LeafQuest: A Mobile-Based Augmented Reality for Plant Placement, Discovery, and Growth
Authors
College of Computing Studies, Universidad De Manila (Philippines)
College of Computing Studies, Universidad De Manila (Philippines)
College of Computing Studies, Universidad De Manila (Philippines)
College of Computing Studies, Universidad De Manila (Philippines)
College of Computing Studies, Universidad De Manila (Philippines)
Article Information
DOI: 10.51584/IJRIAS.2025.100900020
Subject Category: Technology
Volume/Issue: 10/9 | Page No: 230-242
Publication Timeline
Submitted: 2025-08-26
Accepted: 2025-09-02
Published: 2025-10-11
Abstract
The LeafQuest app is built to merge augmented reality (AR) and artificial intelligence (AI) in order to help users choose and visualize plants that is appropriate for their space available and given environmental conditions. Through the use of an artificial intelligence as a recommendation system, this will improve decision-making and user confidence building. LeafQuest is built to encourage plant fans, hobbyists, and incidental plant enthusiasts with easy-to-access, accurate plant data, and interesting plant facts. The LeafQuest walks users through the whole process from plant discovery and choice to plant care upkeep through and interactive and engaging user interface. LeafQuest is being developed per Agile method, which focuses on iterative design, and user feedback to make the application responsive to user’s need and technology needs. The application delves into how augmented reality can become a practical means for visualization, how artificial intelligence can provide exact plant recommendations, and how mobile application can turn traditional plant care into dynamic, learning experience. The applications are meant to close the gap between knowledge of plant care and users’ accessibility. The study gathered 80 survey responses from plant hobbyists, enthusiasts, and lovers in Metro Manila. It aimed to evaluate the quality of LeafQuest in terms of performance, ease of use, reliability, and overall system quality as a mobile-based augmented reality tool for plant placement, discovery, and development. Findings revealed that all criteria fell within the “Excellent” range (3.50–4.49), with weighted means between 4.12 and 4.24, indicating strong acceptance and positive reception from the respondents.
Keywords
Agile methodology, Artificial intelligence (AI), Augmented reality (AR), Gamification Recommendation system
Downloads
References
1. Muhammad Bukhari, S., & Itje Sela, E. (2024). Augmented Reality as a Tool in Plant Research for Medicinal Purposes. Journal of Computer Science and Technology Studies, 6(5), 207-215. https://doi.org/10.32996/jcsts.2024.6.5.17 [Google Scholar] [Crossref]
2. Jhuang, Z. J., Lin, Y. C., & Lin, Y. T. (2024). Effects of Developing an Interactive AR Plant Structure Experiment System for Elementary Natural Science Course. International Journal of Information and Education Technology, 14(8), 1145-1154. doi: 10.18178/ijiet.2024.14.8.2143 [Google Scholar] [Crossref]
3. Zoh, K. J., Lee, Y., Song, Y., & Jeong, W. (2022). The User Experience Design of Virtual and Augmented Reality for Environmental and Ecological Information-Focusing on the Conservatory of Seoul Botanic Park. Journal of the Korean Society of Environmental Restoration Technology, 25(2), 69-84. https://doi.org/10.13087/KOSERT.2022.25.2.69 [Google Scholar] [Crossref]
4. Dalvi, P., & Kalbande, D. R. (2023). A Comprehensive Review of Plant Recognition Approaches: Techniques, Challenges, and Future Direction. SSGM Journal of Science and Engineering, 1(1), 1–5. Retrieved from https://ssgmjournal.in/index.php/ssgm/article/view/18 [Google Scholar] [Crossref]
5. P. Barra et al., "BotanicAR: A Cooperative Experience in Augmented Reality," 2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), Orlando, FL, USA, 2024, pp. 1214-1215, https://doi.org/10.1109/VRW62533.2024.00401 [Google Scholar] [Crossref]
6. Godoy Jr, C. H. (2021). Augmented Reality and Gamification: A Framework for Developing Supplementary Learning Tool. arXiv preprint arXiv:2108.03487. [Google Scholar] [Crossref]
7. Liang, Z. (2024). Bringing Plants to Life: How Augmented Reality is Changing Botany Education. Lecture Notes in Education Psychology and Public Media, 74(1), 53–58. https://doi.org/10.54254/2753-7048/2024.bo17706 [Google Scholar] [Crossref]
8. Barra, P., Cantone, A. A., Francese, R., Giammetti, M., Sais, R., Santosuosso, O. P., Sepe, A., Spera, S., Tortora, G., & Vitiello, G. (2024). BotanicAR: a cooperative experience in augmented reality. 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), 1214–1215. https://doi.org/10.1109/vrw62533.2024.00401 [Google Scholar] [Crossref]