RANCANG BANGUN APLIKASI PEMBELAJARAN BERBASIS TEKNOLOGI AUGMENTED REALITY PADA SMARTPHONE ANDROID (STUDI KASUS : MATERI SISTEM TATA SURYA KELAS IX)
DOI:
https://doi.org/10.24014/sitekin.v12i1.772Keywords:
Augmented Reality, Android, Unity3d, 3d maxAbstract
Pada metode konvensional guru mengajarkan materi sistem tata surya melalui buku cetak dengan membaca satu persatu objek antariksa sambil memperhatikan gambar yang tertera di buku. Penggunaan alat bantu konvensional ini belum dapat mencapai tujuan secara optimal, sehingga perlu ada dukungan teknologi informasi yang bisa diterapkan pada materi ini. Augmented reality dapat menampilkan objek dan animasi tata surya beserta informasinya kelingkungan nyata secara real time, pengguna dapat berinteraksi langsung dengan objek planet yang dilihat dengan menggerakkan marker yang mewakili objek 3D dari planet tersebut dengan bantuan kamera Handphone sebagai alat untuk menangkap frame dari marker. Aplikasi ini berupa sebuah AR-Book dan berjalan pada mobile berbasis android.References
Azuma, Ronald T. "A Survey of Augmented Reality". Presence: Teleoperators and Virtual Environments (August 1997).
Billinghurst, Mark. MagicBook: Transitioning Between Reality and Virtuality. Acm: New York. 2001.
Braham, I, Ruang Angkasa Seri Intisari Ilmu, Erlangga For Kids, hlm. 120, ISBN 9789797419233. 2009.
Jacko, Julie A. Handbook of Research on Ubiquitous Computing Technology for real Time Enterprises. CRC Press. hlm. 459. 2003
Kartono, A, Seribu Pena Fisika Untuk SMP/MTs Kelas IX, Penerbit Erlangga, hlm. 109. ISBN 9789790334229. 2008.
Sugiyono, Metode Penelitian Pendidikan Pendekatan Kuantitatif, Kualitatif dan R&D. Alfabeta Bandung, 2013.
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