scholarly journals Augmented Reality as A Display Information Using Quick Sort

Author(s):  
Astrid Novita Putri ◽  
Siti Asmiatun

Information media of technology nowadays becomes a very easy means to convey information, and one of the recent technologies that still develop is augmented reality, which is used as information media. Augmented reality can integrate an image target and can be implemented easily. This technology utilizes an object tracing and uses detail feature from every camera object, after that it can be applied to all smartphones. By taking advantage of this technology, the augmented reality, and using logo marker and animation video, Faculty of Information and Communication Technology Semarang University can share information of its activities and can attract many people's attention to know further about activities held by this faculty. This research focuses on the augmented reality which will show the activities ranking, the activities held by the Faculty of Information and Communication Technology. The activities are shown by animation video using quick sort method to display them based on the most number of activities held by each study program. The result of this research finds out that study program of communication technology holding the first ranking. This study program holds the most often activities so the number of activities is the highest. The application can be displayed virtually using a smartphone and developed using Unity 3D and Vuforia.

JURNAL TIKA ◽  
2021 ◽  
Vol 5 (3) ◽  
pp. 86-92
Author(s):  
Rahmat Rahmat

The development of information and communication technology has an impact on globalization which will affect all aspects of human life, especially in the world of education. This requires educators to make innovation in learning. One of the innovations that following technological developments, namely Augmented Reality (AR). Augmented Reality is a technique of combining real and virtual worlds and is based on 3-Dimensions (3D). The objects used can be 2D or 3D. This research is entitled Augmented Reality for Building Materials using Unity 3D, Vuforia SDK, and Blender Applications. In this research, the application was developed by involving 3 main software, namely vuforia, unity 3D, and Blender. Vuforia is a plugin for a software called unity 3D. Augmented Reality and Unity 3D are two platforms that make it easier for users to produce 3D graphics that will be displayed if the graphic that has been used as a marker is highlighted with a camera from an SP. The results of this study have succeeded in developing applications with building markers using vuforia, unity 3D, and Blender.


2016 ◽  
Vol 2 (2) ◽  
Author(s):  
Astrid Novita Putri ◽  
Wiratama Adi Wibawa

The development of information and communication technology is now a major effect on manyaspects of life, even human behavior and activities are now a lot depends on the information andcommunication technology. One example is the use of technology in teaching and learning, namely withthe game. The game is already familiar to the students. When students are lazy to read books whilestudying, they are cool to play games. Therefore, the author makes an effective solution in learning sothat they are not lazy to study. This game was designed with the concept of 2D so it can be run onsmartphones that have lower specs. To build this game, the author uses Unity 3D 5.4. So, students canlearn with pleasure and do not get bored while studying.


2021 ◽  
Vol 5 (3) ◽  
pp. 1133
Author(s):  
Rifqi Naufal Senja Pratama ◽  
Fauziah Fauziah ◽  
Ratih Titi Komala Sari

At this time the development of information and communication technology has developed very rapidly. As in smartphones, the technology contained in smartphones today has an important role for human activities. The technology that is currently being implemented on smartphones is Augmented Reality. Augmented reality can be used in all fields of human activity, one of which is in the field of education. The purpose of this research is to develop an educational media about the organs of the human respiratory system that is interactive and can be understood by users such as students. In this study, 2 methods were used, namely Fast Corner Detection and Natural Feature Tracking Methods to read a marker which would later bring up information and also use the virtual button technique in the application. In testing using 5 smartphones. The results of testing at an angle of 60o and 90o the five smartphones can detect markers. The distance test has different results from the smallest having a minimum distance of ±70 cm to a maximum distance of ±150 cm. In tests based on light intensity, the five smartphones can detect markers at light intensities above 5 lux


2020 ◽  
Vol 2 (2) ◽  
pp. 172
Author(s):  
Vihi Atina ◽  
Nurchim Nurchim ◽  
Yommy Adhiwira Yudha

Penerapan Teknologi Informasi dan Komunikasi (TIK) perlu ditingkatkan guna mendorong keberhasilan transformasi digital dalam dunia pendidikan. Kegiatan ini bertujuan menerapkan aplikasi augmented reality sebagai media pembelajaran digital di Taman Kanak-Kanak (TK) khususnya di TK Kemala Bhayangkari No 72 Wonogiri dengan materi belajar tentang profesi. Tahapan dalam menerapkan aplikasi ini meliputi (1) pengamatan masalah, (2) penerapan teknologi, (3) pelatihan mitra dan (4) pendampingan mitra. Hasil penerapan aplikasi augmented reality yakni dapat meningkatkan kompetensi guru dalam menggunakan media digital dan menyediakan sarana prasarana pembelajaran digital. Selain itu, proses kegiatan belajar mengajar dengan memanfaatkan media digital menjadi lebih menarik dan interaktif.The implementation of Information and Communication Technology (ICT) needs to be improved to encourage the success of digital transformation in the world of education. This activity aims to apply the augmented reality application as a digital learning media in kindergarten especially in TK Kemala Bhayangkari No. 72 Wonogiri with learning material about the profession. The stages in implementing this application include (1) observation of the problem, (2) application of technology, (3) partner training, and (4) partner assistance. The results of implementing the augmented reality application are that it can increase teacher competence in using digital media and provide digital learning infrastructure. In addition, the process of teaching and learning activities using digital media is becoming more interesting and interactive.


Author(s):  
Mahendra Puji Permana Aji

AbtractIn recent years, the integration of Information and Communication Technology (ICT), especially the internet, in teaching and learning process becomes an essential part of the teachers’ duties. As a teacher, we should be able to integrate the internet in teaching and learning process and purpose of this new medium as potential source to our students to improve their English competence. One of the internet facilities is Edmodo. It refers to as with any social network, can be used as a place to post and critique work, facilitate collaboration, and post creative material for an audience. The activities are not only focused on the students and teacher, but also the parents too. Parents can also view this Edmodo, either under their child's username or they may create their own account. Drawing from author’s experience in integrating Edmodo into his class for first and third year’s students of English Study Program, University of Nusantara PGRI Kediri, this paper attempts to demonstrate some potential uses of Edmodo in teaching learning process. Some pedagogical implications are further discussed. Using these Edmodo,it is expected that students will develop their English skills as well as have a lot of fun.


2019 ◽  
Vol 8 (2) ◽  
pp. 90
Author(s):  
Barotun Mabaroh ◽  
Ninik Suryatiningsih

Optimizing information and communication technology (ICT) in language learning is best solution for boring conventional classes. It promises both lecturers and students better achievement in teaching and learning. Especially in Grammar for TOEFL (name of course taught in the fourth semester of English Education Study Program at STKPI PGRI Pasuruan), did the (lecturer) researcher decide to use NST TOEFL Explorer as one of ICT products to solve some instructional problems. In order to achieve the objective, thus this research was designed as a classroom action research and it used field notes, interview, and TOEFL test as instruments. The use of NST TOEFL Explorer did not simply require students to operate the application; therefore the research team seeked for and implemented working strategies to improve the students’ mastery in Grammar for TOEFL. The data from fieldnotes discovered the students were feeling enjoyable in using NST TOEFL Explorer. Moreover, from intervew, the students stated that learning grammar by NST TOEFL Explorer could make them motivated and confident in joining real TOEFL. The data collected by TOEFL test showed that the students could gain high scores. As a result, NST TOEFL Explorer could improve the students’ mastery in Grammar for TOEFL not only cognitively but also psychomotorically.


2020 ◽  
Vol 12 (2) ◽  
pp. 101-111
Author(s):  
Diki Suherman

The purpose of this study is to describe the implementation of e-government in Bandung Regency as an effort to improve the quality of public services. As for this research method, the approach used is descriptive qualitative, with data collection and the techniques used are literature studies sourced from a number of articles in journals, books, regulations, information media content related to the focus and research issues. Research result shows that the implementation of e-government in Bandung district has been implemented in accordance with the capacity and capability of the relevant agencies, and refers to the regulations that contain e-government, although it has not been maximally implemented and has a significant impact on the public. The conclusion is that the implementation of e-government in Bandung district will not be separated from the supporting components of e-government itself. first is the application component, second is the data information component, the third is the infrastructure component, the fourth is the institutional component, and the fifth is the Human Resources component of Information and Communication Technology.


2017 ◽  
Vol 6 (3) ◽  
Author(s):  
Ruhama Desy ◽  
Setyoko Setyoko

The development of website based blended learning is aimed to promote change in the acceleration of learning process in higher education which is not bound by space and time, thus will directly improve the quality of learning process in the Study Program of Biology Education of University of Samudra. Utilization of information and communication technology in the development of website based blended learningin higher education combines face to faceand online.Research is functioned as learning mediation between lecturers and students of Study Program of Biology Education of University of Samudra. Research and Development was performed through the model of 4D with stages consisted of Define, Design, Developmentand Disseminatewhich were modified in accordance with the needof researcher. Subjects of experiment were students, lecturers, as well as information and communication technology experts. Instruments of study used were validation sheet and questionnaire. Analysis of qualitative data was done with stages of collecting data, reducing data, presenting data, and drawing conclusion. Result of research based on validation test showed that the validation of media expert was 82.65% with qualification of practical and did not need to be revised, the second validation of teaching expert obtained was 86.25% with qualification of highly practical and did not need to be revisedand validation of respondent by students obtained a value of 90.16% with qualification of highly practical and did not need to be revised. Based on the validation result, the development of website based blended learningis suitable to be used by the students of Biology Education of University of Samudra in learning which combines face to face learning at class and online.


2019 ◽  
Author(s):  
Darman

ABSTRACT The purpose of this study is to explain, study and analyze: 1) the implementation of e-learning as a learning media in the study program of Educational Administration Concentration in Information and Communication Technology, University of Muhammadiyah Kendari. 2) the positive impact of the implementation of e-learning as a learning media on the study program of Educational Administration Concentration in Information and Communication Technology, University of Muhammadiyah Kendari. 3) the challenges faced in implementing e-learning as a learning medium in the Educational Administration Study Program at the University of Muhammadiyah Kendari.This research was conducted at the University of Muhammadiyah Kendari in the Educational Administration Study Program. The sample in this study were students who were taught using e-learning totaling 17 people. This type of research is a combination of research (mixed methods) with a sequential explanatory model. The data obtained were analyzed in the form of a percentage.The results showed that 1) the results of the analysis of the implementation of e-learning as a learning medium showed that e-learning could be implemented as a learning medium in the Educational Administration Study Program at the University of Muhammadiyah Kendari supported by the readiness and ability of human resources in using information and communication technology devices (computers / laptop and internet), ease of getting teaching materials and ease of gathering assignments and evaluations, and the availability of supporting infrastructure (computer / laptop laboratories and internet networks). This is corroborated with quantitative data of 81.57%, 2) the results of the analysis of the positive impact of the implementation of e-learning as a learning medium in the Educational Administration Study Program at the University of Muhammadiyah Kendari showed that the positive impact of implementing e-learning as a learning medium was felt by students, namely being flexible in following learning, saving time in the learning process, can reduce the cost of traveling to campus, saving the cost of purchasing books, besides that students can learn anytime and anywhere and make more independent in gaining knowledge, this is strengthened with quantitative data of 84.55 %, 3) the results of the analysis of the challenges of implementing e-learning as a learning medium for students of the Educational Administration Study Program at the University of Muhammadiyah Kendari University are the challenges faced in implementing e-learning as a learning medium that is not yet maximally supporting facilities and infrastructure (labora computer thorium and internet network), this is corroborated by quantitative data the challenges of implementing e-learning as a learning medium by 71.24%.Keywords: Impact, Challenges, E-learning, Learning media


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