94 research outputs found

    Engfi Gate: An Indoor Guidance System using Marker-based Cyber-Physical Augmented-Reality

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    A guidance system is needed when freshmen explore their new building environment. With the advancements of mobile technologies, a guidance system using mobile computing devices such as mobile phones or tablets could aid freshmen in locating the desired destination with ease. The proposed system consists of three main subsystems: the marker-based cyber-physical interaction (CPI) system, the indoor positioning (IP) system, and the augmented-reality (AR) system. With the help of visible markers and invisible markers, the CPI system allows the users to do interactions between the physical and cyber environments; the IP system produces accurate user position information; the AR system provides the users with good user experiences. An Android application, named Engfi Gate, is developed to realize the system design in the test environment. This paper also shows the comparisons of the proposed system with other related systems. Furthermore, the design architecture of Engfi Gate system can be used in other location-based applications

    WebGIS Application of Geospatial Technology for Tourist Destination in Malang

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    Tourism is a place of relaxation for people in which they can plan their sights based on Information. GIS-based information is increasingly important among tourists as it allows them to get to know places, and this has a deep appeal for travel planning. Malang is a famous tourist destination in Indonesia. The region is visited by a large number of tourists from various parts of the world each year. The number of tourists visiting Malang from year to year is always increasing by considering the number of tourism potential in Malang. However, in the absence of a Tourist Information System, tourists face various difficulties in finding various tourism information. Geospatial technology has changed every area of life and the tourism industry cannot be excluded. The purpose of this research is to develop an interactive and easy-to-use Geographic Information System (GIS) that enables tourists to get information about tourism objects. This research actively demonstrates the potential application of geospatial technology to explore tourist destinations with some detailed information

    Information Management and Information System Analysis to Support the Achievement of University Performance Agreements with the Government

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    State Universities in Indonesia have college performance agreement with Ministry of Education and Culture (MoEC) that consists of performance indicators and target achievements in a year. For assuring the integration, availability, and data validity of performance indicators, good information management with utilized information system is needed by entire working unit. Information management process to support data collection and target achievements on college performance agreement with MoEC in Brawijaya University still has many deficiencies. The process involves many stakeholders because it covers all areas of business in Brawijaya University (UB). Quality Asurance Center in UB as the unit that collects and processes the data of target achievements complained about data collection that takes a long time and it is often incomplete. The faculties, study programs, and other units experience the unavailability of most data and target performance indicators on information system that is used as reference for implementing business processes. The problem responded lightly by Information and Communication Technology Unit in Brawijaya University with consideration that Information System used is in accordance with the needs of the academic community. On the other hand, the responses about the problem from the lecturers, staff, and students are different. This research tries to explore and evaluate the problem and formulate the steps of transformations to refine the situation by using Soft Systems Methodology (SSM) with some additional Root Cause Analysis (RCA) stages. The major contribution of the research is giving the insights about the problem thoroughly comprising various perspective of stakeholders, transforming the refinement of the situation presented in conceptual model, and the stakeholders’ assessment of the conceptual model. This research also visualizes the implementation of RCA to dig up more perspective of the stakeholders and helps identifying the activities to construct conceptual model

    Augmented reality objects design in augmented story book mobile application for better engagement

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    The folktale is a kind of story that has some good points, such as developing a sense of story and shaping up positive attitudes towards children. However, people seem to abandon those good points and often give the children smartphones instead of folktale through the conventional book. Recently, smartphones’ capabilities have rapidly improved, so that augmented reality (AR) story books which combine conventional book and smartphone can be developed. This research is conducted to examine which one from three provided models that work best for engagement in a folktale augmented book. Those designs will be discussed in both subjective and objective approach, correspondingly. The result from subjective approach is the animated video AR design becomes the most pleasing design. The picture and narrator’s voice AR design, by contrast, becomes the most efficient design based on objective approach

    Vertex markers: Modification of grid methods as markers to reproduce large size augmented reality objects to afford hands

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    The weakness of the research on developing Marker Based Augmented Reality applications found is using small digital content. Weakness is caused by the area of view of Augmented Reality cameras is limited by the placement of markers that are affordable to the user's hand. This study reproducing large digital objects by cutting large digital objects into many pieces. But to keep continuity accuracy between digital object pieces, this study aims to modify the grid method to become a vertex marker. Vertex marker is produced by removing the edge and using the vertex to place the marker. Vertex markers inherit the advantages of the Grid method. Therefore, vertex markers can be used to reproduce large digital objects accurately and can be reached by hand when displayed. The aim of this study is to measure the accuracy of the grid method that has been modified into a marker. The fundamental contributions and advantages of the vertex marker are innovations in the field of Marker Based Augmented Reality research

    Learning Models in Educational Game Interactions: A Review

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    Educational games have now been used as innovative media and teaching strategies to achieve more effective learning and have an impact that tends to be very good in the learning process. However, it is important to know and systematically prove that the application of the learning model in the interaction of educational games is indeed feasible to be adopted and has an effect. This paper aims to present empirical evidence of the current situation regarding the application of learning models in the flow of educational game interactions. The method used is a systematic literature review by adopting three main stages, namely: 1) Planning; 2) Implementation; 3) Reporting. Then recommend the ten steps in the systematic literature review process along with the selection process through the test-retest approach. The initial search obtained 1,405,310 papers, then go through the selection stage. The selection process took place at stage B1 with the number of papers that successfully passed 198, at the B2 selection stage there were 102 papers, and we focus 75 papers that have passed a fairly rigorous screening and selection process on the quality assessment process for primary studies, used to answer research objectives and questions. We can confirm and conclude that 75 papers have applied the learning model in educational game interactions. The dominating domain is Education, the type of game that dominates is Educational Game, for the most dominating subjects are Programming, Student Learning Motivation as the most dominating impact, Experimental Design as a trial technique, the most widely used evaluation instruments are Questionnaires and Tests, a population that dominates between 79-2,645 people, and 8 papers to support learning in vocational education

    Educational Media Design for Learning Basic Programming in Branching Control Structure Material Using Problem-Posing Learning Model

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    Basic programming is one subject that tends to be difficult for students to learn. Along with the development of technology, several researchers have provided solutions to solve this problem, by developing educational games, educational media, interactive learning media, and other auxiliary media. However, on average they have not used or adhered to the syntax of various existing learning models. This study focuses on designing educational media that uses the problem-posing learning model to study the material of branching control structures in basic programming learning which is recommended as a learning medium for vocational high school students. Educational media named TOLSYASUPI-EduMed. We use the highest type of research and development (R&D), the level 4 that we adopted to be adapted into a number of steps that are in line with the needs of this research area. Observation techniques are used as a form of generative research which is a type of user experience research, to explore information before designing a product/application. The side that we highlight here is how the form of educational media design by following the syntax of the problem-posing learning model. Then do an A/B testing which is assessed by experts to choose the best design with results that are type B designs with a percentage of 90.9%. We also state the analysis of the functional aspects of educational media to strengthen the validity of this design idea

    A Preliminary Study: Applying Problem-Posing Learning Models on Algorithm and Flowchart Materials in Basic Programming Class

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    Abstract: We propose the applying of the problem-posing learning model to find out the activities and student learning outcomes in learning algorithm and flowchart material in the basic programming class. This research is a preliminary study that will be used to develop applications/systems/interactive media/games that will support the operation of the problem-posing learning model automatically in the upcoming basic programming class. The classroom action research method was used with the implementation of two cycles involving 38 students in the first semester of vocational high school. The process of applying the problem-posing learning model uses the pre-solution posing type, which requires that each student make a question of the situation that is held, where students are expected to be able to make questions related to questions previously made by the teacher, then exchange the questions to other students to solve them.  The flow of making and solving questions is that students make the main case which then completes it in the form of algorithmic answers and also a flowchart assisted by the Raptor application. By applying the problem-posing learning model, it can be concluded that in cycle 1 and cycle 2 the achievement of learning activities and outcomes tends to be good. The success of this research can provide perspective and guidance for developing basic programming applications/systems/interactive media/games that will instill the problem-posing learning model in the interaction flow and can introduce students early on the problem-posing process

    Review of Technique and Algorithm for Educational Data Mining: Trend and Challenge in Games Design

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    This study reviews techniques and algorithm models often used in the analysis of educational data mining. The review in this study is based on previous studies to provide researchers knowledge about trends and challenges analysis Educational data mining in game design meaningful. However, there is a lot of games design developed without analysis Educational data mining which then will not answer the student problem. The analysis needed periodic data and developing the game required actual student conditions, this is a combination inseparable. Determine Research questions, Search Terms, and filtering for the selection and analysis of the article review. There are some student problems on analysis review, namely prediction student performance, student behavior, student at-riks, and student dropout. The number of Articles in the study was 33 with 21 Articles of research and 12 of Article review. The number of studies 8 with percent 38% used techniques Confusion matric with 33% percent used algorithms Decision Tree in 7 of studies. The section in this study consists of techniques evaluation, model selection, outcome, subject, and algorithm method. Which are recommended techniques and algorithms for analysis Educational data mining and in ideal game design to further research

    Personality Analysis through Handwriting Detection Using Android Based Mobile Device

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    Graphology is one of the psychology disciplines which aims to study the personality traits of individuals through interpretation of handwriting. We can get information of one’s personality through graphology. In addition, by using android based mobile device, graphology analysis could show one’s personality faster. This study was conducted by taking 42 samples of handwriting from different backgrounds. The feature used in this study was handwriting margin. Besides, Support Vector Machine method was employed to classify the result feature from extraction process. The result of this study showed the accurate average of the application reached 82.738%
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