scholarly journals Aplikasi Web Augmented Reality Villa

Author(s):  
Gede Yudha Prema Pangestu ◽  
Ni Made Ika Marini Mandenni ◽  
Ni Kadek Dwi Rusjayanthi

Bali is one of the highly developed tourist destination in Indonesia. The arrival of tourists having holiday in Bali led to increase residential needs with complete amenities. The occupancy rate of hotel and villa in Bali is increase significantlly during the long vacation. The emergence of new villa and hotel occupancy raises the level of competition in business, so it needs a correct use good marketing communication strategy in marketing the product in order to attract the attention of consumers. Web Application Augmented Reality Villa can help visualize the residential villa in three-dimensional shapes that look more attractive and practical. The use of brochures as written information and the application of augmented reality technology on the Web Application Augmented Reality Villa aims to develop an application that can provide information about the villa to visitors. Web Application uses Augmented Reality Villa designed by FlarToolkit library. Based on the test results show the application can display 3-dimensional objects by scanning marker villa in a brochure which already contain marker.

2021 ◽  
Vol 9 (2) ◽  
pp. 57
Author(s):  
Abd. Rachman Dayat ◽  
Liza Angriani

STMIK Umel Mandiri as one of the universities in Jayapura is still less well known, apart from being relatively new in its age and the location of the campus building which is blocked by buildings. So that people sometimes do not know the exact location of the campus. To promote the campus, one of the advertising media used is brochures. Along with current technological developments, augmented reality technology has emerged which is able to combine 2 (two) realities, namely the real and virtual world. When used in brochures, it can provide a feel and experience for readers. So that promoting goods or services can be done more interactively, as well as providing more information to consumers about the product. This augmented reality technology is then used as a solution to the problems faced by STMIK Umel Mandiri in promoting its educational institutions. The purpose of this research is to produce an android application that can display a 3 (three) dimensional brochure model by utilizing augmented reality technology so that it can help the public to get to know the campus to be chosen well. The research method has several stages, namely collecting data about the needs of prospective new students regarding information about the STMIK Umel Mandiri campus, then making a 3 (three) dimensional model of the STMIK Umel Mandiri Campus Building. Then next, do the design of compatible augmented reality on smartphone devices using the Android operating system, and produce 3 (three) dimensional augmented reality objects. This research produces an application based on augmented reality technology that is used to help promote the STMIK Umel Mandiri Campus through devices with the android operating system.


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.


2020 ◽  
Vol 24 (3) ◽  
pp. 44-55
Author(s):  
Yu. Yu. Dyulicheva

The purpose of the work is the investigation of the modern approaches to augmented reality usage in mathematics and physics learning and the development of mobile application with graphical tips in the augmented reality mode for solving the dynamics typical problems.Materials and methods. The review of the modern articles on the augmented reality usage for mathematics and physics learning is provided; the iOS applications usage in mathematics learning such as GeoGebraAR for second order surfaces learning; the game MultiplicationAR for the multiplication table studying in an fascinating way; VectorAR application for vectors, cross and dot products, Cartesian and skew coordinate systems learning and iOS apps for physics learning such as Physics-Lab for conducting of the experiments with electrical circuits connections in the augmented reality, astrophysics and electromagnetism learning; Galileo application for accompanying of the theoretical material in physics with experiments to demonstrate paradoxes in mechanics, gravitational slingshot etc.; Arious application for students’ acquaintance with famous physicists and their discoveries in the augmented reality are considered. The analysis of tools for lecturers that can be used for the augmented reality content creation, such as HP Reveal and web-application Augment is performed. It should be noted the high personal interests of lecturers for the augmented reality technology implementation.Results. In the course of the work, the difficulties encountered by students in the study of mathematics and physics and possibilities of the augmented reality usage to overcome these difficulties are studied. A mobile application with the ability to receive graphical tips for solving dynamics problems that aimed at students with difficulties of forces and their projections understanding is developed. The methods for the mobile application are developed based on the basic classes of ARKit framework such as SCNNode, SCNBox, SCNPlane, SCNText, SCNGeometry, SCNGeometryElement, SCNShape, SCNMaterial etc. To conduct the experiments a pilot group of 14 random students is created, 9 of which experienced difficulties in solving some types of dynamic problems. The results of the experiment show a positive attitude of students to use of the augmented reality. 7 of 9 students who had difficulties got the skills to solve typical dynamic problems. Conclusion. Based on results of the research, we can conclude about the effectiveness of the augmented reality usage for studying of the abstract concepts in mathematics and physics. The developed mobile application with graphical tips in the augmented reality mode has improved the students’ performance in the pilot group. The lecturers play an important role in the implementation of AR-technology in the educational process. They help to maintain the student’s interest to AR-technology throughout the lesson. The disadvantages of the augmented reality applications include their narrow focus on studying of specific process, phenomenon or concept. The results of research can be applied in the educational process for mathematics and physics learning in order to increase the motivation and interest of students.


Author(s):  
Selvia Ferdiana Kusuma

<p class="Abstract">In this digital era, the presentation of information as a media campaign in the form of brochures and pamphlets is increasingly left out. Besides being considered boring it also looks less interactive. The advent of AR technology that can combine real and virtual images in 3-dimensional form projected onto a screen or monitor can be used as a solution in delivering more interactive information. But Politeknik Kediri has not implemented it. The brochure of Politeknik Kediri as one of the media campaign has not been integrated with augmented reality technology, so it seems less interesting. Therefore, we create an android-based application that can display the visualization of Politeknik Kediri using augmented reality to support promotion. Through this research, it is expected that the media campaign of Politeknik Kediri can be more interesting, so that many prospective students who are interested to join Politeknik Kediri especially Informatics Engineering Department. This research is done through 6 stages: analyze the needs, perform system design, hierarchy, application implementation, and application testing. While the software used in this study is Vuforia SDK, An-droid SDK, Unity3D, and Blender.</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.


2018 ◽  
Vol 2 (2) ◽  
Author(s):  
Mursyidah Mursyidah ◽  
Ramadhona Ramadhona

Abstrak— Rumah adat merupakan salah satu kebudayaan yang paling tinggi nilai seninya. Kurangnya pengetahuan tentang rumah adat serta peralatan tradisional Aceh dikalangan masyarakat umum, menjadikan nilai budaya Aceh semakin berkurang. Upaya untuk meningkatkan minat masyarakat untuk melestarikan budaya terus dilakukan. Salah satunya dengan menjadikan teknologi Augmented Reality sebagai media untuk memvisualisasikan rumah adat dan benda-benda tradisional aceh dalam bentuk animasi 3D. Metode yang digunakan pada penelitian ini adalah marker base tracking . Perangkat lunak yang digunakan dalam perancangan aplikasi ini yaitu Vuforia, blender 3D dan unity. Pada aplikasi ini user dapat melihat 1 animasi rumah adat Aceh dan 9 objek 3D benda tradisional Aceh. Dapat disimpulkan teknologi augmented reality memang dapat diterapkan pada perangkat Android, dengan hasil pengujian jarak terbaik kamera membaca marker yaitu 20 cm s/d 60 cm dengan sudut terbaik yaitu 0o s/d 40o.Kata kunci— augmented reality, marker, vuforia, rumah adat acehAbstract— Traditional house is one of the most high culture of art value. Lack of knowledge about traditional houses and traditional Acehnese objects among the general public, making the cultural values of Aceh diminishing. Efforts to improve realization of achenesse people to preserving culture of aceh, one of its by making Augmented Reality technology as a medium to visualize traditional house and traditional Acehnese objects to be 3D animation. The method used in this research is marker base tracking. The software that used in reasearch is Vuforia, blender 3D and unity. In this application, user will find an animation of trditional house of Aceh and 9 object 3D traditional object of Aceh. Conclusions from the study is augmented reality technology can be applied to Android devices, with the best distance test results of camera reading the marker is 20 cm to 60 cm and 0o to 40o for the best angle.Keywords— augmented reality, marker, vuforia, traditional house of aceh,


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.


2020 ◽  
Vol 8 (2) ◽  
pp. 101-106
Author(s):  
Suci Febrina ◽  
Lili Rusdiana ◽  
Rosmiati Rosmiati

  Augmented reality technology has been widely developed and implemented in an Android-based smartphone application. This technology can be used for entertainment and education. Unfortunately, the use of education is still rare. This paper proposes an android application to introduce the types of land transportation based on augmented reality technology which is visualized in 3-dimensional (3D) form for education as well as entertainment. There are seven land transportation modes that are presented range from two wheels to four wheels, i.e. cars, ambulances, buses, motorbikes, taxis, trucks, and bicycles. Alpha testing has been carried out and shows the results that the application runs well following the expected function. This application can be delivered to the public, especially for the online learning of children in a pandemic situation. In addition, it helps parents to introduce several land transportation modes. With a 3D view, the introduction of types of land transportation is more interactive and realistic. Keywords: android, application, augmented reality, transportation


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