CD Skripsi
Rancang Bangun Aplikasi Augmented Reality Sebagai Media Informasi Ruangan Pada Gedung Di Lingkungan Fakultas Teknik Universitas Riau Menggunakan Metode Marker Based Tracking Berbasis Android
Almost every campus, especially in the Faculty of Engineering, has posted
pictures or pamphlets regarding the plans or maps of buildings on each of the
walls of the building, but there is no visualization of the building in the form of a
3D object. Currently, there is no digital media that can provide interactive
information ab out buildings in the Faculty of Engineering, University of Riau.
Information about buildings at the Faculty of Engineering, University of Riau
requires technology that is able to display information interactively and is also
more attractive for those who want to get information, both from campus
residents themselves and people outside the campus who want to get information
about campus buildings. In designing and building applications, of course, a
method is needed to build the desired application. In this study the authors used
the SDLC (Software Development Life Cycle) method with the waterfall model
where in this model there are several stages, namely the Analysis Stage, Design
Stage, Implementation Stage, Testing, and Maintenance. In using this application
we use markers as a tracking base in displaying information objects. and it can be
concluded that the results of the system test get 84.6% results based on the
percentage of the Likert scale rating of usability testing results is very satisfying.
Keywords: Augmented reality, skala likert, usability testing, SDLC, waterfall,
marker.
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