Aplikasi Augmented Reality (AR) Sebagai Media Pembelajaran Siklus Embrio Manusia Berbasis Android
DOI:
https://doi.org/10.34128/jht.v4i1.41Abstract
Augmented Reality (AR) combining real things and virtual things into 3D’s objects that are appeared on a display screen. AR technology in mobile (smartphones and tablets) can applied for learning media. Specially for Android that have many users from students in Indonesia. The used of mobile among students is still not optimal, because the most of them only use it for communication, social media and playing games. The purpose of development AR based Android for learning media of human embrio cycles is to create a learning environment that is more interactively. From this media the students can interacting directly with cyber objects so that they can learn delightly. The development application performs 3D’s objects and videos virtually from markers that is described as pictures in student’s textbooks. Application will detect markers and then displaying 3D’s models in the screen of the mobile real time and it can performs sounds. The apllication is developed by some softwares like Blender, Unity and Vuforia.References
Ananda, T.A., Safriadi, N. and Sukamto, A.S., 2015. Penerapan Augmented Reality Sebagai Media Pembelajaran Mengenal Planet-Planet di Tata Surya. Jurnal Sistem dan Teknologi Informasi (JustIN), 4(1), pp.139-144.
Ardhianto, E., Hadikurniawati, W. and Winarno, E., 2012. Augmented Reality Objek 3 Dimensi dengan Perangkat Artoolkit dan Blender. Dinamik-Jurnal Teknologi Informasi, 17(2).
Chowanda, A., 2011. Perancangan Game Kartu Interaktif Berbasis Android Menggunakan Augmented Reality. ComTech: Computer, Mathematics and Engineering Applications, 2(2), pp.726-735.
Fernando, M., 2013. Membuat aplikasi android augmented reality menggunakan vuforia sdk dan unity. Surakarta: AR Online.
Gorbala, B.T. and Hariadi, M., 2010. Aplikasi Augmented Reality untuk Katalog Penjualan Rumah. Institut Sepuluh Nopember Surabaya.
Rifa'i, M., Listyorini, T. and Latubessy, A., 2014. Penerapan Teknologi Augmented Reality pada aplikasi katalog rumah berbasis android. Prosiding SNATIF, pp.267-274.
Saputra, Y.A., 2014. Implementasi Augmented Reality (AR) Pada Fosil Purbakala di Museum Geologi Bandung. Jurnal Ilmiah Komputer dan Informatika (KOMPUTA), pp.1-8.
Wahana Komputer., 2014. Mudah Membuat Game 3 Dimensi Menggunakan Unity 3D. Yogyakarta: Penerbit Andi.