scholarly journals Aplikasi Augmented Reality Pengenalan Rumah Adat dan Benda Bersejarah Aceh

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,

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 5 (2) ◽  
pp. 192-208 ◽  
Author(s):  
Muhammad Unggul Pamenang ◽  
Achmad Basuki ◽  
Riyanto Sigit

The earthquake comes with great risks, especially in urban areas where many multi-storey buildings exist. These risks have not been understood well yet by the people of the urban area. Socialization, simulation, and learning media need to be provided continuously to improve people awareness on the importance of knowledge about the earthquake risks. An interesting learning media is not only contain informations but also a 3D animation and an interaction with the user. For a more immersive interaction, this application is equipped with augmented reality technology that gives more real visual representation like the actual condition. The evaluation result shows that 82% respondent appreciates this application, at first common users do not know the risk of earthquakes on multi-storey building, with this application users can understand the importance of earthquake risk in buildings.


2019 ◽  
Vol 11 (4) ◽  
pp. 1167 ◽  
Author(s):  
Răzvan Boboc ◽  
Mihai Duguleană ◽  
Gheorghe-Daniel Voinea ◽  
Cristian-Cezar Postelnicu ◽  
Dorin-Mircea Popovici ◽  
...  

There are many examples of cultural events that distinguish people nationally. Celebrating this can bring people closer, as inhabitants of different countries share similar cultural values. This study investigates a sustainable way to enhance these types of events. On the occasion of the 2000-year anniversary of the death of the Roman poet Ovid, we propose a mobile augmented reality (MAR) application that contains historical information related to his life. As Ovid often stated in his last poems, he feared his work would be forgotten after his exile from Rome. This paper focuses on assessing whether this is the case, while also disseminating factual, historic data to people who tested the application. Experiments were conducted in Italy and Romania, in three different cities: Sulmona, Rome, and Constanta. Based on the results collected, four constructs were investigated: comprehensibility, manipulability, enjoyment, and usefulness. The results revealed that the usability of the MAR application, and the interaction metaphor, are appropriate for the general public. The MAR application provided a positive experience, and thus, increased the extent of the occasion.


2020 ◽  
Vol 4 (1) ◽  
pp. 12-20 ◽  
Author(s):  
Muhammad Yusuf ◽  
Mochammad Kautsar Sophan ◽  
Arif Muntasa ◽  
Nurwahyu Alamsyah ◽  
Haythem Nakkas ◽  
...  

Augmented reality (AR) is one of the newest learning technologies besides Artificial Intelligent, Virtual Reality, Virtual World, Alternates Reality Games, and Wearable Computing. E-Government is becoming an evolving academic field and transforming to be E-Governance, E-Participation, E-Service, E-Democracy, E-Voting issues. Therefore, some universities have E-Government course in their curriculum. AR can be one of the learning media to learn and teach E-Government effectively and interestingly. This research aims and contributes to develop a novel model of E-Government learning media using AR. Furthermore, this work has three novelties as follows:First, a method to develop e-Government learning media using AR. Second, a novel model of e-government learning media based on augmented reality technology.  Third, the material courses are command centre and public service mall materials based in Surabaya, Indonesia. The new model of learning media using AR consists of main components, i.e., user, devices, AR, and course materials. Additionally, this novel model has some sub-components, such as AR object, marker, text, image, audio, video, and 3D animation. The proposed model has some practical and theoretical implications. For the theoretical implication , it adds a model of learning media for e-government course and extends the body of knowledge for e-government and augmented reality fields. For practice, e-Government courses can uilize the augmented reality application.


2021 ◽  
Vol 8 (1) ◽  
pp. 7
Author(s):  
Yogiek Indra Kurniawan ◽  
Agung Fajar Surya Kusuma

<p class="Abstrak">Penggunaan media manual berbasis buku dan papan tulis memberikan beberapa permasalahan pada proses pembelajaran di sekolah. Berdasarkan <em>survey</em> yang telah dilakukan, Di Sekolah Dasar Insan Terpadu (SDIT) Muhammadiyah Al Kautsar yang menggunakan media manual untuk pembelajaran salat memiliki masalah mengenai tingkat minat dan tingkat pemahaman siswa yang kurang tinggi. Penelitian ini memiliki tujuan untuk mengembangkan media pembelajaran mengenai materi salat yang dapat membantu pihak sekolah agar mempunyai metode yang baru dan menarik dalam kegiatan pembelajaran di dalam kelas, terutama untuk materi Salat. Teknologi utama yang digunakan dalam aplikasi ini adalah <em>Augmented Reality</em> (<em>AR)</em>. Dalam kasus ini, <em>Augmented Reality</em> (<em>AR</em>) digunakan untuk memvisualisasikan materi Salat dalam bentuk 3D yang diproyeksikan pada tablet atau <em>smartphone</em>. Objek 3D juga diberi animasi agar terkesan realistis dan interaktif. Aplikasi ini membantu memvisualisasikan gerakan salat dalam bentuk 3D animasi. Aplikasi terdiri dari 2 menu, yaitu menu “<em>Play AR</em><em>”</em> dan “<em>Quiz</em><em>”</em>. Hasil uji <em>blackbox </em>menunjukkan hasil <em>valid</em> yang berarti aplikasi sudah sesuai dengan yang diharapkan. Aplikasi dapat berjalan baik pada <em>smartphone</em> dengan sistem operasi minimal <em>Kitkat</em>. Rata-rata hasil uji validasi ahli sebesar 86% yang berada pada kategori “Sangat Baik”. Hasil dari <em>User Acceptance Test</em> menunjukkan nilai rata-rata sebesar 89.88% dengan kategori “Sangat Baik”. Penggunaan aplikasi AR pembelajaran salat dapat meningkatkan minat belajar siswa serta tingkat pemahaman siswa terhadap materi Salat yang ditunjukkan dengan peningkatan nilai sebelum dan sesudah menggunakan aplikasi.</p><p class="Abstrak"><em><strong>Abstract</strong></em></p><p class="Abstract"><em>The use of manuals media, such as books and whiteboard, provides several problems in the learning process in schools. Based on the survey that has been done At the Sekolah Dasar Insan Terpadu (SDIT) Muhammadiyah Al Kautsar, which uses manuals media for salat learning, there are problems with the level of interest and the level of student understanding that is not quite high. This research aims to develop a learning media about salat that is to help schools to have new and interesting methods in learning activities in the classroom, especially for Salat subject. The main technology used in this application is Augmented Reality (AR). In this case, Augmented Reality (AR) are used for visualizing the Salat material in 3D object that will be projected on smartphone. 3D object are animated to make it more realistic and interactive. Eventually, this application illustrate the motion of salat in 3D animation object. The application consists of 2 menus, namely “Play AR” and “Quiz” menus. Blackbox test results show valid results, which means the application is as expected. The application can run well on smartphones with a minimum Kitkat operating system. The average expert validation test results are 86% in the “Very Good” category. The results of the User Acceptance Test show an average value of 89.88% with the “Very Good” category. The use of the Salat Learning AR application can improve student learning interest and the level of student understanding of the Salat subject which is indicated by an increase in the value before and after using the application.</em></p><p class="Abstrak"><em><strong><br /></strong></em></p><p class="Abstrak" align="center"> </p><p> </p>


2020 ◽  
Vol 4 (3) ◽  
pp. 726
Author(s):  
Anak Agung Ngurah Hary Susila ◽  
Dewa Made Sri Arsa

Penglipuran Village is a tourism village on the island of Bali. One of the attractions of Penglipuran Village is the traditional, uniform building that has characteristics that are still maintained since ancient times. Many tourists who visit and take pictures in front of a traditional building, but do not know clear information about the name and function of the building. The purpose of this study is to design an application as an information medium for the introduction of traditional buildings in Penglipuran Village using Augmented Reality technology. The research model used for application design is the waterfall model. This Augmented Reality application was built with Autodesk Maya and Unity software so that it can display 3D custom building information to the real environment by using the brochure media as a marker. The results of the study were successful in designing an Augmented Reality application that can provide information about the traditional buildings of Penglipuran Village in the form of 3D animation, text and audio narration


2021 ◽  
Vol 1 (1) ◽  
Author(s):  
Ardhi Pradana ◽  
Yulian Findawati

The introduction of a means of transportation to children can stimulate the brain to imagine and train creativity. With the development of information technology, means of introducing means of transportation can be done using devices such as computers, laptops or smartphones. The development of Augmented Reality technology on smartphones will make it easier for children to get to know several types of transportation that they often encounter. The purpose of writing this article is to create an application for Introduction to Transportation Tools using Augmented Reality technology for children. The method used in making this application of Introduction to Transportation Tools is observation and interviews. The production begins with collecting data on what types of transportation will be made as a model using the Blender software. Augmented Reality application design uses Unity software by designing markers made from the Vuforia platform. The features in this application are several types of transportation that are displayed in 3D with sound and information using Augmented Reality technology. The results of testing the Transportation Tool Introduction application can run on various Android mobile devices. It has been tested on several different smartphone brands and specifications - the results of the Transportation Tool Introduction can run smoothly except under Android version 4.3 (Jellybean). Based on the test results contained in the Application of Introduction to Transportation Tools using Augmented Reality, it is suitable for introducing more interesting and innovative types of transportation to early childhood. There are still many deficiencies that can be developed, for example, increasing the number of 3D objects in the transportation tool and making animations even better, so that the application is more interesting, interactive, and easy to understand.


Author(s):  
Alan David Blanco-Miranda ◽  
Heraclio García-Cervantes

The main objective of this work is to develop an interactive mobile application for monitoring, description and training in the operation of a laser engraving machine using augmented reality technology. The CAD design of the machine is used, generating a visualization of each of the elements that make it up with a description of its main characteristics. Also, an option is included where you can observe the 3D animation of the engraving process. All of the above is generated through the use of open source software (Unity, Vuforia and C #) thus creating a practical option for training in the handling of this type of machinery. This type of technology can be implemented in different educational and industrial environments. For the convenience of use, the generated application has a user-friendly virtual environment and is developed for the main digital platforms (Android, iOS, Windows).


Author(s):  
Melati Rosanensi

The research aims to increase the effectiveness of e-commerce using augmented reality so that it can be used for online sellers as an option for existing sales media. The target of the application of augmented reality kitchen tools such as plates, cups, bowls, and teapots which are small equipment are social media users (Instagram) such as housewives or career women who usually use smartphones. The approach taken to determine the e-commerce sales model by applying augmented reality technology is to refer to the results of the system tests conducted previously. The conversion process is carried out in the implementation of augmented reality-based e-commerce sales media by using the parallel conversion method, namely by implementing a new system alongside the old system. In this study using the reliability test method, normality test, and Wilcoxon different test paired samples. From the test results show that the data are in the area of ​​rejection of Ho then accept H₁ which means that changes occur before and after using augmented reality, with the conclusion that an increase in the effectiveness of e-commerce using augmented reality, for this augmented reality application can be used on e-sales media commerce instagram to enhance technological progress.   The approach taken to find out the e-commerce sales model by applying augmented reality technology is to refer to the results of the system tests carried out previously. From the results of the questionnaire shows that there is an increase in effectiveness before and after using augmented reality, for this augmented reality application can be used on media e-commerce sales Instagram to improve technological progress. The conversion process carried out in the implementation of media sales of e-commerce based on augmented reality using the parallel conversion method, namely by applying a new system side by side with the old system. The process of selling e-commerce on Instagram using augmented reality and without augmenetd reality will still be done as a standard process in the kitchenzone sales process. The test results in this study used three methods, namely reliability testing with the results of data that is not realistic, normality test with abnormal data results, and different tests of Wilcoxon samples paired with the results of data in the Ho rejection area then accept H₁ which means changes before and after using augmented reality, with the conclusion that there is an increase in the effectiveness of e-commerce using augmented reality. Keywords: e-commerce, augmented reality, sales, increase, effectiveness.


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.


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