scholarly journals Metode Natural Feature Tracking dan Fast Corner Detection dengan Teknik Virtual Button Pada Aplikasi Sistem Pernafasan Manusia

2021 ◽  
Vol 5 (3) ◽  
pp. 1133
Author(s):  
Rifqi Naufal Senja Pratama ◽  
Fauziah Fauziah ◽  
Ratih Titi Komala Sari

At this time the development of information and communication technology has developed very rapidly. As in smartphones, the technology contained in smartphones today has an important role for human activities. The technology that is currently being implemented on smartphones is Augmented Reality. Augmented reality can be used in all fields of human activity, one of which is in the field of education. The purpose of this research is to develop an educational media about the organs of the human respiratory system that is interactive and can be understood by users such as students. In this study, 2 methods were used, namely Fast Corner Detection and Natural Feature Tracking Methods to read a marker which would later bring up information and also use the virtual button technique in the application. In testing using 5 smartphones. The results of testing at an angle of 60o and 90o the five smartphones can detect markers. The distance test has different results from the smallest having a minimum distance of ±70 cm to a maximum distance of ±150 cm. In tests based on light intensity, the five smartphones can detect markers at light intensities above 5 lux

2021 ◽  
Vol 8 (3) ◽  
pp. 1012-1026
Author(s):  
Adam Raihan Fadhlurahman

Pada saat ini diseluruh bagian dunia sedang terlanda sebuah virus yaitu COVID-19 yang membuat setiap orang tidak dapat berpergian ke luar negri dengan mudah. Namun di era sudah canggih ini semua informasi dapat disajikan secara digitalisasi mulai dalam bentuk tulisan maupun gambar dan dapat juga ditampilkan berbentuk objek 3 dimensi dibantu dengan Augmented Reality untuk menampilkannya. Peneleitian ini memanfaatkan teknologi Augmented Reality digunakan untuk alat pengenalan landmark dari negara Asia Tenggara agar tampilan objek akan menjadi lebih atraktif dan dapat mengetahui informasi tentang landmark dari setiap negara dengan mudah. Dalam penelitian ini aplikasi Augmented Reality dibuat menggunakan FAST Corner Detection (FCD) algoritma dan Natural Feature Tracking (NFT) untuk mendeteksi marker. Pengujian dari aplikasi ini dilakukan pada tiga perangkat smartphone android, pada sudut kemiringan 20° - 90° ketiga smartpone dapat mendeteksi marker menggunakan kameranya dan menampilkan objek 3 dimensi sesuai dengan landmark yang dipilih pada layar smartphone. Untuk pengukuran jarak maximal yang dapat dibaca oleh handphone rata-rata ±75cm dan jarak minimun pendeteksian yaitu ±10cm.


2020 ◽  
Vol 2 (2) ◽  
pp. 172
Author(s):  
Vihi Atina ◽  
Nurchim Nurchim ◽  
Yommy Adhiwira Yudha

Penerapan Teknologi Informasi dan Komunikasi (TIK) perlu ditingkatkan guna mendorong keberhasilan transformasi digital dalam dunia pendidikan. Kegiatan ini bertujuan menerapkan aplikasi augmented reality sebagai media pembelajaran digital di Taman Kanak-Kanak (TK) khususnya di TK Kemala Bhayangkari No 72 Wonogiri dengan materi belajar tentang profesi. Tahapan dalam menerapkan aplikasi ini meliputi (1) pengamatan masalah, (2) penerapan teknologi, (3) pelatihan mitra dan (4) pendampingan mitra. Hasil penerapan aplikasi augmented reality yakni dapat meningkatkan kompetensi guru dalam menggunakan media digital dan menyediakan sarana prasarana pembelajaran digital. Selain itu, proses kegiatan belajar mengajar dengan memanfaatkan media digital menjadi lebih menarik dan interaktif.The implementation of Information and Communication Technology (ICT) needs to be improved to encourage the success of digital transformation in the world of education. This activity aims to apply the augmented reality application as a digital learning media in kindergarten especially in TK Kemala Bhayangkari No. 72 Wonogiri with learning material about the profession. The stages in implementing this application include (1) observation of the problem, (2) application of technology, (3) partner training, and (4) partner assistance. The results of implementing the augmented reality application are that it can increase teacher competence in using digital media and provide digital learning infrastructure. In addition, the process of teaching and learning activities using digital media is becoming more interesting and interactive.


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.


JURNAL TIKA ◽  
2021 ◽  
Vol 5 (3) ◽  
pp. 86-92
Author(s):  
Rahmat Rahmat

The development of information and communication technology has an impact on globalization which will affect all aspects of human life, especially in the world of education. This requires educators to make innovation in learning. One of the innovations that following technological developments, namely Augmented Reality (AR). Augmented Reality is a technique of combining real and virtual worlds and is based on 3-Dimensions (3D). The objects used can be 2D or 3D. This research is entitled Augmented Reality for Building Materials using Unity 3D, Vuforia SDK, and Blender Applications. In this research, the application was developed by involving 3 main software, namely vuforia, unity 3D, and Blender. Vuforia is a plugin for a software called unity 3D. Augmented Reality and Unity 3D are two platforms that make it easier for users to produce 3D graphics that will be displayed if the graphic that has been used as a marker is highlighted with a camera from an SP. The results of this study have succeeded in developing applications with building markers using vuforia, unity 3D, and Blender.


Author(s):  
Astrid Novita Putri ◽  
Siti Asmiatun

Information media of technology nowadays becomes a very easy means to convey information, and one of the recent technologies that still develop is augmented reality, which is used as information media. Augmented reality can integrate an image target and can be implemented easily. This technology utilizes an object tracing and uses detail feature from every camera object, after that it can be applied to all smartphones. By taking advantage of this technology, the augmented reality, and using logo marker and animation video, Faculty of Information and Communication Technology Semarang University can share information of its activities and can attract many people's attention to know further about activities held by this faculty. This research focuses on the augmented reality which will show the activities ranking, the activities held by the Faculty of Information and Communication Technology. The activities are shown by animation video using quick sort method to display them based on the most number of activities held by each study program. The result of this research finds out that study program of communication technology holding the first ranking. This study program holds the most often activities so the number of activities is the highest. The application can be displayed virtually using a smartphone and developed using Unity 3D and Vuforia.


2017 ◽  
Vol 3 (1) ◽  
Author(s):  
Nur Wakhidah ◽  
Astrid Novita Putri ◽  
Muhammad Zakki Abdillah

In this study, using Augmented Reality and Methods Markeless Video Animation, which is focused on Information Engineering Program Faculty of Information and Communication Technology at the University of Semarang. Communication in use for Media Marketing Communication at the Faculty of Information Technology and Communications there are several obstacles to the process of the communication campaign for new students to get the information they need to visit the information center part of the University of Semarang to request brochures, and other promotional media are on the website http: // ftik.usm.ac.id, banners, and newspaper media only limited information has not been a technology that combines state of reality or virtual engineering conditions. In order for the conditions created virtual become more real and displays overall excellence of the Information Engineering Program Faculty of Information and Communication Technology at the University of Semarang. By making use of augmented reality technology using the marker in the text Information Engineering Program of a model text, and video animation that can be displayed virtually using mobile phones both android, blackberry or iphone so that people will more easily attract and knowing full well what are the an advantage Informatics Engineering Program of the video display animation.Aplikasi It will be developed using the Unity 3D and Vuforia SDK. Keywords : Augmented Reality, Markeless, Video, Animation, Marketing


2012 ◽  
Vol 43 (4) ◽  
pp. 222-231 ◽  
Author(s):  
Nina Hansen ◽  
Tom Postmes ◽  
Nikita van der Vinne ◽  
Wendy van Thiel

This paper studies whether and how information and communication technology (ICT) changes self-construal and cultural values in a developing country. Ethiopian children were given laptops in the context of an ICT for development scheme. We compared children who used laptops (n = 69) with a control group without laptops (n = 76) and a second control group of children whose laptop had broken down (n = 24). Results confirmed that after 1 year of laptop usage, the children’s self-concept had become more independent and children endorsed individualist values more strongly. Interestingly, the impact of laptop usage on cultural values was mediated by self-construal (moderated mediation). Importantly, modernization did not “crowd out” traditional culture: ICT usage was not associated with a reduction in traditional expressions (interdependent self-construal, collectivist values). Theoretical and practical implications are discussed.


2020 ◽  
Vol 3 (2) ◽  
pp. 109-119
Author(s):  
Partono Partono

So far, in implementing school strategies, they tend not to utilize Information and Communication Technology (ICT), despite the availability of ICT resources available. Stages of strategic management are needed to generate the vision, mission, objectives, policy, program, budget, and procedures as well as control and evaluation process as an effort to utilize ICT to improve school quality. Based on the interpretation and the results of the study, it is concluded that schools have organized stages in strategic management that enable schools to have a quality profile. The impact of effective utilization of ICTs for schools is the achievement of effective school management, as per the National Education Standards, which is characterized by effective planning, implementation, control, and evaluation of school ICTs.The purpose of this study is to get a general description, describe, and reveal the Strategic Management of Information and Communication Technology Utilization to Improve the Quality of School Learning in Ciledug Al Musaddadiyah Vocational High School and Garut 1 Vocational High School, both on environmental analysis, strategic formulation, implementation and strategic evaluation. The research method used in this research is the case study method, because the problems studied occur in the place and situation of Ciledug Al Musaddadiyah Vocational School and Vocational High School 1 Garut. The use of case study models in this study is based on the consideration that to provide an overview of the strategic management activities of the use of ICTs carried out at vocational high schools with the ultimate goal of being able to improve the quality of school learning. Based on observations in the field of SMK 1 Garut and SMK Al Musaddadiyah Ciledug Garut is one of the public schools and private schools that have these advantages.


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