PENERAPAN ALGORITMA SURF PENDETEKSI OBJEK PADA AUGMENTED REALITY BERBASIS ANDROID

  • Ari Amir Alkodri Ari STMIK ATMA LUHUR

Abstract

 For the application of effective and efficient concepts in learning using interactive augmented reality technology. Multimedia learning is a form of interactive learning. Learning can be done in class or in the form of assignments at home. The impact of interactive learning greatly affects the quality of understanding for users. Based on testing from augmented reality technology, research, analysis and analysis of interactive interface design, processes and principles are carried out through human and computer interaction as well as user experience. The interface design method uses the Object Oriented Programming method and the Speeded Up Robust Features algorithm. The results showed that interactive augmented reality can provide new methods in the learning process and update learning content in the classroom. In short, this method increases student participation and enthusiasm, and increases learning effectiveness.

References

[1] Yaoyuneyong, G., Foster, J. K., & Flynn, L. R. (2014). Factors impacting the efficacy of augmented reality virtual dressing room technology as a tool for online visual merchandising. Journal of Global Fashion Marketing, 5(4): 283-296. https://doi.org/10.1080/20932 685.2014.926129
[2] Chang, K. E., Chang, C. T., Hou, H. T., Sung, Y. T., Chao, H. L., & Lee, C. M. (2014). Development and behavioral pattern analysis of a mobile guide system with augmented reality for painting appreciation instruction in an art museum. Computers & Education, 71(1): 185-197.
[3] Dewi Agushinta R & Dyah Pratiwi, “Mengenal Interaksi Manusia dan Komputer”. Jurusan Sistem Informasi Universitas Gunadarman, Depok 16424
[4] Prihati, “Penerapan Model Human Computer Interaction (HCI Dalam Analisis Sistem Informasi)” Studi Kasus SAS Dikmenti DKI Jakarta
[5] Nielsen, J.and Molich, R. “Heuristic Evaluation of User Interfaces”, In Proceedings of ACM CHI’90 Conference on Human in Computing Systems, pp.25-62
[6] Lia Kamelia, 2015, Perkembangan Teknologi Augmented Reality Sebagai Media Pembelajaran Interaktif Pada Mata Kuliah Kimia Dasar, no 1, vol IX, hal 238.
[7] David G.Lowe, Object Recognation from Local Scale-Invariant Features, Computer Science Department University of British Columbia Vancouver, B.C., V6T 1Z4, Canada.
[8] Chen, X., Wu, H., Li, X., Luo, X., dan Qiu, T., 2012, Real-time Visual Object Tracking via CamShift-Based Robust Framework, International Journal of Fuzzy Systems, Vol 14, June 2012, No 2.
[9] Rinci Kembang Hapsari, Nur Sulaiman, Luky Agus Hermanto, 2016, Aplikasi Findgo-ITATS Berbasis Android Dengan Algoritma SURF Untuk Menampilkan Informasi Lokasi Di ITATS, Integer Journal, no 1, vol 1.
[10] Wang, Z., Yang, F., 2012, Object Tracking Algorithm Based on Camshift and Grey Prediction Model in Occlusions, The 2nd International Conference on Computer Application and System Modeling.
[11] Escobedo, L., Tentori, M., Quintana, E., Favela, J., & Garciarosas, D. (2014). Using augmented reality to help children with autism stay focused. IEEE Pervasive Computing, 13(1): 38-46. https://doi.org/10.1109/MPRV.2014.19
[12] Cheng, K. H., & Tsai, C. C. (2014). Children and parents' reading of an augmented reality picture book: analyses of behavioral patterns and cognitive attainment. Computers & Education, 72(C): 302-312. https://doi.org/10.1016/j.compedu.2013.12.003
[13] Cai, S., Wang, X., & Chiang, F. K. (2014). A case study of augmented reality simulation system application in a chemistry course. Computers in Human Behavior, 37(37): 31-40. https://doi.org/10.1016/j.chb.2014.04.018 [6] Cabero-Almenara, J., Vázquez-Cano, E., & López-Meneses, E. (2018). Use of augmented reality technology as a didactic resource in university teaching. Formacion Universitaria, 11(1): 25-34. https://doi.org/10.4067/S0718-50062018000100025
[14] Falahah, Iwan Rijayana, Evaluasi Implementasi Sistem Informasi Dengan Pendekatan Utility System (Studi Kasus Sistem E-Campus Universitas Widyatama). Program Studi Teknik Universitas Widyatama, Fakultas Teknik, Universitas Widyatama Jurnal Ilmiah Kursor, Vol.6, No.2, Juli 2011 ISSN 0216 – 0544:1
[15] Preece, J., Rodger, Y. & Sharp, H. “Interaction Desain : Beyond Human-Computer Interaction”. John Wiley & Sons, Inc.
[16] Parlangeli, O.,Marchigiani, E. & Bagnara, S. “Multimedia system in distance education : effects of usability on learning”, Journal of Interacting with Computer, Vol 12, Elsevier, Page 37-49
[17] Moleong Lexy J. 2004, Metodologi Penelitian Kualitatif, Bandung: Remaja Rosdakarya
[18] Sukandarrumidi. 2006, Metodologi Penelitian Petunjuk Praktis Untuk Penelitian Pemula Cet. 3; Yogyakarta: Gadjah Mada University Press.
[19] Nana Syaodih Sukmadinata (2009). Metode penelitian Pendidikan. Bandung: Remaja Rosdakarya
[20] Indrawan, R & Yaniawati, P. (2016). Metodologi Penelitian. Bandung : Refika Aditama.
[21] Q. Zhao, “The Application of Augmented Reality Visual Communication in Network Teaching,” vol. 13, no. 7, pp. 57–70, 2018.
[22] C. Samihah, C. Dalim, T. Piumsomboon, M. Billinghurst, and S. Sunar, “TeachAR : An Interactive Augmented Reality Tool for Teaching Basic English to Non-Native Children,” pp. 3–4.
[23] S. Cheng, “An interactive 5E learning cycle-based augmented reality system to improve students ’ learning achievement in a microcosmic Chemistry molecule course,” 2016.
Published
2020-03-02