scholarly journals On the Development of a Personalized Augmented Reality Spatial Ability Training Mobile Application

2021 ◽  
Author(s):  
Christos Papakostas ◽  
Christos Troussas ◽  
Akrivi Krouska ◽  
Cleo Sgouropoulou

Augmented Reality has been integrated in educational settings in the field of engineering. Prior research has examined the learning outcomes and the pedagogical affordances of this technology. However, training undergraduate engineers, from diverse knowledge level, requires customized training approach, tailored to the individual learning pace. In this paper, we present PARSAT (Personalized Augmented Reality Spatial Ability Training), which is a mobile Augmented Reality application for the enhancement of students’ spatial visualization skills. The application takes into account the theoretical contents of engineering design, deployed through video tutorials, and student-computer interaction with 3D objects. Students interpret different views of a 3D object, which are represented on their mobile screen. PARSAT efficaciously strengthens students’ recognition of spatial structures and views, adjusted to the fulfillment of their personal needs. In terms of personalization, PARSAT consists of different levels, which do not follow a linear flow, as each student takes part in a different sequence of activities, according to their time spent in the 3D object manipulation, and their assessment scores at the end of each level. Furthermore, an agent is used to analyze students’ knowledge level, and send them feedback. The system reduces unnecessary cognitive load and, at the same time, improves students learning experience in learning engineering drawing.

2016 ◽  
Vol 1 (2) ◽  
pp. 8-18
Author(s):  
Lena Magdalena ◽  
Kusnadi Kusnadi ◽  
Muhammad Kahfi

Augmented reality is a term for combining real-world environment with virtual worlds. Augmented reality is becoming very popular today because besides interesting, also can be displayed in realtime. In general, augmented reality adds a digital object in reality with reference to specific objects in the real world, for example by using a marker. Therefore, in this thesis aims to create an application that displays a 3D object that contains information about the network components and the workings of TCP / IP by making use of the concept of augmented reality marker technique. A marker is a reference object in the real world as a marker so that the information can be displayed. The marker is made to function to call the 3D objects appear on the screen smartphone that uses the technique of introduction of basic colors of red, green and blue. The method used consists of several stages of research, namely data collection, analysis and system design and system implementation. Data collection method used is literature. Methods of analysis and design of systems using the Unified Modeling Language (UML). The programming language used for software development are C # (C-Sharp) with Unity applications and software SketcUp to create 3D objects as well as Android SDK to convert the file into the form of android. This application is successfully created by displaying a 3D object that can make users excited to get to know the physical network components and requires only an internet connection to download the initial marker.


AITI ◽  
2018 ◽  
Vol 15 (1) ◽  
pp. 27-37
Author(s):  
Feoh Feoh ◽  
Christina Purnama Yanti

The Bali museum is one of the museums in which objects of artistic, cultural and historical of Balinese against the invaders are kept. However, there are still few visitors coming to the museum. One way to increase a number of visitors is by using a technology in the form of interactive application for them. This research made visitors of Bali museum as subjects /user studies, while the designed application was aimed at knowing the users’ responses toward it. Previously, a study of mobile-based AR had been conducted to see the needs of the users. A guide in the form of text and sound were also added. Augmented Reality is a technology that combines virtual world and the real world simultaneously. AR technology requires a camera to capture the picture of marker whichwill display the 3D object from one of the Bali museum’s collections. The 3D object was created with software marker of 3D objects. In this study, both software blender and software unity were used to develop 3D object and the application of AR. The application runs on in 5 inch – screen Android devices and provide information in the form of Indonesian text and audio bilingual, both in Indonesian and English.


2011 ◽  
Vol 403-408 ◽  
pp. 1244-1248
Author(s):  
Rong Chi Chang

This present study combines augmented reality and interactive multimedia for the construction of a learning system that offers educational knowledge on butterfly metamorphosis, as we call it ARButterfly. The main purpose of designing this learning platform is to apply AR technology to produce innovative interactive learning models that are both fun and educational, creating an enriched learning experience through multimedia. With this platform, learners control the AR markers and are presented with life-like 3D objects to learn about the life cycle of butterflies. In addition, learners are given the opportunity to further observe the ecological interactions between butterflies and flowers or plants in this virtual setting. Our findings show the platform is capable of boosting students’ learning interests and improving their learning effectiveness.


Author(s):  
Andika Bagus Nur Rahma Putra ◽  
Amat Mukhadis ◽  
Nurul Ulfatin ◽  
Tuwoso Tuwoso ◽  
Mahfudi Sahly Subandi ◽  
...  

Currently, the world of education is entering a disruptive era. Digital-based educational technology. Especially in the distance education model. The technology used is relatively unsophisticated. This study aims to: (1) develop Disruptive Innovation learning media with Augmented Reality with the concept of 3D objects in the form of a Drill Machine; (2) testing the attractiveness of Disruptive Innovation Learning media with Augmented Reality with a 3D Object Concept in the form of a Drill Machine; and (3) testing the effectiveness level of the product being developed. The method used is research and development (R&D), followed by quasi-experimentation to test its effectiveness. Validation consists of two teams of experts, namely e-learning media experts and vocational education material experts. The findings in this study include augmented reality technology based on 3D objects in the form of a drill machine that was developed has a high level of attractiveness and completeness of vocational material. The object-based 3D augmented reality technology in the form of a drill machine that was developed was proven to be able to improve the understanding skills of vocational students in the education era 4.0.


2021 ◽  
pp. 237-245
Author(s):  
Shinta Puspasari ◽  
Nazori Suhandi ◽  
Jaya Nur Iman

This paper presents the evaluation of Augmented Reality Application development for the educational purpose of Palembang cultural artefacts in Sultan Mahmud Badaruddin II (SMB II) Museum. The method applied in this study effectively developed an AR application to visualize the 3D object of SMB II Museum collections and created new digital 3D objects of Palembang cultural artefact which no longer exist. The digitization of the collection is an innovation that provides new culture learning experiences utilizing AR technology and also contributes to the preservation of Palembang cultural artefacts. Users can interact directly with these artefacts virtually which cannot be performed in the real environment but AR enabling it. In term of effectiveness and efficiency, some testing scenarios were performed. The results showed that the application could run its functionality as designed with time responsiveness for detecting marker was 0.599 seconds on average. App usability was also evaluated using the SUS method. The SUS survey score of 78.3 showed that the developed AR of the SMB II museum was acceptable by two variations of the millennial user. The augmented reality (AR) application is proposed as a medium to support the services of SMB II museum for education that effective improving users knowledge by 28.5% after using the App. The use of AR in the SMB II Museum leads to an enhanced interactive learning experience that promotes cultural heritage preservation in Palembang Indonesia.


2017 ◽  
Vol 2 (1) ◽  
pp. 36-39
Author(s):  
Nur Iksan ◽  
Djuniadi Djuniadi

Based on observations related to the increasing interest of children to digital devices (smartphones, laptops), become an opportunity for teachers/educators to make ICT-based learning media with more interactive and interesting, thus improving motivation to learn children. One of the methods that can be used is Augmented Reality. Augmented Reality (AR) is a technology that can incorporate a 3D object into a real environment using a webcam medium. The advantages of this AR method is an interesting visual appearance because it can display 3D objects that seem to exist in the real environment. AR method also has advantages of the interactive side because it uses markers to display certain 3D objects that are pointed to the webcam. In addition, the application of concepts to be used can improve the reasoning power and imagination of learners.


2021 ◽  
Vol 30 (2) ◽  
pp. 134-148
Author(s):  
Natasha Tzanova ◽  
◽  
Nadezhda Raycheva ◽  
Isa Hadjiali ◽  
◽  
...  

In historical aspect, the skill is among the key categories in the realm of human practice, which are often an object of different researches – psychological, pedagogical, and last but not least methodological. This is a fact, because the skill is a vital term for the description of productivity of learning experience at least in two dimensions – personally fundamental, guaranteeing its effective functioning in different situations and personally pragmatic, as a multi-level transformation of the cognitive experience, for the completion of certain social roles and the necessary qualities of the subject for this. The skill is a blend between those two dimensions of productivity both in higher education and in secondary school. The reflective skills are a structural and functional part of the transformation of the cognitive, affective, and psycho-motor experience and as such are included in the individual educational reality of the subject, and to a higher degree it defines it. This is the reason why the constructive-prognostic analysis of the reflective skill in the area of Methodology is pointing at the answer of the questions: What is this, what is its structure, how does it get integrated in the system of skills, how does it form and develop. The answers of those questions are basis of its methodological decoding in the process of training teachers and students in Biology. All of this describes the territory of the methodological context of analysing the reflective skill.


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