scholarly journals PENGEMBANGAN APLIKASI AUGMENTED REALITY BOOK PENGENALAN TATA LETAK BANGUNAN PURA GOA LAWAH DAN PURA GOA GAJA

2014 ◽  
Vol 11 (2) ◽  
Author(s):  
Ni Komang Oktari Permata Sari ◽  
Padma Nyoman Crisnapati ◽  
Made Windu Antara Kesiman ◽  
I Made Gede Sunarya

Goa Lawah and Goa Gajah Temple is two examples of temples in Bali, which have their own uniqueness. Goa Lawah Temple is located in Klungkung regency, especially inPasinggahan village in Dawan sub-district. One of its uniqueness is that the natural cave without human made, and it is a home for thousand bats. And then Goa Gajah Temple islocated in Bedulu village, in Blahbatuh district, Gianyar regency. This place is built in an ancient area. The cave in this place is different from Goa Lawah Temple. The cave in thisplace is built by human being. People believe that the T cave was built for meditation of theKings. Both of its temple is a part of cultural heritage wills we must to learn and preserve.There are so many methods to keep our culture. One of them is use Augmented Reality Technology.The purpose of this research is developing Augmented Reality applications an introduction the building layout of Goa Lawah and Goa Gajah Temple. In developing thisapplication, use Blender, Unity 3D and Vuforia Library to show 3 dimensional building inreality environment. This research using the waterfall model. The result of this research is a book that contains information and images related to Goa Lawah and Goa Gajah Temple andalso functioned as a marker of Book-based Augmented Reality applications android whichcapable of displaying objects of Goa Lawah and Goa Gajah Temple buildings in 3- dimensional form just above the marker complete with voice narration explanation. Thisapplication can be used as a medium to learn, introduce, at the same time preserving the GoaLawah and Goa Gajah Temple.

Author(s):  
Ni Komang Oktari Permata Sari ◽  
Padma Nyoman Crisnapati ◽  
Made Windu Antara Kesiman ◽  
I Made Gede Sunarya

Goa Lawah and Goa Gajah Temple is two examples of temples in Bali, which have their own uniqueness. Goa Lawah Temple is located in Klungkung regency, especially inPasinggahan village in Dawan sub-district. One of its uniqueness is that the natural cave without human made, and it is a home for thousand bats. And then Goa Gajah Temple islocated in Bedulu village, in Blahbatuh district, Gianyar regency. This place is built in an ancient area. The cave in this place is different from Goa Lawah Temple. The cave in thisplace is built by human being. People believe that the T cave was built for meditation of theKings. Both of its temple is a part of cultural heritage wills we must to learn and preserve.There are so many methods to keep our culture. One of them is use Augmented Reality Technology.The purpose of this research is developing Augmented Reality applications an introduction the building layout of Goa Lawah and Goa Gajah Temple. In developing thisapplication, use Blender, Unity 3D and Vuforia Library to show 3 dimensional building inreality environment. This research using the waterfall model. The result of this research is a book that contains information and images related to Goa Lawah and Goa Gajah Temple andalso functioned as a marker of Book-based Augmented Reality applications android whichcapable of displaying objects of Goa Lawah and Goa Gajah Temple buildings in 3- dimensional form just above the marker complete with voice narration explanation. Thisapplication can be used as a medium to learn, introduce, at the same time preserving the GoaLawah and Goa Gajah Temple.


2021 ◽  
Vol 9 (3) ◽  
pp. 339
Author(s):  
Gede Bagus Danandjaya ◽  
I Gede Arta Wibawa

In gamelan, one of the most important instruments is trompong. Trompong is an idiphones instrument that has 10 rows of round shaped metal called pencon. Every pencon has its own sound. As a traditional music instrument, of course gamelan especialy trompong must be preserved continuously. But unfortunately, playing Balinese gamelan with real instrument is hard to do because the difficulty to finding gamelan in the real world. By using technolgy such as Augmented Reality, playing trompong possible to do even without having the real instrument.  Augmented Reality will be develop using Unity 3D software along with Vuforia SDK, and also this application using Android smartphone as a base of Augmented Reality application. This Augmented Reality application called TrompongAR and will be marker based Augmented Reality, by using a target marker will help Augmented Reality to place where the 3-dimensional trompong will placed. The 3-dimensional trompong will have 10 pencon that can played by tapping the pencon, the touched pencon will produce sound like the real instrument.


2020 ◽  
Vol 6 (1) ◽  
pp. 29
Author(s):  
Muhammad Dimas Septiandi ◽  
Harya Bima Dirgantara

The purpose of this research is to develop an Augmented reality applications that was used to visualize the structure of the bacteria cell and bacteria forms in 3 dimensions. An application developed in this research were dedicated to the Android smartphone users are studying or teaching others about the bacteria cell structure and bacteria forms. Software development methods used in the research and application development is incremental. The incremental amounts required in performing this application development amounted to 4 incremental. At each incremental done the analysis, design, coding, and testing phase. 3Ds Max 2018 is used to doing the design of 3-dimensional form of the bacteria. Unity 3D version 5.6.0 f3 and Vuforia library version 6 is used to doing the development of application. The results of this research is the Android-based Augmented reality application for visualization of bacteria cell structure and bacteria forms.


Author(s):  
Eduardo Armas-García ◽  
Beatriz Adriana Sabino-Moxo

Native languages are part of the cultural heritage of humanity, for this reason it is important to rescue and conserve them. This paper presents the design and implementation of an interactive book using augmented reality, which contains text in Spanish and in the Mazatec language variant of Huautla de Jiménez, Oaxaca; This material isused by teachers of the bilingual elementary school Ing. Jorge L. Tamayo, who provided feedback to developit, the topics that are included makere ference to the family and their activities in the community, food and animals. The development of this resource was made with Vuforia and Unity 3D and the UCD methodology, for its operation the user puts the camera of his mobile device on the images of the book, the application detects and identifies the marker and displays 3D objects and reproduces the audio of the pronunciation in Mazatec of the text related to the image. For the tests, two usability evaluations were conducted. The tests reported a 100% effectiveness, a 9.5 acceptance, there was an average of 5 seconds ahead of the estimated time for the completion of tasks.


2021 ◽  
Vol 3 (1) ◽  
pp. 100-109
Author(s):  
Nuryadin Eko Raharjo ◽  
Candra Dinata

Tujuan penelitian ini untuk mengembangkan media pembelajaran Augmented Reality for Bridge (ABRI) pada mata pelajaran konstruksi jalan dan jembatan kelas XI DPIB di SMK N 2 Depok Sleman. Penelitian ini dilaksanakan dengan metode Research and Development (R&D) dengan menggunakan model pengembangan waterfall. Model pengembangan waterfall memiliki tahap: analisis, desain, pengkodean, dan pengujian. Hasil dari penelitian ini sebagai berikut: 1) Pada tahap analisis, masalah yang ditemukan yaitu media pembelajaran yang digunakan kurang inovatif dan interaktif, mengakibatkan pemahaman siswa terhadap materi pelajaran yang disampaikan masih abstrak. Diperoleh beberapa aplikasi yang akan digunakan untuk membuat media ini seperti AutoCAD, StarUML, Unity 3D dan Adobe Photoshop; 2) Pada tahap desain, perancangan gambar 2D dilakukan menggunakan aplikasi AutoCAD serta perancangan Unified Model Language (UML). Hasil dari UML terdiri dari use case diagram, activity diagram, dan sequence diagram; 3) Pada tahap pengkodean, hasil yang didapatkan berupa interface (tampilan antar muka) aplikasi yang merupakan hasil dari pengembangan rancangan yang dibuat pada tahap desain; 4) Pada tahap pengujian, terdiri dari pengujian materi dan media pembelajaran yang mengacu standar ISO 25010. Dari hasil pengujian yang sudah dilakukan, tingkat kategori rata-rata yang didapatkan adalah “Sangat Layak”.


2020 ◽  
Vol 2 (1) ◽  
pp. 65-77
Author(s):  
Nuryadin Eko Raharjo ◽  
Galuh Kemuning Pitaloka

Kajian ini  bertujuan untuk mengembangkan media pembelajaran berbasis aplikasi android dengan augmented reality pada mata pelajaran Gambar Teknik dengan model Waterfall. Kajian ini merupakan penelitian Research and Development (R&D) dengan menggunakan model pengembangan Linear sequential model atau Waterfall Model. Model Waterfall dilaksanakan melalui tahapan analisis, desain, pengodean, dan pengujian. Hasil kajian ini sebagai berikut. (1) Pada tahap analisis diketahui bahwa siswa diperbolehkan menggunakan memakai smartphone sebagai media pembelajaran, media pembelajaran masih kurang variatif dan metode guru mengajar masih konvensional. Software yang digunakan adalah Unity 3D, Corel Draw X8, dan Adobe Photoshop CS6. Spesifikasi minimum smartphone yang dibutuhkan android versi 4.0 Jellybean, RAM 768 MB dan kamera 5MP. (2) Tahap desain menghasilkan rancangan Unified Modeling Language (UML), dan desain antarmuka (user interface). (3) Pada tahap pengodean dihasilkan aplikasi android, implementasi dari desain Unified Modeling Language (UML) dan desain antarmuka (user interface). (4) Tahap pengujian dilaksanakan dengan uji materi dan uji media menurut ISO 25010. Hasil uji materi oleh ahli materi dari aspek kualitas isi dan tujuan serta aspek kualitas pembelajaran memperoleh nilai presentase 92,7% kategori sangat Layak. Pengujian aspek functional suitability oleh ahli media memperoleh nilai presentase 100% berada pada kategori sangat layak. Aspek compatibility sub kategori co-existence dan hasil uji pada berbagai tipe perangkat masing-masing memperoleh skor 100% dengan kategori sangat layak. Pengujian aspek usability memperoleh skor 79,8 dengan kategori baik. Aspek performance efficiency telah memenuhi standar dan berada pada performance efficiency yang baik. 


Author(s):  
Faisal Reza Pradhana ◽  
Taufiqurrahman Taufiqurrahman ◽  
Ady Fauzan

Darussalam Gontor University (Unida Gontor) is a campus with a fairly rapid development of infrastructure. The paper-based building prototype design belonging to UNIDA Gontor is considered not able to visually represent the building that has been or will be built. This research aims to provide a prototype design update using more modern and dynamic technology that can be seen from all sides of the building and does not require physical storage, also can be used anytime and anywhere.The Application content is taken through the visual data collection stage in the form of detailed photos of buildings taken through cameras and drones. This media is based on Android which uses marker based augmented reality technology to implement 3-dimensional visualization of campus building objects, which are created through the steps of the waterfall model. The test is carried out in two stages, namely the suitability of the application with various android devices which shows compatibility with devices with a minimum size of 5 inches. The second test was conducted by distributing questionnaires to the staff of the facilities and infrastructure division of Unida Gontor with an average score of 90%, and the lecturers and multimedia student group 89.52%.


2021 ◽  
Vol 14 (2) ◽  
pp. 1-20
Author(s):  
Néill O’dwyer ◽  
Emin Zerman ◽  
Gareth W. Young ◽  
Aljosa Smolic ◽  
Siobhán Dunne ◽  
...  

Cross-reality technologies are quickly establishing themselves as commonplace platforms for presenting objects of historical, scientific, artistic, and cultural interest to the public. In this space, augmented reality (AR) is notably successful in delivering cultural heritage applications, including architectural and environmental heritage reconstruction, exhibition data management and representation, storytelling, and exhibition curation. Generally, it has been observed that the nature of information delivery in applications created for narrating exhibitions tends to be informative and formal. Here we report on the assessment of a pilot scene for a prototype AR application that attempts to break this mold by employing a humorous and playful mode of communication. This bespoke AR experience harnessed the cutting-edge live-action capture technique of volumetric video to create a digital tour guide that playfully embellished the museological experience of the museum visitors. This applied research article consists of measuring, presenting, and discussing the appeal, interest, and ease of use of this ludic AR storytelling strategy mediated via AR technology in a cultural heritage context.


Information ◽  
2020 ◽  
Vol 12 (1) ◽  
pp. 10
Author(s):  
Stavroula Tzima ◽  
Georgios Styliaras ◽  
Athanasios Bassounas

Escape Rooms are presently considered a very popular social entertainment activity, with increasing popularity in education field, since they are considered capable of stimulating the interest of players/students and enhancing learning. The combined game mechanics have led to blended forms of Escape Rooms, the Serious Escape Games (SEGs) and the hybrid type of Escape Rooms that uses Augmented Reality (AR)/Virtual Reality technology, a type that is expected to be widely used in the future. In the current study, the MillSecret is presented, a multi-player Serious Escape Game about local cultural heritage, where the players must solve a riddle about the cultural asset of watermills. MillSecret uses AR technology and it was designed to be conducted in the real-physical environment and in an informal educational context. The paper describes the game, its implementation, the playing process, and its evaluation, which aimed to study the feasibility of game conduction in outdoor settings and the views and experience of players with the game, the local cultural heritage and local history. Evaluation results reveal, among other findings, a very positive first feedback from players that allows us to further evolve the development of the game.


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