scholarly journals Perancangan Game Kartu Interaktif Berbasis Android Menggunakan Augmented Reality

Author(s):  
Andry Chowanda

By utilizing the augmented reality technology which now develops well, a card game system design and the game prototype are created on through this study Android-based Smartphone. This study is expected to increase the children’s interest to play cards in a modern way, to be utilized as a reference material for business actors in the world, and to be an alternative facility for marketing officers to market their products. The scope of this study is limited only to the system design and the prototype making of the game. The combination of waterfall methodology and a game design by Jesse is used in this study. From the results of the study it is concluded that the augmented reality technology is able to make the game more interesting. 

2021 ◽  
pp. 110-118
Author(s):  
Олександр Володимирович Каратанов ◽  
Андрій Миколайович Биков ◽  
Марія Вадимівна Сергієнко ◽  
Дмитро Михайлович Мірошниченко

This study examines augmented reality, which imposes on the world around us virtual objects, characters, filters, or other effects through a special camera. Currently, augmented reality is considered potential for pedagogical programs and it is beginning to gain momentum and be actively used. The use of augmented reality technology opens up new opportunities that increase productivity and efficiency in various industries, improve communication and knowledge transfer and make distance learning more comfortable and realistic. However, the factor of reducing the cost of production or the educational process due to the introduction of augmented reality is not yet fully disclosed and requires a detailed analysis, part of which is conducted in this paper. The existing types of augmented, virtual and mixed reality technologies were analyzed, their comparison was made, the current place in the market was determined, as well as their influence and role in modern education. The paper presents examples of the use of augmented reality technology in various fields, including in production, which demonstrates a significant increase in efficiency and confirms the relevance. An overview of the premises and laboratories, which now use virtual and augmented reality technologies for the educational process. The article also describes the shortcomings of the educational process, which can be corrected by introducing augmented reality technology. The economic benefit of using augmented reality in the educational process on a real example was calculated, due to which the expediency of this implementation was proved. Elements of the educational process are considered, the replacement of which with augmented reality will make education cheaper, and this means more accessible. An example of markers used for an augmented reality application in the field of aircraft construction is given. The tendency of the application of augmented reality and use in the educational process for the next years is analyzed, the branches in which it can be applied are considered and the expediency of its use is confirmed.


Author(s):  
Selvia Ferdiana Kusuma

<p class="Abstract">In this digital era, the presentation of information as a media campaign in the form of brochures and pamphlets is increasingly left out. Besides being considered boring it also looks less interactive. The advent of AR technology that can combine real and virtual images in 3-dimensional form projected onto a screen or monitor can be used as a solution in delivering more interactive information. But Politeknik Kediri has not implemented it. The brochure of Politeknik Kediri as one of the media campaign has not been integrated with augmented reality technology, so it seems less interesting. Therefore, we create an android-based application that can display the visualization of Politeknik Kediri using augmented reality to support promotion. Through this research, it is expected that the media campaign of Politeknik Kediri can be more interesting, so that many prospective students who are interested to join Politeknik Kediri especially Informatics Engineering Department. This research is done through 6 stages: analyze the needs, perform system design, hierarchy, application implementation, and application testing. While the software used in this study is Vuforia SDK, An-droid SDK, Unity3D, and Blender.</p>


10.2196/22007 ◽  
2020 ◽  
Vol 8 (4) ◽  
pp. e22007
Author(s):  
Yen-Fu Chen ◽  
Sylvia Janicki

Background Older adults in Taiwan are advised to adopt regular physical and social activities for the maintenance of their cognitive and physical health. Games offer a means of engaging older individuals in these activities. For this study, a collaborative cognitive-based board game, Nostalgic Seekers, was designed and developed with augmented reality technology to support cognitive engagement in older adults. Objective A user study of the board game was conducted to understand how the game facilitates communication, problem solving, and emotional response in older players and whether augmented reality is a suitable technology in game design for these players. Methods A total of 23 participants aged 50 to 59 years were recruited to play and evaluate the game. In each session, participants’ interactions were observed and recorded, then analyzed through Bales’ interaction process analysis. Following each session, participants were interviewed to provide feedback on their experience. Results The quantitative analysis results showed that the participants engaged in task-oriented communication more frequently than social-emotional communication during the game. In particular, there was a high number of answers relative to questions. The analysis also showed a significant positive correlation between task-oriented acts and the game score. Qualitative analysis indicated that participants found the experience of playing the game enjoyable, nostalgic objects triggered positive emotional responses, and augmented reality technology was widely accepted by participants and provided effective engagement in the game. Conclusions Nostalgic Seekers provided cognitive exercise and social engagement to players and demonstrated the positive potential of integrating augmented reality technology into cognitive-based games for older adults. Future game designs could explore strategies for regular and continuous engagement.


2020 ◽  
Author(s):  
Yen-Fu Chen ◽  
Sylvia Janicki

BACKGROUND Older adults in Taiwan are advised to adopt regular physical and social activities for the maintenance of their cognitive and physical health. Games offer a means of engaging older individuals in these activities. For this study, a collaborative cognitive-based board game, Nostalgic Seekers, was designed and developed with augmented reality technology to support cognitive engagement in older adults. OBJECTIVE A user study of the board game was conducted to understand how the game facilitates communication, problem solving, and emotional response in older players and whether augmented reality is a suitable technology in game design for these players. METHODS A total of 23 participants aged 50 to 59 years were recruited to play and evaluate the game. In each session, participants’ interactions were observed and recorded, then analyzed through Bales’ interaction process analysis. Following each session, participants were interviewed to provide feedback on their experience. RESULTS The quantitative analysis results showed that the participants engaged in task-oriented communication more frequently than social-emotional communication during the game. In particular, there was a high number of answers relative to questions. The analysis also showed a significant positive correlation between task-oriented acts and the game score. Qualitative analysis indicated that participants found the experience of playing the game enjoyable, nostalgic objects triggered positive emotional responses, and augmented reality technology was widely accepted by participants and provided effective engagement in the game. CONCLUSIONS Nostalgic Seekers provided cognitive exercise and social engagement to players and demonstrated the positive potential of integrating augmented reality technology into cognitive-based games for older adults. Future game designs could explore strategies for regular and continuous engagement.


Author(s):  
Putu Bagus Adidyana Anugrah Putra

The development of the industry in Indonesia has been very broad until now, it can be seen from the varied types of products produced by the company. The level of competition in product sales at companies is increasing. Increased competition in product sales can be seen from the number of exhibition events that aim to increase product sales of each company. However, the sales technique is still classified as traditional and has shortcomings in marketing, especially for marketing housing promotions that exist today. Therefore, with the rapid development of technology at this time, the real form of the house promoted by the company can be helped by using Augmented Reality technology, which will help the buyer to get a clear and clear picture of the shape and condition of the house in 3D. The development of this application uses the waterfall method with stages, (1) Requirement Analysis, (2) System Design, (3) Implementation, (4) Integration and testing and (5) Operation & Maintenance. This research resulted in an application that uses Augmented Reality technology aimed at companies in order to facilitate housing marketing where buyers can clearly see the original picture of the house being promoted in 3D


Author(s):  
Yevgeniya Daineko ◽  
Madina Ipalakova ◽  
Dana Tsoy ◽  
Aigerim Seitnur ◽  
Zhandos Baurzhan ◽  
...  

<p class="0abstract">The paper presents the work on the educational mobile application based on Unity game engine using Vuforia platform. The appropriate research on electronic educational resources and augmented reality technology was conducted. The authors also studied the world experience in the use of the technology in various fields of its application, in education as a whole and in physics in particular. As an outcome of the work, an electronic educational resource for secondary educational institutions was developed. It was implemented as an application for conducting virtually a set of the laboratory works in physics using augmented reality.</p>


2019 ◽  
Vol 2 (2) ◽  
pp. 34
Author(s):  
Alders Paliling

One of the materials taught in science lesson is about human skeletons. In the learning process of the human skeletal, teachers use props in the form of human skeletal models. With the development of technology, the use of human skeletal models can be replaced with digital models. Human skeletal models can be damaged either by deliberate or accidentally by age. The correct method for replacing the model of a human skeleton into a digital form is by using Augmented Reality technology, where Augmented Reality technology is capable of projecting 3-dimensional objects into the real world directly. The use of augmented reality technology is increasingly prevalent in the world of education, health, sales, and tourism. The results obtained in this study was the application could project 3-dimensional objects from the human skeleton that was divided into 4 parts of the skull, spine and ribs, the bone of the upper tool and the bone of the motion of the bottom of the marker. Based on the tests that have been done, it was concluded that a good distance in identifying markers between smartphones with markers is at a distance between 2-6 inches and marker slope of the smartphone is 00-600


2021 ◽  
Vol 5 (4) ◽  
pp. 558
Author(s):  
Fajar Septian ◽  
Bobi Agustian

Augmented Reality (AR) technology provides opportunities for science and engineering. AR also has great opportunities in the world of education, which is to provide and display additional information in the form of 3D objects, video, sound, and text on an object. Smartphone software developers have developed Augmented reality technology that was previously developed on PC devices where this technology utilizes the existing camera on a smartphone. With this situation, AR technology has the opportunity to be used in the development of a media for recognizing hijaiyah letters, so that children will be happier learning because of its attractive appearance and teachers or parents can more easily teach lessons to their children. The way to use it is as follows: first, the user puts a registered and printed marker, second, the smartphone camera identifies (tracking) the marker. If the marker is invalid, the user repeats the identification process. If the marker is valid and identified, the marker will display the hijaiyah letter object in three-dimensional form. Third, users can understand the shape and pronunciation of hijaiyah letters by touching the virtual button on the marker


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