scholarly journals APLIKASI PENGENALAN OBJEK WISATA SEJARAH KOTA TUA JAKARTA BERBASIS AUGMENTED REALITY

2018 ◽  
Vol 10 (2) ◽  
pp. 1035
Author(s):  
Agung Selamet Riadi ◽  
Anton Anton ◽  
Ummu Radiyah

The world of tourism in Indonesia, especially  DKI Jakarta, has developed rapidly. One of the tourism object in Jakarta is  Old Town  tour  (Kota Tua). About thirty percent of visitors who came to the Kota Tua area,  generally come  only  to  take  pictures,  bike  or  just  gather.  To  provide  a  unique  experience  and  historical  knowledge  to tourists, an application of  augmented  reality is made that can be used by tourists when visiting Jakarta's  Kota Tua area. In the application created there are three-dimensional objects, photos, as well as general informationsand historical informations  of attractions in the  Kota Tua  Jakarta.  The method of this  research  using  waterfall model  as  a  system  development  model  with  five  stages  namely  Requirement  Analysis,  System  Design, Implementation, Integration and Testing, Operation and Maintenance.

Author(s):  
Kadek Ningsih . ◽  
I Gede Mahendra Darmawiguna, S.Kom, M.Sc . ◽  
I Made Agus Wirawan, S.Kom, M.Cs .

Catur merupakan permainan pikiran yang dimainkan oleh dua orang dimana dalam permainannya para pemain dituntut untuk berpikir ekstra dan memiliki kejelian untuk dapat menguasai permainan, membaca karakteristik lawan dan memperhitungkan dengan jeli tiap langkah yang akan diambil. Banyak anak-anak yang menganggap catur sebagai permainan kaum tua dan lebih cenderung menganggap catur sebagai permainan dari orang-orang cerdas. Dengan adanya aplikasi ini diharapkan marker mampu mengidentifikasi buah catur (bidak) dengan baik sehingga kedepannya dapat menciptakan permainan catur yang tidak membosankan dan dapat menarik minat kaum muda untuk mulai mengenal permainan catur, sehingga catur kembali populer dan tidak lenyap ditinggalkan masyarakat sebagai salah satu budaya/permainan rakyat yang ada secara turun temurun. Metode yang digunakan adalah penelitian dan pengembangan dengan menggunakan proses System Development Life Cycle dalam bentuk sekuensial linier atau model air terjun (waterfall). Sekuensial linier mengusung sebuah pendekatan pada pengembangan perangkat lunak secara sistematik dan sekuensial dengan tingkatan 1)analisis, 2)desain, 3)kode, 4)pengujian, dan 5)pemeliharaan. Produk akhir dari penelitian ini berupa aplikasi permainan catur yang bisa dimainkan secara langsung dan bersifat interaktif serta dapat dipasang pada smartphone android. Dimana buah catur dibuat berbentuk 3 dimensi menyesuaikan dengan kearifan lokal daerah Bali. Aplikasi ini dapat dijadikan sebagai media untuk memperkenalkan sekaligus melestarikan permainan catur.Kata Kunci : Catur, Objek 3 Dimensi, Interaktif Augmented Reality, Android. Chess is a mind game played by two people in which players are required to think thoroughly and able to see chances in order to be on top of the game, read opponent’s characteristics and meticulously calculate every step taken. Many kids think that chess is for older generation and only for clever ones. Therefore, this application was made to identify pawns through markers so it would be interesting and makes people want to play cause it will not be boring nor hard. It will also help chess to gain its popularity so it will not be vanished as a part of cultural games. The method used in this research were research and development by using system development life cycle process in form of linier sequence or waterfall model. Linier sequence has an approach on software development stages, 1)analysis, 2)design, 3)code, 4)testing, and 5)maintenance. The final product of this research is a chess game application which can be played directly and interactively also can be installed in android smartphone. The pawns were made into three dimensional object which convenient with Balinese local genius. The application can be used as a media to introduce and preserve chess as a cultural game.keyword : Chess, Three-dimensional Object, Interactive Augmented Reality, Android


2021 ◽  
Vol 58 (3) ◽  
pp. 137-142
Author(s):  
A.O. Dauitbayeva ◽  
◽  
A.A. Myrzamuratova ◽  
A.B. Bexeitova ◽  
◽  
...  

This article is devoted to the issues of visualization and information processing, in particular, improving the visualization of three-dimensional objects using augmented reality and virtual reality technologies. The globalization of virtual reality has led to the introduction of a new term "augmented reality"into scientific circulation. If the current technologies of user interfaces are focused mainly on the interaction of a person and a computer, then augmented reality with the help of computer technologies offers improving the interface of a person and the real world around them. Computer graphics are perceived by the system in the synthesized image in connection with the reproduction of monocular observation conditions, increasing the image volume, spatial arrangement of objects in a linear perspective, obstructing one object to another, changing the nature of shadows and tones in the image field. The experience of observation is of great importance for the perception of volume and space, so that the user "completes" the volume structure of the observed representation. Thus, the visualization offered by augmented reality in a real environment familiar to the user contributes to a better perception of three-dimensional object.


Author(s):  
Licantik Licantik ◽  
Nova Noor Kamala Sari

Today the development of technology has been increasing rapidly as well as the use of android smartphones in the field of information systems. It is familiar among the public because it can help in getting the information in a fast and accurate way particularly in an emergency situation. Human needs for information, one of them is information of health facilities in collaboration with Badan Penyelenggara Jaminan Sosial (BPJS) or Agency of Social Security. The purpose of this study is to produce an Android-based application that can facilitate the public in getting information of health facilities in collaboration with BPJS in Palangkaraya. The method applied in the system development in this study is the Waterfall model which consists of five stages, namely, need analysis, system of design, program code writing, program testing, and program implementation. In addition, in creating process,  the program uses Android studio software with java programming language and XAMPP connection database, up to UML (Unifield Modeling Language) to depict the system to be made. From this study, the test result shows that the functionality of the BPJS health facility Geographic Information System (GIS) in Palangkaraya City is going well and is in accordance with its function. This android-based application system can display online maps of BPJS health facility locations as well as detailed information from BPJS health facilities in Palangkaraya


2014 ◽  
Vol 889-890 ◽  
pp. 726-731
Author(s):  
Yuan Sheng Hu ◽  
Qiang Li ◽  
Yan Zhi Guan

For the study dynamic characteristics of three-dimensional roll forming machine, this paper develops a dynamic characteristics measurement and analysis system of three-dimensional roll forming machine, which is based on the U.S. NI company software development platform, including the development of hardware and software part .The realization of dimensional roll forming machine dynamics parameters collection and analysis, the experiment proved that the test system can be easily field measurements demand dynamics parameters, to improve the three-dimensional roll forming machine precision and control accuracy to provide an experimental basis.


2021 ◽  
Vol 4 (1) ◽  
pp. 51-58
Author(s):  
Christy Octavius ◽  
Deny Hidayatullah

Attendance in the world of work is sometimes still done manually. At the Uyu shop, there are still problems that occur in recording and making attendance reports manually, such as mistakes in biodata, forgetting to record the date. Because the Uyu store still doesn't use a computerized employee or staff absence information system in managing data, so the information that can be processed is quite long and storage is not guaranteed safe. The purpose of this researcher is to create an information system that can manage attendance data for employees who work at the computerized Uyu Store and also implement a coloring method on attendance reports that generate reports based on the attendance coloring method according to employee attendance hours that are easy to understand. This method uses the coloring method as a solution to solving problems that can be solved in the greedy method, namely the color problem and the waterfall model as a system development process that uses UML design. The result of this research is that the system can operate attendance data collection as well as report employee data more efficiently and integrated.


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):  
Ariesta Kartika Sari ◽  
Prita Dellia ◽  
M. Dicky ◽  
Cholillah Cholillah

One of the efforts in facilitating the teacher to teach the material concretely, then the learning of mathematics on three dimensional geometri can be done using the help of a medium of learning. Along with the development of technology today, many applications in the world of technology that can be useful for learning activities. One of the learning media that can help the teacher in facilitating Visualization Three Dimensional geometry is Augmented Reality. In addition, through mathematics learning using Augmented Reality media in Three Dimensional geometry is expected to present interactive math learning. This research produces instructional media using Augmented Reality based on Android for Three Dimensional geometry material in grade 5 students of Elementary School. Development of learning media Augmented Reality using Kemp and Dayton model, there are two components, namely multimedia technology components and components of mathematics subjects. Components of multimedia technology contained in the program that is text, sound, images, and animation, while the components of mathematics subject’s ie content material and exercise questions. The materials contained in the program are: (1) the cube, (2) limas, (3) the cone and (4) the tube.


Author(s):  
Igor Ivkovic ◽  
Sage Franch

Abstract – Augmented reality (AR) technology facilitates augmentation of current views with digital artifacts, such as information, three-dimensional objects, audio, and video. Mixed reality (MR) represents an enhanced version of AR, where advanced spatial mapping is used to anchor digital artifacts in physical space. Using MR technology, digital artifacts can be more closely integrated into the natural environment, thereby transcending physical limitations and creating enhanced blended learning environments. In this paper, we propose an approach for integration of MR technology into engineering education. Specifically, we propose to integrate Microsoft HoloLens into a first-year course on data structures and algorithms to improve student engagement and learning outcomes. In the pilot study, students were assigned to implement A* algorithm and then given a chance to visualize their implementation using Microsoft HoloLens. The feedback provided by students indicated increased engagement and interest in graph-based path-finding algorithms as well as MR technology.


Religions ◽  
2021 ◽  
Vol 12 (9) ◽  
pp. 768
Author(s):  
Ryan K. Bolger

The Metaverse is a pervasive expression of technological culture whose impact will be global. First, through knowledge, then through social, and now through geo-spatial, AI (the foundation of the Metaverse) will connect all entities on Earth through digital means thereby creating a three-dimensional informational and experiential layer across the world dubbed the Metaverse. The Metaverse has four characteristics: augmented reality, lifelogging, mirror worlds, and virtual reality. From the standpoint of Christian cultural engagement, a contextual theology has yet to be developed. In the work that follows, the Metaverse is engaged through a combination of contextualization and wholemaking from the standpoint of posthumanism and mysticism. The study focuses on evolutionary wholemaking as identified by Teilhard/Delio, while being guided by Bevans’ five (early) models of contextualization. The method of contextual wholemaking enables new ways of seeing, embracing, communing, complexifying, and creating within the four spheres of the Metaverse. After exploring the nature of the Metaverse in the first half of the paper, insights were gathered from the dialogue between contextual theology and culture and discussed in the second half of the paper.


2019 ◽  
Vol 8 (3) ◽  
pp. 61
Author(s):  
Amira B. Sallow ◽  
Ahmed A. H. Alkurdi ◽  
Zhvan A. Sulaiman

Smartphones have greatly advanced in the past decade. The first smartphone had very low processing power and memory. Nowadays, smartphones have close to desktop class processors and memory. They are also equipped with high resolution displays. This advancement enables creating and running sophisticated and large graphics applications. Such as Augmented and Virtual reality. Augmented Reality (AR) can be described as a view of the real-world environment extended with computer-generated three-dimensional objects. AR enables placing objects that are designed in a computer to the user environment with fine precision. AR can be largely useful in a variety of fields. On that note, AR is making great contribution to the field of education in the present time. Studying and learning different subjects can be a dull experience, especially for primary school children. Children nowadays are growing in the internet and technology era. Thus, education must evolve to the technological standard as well. Using AR to teach children can be exciting, motivating and simulating in a way that is much easier and beneficial than reading textbooks. In this paper, an alphabet book is designed for key stage 1 students. The design is accomplished in Photoshop CC and Maya3D. Afterwards, using Vuforia and Unity3D, the letters are brought to life when a smartphone is pointed at them. A 3D model of the letter is shown along with a 3D example and audio of the example is played.


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