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Journal : Prosiding Snastikom

Klasifikasi Hama Yang Menyerang Tanaman Petani Berbasis Augmented Reality Menggunakan Metode Marker Based Ricky Zulianto Pasaribu; Ari Usman; Sarudin
SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI Vol. 1 No. 1 (2021): Prosiding Snastikom 2021
Publisher : Universitas Harapan Medan

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Abstract

The most food crops planted by farmers, one of which is rice, which is one of the crops for food needs in Indonesia, rice plants are plants that are very much planted by farmers due to the basic needs of Indonesian food for the main food source. However, this rice is easily attacked by rice pests which are harmful organisms with the necessities of life to need shelter and food for the rice plants that are cultivated by farmers, attacks by rice pests that make the economic producers of farmers low as a result of such a large pest attack. to the plant. With the use of Augmented Reality technology for the introduction of rice pests and will facilitate the delivery of pest information in the form of virtual 3D animation and inform various types of shapes and pests that attack rice plants, the use of this Augmented Reality application that uses markers to bring up 3D objects that can detect markers with a distance of 20-30 cm by using Vuforia to register images on the vuforia website. With this application it helps people to recognize the effects of pest attacks that have damaged the rice plant, by building this application it will help people who are not familiar with the type of rice pest to become familiar with it so that it will make it easier for people to see rice pests virtually in the form of 3D animation that will be displayed from the 2D marker detected from the cellphone camera
Perancangan Aplikasi Augmented Reality Untuk Meningkatkan Berbahasa Batak Toba Pada Siswa Sekolah Dasar Dengan Metode Pembelajaran Gamefication Heryanto Marpaung; Ari Usman; Arif Budiman
SNASTIKOM Vol. 2 No. 1 (2023): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2023
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

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Abstract

Many Indonesian cultures have changed in the current generation because they are considered ancient and ignore cultural customs. Unfortunately, the culture that has changed is one of the Batak cultures in the North Sumatra region. Even though the Batak culture originates from North Sumatra, there are still many children of the current generation who do not understand how to use the Batak language, let alone use the Batak language properly and correctly around us. This research created an application based on Augmented Reality (AR) which provides understanding and learning of Toba Batak culture and language as well as learning about Batak culture and Batak cultural customs. Augmented Reality is a technology that combines real-time computer-generated digital content with the real world. This research uses the gamification learning method used in this application to make learning the Toba Batak language culture more enjoyable in learning about Toba Batak culture and language properly and correctly and understand how to use the Toba Batak language well by providing a quiz game that involves the use of the language. Toba Batak can be understood well by children, children participate more actively in learning and experience an increase in Toba Batak language skills. In the end, a Toba Batak language culture learning application was created which aims to learn and know the Toba Batak language well and correctly which will be used by today's generation and improve the ability to speak the Toba Batak language well and correctly