PENERAPAN TEKNOLOGI AUGMENTED REALITY PADA APLIKASI MEDIA PEMBELAJARAN MIKROKONTROLER BERBASIS ANDROID DENGAN PLATFORM ARCORE

Penulis

  • Irkham Huda Departemen Teknik Elektro dan Informatika, Sekolah Vokasi UGM, Yogyakarta Penulis
  • Yusron Fuadi Departemen Teknik Elektro dan Informatika, Sekolah Vokasi UGM, Yogyakarta Penulis

DOI:

https://doi.org/10.61805/fahma.v17i1.81

Kata Kunci:

augmented reality, learning media, microcontroler, unity, ARCore

Abstrak

Augmented Reality (AR) is an interactive technology that combines the real and digital world in two-dimensional and three-dimensional forms and projected in a real environment at the same time. Attractive and effective learning media is needed to improve students’s understanding of material, especially if the material requires access to physical objects such as microcontroller learning. By utilizing AR technology, physical objects can be replaced with interactive three-dimensional models.

The Mobile based AR application that has been developed in this study as microcontroller learning media was built using the latest AR platform from Google ARCore, that utilizes smartphone cameras to detect flat surfaces, then the selected three-dimensional microcontroller models will appear on the surface without the need to use markers. The developed AR application also has an interactivity feature between users and a three-dimensional model, by generating information of the user selected microcontroller components.

Unduhan

Data unduhan tidak tersedia.

Referensi

Amadeo, R., 2017, Google’s Arcore Brings Augmented Reality To Millions Of Android Devices, New York: Condé Nast Publications, Inc. [Online]. Https://Search.Proquest.Com/Docview/1933292971?Accountid=13771. Dikeluarkan 29 Agustus 2017.

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Azuma, R.T., 1997, A Survey Of Augmented Reality, Jurnal Teleoperators And Virtual Environments 6, Hlm. 355- 385.

Haryanto, T., Anra, H., Dan Pratiwi, H.S., 2017, Aplikasi Augmented Reality Sebagai Media Pembelajaran Materi Pembelahan Sel Dalam Mata Pelajaran Biologi, Jurnal Sistem Dan Teknologi Informasi (Justin), Vol. 1 No. 2.

Idrus, A. Dan Yudherta, A., 2016, Pengembangan Augmented Reality Sebagai Media Dalam Meningkatkan Pemahaman Teks Bacaan, Jurnal Teknologi Pendidikan, Vol. 18, No. 3.

Pramana, Y.A., Brata, K.C., dan Brata, A.H., 2018, Pembangunan Aplikasi Augmented Reality Untuk Pengenalan Benda Di Museum Berbasis Android (Studi Kasus : Museum Blambangan Banyuwangi), Jurnal Pengembangan Teknologi Informasi Dan Ilmu Komputer, Vol.2 No.5 Hlm. 2034-2042.

Mustaqim, I., Kurniawan, N., 2017, Pengembangan Media Pembelajaran Berbasis Augmented Reality, Jurnal Edukasi Elektro, Vol 1, No.1, Mei 2017.

Unduhan

Diterbitkan

31-01-2019

Terbitan

Bagian

Artikel

Cara Mengutip

PENERAPAN TEKNOLOGI AUGMENTED REALITY PADA APLIKASI MEDIA PEMBELAJARAN MIKROKONTROLER BERBASIS ANDROID DENGAN PLATFORM ARCORE. (2019). FAHMA : Jurnal Informatika Komputer, Bisnis Dan Manajemen, 17(1), 57-66. https://doi.org/10.61805/fahma.v17i1.81

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