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Rayhan Akbar Wiguna; Kinanti Wijaya

Jurnal Teknik dan Teknologi Indonesia (JTTI) 2023 PT. Arsil Reka Engineering

Indonesia has about 81,000 km of coastline making coastal areas of great significance to the Indonesian economy. Development in coastal areas is very important to provide an improved quality of life to coastal communities with the development of health services, education, infrastructure to places of worship such as mosques/mushola. The platform structure of a floating mosque or mushola building is unique in its platform part, which resembles a building on stilts. Based on the data obtained, the majority of students do not understand the type of floating building construction. Therefore, product development on the construction of floating prayer rooms with interactive augmented reality (AR) based learning media using the Assemblr Studio application and developed with the 4D model consisting of the stages of define, design, develop, and disseminate. The product in the form of this media is intended to display a 3D model in the form of an architecturally floating mushola building with illustrations of the surrounding environment, displaying a 3D model in the form of a structure of a floating mushola building along with its explanation, displaying supporting videos in the form of building renderings and structural development stages of a floating mushola building. This learning media has gone through validity testing by material experts and media experts and obtained a feasibility score of 4.14 (predicate feasible) for the material validation test and obtained a feasibility score of 4.17 (predicate very feasible) for the media validation test.

Angel Rich Faustine Winata; Elvinson Wijaya; Iven Marchellia; Kevin Tan; Yehezkiel Michael Sutara +1 more

Jurnal Sains dan Teknologi 2023 Fakultas Teknik Universitas Cenderawasih

This research aims to develop the design of the FIT feature. FIT is a feature integrated into e-commerce that is designed to provide accurate clothing sizes according to user needs. This feature is designed with the aim of reducing problems that occur when shopping for clothes online, such as sizing errors. This research method uses the Research and Development (R&D) method with the Thiagarajan model. Even so, this research only reached the design stage. The results of this research present the design of the FIT feature which is based on artificial intelligence and augmented reality technology to simulate real clothes purchased by users

Desi Oktariya; Suhartini; Nur Aini Hutagalung

Jurnal Elektronika dan Komputer 2023 STEKOM PRESS

Pada saat ini banyak individu yang menggunakan website bukan hanya sekedar mencari infomasi saja, melainkan sebagai media promosi, pemesanan dan aktivitas lainnya yang dapat membuka peluang untuk bisnis. Salah satu pengaruh yang dapat dirasakan dari perkembangan teknologi adalah di bidang bisnis, media yang dapat diakses melalui internet adalah website. Metode penelitian yang digunakan adalah deskriptif kualitatif dan UML sebagai alat bantu perancangan dengan implementasi Augmented Reality sebagai metode pengembangan sistem. Augmented Reality merupakan sebuah konsep menggabungkan dunia maya dengan dunia nyata untuk menghasilkan informasi dari data yang diambil dari sebuah sistem pada objek nyata yang ditunjuk sehingga batas antara keduanya menjadi semakin tipis. Kata Kunci : Website, Promosi, Augmented Reality.

Fardani Annisa Damastuti; Jauari Akhmad Nur Hasim; Irma Wulandari; Darmawan Aditama; Aji Sapta Pramulen +2 more

JURNAL ILMIAH KOMPUTER GRAFIS 2023 UNIVERSITAS STEKOM

A traditional house is a house that has a characteristic building that symbolizes the culture of a region. The uniqueness of traditional houses in Indonesia is one of the learning materials for students in Indonesia. Books that are a medium for introducing traditional houses in Indonesia still have shortcomings in the form of limited visual display of traditional houses. So that it reduces children's interest in recognizing the traditional houses of the archipelago. This can lead to cultural erosion. Therefore, to increase interest and insight into the culture of this traditional house, technology and culture are combined. This combination uses augmented reality technology to introduce the traditional houses of the archipelago. Traditional houses are visualized through 3-dimensional objects in the android application. The augmented reality application developed is dynamic, so that the addition of content can be done without modifying the program code. This application will visualize 9 traditional houses from 9 provinces in Java, Nusa Tenggara, and Bali. The test results show an increase in knowledge of SDN Banjarmendalan students by 56% which means the application is quite effective to help students recognize the traditional houses of the archipelago and from the assessment of student satisfaction with the application get a score of 90.5% which means the application is enough to attract students to learn to recognize traditional houses.

Ponco Purnaning Raharjo; Riyan Abdul Aziz; Hadis Turmudi

JURNAL PENELITIAN SISTEM INFORMASI 2023 Institut Teknologi dan Bisnis (ITB) Semarang

The research is aimed at research development pengembangkan media learning rambu-rambu traffic aumented reality based, the media learning traffic signals using modeling 3 dimensions.This study using methods prototyping.. The results of the plan are obtained by the media learning of the traffic tracks consisting of eight main menus: stop, Take care of the smooth road, It is forbidden to turn right. The left is forbidden. Parking is forbidden. The green light, Yellow lights and red lights on paud / tk students let the introduction of traffic bars with user response very well proven with a score of 90,5% respondents agree if this application is very helpful as a cross-counter obedient identification tool.Augmented Reality Traffic-based media app can display Objects.

Dewi Puspasari; Achmad Nizar Hidayanto

The term smart museum has started to emerge in recent years along with the development of digital technology and smart concepts related to the application of technology in helping people in various sectors of life. The concept of a smart museum itself refers to the use of internet of things (IoT) technology such as sensors, wireless networks, digital applications, virtual reality, augmented reality, and smart systems to increase the interactivity, accessibility and involvement of visitors in the museum. Now more and more museums are adopting this smart solution as a way to attract visitors and optimize the visitor experience. In Indonesia, one of the museums that has transformed into a smart museum is the Museum Penerangan. In its efforts to become a smart museum, the Museum Penerangan has several supporting factors such as the number of human resources, technology support, program creativity, and support from top management. However, the main obstacle is funding because it requires a large investment to transform into a smart museum, besides that special human resources are needed to understand the technological needs that match the collection.

Wiguna, I Komang Arya Ganda; Sanusi, Rikcy; Sudipa, I Gede Iwan; Semadi, Ketut Ngurah; Iswara, Ida Bagus Ary Indra +2 more

Faedah : Jurnal Hasil Kegiatan Pengabdian Masyarakat Indonesia 2023 FKIP, Universitas Palangka Raya

Technology's role in tourism can have a positive effect on attracting tourists. In providing solutions to non-optimal media in supporting alternative entertainment and services for tourists, the service activity's goal of integrating augmented reality (AR) in tourism has given rise to the concept of AR gamification, in which game elements are integrated into the tourist experience to create a more enjoyable and interactive experience. Potential users are assisted in comprehending and optimizing their use of AR gamification applications. The implementation of augmented reality games at The Sila's Agrotourism benefited from the active participation of collaborators in all PKM activities. The results demonstrated that the use of augmented reality (AR)-based interactive games in tourist destinations enhances the destination's appeal and encourages visitor participation in associated activities. The implementation of augmented reality technology makes the tourist experience at The Sila's Agrotourism more engaging and enjoyable for guests, which has positive repercussions for boosting tourist attraction and satisfaction.

Hermawan Honggo Widagdo; Ahmad Nugroho; Gati Zulfikar

Jurnal Penelitian Manajemen dan Inovasi Riset 2023 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

This study explores the utilization of simple Augmented Reality (AR) technology to enhance customer engagement in the marketing programs of small and medium-sized enterprises (SMEs), specifically focusing on Anna Rental Perlengkapan Bayi in Semarang. The research employs an experimental design, developing and evaluating an AR-based information system prototype. Data collection methods include structured interviews, direct observations, and analysis of Instagram post performance. Results indicate a significant increase in customer engagement with AR content, showing an increase from fewer than 100 viewers for regular content to approximately >200 viewers for AR content, with 5% of these engaging further by clicking the AR link and 2% proceeding with a call-to-action. These findings align with existing theories on the effectiveness of interactive technologies in marketing. The study concludes that AR technology can substantially enhance customer engagement and suggests that SMEs adopt such technologies for improved marketing outcomes. Practical implications highlight the need for training and support for SMEs to implement AR effectively. This research provides a foundation for further studies on AR applications in SME marketing strategies in Indonesia.

Hadi Prayoga Pribadi Putra; Wildan Wiguna

Jurnal Sistem Informasi dan Ilmu Komputer 2023 International Forum of Researchers and Lecturers

Knowledge is one of the human links to perfection. The human tendency to crave makes him always move forward to become better from time to time. One of the enthusiastic actions of humans is illustrated by the development of technology and information that makes work easier. Learning at SDN Durman 049 is still conventional learning that is less interesting or less effective when in the current state of online learning. Ar food application was created to facilitate and be an alternative in learning at SDN Durman 049 especially for grade IV. AR food is an androd based Augmented ReaIity technology app that contains food in English. Android operating system devices are the most widely used devices today. AR food is proven to help learn English for grade IV in online conditions like this, in addition to adding alternatives in learning AR food increases the effectiveness of online learning. AR food displays 3D English food by scanning the marker using the camera and a 3D object of English food will appear above the marker.

R_Soelistijadi, R_Soelistijadi; Lestariningsih , Endang; Royhans , Agung

JURNAL ILMIAH KOMPUTER GRAFIS 2022 UNIVERSITAS STEKOM

The method of learning the universe at TK Pertiwi Bebengan, Kec. Boja, Kab. Kendal, Central Java is still simple, namely explaining the material by displaying a 2-dimensional still image. This makes students unable to see directly the process of rotation and movement of celestial bodies in the universe. For this reason, it is necessary to create an application that can display the process through 3D animated moving images using Augmented Reality (AR) based technology. The research method used is Prototype, while the architectural design uses UML and software applications using Unity3D, Vuforia, Photoshop CS6 and Blender. The final results of the study are 1) on testing application features made with Unity3D and Vuforia software can run well, 2) on device testing there are 2 out of 4 smartphones that cannot run the application so that a minimum specification of a smartphone is required, 3) on distance testing with a height of 20 cm, it requires the right camera tilt angle, which is between200 to 900. The conclusion of the research is that this application can run well on mobile devices registered in Google's ARCore database and minimum specifications of Android 8.0 Oreo. In addition, it is necessary to pay attention to the right camera tilt angle so that it can display 3D objects.

Februariyanti, Herny; Utomo, Mardi Siswo; Ningsih, Dewi Handayani Untari; Nurraharjo, Eddy

Dinamik 2022 Universitas Stikubank

Bangunan bersejarah gedung Jiwasraya yang berada di wilayah kota lama Semarang merupakan salah satu bangunan cagar budaya yang dibangun sekitar tahun 1916. Gedung Jiwasraya yang merupakan salah satu gedung peninggalan jaman kolonial yang perlu dilestarikan karena mempunyai nilai sejarah yang tinggi, bentuk arsitektur yang megah dan usia bangunan yang cukup tua. Adanya kemajuan teknologi sekarang ini memungkinkan bangunan bersejarah yang mempunyai nilai histori yang tinggi dapat dilestarikan dengan menggunakan teknologi augmented reality dan virtual reality. Pelestarian bangunan bersejarah menggunakan teknologi augmented reality dan virtual reality dengan membuat bentuk model bangunan nyata yang mempunyai nilai histori ke dalam bentuk virtual. Teknologi augmented reality dan virtual reality dalam memvisualisasikan bangunan bersejarah dimasukkan dalam sebuah aplikasi mobile. Aplikasi mobile yang dapat memvisualisasikan bangunan bersejarah khususnya gedung Jiwasraya dalam bentuk augmented reality dan virtual reality akan mempermudah masyarakat dalam mengenal dan melestarikan bangunan berserjarah tersebut. Melalui sentuhan teknologi akan dapat melestarikan bangunan bersejarah sesuai dengan perkembangan jaman. Generasi muda juga akan mudah untuk mengeksplor tentang bangunan bersejarah gedung Jiwasraya menggunakan kemajuan teknologi.

Prasetyo, Didit; Prasetyo, Didit; Dwi Wahyurini, Octaviyanti

JURNAL ILMIAH KOMPUTER GRAFIS 2021 UNIVERSITAS STEKOM

Palagan is the name of a board game with a type of card game that has been distributed in the East Java region since the end of 2020 where the game is connected in one big narrative regarding the education of Covid-19 prevention behavior protocols equipped with attractive visual illustrations, Palagan is equipped with an Augmented Reality application as a complementary feature where the advantage is that it can arouse the interest of its users to learn and can make its users feel entertained, the contribution of this research is to map augmented reality content with the theme of health protocol education which is specifically intended for elementary school-aged children as an effort to minimize the gap in the level of compliance with the application health protocols in the community in urban areas.

Buchori, Achmad; Prasetyowati, Dina

Penelitian ini bertujuan untuk mengembangkan e-modul interaktif matematika pada materi lingkaran kelas VIII. Metode penelitian yang digunakan pada penelitian ini yaitu Research and Development (R&D), dan model yang digunakan yaitu model pengembangan 4-D, namun pada penelitian ini hanya sampai pada tahap 3-D saja yang meliputi: tahap pendefinisian (define), tahap perancangan (design), dan tahap pengembangan media (develop). Penelitian ini menggunakan uji validitas ahli media oleh dosen dan uji validitas ahli materi oleh guru Matematika dengan menggunakan skala likert dan prosentase validasi. Hasil validasi ahli media didapatkan rata-rata nilai validasi sebesar 3,71 dan prosentase validasi sebesar 92,74, sedangkan hasil validasi ahli materi didapatkan rata-rata nilai validasi sebesar 3,87 dan prosentasi validasi sebesar 96,7. Sehingga dapat disimpulkan bahwa e-modul interaktif berbasis AR matematika pada materi geometri untuk kelas VIII teruji kevalidan dan kelayakannya.

Setiyo Prihatmoko; Fajar Kurniawan

JURNAL ILMIAH KOMPUTER GRAFIS 2020 UNIVERSITAS STEKOM

This research produces Artificial Fiber Spinning Learning Media that applies Augmented Reality (AR) for Class XI Students of TPSB SMK Texmaco Semarang as a learning aid. so that it can be used as a modern, effective, and interactive learning medium. This application was made with the aim of completing the limitations of depicting objects in existing learning media, helping students to more easily learn the material, improving student learning outcomes, and increasing the variety of media in learning. This study uses the Research and Development (RnD) method, using 6 out of 10 research stages, namely potentials and problems, data collection, product design, design validation, design improvement and product testing. The final result of making this learning media is an application in the format android application, used on every android-based mobile phone. The validity value of the media expert obtained a value of 3.2 which was declared feasible, the results of the material expert validation test obtained a value of 3.6 which was declared very feasible, and was able to increase the average value of the artificial fiber spinning subject class XI TPSB SMK Texmaco Semarang which Initially 61.5% with 17 students who had not reached the KKM to 80.5% with 4 students who had not reached the KKM.

Ardhianto, Eka; Hadikurniawati, Wiwien; Winarno, Edy

Dinamik 2013 Universitas Stikubank

Perkembangan teknologi image processing mengalami kemajuan yang pesat. Penerapan teknologi tersebut merambah berbagai bidang. Kamera digunakan untuk menangkap suatu gambar atau suatu kejadian. Gambar atau kejadian yang telah ditangkap oleh kamera memiliki informasi. Informasi tersebut kemudian diolah melalui media computer dengan bantuan perangkat lunak sehingga dapat digunakan untuk membantu manusia melakukan kegiatan yang spesifik. Sepeti halnya pengolahan video untuk membuat film. Sekitar pada tahun 1996, anda mungkin masih ingat dengan film anak anak yang berjudul “Space Jam” yang mana film tersebut adalah hasil penggabungan antara objek nyata yang diperankan oleh pemain basket Michael Jordan dan tokoh animasi “Looney Tones” seperti Bugs Bunny, Tweety, Silvester Cat dan lainnya. Pada tahun 1997, Azuma menggagaskan adanya penggabungan antara suatu objek nyata dengan objek virtual yang memiliki bentuk 3 Dimensi (3D) dengan lingkungan luar yang nyata secara real-time yang saat ini dikenal dengan sebutan Augmented Reality (AR). Dalam perkembangannya, perangkat AR menjadi bermacam macam, salah satunya adalah ARToolkit. ARToolkit adalah software library, untuk membangun augmented reality (AR). Aplikasi ini adalah aplikasi yang melibatkan overlay pencitraan virtual ke dunia nyata. Dalam menggunakan ARToolkit, diperlukan sebuah marker untuk mendeteksi penempatan objek virtual. Dengan bantuan marker tersebut, kita dapat memunculkan objek virtual pada perangkat visual komputer. Dari percobaan yang dilakukan, perangkat ARToolkit dapat dirancang dengan berbagaimacam objek virtual dengan menggunakan lebih dari satu macam marker yang disediakan. Sehingga mampu menghasilkan multi objek yang divisualkan secara bersama.   Kata Kunci : Augmented Reality, Virtual Reality, ARToolkit