scholarly journals PEMBUATAN AREDU SEBAGAI MEDIA PEMBELAJARAN PENINGGALAN MANUSIA PURBA DI SANGIRAN

2017 ◽  
Vol 1 (1) ◽  
pp. 99
Author(s):  
Fendi Aji Purnomo ◽  
Sahirul Alim Tri Bawono ◽  
Rica Irianti

<p><em>Sangiran is an important site for the development of various fields of science, especially for research in the fields of anthropology, archeology, biology, paleoanthropology, geology, and tourism. The existence of Sangiran site is very useful for studying prehistoric human life because the site is equipped with ancient human fossils, the result of ancient human culture, and ancient fossils of flora and fauna. But in the provision of educational information on the Museum Sangiran still use posters and pamphlets. Therefore necessary to develop educational information media with a more interactive method of Augmented Reality technology.</em></p><p><em>This application is developed using the method of observation, literature study, interviews with the managers of Sangiran, as well as visitors sangiran questionnaire for data collection, creation of applications such as design, story board, catalogs marker to application development and testing. This research purposes to visualize the prehistory in the multimedia-based Sangiran Museum using Augmented Reality Technology as well as to test the ability of visitors about the discovery of ancient objects in the Museum Sangiran.</em></p><p><em>The result is that the marker detection by the camera can be optimally if the distance of the camera to the marker between 15-75 cm and a deflection angle between 15<sup>o</sup>-105<sup>o</sup>. The results of questionnaires to the application for Aspects of interest that agree and strongly agree is 100%, Aspect Ease ie agree and strongly agree is 96.6%, Aspect Ease of Navigation that is agreed and strongly agreed is 93.4%, ie Interactive Aspects agree and strongly agree is 93.4%, and the aspect of innovation that agree and strongly agree 100%.</em></p>

2021 ◽  
Vol 4 (3) ◽  
pp. 311-321
Author(s):  
Ardi Wijaya ◽  
Dinda Putri

History lessons in Indonesia are taught starting from Elementary School (SD) level. One of materials taught in elementary schools is a national hero figure who has greatly contributed to Indonesian nation. Several images of heroes were immortalized on Indonesian banknotes. The learning method that is carried out only with printed books and lectures tends to make students bored and quickly feel sleepy. In a site like this, interesting learning media is needed. This study seeks to build an android-based application using Augmented Reality technology, using banknotes as markers to produce 3D animation applications that speak about heroes and their historical backgrounds. This application development methodology uses an Incremental model which consists of 4 stages, namely: Analysis, design, code, and testing. Distributed questionnaires get results; Strongly Disagree = 0%, Disagree = 0%, Agree = 43%, and Strongly Agree = 57%. These results indicate that the overall system is running well and feasible to use


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.


2020 ◽  
Vol 1 (2) ◽  
pp. 90-115
Author(s):  
Yuli Cahyaningsih

Technological advances can be applied in the business world as a medium of promotional media. Augmented Reality (AR) is a technology that combines 2 dimensions and 3 dimensions into a ward, then projecting the virtual objects in real time. Augmented Reality can be utilized in a variety of needs, one of which is the utilization of promotional media on the Honda Genio brochure. The purpose of this research is to develop new interactive media in assisting the promotion media in Astra Motor Majenang with Android based Augmented Reality technology. The methods used are MDLC (Multimedia Development Life Cycle) consisting of six stages, the concept, the design, the material collecting, the assembly, testing, and the distribution (Distribuiton). The result of this research is an Android-based Augmented Reality promotional media app on the Honda Genio brochure that can display 3D motor objects and display specs in both text and audio form.  The conclusion of the study was from the test results Alpha Test system developed spared from disability or failure of use. As for test results Beta Test, 91.2% of respondents answered strongly agree that it shows that the Augmented Reality app as a promotional medium on Android-based Honda Genio brochure is very interesting and acceptable for users.


2021 ◽  
Vol 6 (1) ◽  
pp. 7-13
Author(s):  
Aulia Akhrian Syahidi ◽  
Herman Tolle

The translator application from Banjar Language to Indonesian is called BandoAR and vice versa from Indonesian to Banjar Language which is called NdoBAR. Both applications utilize Mobile Augmented Reality technology with the Optical Character Recognition (OCR) Method for word recognition in the detected image. This application is recommended and used to help tourists visiting the city of Banjarmasin to be able to understand the language used by local people as a means of communication and for the general public who want to know the peculiarities of the Banjar language itself. The purpose of this study was to evaluate the user experience of the BandoAR and NdoBAR applications. The method used is UX Honeycomb, which has seven aspects to assess the user experience of an application. A total of 50 respondents were presented to assess the two applications. The results showed that the BandoAR application had an average UX Honeycomb value of 4.91 with a Very Strongly Agree predicate and for the NdoBAR application, an average value of UX Honeycomb was 4.89 with a Very Strongly Agree predicate. Both applications have fulfilled aspects of the user experience. However, we need some fixes for the shortcomings of both apps, to continue to improve interactions, better user experience, and other smart capabilities.


2019 ◽  
Vol 7 (1) ◽  
pp. 78-90 ◽  
Author(s):  
Bintoro Setyawan ◽  
NFn Rufii ◽  
Ach. Noor Fatirul

Today's technological development is progressing, and is growing rapidly. This development certainly has an influence on various sectors of human life, one of which is the education sector. The latest rapid technological developments are the increasingly frequent use of devices, especially smartphone use in everyday life, including in the field of education. This opens up huge opportunities in utilizing application technology on smartphones to be developed into an application-based learning media. One of them is by utilizing Augmented Reality technology on android applications in science learning media for elementary school students in class VI so that students are motivated in learning and easier to understand the material being studied. For this reason, a learning media based on Augmented Reality (AR) was developed with the application of Unity science subjects. The material recognizes planets in the solar system for grade VI elementary school students, while seeing the quality of learning media produced in terms of validity, attractiveness and practicality. This research uses the development research model Borg and Gall, with several stages of development, namely: (1) data collection; (2) planning; (3) development; and (4) validation and trial. The results of the development research in the form of AR learning media showed very good and feasible results used as learning media, both in class and independently according to the results of learning design expert validation, media experts and teacher validation as material experts Student responses to the use of this media in learning were very good. Students are passionate about learning and arouse students' curiosity. AbstrakPerkembangan teknologi sekarang ini semakin maju, dan tumbuh dengan pesat. Perkembangan ini tentu saja membawa pengaruh pada berbagai sektor kehidupan manusia, salah satunya adalah sektor pendidikan. Perkembangan teknologi terkini yang pesat adalah semakin seringnya penggunaan gawai, khususnya penggunaan smartphone dalam kehidupan sehari-hari, termasuk di bidang pendidikan. Hal ini membuka peluang besar dalam memanfaatkan teknologi aplikasi pada smartphone untuk dikembangkan menjadi media pembelajaran berbasis aplikasi. Salahsatunya adalah dengan memanfaatkan teknologi Augmented Reality pada aplikasi android dalam media pembelajaran IPA bagi siswa sekolah dasar (SD) kelas VI agar siswa termotivasi dalam belajar dan lebih mudah untuk memahami materi yang dipelajari. Untuk itu  dikembangkan media pembelajaran berbasis Augmented Reality (AR) dengan aplikasi Unity mata pelajaran IPA materi mengenal planet-planet di tata surya untuk siswa kelas VI SD, sekaligus melihat kualitas media pembelajaran yang dihasilkan ditinjau dari aspek validitas, kemenarikan, dan kepraktisan. Penelitan ini menggunakan model penelitian pengembangan Borg and Gall, dengan beberapa tahapan pengembangannya, yaitu: (1) pengumpulan data;  (2) perencanaan; (3) pengembangan; dan (4) validasi dan uji coba. Hasil penelitian pengembangan berupa media pembelajaran AR menunjukkan hasil sangat baik dan layak digunakan sebagai media pembelajaran, baik di kelas maupun secara mandiri menurut hasil validasi ahli desain pembelajaran, ahli media  dan validasi guru sebagai ahli materi Respon siswa terhadap penggunaan media ini  dalam pembelajaran sangat baik. Siswa bersemangat dalam mengikuti pembelajaran dan membangkitkan rasa ingin tahu siswa.


2021 ◽  
Vol 14 (1) ◽  
pp. 69-80
Author(s):  
Januar Bagus Prasetyo

Augmented Reality is a type of interactive technology that combines real objects and virtual objects at the same time and is displayed on the screen. Augmented Reality has been applied as a way of working based on image detection and it is commonly called a marker. By using the smartphone's camera and then detects the marker that has been printed. Augmented Reality is widely used in various purposes, the example is for advertising or promotion. In advertising, Augmented Reality can be used as a promotion or information that can make it more interesting. This research aims to apply AR technology to the campus promotion media on the University of Panca Marga's new student admission brochure. The stages taken in this research are literature study as well as observation, design, and implementation stages. The application of Augmented Reality was built using Unity 3D software, Android SDK, Vuforia SDK, and Sweet Home 3D. The results of the application of Augmented Reality technology can display 3D virtual objects, 2D, and video using the new student admission brochure used as a marker. The marker that is detected by the camera on the Android smartphone can display 3D UPM buildings, location plans, UPM profile videos, and faculty digital brochures. So users can see how the campus buildings are in real-time as well as some other information that has been provided. Based on the tests, all features can run well.


2017 ◽  
Vol 2 (1) ◽  
pp. 47
Author(s):  
Fendi Aji Purnomo ◽  
Eko Harry Pratisto ◽  
Firma Sahrul Fahrukan ◽  
Muhammad ‘Adli Zul Hazmi

<p><em>This study aims as an easy and inexpensive learning media that can be used to increase education for early childhood such as knowledge about the introduction of various professions. Media learning in the form of physical at this time is considered quite expensive, in addition to learning media in the form of physical need more understanding to be able to understand something learned.</em></p><p><em>This research was developed with SDLC (System Development Life Cycle) method. This research includes the kind of augmented reality technology development that contains insight into the various professions, plants, musical instruments, and my needs. Objects taken about the character of the profession, the form of musical instruments, the shape of the plant, and the form of home appliances. Data collection techniques were conducted by questionnaire. Questionnaire is used to assess the completeness and feasibility of the application. Software engine that we use is unity game engine.</em></p><p><em>The results of the research has been successfully created HALO KIDS applications in the form of 3D visual images of several themes including professions, needs, instruments, and plants. The HALO KIDS app is a file with a .apk extension. The HALO KIDS app runs optimally with a minimal smartphone specifying a 2.3 GHz Quad-core device (2 GB of RAM). The use of applications by children is easy to do with Agree-Strongly Agree value of 59%, 3D objects of the profession can be recognized and remembered by children with the value of agree- strongly agree at 67%.</em><em></em></p>


2018 ◽  
Vol 5 (1) ◽  
pp. 89
Author(s):  
I Kadek Arya Wiratama ◽  
Duman Care Khrisne ◽  
Made Sudarma

To gift a chance to students, lab learning is a learning process that supervised practical application with practical tools of a previously studied theory. Lack of lab clerk and time, causing lack of understanding of using tools when practical process. This study aims to assist the introduction phase of practicum tools, with Augmented reality technology, built on unity3D, Vuforia and blender with marker in the form of Augmented reality Book (AR book). From test refound that marker detection at best performance when marker is build at A4 paper size with color information and maximum of 3 closed marker area. Testing with System Usability Scale tested by Electrical Engineering Study Program students got best score at statement point 1,7 and 9


Author(s):  
Misiuk Tetiana ◽  
Yuriy Kondratenko ◽  
Ievgen Sidenko ◽  
Galyna Kondratenko

This article analyzes the algorithms of computer vision, the features of the application of augmented reality technology and existing software modules, frameworks and libraries. The result is a computer vision mobile system (application) using augmented reality technology, which allows users (for example, students) to obtain additional virtual information about the research object and to be able to interact with it. The functional model of the system is formed, the process of application development using the Vuforia library is described and the results of the work are given. The result is an Android application, which using augmented reality tools, allows the user to obtain a virtual environment object in a real-world. This computer vision mobile system is intended for educational purposes, in particular for use in schools and universities for more effective interaction between users and educational material.


Sign in / Sign up

Export Citation Format

Share Document