scholarly journals AUGMENTED REALITY DEVELOPMENT AS SUPPORTING MEDIA OF POLITEKNIK KEDIRI PROMOTION

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>

CCIT Journal ◽  
2015 ◽  
Vol 9 (1) ◽  
pp. 77-86
Author(s):  
Lusyani Sunarya ◽  
Po Abas Sunarya ◽  
Jasmine Dara Assyifa

The development of visual communication media at this time is very helpful in supporting information and communication. But often presented visual communication  media  are  less  effective  and appropriate. While so many universities in Indonesia, the increasingly fierce competition in attracting new students. Media Visual Communication can be applied to college in introducing or raising the image and popularity or promote and provide information to prospective students. In essence, in this case the effectiveness of media campaigns assessed in spreading information, influence or persuade prospective students and new student to join the university. The method used by the questionnaires to assess the effectiveness of implemented that have been implemented such as  brochures,  banners, posters, billboards, catalogs, paper bag,  flyers  and  merchandise.  In  conclusion,  this  article specifically assess visual communication media from case studies in Perguruan Tinggi Raharja considered effective and consistent contribution.. This study found a great opportunity to improve the promotion of additional digital marketing media campaign called the college through the  stages resulting in some visual communication media that can be received by the target audience. To create a media campaign needs planning in accordance with the background of the problem so that the media are made to overcome the problems encountered


2017 ◽  
Vol 1 (1) ◽  
pp. 1 ◽  
Author(s):  
Rifqa Gusmida ◽  
Nur Islami

For senior high school students, learning concepts in physics is increasingly more difficult when the topic is abstract and cannot be seen with the unaided eye. The research here utilized augmented reality technology and instructional design following the ADDIE model (analysis, design, development, implementation and evaluation) to develop learning media for physics, specifically the kinetic theory of gases. Preliminary analysis was conducted in a senior high school to evaluate the challenges students face when learning physics. The design of the media was based on addressing problems that the students were having. Augmented reality technology was then utilized and the implementation aimed to incorporate the physics concepts into the product. The media was evaluated by six experts. Finally, the learning media presented real-time 3D animation of gas kinetic theory with three basic competencies relevant to the topic. In the final validation, the results indicated that the developed learning media had a validity value of 3.55 out of four-point scale and good quality outcomes. As such, the developed media regarding the kinetic theory of gases is valid and effective for the process of learning and teaching. It is ready to be tested and used in actual learning environments.


2019 ◽  
Vol 2 (2) ◽  
pp. 91-98
Author(s):  
Aris Dermawan Siahaan ◽  
Rosane Medriati ◽  
Eko Risdianto

Penelitian ini bertujuan untuk menghasilkan produk berupa penuntun praktikum Fisika Dasar II dengan menggunakan teknologi augmented reality pada materi rangkaian listrik dan optik geometris yang valid serta untuk mengetahui tanggapan mahasiswa mengenai penuntun praktikum tersebut. Penelitian ini merupakan jenis penelitian pengembangan (Research and Development) dengan tahapan Define, Design, dan Develop. Hasil uji validitas aspek isi didapatkan hasil persentase sebesar 80% dengan kategori sangat baik, aspek penyajian sebesar 79,17% dengan kategori sangat baik,  aspek kepraktisan sebesar 90,48% dengan kategori sangat baik, aspek bahasa 98%,  dan aspek keterkaitan materi dengan media sebesar 86,11% dalam kategori sangat baik. Berdasarkan hasil tersebut, dapat disimpulkan bahwa penuntun praktikum Fisika Dasar II menggunakan teknologi augmented reality pada materi rangkaian listrik dan optik geometris yang dikembangkan sudah valid dan teruji dengan persentase rata-rata uji validitas yaitu 86,74% yang termasuk dalam kategori sangat baik. Respon tanggapan yang diberikan mahasiswa terhadap penuntun praktikum tergolong baik, terlihat dari antusias penggunaan media augmented reality pada saat praktikum.Kata  kunci:  Penelitian Pengembangan, Penuntun Praktikum, Augmented RealityThis research was aimed to produce a Valid Practicum Guide Modul of Second Basic Physics by using augmented reality technology in the material of electric circuits and geometric optics, as well as to find out student responses about that. This research was a type of development research (Research and Development) with four stage, namely Define, Design, and Develop. The content aspect validity test results obtained 80% with very good categories, presentation aspects as much as 79.17% with very good categories, practical aspects were 90.48% with very good categories, aspects of the language was 98% and material related aspects of the media amounting to 86.11% with a very good category. Based on these results, it can be concluded that the Practicum Guide Modul of Second Basic Physics using augmented reality technology in the material of electrical circuits and geometric optics has been valid and tested with the average percentage of validity test, 86.74%, which was included in the excellent category. Responses given by students to the practicum guide modul was classified as good, seen from the enthusiastic of using of augmented reality media at the time of practicum.Keywords: Development Research, Practical Guide, Augmented Reality


Author(s):  
Iim Abdul Rohim ◽  
Putra Jaya

This study aims to produce learning media for electronic components using Augmented Reality technology by knowing the performance and magnitude of the feasibility value of learning media for electronic components using the Augmented Reality technology. Designing and making applications using the steps of the waterfall method include: 1) Designing, 2) Architectural Design and Interfaces, 3) Encoding / Programming, and 4) Testing. Application programs are made with laptops that have Intel®core ™ i3 [email protected] processor specifications, 4.00GB RAM, Intel® HD Graphics520, 1TB hard drive, with a Windows 10 Pro 64-bit X64 operating system. Integrated Development Environment (IDE) in making this application is Unity 2018.3.6f1 with the marked based tracking method. Based on the results of the feasibility test conducted by two material experts as well as two media experts, that in the aspect of application material got an average value of a total score of 63 out of 68. In the media aspect the application got an average score of 84.5 from the total score of 96 Both of these scores give interpretation that the application of Augmented Reality learning media in teaching electronic engineering is very feasible to be used as a learning media.Keywords: Augmented Reality, Learning Media, Electronic Engineering, Unity 3D


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


2018 ◽  
Vol 7 (12) ◽  
pp. 478 ◽  
Author(s):  
Pravesh Yagol ◽  
Francisco Ramos ◽  
Sergio Trilles ◽  
Joaquín Torres-Sospedra ◽  
Francisco Perales

The idea of virtuality is not new, as research on visualization and simulation dates back to the early use of ink and paper sketches for alternative design comparisons. As technology has advanced so the way of visualizing simulations as well, but the progress is slow due to difficulties in creating workable simulations models and effectively providing them to the users. Augmented Reality and Virtual Reality, the evolving technologies that have been haunting the tech industry, receiving excessive attention from the media and colossal growing are redefining the way we interact, communicate and work together. From consumer application to manufacturers these technologies are used in different sectors providing huge benefits through several applications. In this work, we demonstrate the potentials of Augmented Reality techniques in a Smart City (Smart Campus) context. A multiplatform mobile app featuring Augmented Reality capabilities connected to GIS services are developed to evaluate different features such as performance, usability, effectiveness and satisfaction of the Augmented Reality technology in the context of a Smart Campus.


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.


2021 ◽  
Vol 2111 (1) ◽  
pp. 012008
Author(s):  
A Setiyawan ◽  
L C Manggalasari ◽  
T A Prasetya ◽  
Towip Towip ◽  
W Noviansyah

Abstract The development process of augmented reality generally requires devices and software with high compatibility so that they are the only obstacles in its development. The purpose of this study was to design and produce an application of learning media on the hydraulic cylinder of excavator based on augmented reality with Shapr3d for prospective students of automotive engineering education and to see the product feasibility level of the test subjects and validators. This learning media development stage consists of five stages: Analysis, Design, Development, Implementation, and Evaluation. For the data method using direct observation and closed questionnaires. The questionnaire of the research results was analysed using Likert scale analysis. The results of the material expert validator with a score of 91.25% are very good category. Expert media design validator 92.5% is included in the very good category with a very proper name. The response to product use from three lecturers of automotive engineering education with a proportion score of 88.34% is in the very good category. The response to the use of the product was from twenty automotive engineering education students with a score proportion of 85.73% in the very good category. This that the application of automatic learning media on excavator hydraulic cylinder based on augmented reality with shapr3d based on Augmented Reality technology that has been developed can be used in elementary schools as a learning media for technical education.


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