Pekalongan City is one of the batik producers in the national even international level. Besides batik tourism, Pekalongan City also has many interesting places that need to be explored. Therefore many hotels and culinary tours have sprung up. The obstacle faced by tourists is the number of hotels and culinary locations which are quite difficult to detect because they are not on the Pantura line. Responding to these problems, it is necessary to make an application that can handle these problems, one of them is the application of location based service to introduce hotels and culinary t ours in the city of Pekalongan based on augmented reality. In making the application using the waterfall method used for software development. As for the collection of data using observation and interview methods. This application can find out the destination location and the information available at its destination. By using the application you can find out the destination location in more detail, because in the application can know the position of the location to be located on the right or the left, so it's easier to find the location. To develop the application to the next stage the developer can add location and user usage engine usage. In addition to the layar to find out the level of accuracy between existing engines. Keywords: Local base service, Hotels, Culinary tours, Augmented reality, Layar
The purpose of this study is to determine the use of augmented reality technology as a medium for learning English vocabulary. The research method used is the method of developing learning media which refers to Luther's multimedia development method. The development stage starts from concept, design, collecting material, assembly, testing, and distribution. All stages in the development method have been carried out and have realized English vocabulary learning media. The subjects of the study were students who had taken English courses at STMIK Widya Pratama. Data collection and testing techniques used interviews and questionnaires. This study uses quantitative descriptive analysis techniques.The results showed that the medium of learning English vocabulary by utilizing augmented reality technology. through testing the Graphical User Interface (GUI) that the application is easy to use and can help learning English vocabulary through the features contained in the application. Meanwhile, through the User Acceptance Test (UAT) that has been carried out, the audiovisual in the application can help explain English vocabulary material. In addition, the application can be used to help learn English vocabulary, both in the classroom and outside the classroom.
Abstrak Pembuatan animasi 3D fokus pada perubahan bentuk, tempat dan perputaran objek (Ismail, et al. 2018). Penggunaan Game 3D dapat digunakan sebagai simulasi gerakan dekselerasi (perlambatan), akselerasi (percepatan) dan perpindahan berat yang ralistis (Rodkaew 2019). Penggunaan teknologi AR dapat digunakan sebagai inputan dari pengguna sensor nyata dari pengguna, sekaligus menjadi output kepada pengguna yang bersifal real-time. Hal ini dikarenakan generasi image dari augmented reality display yang berhubungan dengan pengamatan pengguna, dikonsumsi oleh pengguna secara langusng (Oliver and Ramesh 2005). Tujuan dari penelitian ini adalah Apakah terjadi perbedaan prosentase sumberdaya komputer, dalam hal ini processor, RAM dan disk dalam pemanfaatan marker augmented reality dan tombol sebagai character animation controller. Hasil dari implementasi Marker AR sebagai Character Aniamtion Controller adalah bahwa dengan menggunakan marker AR, chracter animation dapat dikontrol dengan baik pada lingkungan dunia nyata. Kemudian dari pengukuran rata-rata penggunaan sumberdaya komputer, baik processor, RAM dan disk pada setiap controller animation terdapat perbedaan. Jika dilihat penggunaan marker AR prosentase penggunaan sumberdaya komputer lebih tinggi dibanding dengan penggunaan tombol. Hal ini dimungkinkan penggunaan marker AR melibatkan perangkat input camera untuk mendektesi marker, sedangkan penggunaan tombol hanya menggunakan perangkat mouse input. Hal ini mejadikan kinerja dari ketiga sumberdaya komputer tesebut menjadi meningkat. Selain itu terdapat selisih prosentase pada tiap animasi, pada penggunaan processor selisih tertinggi terdapat pada animasi walk sebanyak 19.0 %, kemudian selisih penggunaan RAM tertinggi adalah pada animasi walk sebanyak 1.3 %, dan selisih penggunaan disk tertinggi adalah pada animasi jumpt sebanyak 3.4 %. hal ini dikarenakan dalam penggunaan sumberdaya komputer dalam animasi berbeda-beda. Kajian berikutnya untuk melihat kembali komponen animasi yang akan diuji, yaitu dalam hal detail animasi, jumlah key frame dan jumlah frame dalam animasi atau bentuk pose dalam tiap key frame animasi. Kata kunci: Marker, Augmented Realitu, Character, Animation, Sumberdaya Komputer
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