scholarly journals RANCANG BANGUN AUGMENTED DAN VIRTUAL REALITY MENGGUNAKAN ALGORITMA FAST SEBAGAI MEDIA INFORMASI 3D DI UNIVERSITAS SATYA NEGARA INDONESIA

2018 ◽  
Vol 1 (2) ◽  
Author(s):  
Faizal Zuli

<p><em>The role of the media is quite important in providing information to the public about the University of Satya negara Indonesia. Delivery of information is usually done orally and in the form of a two-dimensional such as posters, brochures, as well as through the website. Media such information certainly has its advantages and disadvantages respectively. For it makes the author want to design a media campaign to complement the usual media used by the campus. The making of a media promotion of the technology to implement multimedia computer, namely a merger between Augmented Reality (AR) and Virtual Reality (VR). Augmented Reality and Virtual Reality was selected because of its advantages in describing a building object in 3 dimensions (3D) in real time, to facilitate the user in knowing the information about the campus of the University of Satya negara Indonesia, which can be used on a Smartphone. In the design of inimenerapkan algorithm of FAST Corner Detection as well as using methods of Multimedia Development Life Cycle (MDLC).</em></p><p><strong><em>Keyword </em></strong><em>: Augmented Reality, </em>Satya Negara Indonesia<em> University, Virtual Reality, 3D </em></p>

2016 ◽  
Vol 4 (2) ◽  
pp. 249 ◽  
Author(s):  
Dilan Arya Sujati ◽  
R. Rizal Isnanto ◽  
Kurniawan Teguh Martono

With the advancement of technology in various aspects of life of today's technology allows developers to create applications that aims to facilitate the public in obtaining information based on mobile. Seeing the importance of the role of astronomy satellites it needs to make a multimedia application with Augmented Reality technology that can provide an overview and brief specifications on astronomy satellite without having to go to the planetarium or observatory.This research is using MDLC (Multimedia Development Life Cycle) framework. The process of assembly (pemasangan) was performed using Unity and Vuforia library. The result is a book containing related image about NASA’s astronomy satellites which functioned as a marker and an Augmented Reality application based on Android that is capable of displaying NASA’s astronomical satellites on the top of marker that can display brief information about the shape and its parts when touched on the screen. The application that has been made function properly and in accordance with the concept and design. The ideal condition of using the application in places exposed to light with the intensity of 108,3 ± 2,5 lux upwards. In addition the camera is directed to the distance between 10-75 cm of the marker and the angle between 40 ± 0,5 O – 140 ± 0,5 O .. The greater the intensity of the light does not affect the sensitivity of the camera to detect the marker increases. In other words, the marker will not be detected if the distance marker on the camera more than 75 cm and the angle of the camera marker less than 40 ± 0,5 O or more than 140 ± 0,5 O though the light intensity is greater.


2021 ◽  
Vol 18 (1) ◽  
pp. 216-222
Author(s):  
Indri Tri Julianto ◽  
Rinda Cahyana ◽  
Dewi Tresnawati

Pariwisata adalah kegiatan mengunjungi objek wisata dengan tujuan rekreasi dan liburan. Seiring perkembangan di dunia teknologi dan informasi, terdapat teknologi yang dapat digunakan untuk mempromosikan suatu objek wisata yang dinamakan dengan Virtual Reality. Virtual Reality merupakan teknologi yang dirancang untuk membuat pengguna dapat berinteraksi dengan lingkungan yang disimulasikan komputer. Masalah yang dihadapi adalah masih sedikitnya situs web wisata yang menyediakan fitur ini. Teknologi Virtual Reality dalam dunia fotografi dikenal sebagai Virtual Reality Photography. Virtual Reality Photography dapat menghasilkan gambar secara 360o, sehingga orang dapat melihat gambar secara utuh dan seolah-olah berada di tempat ketika fotografer sedang mengambil gambar. Tujuan penelitian ini adalah merancang dan membangun sebuah situs web penyedia informasi bagi wisatawan yang ingin berkunjung ke objek wisata. Metode pengembangan yang digunakan adalah Multimedia Development Life Cycle. Luaran penelitiannya berupa situs web Virtual Reality Photography yang menyediakan informasi dalam bentuk gambar 360o dengan dilengkapi peta lokasi dan gambar statis. Teknologi Augmented Reality dapat diterapkan di situs web ini sebagai bentuk sajian informasi seperti halnya teknologi Virtual Reality.    


2021 ◽  
Vol 8 (3) ◽  
pp. 1062-1076
Author(s):  
Aldy Febriyandani

Kemajuan teknologi dimasa sekarang sangatlah pesat, Salah satunya dalam bidang media pembelajaran atau edukasi.Teknologi Augmented Reality (AR) Merupakan sebuah penggabungan dari digital konten yang telah di buat di komputer dari dengan dunia nyata.Penelitian ini bertujuan untuk memberi pengenalan tentang tumbuhan sehingga dapat mengetahui informasi tentang tanaman tersebut. Penelitian ini menggunakan sebuah metode yaitu natural feature tracking  serta menggunakan sebuah sistem  pengembangan yaitu MDLC( Multimedia Development Life Cycle) dan memakai algoritma Fast Corner Detection dan Natural Feature Tracking, Sehingga menghasilkan sebuah aplikasi yang dapat menampilkan objek 3D tentang tumbuhan, dan terdapat penjelasan singkat mengenai tumbuhan, Aplikasi ini dapat menggunakan sistem operasi Android, Pengujian aplikasi menggunakan 3 handphone android yaitu Samsung A2018 dengan versi andorid 9,Oppo A9 2019 dan Samsung A51 2020 bahwa pada saat kemiringan<18° ketiga handphone tersebut tidak mendeteksi marker sedangkan saat pada sudut 20°-60° dan 61°-90° ketiga handphone tersebut dapat mendeteksi dan terbaca pada layar handphone.


2021 ◽  
Vol 251 ◽  
pp. 01006
Author(s):  
Alexander Sharmazanashvili ◽  
Nikoloz Udzilauri ◽  
Shota Kobakhidze ◽  
Luka Todua ◽  
Nino Zurashvili ◽  
...  

Education & outreach is an important part of HEP experiments. With outreach & education, experiments can have an impact on the public, students and their teachers, as well as policymakers and the media. The tools and methods for visualization enable to represent the detectors’ facilities, explaining their purpose, functionalities, development histories, and participant institutes. In addition, they make it possible to visualize different physical events together with important parameters and plots for physics analyses. 3D visualization and advanced VR (Virtual Reality), AR (Augmented Reality) and MR (Mixed Reality) extensions are the keys for successful outreach & education. This paper describes requirements and methods for the creation of browser-based visualization applications for outreach & education. The visualization framework TRACER is considered as a case study.


Author(s):  
Isa Bahroni ◽  
Andriansyah Zakaria

AR (Augmented Reality) technology is a combination of 2D, 3D and the real world combined in one object with technology that can be applied as a means of active learning media while learning while playing. Cilacap State Special School (Special School) Cilacap students are children with special needs who are very difficult to memorize and very poor concentration on subjects one of which is the subject of Islam with daily prayer material. In this study the authors designed an Android-based daily prayer learning media that contains animations with Tomy's character learning to read daily prayers. This study aims to help students with special needs in learning to memorize Islamic prayer. The base is applied using AR technology as a medium which is good enough for the media to deliver information to students. This application was designed using the MDLC (Multimedia Development Life Cycle) method. The results of this application run by detecting the target image of several images of daily prayer and then displaying Tomy's animation in the form of 3D reading a prayer. This research produced an AR application that helps visualize memorization of prayers so that it can improve SLB N Cilacap students in memorizing daily prayers.


2021 ◽  
pp. 15-28
Author(s):  
Tri Ferga Prasetyo ◽  
Ade Bastian ◽  
Harun Sujadi

Campus introduction media in general still use billboards and brochures or advertisements, therefore the use of Virtual Reality technology is very good to use. Optimizing the application of this technology is made to build an interactive application that can visualize the facilities and infrastructure at University Majalengka in the form of 360 images and videos to make it easier for users to digitally view the facilities and infrastructure of the University Majalengka Campus. The method used in this research is MDLC (Multimedia Development Life Cycle). This method can optimize the manufacturing process and application of technology used in a smartphone media that is integrated with other media or 3D media. MDLC rule pattern itself by prioritizing interactive rests on the user. This application was built using the C # programming language with Unity 3D software. The final result of this research is the creation of a virtual tour application of the University Majalengka Campus which can be used by users to view interactive digital facilities and infrastructure on campus with a 360 degree angle using a smartphone that has a Gyroscope sensor which can be integrated with the paired virtual reality technology. into virtual reality glasses.


Author(s):  
Péter Veres ◽  
Ákos Cservenák ◽  
Róbert Skapinyecz ◽  
Béla Illés ◽  
Tamás Bányai ◽  
...  

Nowadays, manufacturing and service companies are increasingly using new IT-based methods and solutions. Two of these areas are the use of augmented reality (AR) and virtual reality (VR). Kyrgyz National Agrarian University named after K.I. Skrybian (KNAU) and Kyrgyz State Technical University Named After Iskhaak Razzakov (KSTU) established VR laboratories with the support of an European project, in which the Institute of Logistics of the University of Miskolc played a key role. In this publication, we present the basics of VR and AR technology, with the current market and research shares and lastly its application in laboratories and industrial environments.


2021 ◽  
Vol 8 (1) ◽  
pp. 73-79
Author(s):  
Diah Pradiatiningtyas

AbstrakAdanya kebijakan pembatasan kegiatan masyarakat secara serentak di sejumlah wilayah Jawa Bali atau PSBB Jawa Bali memunculkan kebijakan baru di sektor pariwisata Yogyakarta. Sektor Pariwisata di Yogyakarta harus beradaptasi dan mau tidak mau harus mengambil berbagai langkah strategis untuk tetap bertahan. Sebuah hal yang pasti adalah, adanya shifting pola masyarakat yang sebelumnya konvensional menjadi mobile. Augmented Reality (AR) merupakan salah satu bagian dari Virtual Environment (VE) atau yang biasa dikenal dengan Virtual Reality (VR). AR memberikan gambaran kepada pengguna tentang penggabungan dunia nyata dengan dunia maya. Sementara digital atau mobile marketing fokus kepada media dan konten apa yang akan dibuat untuk mempromosikan serta menjadi media komunikasi kepada wisatawan. Apalagi dengan penerapan protocol Kesehatan maka wisatawan memerlukan banyak informasi mengenai kunjungannya. Penelitian ini bertujuan menggambarkan konsep AR dan digital atau mobile marketing untuk mendukung pengembangan pariwisata Yogyakarta di era pandemic Covid 19. Metode penelitian yang digunakan adalah metode kualitatif deskriptif dengan pengambilan data secara kajian pustaka dan observasi. Kesimpulan yang di dapat dari penelitian sederhana ini adalah, augmented reality (AR) dapat dibangun menggunakan metode Multimedia Development Life Cycle dan digunakan bagi pelaku pariwisata dengan menghadirkan perangkat yang memadai. Digital marketing atau mobile marketing lebih mudah diterapkan dan menjadi alat promosi yang cocok di era pandemic covid 19 karena kemudahan akses dan pengoperasionalannya. AbstractThe policy of simultaneously restricting community activities in a number of areas of Java Bali or the PSBB Jawa Bali led to a new policy in the tourism sector in Yogyakarta. The tourism sector in Yogyakarta has to adapt and inevitably has to take various strategic steps to stay afloat. One thing that is certain is, there is a shifting pattern of society that was previously conventional to be mobile. Augmented Reality (AR) is one part of the Virtual Environment (VE) or commonly known as Virtual Reality (VR). AR provides an overview to the user about the merging of the real world with the virtual world. While digital or mobile marketing focuses on what media and content will be made to promote and become a medium of communication to tourists. Moreover, with the implementation of the Health protocol, tourists need a lot of information about their visit. This study aims to describe the concept of AR and digital or mobile marketing to support the development of tourism in Yogyakarta in the Covid 19 pandemic era. The research method used is a descriptive qualitative method with data collection by means of literature review and observation. The conclusion that can be obtained from this simple research is, augmented reality (AR) can be built using the Multimedia Development Life Cycle method and used for tourism actors by presenting adequate tools. Digital marketing or mobile marketing is easier to implement and is a suitable promotional tool in the Covid 19 pandemic era because of its easy access and operation. Kata Kunci: pariwisata, augmented reality, promosi, mobile marketing, digital marketing, covid 19, Yogyakarta


2021 ◽  
Vol 9 (2) ◽  
pp. 229
Author(s):  
Gema Kharismajati ◽  
Rusydi Umar ◽  
Sunardi Sunardi

One of the technologies that can be used as an attraction in Purbalingga Regency is Augmented Reality (AR) merging virtual objects with real objects, where those objects can be seen in real-time. And using the Location-Based Service (LBS) method, this method is a service with the main parameters being the position and location of the user. LBS Location Based Service will be enhanced with Google Maps and GPS (Global Positioning System) to find its user position and information about several locations to be visited. Virtual Reality (VR) brings users can interact in a virtual world environment simulated by a computer, so that users feel they are inside. The appearance of the Image object using 3600 panoramic so that it can display images indefinitely and not cut and can look around the image. Application creation is done by Multimedia Development Life Cycle (MDLC) and Unity3D. The application has been successfully operated on the Android operating system with minimum specifications of 2GB RAM and KitKat version 4.4 OS. The results of the study have been conducted through a questionnaire to 15 respondents with 15 questions earned an The total value of the frequency of each question gets a score of 1,009 or a percentage of eligibility of 89,68% starting that the application is well worth using. Based on the black-box test, the application has been running properly and can display Location Based Service and 3600 panoramic and its information.


Author(s):  
Erwin Erwin ◽  
Nasarudin Nasarudin ◽  
Husnan Husnan

The purpose of this research is to explain the importance of the student organizations and describe their efforts to improve the speaking skills of students at the Mahad Khalid Bin Al Waleed at the University of Muhammadiyah Mataram. This research uses the qualitative approach with the descriptive type. The result shows the student organizations play an important role based on their objectives and functions. The objectives are to help the foundation and all parties in the Ma'had develop the students’ potential and qualification, and to be the place for the students to share their problems and complaints, while the functions are as one of the media to develop students’ quality, both the members of the non-member, and as the good examples and pioneers of any good deeds. The efforts done by student organizations in improving speaking skills are such as by making activities that lead to improving students' speaking skills like sticking vocabularies in each class and Friday activities such as language game, Arabic debate and short lecture.


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