ossy DEW
Program Studi Ilmu Komputer FMIPA, Universitas Lampung Jl Soementri Brojonegoro no. 1 Gedong Meneng – Bandar Lampung - Indonesia

Published : 3 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 3 Documents
Search

Pengembangan Kesenian Wayang Golek Virtual Berbasis Komputer Dengan Software Opensource DEW, ossy; Zaini, T M
Jurnal Informatika Vol 10, No 1 (2010): Jurnal Informatika
Publisher : IIB Darmajaya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Human mind changes and modern  life   influnce  traditional art, especially Wayang of Indonesia has begun to rarely performed. Therefore, with the technology and computer resources that can be used to show the art puppet show in this study conducted a virtual puppet design application that uses Augmented Reality. The application is executed using a virtual puppet of digital cameras real-time, also using markers and a computer. Through the camera, a virtual puppet application will identify a marker and then do the loading 3D objects shaped puppet that can allow a user to interact with virtual puppet. User  act as a puppeteer who will deliver in accordance with the puppet show puppet show story and also to load the supporting applications to play gamelan and sinden sound like the real puppet show. The method used is waterfall method. And implemented using C programming language, library ARToolkit, Blender, and Lazarus-based opensource. The application has been tested and the results obtained through questionnaires that this application can motivate users to learn the art puppet using this application. Keyword : wayang, virtual, augmented reality, opensource
PENERAPAN OPTICAL CHARACTER RECOGNATION PADA PENTERJEMAH INGGRIS ↔ INDONESIA MOBILE BERBASIS AUGMENTED REALITY DEW, ossy; Zaini, T.M.; Frizka, Frizka
Jurnal Informatika Vol 13, No 1 (2013): Jurnal Informatika
Publisher : IIB Darmajaya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

In general a translator use keypad or keyboard as input device. Sometimes user getting trouble when he or she must type long word or sentence. A new way to solve that problem is using Optical Character Recognation (OCR). In this research we developed English -  Indonesian, Indonesian - English translator using OCR and Augmented Reality. This application running well in Android flatform, when support of good lighting and particular camera distance and point of view. This application have two output, namely text and sound which realized by Augmented Reality technology . Keyword : Translator, Optical Character Recognation, Augmented reality.
Penggabungan Objek Virtual Dengan Objek Nyata Pada Augmented Reality Untuk Museum Lampung Waluyo, Eko; DEW, ossy
Jurnal Informatika Vol 10, No 2 (2010): Jurnal Informatika
Publisher : IIB Darmajaya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Information on historic objects in the Museum of Lampung are generally in the form of text that are static and limited. Information on the object as name of the object, as long as objects, useful objects, as well as functions found on museum objects shaped only static text with small font so it looks less informative and interesting. Application of augmented reality technology used to develop an application that is useful as a medium for additional information on the objects in the Museum of Lampung in the form of a virtual text, 3D objects, animations, audio, and video. This application was built using software libraries ARtoolkit to display additional information in the form of a virtual text, 3D objects, and animation. Macromedia Flash Player 8 is used as an additional interface for displaying information in the form of audio and video. This application was given the name ARMULA, which stands for Augmented Reality Museum of Lampung. With this application is expected to make the object more informative and interesting, so as to increase the interest and fascination of the public to the Museum of Lampung. Key words : ARMULA, ARtoolkit, Augmented Reality, Library, Museum LampungÂ