- Augmented Reality is a merger between two worlds, namely the virtual world to the real world, in other words, we can display objects in the virtual world into the real world. Augmented Reality has many opportunities to continue to be developed in any field. The Augmented Reality method also has the advantage of an interactive side because the makers to display certain videos that are directed to the webcam. Making an interactive learning media application using augmented reality technology will be applied to Android-based smartphones and is designed as a learning medium for cadets and prospective cadets of ATKP Medan to the general public. In this application, there are 3D objects in the shape of the plane and its parts created using the 3Dsmax and Blender applications, with Unity as the game engine and Vuforia as the library. The way to use it is by pointing the smartphone camera at the markers that have been provided. Then on the smartphone screen, an object will appear 3D aircraft and the inside. The making of this application will help increase the understanding and participation of the general public as well as the Medan ATKP cadets in learning to recognize the shapes and parts of the aircraft. The results of testing the introduction of an aircraft application can run on a variety of Android mobile devices. The normal distance that can be detected by the camera is 6cm to 4m with a marker size of 20 x 22cm. The slope that can be detected normally between 20 ͦ - 90 ͦ. Based on the percentage of markers that are blocked can run between 0-87%. Based on the results of the questionnaire, the material contained in the aircraft form and part recognition application using Android-based Augmented Reality is suitable for introducing aircraft shapes and parts to field ATKP cadets to the general public. There are still many shortcomings that can be developed, such as increasing 3D plane objects and making better animations, so that applications are more interesting, interactive, and easy to understand.Keywords - Augmented Reality, Android, Unity, Vuforia, 3D, Blender Abstract - Augmented Reality merupakan penggabungan antara dua dunia, yaitu dunia maya ke dunia nyata, dalam kata lain benda dalam dunia maya dapat kita tampilkan ke dunia nyata. Augmented Reality memiliki banyak peluang untuk terus dikembangkan dalam bidang apapun. Metode Augmented Reality juga memiliki kelebihan dari sisi interaktif karena pembuat untuk menampilkan video tertentu yang diarahkan ke webcam. Pembuatan aplikasi media pembelajaran interaktif menggunakan teknologi augmented reality ini akan diterapkan pada smartphone berbasis Android dan didesain sebagai media pembelajaran bagi taruna maupun calon taruna ATKP Medan hingga masyarakat umum. Di dalam aplikasi ini terdapat objek 3D bentuk pesawat dan bagian-bagiannya yang dibuat dengan menggunakan aplikasi 3Dsmax dan Blender, dengan Unity sebagai game engine dan Vuforia sebagai library. Cara penggunaanya adalah dengan mengarahkan kamera smartphone pada marker atau penanda yang telah tersedia. Kemudian dilayar smartphone akan muncul objek 3D Pesawat serta bagian sisi dalamnya. Pembuatan aplikasi ini akan membantu meningkatkan pemahaman dan partisipasi masyarakat umum maupun taruna ATKP Medan dalam belajar mengenal bentuk dan bagian dalam pesawat. Hasil dari pengujian aplikasi Pengenalan pesawat terbang dapat berjalan pada berbagai perangkat mobile Android. Jarak normal yang dapat terdeteksi oleh kamera adalah 6cm sampai 4m dengan ukuran marker 20 x 22cm. Kemiringan yang dapat terdeteksi dengan normal antara 20 ͦ - 90 ͦ. Berdasarkan prosentase marker yang terhalang dapat berjalan antara 0-87%. Berdasarkan hasil kuesioner materi yang terdapat pada aplikasi pengenalan bentuk dan bagian pesawat menggunakan Augmented Reality berbasis android ini cocok untuk mengenalkan bentuk dan bagian pesawat kepada taruna ATKP medan hingga masyarakat umum. Masih banyak kekurangan yang dapat dikembangkan, misalnya memperbanyak objek 3D pesawat dan membuat animasi yang lebih baik, agar aplikasi lebih menarik, interaktif, dan mudah dipahami. Kata kunci - Augmented Reality, Android, Unity, Vuforia, 3D, Blender
Cargo is the goods transported by ship, aircraft or other types of transportation. Cargo is divided into three types of transportation, namely, air, land and sea. Cargo service is a special service for transporting goods using aircraft. This service can be organized by a regular airline that serves passengers, but can also be carried out by a specialized airline freight company. With the development of industrial automation technology, robots are needed to help meet their needs quickly. With this developed robotics technology to help alleviate human work in the future. Goods delivery robot is a robot created to help work in delivering goods to aircraft cargo. This robot can stuff automatically. This goods transfer robot uses the Internet of Things method that is already connected to a smartphone remote control based on an android application. Writing program code using Arduino IDE 1.8.9 and using Android as a robot control. This robot uses 4 channel line tracker sensors, 2 DC motors and motor drivers as controllers, Arduino uno as the brain in this robot system. The results of this study produce a prototype robot that can deliver goods into aircraft cargo in airports.
Pentingnya Media Pembelajaran dimanfaatkan oleh ATKP Medan untuk terus meningkatkan mutu pembelajaran, Permasalahan yang sering dijumpai dalam pembelajaran avionic adalah keterbatasan resource yang ada karena untuk mengakses pembelajaran avionic para taruna harus mengakses dari LAB CBT dan tidak bisa dari tempat lain. Hal ini disebabkan software Avionic hanya terpasang didalam lab dan tidak bisa dipelajari dari luar lab. Tujuan dalam penelitian ini adalah meningkatkan proses pembelajaran avionic- Radio Theory I secara digital yang dkemas dalam animasi multimedia untuk Memudahkan para taruna untuk mempelajari avionic Radio Theory I tanpa harus akses di laboratorium. Metode yang digunakan dalam penelitian ini adalah menggunakan Dengan menggunakan metode Multimedia Development Life Cycle MDLC yaitu metode Konsep (Concept), perancangan (desain), pengumpulan bahan (material collecting), pembuatan (assembly), pengujian (testing), distribusi (distribution). Video yang dihasilkan terdiri dari 4 sub video yaitu Introduction, Radio Wave Propogation, Effects of Athmosphere dan Polarization, dengan durasi 3 menit 28 detik.
The private higher education (PHE) is now starting to intensify the use of IT (Information Technology). Often the activities conducted under conditions that are not ideal due to budget constraints. To develop the ICT (Information Communication Technology) systems in legalization efforts of private higher education is to encourage the use of software based on open-source software, the integration of all cross-data unit services within a more efficient organization to support the Decision Support System database and data warehouse, a service that is prioritized for all and access to all levels and access universally. Integration of both horizontally (between systems managing different areas) and vertically (following a structural hierarchical relationship). Placed within the framework of a holistic, top-down approach. Developed and implemented naturally, from the base (database infrastructure) grew (application and access). The PHE development done gradually evolved in different time frames, focus on procurement and IT facilities, both hardware and software. Focus on how to manage IT-based services. Focus on how to bring IT and internal seep into the organizational structure, and ultimately the transformation of the organization and the people in it. Stages of analysis can be defined with the Use Case diagrams, divided into several main modules.
The phenomenon Taxi bike is a driver who will be minimal attention to customers, less attention to the completeness of attributes for customer safety and lack of providing quality services. So from that this research was conducted with the aim to find out how the effect of taxi bike of service quality on customer satisfaction. Primary and secondary data are the selected data types. The data sources has been internal and external data. Method of collecting data is observation and questionnaire. Data analysis technique is quantitative. Based on the results of simple linear regression is the value of Y = 1,270 + 0,231 (X), it is known that the value of a = 1,270 and the value of b = 0,231. If the value of X (Service Quality) increases by 1 then the satisfaction level rises by 1.501 and if there is no variable X, then the level of satisfaction constant 1,270 and the most influential t test result is X5.1 where the value of t is the value of T count and T Table or (4,842> 1,97976) it is concluded that H₀ is treated as H1 means there be an effect between Service Quality on the first tangibles (tangible) variable (X5. 1) on Customer Satisfaction, the results of the Effect of taxi bike Service Quality determination test are obtained R2 (R Square) of 61.9 % service quality has an effect on customer satisfaction while the rest (100% -61. 9% = 38. 1%) is influenced by other factors outside the research, it can be concluded the results the Service Quality (X) variable is directly positive and significantly influential to the Customer Authority (Y) at the Taxi Bike.
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