scholarly journals Rancang Bangun Media Informasi Interaktif STMIK STIKOM Indonesia Berbasis Markerless Augmented Reality

S CIES ◽  
2015 ◽  
Vol 6 (1) ◽  
pp. 55-65
Author(s):  
I Made Marthana Yusa ◽  
I Nyoman Agus Suarya Putra ◽  
Dewa Gede Agung Pandawana

Penelitian ini mengupayakan strategi branding kampus STMIK STIKOM Indonesia (STIKI) sebagai salah satu kampus IT ternama di Bali, dengan pemanfaatan IT dengan mengimplementasikan teknologi computer vision dalam wujud Augmented reality application pada Media Informasi. Video iklan kampus STIKI dan visualisasi eksterior gedung dalam wujud video "disembunyikan" dalam tanda-tanda (marker) yang tidak terlihat batasnya secara kasat mata (markerless). Marker yang dipilih adalah visualisasi bangunan, foto model wisudawan dan logo STIKI.Video visualisasi eksterior gedung kampus STIKI direkam dengan memanfaatkan drone untuk menghasilkan visualisasi citra gedung yang seakan-akan dilihat dari sudut pandang mata burung. Instalasi aset video tersebut pada media menggunakan Unity 3D dan Vuforia SDK. Aplikasi ini telah diujicobakan kepada sejumlah siswa SMA di Bali di antaranya SMAN 2 Banjar, SMAN 2 Negara, SMKN 2 Seririt, SMK TP 45 dengan total siswa sejumlah total 45 orang. Hasilnya dari 45 siswa tersebut, 44 orang (98,6 %) menyatakan bahwa aplikasi Augmented reality ini menarik. Sejumlah yang sama (98,6 %) menyatakan bahwa aplikasi ini membantu siswa sebagai calon mahasiswa dalam mengenali STIKI lebih baik. Sedangkan 42 dari 45 siswa (93,3%) menyatakan bahwa dengan adanya aplikasi Augmented reality ini siswa menjadi semakin tertarik untuk berkuliah di STIKI. Untuk menilai kelayakan aplikasi ini, setiap siswa diberi kesempatan untuk memberikan penilaian skala 1-5. Hasilnya, sejumlah 6 siswa memberikan Nilai 3, 22 siswa memberikan Nilai 4, sedangkan 17 orang memberikan Nilai 5. Rata-rata Nilai Aplikasi adalah 4,24, dan termasuk dalam kategori 'Memuaskan'. Pihak marketing juga melaporkan respon siswa sangat positif terhadap aplikasi Augmented reality STIKI ini.

2021 ◽  
Vol 9 (3) ◽  
pp. 339
Author(s):  
Gede Bagus Danandjaya ◽  
I Gede Arta Wibawa

In gamelan, one of the most important instruments is trompong. Trompong is an idiphones instrument that has 10 rows of round shaped metal called pencon. Every pencon has its own sound. As a traditional music instrument, of course gamelan especialy trompong must be preserved continuously. But unfortunately, playing Balinese gamelan with real instrument is hard to do because the difficulty to finding gamelan in the real world. By using technolgy such as Augmented Reality, playing trompong possible to do even without having the real instrument.  Augmented Reality will be develop using Unity 3D software along with Vuforia SDK, and also this application using Android smartphone as a base of Augmented Reality application. This Augmented Reality application called TrompongAR and will be marker based Augmented Reality, by using a target marker will help Augmented Reality to place where the 3-dimensional trompong will placed. The 3-dimensional trompong will have 10 pencon that can played by tapping the pencon, the touched pencon will produce sound like the real instrument.


2020 ◽  
Vol 6 (1) ◽  
pp. 29
Author(s):  
Muhammad Dimas Septiandi ◽  
Harya Bima Dirgantara

The purpose of this research is to develop an Augmented reality applications that was used to visualize the structure of the bacteria cell and bacteria forms in 3 dimensions. An application developed in this research were dedicated to the Android smartphone users are studying or teaching others about the bacteria cell structure and bacteria forms. Software development methods used in the research and application development is incremental. The incremental amounts required in performing this application development amounted to 4 incremental. At each incremental done the analysis, design, coding, and testing phase. 3Ds Max 2018 is used to doing the design of 3-dimensional form of the bacteria. Unity 3D version 5.6.0 f3 and Vuforia library version 6 is used to doing the development of application. The results of this research is the Android-based Augmented reality application for visualization of bacteria cell structure and bacteria forms.


2021 ◽  
Vol 2 ◽  
Author(s):  
Paschalis Panteleris ◽  
Damien Michel ◽  
Antonis Argyros

The solutions to many computer vision problems, including that of 6D object pose estimation, are dominated nowadays by the explosion of the learning-based paradigm. In this paper, we investigate 6D object pose estimation in a practical, real-word setting in which a mobile device (smartphone/tablet) needs to be localized in front of a museum exhibit, in support of an augmented-reality application scenario. In view of the constraints and the priorities set by this particular setting, we consider an appropriately tailored classical as well as a learning-based method. Moreover, we develop a hybrid method that consists of both classical and learning based components. All three methods are evaluated quantitatively on a standard, benchmark dataset, but also on a new dataset that is specific to the museum guidance scenario of interest.


2019 ◽  
Author(s):  
Giuliano Ferreira Dela Coleta ◽  
Gerson Flávio Mendes de Lima ◽  
Alexandre Cardoso ◽  
Edgard Afonso Lamounier Júnior

The main objective of this study has been to perform an extensive systematic review of publications related to augmented reality and how this technology can aid field operations for the telecommunications industry. The expected result is to validate the feasibility of a new proposed framework, which consists of an augmented reality application that makes use of mobile device sensors, such as GPS and compass, a database and computer vision, to provide relevant information to the user, who is in this case a technician working for a large telecommunications operator.


2018 ◽  
Vol 1 (2) ◽  
pp. 17-23
Author(s):  
Takialddin Al Smadi

This survey outlines the use of computer vision in Image and video processing in multidisciplinary applications; either in academia or industry, which are active in this field.The scope of this paper covers the theoretical and practical aspects in image and video processing in addition of computer vision, from essential research to evolution of application.In this paper a various subjects of image processing and computer vision will be demonstrated ,these subjects are spanned from the evolution of mobile augmented reality (MAR) applications, to augmented reality under 3D modeling and real time depth imaging, video processing algorithms will be discussed to get higher depth video compression, beside that in the field of mobile platform an automatic computer vision system for citrus fruit has been implemented ,where the Bayesian classification with Boundary Growing to detect the text in the video scene. Also the paper illustrates the usability of the handed interactive method to the portable projector based on augmented reality.   © 2018 JASET, International Scholars and Researchers Association


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