scholarly journals PENERAPAN TEKNOLOGI AUGMENTED REALITY PADA MEDIA PROMOSI FASILITAS SMP BHAKTI MULIA JAKARTA TIMUR

Author(s):  
Shilki Dini Abadiya ◽  
Intan Dwi Fatmaningtyas

Abstrak: Media promosi SMP Bhakti Mulya merupakan alat atau bentuk perantara yang dipakai untuk menyebarkan informasi. Biasanya media promosi SMP Bhakti Mulya yang paling banyak digunakan adalah media konvensional, seperti spanduk dan brosur. Akibatnya, daya tarik untuk para peminat disekolah SMP Bhakti Mulya menjadi berkurang dikarenakan informasi mengenai beberapa fasilitas yang terdapat di SMP Bhakti Mulya kurang tergambarkan dengan jelas untuk para calon siswa baru. Maka dibutuhkan suatu media promosi sekolah bagi calon siswa baru yang lebih kreatif dan menarik yang dapat memberikan gambaran visualisasi 3D dengan menggunakan teknologi augmented reality. Augmented Reality (AR) adalah suatu lingkungan yang memasukkan objek virtual 3D kedalam lingkungan nyata secara real-time karena dalam hal ini dikarenakan perpaduan dari script pemrograman serta seni 3 Dimensi yang diwujudkan kedalam sebuah aplikasi secara bersamaan. Aplikasi augmented reality yang dibangun berjalan pada platform mobile, dimana kamera bekerja sebagai sumber input dengan cara membaca dan melacak marker (penanda) dengan sistem tracking. Untuk penggunaan perancangan aplikasi, maka digunakan perangkat lunak seperti Unity 3D, Vuforia, Adobe Illustrator, Visual Studio. Dengan hal ini menggunakan model pengembangan yaitu metode Prototyping dengan tipe requirement prototype karena dalam impelementasi akan menjadi mudah dan untuk pengguna sistem sudah mempunyai gambaran tentang sistem. Dengan adanya, media promosi fasilitas dengan menggunakan teknologi augmented reality ini diharapkan para calon siswa baru akan mendapatkan informasi yang lengkap mengenai sarana dan prasarana yang tersedia di SMP Bhakti Mulya.   Kata kunci: Media Promosi, Augmented Reality, Prototyping, Unity 3D, Vuforia.   Abstract: Promotional media for SMP Bhakti Mulya is a tool or form of intermediary used to disseminate information. Usually the promotional media for SMP Bhakti Mulya that are most widely used are conventional media, such as banners and brochures. As a result, the attraction for enthusiasts at the Bhakti Mulya Middle School is reduced because information about some of the facilities available at Bhakti Mulya Junior High School is not clearly described for prospective new students. So we need a school promotion media for prospective new students who are more creative and interesting who can provide a 3D visualization picture using augmented reality technology. Augmented Reality (AR) is an environment that inserts 3D virtual objects into a real environment in real-time because in this case it is due to a combination of programming scripts and 3D art that are realized into an application simultaneously. The augmented reality application that is built runs on a mobile platform, where the camera works as an input source by reading and tracking markers with a tracking system. For application design use, software such as Unity 3D, Vuforia, Adobe Illustrator, Visual Studio are used. In this case, using a development model, namely the Prototyping method with the requirement prototype type because the implementation will be easy and for system users already have an overview of the system. With the existence of this media promotion of facilities using augmented reality technology, it is hoped that prospective new students will get complete information about the facilities and infrastructure available at SMP Bhakti Mulya.   Keywords: Promotional Media, Augmented Reality, Prototyping, Unity 3D, Vuforia.

Author(s):  
Yi-Ting Tu ◽  
Shana Smith

In this paper, we apply augmented reality technology to make human computer interface more technically advanced and interesting. We present a real-time face tracking system for augmented reality, which will be used in electronic commerce, to help shoppers acquire a more direct interaction with the products they purchase. A real-time face tracking mechanism can enhance the realism of online shopping. In order to emphasize the convenience and practicability of our system, we used plug-in functions and Principal Component Analysis (PCA) to conduct real-time face tracking and Neural Networks (NN) to reduce training time and achieve valid recognition. Convenience and uniqueness are the other main parts of this system.


Author(s):  
Yulia Fatma ◽  
Armen Salim ◽  
Regiolina Hayami

Along with the development, the application can be used as a medium for learning. Augmented Reality is a technology that combines two-dimensional’s virtual objects and three-dimensional’s virtual objects into a real three-dimensional’s  then projecting the virtual objects in real time and simultaneously. The introduction of Solar System’s material, students are invited to get to know the planets which are directly encourage students to imagine circumtances in the Solar System. Explenational of planets form and how the planets make the revolution and rotation in books are considered less material’s explanation because its only display objects in 2D. In addition, students can not practice directly in preparing the layout of the planets in the Solar System. By applying Augmented Reality Technology, information’s learning delivery can be clarified, because in these applications are combined the real world and the virtual world. Not only display the material, the application also display images of planets in 3D animation’s objects with audio.


Author(s):  
Ida Bagus Nyoman Yoga Ligia Prapta ◽  
I Ketut Gede Darma Putra ◽  
I Made Agus Dwi Suarjaya

Huruf Kanji bagi pembelajar bahasa Jepang dirasa paling sulit untuk dipelajari karena Kanji memiliki karakteristik yang unik. Setiap karakteristik Kanji memiliki jumlah lebih dari satu, sehingga sulit untuk dihapal. Aplikasi Augmented Reality Kanji dibuat untuk mengatasi kesulitan pembelajar bahasa Jepang dalam mengenal atau mempelajari huruf Kanji. Augmented Reality merupakan teknologi penggabungan objek virtual dua dimensi atau tiga dimensi ke dalam lingkungan nyata secara real-time. Penelitian ini menggunakan software utama Unity 3D dan Web server Library Vuforia dengan Bahasa pemrograman C#. Aplikasi AR Kanji ini dibuat melalui beberapa tahapan proses yaitu memperoleh informasi kebutuhan sistem, perancangan dan dilanjutkan dengan tahapan implementasi. Hasil yang didapat yaitu image-target dari masing-masing huruf Kanji dan aplikasi AR Kanji berbasis Android. Pengujian aplikasi AR Kanji menunjukan, aplikasi dapat menampilkan setiap informasi beserta audio dari masing-masing huruf Kanji yang di-tracking dengan kondisi cahaya yang baik dan dapat digunakan sesuai fungsinya pada perangkat smartphone dengan spesifikasi yang berbeda. Tingkat kepuasan pengguna terhadap aplikasi AR Kanji menunjukkan angka 85%. Kata Kunci: Augmented Reality, Huruf Kanji, Unity 3D, Android


2018 ◽  
Vol 142 (5) ◽  
pp. 638-644 ◽  
Author(s):  
Matthew G. Hanna ◽  
Ishtiaque Ahmed ◽  
Jeffrey Nine ◽  
Shyam Prajapati ◽  
Liron Pantanowitz

Context Augmented reality (AR) devices such as the Microsoft HoloLens have not been well used in the medical field. Objective To test the HoloLens for clinical and nonclinical applications in pathology. Design A Microsoft HoloLens was tested for virtual annotation during autopsy, viewing 3D gross and microscopic pathology specimens, navigating whole slide images, telepathology, as well as real-time pathology-radiology correlation. Results Pathology residents performing an autopsy wearing the HoloLens were remotely instructed with real-time diagrams, annotations, and voice instruction. 3D-scanned gross pathology specimens could be viewed as holograms and easily manipulated. Telepathology was supported during gross examination and at the time of intraoperative consultation, allowing users to remotely access a pathologist for guidance and to virtually annotate areas of interest on specimens in real-time. The HoloLens permitted radiographs to be coregistered on gross specimens and thereby enhanced locating important pathologic findings. The HoloLens also allowed easy viewing and navigation of whole slide images, using an AR workstation, including multiple coregistered tissue sections facilitating volumetric pathology evaluation. Conclusions The HoloLens is a novel AR tool with multiple clinical and nonclinical applications in pathology. The device was comfortable to wear, easy to use, provided sufficient computing power, and supported high-resolution imaging. It was useful for autopsy, gross and microscopic examination, and ideally suited for digital pathology. Unique applications include remote supervision and annotation, 3D image viewing and manipulation, telepathology in a mixed-reality environment, and real-time pathology-radiology correlation.


2015 ◽  
Vol 75 (4) ◽  
Author(s):  
Ajune Wanis Ismail ◽  
Mark Bilinghust ◽  
Mohd Shahrizal Sunar

In this paper, we describe a new tracking approach for object handling in Augmented Reality (AR). Our approach improves the standard vision-based tracking system during marker extraction and its detection stage. It transforms a unique tracking pattern into set of vertices which are able to perform interaction such as translate, rotate, and copy. This is based on arobust real-time computer vision algorithm that tracks a paddle that a person uses for input. A paddle pose pattern is constructed in a one-time calibration process and through vertex-based calculation of the camera pose relative to the paddle we can show 3D graphics on top of it. This allows the user to look at virtual objects from different viewing angles in the AR interface and perform 3D object manipulation. This approach was implemented using marker-based tracking to improve the tracking in term of the accuracy and robustness in manipulating 3D objects in real-time. We demonstrate our improved tracking system with a sample Tangible AR application, and describe how the system could be improved in the future.


Author(s):  
Hendra Pradibta

Education is one of the aspects that many synthesized with technology. Yet, this is contrary to the fact that where most of the learning materials are still based on text. This research aims to develop an alternative learning media by implementing Augmented Reality Technology for Preschooler students. Augmented Reality (AR) is an application that can combine the virtual object as text, pictures and animation into the real world. Development of Augmented Reality application uses Web Aurasma Based Studio, with learning materials of daily prayer for preschool student. The development of the characters and the animations were using Adobe Illustrator and Adobe After Effects. The results of the study showed that technology Augmented Reality can be used as an alternative learning media especially in the learning process in Preschool Al Furqon. This is because the content Augmented Reality in the form of animation can gives more understanding and attention for preschool student to follow the learning process


2017 ◽  
Author(s):  
Rahmat Illahi ◽  
Leon Andretti Abdillah

Promotions provide explanations and convince potential customers about goods and services with the aim to gain attention, educate, remind and convince potential customers. In the process can be done through various facilitators such as brochures or by utilizing a technology, such as Augmented Reality technology. Augmented reality is a variation of a virtual environment or more commonly called Virtual Reality (VR). VR technology really keeps users immersed in a synthetic environment. When the user is immersed in the environment, the user cannot see the unreal world. In contrast, with AR technology the user can see the real world, with virtual objects being added to the real world. Bina Darma University is one of the universities in the city of Palembang that run educational activities. In the process of promoting new students admission, Bina Darma University using brochures and installing banners. The thing that supports the improvement of the promotion process is the ease of prospective new students obtained information about facilities and facilities at the university. Therefore, a facilitator should be required to introduce the Campus of Bina Darma University of Palembang and all the facilities available.


2021 ◽  
Vol 4 (2) ◽  
Author(s):  
Shifa Rafida Fitri ◽  
Dwi Mandasari Rahayu

Kebudayaan Betawi semakin terkikis di era yang serba maju saat ini. Salah satu kesenian Betawi yaitu Gambang Kromong merupakan kesenian musik budaya Betawi dengan akulturasi seni dan budaya Tiongkok. Tujuan penelitian ini untuk memasarkan kesenian Gambang Kromong kepada masyarakat dengan menggunakan aplikasi Augmented Reality agar dapat meningkatkan kesadaran masyarakat terhadap kesenian Gambang Kromong serta melestarikan kesenian dan kebudayaan Betawi. Proses memasarkannya dilakukan dengan membuat booklet yang terdiri dari informasi dan suara alat musik Gambang Kromong serta menggunakan virtual button. Pengumpulan data berasal dari studi literatur serta menggunakan kuesioner secara online. Proses produksi dengan membuat buku dan aplikasi Augmented Reality yang dirancang menggunakan software Unity 3D. Pemograman dan plug in Vuforia untuk membuat database pada Augmented Reality menggunakan software pendukungnya seperti SDK dan JDK. Beberapa software lainnya seperti Adobe Illustrator dan Adobe Photoshop untuk desain aset dua dimensi serta Blender 2.8 untuk membuat aset tiga dimensi. Aplikasi ini telah diuji coba pada empat perangkat dengan rincian percobaan mulai dari loading screen, membuka info, menu tutorial, menu settings, mendeteksi hingga kembali ke menu utama. Hasil penelitian menunjukkan dengan menggunakan aplikasi berbasis Augmented Reality maka dapat mempermudah penyampaian informasi, menambah wawasan terhadap kesenian Gambang Kromong dan meningkatkan rasa cinta terhadap kesenian Betawi.


2015 ◽  
Vol 2015 ◽  
pp. 1-5 ◽  
Author(s):  
Kuei-Shu Hsu ◽  
Chia-Sui Wang ◽  
Jinn-Feng Jiang ◽  
Hung-Yuan Wei

Augmented reality technology is applied so that driving tests may be performed in various environments using a virtual reality scenario with the ultimate goal of improving visual and interactive effects of simulated drivers. Environmental conditions simulating a real scenario are created using an augmented reality structure, which guarantees the test taker’s security since they are not subject to real-life elements and dangers. Furthermore, the accuracy of tests conducted through virtual reality is not influenced by either environmental or human factors. Driver posture is captured in real time using Kinect’s depth perception function and then applied to driving simulation effects that are emulated by Unity3D’s gaming technology. Subsequently, different driving models may be collected through different drivers. In this research, nearly true and realistic street environments are simulated to evaluate driver behavior. A variety of different visual effects are easily available to effectively reduce error rates, thereby significantly improving test security as well as the reliability and reality of this project. Different situation designs are simulated and evaluated to increase development efficiency and build more security verification test platforms using such technology in conjunction with driving tests, vehicle fittings, environmental factors, and so forth.


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