Indonesian J
ournal of Ele
c
trical Engin
eering and
Computer Sci
e
nce
Vol. 1, No. 2,
February 20
1
6
, pp. 375 ~
380
DOI: 10.115
9
1
/ijeecs.v1.i2.pp37
5-3
8
0
375
Re
cei
v
ed O
c
t
ober 2
7
, 201
5; Revi
se
d Ja
nuar
y 4, 201
6
;
Accepte
d
Ja
nuary 26, 20
1
6
An Interactive Mobile Augmented Reality for Tourism
Objects at Purbalingga District
Imam Tah
y
u
d
in
1
, Dhanar
Intan Sur
y
a
Saputr
a
2
, Ha
v
iluddin*
3
1,2
Information Sy
stem, ST
MI
K AMIKOM Pu
rw
okerto
3
Computer Sci
ence, F
a
cult
y o
f
Mathematics
and N
a
tural Sc
ienc
e, Univers
i
tas Mula
w
a
rma
n
*Corres
p
o
ndi
n
g
author, e-ma
i
l
: imam.tah
y
ud
i
n
@amik
pur
w
o
kerto.ac.id
1
, dh
anar.am
i
kom@
gmail.c
o
m
2
,
havil
ud
din
@
u
n
m
ul.ac.id
3
A
b
st
r
a
ct
T
h
is pa
per pr
e
s
ents the
deve
l
op
me
nt of an
i
n
teractive
mobi
le A
u
g
m
ent
ed
Real
ity (AR) fo
r touris
m
pro
m
oti
on w
i
th
eXtreme pr
og
ramming (XP)
at Purba
lin
g
g
a
district, Centr
a
l Jav
a
that h
a
s ma
ny p
l
aces
of
touris
m attracti
ons such
as Ow
abong, Pur
b
a
s
ari Panc
uran
Mas, Sangg
al
u
r
i Park and B
u
perMu
nju
l
uh
ur.
By
app
lyin
g the A
R
conce
p
t, it is expec
ted the t
ouris
m o
b
jects
could b
e
en
ha
nced by a
u
g
m
entin
g the virtu
a
l
broch
u
res w
h
i
c
h co
uld
b
e
vi
ew
ed ov
er
a
mo
bil
e
devic
e.
In this
study,
mo
bil
e
devic
e
Andro
i
d
pl
atform
i
s
used
to d
i
sp
lay
inter
a
ctive
bro
c
hures
of to
uri
s
m
pr
o
m
oti
onc
ontai
nin
g
3D
mo
de
ls, an
i
m
a
t
ions, a
nd s
o
u
nds
.
T
he broch
u
re p
r
ovid
es infor
m
ation i
n
of real
attrac
tions of the touris
m o
b
j
e
cts in Purba
l
i
ngg
a district.
Ke
y
w
ords
: au
gmente
d
rea
lity, extreme pr
o
g
ra
mmin
g, tour
ism o
b
j
e
cts, androi
d
Copy
right
©
2016 In
stitu
t
e o
f
Ad
van
ced
En
g
i
n
eerin
g and
Scien
ce. All
rig
h
t
s reser
ve
d
.
1. Introduc
tion
The touri
s
m sector a
s
an e
c
on
omic a
c
tivity has beco
m
e a major i
n
com
e
and p
r
iority for
a developm
e
n
t of many countrie
s
, esp
e
cially
for de
veloping on
e
s
. Indone
sia
as a develo
p
i
n
g
cou
n
try ha
s
many pote
n
tial touri
s
m att
r
actio
n
s such
as
natural reso
urce
s, a
variety of cult
ural
histori
c
al h
e
ri
tage, and uni
que commu
ni
ty life. Wher
ei
n, the tourism
potential is sprea
d
from th
e
islan
d
s of Su
matra, Java,
Kalimantan,
Sulawe
si, Bal
i
, andIrian Ja
ya.
The Pu
rbali
n
gga i
s
o
ne
of the di
stri
cts in
Cent
ral
Java th
at h
a
s m
any pl
a
c
e
s
of
tourismobj
ect
s
such a
s
Owa
bon
g, Purba
s
a
r
iP
ancura
n
M
a
s, San
gga
luri Park
and
BuperM
unjul
uhur.
The to
urism devel
o
p
ment in
Pu
rbalin
gga
ha
s co
ntinued
to show po
si
tive
trend
s. In 20
12, the
ow
n-s
o
ur
ce
re
ve
nu
e
(PA
D
)
of Purbali
ngg
a
distri
ct was more
than
Rp.
644.00
0.000
or US
D 47,92
8.38 obtain
e
d
from the t
ourism secto
r
which
wa
s an i
n
crea
se of 33
%
from the targ
et of Rp. 48
5.000.00
0 or USD 3
6
,
095
.13. Hen
c
e, i
n
2013, Pu
rb
alingg
a the o
n
ly
distri
ct in
Ce
ntral
Java th
at won "T
he
Most
Imp
r
ov
ed T
C
TA Award 2
013".
Neverthele
s
s, there
are
still many places of t
ouri
s
mobjects at the Purbalingga di
strict that hav
e not been
well
prom
oted [1].
Therefore,
inf
o
rmatio
n of t
ouri
s
mo
bje
c
ts
with
a
n
inte
ractive
medi
a
(i.e. vide
o a
n
d
au
dio)
is on
e of the
solution
s of
the touri
s
m
prom
ot
ion. Hence, the Au
gmented
Re
ality (AR) i
s
an
alternative te
chn
o
logy to give users the
sen
s
e of
the
real world
wh
ile intera
cting
with the virtual
and
physi
cal
obje
c
t [2]th
at ca
n b
e
suppo
rting to
u
r
ist p
r
om
otio
ns. T
he ai
m
of this pa
p
e
r is
develop a
n
interactive tou
r
i
s
mattra
c
tion
s that can
be a
pplied to And
r
oid smartp
ho
nes pl
atform to
sup
port tou
r
ism tourist p
r
o
m
otion at the Purbali
ngga
distri
ct.
The A
R
i
s
g
e
tting mo
re
i
m
porta
nt no
w d
a
ys a
s
it
ca
n
be
use
d
in
many fi
elds an
d
encourage
d
by the new
smartph
one
s
and tablet
s revo
lution [3]. Furthe
rmo
r
e,
several stu
d
i
e
s in
the impleme
n
tation of AR have b
e
e
n
ca
rri
ed ou
t
,
such
as
K
ouro
u
t
han
a
ssi
s,
et
.
a
l,
h
a
v
e
pre
s
ente
d
th
at mobile
au
gmented
re
al
ity (MAR
) t
r
a
v
el guide,
na
med
CorfuA
R for
su
ppo
rt
ing
mobile tou
r
i
s
m appli
c
ation
s
at the p
r
in
ci
pal city of Co
rfu isla
nd in
Gree
ce. T
he
resea
r
ch sho
w
ed
that behavio
ral intention t
o
use th
e sy
stem was
po
sitively affected thro
ugh fe
eling of ple
a
sure
and excitem
ent. Huan
g, et al, also has imple
m
en
ted a mobile
Augmented
Reality (AR) to
captu
r
e im
ag
es of the
boo
k. The
captu
r
ed of im
ag
es are
stored in
to the clo
ud, then the ima
g
e
feature
s
are
che
c
ked. If the image
s match t
hen i
t
will be sen
t
to
the Android sm
artp
h
one
platform. Mea
n
whil
e, the Chung
hwa Tel
e
com
s
Hi
clo
u
d as a cl
oud
wa
s used [4, 5].
Evaluation Warning : The document was created with Spire.PDF for Python.
ISSN: 25
02-4
752
IJEECS
Vol.
1, No. 2, February 201
6 : 375 – 380
376
In
edu
cation area, som
e
AR
expe
rime
nts
have
bee
n pe
rform
ed.
Hua
ng, et a
l
, have
develop
ed a
n
intera
ctive a
pplication tha
t
prov
ide
d
A
R
effect a
nd
co
rre
sp
ondi
ng v
i
deo
on
puzzl
e
to facilitate childre
n to lea
r
n ge
ometry i
n
t
he AR-su
p
ported
with m
obile ph
one,
calle
d Aura
sma
-
Augmente
d
Reality (AAR).
In
thi
s
stu
d
y, the p
a
rti
c
ipa
n
ts
we
re
21
from
1
st
–6
th
g
r
ad
ers
of 2
elementa
r
y scho
ols. T
he result
s of this
study
indi
cat
ed that the m
e
thod a
d
d
s
a
new
dime
nsi
o
n
to the presen
tation of ori
g
i
nal imag
e at
edu
ca
tion fo
r
spe
c
ial
nee
d
s
children by
permitting
users
to view
sci
en
tific data a
n
d
tech
nique
s
on mo
bile d
e
v
ices a
s
vide
os
or
as thre
e dime
nsi
ona
l
environ
ment
s at their own leisu
r
e. Jo
rge, e
t.al, co
mbined eve
r
y learning p
r
oce
s
s from the
electri
c
al
ma
chin
es co
urse in the
ele
c
trical
engi
ne
ering
de
gre
e
usi
ng the
A
R
a
nd traditi
onal
learni
ng b
a
se
d on textboo
ks “m
agi
c bo
o
k
s”. The
expe
riment
wa
s u
s
ed th
e cou
r
se of six g
r
ou
p
s
of 25 student
s ea
ch (rand
om cho
s
e
n
)
durin
g t
he se
meste
r
between Feb
r
ua
ry
and May. The
result showed that the usability results offered
very
high scores
according to
the ease of the
use. Za
rzuela
et.al, have develope
d a le
arnin
g
gam
e with edu
catio
nal purpo
se
s about differe
nt
kind of a
n
ima
l
s living in a zoo usi
ng two
con
c
e
p
ts: Au
gmented
Re
a
lity and Serio
u
s Ga
me
s. This
appli
c
ation can be played
on any mobile device An
droid (sm
a
rtp
hone o
r
table
t
) platform, iOS,
and
printe
d m
a
rker an
d al
so op
en fo
r ev
eryone.
Te
kkesin
oglu, et.a
l, have devel
oped
web b
a
s
ed
AR for p
r
e
school
child
ren
to provide
ed
ucato
r
s a
wa
y to teach
st
udent
s with
d
eepe
r an
d m
o
re
meanin
g
ful a
c
ad
emic exp
e
rien
ce
s in th
e esp
e
ci
ally animal name
s
with instructiv
e and fan
c
y way
[6-9].
In engi
nee
rin
g
field,
Ciruli
s&Brigm
an i
s
hav
e
develo
ped th
e a
ppli
c
ation
virtual
city 3D-
AR for
urban
planni
ng
whi
c
h
provid
e wi
de fun
c
tionali
t
y, including
spatial vi
suali
z
ation
for m
o
re
pre
c
ise evalu
a
tion of ne
w
con
s
tru
c
tion
s and o
b
ject
s l
ook
and vi
su
al influen
ce o
n
enviro
n
men
t
al
surro
undi
ng. This a
ppli
c
ation allo
wed t
o
merg
e re
al
city with virtual thre
e di
mensi
onal
(3
D)
building
s
a
n
d
its logical
structure. Ha
rdi
ans
ya
h ha
s made an
app
lication p
ede
strian
navigat
ion,
detectin
g
the
position of
building
s
a
nd roa
d
s h
a
v
e been succe
ssfully pe
rformed by this
appli
c
ation. Other capa
bil
i
ties of
the application is to provide po
sition locatio
n
of users an
d to
indicate
the dire
ction of
the
road
that
has bee
n
su
ccessfully
created [1
0, 11
]. Lin and
Zh
ang
(201
4) p
r
e
s
e
n
ted a new type film and TV shoot
syste
m
called AR
Filmmaki
ng System (ARFM
S
).
This
ap
plicati
on
i
s
com
b
in
ed with com
puter
vi
sio
n
,
human
-comp
u
ter i
n
tera
cti
on, VR an
d
AR
techn
o
logy to
achi
eve WYS
I
WYG (What
You See Is
What You G
e
t) visual eff
e
cts filmma
ki
ng
.
The
re
sults shows th
at ARFMS prot
otype ha
s l
o
w co
st and
ea
sy to
use
e
s
pe
ciall
y
in some
sh
ort
VFX films (ab
out 2 minutes) whi
c
h cost
s
about 32.7m
s perfra
m
e [12
]
.
Butcha
rt (2
0
11)
co
mpa
r
e
d
the A
R
b
r
owsers
of g
a
teway
and
Layar
platforms. Th
e
resea
r
cher
st
ated that Lay
ar a
pplication
comm
uni
cat
e
s ove
r
a
wid
e
area n
e
two
r
k
with the
La
yar
platform, cu
st
omiza
b
le mo
bile bro
w
se
r along
with a remote AR se
rver, and h
a
ve benefits to the
use
r
s a
nd de
velopers in AR conte
n
t. But then, t
he
gateway offers vendo
rs
m
o
re control o
v
er
conte
n
t [13-1
5
].
The pa
per i
s
orga
nized a
s
follows. Se
ction 2 di
scu
s
ses the
met
hodol
ogy use
d
in this
study. Sectio
n 3 is the re
sults of
the stu
d
y that we pe
rforme
d in order to asse
ss the perform
a
n
ce
inclu
d
ing fun
c
tionality of mobile AR touris
m
obje
c
ts, and th
e prop
ertie
s
of mobile
AR
appli
c
ation
s
,
usa
b
ility and
experim
ental
impa
ct of
a
pplication. Fi
nally, we
con
c
lud
e
the
pa
per
with a
practi
cal im
plicatio
ns
of ou
r
re
search
pe
rtain
i
ng to th
e d
e
v
elopment
a
nd eval
uation
o
f
mobile AR to
urism obje
c
ts application.
2. Rese
arch
Metho
d
An interactive
applicatio
n requires at lea
s
t des
ig
ne
r (i.e. 3D desi
g
n
e
r, scree
n
de
sign
er,
and inte
ra
ctio
n de
sign
er), prog
ram
m
ers, and u
s
abilit
y engine
er. T
he 3
D
de
sig
n
e
r is concern
e
d
with 3
D
interaction. Th
e scre
en d
e
si
gn
er is f
o
cu
se
d
the actu
al scre
en layo
ut that is what i
s
pre
s
ente
d
to
the u
s
e
r
on
screen.
The
n
, t
he inte
ra
ctio
n
de
sign
er is to fine
-tune
th
e inte
ra
ction t
he
use
r
ca
n exp
e
rien
ce. Pro
g
r
amme
r is th
e implement
ation of the use
r
interfa
c
e by writing and
editing lo
w le
vel code. Th
e
r
efore, usa
b
ili
ty engineer
i
s
point of interest for the u
s
ability engine
e
r
that co
mbin
e
s
all
the
rol
e
s of
the
quali
t
y assuran
c
e
(i.e.
sele
cts,
bri
e
fs, d
e
b
r
iefs, p
r
ep
are
s
the
evaluation
m
a
terial
s,
cond
ucts an
d lo
gs) a
nd
anal
y
z
es
and
evalu
a
tes th
e
re
su
lts. The
u
s
e
r
s i
s
actually u
s
e
s
the use
r
interf
ace by navig
ating [16].
In this study,
layar ap
plicati
on and
extre
m
e pro
g
ram
m
ing will b
e
u
s
ed to
sup
port the AR
conte
n
t. Lay
ar i
s
a
mobil
e
AR
bro
w
ser pl
atfo
rm t
o
attra
c
t the
AR
conte
n
t. The
Layar
has
establi
s
h
ed in 2009 by Blippar g
r
ou
p. In principl
e, platform a
r
chite
c
tu
re of
Layar ha
s five
Evaluation Warning : The document was created with Spire.PDF for Python.
IJEECS
ISSN:
2502-4
752
An Interacti
v
e
Mobile Augm
ented Reality
for Tou
r
ism
Object
s… (Im
a
m
Tahyudin
)
377
comp
one
nts,
namely (a
) L
a
y
ar Re
ality Browser
(L
RB);
client-sid
e ap
plicatio
n on t
he sm
artp
hon
e
device u
s
e
r
s,
(2) Laya
r
Server (LS
)
; service cent
e
r
of
layar whi
c
h provide
s
an i
n
terface to the
LRB, layar
publis
hing (LP)
s
i
te
and layars
ervic
e
providers
exte
rnal
(LSPE), (3) Layar Publis
hing
Web
s
ite
(LP
W); fo
r the
d
e
v
e
lope
rs
tas
k
(
e
.g.a
cco
u
n
t
regi
ster
and
dashbo
ard),
(4) Laya
r
Serv
ice
Providers
(L
SP); the se
rvice
provider cre
a
ted by
the 3
rd
devel
opers, an
d (5) Laya
r
Cont
ent
Source
s (LS
C
); marke
r
layer
that provides the
conte
n
t. Ho
wever, Laya
r
’s API requi
res
develop
ers t
o
ru
n thei
r
own
web
se
rvice to
ho
st appli
c
ation
-
spe
c
ific POI
provid
ers
a
n
d
con
n
e
c
tion th
em to Layar
’s AR s
e
rver [17].
Next, the ex
treme
pro
g
ra
mming
(XP)
wa
s d
e
velop
ed by Ke
nt
Beck in
199
6, as a
methodol
ogy
for softwa
r
e
developme
n
t. The XP purpo
se i
s
to
deal with t
he ch
ang
es
tha
t
norm
a
lly occur du
ring th
e
pro
c
e
ss
of softwa
r
e d
e
velopme
n
t. Th
is stu
d
y, is
develop
ed wi
th
adapte
d
an XP espe
cially in sch
edul
e the implement
a
t
ion of functionality, oral co
mmuni
cation,
tests, and source code to commu
nicate system structu
r
e and
in
tent, close
colla
boration
of
prog
ram
m
ers with ordin
a
ry skills an
d contin
uing
fe
edba
ck from
short cy
cle
s
[18]. Therefore,
developin
g
mobile AR
of tourism
obje
c
ts
hav
e main three pha
se
s inclu
d
e
s
design,
impleme
n
tation, and evalu
a
tion.
2.1. The Srchitec
ture o
f
Sy
stem
The a
pplications
will b
e
co
nstru
c
ted
through
seve
ral
stage
s. Th
e first
stage i
s
to
desi
g
n
the layout
of
the p
r
omotio
nal b
r
o
c
h
u
re.
The
se
cond
stage
is the
determi
nation
of the image to
be u
s
ed
as
a
marker
appli
c
ation. Th
e la
st stag
e
is to
uploa
d the
co
ntent to be di
splaye
d on th
e
marker as AR information (t
ouri
s
m obj
ect
s
). The
system architecture is
illustrated in Figure 1.
Figure 1. The
mobile AR archite
c
ture
This a
r
chitecture con
s
ist
s
of the main
actors, nam
ely the read
ers
and e
d
itors. T
h
e
editors are the AR
conte
n
t that cre
a
tors
wh
o
con
nect to the
cloud inte
rface. Mean
while
, the
read
er i
s
a u
s
er who vie
w
s a
co
ntent b
y
runni
ng the
AR
with ap
p
for And
r
oid
in
terface
platfo
rm.
The detail
s
of the system a
r
chite
c
tu
re is
pre
s
ente
d
in Figure 2.
A brief d
e
scri
p
tion of the
a
r
chite
c
tu
re
of mobile A
R
system i
s
sho
w
n in Fi
gure 2.
First is
determi
ned n
e
ws or
adve
r
tisem
ents
wi
ll beco
m
e
th
e AR a
s
a
marker
mad
e
by an edito
rs
(protocol). Next
is prin
ting p
r
o
m
o
t
io
na
l
to
u
r
ism ob
jects
br
oc
h
u
re
s su
ch as
lo
cat
i
on,
at
t
r
a
c
t
i
on
s,
and lo
go
s. S
e
co
nd, the i
m
age i
s
u
p
loa
d
ed a
nd
store
d
in the
cl
oud
datab
ase a
s
an inte
rface t
h
a
t
can b
e
calle
d
up by
point and sca
n
usi
ng interfa
c
e
of app for An
droid pl
atform. Third, rea
ders
are given th
e
tourist de
stin
ations
o
n
bro
c
hu
re
s, then
can b
e
call
ed
to display the AR. Fourth,
to
view the ima
ges, the
rea
d
e
r shoul
d ru
n
their And
r
oi
d
sma
r
tpho
ne
s. Then, the camera is
use
d
to
view a parti
cular imag
e o
r
marke
r
in a prom
ot
iona
l tourism obj
ects b
r
o
c
hu
re by using the
appli
c
ation i
n
terface
ap
p f
o
r An
droi
d pl
atform. Fifth, if there i
s
t
he
same
pict
ure i
n
a
clo
u
d
databa
se the
n
it will be displayed via the AR with intera
ctive cont
ent (i.e. video and audi
o).
On the othe
r side, the re
aders o
r
use
r
s a
r
ch
itectu
re of the syst
em interfa
c
e
app for
Androi
d pl
atform i
s
displ
a
yed in
Fig
u
re
3.
A
bri
e
f explan
atio
n of th
e u
s
ers AR
syst
em
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IJEECS
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378
architectu
re.
In princi
ple o
f
layar, the audio an
d video are
store
d
on the laya
r se
rver (LS) fo
r
then the p
r
o
c
ess of setting
marker
(sca
nning
).
After that, the audi
o and vide
o reco
rde
d
can
be
use
d
by the
u
s
er via the m
obile. Firstly, use
r
s
or re
ad
ers ru
n the
a
pplication in
an inte
rface a
pp
for Android p
l
atform. Then
, a sele
cted i
m
age o
r
ma
rker
will be d
e
livered a
nd
matche
d in the
database
cloud server. Secondly,
images or marker
in whi
c
h
re
ceived will
be verified. If the
image
s mat
c
h and fit on t
he interfa
c
e
then the
data
will be
delivered in
ge
tPO
I
type to the users
or
rea
ders i
n
the fo
rm of
AR in
cludi
ng
3D im
ag
e,
video or anim
a
tion,
virtual buttons, or web
links.
Figure 2. Det
a
il architectu
re mobile AR
sy
st
em
Figure 3. The
user’
s
a
r
chitecture sy
ste
m
[17, 19]
3. Results a
nd Analy
s
is
In this se
ctio
n we explaint
he de
sign an
d dev
elopm
e
n
t prototype con
c
e
p
t of mobile AR
tourism obje
c
ts on the Android
sma
r
tp
hone platfo
rm. The discu
ssi
on ca
n be
made in sev
e
ral
sub
-
s
e
ct
io
ns.
3.1. Functio
n
alit
y
of Sy
s
t
em
In general, the task of the
editor is to
det
ermi
ne m
a
rkers an
d filling co
ntent inclu
d
ing
image
s a
nd
videos,
set th
e pag
e o
n
a
web
browse
r,
uploa
d
cont
ent (i.e. ima
g
es a
nd vid
e
o
s
),
and
con
d
u
c
t
experim
ents t
hat appli
c
atio
n. Furth
e
rm
o
r
e, to la
un
ch
the AR
appli
c
ation, u
s
ers
or
read
ers
sh
oul
d be
do
wnlo
a
d
an
d in
stall t
he a
ppli
c
atio
n screen
ap
p
on th
e And
r
oid
sma
r
tpho
ne
platform. The
n
, to capture
an image, the cam
e
ra i
s
directe
d
on the image or object. In this
experim
ent, the came
ra o
n
the smartp
hone i
s
u
s
e
d
to find markers mobil
e
A
R
in the l
o
cal
newsp
ape
r "Hari
an Umu
m
Rada
r Ban
y
umas".
3.2. The Mar
ker Re
ading
Process
In this
experi
m
ent, the p
r
o
t
otype co
nce
p
t of AR
touri
s
mobj
ect
s
is shown in
Figu
re 4. T
h
e
interface of
app for An
droid platform
is u
s
ed to
p
e
rform i
m
age
or ma
rker d
e
tection in t
h
e
bro
c
hu
re the
n
displ
a
y the information
of AR
conte
n
t includ
es v
i
deo, image
s,
animation, a
n
d
virtual button
s
that contain
a particula
r link, Fi
gure 5. It is base
d
on gene
ral AR applicatio
n set
up that
con
s
i
s
ts of fo
ur m
a
in comp
one
nt whi
c
h
are
a ca
mera to
captu
r
e th
e real envi
r
onm
ent
(touri
s
mattractions)
and tra
cki
ng, compu
t
er and
di
spla
y devices fo
r
virtual augm
e
n
tation (m
obil
e
device
)
a
nd markers as
t
angibl
e
interaction devic
e
s
a
s
well a
s
trackin
g
target. The ove
r
all
tourismobj
ect
s
d
e
si
gn
divided i
n
to edit
o
r’s pa
ge
an
d re
ade
r’
s p
age. Thi
s
prototype is u
s
ed
hand
held
(m
obile d
e
vice
) for vie
w
ing
the aug
ment
ation of the
tourismattra
c
t
i
ons. It me
a
n
s,
hand
held di
splay will help
read
ers to e
x
perien
c
e t
h
e
AR co
ncept while m
a
intai
n
ing the
cont
ext
of readi
ng n
o
r
mal n
e
wsp
a
per. Fu
rthe
rmore, mo
b
ile
device
s
n
o
wadays
advan
ced i
n
comp
uting
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IJEECS
ISSN:
2502-4
752
An Interacti
v
e
Mobile Augm
ented Reality
for Tou
r
ism
Object
s… (Im
a
m
Tahyudin
)
379
power an
d also in 3D g
r
ap
hic processin
g
with
the introdu
ction of embedd
e
d Gra
phic Pro
c
e
s
si
ng
Unit (GPU). This
mobil
e
AR
tou
r
ismo
bject
s
con
c
e
p
t ca
n
be
used di
re
ctly a
s
a
n
o
rmal
reade
r
readi
ng
a
n
e
wspa
per.
T
h
is i
s
focuse
d on
two
p
a
r
ts
whi
c
h
co
nsi
s
t of
phy
s
ical n
e
wsp
a
p
e
r
(touri
s
mo
bje
c
tsbro
c
h
u
re) a
nd mobile a
p
p
licatio
n.
In this experi
m
ent,
sc
ree
n
visi
on
technol
ogy for the d
e
velopme
n
t of tourismo
bje
c
ts have
been used.
T
he
scree
n vi
sion
technol
og
y is to u
s
e th
e dete
ction, t
r
ackin
g
an
d
compute
r
visio
n
techni
que
s then in
se
rtthe
object
s
that
introdu
ct
ion
of color
de
scripto
r
s into
the AR. Then,
Dom
i
nant Color Descri
ptor (DCD)
b
a
s
ed o
n
the fixed numbe
r
’s MPEG-7i
s
used for the
distrib
u
tion
o
f
colo
r in
pat
che
s
th
at display the
capacity of color in la
rge
qu
antities b
u
t still
efficient.The editor ha
s
to
uplo
ad ce
rtain
ima
ge
to
be use
d
a
s
a
ma
rker. F
u
rthe
rmo
r
e,
t
he
sc
ree
n
will
detect the im
age and
conv
erted into a f
o
rm of
fing
erprint
then
ap
prop
riate to
be
delivere
d
to the use
r
. The
final step is reco
gni
zing th
e
sc
ree
n
and
displ
a
ying AR content into the
real worl
d.
Figure 4. Interface d
e
si
gn
system
Figure 5. Image dete
c
tion
system
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IJEECS
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6 : 375 – 380
380
3.3. Observ
a
tional Stud
y
The o
b
servat
ional
study of
the p
r
ototyp
e is
ba
sed
o
n
u
s
er feed
b
a
cks gath
e
re
d from
tourist p
r
om
o
t
ions. The
users
wh
o trie
d
the prot
otyp
e we
re from
different ba
ckgrou
nd a
nd a
ge.
Based o
n
the
obse
r
vation,
most of targe
t
ed use
r
s we
re excited with
the AR tech
nology con
c
e
p
t
applie
d on th
e touri
s
m o
b
j
e
cts. T
he AR con
c
e
p
t of
the tou
r
ism
o
b
ject
s succe
s
sfully gra
b
s their
attention. Th
ey we
re li
kel
y
to use thi
s
mobile
A
R
a
pplication
with the tou
r
ism
obje
c
ts b
r
o
c
hure
becau
se it i
s
ea
sily used.
This
ob
se
rvation
sho
w
s
that this m
o
bile AR ap
plication
with t
he
to
u
r
ism ob
jects
br
oc
h
u
r
e
is
ea
s
y
to
use
.
T
h
e
y
also
sh
owed t
hei
r ex
citement
with the
tou
r
i
s
m
obje
c
ts broch
u
re’
s
co
ntent
s usi
ng their f
i
nger th
rou
g
h
their rea
c
tion
.
4. Conclusio
n
This p
ape
r has p
r
e
s
ent
ed the deve
l
opment
of
an intera
ctive mobile A
R
touri
s
t
destin
antion
s
bro
c
hu
re. T
h
is ap
plicatio
n con
s
i
s
ts o
f
mobile AR application
and inte
ra
ctive
bro
c
hu
re int
e
rface de
sig
n
. Based o
n
observati
o
nal study o
n
the protot
ype, this tourist
destin
a
tion
s
bro
c
hu
re
wa
s inte
ra
ctive
de
sign
a
n
d
allo
w th
e
use
r
s to
en
gage
in
lea
r
ning
experin
ce. B
a
se
d on
en
cou
r
agi
ng
re
spo
n
se from
observation
al study, it motivates t
he
developm
ent of the AR of others to
uri
s
m
obje
c
ts
at Purbaling
ga dist
rict as future work.
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