Nabil Oktanuryansyah, Muhammad
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PENERAPAN PHOTOGRAMMETRY BERBASIS SMARTPHONE DALAM PERANCANGAN AR BOOK PANDUAN SENI RUPA UNTUK ANAK SEKOLAH DASAR Nabil Oktanuryansyah, Muhammad; Anggun Kusumaningtyas, Ester
Kartala Vol 3 No 1 (2024): Januari 2024
Publisher : Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36080/kvs.v3i1.129

Abstract

Photogrammetry is a technique or process for measuring, mapping, and creating a three-dimensional model of a physical object by combining overlapping image data. With advancements in technology, photogrammetry can be achieved by relying on smartphone camera technology. This application can be implemented into an interactive medium, one of which is an augmented reality book introducing art to children. This can be accomplished because the fundamental concept of augmented reality involves merging physical objects, virtual objects, and detailed information seamlessly, providing detailed and scientific visualization. Therefore, the design of an AR book modeling is required, implementing smartphone-based photogrammetry techniques using the single-lens close-range photogrammetry method. This ensures the effective and flexible utilization of such techniques in the creative industry. Heuristic evaluation testing is conducted to assess the quality of the developed media.
Augmented Reality Book Development for Elementary Visual Arts Education Using Smartphone-Based Photogrammetry Nabil Oktanuryansyah, Muhammad; Kusumaningtyas, Ester Anggun; Hefira, Vania
ULTIMART Jurnal Komunikasi Visual Vol 18 No 2 (2025): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ultimart.v18i2.4370

Abstract

This study develops an Augmented Reality (AR) book to support elementary visual arts learning by enabling intuitive interaction with three-dimensional (3D) forms, scale, and perspective. Using smartphone-based photogrammetry, the book integrates realistic 3D assets for visual exploration beyond two-dimensional (2D) illustrations. The prototype was evaluated through the AREA (Augmented Reality for Enterprise Alliance) heuristic framework to assess usability and functional design. Results show that most interface elements align with heuristic principles, though improvements are needed in navigation, layout, and asset optimization. Overall, the study highlights a set of heuristic insights and preliminary design principles for developing AR-based books: emphasizing multimodal cues, clear spatial orientation, and intuitive object manipulation as key factors to support students’ comprehension of artistic 3D objects. The results show that most interface features met heuristic principles, with Evaluator I recording 51.60% “Yes” responses, Evaluator II 35.20%, and Evaluator III 37.97%. The “No” category reached 45.38% for Evaluator II, while “Somewhat” remained low overall, with the highest from Evaluator III (8.10%). Future studies should expand user testing with elementary learners to validate these heuristic guidelines and refine the interactive design framework for broader educational application   Keywords: Augmented Reality, Heuristic Evaluation, Visual Arts Education, Photogrammetry