Augmented reality application on the tourism orientation sign digital system at the 'Bawah Langit' museum
Sitti Zuhriyah(1); Billy Eden William Asrul(2*); Suwatri Jura(3);
(1) STMIK Handayani Makassar
(2) STMIK Handayani Makassar
(3) STMIK Handayani
(*) Corresponding Author
AbstractOne of the most visited tourism icons in Makassar is the Losari Beach Pavilion which provides many choices ranging from beautiful sunsets, typical banana epe cuisine, floating mosques, and rows of statues of heroes and icons of Makassar City which are spread over four platforms, namely Makassar Pavilion, Bugis Pavilion, Mandar and Toraja which is commonly called the Museum Under the Sky. In supporting the attraction, it is necessary to be equipped with an accurate explanation of the statues in the attraction. In the new normal that limits interaction with other people, digital and virtual explanations will be one solution to provide attractive and up-to-date information. This study aims to create a Digital Tourism Orientation Sign System, which is an information system that provides accurate explanations and descriptions of the hero statues in the Underground Sky Museum. With this application, the Losari Pavilion is one of the futuristic tourist attractions with local wisdom. This application has been tested using Alpha testing which includes distance testing with test results a minimum distance of 10 cm and a maximum distance of 1 m marker will be detected; light testing with object test results will appear from a room brightness level greater than 10 Lux.
KeywordsAugmented Reality; Digital Tourism Orientation Sign; Bawah Langit Museum
|
Full Text:PDF |
Article MetricsAbstract view: 536 timesPDF view: 182 times |
Digital Object Identifierhttps://doi.org/10.33096/ilkom.v13i3.857.216-225 |
Cite |
References
K. C. Brata and A. H. Brata, Pengembangan Aplikasi Mobile Augmented Reality untuk Mendukung Pengenalan Koleksi Museum, J. Teknol. Inf. dan Ilmu Komput., vol. 5, no. 3, p. 347, 2018, doi: 10.25126/jtiik.201853798.
A. Wikayanto, Augmented Reality Untuk Media Promosi Hasil Penelitian, Resti, vol. 1, no. 1, pp. 1925, 2017.
A. D. Rachmanto and M. S. Noval, Implementasi Augmented Reality Sebagai Media Pengenalan Promosi Universitas Nurtanio Bandung Menggunakan Unity 3D, Implementasi Augment. Real. Sebagai Media Pengenalan Promosi Univ. Nurtanio Bandung Menggunakan Unity 3D, vol. IX, no. 1, pp. 2937, 2018.
M. Jumarlis, Aplikasi Pembelajaran Smart Hijaiyyah Berbasis Augmented Reality, Ilk. J. Ilm., vol. 10, no. 1, pp. 5258, 2018, doi: 10.33096/ilkom.v10i1.238.52-58.
A. Achmad, Z. Zainuddin, and F. Jr, Augmented Reality 3D untuk Pengenalan Organ Tubuh Manusia, vol. 12, no. 3, pp. 233240, 2020.
A. Muhidin, Rancang Bangun Aplikasi Edukasi Media Pembelajaran Mengenal Tanaman Untuk Anak Usia Dini Menggunakan Augmented Reality Berbasis Android, SIGMA, vol. 10, no. 4, pp. 143151, 2020.
Y. I. Kurniawan and A. F. S. Kusuma, Aplikasi Augmented Reality untuk Pembelajaran Salat bagi Siswa Sekolah Dasar, J. Teknol. Inf. dan Ilmu Komput., vol. 8, no. 1, p. 7, 2021, doi: 10.25126/jtiik.2020712182.
R. Mauludin, A. S. Sukamto, and H. Muhardi, Penerapan Augmented Reality Sebagai Media Pembelajaran Sistem Pencernaan pada Manusia dalam Mata Pelajaran Biologi, J. Edukasi dan Penelit. Inform., vol. 3, no. 2, p. 117, 2017, doi: 10.26418/jp.v3i2.22676.
M. Mirfan, Implementasi Augmented Reality Pada Aplikasi Pengenalan Jenis-Jenis Badik Di Sulawesi Selatan Berbasis Android, Ilk. J. Ilm., vol. 10, no. 1, pp. 5964, 2018, doi: 10.33096/ilkom.v10i1.239.59-64.
N. Rismayani and N. S. Layuk, Implementation of Augmented Reality Technology for the Mobile-Based Introduction of Toraja Traditional Clothes, J. Pekommas, vol. 4, no. 2, p. 155, 2019, doi: 10.30818/jpkm.2019.2040206.
M. Rizal and M. Rusmin, Pengembangan Aplikasi E-Catalog Augmented Reality Sebagai Media Pemasaran Property, Inspir. J. Teknol. Inf. dan Komun., vol. 8, no. 2, pp. 129134, 2018, doi: 10.35585/inspir.v8i2.2473.
T. Afirianto, W. S. Wardhono, B. N. Pelealu, M. A. Akbar, U. Brawijaya, and P. Korespondensi, Media Pembelajaran Calistung Hewan Berteknologi Augmented Animal Calistung Learning Media With Augmented Reality Technology To Attract Children S Learning Interest, vol. 8, no. 2, pp. 381388, 2021, doi: 10.25126/jtiik.202184510.
F. W. Christanto, M. F. Affandi, and T. Winarti, Image Tracking Berbasis Augmented Reality Untuk Relasi Antara Sunnah Nabi dan Manfaat Secara Medis, JUITA J. Inform., vol. 8, no. 1, p. 75, 2020, doi: 10.30595/juita.v8i1.5541.
D. Murtikah and Djuniadi, Pengembangan Aplikasi Percakapan Bahasa Inggris Dasar Berbentuk Visual Novel Menggunakan Unity 3D, J. Digit Vol., vol. 6, no. 1, pp. 110, 2016, [Online]. Available: http://jurnaldigit.org/index.php/DIGIT/article/view/34/20.
W. Wabdillah and I. Imran, Aplikasi Media Pembelajaran Lontara Bugis Pada Anak Usia Dini Menggunakan Augmented Reality Berbasis Android, Inspir. J. Teknol. Inf. dan Komun., vol. 8, no. 2, pp. 135143, 2018, doi: 10.35585/inspir.v8i2.2474.
Refbacks
- There are currently no refbacks.
Copyright (c) 2021 Billy Eden William Asrul, Sitti Zuhriyah, Suwatri Jura
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.