cover
Contact Name
-
Contact Email
-
Phone
-
Journal Mail Official
-
Editorial Address
-
Location
Kab. kuningan,
Jawa barat
INDONESIA
Balong International Journal of Design
Published by Universitas Kuningan
ISSN : -     EISSN : -     DOI : -
Core Subject : Humanities, Art,
Arjuna Subject : -
Articles 5 Documents
Search results for , issue "Vol 1, No 1 (2019)" : 5 Documents clear
IMPLEMENTATION OF AUGMENTED REALITY IN KUNINGAN DISTRICT TOURISM BROCHURE USING SURF ALGORITHM (SPEEDED-UP ROBUST FEATURES) Nadya Syifa Nurhadiyah; Tito Sugiarto; Nunu Nuhraga; Elin Herlina
Balong International Journal of Design Vol 1, No 1 (2019)
Publisher : Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/balong.v1i1.3547

Abstract

AbstractThe Youth Sports and Tourism Department (DISPORAPAR) is an institution that provides information in a variety of fields, including Youth, Sport, Tourism Destination, Institutional and Partnership, and Marketing. In the field of marketing, the promotion of tourist attraction that has been carried out by DISPORAPAR Kuningan Regency is by using brochure media and Instagram social media, where using the media is less than optimal visualization. This study aims to build an android based application that can provide information about tourist attractions in Kuningan Regency. In this application, it will display 3D objects and videos of each tourist attraction. In making this application the technology used is Augmented Reality using the Marker Based Tracking method which is a method in Augmented Reality that requires markers as markers, these markers usually feature black edges and white backgrounds. The Speeded-Up Robust Features (SURF) algorithm is used to detect local features of an image and to design a system using the Unified Modeling Language (UML). The final result of this research is an Augmented Reality application that displays information in the form of 3D objects and interactive tourist attraction videos. It is hoped that this application can help DISPORAPAR in socialization activities and make it easier for people to get information about tourist attractions in Kuningan Regency. Keywords : The Kuningan District Sports and Tourism Department (DISPORAPAR), Travel Attractions, Augmented Reality, Based Tracking Marker, Speeded-Up Robust Features (SURF).
Implementation of the FAST Fast Corner Detection Algorithm (Feature Form Accelerated Segment Test) and Augmented Reality to Determine the Authenticity of Batik Case Study (Batik Trusmi) Cirebon Dadan Ramdoni; Tito Sugiharto; Aji Permana; Rika Nugraha
Balong International Journal of Design Vol 1, No 1 (2019)
Publisher : Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/balong.v1i1.3551

Abstract

AbstractIndonesia has a diversity of cultural arts, including art crafts. This craft art covers several fields including the arts of wood crafts, metal crafts, ceramic crafts, leather crafts, and textile crafts. In textile crafts, there are several types, such as weaving, knitting, embroidery, and batik. One area that has a characteristic of batik is Cirebon. Cirebon has a traditional batik center, namely Trusmi Batik. TrusmiBatik is a company that produces various kinds of batik, including mega mendungbatik motifs, paksinagaliman, patrankeris, patran kale, umbrella lion, barong lion, sunyaragian arum garden, banjarbalong, ayam alas, supiturang, nagaseba, sawat bride and groom cymbals, etc. The Trusmi batik company has problems on how to minimize artificial batik and how to distinguish original batik from artificial batik. One of technologiesthat can be used is Augmented Reality by using a QR Code (Quick Response) as a sign especially those which can find out whether the batik is original or imitation. The Feature From Accelerated Segment Test is a high-speed interest point detection algorithm based on pixel considerations in circular areas around interest points. Using the FAST algorithm can be used to detect markers so that they can distinguish original batik from artificial batik.Keywords: Trusmi Batik, QR Code, Augmented Reality, FAST.
IMPLEMENTATION OF AUGMENTED REALITY IN THE INTRODUCTION OF CAKES USING SURF ALGORITHM IN CILLA SNACK Jannah Nurlillah; Dadang Hamdani; Yati Nurhayati
Balong International Journal of Design Vol 1, No 1 (2019)
Publisher : Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/balong.v1i1.3552

Abstract

ABSTRACTThe role of the media is quite important in providing information about cakes stock in Cilla Snack, to the wider community. The delivery of information is usually done in the form of brochures. But brochures are considered inadequate in providing visualization about the cake and not all cake information can be included in the brochure that make consumers do not get complete information. Augmented Reality Technology, is the right technology to provide cake information on Cilla Snack. The implementation of Augmented Reality technology on android smartphones using the SURF (Speeded Up Robust Features) algorithm, this algorithm can recognize images with good recognition speed. In the development of AR applications that use the SURF algorithm, there are 3 stages, namely initialization, tracking markers, and object rendering. At the initialization stage, the image used as the introduction database will be processed. At the tracking marker stage, the smartphone camera will take a picture and process each input image then matching process with the image in the database. The last step is after a match is found, the application will display information text along with the cake object that matches the results of the match. Application development uses C # programming language, known as one of the object-oriented programming languages, so it is considered suitable for developing this application. With this application, brochures can provide visualization of cakes in the form of 3-dimensional objects making it more interesting and interactive than ordinary brochures. Keywords: Augmented Reality, SURF Algorithm, 3D Objects, Android.
DESIGN AND BUILD AUGMENTED REALITY ON FILM POSTER USING OCCLUSION BASED DETECTION METHOD Aap Aprilana; Agus Wahyudin; Aji Permana; Sigit Setya Kusuma
Balong International Journal of Design Vol 1, No 1 (2019)
Publisher : Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/balong.v1i1.3553

Abstract

Abstract Movie posters are  forms of visual communication that are designed to give the impression and interest to film viewers. As one of the promotional media, the information contained in the movie poster is limited to short images and writing, so that the information conveyed is not detailed. Based on research conducted on the effectiveness of film information on film posters, it shows that the information contained in film posters is less effective, only limited to images and writing. Augmented Reality technology solves the problem by adding virtual objects in the form of video trailers, and other movie information and implementing the Occlusion Based Detection Method to detect poster markers. The result of the research that is Augmented Reality technology can be applied to design ARCinema application that can help people knowing effective information in choosing a film. Keywords : Movie Poster, Augmented Reality, Occlusion Based Detection Method.
IMPLEMENTATION OF LINEAR CONGRUENT METHOD ALGORITHM IN ANIMAL INTRODUCTION EDUCATION GAME BASED AUGMENTED REALITY Aang Abdul Kohar; Sugeng Supriyadi; Heru Budiyanto; Yulyanto Yulyanto
Balong International Journal of Design Vol 1, No 1 (2019)
Publisher : Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/balong.v1i1.3554

Abstract

Abstract Today, recognizing kinds of animal for the children is generally done by using a media guide, a poster image. However, this media is still considered to have shortcomings. Children tend to quickly get bored and less interested in the learning patterns, due to lack of interactivity of existing learning media. So the conventional learning less attractive and optimal. This paper aimed to establish the animal recognition learning applications by applying Augemented reality technology based on Android. The research methodology used includes collecting data by interview and literature study, the development of systems using the RUP method that consists of four stages, namely inception, elaboration, construction and transition, as well as th problem solving algorithm using LCM (Linear Congruent Method). LCM algorithm implementations carried out the stage of construction to randomize the animals in the game that made the introduction. Thus, the results of this paper is a game featuring animals with 3D objects. based testing, game applications have been made able to introduce animals in early childhood. Keywords: Game, Android, Augmented Reality, Animal, Linear Congruent Algorithm Method.

Page 1 of 1 | Total Record : 5