Combat Symbol Visualization Model Using Android-Based Augmented Reality with Single Marker Detection: An Interactive Experimental Study

Authors

  • Nico Rahadiyan Politeknik Negeri Batam Author
  • Dwi Ely Kurniawan Politeknik Negeri Batam Author
  • Sasa Ani Arnomo Institut Teknologi Batam Author
  • Purwono Prasetyawan Institut Teknologi Sumatera Author

Keywords:

Augmented Reality, Combat Symbols, Android, Single Marker, 3D Visualization, Instructional Design, User Evaluation

Abstract

This research aims to develop and evaluate a combat symbol visualization model using Android-based augmented reality (AR) with single marker detection. The model was designed to provide an interactive learning tool that visualizes combat-related objects through AR technology. The development method followed the multimedia development model, consisting of concept, design, material collection, assembly, testing, and distribution stages. The application uses 3D models such as tanks, helicopters, and military vehicles, which are displayed when the corresponding markers are detected by the system. Alpha testing was conducted to assess the detection accuracy of markers at various distances and angles across different smartphone devices. The results showed that the markers could be detected effectively within a distance range of 10 cm to 20 cm and at angles between 10° and 130°. Beta testing involved 30 respondents, who evaluated the application based on software performance, instructional design, and visual communication. The results showed positive feedback with average scores of 86.8% for software, 88.7% for instructional design, and 85.8% for visual communication aspects. In conclusion, the combat symbol visualization model developed in this study provides an effective, interactive, and user-friendly AR-based solution to support the introduction and understanding of combat symbols. This application has potential for further use in educational and training contexts, particularly in military and defense learning environments.

References

[1] D. E. Kurniawan, P. Silalahi, and A. Pratiwi, “ARtrace: Augmented Reality for Student’s Fine Motor Learning,” in 2019 2nd International Conference on Applied Engineering (ICAE), Oct. 2019, pp. 1–5. doi: 10.1109/ICAE47758.2019.9221724.

[2] R. I. Borman, Y. P. Putra, Y. Fernando, D. E. Kurniawan, P. Prasetyawan, and I. Ahmad, “Designing an Android-based Space Travel Application Trough Virtual Reality for Teaching Media,” in 2018 International Conference on Applied Engineering (ICAE), Oct. 2018, pp. 1–5. doi: 10.1109/INCAE.2018.8579394.

[3] S. Barta, R. Gurrea, and C. Flavián, “Augmented reality experiences: Consumer‐centered augmented reality framework and research agenda,” Psychology and Marketing, vol. 42, no. 2, pp. 634–650, Feb. 2025, doi: 10.1002/mar.22143.

[4] D. Hamilton, J. McKechnie, E. Edgerton, and C. Wilson, “Exploring Psychology Lecturers’ Attitudes Towards Mobile Virtual Reality: Opportunities, Barriers, and Educational Potential,” Innovative Practice in Higher Education, 2025, Accessed: Jun. 16, 2025. [Online]. Available: https://core.ac.uk/download/pdf/635940930.pdf

[5] D. E. Kurniawan and A. H. Thohari, “Program Pengabdian: Sosialiasi Bahaya Kebakaran Menggunakan Prototype Alat Berbasis IoT Untuk Warga Hinterland Batam,” Jurnal Terapan Abdimas, vol. 6, no. 2, Art. no. 2, Jul. 2021, doi: 10.25273/jta.v6i2.7687.

[6] Department of Computing, Faculty of Art, Computing and Creative Industry, Universiti Pendidikan Sultan Idris, Tanjong Malim, 35900, MALAYSIA et al., “Mobile Augmented Reality Hand Wash (MARHw): Mobile Application to guide community to ameliorate handwashing effectiveness to oppose Covid-19 disease,” IJIE, vol. 12, no. 05, Jun. 2020, doi: 10.30880/ijie.2020.12.05.028.

[7] A. Riyadi et al., “Pengembangan virtual tour 360 interaktif untuk meningkatkan pengunjung wisata di Pulau Mubut,” ASPIRASI: Publikasi Hasil Pengabdian Dan Kegiatan Masyarakat, vol. 1, no. 4, pp. 29–39, 2023.

[8] G. S. Yoo and Y. G. Ji, “A Study on View Sharing AR Interface for Improving Situation Awareness during Military Operations,” International Journal of Human–Computer Interaction, vol. 41, no. 4, pp. 2211–2226, Feb. 2025, doi: 10.1080/10447318.2024.2316949.

[9] D. E. Kurniawan, A. Dzikri, M. Suriya, Y. Rokhayati, and A. Najmurrokhman, “Object Visualization Using Maps Marker Based On Augmented Reality,” in 2018 International Conference on Applied Engineering (ICAE), Oct. 2018, pp. 1–5. doi: 10.1109/INCAE.2018.8579411.

[10] Y. Mironova, “Computer games and new sports in the teaching of physical education and basic military training,” in AIP Conference Proceedings, AIP Publishing LLC, 2025, p. 070001. Accessed: Jun. 16, 2025. [Online]. Available: https://pubs.aip.org/aip/acp/article-abstract/3268/1/070001/3336941

[11] D. E. Kurniawan, M. Kom, and M. T. Afdhol Dzikri, Augmented Reality: Praktikum dan Penerapan Dalam Visualisasi Objek: Augmented Reality. PolibatamPress, 2020.

[12] R. Schmidt and B. Stumpe, “Systematic review of mobile augmented reality applications in geography education,” Review of Education, vol. 13, no. 1, p. e70042, Apr. 2025, doi: 10.1002/rev3.70042.

[13] V. Navasare, “Immersive Army Combat Training with Virtual Reality”, Accessed: Jun. 16, 2025. [Online]. Available: https://engrxiv.org/preprint/view/4469

[14] A. Fawkes and D. Burden, The Military Metaverse. CRC Press, 2025. Accessed: Jun. 16, 2025. [Online]. Available: https://books.google.com/books?hl=id&lr=&id=q2xNEQAAQBAJ&oi=fnd&pg=PT14&dq=military+education+augmented+virtual+reality&ots=_JqqsX2wh-&sig=eP8oyAw3D0GD4xO_2FJfESlgyfA

[15] D. E. Kurniawan and A. Algazali, Mobile Programming: Praktik Membuat Aplikasi Android. Media Sains Indonesia, 2022.

[16] M. Fani et al., “Klasifikasi dan Edukasi Alternatif Media Pembelajaran Daring untuk Edukator,” Jurnal Pengabdian Kepada Masyarakat (AbdiMas), vol. 3, no. 2, Art. no. 2, Dec. 2021, doi: 10.30871/abdimas.

[17] A. Prabowo, A. H. Thohari, and D. E. Kurniawan, “Development of Interactive Learning Application for Vocational High School,” in 2019 2nd International Conference on Applied Engineering (ICAE), Oct. 2019, pp. 1–4. doi: 10.1109/ICAE47758.2019.9221674.

[18] A. Dzikri and D. E. Kurniawan, “Hand gesture recognition for game 3D object using the leap motion controller with backpropagation method,” in 2018 International Conference on Applied Engineering (ICAE), IEEE, 2018, pp. 1–5.

[19] M. Oktanizar and D. E. Kurniawan, “Development of motion graphic as education material for promoting shipping industry using EPIC Model testing,” IJNMT (International Journal of New Media Technology), vol. 8, no. 1, pp. 27–34, 2021.

[20] D. Ely Kurniawan, A. Dzikri, H. Widyastuti, E. Sembiring, and R. Tiurma Manurung, “Smart mathematics: a kindergarten student learning media based on the drill and practice model,” J. Phys.: Conf. Ser., vol. 1175, p. 012037, Mar. 2019, doi: 10.1088/1742-6596/1175/1/012037.

Downloads

Published

2025-07-01

Issue

Section

Articles

How to Cite

[1]
“Combat Symbol Visualization Model Using Android-Based Augmented Reality with Single Marker Detection: An Interactive Experimental Study”, astj , vol. 1, no. 1, pp. 7–12, Jul. 2025, Accessed: Jul. 26, 2025. [Online]. Available: https://astj.org/index.php/astj/article/view/2