Evaluation of Augmented Reality Application Development for Cultural Artefact Education

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.

Author(s):  
Ana Grasielle Dionísio Corrêa

One of the methods of teaching that has brought significant contributions to the field of education is augmented reality. This technology transformed learning into a more motivating, enjoyable, fun, and interesting activity. This chapter contributes an augmented reality application for mobile devices that complements and supports the learning of geometric figures. The application, called AGeRA, consists of a geometry book and software capable of reading special markers inserted into the book's content. When this book is placed in front of the camera of a mobile device, 3D objects, sounds, animations, and other interactive elements leap from book pages making learning more fun and exciting. Preliminary tests were made with teachers and students and showed good acceptance of the application to support the teaching of geometry.


2015 ◽  
pp. 1084-1101
Author(s):  
Ana Grasielle Dionísio Corrêa

One of the methods of teaching that has brought significant contributions to the field of education is augmented reality. This technology transformed learning into a more motivating, enjoyable, fun, and interesting activity. This chapter contributes an augmented reality application for mobile devices that complements and supports the learning of geometric figures. The application, called AGeRA, consists of a geometry book and software capable of reading special markers inserted into the book's content. When this book is placed in front of the camera of a mobile device, 3D objects, sounds, animations, and other interactive elements leap from book pages making learning more fun and exciting. Preliminary tests were made with teachers and students and showed good acceptance of the application to support the teaching of geometry.


2020 ◽  
Vol 6 (1) ◽  
pp. 29
Author(s):  
Muhammad Dimas Septiandi ◽  
Harya Bima Dirgantara

The purpose of this research is to develop an Augmented reality applications that was used to visualize the structure of the bacteria cell and bacteria forms in 3 dimensions. An application developed in this research were dedicated to the Android smartphone users are studying or teaching others about the bacteria cell structure and bacteria forms. Software development methods used in the research and application development is incremental. The incremental amounts required in performing this application development amounted to 4 incremental. At each incremental done the analysis, design, coding, and testing phase. 3Ds Max 2018 is used to doing the design of 3-dimensional form of the bacteria. Unity 3D version 5.6.0 f3 and Vuforia library version 6 is used to doing the development of application. The results of this research is the Android-based Augmented reality application for visualization of bacteria cell structure and bacteria forms.


2021 ◽  
Vol 9 (4) ◽  
pp. 475
Author(s):  
Agus Wisnawa ◽  
I Gede Arta Wibawa

The world is being hit by a pandemic due to the COVID-19 virus outbreak. The changes brought by this virus are huge, one of which is school activities that are transformed into online learning. Online learning causes students to not do their own classroom learning. This causes students to become un familiar with their school properly, such as the layout of classrooms and school facilities. By using Augmented Reality the problem can be solved. Augmented Reality (AR) is the merging of real and virtual objects in a real environment with interactive results and presented in real time. AR can be used to modeling the entire shape of the school, making it easier for users to get information about the building from the school instead of walking manually. Users only need to install the app on their smarthphone and scan the specified QR code in order to be able to bring up the building object along with the information. The result of this research is an AR application which can provide information about the rooms and buildings at SDN 1 Padangsambian.


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.


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.


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