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Development of Augmented Reality for Children Book Lutung Kasarung Frihandhika Permana; Rizdania Dermawi; Sherina Izzaty
Journal of Development Research Vol. 5 No. 2 (2021): Volume 5, Number 2, November 2021
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Nahdlatul Ulama Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28926/jdr.v5i2.182

Abstract

Folklore needs to be preserved and developed to improve the nation's emotional intelligence, especially the emotional intelligence of elementary school students who are the nation's next generation. With current technological advances, it is possible to develop an ordinary folklore book into a more interesting folklore book with the addition of Augmented Reality technology in it. By using the System Development Life Cycle (SDLC) method, an Augmented Reality-based application can be created to be able to make Lutung Kasarung children's folklore books can be enjoyed by getting experience that is more than just reading ordinary physical books because there is Augmented Reality technology inside. This Augmented Reality technology has 100% accuracy if it meets the specified requirements, namely a distance of 45 centimeters and a height of 30 centimeters, and in testing at a distance of 50 centimeters, 55 centimeters, 60 centimeters, 65 centimeters with a height of 25 centimeters and 30 centimeters. In addition, with the AR Book, it is also expected to be able to introduce AR technology to both parents and children as an alternative to children's fairy tale books.
Introduction to Sumba’s traditional typical woven fabric motifs based on augmented reality technology Fairuz Iqbal Maulana; Bening Insaniyah Al-Abdillah; Ruth Rade Awang Pandango; Andini Putri Maharani Djafar; Frihandhika Permana
Indonesian Journal of Electrical Engineering and Computer Science Vol 29, No 1: January 2023
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijeecs.v29.i1.pp509-517

Abstract

Sumba woven cloth is one of the points of pride in East Sumba and West Sumba. The process of making Sumba woven cloth is not easy, making the patterned cloth is really valuable. These various motifs have their own stories behind them. Sumba woven fabric is one of the cultural heritages that must be preserved. One way to preserve this cultural heritage is implementing technological developments, such as augmented reality (AR) technology on smartphones. The combination of culture and technology can play a role in preserving Indonesia's cultural diversity. In applying this technology, we use the analysis, design, development, implementation, and evaluation (ADDIE) method starting from the stages of analysis, design, development, implementation, and evaluation. In an implementation, there will be a woven fabric catalog book that becomes a marker to bring up a 3D model of Sumba woven fabric that has been knitted in the form of clothes. The results revealed that the shortest distance between the marker and the camera at which 3D objects may be displayed is 20 cm, and the marker's reading angle is just approximately 0°-45°. The average duration observed is 0.056 seconds, and the average speed obtained is 8.92 meters per second.