The Computer Numerical Control (CNC) machine operates based on a numerical control program generated semi-automatically by a Computer Aided Manufacturing (CAM) system or manually by the operator. Repeated practice is required to operate a CNC machine. For an inexperienced operator (student), the practicum requires extensive use of materials and cutting instruments. In the meantime, the number of laboratory equipment for the CNC programming practicum remains limited, and the 3-axis CNC milling machine training unit is inadequate for the number of students. For this reason, we need a medium that can simulate the machining process to aid students in their early stages of learning. This research aims to create a mobile application for milling machine visualization based on augmented reality. This augmented reality (AR) application, "MM: CTU 3-Axis," or Machine Milling CNC Training Unit 3-Axis, was designed with 3D virtual objects to provide students with knowledge and practical experience. The application development model used Multimedia Development Life Cycle (MDLC). This research yields an Android-based augmented reality (AR) application called "MM: CTU 3-Axis" that does not require markers. The development and verification results demonstrated that this application could aid in learning CNC programming and machining practicum, as well as reduce the cost of using cutting tools and the cost of using materials due to repeated experiments on CNC machines.
Buku cetak masih banyak digunakan sebagai sumber belajar di sekolah maupun perguruan tinggi, padahal seiring terjadinya percepatan transformasi teknologi, dan mulainya tren pembelajaran jarak jauh (distance learning) maka perlu adanya sumber belajar digital. Buku elektronik bisa menjadi alternatif sebagai sumber belajar digital. Buku elektronik selain ramah lingkungan (paperless), tidak butuh ruang fisik sebagai penyimpanan, juga punya mobilitas yang tinggi karena mudah dibawa kemana saja. Penelitian ini bertujuan untuk mengembangkan sebuah e-modul yang dilengkapi efek animasi dan multimedia interaktif yang dapat digunakan dengan perangkat komputer dan smartphone. E-modul yang dikembangkan berfokus pada mata kuliah algoritma dan pemrograman dasar. Model pengembangan yang digunakan adalah 4D (Define, Design, Develop, Disseminate). Hasil validasi media dan materi dari aplikasi e-modul berbasis buku digital interaktif yang dikembangkan diperoleh sebesar 89,00% (media) dan 88,33% (materi) dengan kategori sangat layak. Uji keterbacaan e-modul pada 30 orang mahasiswa diperoleh sebesar 81,00% dengan kategori juga sangat layak. Jadi, pengembangan e-modul interaktif algoritma dan pemrograman dasar dapat dinyatakan memenuhi kebutuhan dengan tingkat kelayakan pemakaian yang tinggi.
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