TY - GEN
T1 - Development of Augmented Reality-Based iOS Applications Using the ARKit Framework as an Interactive Tool in 2D Media
AU - Ramadhan, Zidan
AU - Sari, Riri Fitri
N1 - Publisher Copyright:
© 2023 IEEE.
PY - 2023
Y1 - 2023
N2 - Two-dimensional media is a conventional medium that is widely used in general. However, two-dimensional media, which in this case is in physical form, is slowly being abandoned due to massive digitization. This is unfortunate because there are many sources of knowledge and information that can only exist in two-dimensional media. To make the use of two-dimensional media more interesting, augmented reality technology can be the answer. In this case, an iOS application called readAR was developed with the application of visual inertial odometry technology using ARKit, which can perform image detection and visual analysis to place objects and provide the desired interaction with augmented reality technology. In readAR, interactions can be presented in the form of three-dimensional objects using SceneKit and videos using SpriteKit. Based on the results of the calculation analysis, it was found that the interaction value for three-dimensional objects on newspaper media takes 1.45 times longer than videos on newspaper media and 2.7 times longer for magazine media. Testing the performance of the CPU showed that video interaction uses a larger CPU, with a difference of 3% for newspapers and 5.1% for magazines. The same trend was observed in the memory test, with a difference of 23.01 MB for newspapers and 21.17 MB for magazines.
AB - Two-dimensional media is a conventional medium that is widely used in general. However, two-dimensional media, which in this case is in physical form, is slowly being abandoned due to massive digitization. This is unfortunate because there are many sources of knowledge and information that can only exist in two-dimensional media. To make the use of two-dimensional media more interesting, augmented reality technology can be the answer. In this case, an iOS application called readAR was developed with the application of visual inertial odometry technology using ARKit, which can perform image detection and visual analysis to place objects and provide the desired interaction with augmented reality technology. In readAR, interactions can be presented in the form of three-dimensional objects using SceneKit and videos using SpriteKit. Based on the results of the calculation analysis, it was found that the interaction value for three-dimensional objects on newspaper media takes 1.45 times longer than videos on newspaper media and 2.7 times longer for magazine media. Testing the performance of the CPU showed that video interaction uses a larger CPU, with a difference of 3% for newspapers and 5.1% for magazines. The same trend was observed in the memory test, with a difference of 23.01 MB for newspapers and 21.17 MB for magazines.
KW - ARKit
KW - Augmented Reality
KW - iOS
KW - SceneKit
KW - SpriteKit
KW - Two-Dimensional Media
KW - Visual Inertial Odometry
UR - http://www.scopus.com/inward/record.url?scp=85186692660&partnerID=8YFLogxK
U2 - 10.1109/ICOTL59758.2023.10435305
DO - 10.1109/ICOTL59758.2023.10435305
M3 - Conference contribution
AN - SCOPUS:85186692660
T3 - 2023 1st International Conference on Optimization Techniques for Learning, ICOTL 2023 - Proceedings
BT - 2023 1st International Conference on Optimization Techniques for Learning, ICOTL 2023 - Proceedings
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 1st International Conference on Optimization Techniques for Learning, ICOTL 2023
Y2 - 7 December 2023 through 8 December 2023
ER -