Implementation of Gamification and Augmented Reality using Marker-Based Method (Case Study: TB Silalahi Center Museum)

Togu Novriansyah Turnip, Monalisa Pasaribu, Fitri Purnama Hutabarat, Hasoloan Davinson Hutapea, Winda Lorenza Sinurat
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Abstract

By utilizing current technological developments, an android application was developed for the TB Silalahi Center Balige Museum with the application of Gamification concepts and Augmented Reality (AR) technology with marker-based methods. The gamification approach was used to provide challenges and rewards since they can encourage someone to accomplish a task, in this case, to find artifact items and information contained in artifact. The utilization of 3D object with a QR Code marker on the artifact also enables the combination of the virtual world and the real world. This application was developed to improve the experience of visitors who come to the Museum, where visitors can carry out activities by playing games and interacting with objects in the museum. The final result of the project is a application with the integration of gamification and storytelling and AR technology. This application was evaluated with the usability testing and user satisfaction reaches 72,23% meaning the application can be used and can well perform its functions.
使用基于标记的方法实现游戏化和增强现实(案例研究:TB Silalahi中心博物馆)
通过利用当前的技术发展,我们为TB Silalahi Center Balige博物馆开发了一个android应用程序,应用了游戏化概念和增强现实(AR)技术以及基于标记的方法。游戏化方法用于提供挑战和奖励,因为它们可以鼓励人们完成任务,在这种情况下,找到工件物品和工件中包含的信息。利用带有QR码标记的3D物体,也使虚拟世界与现实世界相结合。这款应用程序的开发是为了改善来到博物馆的游客的体验,游客可以通过玩游戏和与博物馆内的物品互动来开展活动。这个项目的最终成果是一个整合了游戏化、讲故事和AR技术的应用程序。对该应用程序进行了可用性测试,用户满意度达到72.23%,可以使用,可以很好地发挥其功能。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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