scholarly journals PENGEMBANGAN MEDIA INTERAKTIF MAGICBOOK BERBASIS AUGMENTED REALITY ANDROID PADA MATA DIKLAT MENERAPKAN FUNGSI PERIFERAL DAN INSTALASI PC

Author(s):  
Reni Kurnia ◽  
Asrul Huda ◽  
Nurindah Dwiyani

The problem in this final project is an internal problem of the school is the availability of school facilities and infrastructures are affected to the students’ knowledge of X TKJ in identifying the type of devices peripheral and its functions. Other causes are the teaching methods and learning medias which used not various, it makes learning become less enjoyable. To overcome these problems, then designed a technology-based Learning Media MagicBook Augmented Reality using Android mobile devices. Besides being able to combine the virtual objects with the reality environtment, Augmented Reality technology enables users to perform three-dimensional direct interaction thus better able to give the impression for students. Magicbook Learning Media is designed like a regular book, but in inside the Magicbook is inserted a marker as a link between the real world and the virtual objects, then added with animation and video tutorials use the application. This media is created using Vuforia Library, Unity Free and Mono Development, Autodesk 3D Studio Max as animation maker software. This media is designed to assist students in understanding the concept of training courses of Apply the Function of Instalation PC and Peripherals and assist teachers in explaining the material. Keywords         :Interactive Media, Magicbook, Augmented Reality, Marker.

Repositor ◽  
2020 ◽  
Vol 2 (5) ◽  
pp. 553
Author(s):  
Tirto Adhi Triambodo ◽  
Ali Sofyan Kholimi ◽  
Lailatul Husniah

AbstrakTaman Rekreasi Sengkaling memiliki luas keseluruhan  9 hektar yang terdiri dari 6 hektar  diantaranya ada taman dan pepohonan hijau. Mengingat luasnya Taman Rekreasi Sengkaling, disana tidak ada peta dan tempat lokasi pusat informasi wahana berada di pintu masuk yang tentu akan membuat pengunjung bingung ketika sudah berada didalam Taman Rekreasi Sengkaling ingin mengetahui informasi wahana dan membutuhkan waktu lama dalam mencapai tujuan wahana yang diinginkan. Berdasarkan dari permasalahan yang ada, maka dibutuhkan suatu aplikasi yang bisa memberikan informasi dan navigasi sehingga pengunjung dapat dengan mudah mengetahui informasi wahana dan navigasi menuju lokasi wahana. Augmented Reality adalah teknologi yang menggabungkan benda maya dua dimensi dan ataupun tiga dimensi ke dalam lingkungan nyata tiga dimensi. Teknologi Augmented Reality ini digunakan untuk pembuatan aplikasi untuk informasi dan navigasi pada Taman Rekreasi Sengkaling. Pada pengujian sistem berdasarkan hasil kuesioner dengan 5 pertanyaan kepada 30 responden untuk memakai aplikasi AR Taman Rekreasi Sengkaling. Dari pengujian sistem aplikasi AR kepada user yang memilih setuju dengan presentase 91%. Maka hasil yang didapatkan, penggunaan aplikasi Augmented Reality direspon baik oleh pengunjung Taman Rekreasi Sengkaling.Abstract  Sengkaling Recreation Park has a total area of 9 hectares consisting of 6 hectares of which there are parks and green trees. Given the breadth of the Sengkaling Recreation Park, there is no map and location of the information center where the vehicle is located at the entrance which would make visitors confused when already in the Sengkaling Recreation Park wants to know vehicle information and takes a long time to reach the desired destination. Based on the existing problems, it requires an application that can provide information and navigation so that visitors can easily find information on vehicle and navigation to the location of the vehicle. Augmented Reality is a technology that combines two-dimensional and / or three-dimensional virtual objects into a real three-dimensional environment. This Augmented Reality technology is used for making applications for information and navigation in Sengkaling Recreation Park. On testing the system based on the results of the questionnaire with 5 questions to 30 respondents to use the AR Sengkaling Recreational Park application. From testing the AR application system to users who choose to agree with a percentage of 91%. Then the results obtained, the use of Augmented Reality applications responded well by visitors to the Sengkaling Recreation Park.


Author(s):  
I Gede Aditya Nugraha ◽  
I Ketut Gede Darma Putra ◽  
I Made Sukarsa

Museum Bali is one of the museum which is located in Denpasar City that established since 1910. The Museum collections consist of items such as living equipment, art, religion, handwriting, and other things that show the situation and the development of the Balinese culture. Augmented Reality is a technology which combines two-dimensional virtual objects or three-dimensional virtual objects into the real environment. Museum Bali has decreased the amount of visitors in recent years and requires an innovation to promote Museum Bali. One innovation that is expected to promote the Museum Bali is to create an augmented reality application that called Augmented Reality Museum Bali in Android platform. Utilizing augmented reality technology that works by detecting the marker then it show up the 3D object and the information from one of the objectsin Museum Bali. Markerless method used in detection marker that make this application moreattractive and expected to be a new experience for the people who want to know more about Museum Bali.


Author(s):  
Yulia Fatma ◽  
Armen Salim ◽  
Regiolina Hayami

Along with the development, the application can be used as a medium for learning. Augmented Reality is a technology that combines two-dimensional’s virtual objects and three-dimensional’s virtual objects into a real three-dimensional’s  then projecting the virtual objects in real time and simultaneously. The introduction of Solar System’s material, students are invited to get to know the planets which are directly encourage students to imagine circumtances in the Solar System. Explenational of planets form and how the planets make the revolution and rotation in books are considered less material’s explanation because its only display objects in 2D. In addition, students can not practice directly in preparing the layout of the planets in the Solar System. By applying Augmented Reality Technology, information’s learning delivery can be clarified, because in these applications are combined the real world and the virtual world. Not only display the material, the application also display images of planets in 3D animation’s objects with audio.


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.


SISFOTENIKA ◽  
2020 ◽  
Vol 10 (2) ◽  
pp. 152
Author(s):  
Joe Yuan Mambu ◽  
Andria Kusuma Wahyudi ◽  
Brily Latusuay ◽  
Devi Elwanda Supit

<p>In learning projectile motion and its velocity, students tend to look up a plain two-dimensional image in a science book. While there’s some educational props, yet they usually a very tradional ones and can not be used for real calculation. The utilization of Augmented Reality (AR) in educational method may raise curiosity and gives a unique way in learning projectile motion as the motion can be seen in a three dimensional. Augmented Reality itself is a combination of real world and virtual objects. This application uses the Vuforia SDK that able to blend the real world and virtual objects. Through this application, we were able to simulate projectile motion and its velocity in more realistic way, have slightly interaction with the reality, and gets input from user so they can learn and see the result of the parameter that they entered. Thus, with the advantage of AR the application gives a more realistic feel compared to the existing ones available in public as it could receive any input and show the output in AR. </p>


Author(s):  
Anang Pramono ◽  
Martin Dwiky Setiawan

The concept of education for children is important. The aspects that must be considered are methods and learning media. In this research innovative and alternative learning media are made to understand fruits for children with Augmented Reality (AR). Augmented Reality (AR) in principle is a technology that is able to combine two-dimensional or three-dimensional virtual objects into a real environment and then project it. This learning media combines picture cards and virtual reality. Markers contained on picture cards will be captured by the mobile device camera, processed and will 3D animated pieces appear on the mobile screen in realtime. By using the concept of combining real world, real images on cards and virtual, applications can stimulate imagination and sense of desire in children and motivation to learn more and more. 3D fruit estimation created using the 3D Blender application and the Augmented Rea process lity is made using Unity and the Vuforia SDK library. The application of fruit recognition has been applied to several child respondents and has been tested on several types and brands of Android-based mobile phones. Based on research trials, 86% of 30 respondents stated that the application which was developed very effectively as a medium for the introduction of fruits.


2020 ◽  
Vol 2 (1) ◽  
pp. 39-53
Author(s):  
Yolinda Suciliyana ◽  
La Ode Abdul Rahman

Technology in the multimedia field that is currently developing is Augmented Reality (AR). Utilization of Augmented Reality as a medium for children's education provides a new perspective on the existing educational media, not only using real objects but also using virtual objects in the delivery of information. AR is a technology that combines three-dimensional virtual objects into a real three-dimensional environment and displays them in real time. AR can make delivery easier and make information more interesting especially for children. AR is expected to be able to support as one of the media for school-age children in an effort to realize health promotion. This research method uses a literature review that focuses on the use of Augmented Reality as a medium for health education for school-age children. The literature used is in the form of articles originating from national and international journals. The application of AR as an educational medium can increase children's knowledge. In Indonesia the use of AR media has not been implemented much less especially in nursing. The need for the development of this AR media in the world of nursing.


Author(s):  
Putu Anggara Mahardika ◽  
I Made Arsa Suyadnya ◽  
Komang Oka Saputra

Markerless Augmented Reality (AR) is a technology that combines two-dimensional or three-dimensional virtual objects into a real environment and then projects these virtual objects in real time without the need for a special marker. In this research, the Markerless AR application will be used to simulate room decoration with 3-dimensional objects. This research was built using the Java programming language and using supporting applications namely Android Studio and Wikitude library. Based on the results of testing with the Black-box method, the overall functionality of the application has run well, besides testing also uses the System Usability Scale (SUS) method by giving questionnaires to 20 application users. The results of the System Usability Scale (SUS) test obtained an average score of 73.13. In grouping the SUS percentile score, the value of 73.13 is in Class C, wherein this assessment the application is acceptable and can be used easily by the user.


2021 ◽  
Vol 9 (4) ◽  
pp. 475
Author(s):  
Agus Wisnawa ◽  
I Gede Arta Wibawa

The world is being hit by a pandemic due to the COVID-19 virus outbreak. The changes brought by this virus are huge, one of which is school activities that are transformed into online learning. Online learning causes students to not do their own classroom learning. This causes students to become un familiar with their school properly, such as the layout of classrooms and school facilities. By using Augmented Reality the problem can be solved. Augmented Reality (AR) is the merging of real and virtual objects in a real environment with interactive results and presented in real time. AR can be used to modeling the entire shape of the school, making it easier for users to get information about the building from the school instead of walking manually. Users only need to install the app on their smarthphone and scan the specified QR code in order to be able to bring up the building object along with the information. The result of this research is an AR application which can provide information about the rooms and buildings at SDN 1 Padangsambian.


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