scholarly journals AUGMENTED REALITY SEJARAH PAHLAWAN PADA UANG KERTAS RUPIAH DENGAN TEKNOLOGI FACIAL MOTION CAPTURE BERBASIS ANDROID

2020 ◽  
Vol 1 (1) ◽  
pp. 100-108
Author(s):  
Nur Miftahul Haq

Pembelajaran sejarah berfungsi untuk menyadarkan akan adanya proses perubahan dan perkembangnya masyarakat dalam dimensi waktu dan untuk membangun perspektif serta kesadaran sejarah dalam menemukan dan memahami suatu peristiwa. Salah satu sejarah yang tak terlupakan adalah kemerdekaan Indonesia pada tahun 1945. Dan dibalik peristiwa tersebut, banyak Pahlawan-Pahlawan yang sangat berjasa untuk memerdekakan Indonesia. Persoalan klasik pembelajaran sejarah di sekolah adalah adanya image yang sangat kuat di kalangan siswa bahwa mata pelajaran sejarah adalah mata pelajaran yang bersifat hafalan, kurang menarik, dan membosankan. Maka akan dibangun sebuah aplikasi mobile yang dapat menambah pengetahuan masyarakat tentang sejarah Pahlawan Nasional dan menjadikan uang sebagai media pembelajaran sejarah Pahlawan Nasional, dan diharapkan aplikasi ini dapat menambah pengalaman baru bagi pengguna. Objek Augmented reality yang ada pada aplikasi ini dibuat dengan menggunakan teknologi Facial Motion Capture yang berfungsi untuk menggerakan ekspresi pada karakter 3 Dimensi. Metodologi pengembangan aplikasi ini menggunakan Lutther yang terdiri dari 6 tahap yaitu concept (pengonsepan), design (pembuatan desain), material collecting (pengumpulan material), assembly (pembuatan program), testing (pengujian) dan distribution (distribusi).Hasil pengujian aplikasi menggunakan Black Box yaitu adalah salah satu metode pengujian perangkat lunak yang berfokus pada sisi fungsionalitas, khususnya pada input dan output aplikasi. Pada pengujian tersebut hasil yang diperoleh adalah seluruh fungsi yang terdapat pada sistem berjalan dengan baik, semua deskripsi dan hasil yang diharapkan dapat berjalan, sehingga semua hasil dari pengujian memberikan penilaian yang sukses dengan hasil 100%.

2021 ◽  
Vol 45 (5) ◽  
Author(s):  
Yuri Nagayo ◽  
Toki Saito ◽  
Hiroshi Oyama

AbstractThe surgical education environment has been changing significantly due to restricted work hours, limited resources, and increasing public concern for safety and quality, leading to the evolution of simulation-based training in surgery. Of the various simulators, low-fidelity simulators are widely used to practice surgical skills such as sutures because they are portable, inexpensive, and easy to use without requiring complicated settings. However, since low-fidelity simulators do not offer any teaching information, trainees do self-practice with them, referring to textbooks or videos, which are insufficient to learn open surgical procedures. This study aimed to develop a new suture training system for open surgery that provides trainees with the three-dimensional information of exemplary procedures performed by experts and allows them to observe and imitate the procedures during self-practice. The proposed system consists of a motion capture system of surgical instruments and a three-dimensional replication system of captured procedures on the surgical field. Motion capture of surgical instruments was achieved inexpensively by using cylindrical augmented reality (AR) markers, and replication of captured procedures was realized by visualizing them three-dimensionally at the same position and orientation as captured, using an AR device. For subcuticular interrupted suture, it was confirmed that the proposed system enabled users to observe experts’ procedures from any angle and imitate them by manipulating the actual surgical instruments during self-practice. We expect that this training system will contribute to developing a novel surgical training method that enables trainees to learn surgical skills by themselves in the absence of experts.


Author(s):  
Patrick Pennefather ◽  
Claudia Krebs ◽  
Julie-Anne Saroyan

The research and development of an augmented reality (AR) application for Vancouver-based dance company Small Stage challenged a team of students at a graduate digital media program to understand how AR might reinvent the audience-dancer relationship. This chapter will chronicle the AR and choreographic development process that occurred simultaneously. Based on the documentation of that process, a number of insights emerged that dance creators and AR developers may find useful when developing an AR experience as counterpart to a live dance production. These include (1) understanding the role of technology to support or disrupt the traditional use of a proscenium-based stage, (2) describing how AR can be used to augment an audience's experience of dance, (3) integrating a motion capture pipeline to accelerate AR development to support the before and after experience of a public dance production.


2021 ◽  
Vol 10 (1) ◽  
pp. 40-45
Author(s):  
Adi Sucipto ◽  
Qadli Jafar Adrian ◽  
Muhammad Agie Kencono

Pencak silat is one of the archipelago cultures that must be preserved. Many people want to learn silat. Fighters need a good memory in practicing, to remember every silat movement. This must be done repeatedly to understand. For independent study, the only media available are manual books and no teaching aids. This causes the fighter to experience difficulties. Based on these problems, a medium is needed as a prop that can help fighters remember silat movements. To solve this problem, this research will make a learning media using augmented reality-based silat movement guide book (ARBook). This learning media serves as a guide to basic silat movements in the form of Android-based 3D animation visualization, with the aim of being a martial arts props. This makes this method better than the conventional manual method. Based on the results of alpha testing using a black box. So from these data, it can be seen that the 3D AR pencak silat motion application runs and in accordance with the specified functionality are included in the feasible category. In Beta testing that uses the acceptance method, 86% of respondents agree that the AR 3D Silat Motion Application is very useful, then 87% of respondents agree that it is easy to use, then 84% of respondents agree that the animated content is presented, and 79% of respondents are interested in using the Motion Application AR 3D Silat. Suppose calculated to have an average value of 84%. So it can be concluded that the value of 84% is included in the "Very Appropriate" category. Broadly speaking, Alpha and Beta testing shows that this application is considered very feasible and usable.


2018 ◽  
Vol 1 (1) ◽  
pp. 16-24
Author(s):  
Putu Adistyanda Timoti Raja Karda ◽  
I Made Arsa Suyadnya ◽  
Duman Care Khrisne

The development of barbershop makes business competition becomes increasingly tight. Currently, information and communication technology is very important in the field of barbershop marketing. But this technology only shows details of the existence of barbershop. In addition, the catalog of hairstyles that are provided only in the form of 2-dimensional images. Therefore, more advanced technology is needed to promote the model of hairstyle available in barbershop. One of the technology applied in smartphone applications is Augmented Reality on the Android operating system. In this research will be developed an Augmented Reality based promotion media to promote hair model model with 3 dimensional object visualization using marker based tracking method. Development of this application starts from the stage of concept creation, application design, 3-dimensional object creation, application assembly, application testing, until the application distribution stage. This application was created using C # programming language, Vuforia Qualcomm, virtual and Unity Autodeks Maya software. The application that has been produced is tested by 2 methods that is by black-box testing and by usability scale system test, on the test of black -box AugmentedReality application of functional barbershop that exist in the application has been successfully executed according to their respective function. Based on survey results on Usabilty ScaleSystem(SUS) test on Augmented Reality Barbershop application, 20 respondents gave average score of 73.35 with Grade Scale C.


Sign in / Sign up

Export Citation Format

Share Document