ANIMASI 3D MENGGUNAKAN AUGMENTED REALITY SEBAGAI MEDIA PENGENALAN WARISAN BUDAYA PROVINSI RIAU

Authors

  • Meilany Dewi Caltex Riau Polytechnic image/svg+xml
  • Vania Ozva Liana Putri

DOI:

https://doi.org/10.35143/jkt.v10i2.6196

Keywords:

Augmented Reality (AR), Waterfall, cultural heritage, sdlc

Abstract

The city of Riau Province is a historic city that has cultural heritage in the form of old buildings. Tangible culture can be called Malay Intangible Heritage, which is still found today even though it has undergone development from the original, in the form of Gurindam 12, Malay clothes, Malay specialties, customs. Whereas currently tangible heritage such as Malay villages, traditional Malay houses, mosques, surau and others that are full of history and these values have almost disappeared due to modernization and globalization. So because of these problems, another alternative is needed to introduce the cultural heritage of Riau Province. In this study, an augmented reality application was built as a medium to recognize the cultural heritage of Riau Province. The method used is SDLC waterfall where the development is carried out systematically and sequentially. The results of system testing using Black box and Questionnaire show that the functionality is running well. In addition, the results of Content Validity testing on experts obtained an overall score of 95% which indicates that the application is very good. In addition, the pre test and post test also obtained the results of a large difference before and after using the application and it was proven that responders who had used the application became more knowledgeable about the cultural heritage of Riau Province.

Downloads

Download data is not yet available.

Author Biography

  • Meilany Dewi, Caltex Riau Polytechnic
    Teknik InformatikaPoliteknik Caltex Riau, Pekanbaru

References

T. Sundari and R. Cheris, “Kajian Potensi Bandar Senapelan Sebagai Kawasan Wisata Sejarah Dan Budaya Di Pekanbaru,” pp. 1–11, 2018.

H. C. Nugraha and N. Laugu, “Pelestarian Naskah Kuno dalam Upaya Menjaga Warisan Budaya Bangsa di Perpustakaan Museum Dewantara Kirti Griya Tamansiswa Yogyakarta,” Lentera Pustaka J. Kaji. Ilmu Perpustakaan, Inf. dan Kearsipan, vol. 7, no. 1, pp. 105–120, 2021, doi: 10.14710/lenpust.v7i1.37694.

D. R. Puguh, “Melestarikan_dan_Mengembangkan_Warisan_Budaya_Kebi,” J. Sej. Citra Lekha, vol. 2, no. 1, pp. 48–60, 2017.

U. Usmaedi, P. Y. Fatmawati, and A. Karisman, “Pengembangan Media Pembelajaran Berbasis Teknologi Aplikasi Augmented Reality Dalam Meningkatkan Proses Pengajaran Siswa Sekolah Dasar,” J. Educ. FKIP UNMA, vol. 6, no. 2, pp. 489–499, 2020, doi: 10.31949/educatio.v6i2.595.

R. Robianto, H. Andrianof, and E. Salim, “Pemanfaatan Teknologi Augmented Reality (AR) Pada Perancangan Ebrouchure Sebagai Media Promosi Berbasis Android,” J. Sains Inform. Terap., vol. 1, no. 1, pp. 61–66, 2022, doi: 10.62357/jsit.v1i1.38.

Y. S. Nauko and L. N. Amali, “Pengenalan Anatomi Tubuh Menggunakan Teknologi Augmented Reality Berbasis Android,” Jambura J. Informatics, vol. 3, no. 2, pp. 66–76, 2021, doi: 10.37905/jji.v3i2.11720.

S. D. Riskiono, T. Susanto, and K. Kristianto, “Augmented reality sebagai Media Pembelajaran Hewan Purbakala,” Krea-TIF, vol. 8, no. 1, p. 8, 2020, doi: 10.32832/kreatif.v8i1.3369.

Y. Cahyaningsih, “Teknologi Augmented Reality pada Promosi Berbasis Android,” J. Comput. Sci. Eng., vol. 1, no. 2, pp. 90–115, 2020, doi: 10.36596/jcse.v1i2.60.

D. Atmajaya, “Implementasi Augmented Reality Untuk Pembelajaran Interaktif,” Ilk. J. Ilm., vol. 9, no. 2, pp. 227–232, 2017, doi: 10.33096/ilkom.v9i2.143.227-232.

P. Prasetiya and W. A. Dewa, “Implementasi Metode Waterfall Dalam Sistem Informasi Penggajian Berbasis Desktop Pada Cv. Pionir Mandiri Jaya Gresik,” J. Inov. Teknol. dan Edukasi Tek., vol. 4, no. 1, pp. 1–21, 2024, doi: 10.17977/um068v4i12024p1-21.

S. D. Y. Kusuma, “Perancangan Aplikasi Augmented Reality Pembelajaran Tata Surya dengan Menggunakan Marker Based Tracking,” J. Inform. Univ. Pamulang, vol. 3, no. 1, p. 33, 2018, doi: 10.32493/informatika.v3i1.1428.

S. Islami et al., “Implementasi Teknologi Markerless Augmented Reality Menggunakan Metode Algoritma Fast Corner Detection Berbasis Android (Studi Kasus Multimedia Buku Interaktif Kebudayaan Lokal Kalimantan Barat),” J. Komput. dan Apl. , vol. 7, no. 1, pp. 1–10, 2019.

G. Hendry, L. W. Santoso, and R. Adipranata, “Implementasi Aplikasi Penunjuk Lokasi Objek Wisata Kota Surabaya Menggunakan Teknologi Augmented Reality,” J. INFRA, vol. 8, no. 1, pp. 1–6, 2020.

M. Al-Ghazaly Sinaga and M. Alda, “Penerapan Algoritma Fast Corner Dalam Perancangan Media Pembelajaran Awan Menggunakan Augmented Reality Berbasis Android,” J. Sci. Soc. Res., vol. 4307, no. 2, pp. 463–472, 2024, [Online]. Available: http://jurnal.goretanpena.com/index.php/JSSR

Published

29-11-2024

How to Cite

ANIMASI 3D MENGGUNAKAN AUGMENTED REALITY SEBAGAI MEDIA PENGENALAN WARISAN BUDAYA PROVINSI RIAU. (2024). Jurnal Komputer Terapan, 10(2), 170-180. https://doi.org/10.35143/jkt.v10i2.6196

Similar Articles

1-10 of 198

You may also start an advanced similarity search for this article.

Most read articles by the same author(s)