Augmented Reality
Augmented Reality
Abstract
The adaptation and use of digital technology have presented various opportunities and
challenges for actors involved in educational services, i.e., colleges, educators, and students.
Augmented reality has recently emerged as one of the digital technologies that have attracted
the attention of many academies and practitioners; in addition, AR technology has brought
about a change in the way users and machines interact that can teach and direct students to
handle the topic of lessons differently and more proactively. This study aims to design and
build an android-based Augmented Reality (AR) computer hardware assembly practicum
module application as an alternative learning media in the computer hardware device
assembly practicum module, which is expected in a learning activity to be more exciting and
increase students' skills about computer assembly through AR technology can be one of the
solutions to overcome the practicum module which was previously still in the form of a
textbook and was not yet technology-based. The research method used is the Multimedia
Development Life Cycle (MDLC), which consists of six stages, namely concept, design,
material, collection, assembly, testing, and distribution. The results of the practicum module
application with Augmented Reality technology can be run on mobile devices with an Android
operating system for version 5.1 and above, and this module has a feature that can introduce
3-D objects of hardware devices and simulate the assembly of hardware devices 3D objects
3D IC processor components and mainboards that are driven with the touch of a finger by
pairing elements (Drag and Drop)
1. INTRODUCTION
School education policy in recent years has undergone an increase and development
through integrating information technology and computational techniques in the school
education system[1]. The evolving Augmented Reality (AR) technology will be quickly and
easily accepted. This can be seen in some AR-based applications, a unique technology used in
original and artistic applications such as Snapchat, Pokemon Go, Skymap, etc. [2]. Real-world
AR technology is added with content results such as text, images, and video with three main
characteristics: a combination of real-world and virtual elements, interaction with users in real-
time, and registered in 3D space that can provide a new experience for users by allowing them
to move and view 3D virtual images from any point just like the original object[3] [4].
Various factors strongly influence fun learning activities, one of which is that the
selection of teaching media must be interesting for students to learn, interactive when used,
and not reduce the essence of the material presented[5]. AR technology in education results in
rich learning experiences, enhances skills and knowledge and enhances collaborative
learning[6]. So this has encouraged researchers to integrate this technology into fields such as
biology, chemistry, mathematics, medicine, history, engineering, etc. [7]. According to Yuen et
al., there are five types of AR applications, including Discovery-Based Learning (DBL) or
discovery-based learning, Object Modeling (OM), AR books, Game Based Learning (GBL) or
game-based learning, and skills training[3]. AR also allows users to interact: this intense feeling
of "presence" increases memorization by looking at natural objects used by AR[8]. In addition,
AR has changed how users and machines interact, which can teach and direct students to
handle lesson topics differently and more proactively[9].
Augmented reality has recently emerged as a digital technology that has attracted the
attention of many academies and practitioners. Augmented reality technology is a technology
that has the potential to gain more relevance to many real-world applications, scenarios,
problems, and many aspects of our lives that grow beyond expectations and have the potential
to deliver significant benefits and bring technological and transformative perspectives to many
areas of application such as: as a retail business, travel, and tourism industry, manufacturing,
and industry, domains of healthcare, military technology, education systems, gaming
ecosystems, entertainment, and more[10][11][12]. The adaptation and use of digital technology
have presented various opportunities and challenges for actors involved in educational
services, i.e., colleges, educators, and students[13] [14].
Based on the gap phenomenon in this study, the learning effect may differ according to
their respective types, which can be used more in some particular disciplines than in others. In
this study, it aims to design and build an android-based Augmented Reality (AR) computer
hardware assembly practicum module as an alternative learning media in the computer
hardware assembly practicum module, which is expected in a learning activity to be more
interesting for students of SMK West Jakarta 1 majoring in Multimedia, especially for
computer hardware assembly practicum so that it can increase knowledge and skills the
students about computer assembly.
Several researchers have explored and verified the importance of information and
communication technologies in the education system[6]. The results of previous research on
training methods with AR technology to obtain better performance and advancement of
learning and student involvement in physical education subjects. In addition, the results of
designing augmented reality for school physical education training with augmented reality
technology using cloud networks, the Internet of things, and remote users with AR simulation
results can explore sportsman performance data and input from sports coaches, the positive
impact of the augmented reality environment describes can improve the training and learning
ability of the school physical education system[18].
2. RESEARCH METHOD
The research used in building the application of the practicum module of computer
hardware assembly with Augmented Reality technology is to use the Multimedia Development
Life Cycle (MDLC) because this application is included in the multimedia application
category, as explained that there are several categories of multimedia applications, including
business presentations, training and learning applications, promotions and sales, games, and
others [20]. Using multimedia-based learning media applications, it is hoped that users will get
a diverse experience from various media to reduce boredom with multiple media and are
suitable for independent learning activitie[21].
The stages of the Multimedia Development Life Cycle are described as follows:
a. Concept, the concept stage is a stage to determine the goals and objectives of
application users (audience identification). At this stage of the idea is also carried out,
the determination of the type (presentation, interactive, etc.) and the purpose of the
application (entertainment, training, learning, etc.).
b. The design or design stage determines the application's specifications related to style,
appearance, program architecture, and material/material needs.
c. Collecting material the material collecting stage is the stage where material or materials
are ordered as needed. The material collecting stage can be done simultaneously or in
parallel to the assembly stage. However, in some cases, the material collecting and
assembly stages will be done linearly, not parallel.
d. Assembly, the assembly stage (manufacturing), is the stage of making everything that is
an object or multimedia material in the application; at the assembly stage, this is done
based on the design stage.
e. Testing at this stage is done after the assembly stage is completed by testing the
application or program to evaluate whether there are errors or not. This stage is also
known as the alpha test stage, where the test is carried out by the maker or the maker's
environment.
f. This stage will be distributed application storage on a storage medium. If the storage
media cannot accommodate the application, then compression is carried out against the
application.
A. Concept Stage
Designing a learning module application with Augmented Reality (AR) technology that
is more modern, interesting, and useful for teaching materials is an effort by stakeholders in
the educational environment to transform from a conventional educational paradigm to
education by utilizing technology[24]. The software used to create this application is Unity
Version 2018, Adobe Photoshop CS 4, Autodesk Maya 2020, Visual Studio Code, and the
Vuforia Developer portal.
Unity is an integrated tool for creating games, building architecture and simulations,
Unity is not designed for the design or modeling process, because Unity is not a design tool. In
Unity there is a scripting feature provided, it supports three programming languages, namely;
JavaScript, C#, and Boo. Flexible and easy to use, rotating, and scaling objects only takes a
line of code. Likewise with duplicating, removing, and changing properties. Visual Properties
Variables defined by scripts are displayed in the editor, Net-based, meaning to run the program
using the Open Source Net platform. This editor was created after thousands of hours which
have been spent to make it number one in the top ranking order for game editor Unity is
compatible with 64-bit versions and can run on Mac OS x and windows and can produce
games for Mac, Windows, Wii, iPhone , iPad and Android. Unity 3D features GUI (Graphic
User interface), Audio, Animation, Effects, and Scripting (Programming) as well as the ability
to easily control various Objects (GameObjects) in games or applications. Unity3d also
supports Scripting (programming) using various programming languages including C#, Java
Scrip[25].
Vuforia Developer Portal uses consistent sources that focus on image recognition with
many features and capabilities that can help developers to realize their thoughts without any
technical limits as seen in Figure 2 below. With support for iOS, Android, and Unity3D, the
Vuforia platform supports developers to create applications that can be used on almost all
types of smartphones and tablets.
In this Concept stage, the initial step is to determine the usefulness of this application,
which is a vocational high school with an interface that is designed to be easy to use and
simple; besides that, it must also be made as attractive as possible there is an animation of the
buttons it uses, the existing controllers are made to include buttons for training sera material.
This AR-based practicum module was created to help the practicum process of the students so
that they can improve their learning minutes and make it easier for them to absorb the
practicum in the students themselves.
B. Design Stage
The Design Phase includes identifying the scope of the content, determining the use of
media and tools needed for editing and sketching interactions in designing the media content.
Learning media must pay attention to educational content by combining different media
consisting of textual, imaginary, animation and acoustic so that it can be adapted to the needs
of students with more interactive learning styles.
At this design stage, it is carried out to make a storyboard material design for the
computer hardware assembly practicum module application, and the following is the
storyboard design of the practicum module application to be built:
In the Application
Definition frame, there is
a welcome sentence, and Opening music instrument
an explanation of the and the sound of the Next
application button button
Continue to the Menu
frame.
Music instrument
In the Menu frame, there Opening and sound button
are buttons Instructions, Hint, About button,
About, Introduction, Introduction Button,
Assembly, Download Assembly Button,
Marker, and Exit. Download Button, Exit
Button.
C. Collecting
At this Collecting stage, the data needed in the design of the computer hardware
assembly practicum module application include:
1. Asset
2. Audio
D. Assembly
Asset editing, at this stage of editing, the researcher performs several steps, including:
a. Using Adobe Photoshop CS4 application to create menu button icons,
b. Autodesk Maya 2020 to create 3D objects in the form of replicas of hardware devices,
c. To register a marker image to display AR objects, researchers use the Vuforia
Developer Portal.
UI creation, at this stage, researchers used the Unity 2018 application to make the UI of
the hardware assembly practicum module application by creating a new scene. Next, as a place
to put assets and buttons for navigation that will make the canvas.
Coding, this stage aims to make the buttons in the computer hardware assembly
practicum module application work, so the researcher needs to add a script to the command
buttons. The process of adding a script must create its code and add new components. Next,
Unity 2018 will open a visual studio code program on the computer to be coded. This study
used the C# programming language to code for the next, back, quit, drag, drop, and play/pause
buttons as shown below.
E. Testing Stage
Testing
Expected results Test Results Conclusion
Activities
Testing
Expected results Test Results Conclusion
Activities
On the Assembly frame
is a sentence of
instructions for the use of
augmented reality
Assembly
applications assembling Appropriate
Button
computer component
hardware devices, a Back
to Menu button, and a
Start button.
In the augmented reality
camera assembly frame,
there is a 3D object of
the IC Processor and
Start button on Mainboard components
assembly that are moved with the Appropriate
frame touch of a finger by
pairing the elements
(Drag and Drop) and the
Back to Menu button,
and the Start button.
F. Distribution Stage
One of the most important steps in developing a digital teaching system is the creation
of a multimedia-based learning system. Content uploaded to Google Drive and whatsapp
groups is converted into material that can be shared by users, both teachers and students. This
application can also be directly installed on a smart phone or Android so that users can
immediately use it.
4. CONCLUSION
Based on the results of research related to the design and construction of a hardware
device assembly practicum module application with Augmented Reality, which aims to design
an android-based Augmented Reality (AR) computer hardware assembly practicum module
application as an alternative learning media in the computer hardware device assembly
practicum module which is expected in a learning activity to be more interesting for students
of SMK West Jakarta 1 central Multimedia, especially for practicum assembly of computer
hardware devices so that it can increase the knowledge and skills of students about computer
assembly, the application of the practicum module with Augmented Reality technology can be
run on mobile devices with an Android operating system for version 5.1 and above.
The application of the practicum module for the assembly of Augmented Reality (AR)
computer hardware devices is expected to motivate the enthusiasm and interest in learning of
students to make it easier to understand knowledge and increase students' skills in computer
assembly through AR technology; there is a feature that can introduce 3D objects of hardware
devices and simulation of hardware device assembly objects 3D IC Processor and Mainboard
components that are driven by the touch of a finger with the touch of a finger pairing
components (Drag and Drop).
5. SUGGESTED
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