Pengenalan Rumah Adat Nusantara Berbasis Mobile AR
DOI:
https://doi.org/10.51903/pixel.v16i2.1221Keywords:
Augmented Reality, Dynamic, Customary House, Marker, 3-Dimensional, flashcardsAbstract
A traditional house is a house that has a characteristic building that symbolizes the culture of a region. The uniqueness of traditional houses in Indonesia is one of the learning materials for students in Indonesia. Books that are a medium for introducing traditional houses in Indonesia still have shortcomings in the form of limited visual display of traditional houses. So that it reduces children's interest in recognizing the traditional houses of the archipelago. This can lead to cultural erosion. Therefore, to increase interest and insight into the culture of this traditional house, technology and culture are combined. This combination uses augmented reality technology to introduce the traditional houses of the archipelago. Traditional houses are visualized through 3-dimensional objects in the android application. The augmented reality application developed is dynamic, so that the addition of content can be done without modifying the program code. This application will visualize 9 traditional houses from 9 provinces in Java, Nusa Tenggara, and Bali. The test results show an increase in knowledge of SDN Banjarmendalan students by 56% which means the application is quite effective to help students recognize the traditional houses of the archipelago and from the assessment of student satisfaction with the application get a score of 90.5% which means the application is enough to attract students to learn to recognize traditional houses.
References
[2] ABDULGHANI, Tarmin; SATI, Bambang Plasma. Pengenalan Rumah Adat Indonesia Menggunakan Teknologi Augmented Reality Dengan Metode Marker Based Tracking Sebagai Media Pembelajaran. Media Jurnal Informatika, 2020, 11.1: 43-50.
[3] SETIAWAN, Lovi Agus. Pengaruh media pembelajaran flash card terhadap hasil belajar materi bentuk rumah adat Kelas IV di MIN 1 Jombang. 2020. PhD Thesis. Universitas Islam Negeri Maulana Malik Ibrahim.
[4] SARI, Citra Arum; PUTRA, I. Ketut Gede Darma; DHARMAADI, I. Putu Arya. Penerapan augmented reality dalam visualisasi katalog apartemen berbasis Android. Jurnal Ilmiah Merpati (Menara Penelitian Akademika Teknologi Informasi), 2018, 65-76.
[5] PANGESTU, Gede Yudha Prema; MANDENNI, Ni Made Ika Marini; RUSJAYANTHI, Ni Kadek Dwi. Aplikasi Web Augmented Reality Villa. Jurnal Ilmiah Merpati (Menara Penelitian Akademika Teknologi Informasi), 2017, 29-40.
[6] WARUWU, Adi Ferliyanto; BAYUPATI, I. Putu Agung; PUTRA, I. Ketut Gede Darma. Augmented reality mobile application of Balinese Hindu temples: DewataAR. International Journal of Computer Network and Information Security, 2015, 7.2: 59.
[7] H. S. Putra, I. N. Piarsa, and I. P. A. E. Pratama, “Design of Balinese Traditional Frame Application using Face Detection Features and Frame Upload Menu Android Based,” International Journal of Application or Innovation in Engineering & Management (IJ
[8] KUSUMA, Kadek Dede Hendra; PURNAWAN, I. Ketut Adi; RUSJAYANTHI, Ni Kadek Dwi. Aplikasi augmented reality informasi corak endek bali pada platform Android. Jurnal Ilmiah Merpati (Menara Penelitian Akademika Teknologi Informasi), 2018, 25-34.
[9] KRISTIANI, Dian; LIA, H. Ensiklopedia Negeriku Rumah Adat. Bhuana Ilmu Populer, 2015.
[10] HALIM, HALIM. Perkembangan Rumah Tradisional Muna. Unity: Jurnal Arsitektur, 2011, 1.2: 221850.
[11] AMBARIANI, Ni Luh Putu Novi; PURNAWAN, I. Ketut Adi; WIBAWA, Kadek Suar. Aplikasi Pengenalan Jenis Kupu-Kupu Langka Berbasis Augmented Reality. Jurnal Ilmiah Merpati (Menara Penelitian Akademika Teknologi Informasi), 2017, 12-12.
[12] ZEBUA, Taronisokhi; NADEAK, Berto; SINAGA, Soni Bahagia. Pengenalan Dasar Aplikasi Blender 3D dalam Pembuatan Animasi 3D. Jurnal ABDIMAS Budi Darma, 2020, 1.1: 18-21.
[13] HERFANDI, Herfandi, et al. Penerapan Metode Design Thinking Dalam Pengembangan UI dan UX. Building of Informatics, Technology and Science (BITS), 2022, 4.1: 337− 344-337− 344.
[14] Pressman, R. S., & Maxim, B. R. (2015). Software Engineering: A Practitioner’s Approach. In McGraw-Hill Education (Eighth, Vol. 8). New York City: McGraw-Hill Education.
[15] POERWANINGTIAS, Intania; SUWARTO, Nindya K. Rumah Adat Nusantara. Badan Pengembangan dan Pembinaan Bahasa, 2017.
[16] DHIYATMIKA, I. Dewa Gede Wahya; PUTRA, I. Ketut Gede Darma; MANDENNI, Ni Made Ika Marini. Aplikasi Augmented Reality Magic Book Pengenalan Binatang untuk Siswa TK. Lontar Komputer: Jurnal Ilmiah Teknologi Informasi, 2015, 120-127.
[17] Fatima, N., & Ahmed, Z. Exploring the Impact of Audio Voiceover in Instructional Videos: A Comparative Study. Journal of Educational Technology & Society, 2021, 174-188.
[18] NASIR, A. Muhajir; SARI, Intan Eka; YASMIN, Yasmin. Efektivitas Penerapan Model Realistic Mathematic Education (RME) dengan Menggunakan Alat Peraga Terhadap Prestasi Belajar. Jurnal Studi Guru Dan Pembelajaran, 2019, 2.1: 22-32.