IMPLEMENTASI AUGMENTED REALITY PADA MEDIA PENGENALAN PRODI SISTEM INFORMASI FST UINSU MEDAN

  • Mohammad Badri Universitas Islam Negeri Sumatera Utara
  • Ali Ikhwan Universitas Islam Negeri Sumatera Utara
  • Raissa Amanda Putri Universitas Islam Negeri Sumatera Utara

Abstract

One of the study programs at the Faculty of Science and Technology (FST) UIN North Sumatra Medan is the Information Systems Study Program. During the Introduction to Academic and Student Culture (PBAK) or what is usually called the orientation period, the introduction of the campus environment in the form of facilities, buildings and rooms is not very clear because it only uses video either during live or online introductions like the current pandemic, so new students do not can find out in detail. Augmented Reality (AR) applications can be a solution to make recognition clearer than video. The method in the AR application used is Markerless Augmented Reality (User Defined Target). This application was built using the C# programming language and the Rapid Application Development development method. The purpose of research and making this application is to make it easier for users (new students) to get information about the campus environment. Users can easily view the existing facilities in the Information Systems Study Program, the layout of the IV UINSU Medan campus building and the FST UINSU Medan room plan directly from their smartphone anywhere and anytime without having to ask the officers around the campus. The information presented in this application is good, easy and smooth to use and testing gets good results.

References

A. K. Pamoedji, Maryuni, dan R. Sanjaya, Mudah Membuat Game Augment Reality (AR) dan Virtual Reality (VR) dengan Unity 3D. Bandung: Elex Media Komputindo, 2017.

A. Ismayani, Membuat Sendiri Aplikasi Augmented Reality. Jakarta: Elex Media Komputindo, 2020.

Z. C. Rawis, V. Tulenan, dan B. A. Sugiarso, “Penerapan Augmented Reality Berbasis Android Untuk Mengenalkan Pakaian Adat Tountemboan,” J. Tek. Inform., vol. 13, no. 1, hal. 30–37, 2018.

A. H. Pujabaladika dan L. Anifah, “Marker Based Tracking Augmented Reality pada Brosur Jurusan Teknik Informatika Universitas Negeria Surabaya,” JINACS (Journal Informatics Comput. Sci., vol. 01, no. 03, hal. 150–156, 2020.

D. Aji Pangestu, I. Fitri, dan Fauziah, “Augmented Reality Sebagai Media Pengenalan Dan Promosi Universitas Nasional,” J. Teknol. Inf., vol. 4, no. 1, hal. 35–42, 2020.

Sugiyono, Metode Penelitian Kuantitatif, Kualitatif dan R&D. Bandung: Alfabeta, 2016.

J. R. Sagala, “Model Rapid Application Development (RAD) Dalam Pengembangan Sistem Informasi Penjadwalan Belajar Mengajar,” J. Mantik Penusa, vol. 2, no. 1, hal. 87–90, 2018.

R. A. Putri, T. Triase, M. D. Irawan, A. B. Nasution, A. Muliani, dan M. Fakhriza, “Pelatihan Peningkatan Kemampuan Desain Grafis Siswa SMA Panti Asuhan Bani Adam As,” J. Abdi Mas Adzkia, vol. 1, no. 2, hal. 108, 2021.

A. Ikhwan, Sriani, dan D. Nofriansyah, “Penerapan Algoritma Apriori Untuk Menganalisa Transaksi Penjualan Untuk Promo Produk Furniture Jepara,” in Konferensi Nasional Pengembangan Teknologi Informasi dan Komunikasi, 2015, no. 1, hal. 19–24.

M Teguh Prihandoyo, “Unified Modeling Language (UML) Model Untuk Pengembangan Sistem Informasi Akademik Berbasis Web,” J. Inform. J. Pengemb. IT, vol. 3, no. 1, hal. 126–129, 2018.

Samsudin, “Perancangan Aplikasi Interactive Learning Berbasis Multimedia,” J. Iqra’, vol. 09, no. 01, hal. 126–142, 2015.

Jubilee, Blender Untuk Pemula. Jakarta: PT Elex Media Komputindo, 2016.

Published
2022-07-10
How to Cite
[1]
M. Badri, A. Ikhwan, and R. Putri, “IMPLEMENTASI AUGMENTED REALITY PADA MEDIA PENGENALAN PRODI SISTEM INFORMASI FST UINSU MEDAN”, rabit, vol. 7, no. 2, pp. 109-121, Jul. 2022.
Section
Articles
PDF (Bahasa Indonesia)
Abstract views: 761
downloads: 554