scholarly journals A Poster Digital Sain Media for Humanity Interaction based Interactive Augmented Reality

2019 ◽  
Vol 1 (1) ◽  
pp. 7
Author(s):  
Muhammad Ashar ◽  
Azhar Ahmad Smaragdina ◽  
Muhammad Iqbal Akbar ◽  
Dicki Dwi Prasetya

Interactive and innovative learning media supported by Augmented Reality (AR) is specifically used in the field of science in helping the development of student learning process at State University of Malang (UM). This media is designed to build the pillar of learning innovation strategy through IT fusion on curriculum and learning. Specifically, the main target in the development of teaching media with interaction through AR mobile media and science posters integrated with virtual communications is to improve the visual capabilities of information. Several stages to be done to realize this service are: 1)build a framework of the system in a comprehensive manner, 2)testing with a number of students as a user response, 3)making showcase and 4)demonstrating application system with multimedia content with science materials with 3D perspective (animation and interactive video). The software engineering method used in this application development is the waterfall model, while the qualitative method approach is needed to measure the effectiveness and efficacy of this AR science product on increasing the level of student understanding after using this media through a questioner. It is expected that with the development of this media will accelerate the formation of learning innovation in life-based learning in UM in the future. In broader impact, this work will be able to make UM as a learning innovation university as the competitive and superior university as well as become a reference in the technology of learning media.

2021 ◽  
Vol 10 (1) ◽  
pp. 45
Author(s):  
I Made Satya Vyasa ◽  
I Gede Arta Wibawa

This study aims to build an application to introduce the Sumerta 1 public elementary school building. This research uses AR (Augmented Reality) technology, which with this technology makes it possible to display an object in virtual form in a real world view. The method used in this application is marker-based which identifies the pattern of a marker, in the application development itself the model used is the waterfall model. In the process of building this application, using the Vuforia software development kit (SDK) and Unity as the engine.


2021 ◽  
Vol 3 (1) ◽  
pp. 180-196
Author(s):  
Karlie Loren Johnson ◽  
Kimberly Westbrooks

From 2016-2019, Jacksonville State University (JSU) librarians embraced the call to incorporate increased active learning into traditional library information instruction. Librarians began this process by integrating the use of a scavenger hunt into the Houston Cole Library’s new orientation tailgate event. Breakout EDU Escape Room kits with a custom-built storyline were added to teach basic research skills and help lessen library anxiety in First Year Freshman Experience courses. Augmented reality (AR) was incorporated into Business Orientation classes to increase student understanding of specialized business information resources. These activities helped librarians fulfill Houston Cole Library’s mission of creating a student-driven learning environment focusing on the Association of College Research Libraries (ACRL) information literacy framework. The research, planning, and implementation processes involved in the initiation of scavenger hunts, escape activities, and AR interactive stories at JSU have numerous applications across all educational levels and disciplinary focuses.


Author(s):  
Viktor Handrianus Pranatawijaya

The menu provided at restaurant can only be seen from a menu book that is shown by the waiter who shows the menu names in the form of text along with the price. This menu book model is felt to be less effective and less attractive. With a restaurant menu application with technology augmented reality, customers will find detailed information about the menu in restaurant displayed in the form of interesting 3D objects. The research method used for software development is Waterfall Model. Application development in this study uses the Unity3D, Vuporia, game engine and Blender3D. The resulting application can be used on Android Smartphones with a minimum operating system of 5.1 (Lollipop). In this case the method used is marker based tracking which is a tracking method using markers or images. From the results of black-box testing, the functional test results show that the application has run as expected, and the results of this application questionnaire get the very good category because it is at a percentage of 87% of the seven statements with likert method and has no problems when run.


2020 ◽  
Vol 2 (3) ◽  
pp. 121-130
Author(s):  
Indarti Indarti ◽  
Dewi Laraswati

The brochure is one of the important instruments in terms of promotion to provide initial information for prospective students, but the brochure currently used is still fairly classic. Still using brochure leaflets on paper media and the information conveyed depends on the size of the printed brochure. If the school committee wants to provide more information by adding lots of pictures with product details, the larger the size of the brochure that needs to be printed. Research conducted using the concept of augmented reality in making interactive brochures based on Android. The steps involved consist of analyzing the software and hardware requirements to be used. The research method uses the case study method, with a qualitative approach. As for the application development model using the waterfall model which is a method in SDLC, the sequence of steps used in this research is system requirement analysis, design, program code making, testing and support


2020 ◽  
Vol 5 (2) ◽  
pp. 194-212
Author(s):  
Shofaussamawati Shofaussamawati ◽  
Zahro Firdausa Zahro Firdausa

The aim of this article is to describe the writing of Muṣḥāf al-Qur'ān Sciences Education Foundation (YPIIQ) Wonosobo still written by hand in this sophisticated era. The type of this research uses the field research by a qualitative method approach which finds out the phenomenon and analyse the existing data. The process of collecting data uses interview, observation and documentation techniques, and it has found some interesting things. Firstly, the emergence of the tradition of writing Muṣḥāf by hand and giant size departing from KH. Muntaha's idea, he is the caretaker of the Al-Asy'ariyyah Taḥfῑż al-Qur’ān Islamic Boarding School, Kalibeber, Mojotengah, Wonosobo, Central of Java. The devotion of KH. Muntaha Al-Hafidz to al-Qur'ān made him to finally realise the grand Qur'ān  writing project. KH. Muntaha al-Hafidz also wants to continue writing Al-Qur’ān  that had been written by his grandfather, namely KH. Abdurrahim (1860-1916 AD). Secondly, before writing, there are certain provisions that must be carried out by writers namely they must be in a sacred condition when writing the muṣḥāf,  do the sunnah prayers of two raka'at and  write it accompanied by fasting except several days that are forbidden to fast. Thirdly, the strong factor that encourages the tradition of writing muṣḥāf at the Qur’ān Sciences Education Foundation (YPIIQ) Wonosobo is still being carried out till now because of devotion to teachers and wants to always glorify the muṣḥāf.


2021 ◽  
Vol 5 (1) ◽  
pp. 17-28
Author(s):  
Ravi Wiyantoko ◽  
Ahmad Hamim Thohari ◽  
Muhammad Dzuhri Maarief

The process of extracting oil and gas is carried out by drilling with a depth of more than 200 meters below the surface of the ground, so one steel pipe is needed to run the process. The manufacture of steel pipes for the opening process has special standards, one of which is a long pipe. To reach a depth of 200 meters below the ground level, a pipe connection is needed to reach that height. The method of connecting the pipes is called the Thread Connection Type. This method has more than 20 types of threads to be applied in pipe joints. To facilitate the discussion of the types of threads and their specifications, we need a technology that can be used interactive and mobile learning media to deliver detailed information on the type of thread. The author uses the use of Augmented Reality (AR) technology to be applied as an Android-based training media that can facilitate the existing Connection Thread along with special specifications with 3D visualization. This study aims to measure the validity and practicality of using ISO 25010 (in terms of functional suitability, performance efficiency, portability and usability) of learning media so that it is easier to understand and practical. The study consisted of two parts: 1) Validity by experts (5 experts), 2) Practicality by trainees or employees (16 participants) using the USE Questionnaire instrument. Furthermore, in application development using the Multimedia Development Life Cycle (MDLC) method as its development method. As a result, the application was declared feasible with the results of the percentage of experts Validity of 96% and Practicality by employees of 79%.


2021 ◽  
Vol 7 (1) ◽  
pp. 19-31
Author(s):  
Meilia Tika Ayu Ningrum ◽  
Agus Purnomo ◽  
Idris Idris

Android-based learning media for Social Studies (SS) might reduce boredom and accelerate student learning because it conveys attractive, creative, and innovative learning materials that support independent learning. This study aims to develop android-based learning media for SS about the Kingdom and Relics of Hindu-Buddhist. It employed Research and Development (R&D) with Analysis, Design, Development, Implementation, Evaluation (ADDIE) model. Validation by material experts and linguists stated that the learning media was feasible with 61.5% and 70%. Results show that the learning media is suitable to use by 88.2%. The product trials resulted in practical products by 100% from educational practitioners, and 80.2% from students. This finding indicates that the media is effective, as can be seen, that 26 out of 32 students scored above the minimum grade. It is suggested that SS learning media are developed through further research by utilizing virtual reality technology. This may accelerate student understanding as the use of videos and pictures, and virtual reality to images and objects help depict things clearly.


2018 ◽  
Vol 6 (1) ◽  
pp. 1
Author(s):  
Christine Simangunsong

This study aims to determine how the structure of music andviolin technique Four Season "Winter" by composer Antonio Vivaldi.In the discussion of this study used the theories related to researchtopics such as Antonio Vivaldi biography, analytical understanding,understanding of musical forms, musical structure and technique ofplaying the violin. The method used by the researchers in this study isdescriptive-qualitative method. The sample in this study such as thesheet music and videos of Four Season "Winter" by composer AntonioVivaldi. The techniques of data collection in this research are workinglaboratory analysis the melody of violin instrument like musicalstructure and technique of playing the violin and literature studyconducted at the Laboratory of the Department of Music Arts, Facultyof Languages and Arts, State University of Medan. From the results ofthis study can be obtained structure of music Four Season "Winter" bycomposer Antonio Vivaldi has 63 bars with 12 motifs includingoriginal motive literal replications and development, up and downsequence, bridges, enlargement of the interval, 10 phrases and is a 3-part song form complex / major played by violin playing techniques asdiverse namely legato, staccato, trill, double stops, and sforzando andusing the dynamic crescendo, mezzo forte, forte, piano, with the righthand position of mixed fingering position of the I-VII. Interpretationof the Four Seasons "Winter" tells the eerie atmosphere transitionalclimate when winter freeze with the sound of the wind through thestrains indicated cruel instrument tones on the violin.


2019 ◽  
Vol 3 (3) ◽  
pp. 116
Author(s):  
Mardiana Mardiana

Kelompok Sadar Wisata (Pokdarwis) Cinta Bahari dibentuk oleh aparat Desa Pulau Pahawang Lampung sejak tahun 2013.  Akan tetapi rendahnya tingkat pendidikan anggota Pokdarwis membuat mereka sangat sulit untuk dapat mengembangkan potensi wisata pulau Pahawang. Pada tahun 2017, promosi wisata sudah dilakukan menggunakan Teknologi Informasi dan Komunikasi (TIK) dalam bentuk mobile application CintaBahari yang dikembangkan pada kegiatan Pengabdian Kepada Masyarakat (PKM) sebelumnya. Namun demikian masalah promosi ini masih harus terus ditingkatkan dan berkelanjutan, sehingga jumlah kunjungan wisatawan yang diperoleh dapat lebih maksimal. Solusi yang ditawarkan oleh Tim PKM ini adalah mengembangkan media promosi dengan menggunakan teknologi Augmented Reality (AR) yang menggambarkan objek wisata Pahawang secara real yang dikemas secara menarik dan atraktif. Teknologi AR dapat menggabungkan benda maya dua dimensi atau tiga dimensi ke dalam sebuah lingkungan nyata tiga dimensi lalu memproyeksikan benda-benda maya tersebut dalam waktu nyata. Selain itu, Tim PKM ini juga memberikan sosialisasi tentang penggunaan aplikasi AR tersebut dan pembagian poster dengan konten AR kepada masyarakat sebagai sarana mereka memberikan promosi kepada wisatawan yang datang. Metoda  yang  digunakan  dalam  pembangunan aplikasi menggunakan metode iterative development  yang disebut dengan Rapid Application Development (RAD) dengan tahapan : identifikasi masalah dan motivasi, menetapkan objek solusi, penerapan solusi dan pelatihan serta pelaporan hasil dan publikasi. Adanya aplikasi AR ini diharapkan dapat membuat peningkatan potensi wisatawan yang datang dan kembali datang lagi ke Pulau Pahawang melalui ketersediaan informasi yang lengkap dan menarik dalam bentuk AR. Sehingga secara langsung akan berdampak pada peningkatan pendapatan pokdarwis dan masyarakat Desa Pulau Pahawang pada umumnya.     Kata kunci: Augmented Reality, Cinta Bahari, Pokdarwis, Pahawang, Promosi


2021 ◽  
Vol 10 (1) ◽  
pp. 1-14
Author(s):  
Ignatius Adiwidjaja

Transportasi dan angkutan umum merupakan suatu persoalan yang selalu dihadapi oleh pemerintah di berbagai daerah di tanah air ini, terutama daerah yang memiliki suasana kota yang yang ramai karena  padatnya penduduk serta tingginya intensitas masyarakatnya diikuti dengan tidak sesuainya jumlah moda transportasi umum serta belum seimbangnya luas ruas jalan antar kota dalam propinsi yang  mempunyai struktur serta aktifitas penduduk sudah tergolong sagat tinggi. Regulasi kebijakan pemerintah propinsi Jawa Timur yang tertuang dalam Peraturan Gubernur Jawa Timur No. 27 Tahun 2016. Dinas perhubungan sebagai implementor, melakukan sosialisasi kepada masyarakat, serta menyediakan sarana sebagai pendukung dalam system transportasi di Jawa Timur. Dalam penelitian ini kami menggunakan metode kualitatif yang menghasilkan gambaran (deskripsi) mengenai hal-hal yang berkaitan dengan apa yang diteliti. Kualitatif sendiri merupakan wujud kata-kata dari pada deretan angka-angka. Pendekatan metode deskriptif dapat diartikan sebagai pemecahan masalah dengan menggambarkan atau melukiskan keadaan subjek atau objek penelitian, baik perilaku individu, kelompok masyarakat, lembaga-lembaga dan lain-lain sebagainya.Kata kunci : Implementasi, Pelayanan PublikABSTRACT. Public transportation and transportation is a problem that is always faced by the government in various regions in this country, especially areas that have a bustling city atmosphere due to overcrowding and high intensity of the community followed by mismatching the number of modes of public transportation and the imbalance of the size of roads inter-city in the province which has a structure and activity of the population is already classified as very high. East Java provincial government policy regulations contained in East Java Governor Regulation No. 27 of 2016. Transportation Agency as an implementor, conducts socialization to the community, and provides facilities as a support in the transportation system in East Java. In this study we used a qualitative method that produced a description (description) of matters relating to what was studied. Qualitative itself is a form of words rather than a row of numbers. Descriptive method approach can be interpreted as problem solving by describing or describing the state of the subject or object of research, both the behavior of individuals, community groups, institutions and so forth.Keywords: Implementation, Public Services


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