SKRIPSI HALAMAN SAMPUL PENGENALAN PAHLAWAN …eprints.umk.ac.id/5605/1/HALAMAN_JUDUL.pdf · skripsi...

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SKRIPSI HALAMAN SAMPUL PENGENALAN PAHLAWAN INDONESIA BERBASIS AUGMENTED REALITY DENGAN MARKER UANG INDONESIA Oleh : MUHAMMAD HADI NOOR SETO 2011-51-211 PROGRAM STUDI TEKNIK INFORMATIKA FAKULTAS TEKNIK UNIVERSITAS MURIA KUDUS 2015

Transcript of SKRIPSI HALAMAN SAMPUL PENGENALAN PAHLAWAN …eprints.umk.ac.id/5605/1/HALAMAN_JUDUL.pdf · skripsi...

SKRIPSI HALAMAN SAMPUL

PENGENALAN PAHLAWAN INDONESIA BERBASIS AUGMENTED

REALITY DENGAN MARKER UANG INDONESIA

Oleh :

MUHAMMAD HADI NOOR SETO

2011-51-211

PROGRAM STUDI TEKNIK INFORMATIKA

FAKULTAS TEKNIK

UNIVERSITAS MURIA KUDUS

2015

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DAFTAR ISI

HALAMAN SAMPUL ............................................................................................. i

HALAMAN JUDUL ............................................................................................... ii

PENGESAHAN STATUS SKRIPSI ....................................................................... iii

PERNYATAAN PENULIS .................................................................................... iv

PERSETUJUAN SKRIPSI .......................................................................................v

PENGESAHAN SKRIPSI ...................................................................................... vi

ABSTRACT ............................................................................................................ vii

ABSTRAK ........................................................................................................... viii

KATA PENGANTAR ............................................................................................ ix

DAFTAR ISI ............................................................................................................x

DAFTAR TABEL ................................................................................................ xiii

DAFTAR GAMBAR ............................................................................................ xiii

DAFTAR LAMPIRAN ........................................................................................ xiiii

BAB I PENDAHULUAN .........................................................................................1

1.1 Latar Belakang .................................................................................................... 1

1.2 Batasan Masalah ................................................................................................. 2

1.3 Rumusan Masalah ............................................................................................... 3

1.4 Tujuan Penelitian ................................................................................................ 3

1.5 Manfaat Penelitian .............................................................................................. 3

BAB II TINJAUAN PUSTAKA ...............................................................................5

2.1 Penelitian Terkait ................................................................................................ 5

2.2 Landasan Teori ................................................................................................... 6

2.2.1 Multimedia ................................................................................................ 6

2.2.2 Pengertian Pahlawan Nasional .................................................................. 6

2.2.3 Pengertian Augmented Reality .................................................................. 6

2.2.4 Uang Kertas Indonesia .............................................................................. 7

2.2.5 Pengertian Android ................................................................................... 8

2.2.6 Mengenal Marker dan Markerless ............................................................. 8

2.2.7 Flowchart ................................................................................................. 9

2.2.8 Storyboard .............................................................................................. 11

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2.2.9 Perangkat Lunak yang Digunakan ........................................................... 12

2.3 KERANGKA TEORI / KERANGKA PEMIKIRAN ......................................... 15

BAB III METODE PENELITIAN .......................................................................... 16

3.1 Objek Penelitian ................................................................................................ 16

3.2 Metodologi Penelitian ....................................................................................... 16

3.1.1 Planning ................................................................................................. 16

3.1.2 Analysis .................................................................................................. 17

3.1.3 Design .................................................................................................... 17

3.1.4 System Prototype ..................................................................................... 18

3.1.5 Implementation awal ............................................................................... 18

3.1.6 Implementation akhir .............................................................................. 19

3.1.7 System ..................................................................................................... 19

BAB IV ANALISIS DAN PERANCANGAN......................................................... 20

4.1 Analisa Sistem dan Kebutuhan .......................................................................... 20

4.1.1 Analisis Umum ....................................................................................... 20

4.1.2 Analisa Kebutuhan .................................................................................. 21

4.2 Desain Aplikasi ................................................................................................. 22

4.2.1 Desain Marker ........................................................................................ 22

4.2.2 Flowchart Mekanisme Augmented Reality .............................................. 23

4.2.3 Flowchart Aplikasi ................................................................................ 24

4.2.4 Storyboard .............................................................................................. 28

Tabel 4.1 Storyboard pengenalan pahlawan Indonesia ............................................ 28

BAB V IMPLEMENTASI ...................................................................................... 33

5.1 Implementasi..................................................................................................... 33

5.2 Implementasi Pembuatan Aplikasi .................................................................... 33

5.2.1 Membuat Projek Baru ............................................................................. 33

5.2.2 Memasukkan Vuforia SDK ke dalam Project .......................................... 34

5.2.3 Membuat Splash Screen .......................................................................... 35

5.2.4 Konfigurasi Augmented Reality ............................................................... 36

5.2.5 Menampilkan Marker.............................................................................. 37

5.2.6 Konfigurasi Image Target dan ARCamera ............................................... 40

5.2.7 Menampilkan Object 3D Pada Marker .................................................... 42

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5.2.8 Menyimpan Scene ................................................................................... 42

5.2.9 Menampilkan Tombol ............................................................................. 42

5.3 Tampilan Pada Aplikasi .................................................................................... 46

5.4 Pengujian Dan Testing ...................................................................................... 50

5.4.1 Pengujian Alpha dan Beta ....................................................................... 50

5.4.2 Testing Aplikasi ...................................................................................... 53

BAB VI PENUTUP ................................................................................................ 57

DAFTAR PUSTAKA ............................................................................................. 58

LAMPIRAN-LAMPIRAN

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DAFTAR TABEL

Tabel 2.1 Tabel Simbol Flowchart ............................................................................9

Tabel 4.1 Storyboard Pengenalan Pahlawan Indonesia ............................................ 28

Tabel 5.1 Pengujian Alpha ...................................................................................... 51

Tabel 5.2 Pengujian Beta ........................................................................................ 53

Tabel 5.3 Perbandingan Spesifikasi Smartphone ..................................................... 54

Tabel 5.3 Perbandingan Testing Pada Smartphone .................................................. 55

Table 5.5 Pengujian Antar Device ........................................................................... 55

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DAFTAR GAMBAR

Gambar 2.2 Storyboard ........................................................................................... 12

Gambar 4.1 Marker Aplikasi ................................................................................... 23

Gambar 4.2 Flowchart Mekanisme Augmented Reality ........................................... 24

Gambar 4.3 Flowchart Halaman Utama .................................................................. 26

Gambar 4.4 Flowchart Pilih Marker dan Tampil Capture ....................................... 27

Gambar 5.1 Konfigurasi Project ............................................................................. 34

Gambar 5.2 File Vuforia SDK ................................................................................. 34

Gambar 5.3 Import Vuforia SDK ............................................................................. 35

Gambar 5.4 Splash Screen ..................................................................................... 35

Gambar 5.5 Script Splash Screen ............................................................................ 36

Gambar 5.6 Konfigurasi Augmented Reality ............................................................ 36

Gambar 5.7 Proses Membuat Database ................................................................... 37

Gambar 5.8 Proses Menambah Marker ................................................................... 38

Gambar 5.9 Gambar Marker ................................................................................... 38

Gambar 5.10 Download Marker .............................................................................. 39

Gambar 5.11 Import Assets Marker ......................................................................... 40

Gambar 5.12 Konfigurasi Data Set ImageTarget ..................................................... 41

Gambar 5.13 Konfigurasi Data Set ARCamera ....................................................... 41

Gambar 5.14 Load Objek Pahlawan 3D .................................................................. 42

Gambar 5.15 Tombol Mulai .................................................................................... 43

Gambar 5.16 Tombol Panduan ................................................................................ 43

Gambar 5.17 Tombol Profil .................................................................................... 43

Gambar 5.18 Tombol Keluar ................................................................................... 43

Gambar 5.19 Script Tombol Mulai, Panduan, Tentang Dan Keluar ......................... 44

Gambar 5.20 Tombol Kembali ............................................................................... 44

Gambar 5.21 Script Tombol Kembali Profil dan Panduan ...................................... 44

Gambar 5.22 Tombol Auto Focus ........................................................................... 45

Gambar 5.23 Script Tombol Auto Focus ................................................................. 45

Gambar 5.24 Tombol Led On dan Led Off............................................................... 45

Gambar 5.25 Script Tombol Flash .......................................................................... 46

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Gambar 5.26 tombol Kembali sewaktu kamera nyala .............................................. 46

Gambar 5.27 Script Tombol Kembali (sewaktu kamera nyala) ................................ 46

Gambar 5.28 Instalasi Aplikasi ARTO .................................................................... 47

Gambar 5.29 Aplikasi ARTO .................................................................................. 47

Gambar 5.30 Splash Screen..................................................................................... 48

Gambar 5.31 Halaman Utama Aplikasi ARTO ........................................................ 48

Gambar 5.32 Tampilan Marker Kurang Jelas dan Kurang Penerangan .................... 49

Gambar 5.33 Multimarker ....................................................................................... 49

Gambar 5.34 Panduan Aplikasi ARTO.................................................................... 50

Gambar 5.35 Profil Pengembang Aplikasi ............................................................... 50

Gambar 5.36 Tampilan Aplikasi Belum Sesuai Harapan ......................................... 51

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DAFTAR LAMPIRAN

Lampiran 1 : Lembar Bimbingan

Lampiran 2 : Lembar Revisi