One of the traditional musical instrument from Indonesia is <em>gamelan</em>, that is now less desirable because people nowadays prefer to play modern musical instruments, or because of its expensive price. This study combines the modern technology of AR and Leap Motion and also utilizes the sophisticated smartphone to develop a <em>gamelan</em> simulation that is presentable to the user. There are two kinds of an experiment performed in this research. The first is Augmented Reality (AR) experiment which authenticates that the distance and the height parameters are the keys to get a 100% success in running the <em>gamelan</em> simulation. The distance is ranged from 45 cm to 65 cm and the height is ranged from 25 cm to 30 cm. And the second one is the usability evaluation to five users, who resolves the completion task very well, acquires the result of 86.48%.
<span lang="EN-US">The folktale is a kind of story that </span><span lang="EN-US">has some good points, such as developing a sense of story and shaping up positive attitudes towards children. However, people seem to abandon those good points and often give the children smartphones instead of folktale through the conventional book. Recently, smartphones’ capabilities have rapidly improved, so that augmented reality (AR) story books which combine conventional book and smartphone can be developed. This research is conducted to examine which one from three provided models that work best for engagement in a folktale augmented book. Those designs will be discussed in both subjective and objective approach, correspondingly. The result from subjective approach is the animated video AR design becomes the most pleasing design. The picture and narrator’s voice AR design, by contrast, becomes the most efficient design based on objective approach.</span>
Folklore needs to be preserved and developed to improve the nation's emotional intelligence, especially the emotional intelligence of elementary school students who are the nation's next generation. With current technological advances, it is possible to develop an ordinary folklore book into a more interesting folklore book with the addition of Augmented Reality technology in it. By using the System Development Life Cycle (SDLC) method, an Augmented Reality-based application can be created to be able to make Lutung Kasarung children's folklore books can be enjoyed by getting experience that is more than just reading ordinary physical books because there is Augmented Reality technology inside. This Augmented Reality technology has 100% accuracy if it meets the specified requirements, namely a distance of 45 centimeters and a height of 30 centimeters, and in testing at a distance of 50 centimeters, 55 centimeters, 60 centimeters, 65 centimeters with a height of 25 centimeters and 30 centimeters. In addition, with the AR Book, it is also expected to be able to introduce AR technology to both parents and children as an alternative to children's fairy tale books.
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