Augmented Reality as A Pervasive Technology: Context-Aware Approach

Aditya Yudiantika
Aditya YudiantikaPostgraduate Student em Universitas Gadjah Mada
TEKNOLOGI AUGMENTED
REALITY SEBAGAI
TERAPAN APLIKASI
PERVASIVE COMPUTING
Oleh:
ADITYA RIZKI YUDIANTIKA
www.adityarizki.net
PERVASIVE COMPUTING
• “Teknologi yang paling canggih di abad ke-21 setelah penemuan komputer personal
adalah teknologi yang tidak lagi tampak secara fisik”, (Mark Weiser, 1991)
• Pervasive computing menyangkut 3 hal pokok:
1. cara orang memahami perangkat komputasi bergerak dan menggunakannya dalam
lingkungan sekitar untuk melakukan tugas spesifik
2. cara aplikasi dikembangkan dan disebarkan untuk mengelola tugas-tugas yang akan
dilakukan
3. bagaimana unjuk kerja lingkungan tersebut ditingkatkan melalui kemunculan informasi
baru dan fungsionalitasnya yang ada dimana-mana
APLIKASI PERVASIVE
• Aplikasi: komputer genggam; komputer yang dapat dikenakan
(wearable computer); jaringan LAN/ nirkabel; perangkat kontrol.
• Penelitian di universitas: Project Aura di Carnegie Mellon, Endeavour
di UC Berkeley, Oxygen di MIT, dan Portalano di Washington.
• Penelitian di industri: AT&T Research di Cambridge (UK) dan IBM TJ
Watson.
LINGKUNGAN PERVASIVE
TANTANGAN PERVASIVE COMPUTING
AUGMENTED REALITY
Karakteristik utama AR:
1. mengkombinasikan dunia
nyata dan dunia virtual
2. interaktif dalam waktu nyata
(real time)
3. terdaftar dalam ruang
dimensi 3 (3D)
Sumber: Azuma (1997)
PERKEMBANGAN AR
APLIKASI-APLIKASI AR
Sistem informasi
personal (Personal
Assistance and
Advertisement,
Navigation,Touring)
Militer dan industri
(design, assembly,
maintenance,
Combat and
simulation)
Hiburan (Sports
broadcasting,
Games)
Perkantoran
(kolaborasi,
pendidikan dan
pelatihan)
Medis
CONTEXT-AWARE MOBILE AUGMENTED
REALITY (CAMAR) 2.0
Smart home assistant Indoor tour guide
MOBILE AUGMENTED REALITY-BASED
VIRTUAL ASSISTANT (MARA)
MOBILE AUGMENTED REALITY BERBASIS
KOMPUTASI AWAN (CLOUD COMPUTING)
• Aspek pervasive computing adalah penghematan energi.
• Komputasi awan diciptakan sebagai salah satu infrastruktur green technology
• Komputasi awan akan menggantikan server-server konvensional ke dalam arsitektur
cloud.
• Penggunaan cloud storage sebagai database juga memudahkan pengembangan
sistem AR selanjutnya.
KESIMPULAN
• Teknologi AR di masa depan akan menjadi teknologi yang semakin
populer.
• AR menciptakan lingkungan pervasive, karena objek-objek AR
tertanam di sekitar lingkungan.
• Komputasi awan mendukung infrastruktur sistem AR yang hemat
energi dan mudah bergerak (mobile).
• Jenis perangkat pervasive masa depan: ponsel cerdas (smartphone),
tablet, kacamata pintar (Google Glass), helm pintar, dsb.
REFERENSI
1. D. Saha and A. Mukherjee, "Pervasive Computing: A Paradigm for The 21st Century," IEEE Computer Society, pp. 25-31, 2003.
2. G. Banavar, J. Beck, E. Gluzberg, J. Munson, J. Sussman and D. Zukowski, "Challenges: an application model for pervasive computing," in In
Proceedings of the 6th annual international conference on Mobile computing and networking, 2000.
3. M. Satyanarayanan, "Pervasive Computing:Vision and Challenges," IEEE Personal Communications, 2001.
4. P. Milgram and F. Kishino, "A Taxonomy Of Mixed Reality Visual Displays," in IEICE Transactions on Information Systems, 1994.
5. S. Zlatanova, "Augmented Reality Technology," TU Delft, Section GIS technology, Faculty of Civil Engineering and Geosciences, Delft, 2002.
6. R.T. Azuma, "A Survey of Augmented Reality," in In Presence:Teleoperators and Virtual Environments, 1997.
7. T. H. Höllerer and S. K. Feiner, "Mobile Augmented Reality," in Telegeoinformatics: Location-Based Computing and Services, 2004.
8. C. Ludwig and C. Reimann, "Augmented reality: Information at focus," in Cooperative Computing & Communication Laboratory (Volume 4.
No. 1), 2005.
9. F. Zhou, H. B.-L. D. Duh and M. Billinghurst, "Trends in Augmented Reality Tracking, Interaction and Display: A Review of Ten Years of ISMAR,"
in IEEE International Symposium on Mixed and Augmented Reality, Cambridge, 2008.
10. S. C.-Y.Yuen, G.Yaoyuneyong and E. Johnson, "Augmented Reality: An Overview and Five Directions for AR in Education," Journal of
Educational Technology Development and Exchange, pp. 119-140, 2011.
11. D. v. Krevelen and R. Poelman, "A Survey of Augmented Reality Technologies, Applications and Limitations," The International Journal of
Virtual Reality, pp. 1-20, 2010.
12. C. Shin,W. Lee,Y. Suh, H.Yoon,Y. Lee and W.Woo, "CAMAR 2.0: Future Direction of Context-Aware Mobile Augmented Reality," in International
Symposium on Ubiquitous Virtual Reality, 2009.
13. A. Schmeil and W. Broll, "MARA – A Mobile Augmented Reality-Based Virtual Assistant," in IEEE Virtual Reality Conference, North Carolina,
2007.
14. B.-R. Huang, C. H. Liny and C.-H. Lee, "Mobile Augmented Reality Based on Cloud Computing," in Anti-Counterfeiting, Security and
Identification (ASID), 2012 International Conference on. IEEE, 2012.
TERIMA KASIH
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Augmented Reality as A Pervasive Technology: Context-Aware Approach

  • 1. TEKNOLOGI AUGMENTED REALITY SEBAGAI TERAPAN APLIKASI PERVASIVE COMPUTING Oleh: ADITYA RIZKI YUDIANTIKA www.adityarizki.net
  • 2. PERVASIVE COMPUTING • “Teknologi yang paling canggih di abad ke-21 setelah penemuan komputer personal adalah teknologi yang tidak lagi tampak secara fisik”, (Mark Weiser, 1991) • Pervasive computing menyangkut 3 hal pokok: 1. cara orang memahami perangkat komputasi bergerak dan menggunakannya dalam lingkungan sekitar untuk melakukan tugas spesifik 2. cara aplikasi dikembangkan dan disebarkan untuk mengelola tugas-tugas yang akan dilakukan 3. bagaimana unjuk kerja lingkungan tersebut ditingkatkan melalui kemunculan informasi baru dan fungsionalitasnya yang ada dimana-mana
  • 3. APLIKASI PERVASIVE • Aplikasi: komputer genggam; komputer yang dapat dikenakan (wearable computer); jaringan LAN/ nirkabel; perangkat kontrol. • Penelitian di universitas: Project Aura di Carnegie Mellon, Endeavour di UC Berkeley, Oxygen di MIT, dan Portalano di Washington. • Penelitian di industri: AT&T Research di Cambridge (UK) dan IBM TJ Watson.
  • 6. AUGMENTED REALITY Karakteristik utama AR: 1. mengkombinasikan dunia nyata dan dunia virtual 2. interaktif dalam waktu nyata (real time) 3. terdaftar dalam ruang dimensi 3 (3D) Sumber: Azuma (1997)
  • 8. APLIKASI-APLIKASI AR Sistem informasi personal (Personal Assistance and Advertisement, Navigation,Touring) Militer dan industri (design, assembly, maintenance, Combat and simulation) Hiburan (Sports broadcasting, Games) Perkantoran (kolaborasi, pendidikan dan pelatihan) Medis
  • 9. CONTEXT-AWARE MOBILE AUGMENTED REALITY (CAMAR) 2.0 Smart home assistant Indoor tour guide
  • 11. MOBILE AUGMENTED REALITY BERBASIS KOMPUTASI AWAN (CLOUD COMPUTING) • Aspek pervasive computing adalah penghematan energi. • Komputasi awan diciptakan sebagai salah satu infrastruktur green technology • Komputasi awan akan menggantikan server-server konvensional ke dalam arsitektur cloud. • Penggunaan cloud storage sebagai database juga memudahkan pengembangan sistem AR selanjutnya.
  • 12. KESIMPULAN • Teknologi AR di masa depan akan menjadi teknologi yang semakin populer. • AR menciptakan lingkungan pervasive, karena objek-objek AR tertanam di sekitar lingkungan. • Komputasi awan mendukung infrastruktur sistem AR yang hemat energi dan mudah bergerak (mobile). • Jenis perangkat pervasive masa depan: ponsel cerdas (smartphone), tablet, kacamata pintar (Google Glass), helm pintar, dsb.
  • 13. REFERENSI 1. D. Saha and A. Mukherjee, "Pervasive Computing: A Paradigm for The 21st Century," IEEE Computer Society, pp. 25-31, 2003. 2. G. Banavar, J. Beck, E. Gluzberg, J. Munson, J. Sussman and D. Zukowski, "Challenges: an application model for pervasive computing," in In Proceedings of the 6th annual international conference on Mobile computing and networking, 2000. 3. M. Satyanarayanan, "Pervasive Computing:Vision and Challenges," IEEE Personal Communications, 2001. 4. P. Milgram and F. Kishino, "A Taxonomy Of Mixed Reality Visual Displays," in IEICE Transactions on Information Systems, 1994. 5. S. Zlatanova, "Augmented Reality Technology," TU Delft, Section GIS technology, Faculty of Civil Engineering and Geosciences, Delft, 2002. 6. R.T. Azuma, "A Survey of Augmented Reality," in In Presence:Teleoperators and Virtual Environments, 1997. 7. T. H. Höllerer and S. K. Feiner, "Mobile Augmented Reality," in Telegeoinformatics: Location-Based Computing and Services, 2004. 8. C. Ludwig and C. Reimann, "Augmented reality: Information at focus," in Cooperative Computing & Communication Laboratory (Volume 4. No. 1), 2005. 9. F. Zhou, H. B.-L. D. Duh and M. Billinghurst, "Trends in Augmented Reality Tracking, Interaction and Display: A Review of Ten Years of ISMAR," in IEEE International Symposium on Mixed and Augmented Reality, Cambridge, 2008. 10. S. C.-Y.Yuen, G.Yaoyuneyong and E. Johnson, "Augmented Reality: An Overview and Five Directions for AR in Education," Journal of Educational Technology Development and Exchange, pp. 119-140, 2011. 11. D. v. Krevelen and R. Poelman, "A Survey of Augmented Reality Technologies, Applications and Limitations," The International Journal of Virtual Reality, pp. 1-20, 2010. 12. C. Shin,W. Lee,Y. Suh, H.Yoon,Y. Lee and W.Woo, "CAMAR 2.0: Future Direction of Context-Aware Mobile Augmented Reality," in International Symposium on Ubiquitous Virtual Reality, 2009. 13. A. Schmeil and W. Broll, "MARA – A Mobile Augmented Reality-Based Virtual Assistant," in IEEE Virtual Reality Conference, North Carolina, 2007. 14. B.-R. Huang, C. H. Liny and C.-H. Lee, "Mobile Augmented Reality Based on Cloud Computing," in Anti-Counterfeiting, Security and Identification (ASID), 2012 International Conference on. IEEE, 2012.