The Development of Furniture Assembly Instruction Based on Augmented-Reality

Authors

  • Hugo Adrian Hartanto Bina Nusantara University
  • Irena Krishanti Makrie Bina Nusantara University
  • Violitta Yesmaya Bina Nusantara University http://orcid.org/0000-0002-8000-0347
  • Permana Gustav Halfian Bina Nusantara University

DOI:

https://doi.org/10.21512/comtech.v10i2.5853

Keywords:

Augmented Reality, furniture assembly instruction

Abstract

This research utilized Augmented Reality (AR) technology along with interactive multimedia applications to improve visual guidance and assist nonexpert users in assembling furniture. Rather than paperbased or video instructions, AR enhanced learning and manipulative-interactive approach. This research used the Waterfall model for development. It was divided into a couple of stages. It consisted of specifying the problem and requirements, designing the system, implementing and integrating it, and testing the system. Identifying problems and requirements was conducted through an online questionnaire and related works study. The graphics tool used was 3D Studio Max. Unity3d was used to develop the system with the software library from Qualcomm’s Vuforia for the AR implementation. The results show the mobile application called ARsembly. It serves as the early stage of concept model as it only assists the simple assembly. Through system testing performed by both researchers and end-users, ARsembly is proven to be useful and helpful in learning and performing furniture assembly.

Dimensions

Plum Analytics

Author Biographies

Hugo Adrian Hartanto, Bina Nusantara University

Computer Science Department, School of Computer Science,

Bina Nusantara University, Jakarta, Indonesia 11480

Irena Krishanti Makrie, Bina Nusantara University

Computer Science Department, School of Computer Science,

Bina Nusantara University, Jakarta, Indonesia 11480

Violitta Yesmaya, Bina Nusantara University

Computer Science Department, School of Computer Science,

Bina Nusantara University, Jakarta, Indonesia 11480

Permana Gustav Halfian, Bina Nusantara University

Computer Science Department, School of Computer Science,

Bina Nusantara University, Jakarta, Indonesia 11480

References

Bacca, J., Baldiris, S., Fabregat, R., Graf, S., & Kinshuk. (2014). Augmented reality trends in education: A systematic review of research and applications. Educational Technology & Society, 17(4), 133-149.

Bird, D. K. (2009). The use of questionnaires for acquiring information on public perception of natural hazards and risk mitigation–a review of current knowledge and practice. Natural Hazards and Earth System Sciences, 9(4), 1307-1325.

Holst, A. (2019a). Market share of mobile operating systems worldwide 2012-2019. Retrieved from https://www.statista.com/statistics/272698/global-market-share-held-by-mobile-operating-systems-since-2009/

Holst, A. (2019b). Smartphone users worldwide 2016-2021. Retrieved from https://www.statista.com/statistics/330695/number-of-smartphone-users-worldwide/

Grubert, J., & Grasset, R. (2013). Augmented reality for Android application development. Birmingham, UK: Packt Publishing Ltd.

Mayer, R. E. (2014). Incorporating motivation into multimedia learning. Learning and Instruction, 29(February), 171-173.

Siltanen, S., Lokki, T., Tervo, S., & Savioja, L. (2012). Modeling incoherent reflections from rough room surfaces with image sources. The Journal of the Acoustical Society of America, 131(6), 4606-4614.

Sommerville, I. (2011). Software engineering (9th ed.). Massachusetts: Pearson Education.

Statista Research Department. (2019). Share of mobile operating systems in Indonesia 2012-2019, by OS. Retrieved from https://www.statista.com/statistics/262205/market-share-held-by-mobile-operating-systems-in-indonesia/

Syberfeldt, A., Danielsson, O., Holm, M., & Wang, L. (2015). Visual assembling guidance using augmented reality. Procedia Manufacturing, 1, 98-109.

Tiefenbacher, P., Lehment, N. H., & Rigoll, G. (2014). Augmented reality evaluation: A concept utilizing virtual reality. In International Conference on Virtual, Augmented and Mixed Reality (pp. 226-236).

Van Krevelen, D. W. F., & Poelman, R. (2010). A survey of augmented reality technologies, applications and limitations. The International Journal of Virtual Reality, 9(2), 1-20

Yesmaya, V., Dekapaswan, J., Aspurua, K., & Prasetyo, I. (2019). Perancangan aplikasi Ensiklopedia menggunakan augmented reality berbasis Android. Jurnal Telematika, 13(1), 27-32.

Downloads

Published

2019-12-31

Issue

Section

Articles
Abstract 1104  .
PDF downloaded 504  .