Selama ini pengenalan trasportasi masih melalui metode konvensional dengan menggunakan media buku, majalah atau internet. Hal ini dirasakan masih kurang maksimal, karena visualisasinya masih berupa gambar 2 Dimensi dan juga jika dilihat secara langsung munkin akan terdapat beberapa batasan karena alat transportasi tersebut berada di area terbatas. Penelitian memiliki tujuan untuk mengembangkan aplikasi augmented reality berbasis android yang digunakan sebagai media pengenalan alat trasportasi yang dapat menpilkan objek dalam bentuk 3 dimensi dan beseta informasi alat transportasi tersebut. Metode deteksi yang digunakan pada aplikasi ini adalah marker-based tracking. Untuk mengoprasikan aplikasi ini pengguna memiliki marker card yang berfungsi sebagai deteksi. Pengujian aplikasi di perangkat android dilakukan dengan blackbox testing untuk mengetahui kebutuhan dan spesifikasi software. Hasil temuan menunjukan teknologi AR pada AR card trasportasi dapat rancang menjadi lebih interaktif. Abstract: So far, the introduction of transportation is still through conventional methods using books, magazines or the internet. It is felt that this is still not optimal, because the visualization is still in the form of a 2-dimensional image and also when viewed directly there will be some limitations because the means of transportation are in a limited area. The aim of this research is to develop an android-based augmented reality application that is used as a medium for introducing transportation tools that can display objects in 3-dimensional form and along with information on this transportation equipment at PAUD Pratama Widya Pasraman Surya Dhyana Kresna. The detection method used in this application is marker-based tracking. To operate this application the user has a marker card that functions as a detection. Testing applications on android devices is done by blackbox testing to find out software requirements and specifications. The findings show that AR technology on AR card transportation can be designed to be more interactive.
The development of immersive technology allows users to interact more realistically with the virtual world and immersive technology can also be used as a medium for introducing culture based on information communication technology. Currently, there are many immersive applications, so an evaluation is needed to measure the usability of immersive storytelling applications, especially in the interface design. Usability measurements are carried out to find out whether the interface design is good, because there are still complaints about the immersive story telling application, especially the interface design. This paper will evaluate the usability of the application immersive story telling satua I Belog using the usability heuristic method by adapting the twelve heuristic rules proposed by Sutcliffe. Heuristic evaluation is a combination of usability aspects and user presence aspects in a virtual environment. This evaluation process involves 3 assessors. The evaluation results show that the Immersive Story Telling Satua I Belog application has quite good 3D quality and the application performance is quite good. However, there are several features that need to be improved, namely 3D graphics and player controls to get maximum performance. In the application there are also objects that can be penetrated. During the evaluation process it was also found that motion sickness symptoms can occur in every user. This Motion Sickness event is influenced by aspects of the user's position when running the Immersive Story Telling Satua I Belog application. motion sickness will feel fast when using the application by looking up and shaking your head within eight minutes of using the application.
Tujuan dari penelitian ini adalah untuk mengembangkan Film Seri Animasi 3d “Belajar Bahasa Indonesia Bersama Made” Sebagai Media Pembelajaran Bahasa Indonesia Untuk Penutur Asing Di Undiksha, agar mahasiswa asing yang tinggal atau berkunjung ke Indonesia dengan mudah dapat mempelajari Bahasa Indonesia. Metode penelitian yang digunakan dalam penelitian ini adalah Research and Development (R&D) dengan menggunakan model pengembangan ADDIE. Film animasi 3 dimensi ini dikembangkan dengan menggunakan software Blender dengan beberapa tahap pembuatan animasi, yaitu pra produksi, produksi, dan pasca produksi. Hasil dari penelitian ini, yaitu produk film animasi 3 dimensi berupa DVD dan respon dari peserta didik BIPA di Undiksha Singaraja terhadap Film Seri Animasi 3d “Belajar Bahasa Indonesia Bersama Made” Sebagai Media Pembelajaran Bahasa Indonesia Untuk Penutur Asing Di Undiksha yang terkategorikan sangat positif dengan rata-rata persentase 91,44%. Berdasarkan analisis dari 12 peserta didik BIPA diketahui 3 siswa memberikan respon yang sangat positif dan 9 siswa memberikan respon yang positif terhadap film animasi ini.Kata Kunci : BIPA, film Animasi, Animasi 3 Dimensi The purpose of this study is to develop a 3D Animation Film Series "Belajar Bahasa Indonesia Bersama Made" As an Indonesian Learning Media For Foreign Speakers In Undiksha, so that foreign students who stay or visit to Indonesia can easily learn Indonesian language. The method used in this research is the Research and Development (R & D) by using ADDIE development model. 3-D animated film is developed using software Blender with several stages of animation creation, are pre-production, production and post-production. The results of this study, three-dimensional animated film products such as DVD and the response of learners BIPA in Undiksha Singaraja to 3d Animation Film Series "Belajar Bahasa Indonesia Bersama Made" As an Indonesian Learning Media For Foreign Speakers In Undiksha are categorized very positively with the mean average percentage of 91,44%. Based on an analysis of 12 learners BIPA note 3 students gave a very positive response and 9 students responded positively to this animated film.keyword : BIPA, Animation Film, 3D Animation
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.