PEMANFAATAN METODE MARKER BASED TRACKING PADA TEKNOLOGI AUGMENTED REALITY (AR) UNTUK RANCANG BANGUN APLIKASI TUNTUNAN SHOLAT PADA PLATFORM ANDROID
Sari
Prayer is a compulsory worship for every Muslim. Therefore, from the earliest possible time the children should begin to be taught to pray so that later when they reach the compulsory age for praying, the children are ready. Various methods can be applied by parents and teachers to teach how to perform prayers with the correct prayer movements and readings. The rapid development of information and communication technology, both in terms of hardware and software, can be used as a tool to create learning media for prayer guidance. Among them is the android based augmented reality (AR) technology. AR or known as "augmented reality" is a new technology in the multimedia field. AR technology that can combine the real world with the virtual world, is interactive according to real time (real time), and takes the form of 3D animation. AR is a technology that is able to combine virtual objects in two dimensions (2D) or three dimensions (3D) into a real environment, then project these objects in real time. AR technology is broadly divided into two, namely marker based trackin and markerless. In this study, a marker based tracking method will be used and runs on an Android-based smartphone to build a learning media application for prayer and reading movement guidance aimed at children to make it more interesting. With the marker based tracking method on augmented reality technology, children will get a profile picture of prayer movements and their reading.
Keywords: augmented reality, marker based tracking
Teks Lengkap:
PDFReferensi
Anugrah, S., Sadikin, A & Fernando, E., 2017, Penerapan Augmented Reality Sebagai Media Pengenalan Tuntunan Sholat di Madrasah Ibtidaiah Nurul Hidayah Berbasis Android, Jurnal Processor, Vol. 12, No. 2, Edisi Februari, ISSN 2528-0082, STIKOM Dinamika Bangsa Jambi.
Azuma, R. T. 1997. A Survey of Augmented Reality. Presence: eleoperators and Virtual Environments, Massachusetts Institute of Technology.
Cawood, S & Fiala, M., 2008, Augmented Reality: A Practical Guide First Edition, Pragmatic Bookshelf
Dianrizkita, Y., Seruni, H., & Agung, H., 2018, Analisa Perbandingan Metode Marker Baseddan Markless Augmented Reality Pada Bangun Ruang, Jurnal SimanteC, Vol. 6 No. 3 tahun 2018, ISSN 2088-2130;e-ISSN 2502-4884, Department of Informatics Engineering, Faculty of Engineering, University of Trunojoyo Madura.
Kaufmann, H., 2003, Collaborative augmented reality in education, Institute of Software Technology and Interactive Systems, Vienna University of Technology
Lee, D. H., 2007. Augmented Reality Based Museum Guidance System For Selective Viewings. Digital Media and its Application in Museum & Heritages (pp. 379-382), IEEE.
Miyashita, T. M., 2008, An Augmented Reality Museum Guide, In . Proceedings of the 7th IEEE/ACM International Symposium on Mixed and Augmented Reality (pp. 103-106). IEEE.
Saputro, M.A., Aji, P & Utomo, H.P., 2015, Aplikasi Tuntunan Shalat Menggunakan Augmented Reality Berbasis Android, e-Proceeding of Applied Science : Vol.1, No.3 Desember 2015, ISSN : 2442-5826.
S. C.-Y. Yuen, G. Y., 2011, Augmented Reality: An Overview and Five Directions for AR in Education, Journal of Educational Technology Development and Exchange, 119-140.
Safaat H., N., 2011, Android Pemrograman Aplikasi Mobile Smartphone dan Tablet PC Berbasis Android, Informatika, Bandung.
Cawood, S & Fiala, M., 2008, Augmented Reality: A Practical Guide First Edition, Pragmatic Bookshelf.
Refbacks
- Saat ini tidak ada refbacks.
##submission.license.cc.by-nc-nd4.footer##
Program Studi Teknik Informatika Unversitas Janabadra