Cahyo, Hery Dwi (2019) Penerapan Augmented Reality Pada Buku Cerita (Fabel) Nopel & Kokun Dengan Metode Marker Based Tracking Berbasis Android. S1 Teknik Informatika thesis, STMIK Widya Cipta Dharma.
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Abstract
Hery Dwi Cahyo, 2019, Augmented Reality dalam Buku Cerita (Fabel) Nopel dan Kokun dengan Metode Marker Based Tracking Berbasis Android, Skripsi Program Studi Teknik Informatika, STMIK Widya Cipta Dharma, Pembimbing (I) M. Irwan Ukkas, S.Si.,M.Kom (II) Reza Andrea, M.Kom. Kata Kunci : Augmented Reality, Rancangan Karakter, Siswa Berprestasi, 3Ds Max, Unity, Android, Nopel & Kokun, Buku Cerita Anak Tujuan dari penelitian ini adalah untuk menerapkan rancangan animasi karakter 3 dimensi Nopel dan Kokun pada Buku Cerita Nopel dan Kokun. Rancangan karakter 3 dimensi ini didesain menggunakan 3Ds Max dan Unity. Teknik pengumpulan data yang digunakan adalah observasi, wawancara, tinjauan pustaka, analisis data dan analisis teknologi. Pengujian dalam desain ini menggunakan beta testing. Penerapan Augmented Reality pada Buku Cerita Fabel Nopel & Kokun dengan Metode Marker Based Tracking Berbasis Android ini adalah aplikasi multimedia yang menggabungkan data grafis bentuk karakter 3 dimensi dengan media buku. Menampilkan karakter – karakter 3 dimensi seperti, Nopel, Kokun, dan Polisi beserta elemen-elemen seperti ruang, pohon, tanaman dan air. Dengan metode marker augmented reality yang mengidentifikasi pola dari marker untuk menampilkan objek virtual kedunia nyata. Dengan menggunakan tahapan pengembangan multimedia yaitu concept, design, material collecting, assembly, testing, dan distribution agar dalam membangun pembelajaran bangun ruang berbasis augmented reality dengan terstruktur. Aplikasi ini dapat menjadi salah satu media membaca alternatif dalam meningkatkan niat membaca buku cerita pada anak. ========================================================= Hery Dwi Cahyo, 2019, Augmented Reality in Nopel and Kokun Story Book (Fable) with Android Based Marker Based Tracking Method, Thesis Informatics Engineering Study Program, STMIK Widya Cipta Dharma, Advisor (I) M. Irwan Ukkas, S.Si., M. Kom (II) Reza Andrea, M. Kom. Keywords: Augmented Reality, Character Design, Student Achievement, 3Ds Max, Unity, Android, Nopel & Kokun, Children's Story Book The purpose of this research is to apply the 3-dimensional character design of Nopel and Kokun in the Nopel and Kokun Story Book. This 3-dimensional character design is designed using 3Ds Max and Unity. Data collection techniques used are observation, interview, literature review, data analysis and technology analysis. Testing in this design uses beta testing. The application of Augmented Reality to the Nopel & Kokun (Fable) Story Book with the Android Based Marker Based Tracking Method is a multimedia application that combines graphical 3-dimensional character data with book media. Display 3-dimensional characters such as, Nopel, Kokun, and Police along with elements such as space, trees, plants and water. With the augmented reality marker method that identifies patterns from markers to display virtual objects in the real world. By using the stages of multimedia development, namely concept, design, collecting materials, assembly, testing, and distribution in order to build building learning based on augmented reality with structured. This application can be one of the alternative reading media in increasing the intention to read story books to children.
Item Type: | Thesis (S1 Teknik Informatika) |
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Additional Information: | Pembimbing I : M. Irwan Ukkas, S.Si., M.Kom Pembimbing II : Reza Andrea, S.Kom., M.Kom |
Uncontrolled Keywords: | Augmented Reality, Character Design, Student Achievement, 3Ds Max, Unity, Android, Nopel & Kokun, Children's Story Book |
Subjects: | Q Science > QA Mathematics > QA76 Computer software |
Depositing User: | Mr Hery Dwi Cahyo |
Date Deposited: | 03 Aug 2019 01:16 |
Last Modified: | 03 Aug 2019 01:16 |
URI: | http://repository.wicida.ac.id/id/eprint/2059 |
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