually engaging more and more with these new technologies

    A preliminary study of a hybrid user interface for augmented reality applications

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    Augmented Reality (AR) applications are nowadays largely diffused in many fields of use, especially for entertainment, and the market of AR applications for mobile devices grows faster and faster. Moreover, new and innovative hardware for human-computer interaction has been deployed, such as the Leap Motion Controller. This paper presents some preliminary results in the design and development of a hybrid interface for hand-free augmented reality applications. The paper introduces a framework to interact with AR applications through a speech and gesture recognition-based interface. A Leap Motion Controller is mounted on top of AR glasses and a speech recognition module completes the system. Results have shown that, using the speech or the gesture recognition modules singularly, the robustness of the user interface is strongly dependent on environmental conditions. On the other hand, a combined usage of both modules can provide a more robust input

    Assessment of the impact of using Augmented Reality to support learning

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    [EN] Augmented Reality (AR) is changing the perception of education in the way of learning, therefore, in the way of teaching, consolidating AR as part of the future of education, but not only in this field, but in general in the medicine, industry, transportation, marketing, architecture, entertainment and tourism. Currently, education seeks new techniques that help and facilitate students to improve compression. The present work makes a study of the use of Augmented Reality for the improvement of learning, from an analysis of the technological development of this technology, the types of software on the market to create augmented models, and an analysis of the use of this technology in the education, then an application, for the Logistics course of the Master's Degree in Organisational and Logistics Engineering of the Universitat Politècnica de València, with this application we intend to innovate in traditional educational strategies. Once this tool was created, we evaluated the use of Augmented Reality with the students of the subject, in which users determined that AR facilitates the learning process and motivates their participation in the subject.Funding by the Conselleria de Educación, Investigación, Cultura y Deporte - Generalitat Valenciana for hiring predoctoral research staff with Grant (ACIF/2018/170); European Social Fund with Grant Operational Program of FSE 2014-2020, the Valencian Community.Guzmán Ortiz, BE. (2021). Assessment of the impact of using Augmented Reality to support learning. En Proceedings INNODOCT/20. International Conference on Innovation, Documentation and Education. Editorial Universitat Politècnica de València. 71-79. https://doi.org/10.4995/INN2020.2020.11813OCS717

    USING MOBILE AUGMENTED REALITY APPLICATION AS A MARKETING STRATEGY IN SOCIAL MEDIA

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    Using Mobile Augmented Reality Application as a Marketing Strategy in Social Media is a research to know how to improve marketing strategy such as branding and promotion using augmented reality in social media. By using this type of technology, instead of using the traditional and conventional approach, users can attract more customer to buy the product since the promotion is more memorable. This mobile application can scan a certain type of product and it can produce a certain type of animation and information according to the developer. But in this research, we are also taking one step further by absorbing the latest trend of advertising which is social media and instead of a plain advertisement, we are using simple games to attract more customers. The idea came from the trend of mobile games nowadays such as candy crush or flappy bird, and people can compete with their friends in social media such as Facebook and Twitter. The competitive nature that came out from the game will help selling the product as people will look for more entertainment from the advertisement

    A Mobile Application with Augmented Reality to Enhance Sinhala Learning Experience for Children

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    Augmented Reality has gone from science fiction dream to possible emerging technology in the modern world. This futuristic technology has the ability to blend the real world with digital world. This paper presents an Augmented Reality based mobile solution for children to enhance their Sinhala alphabet learning experience. With this tool, children can interactively learn letters, pronunciation and usage of letters in real world scenarios. Generally, teaching preschool children could be difficult since they only focus on an activity for a short period of time. Therefore this solution mainly focuses on adding fun and entertainment while addressing cognitive skills of the children. This application adds totally new learning experience for its users. A survey done with pre-school children and teachers proved that using Augmented Reality based solution with latest technologies are very helpful for learning things and teaching things efficiently. Most students requested to use the Augmented Reality application repeatedly. Teachers showed high level of enthusiasm and over 85% of the respondents gave extremely positive feedbac
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