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Augmented Reality Similarietes of Animal and Plant Cell Parts Using Image Tracking Hasibuan, Khoiruddin; Triase, T
Kesatria : Jurnal Penerapan Sistem Informasi (Komputer dan Manajemen) Vol 5, No 3 (2024): Edisi Juli
Publisher : LPPM STIKOM Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/kesatria.v5i3.458

Abstract

The rapid development of information systems technology in the era of globalization, industrial revolution 4.0, encourages various fields to be more innovative and creative, especially in the field of education. The use of information systems in the world of education is expected to make it easier to access fast information and innovative, interactive and informative learning media. Augmented reality (AR) is one of the learning media innovations that combines the visualization of three-dimensional or two-dimensional virtual objects with the real world, allowing users to learn more deeply about a learning object through their gadgets. Augmented reality (AR) uses several tracking methods to display an object, one of which is the marker based tracking method. Where this tracking model recognizes and identifies a maker or target image which then becomes the layout when the virtual object is displayed in the real environment. Then, to create three-dimensional objects, use Blender software sourced from the internet for model parts of animal and plant cells. With this AR application, it is hoped that it will attract the interest of students or visitors to the biology laboratory at the Faculty of Science and Technology, UIN North Sumatra, especially in studying the similarities between parts of animal and plant cells with interactive visualization of the AR application.