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Pengembangan Media Pembelajaran Etnomatematika Candi Prambanan Berbasis Augmented Reality untuk Materi Geometri Khoirul Umri, Buyut; Zaid Rahman, Ahmad; Nur Aini, Afifah
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 12 No 2: April 2025
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jtiik.2025129330

Abstract

Pembelajaran matematika adalah materi yang sudah dipelajari sejak sekolah dasar bahkan hingga level perguruan tinggi. Karena dekatnya matematika dengan kehidupan kita, ada sebuah konsep yaitu etnomatematika dimana pembelajaran matematika digabungkan dengan unsur budaya seperti bentuk-bentuk geometri yang bisa kita temukan di lokasi-lokasi budaya salah satunya Candi Prambanan. Hal ini membuka peluang bahwa penerapan etnomatematika Candi Prambanan dapat mempermudah proses belajar geometri. Media pembelajaran berupa Augmented Reality memiliki potensi untuk meningkatkan proses belajar menjadi lebih interaktif dimana siswa harus berpartisipasi jalannya materi serta media lama yang awalnya hanya gambar atau teks dapat diatasi dengan visualisasi dan ilustrasi. Dari uraian diatas dapat diketahui tujuan dari penelitian ini yaitu melibatkan unsur budaya yang saat ini mulai dilupakan, diterapkan pembelajaran etnomatematika. Kedua yaitu mengatasi media sebelumnya yang hanya berupa teks dan gambar pada buku, dengan teknologi Augmented Reality yang dapat memvisualisasikan dan mengilustrasikan objek geometri dalam bentuk 3D. Metode penelitian yang akan digunakan yaitu metode Waterfall. Hasil yang akan diciptakan yaitu berupa aplikasi media pembelajaran Augmented Reality pada android yang didalamnya akan mempelajari mengenai matematika materi geometri pada siswa SMP serta dilengkapi dengan kuis dan game sederhana yang interaktif. Hasil penelitian yang dilakukan mendapatkan yaitu uji aspek tampilan dan animasi dengan hasil perhitungan skala likert 85,17% tergolong pada kategori sangat baik serta uji aspek kebutuhan materi dengan hasil perhitungan skala likert 87,6% tergolong pada kategori sangat baik.   Abstract Math learning is material that has been studied since elementary school even up to the college level. Because of the closeness of math to our lives, there is a concept, namely ethnomathematics, where math learning is combined with cultural elements such as geometric shapes that we can find in cultural locations, one of which is Prambanan Temple. This opens up opportunities that the application of Prambanan Temple ethnomathematics can facilitate the geometry learning process. Learning media in the form of Augmented Reality has the potential to improve the learning process to be more interactive where students must participate in the course of the material and old media that was originally only images or text can be overcome with visualization and illustration. The research method that will be used is the Waterfall method. The results will be created in the form of Augmented Reality learning media applications on android in which it will learn about mathematics geometry material in junior high school students and equipped with quizzes and simple interactive games. The results of the research conducted get the display and animation aspect test with the results of the Likert scale calculation of 85.17% classified in the very good category and the test aspect of the material needs with the results of the Likert scale calculation of 87.6% classified in the very good category.
Analysis of Inverse Kinematics Techniques for 3D Animation Human Characters Using Autodesk Maya Ahmad Zaid Rahman; Khoirul Umri, Buyut
SMART : Jurnal Teknologi Informasi dan Komputer Vol. 3 No. 2 (2024): July - December
Publisher : Gayaku Publisher

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

Abstract

The research with the title "Analysis of Inverse Kinematics Techniques for 3D Animation Human Characters Using Autodesk Maya" aims to find out how to produce 3D animated movements that are appropriate for natural movements in humans by applying inverse kinematics methods. The motion animation reference used is in the form of Taekwondo selfdefense movement called Twieo Ap Chagi by testing the 3D animation character using inverse kinematics method, and 2 tests are carried out by applying the angle of joint freedom to the joint motion and without applying the angle of joint freedom. Based on the results of the implementation in the making of 3D human motion animation using inverse kinematics methods, setting the degree of freedom degrees only applies to the joints of motion, whereas for dead joints and stiff joints does not require setting the angle of degrees of freedom to look natural. There are several parameters that affect to make 3D animation of human characters having natural motion using the inverse kinematics method is the application of the angle of freedom in the joints which is only done on the legs, because it has a higher percentage of accuracy than those who do not apply the angle of freedom in the joints of 2 %. For the hands it is not recommended to use the inverse kinematics method because it has an average percentage of natural accuracy below 50%, and pay attention to the principles of animation which include timing and spacing, pose to pose, anticipation, follow through and overlapping actions, slow in and slow out, arcs, and secondary action. And motion references in the form of video to get natural results that are supported by rigging characters, both using inverse kinematics and forward kinematics