PROTOTYPE PENGENALAN CANDI DI YOGYAKARTA BERBASIS AUGMENTED REALITY
Sari
This study aims to introduce temple tourism objects in Yogyakarta in the form of three-dimensional objects, descriptions and maps using augmented reality technology with the markerless method and can be displayed on Android mobile devices. Augmented Reality is a technology that combines the real world with the virtual world. The markerless method was chosen because it makes it easier for users to track objects that exist in the real world without having to require objects on paper or brochures. The research method used is the Waterfall method which is a software development model that is carried out sequentially (the next stage will be run after the previous stage has been completed). With this application, it is hoped that it can become a medium of information for the public to obtain information about temple attractions in Yogyakarta. This application prototype was designed using Unity 3D, Blender, Vuforia SDK and Balsamiq Mockups 3. This application has been tested using the black box method with nine scenarios and all of them have worked as expected.
Keywords: augmented reality, markerless, temple
Teks Lengkap:
PDFReferensi
Yoga, I., Suryo, A. and Yosep, A. (2020) ‘Aplikasi Pengenalan Candi-Candi Pada Provinsi Jawa Timur Menggunakan Augmented Reality Berbasis Android’, Teknik Informatika – ITN Malang, pp. 1–8.
Patrian, A., Nurhadi and Mulyadi (2019) ‘Perancangan Aplikasi Augmented Reality Pengenalan Mobil Honda Berbasis Android’, STIKOM Dinamika Bangsa, pp. 149–158.
Nasruddin, Azis, H. and Lantara, D. (2018) ‘Pengenalan Jenis Laptop Menggunakan Metode Markerless’, Prosiding Seminar Nasional Ilmu Komputer dan Teknologi Informasi, 3(2), pp. 148–151.
Farhany, N. M., Andryana, S. and Komalasari, R. T. (2019) ‘Aplikasi Augmented Reality Sebagai Media Informasi Museum Fatahillah Dan Museum Wayang Menggunakan Metode Markerless’, Jurnal ELTIKOM, 3(2), pp. 104–111. doi: 10.31961/eltikom.v3i2.140.
Wanda, Putra, E. (2018) ‘Model Pengenalan Benda Bersejarah Indonesia Bagi Wisatawan Berbasis Augmented Reality’, IT Journal Research and Development, 2(2), pp. 62–67.
Nurdiansyah, C. N. and Maulana, H. (2017) ‘Implementasi Augmented Reality (AR) Dengan Metode Marker Dan Markerless Pada Objek Dan Benda Bersejarah Di Museum Gedung Sate’, Universitas Komputer Indonesia, pp. 1–8.
Kaufmann, H., 2003, Collaborative augmented reality in education, Institute of Software Technology and Interactive Systems, Vienna University of Technology.
Haryani, P. and Triyono, J. (2017a) ‘Augmented Reality (AR) Sebagai Teknologi Interaktif Dalam Pengenalan Benda Cagar Budaya Kepada Masyarakat’, Simetris : Jurnal Teknik Mesin, Elektro dan Ilmu Komputer, 8(2), p. 807. doi: 10.24176/simet.v8i2.1614.
Saputra, Y. A. (2016) ‘Implementasi Augmented Reality (AR) Pada Fosil Purbakala Museum Geologi Bandung’, Teknik Informatika – Universitas Komputer Indonesia Jurnal Ilmiah Komputer dan Informatika ( KOMPUTA ), pp. 1–8.
Zebua, T., Nadeak, B. and Sinaga, S. B. (2020) ‘Pengenalan Dasar Aplikasi Blender 3D dalam Pembuatan Animasi 3D’, Jurnal ABDIMAS Budi Darma, 1(1), pp. 18–21.
Vitono, H., Nasution, H. and Anra, H. (2016) ‘Implementasi Markerless Augmented Reality Sebagai Media Informasi Koleksi Museum Berbasis Android (Studi Kasus : Museum Kalimantan Barat)’, Universitas Tanjungpura Pontianak, pp. 1–7
Refbacks
- Saat ini tidak ada refbacks.
##submission.license.cc.by-sa4.footer##
Program Studi Teknik Informatika Unversitas Janabadra