scholarly journals Evaluasi Media Ajar AR Halo Kids Pada Anak Dengan Teknologi Augmented Reality Berbasis Android

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>

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 5 (2) ◽  
pp. 115-118
Author(s):  
Frihandhika Permana ◽  
Rizdania Dermawi ◽  
Sherina Izzaty

Folklore needs to be preserved and developed to improve the nation's emotional intelligence, especially the emotional intelligence of elementary school students who are the nation's next generation. With current technological advances, it is possible to develop an ordinary folklore book into a more interesting folklore book with the addition of Augmented Reality technology in it. By using the System Development Life Cycle (SDLC) method, an Augmented Reality-based application can be created to be able to make Lutung Kasarung children's folklore books can be enjoyed by getting experience that is more than just reading ordinary physical books because there is Augmented Reality technology inside. This Augmented Reality technology has 100% accuracy if it meets the specified requirements, namely a distance of 45 centimeters and a height of 30 centimeters, and in testing at a distance of 50 centimeters, 55 centimeters, 60 centimeters, 65 centimeters with a height of 25 centimeters and 30 centimeters. In addition, with the AR Book, it is also expected to be able to introduce AR technology to both parents and children as an alternative to children's fairy tale books.


2020 ◽  
Vol 8 (03) ◽  
pp. 221
Author(s):  
Syaiful Ahdan

Learning media is a tool for the teaching and learning process. Volleyball is one of the most accomplished sports in Indonesia. Mastery of basic techniques is important in creating optimal performance in every sport.The basic technique of volleyball is an element that can determine whether you win or lose a match in addition to physical, tactical, and mental conditions.The limited space and time is one of the main factors for a learner in mastering the basic techniques of volleyball, resulting in difficult technique mastery. The contribution to this research is to design learning media for basic volleyball techniques, which users can use to understand the basic techniques of volleyball and provide alternative media for the general public, namely a learning media for basic volleyball techniques using Android-based augmented reality technology. The system is built using Unity software that works on the Android platform, the system development method used is the MDLC (Multimedia Development Life Cycle) method. The system was tested using ISO 9126 with a Usability value of 89%, 98% Functionality, and 73% Portability. Based on the results of several tests that have been carried out, it shows that the application of learning media can be used by the general public as a learning medium to increase knowledge about volleyball, especially the basic techniques of volleyball.


2021 ◽  
Vol 6 (2) ◽  
pp. 181
Author(s):  
Pacu Putra ◽  
Akbar Alzaini ◽  
Rahmat Izwan Heroza ◽  
Allsela Meiriza

Perumahan Mutiara  Barangan is a housing complex that located at tanjung barangan, Palembang, Sumatera Selatan that was developed by PT. Kurnia Hamusri Sukses Mandiri. This This enterprise use pictures, brochures, and miniature for marketing activities. The objective of this research was to implement Augmented Reality Technology in digital marketing system to visualize their house in 3Ds View. The System Development model that used in this study is Multimedia Development Life Cycle (MDLC) which consists of concept, design, material collecting, assembly, testing and distribution. As a result of implementing Augmented Reality in Marketing of housing complex in Perumahan Mutiara Barangan Palembang can offer new experience of user in observing housing complex that was offered.


Author(s):  
Endah Sudarmilah ◽  
Pungky Ary Wibowo

Organ manusia merupakan alat yang sangat vital dalam tubuh manusia. Pada prakteknya, pengenalan organ manusia pada siswa sekolah dasar membutuhkan alat peraga tiga dimensi yang hanya dimiliki oleh sekolah. Sedangkan anak usia sekolah dasar cenderung lebih tertarik dengan hal-hal yang baru. Oleh karena itu dibutuhkan inovasi untuk menjembatani kedua permasalahan tersebut dengan aplikasi augmented reality game edukasi  untuk menarik minat dan membantu belajar siswa pada organ tubuh manusia yang dilakukan pada penelitian ini. Metode yang digunakan adalah prototyping yang merupakan bagian dari metode SDLC (System Development Life Cycle). Aplikasi augmented reality game edukasi untuk pengenalan organ tubuh manusia adalah hasil dari penelitiannya yang akan dijelaskan pada paper ini.


2021 ◽  
Vol 13 (2) ◽  
pp. 187-194
Author(s):  
Imam Ahmad ◽  
Yuri Rahmanto ◽  
Devin Pratama ◽  
Rohmat Indra Borman

Museum Lampung is one of the largest museums in Lampung Province which has a collection of tangible cultural heritage. If the museum visitors are seeking information about the collections, they will be assisted by museum guides orally. However, the limited number of guides are not enough to serve visitors during the school holidays. Therefore, to help visitors to find information about its cultural heritage collection, Augmented Reality (AR) technology was developed. AR is a technology that can display 3D objects in a real environment. The AR application that will be built is developed with the MDLC approach, where this method is suitable for developing multimedia applications. This research produces an application that can display 3D objects when the user's camera is directed to the collections of Museum Lampung and provides information related to these objects. Based on the test results on aspects of perceived usefulness, convenience, intention, and user friendliness, generally respondents answered "Agree" with a percentage of 83%. This indicates that the application is acceptable to the user.


2020 ◽  
Vol 7 (1) ◽  
pp. 43-51
Author(s):  
Wayan Dony Mahendra ◽  
I Made Sukarsa ◽  
AA.Kt. Agung Cahyawan

Generally, vehicle service is a must for the vehicle owner. However, due to tight work routines, people often forget to service their vehicles. In addition, the service process is still using a manual system, such as taking a queue number which leads to the long queue of the service time. An Android-based Motorcycle Repair Shop Information System provides a solution to remind people to do a regular service on their vehicles with a reminder feature and make online bookings.  The system development uses the SDLC (System Development Life Cycle) method. The implementation process requires an Android smartphone and a computer device by using MySQL as data storage, Firebase as a notification sender, React native and Visual Studio Code are used for developing the system. The results of the UAT test (user acceptance testing) from 20 users show 55,8% answered agree to the display, features and flow of the system, 39,5% answered strongly agree to the three question parameters, and 4,7% answered disagree with the flow and display of the system.


2021 ◽  
Vol 6 (2) ◽  
pp. 218-230
Author(s):  
Galang Sulaksono

This research aims to develop an android-based augmented reality application called AR Tennis. The resulted product is used as a medium for learning tennis courts courses. The AR Tennis application helps students understand the illustrations contained in courts tennis textbooks. The picture in the book which is originally only a silent illustration, with the help of the AR Tennis application, the image will move. The method used is MDLC (Multimedia Development Life Cycle). Testing the application using the blackbox method and the results are all components of the application function properly. From the results of the assessment of learning media experts obtained a value of 97.6 with a very good category. From the expert on tennis material, the score is 89.2 with a good category. And trials for students who take part in tennis court scored 92.14 in the appropriate category for use. Augmented reality technology is still not popular in the field of education. But going forward this technology will be very helpful in any study in the education.


2015 ◽  
Vol 2 (2) ◽  
pp. 1-9
Author(s):  
Alfin Hikmaturokhman ◽  
Satrio Adi Wiguna ◽  
Elisa Usada

Teknologi dibidang telekomunikasi semakin berkembang. Salah satunya dari segi teknologi seluler, dengan perkembangan teknologi seluler ini masyarakat menuntut untuk mendapatkan pelayanan yang semakin bagus. Untuk menanggulangi masalah ini maka dilakukan kegiatan Drive Test yang berguna untuk mengetahui dan menganalisa kualitas layanan, untuk meningkatkan kegiatan pembelajaran mengenai Drive Test ini maka dibutuhkan opsi sarana pembelajaran. Hal ini dapat diatasi dengan adanya modul petunjuk praktikum Drive Test dengan aplikasi yang dapat menampilkan visual pendukung yang menarik bagi user. Di dalam aplikasi tersebut akan dirancang materi-materi dasar tentang simulasi seputar Drive Test seperti proses Handover, proses akibat terjadi Drop Call atau kendala sebuah jaringan seluler yang sering muncul pada pengguna handphone, dan langkah dasar Drive Test. Aplikasi modul petunjuk praktikum ini akan dibuat menggunakan teknologi mobile Augmented Reality. Metode yang digunakan untuk pengembangan system menggunakan metode SDLC waterfall (System Development Life Cycle). Pembuatan visualisasi menggunakan aplikasi Blender 2.69 objek 3D.  Aplikasi ini menambah pengalaman user lebih dengan point indeks 90.31 % dari total maksimal 100% yang menandakan bahwa aplikasi ini mudah digunakan dan mudah untuk di pelajari, aplikasi ini bekerja secara optimal jika cahaya pada suatu lokasi tersebut memiliki pancaran minimal 3 Lux untuk outdoor & 6 Lux untuk indoor.


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