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2021 ◽  
Vol 11 (4S) ◽  
pp. 274
Author(s):  
Tan Tong Hock ◽  
Ahmad Fauzi Mohd Ayub ◽  
Aida Suraya Md Yunus ◽  
Nur Raidah Mohd Salim

The purpose of this study is to identify the effect of using dynamic software Google SketchUp (GSU), without software on van Hiele’s theory and conventional teaching strategy of students’ conceptual and procedural knowledge in learning geometry among primary school students. The study was conducted using pre and post-test true experimental methods. This true experimental research involved 96 students from Year Five primary schools in Malaysia. The selection of site or school take into account as convenience and voluntary participation. The study's findings showed significant differences in student's conceptual knowledge and procedural knowledge based on the different types of the strategy group. The post hoc test indicated that using software showed better conceptual and procedural knowledge when compared to without using software on van Hiele’s theory and conventional teaching strategy.


2021 ◽  
Vol 11 (14) ◽  
pp. 6664
Author(s):  
Cristina Baglivo ◽  
Marina Bonomolo ◽  
Paolo Maria Congedo ◽  
Marco Beccali ◽  
Simona Antonaci

Ensuring optimum interior lighting is a topic of great importance, as this influences not only the well-being of users but also the optimal performance of visual tasks. Lighting can be natural, but if not sufficient, it can be compensated with artificial lighting. This study highlights a methodology for designing a new lighting system that takes into account both technical and economic aspects. The method was applied to an existing school located in southern Italy, in which the electricity consumption is related to the current lighting system. The school is chosen as being representative of the construction type and layout of many local schools. In addition, the coexistence of several visual tasks with different design requisites (e.g., illuminance levels) makes the school a very complex environment. The school lighting is modelled in Google SketchUp and imported into Daysim to simulate the yearly and hourly daylight indoor contribution. Dialux Evo has been used to simulate and design artificial lighting. The results show a reduction of energy consumption of 33% with the simple replacement of fluorescent luminaires with LEDs, while the LED lamp dimming and modulation for rows of luminaires leads to a 95% reduction in energy consumption compared with the current state.


Konstruksia ◽  
2021 ◽  
Vol 12 (2) ◽  
pp. 164
Author(s):  
Andi Maddeppungeng ◽  
Dwi Esti Intari ◽  
Nur Ajeng Apdiana
Keyword(s):  

Kota Serang merupakan pusat pemerintahan Provinsi Banten. Mall Of Serang merupakan salah satu pusat perbelanjaan modern di Kota Serang , yang terletak di Jalan Raya Jakarta yang lokasinya sangat strategis karna dekat dengan gerbang tol Serang Timur. Penelitian ini bertujuan untuk mengetahui fasilitas penyeberangan yang layak  dan untuk mengetahui desain fasilitas penyeberangan jalan di depan Mall Of Serang. Menganalisa kebutuhan fasilitas penyeberangan jalan ini menggunakan panduan dari Kementerian Pekerjaan Umum Dan Perumahan Rakyat Tahun 2018. Perencanaan Teknis Fasilitas Pejalan Kaki dengan menggunakan rumus PV2 dimana P merupakan volume penyeberangan jalan (orang-jam) dan V merupakan volume arus kendaraan (kendaraan/jam) dan untuk mendesain fasilitas penyeberangan jalan menggunakan software google sketchup 2021. Hasil dari penelitian ini bahwa volume lalu lintas kendaraan dan volume penyeberang jalan dalam rumus PV2 menghasilkan PV2 rata-rata dengan P = 59 orang/jam, V = 12597 (kendaraan/jam), maka menghasilkan PV2 = 9303698748 (9×109) dan hasil tersebut disesuaikan kedalam tabel penentuan fasilitas penyeberangan pejalan kaki menurut Kementerian Pekerjaan Umum Dan Perumahan Rakyat Tahun 2018 yang menghasilkan fasilitas berupa pelican cross dengan kriteria P = 50-1100 orang/jam dan V = >750 kendaraan/jam.


2021 ◽  
Vol 5 (1) ◽  
pp. 143-164
Author(s):  
Khairul Akbar
Keyword(s):  

Penelitian ini bertujuan untuk mendeskripsikan cara berpikir spasial siswa pada konstruk rotasi mental sebelum dan sesudah mengeksplorasi media Google SketchUp. Penelitian ini menggunakan pendekatan kualitatif dengan metode studi kasus. Subjek penelitian dipilih masing-masing dua orang siswa dengan kemampuan matematika tinggi, sedang, dan rendah. Instrumen penelitian adalah tes tertulis penalaran spasial konstruk rotasi mental dan pedoman wawancara. Prosedur penelitian adalah (1) siswa mengerjakan soal pre-test ; (2) wawancara awal; (3) siswa melakukan eksplorasi rotasi dengan media Google SketchUp; (4) siswa mengerjakan soal post-test; (5) wawancara akhir. Hasil pre-test t dan wawancara awal menunjukkan siswa kesulitan melakukan penalaran spasial pada konstruk rotasi mental pada indikator rotasi segala arah dengan objek kubus. Hasil posttest dan wawancara akhir menunjukkan keenam siswa mampu melakukan penalaran spasial konstruk rotasi mental untuk semua indikator. Dengan demikian disimpulkan bahwa penggunaan media Google SketchUp dapat merubah cara berpikir spasial konstruk rotasi mental.


2021 ◽  
Vol 3 (1) ◽  
Author(s):  
Nidal Abdalla

The present study involves a validated TRNSYS model for solar assisted space heating system as applied to a residential building in Jordan using new detailed radiation models of the TRNSYS 17.1 and geometric building model Trnsys3d for the Google SketchUp 3D drawing program. The annual heating load for a building (Solar House) which is located at the Royal Scienti?c Society (RS5) in Jordan is estimated under climatological conditions of Amman. The aim of this Paper is to compare measured thermal performance of the Solar House with that modeled using TRNSYS. The results showed that the annual measured space heating load for the building was 6,188 kWh while the heati.ng load for the modeled building was 6,391 kWh. Moreover, the measured solar fraction for the solar system was 50% while the modeled solar fraction was 55%. A comparison of modeled and measured data resulted in percentage mean absolute errors for solar energy for space heating, auxiliary heating and solar fraction of 13%, 7% and 10%, respectively. The validated model will be useful for long-term performance simulation under different weather and operating conditions.


2020 ◽  
Vol 9 (2) ◽  
pp. 56-64
Author(s):  
Yulisman Yulisman ◽  
Hendry Fonda ◽  
Andriana Kiki Yolanda

Abstract The application of information and communication technology in education is very helpful in teaching and learning activities, one of which is the use of smartphone technology as a learning medium in education, namely the learning system in subjects. Almost all subjects can take advantage of smartphone technology as a learning medium, especially mathematics, and especially for discussion of 3-dimensional building blocks. The purpose of building this system is to assist teachers in explaining the form of 3dimensional shapes to students so that students are interested in learning to build spaces using smartphone technology. The research method uses the Waterfall model system development model. The system is built by implementing Augmented reality using Google SketchUp as 3D modeling, Vuforia and Unity as a platform for the development and creation of 3dimensional images and space-building marker images used for making Augmented reality implementation applications, and the programming language is Java with JDK and SDK. The result is that the system has been successfully built and has been running well and can be used according to the needs of users (teachers and students) and the conclusion is that the Augmented reality system makes it easy for teachers to explain real spaces to students and attracts students' interest in learning shapes. geometry. Rating from users of the system as a whole was 86.6% (very good).   Keywords: Augmented reality, android, build space 3D, smartphone.   Abstrak Penerapan teknologi informasi dan komunikasi pada bidang pendidikan sangat membantu dalam kegiatan belajar dan mengajar, salah satunya pemanfaatan teknologi smartphone sebagai media pembelajaran dalam bidang pendidikan yaitu dengan sistem pembelajaran pada mata pelajaran. Hampir semua mata pelajaran bisa memanfaatkan teknologi smartphone sebagai media pembelajaran terutama mata pelajaran matematika, dan khususnya untuk pembahasan pelajaran bangun ruang 3dimensi. Tujuan dibangunnya sistem ini adalah untuk membantu guru dalam menjelaskan bentuk bangun ruang secara 3dimensi kepada siswa agar siswa tertarik untuk belajar bangun ruang dengan menggunakan teknologi smartphone. Metode penelitian dengan menggunakan model pengembangan sistem model Waterfall. Sistem dibangun dengan menerapkan Augmented reality menggunakan Google SketchUp sebagai pemodelan 3D, vuforia dan Unity sebagai flatform untuk pengembangan dan pembuatan gambar 3dimensi dan gambar marker bangun ruang yang digunakan untuk pembuatan aplikasi implementasi Augmented reality, serta bahasa pemrograman adalah Java dengan JDK dan SDK. Hasilnya sistem sukses dibangun dan telah berjalan dengan baik dan dapat digunakan sesuai dengan kebutuhan user (guru dan siswa) dan diperoleh kesimpulan bahwa sistem Augmented reality bangun ruang ini memberikan kemudahan bagi guru dalam menjelaskan bangun ruang secara real kepada siswa dan menarik minat siswa dalam mempelajari bentuk bangun ruang. Penilaian dari pengguna sistem secara keseluruhan 86,6% (sangat baik).   Kata Kunci : Augmented reality, android, bangun ruang 3D, smartphone.


Author(s):  
Nathanael Sitanggang ◽  
Putri Lynna Adelinna Luthan ◽  
Felix Andika Dwiyanto

This study aims to find out the effect of the Google SketchUp application and the need for achievement on students’ learning achievements of building interior design. Quasi-experimental research was conducted at the Vocational High School (VHS) with a 2 x 2 factorial design. The Google SketchUp application was used in the experimental group, while the PowerPoint Slides were used in the control group. The sample consisted of 56 VHS students, study program of modeling design and building information. The instruments used are need for achievement tests and learning achievement tests with reliability coefficients of 0.916 and 0.671. To test the hypothesis using multiple variance analysis techniques and the Tukey test. The results show that the Google SketchUp application is more effective than the PowerPoint in the learning of building interior design. Students who classified with a high need for achievement earn higher learning achievement compared to the lower one. There is an interaction between the Google SketchUp application and the students’ need for achievement. For students who have a high need for motivation, using the Google SketchUp application is more effective than using PowerPoint Slides. On the other side, the students who have a low need for motivation, the use of the Google SketchUp application does not differ significantly compared to the use of PowerPoint Slides. This finding is very useful for vocational teachers as an effort to improve the learning process of building interior design. However, it is also possible that these findings can apply more broadly to student learning in other skills competencies in VHS. These findings contribute to the management of vocational education as an effort to implement VHS revitalization. Furthermore, it also can be used as a consideration by the Head of VHS and decision-makers in the Ministry of Education and Culture.


Author(s):  
Anggraini Kusumaningrum ◽  
Astika Ayuningtyas ◽  
Jodio Blasius Lopes

Adisutjipto College of Technology in introducing campus information that is still using print and internet media, therefore, an application is needed that can introduce and provide information on buildings on campus by utilizing Augmented Reality technology. With the technology of Augmented Reality able to provide real information and can interact directly with buildings on campus. This application was created using the Unity and Vuforia application. Making 3D models using the Google SketchUp application which is then exported to the Unity application. Testing is done to detect markers of light intensity, distance, marker size, and color. From the results of testing markers for light intensity of at least 4 lx and effective detection distance between 20 cm to 40 cm and marker size of at least 350 x 350 Pixels, while the color has no effect due to edge detection which is the basic technique of reading by Vuforia markers. This application has been successfully made in Augmented Reality in the form of STTA 3D visualization as a supporting medium for the introduction of the Adisutjipto College of Technology Yogyakarta environment. This application can only be run on Android-based smartphones with a minimum version of 5.0.


2019 ◽  
Vol 6 (1) ◽  
pp. 18-30
Author(s):  
Aprian Karisman

Dalam penulisan kali ini penulis membahas tentang perancangan pembuatan augmented reality berupa objek 3 dimensi dari perangkat keras komputer, yang dimana perangkat keras tersebut meliputi perangkat keras input, perangkat keras output, dan perangkat keras proses, tidak disitu saja perancangan di tambah dengan fitur lain seperti perakitan komputer, 12 masalah – masalah umum pada komputer ( Troubleshooting ), dan sistem operasi yang terdiri dari penjelasan tentang sistem operasi, cara kerja sistem operasi dan cara instalasi sistem operasi. Tujuan dari penulisan ini yaitu untuk membuat aplikasi augmented reality perangkat keras komputer berbasis android yang dimana ditujukan untuk media pembelajaran tentang perangkat keras komputer yang di harapakan dari inovasi ini para pengguna bisa lebih terbantu untuk mendapatkan pembelajaran tentang perangkat keras komputer. Perangkat keras yang digunakan yaitu Google sketchup untuk pembuatan objek – objek perangkat keras dan Unity 3D untuk proses implementasi Augmented reality, semua di instal pada sistem operasi Windows 10 Pro. Proses pembuatan Augmented Reality ini melalui beberapa tahap yaitu analisis objek perangkat keras, perancangan, implementasi, dan pengujian, perancangan di buat dengan storyboard. Analisis berkaitan dengan pencarian objek – objek perangkat keras serta fungsi – fungsinya, dan alat serta perangkat yang di butuhkan dalam pembuatan Augmented Reality. Implementasi terkait dengan perancangan hasil rancangan interface ke aplikasi Unity 3D. Pengujian terakit dengan proses pengujian aplikasi pada smartphone Android dengan metode Black Box. Semua berjalan dengan lancar sehinga tujuan dari penulisan ini telah tercapai.


Author(s):  
I Putu Septian Aryadana ◽  
A. A. Ketut Agung Cahyawan Wiranatha ◽  
I Putu Arya Dharmadi

Gamelan Gong Kebyar merupakan salah satu warisan seni budaya yang masih dilestarikan sampai sekarang. Gamelan Gong Kebyar juga merupakan sarana bagi seniman dalam menuangkan ide-ide kreatifnya dalam menghasilkan suatu karya seni musik tradisi dan karawitan. Aplikasi VR Gamelan Gong Kebyar merupakan aplikasi yang bertujuan sebagai media pembelajaran yang menampilkan bentuk 3D dari instrumen Gamelen Gong Kebyar dalam dunia virtual dengan memanfaatkan teknologi Virtual Reality. Virtual reality merupakan teknologi yang memungkinkan pengguna untuk dapat berinteraksi dengan lingkungan virtual menggunakan media seperti komputer atau handphone. Tujuan dari pembuatan aplikasi adalah sebagai media pembelajaran kepada masyarakat Bali khusunya anak-anak sehingga instrumen dan fungsi Gamelan Gong Kebyar dapat lebih mudah dipelajari. Hasil pengujian menunjukkan 77% responden merespon positif pembelajaran melalui Aplikasi VR Gamelan Gong Kebyar, hasil ini melebihi respon positif melalui membaca buku yaitu 52%. Kata kunci: Virtual Reality, Gamelan Bali, Google Sketchup, Gong Kebyar, Unity


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