scholarly journals Rancang Bangun Aplikasi Simulasi Dekorasi Ruangan dengan Memanfaatkan Teknologi Markerless Augmented Reality

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.

2019 ◽  
Vol 9 (15) ◽  
pp. 3078 ◽  
Author(s):  
Hyocheol Ro ◽  
Jung-Hyun Byun ◽  
Yoon Jung Park ◽  
Nam Kyu Lee ◽  
Tack-Don Han

In this paper, we propose AR Pointer, a new augmented reality (AR) interface that allows users to manipulate three-dimensional (3D) virtual objects in AR environment. AR Pointer uses a built-in 6-degrees of freedom (DoF) inertial measurement unit (IMU) sensor in an off-the-shelf mobile device to cast a virtual ray that is used to accurately select objects. It is also implemented using simple touch gestures commonly used in smartphones for 3D object manipulation, so users can easily manipulate 3D virtual objects using the AR Pointer, without a long training period. To demonstrate the usefulness of AR Pointer, we introduce two use-cases, constructing an AR furniture layout and AR education. Then, we conducted two experiments, performance tests and usability tests, to represent the excellence of the designed interaction methods using AR Pointer. We found that AR Pointer is more efficient than other interfaces, achieving 39.4% faster task completion time in the object manipulation. In addition, the participants gave an average of 8.61 points (13.4%) on the AR Pointer in the usability test conducted through the system usability scale (SUS) questionnaires and 8.51 points (15.1%) on the AR Pointer in the fatigue test conducted through the NASA task load index (NASA-TLX) questionnaire. Previous AR applications have been implemented in a passive AR environment where users simply check and pop up the AR objects those are prepared in advance. However, if AR Pointer is used for AR object manipulation, it is possible to provide an immersive AR environment for the user who want/wish to actively interact with the AR objects.


Author(s):  
Muhammad Luthfi Hamzah ◽  
Ambiyar Ambiyar ◽  
Fahmi Rizal ◽  
Wakhinudin Simatupang ◽  
Dedy Irfan ◽  
...  

<span lang="EN-US">Applied augmented reality works by detecting imageries or pictures, normally called markers, by using smartphone camera that detects these preplaced markers. Augmented reality has seen wide application in various fields, one of them is education. In the field of education, augmented reality is utilized to make learning process more engaging and attractive. Starting from the problem that learning computer networks on introduce to network device which is currently still delivered conventionally. So, this research makes a solution to this problem by developing learning media using augmented reality (AR) technology, which 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. The purpose of this research is to build AR-based applications in learning computer network devices in order to increase understanding, generate motivation and student interest. The methodology used in this research consist of Envisioning Phase(Problem Identification, Planning Phase(Planning), Developing Phase(Design), Stabilizing Phase(Testing), Deploying Phase(Implementation). This study uses 31 students as sample and the data was analyzed using the SUS(System Usability Scale). The result show </span><span lang="EN-US">evaluates the usability using SUS of 31 respondents and it can be concluded that this AR application can be accepted by these students in its use with </span><span lang="EN-US">SUS Score obtained was 78.5</span>


2021 ◽  
Vol 2111 (1) ◽  
pp. 012028
Author(s):  
R Wardani ◽  
H Jati ◽  
Nurkhamid ◽  
Y Indrihapsari ◽  
P Setialana ◽  
...  

Abstract The world of education is experiencing a very significant impact of the Covid-19 pandemic. Online learning is a solution in overcoming learning limitations due to social distancing. Researchers developed a 3d virtual classroom using a Minecraft model to increase online learning interactivity. The 3 dimensional virtual classroom model design that has been developed has received respondents’ acceptance of 90.00% in the “Very Eligible” category. Testing the 3 virtual classroom features feature got a percentage of 90.83% with the “Very Eligible” category to produce a sense of presence. In the interactivity test, character interaction is 89.17% in the “Very Eligible” category. The effectiveness of online learning continuity using the 3D virtual classroom model tested gets 89.17% with the “Very Eligible” category. In addition, the test uses an average score of SUS (System Usability Scale) of 73.67, so it can be concluded that the 3D virtual classroom model is “acceptable” as an online learning medium.


Author(s):  
Dendi Ismi Sofian ◽  
Achmad Syarief ◽  
Acep Iwan Saidi

<br /><div>The existence of traditional musical instruments, especially Betawi, is increasingly disappearing, eroded by modern life and a global lifestyle that is more adopting Western musical instruments with  all its conveniences. One effort that can be done is to develop an application using augmented reality  technology. This research will focus on developing augmented reality applications using a mix approach  approach, which is a merger of qualitative and quantitative approaches. Whereas in the application<br />development process, the method of designing Interactive Multimedia System Design Development  (IMSDD) was developed. This application is evaluated using the System Usability Scale. It can be  concluded that the application is categorized as “Good” with a grade scale “C” and acceptability ranges<br /><br /><strong>Abstrak</strong><div><br />Keberadaan alat musik tradisional khususnya Betawi semakin lama semakin menghilang tergerus kehidupan modern dan gaya hidup global yang lebih banyak mengadopsi alat musik Barat dengan segala kemudahannya. Salah satu upaya yang dapat dilakukan adalah dengan mengembangkan sebuah aplikasi menggunakan teknologi augmented reality. Penelitian ini akan berfokus pada pengembangan aplikasi augmented reality menggunakan pendekatan mix approach yaitu penggabungan antara pendekatan kualitatif dan kuantitatif. Sedangkan dalam proses pengembangan aplikasi menggungkan metode perancangan Interactive Multimedia System Design Development (IMSDD). Aplikasi ini dievaluasi menggunakan System Usability Scale. Dapat disimpulkan bahwa aplikasi tergolong kategori “Good” dengan grade scale “C” dan acceptability ranges termasuk “High”</div></div>


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.


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.


2018 ◽  
Vol 1 (1) ◽  
pp. 16-24
Author(s):  
Putu Adistyanda Timoti Raja Karda ◽  
I Made Arsa Suyadnya ◽  
Duman Care Khrisne

The development of barbershop makes business competition becomes increasingly tight. Currently, information and communication technology is very important in the field of barbershop marketing. But this technology only shows details of the existence of barbershop. In addition, the catalog of hairstyles that are provided only in the form of 2-dimensional images. Therefore, more advanced technology is needed to promote the model of hairstyle available in barbershop. One of the technology applied in smartphone applications is Augmented Reality on the Android operating system. In this research will be developed an Augmented Reality based promotion media to promote hair model model with 3 dimensional object visualization using marker based tracking method. Development of this application starts from the stage of concept creation, application design, 3-dimensional object creation, application assembly, application testing, until the application distribution stage. This application was created using C # programming language, Vuforia Qualcomm, virtual and Unity Autodeks Maya software. The application that has been produced is tested by 2 methods that is by black-box testing and by usability scale system test, on the test of black -box AugmentedReality application of functional barbershop that exist in the application has been successfully executed according to their respective function. Based on survey results on Usabilty ScaleSystem(SUS) test on Augmented Reality Barbershop application, 20 respondents gave average score of 73.35 with Grade Scale C.


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