halamanlemba - repository.untag-sby.ac.id
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HALAMANLEMBA
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KATA PENGANTAR
Segala puji dan Syukur senantiasa penulis panjatkan kepada Tuhan Yang
Maha Kuasa, karena atas berkat dan rahmat-Nya, penulis dapat menyelesaikan
laporan tugas akhir ini dengan judul “Pembelajaran Struktur Molekul Kimia
Untuk Siswa SMA Berbasis Augmented Reality”. Maksut dan Tujuan penulisan
dan penyusunan laporan tugas akhir ini adala untuk melengkapi persyarata kelulusan
tahun ajaran 2019 / 2020 di Universitas 17 Agustus 1945 Surabaya.
Dalam penyusunan tugas akhir ini, penulis mendapat bantuan dan dukungan dari
banyak pihak. Atas peran serta membantu penyelesaian tugas akhir ini, penulis ingin
mengucapkan terimakasih kepada:
1. Kedua Orangtua dan keluarga penulis yang terhormat, terimakasih atas
didikan, nasehat, dukungan materi dan moril selama menempuh studi dari
masa kecil sampai sekarang yang tidak akan sebanding jika dibalas dengan
harta apapun.
2. Bapak Muhammad Firdaus, S.Kom., M.Kom dan Bapak Anang
Pramono, S.Kom., MM selaku dosen pembimbing Tugas Akhir yang
memberikan bimbingan dalam pembuatan tugas Akhir ini.
3. Bapak / Ibu Dosen Fakultas Teknik Informatika 17 Agustus 1945
Surabaya yang telah memberikan bekal ilmu kepada saya selama
perkuliahan.
4. Keluarga Saya yang saya sayang, teman- teman, dan teman – teman
angkatan 2014 tercinta, yang telah senantiasa tulus ikhlas dalam membantu
pembuatan tugas akhir ini dari segi moral maupun materi.
5. Semua pihak yang tidak bisa penulis sebutkan satu persatu yang telah
membantu saya dalam penyusunan laporan tugas akhir ini.
Penulis menyadari bahwa tugas akhir ini masih jauh dari kata sempurna. Oleh karena
itu penulis mohon maaf jika terdapat kesalahan baik yang di sengaja maupun tidak di
sengaja dalam menyusun tugas akhir ini. Selain itu penulis juga mohon kritik dan
sarandari semua pihak demi menyempurnakan Tugas Akhir ini di masa mendatang.
Akhir kata, semoga tugas akhir ini dapat memberi konstribusi positif serta
bermanfaat bagi kita semua Amin.
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DAFTAR ISI
HALAMAN JUDUL ...........................................................................................i
LEMBAR PENGESAHAN .................................................................................iii
PERNYATAAN KEASLIAN & PERSETUJUAN PUBLIKASI TA ................................. v
KATA PENGANGTAR ..................................................................................... vi
ABSTRAK ..................................................................................................... vii
DAFTAR ISI ................................................................................................... ix
DAFTAR GAMBAR .......................................................................................... x
DAFTAR TABEL ............................................................................................ xii
1. PENDAHULUAN ....................................................................................... 1
1.1. Latar Belakang .................................................................................. 1
1.2. Rumusan Masalah ............................................................................ 2
1.3. Batasan Masalah .............................................................................. 2
1.4. Tujuan Penelitian ............................................................................. 2
1.5. Manfaat Penelitian .......................................................................... 3
1.6. Metode Penelitian ........................................................................... 3
1.7. Sistematika Penulisan ...................................................................... 4
2. TINJAUAN PUSTAKA ................................................................................ 5
2.1 Penelitian Terdahulu ........................................................................ 5
2.1.1. Muhamad Edya Rosadi, Indu Indah Purnomo ( 2015 ) ....... 5
2.1.2. Penelitian Devina Mirza Nunditiya, Maman Somantri dan
Yuli Crhistyono.(2017) ...................................................................... 6
2.1.3. Penelitian Nikko Wahyu Hafidha.(2014) ............................. 6
2.2 Budaya ............................................................................................. 7
2.3 Pakaian Adat .................................................................................... 7
2.4 Augmented Reality ........................................................................ 19
2.5 Unity ............................................................................................... 20
2.6 Vuforia SDK Qualcomm .................................................................. 20
2.7 Adobe Photoshop .......................................................................... 21
2.8 Blender ........................................................................................... 21
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2.9 Android .......................................................................................... 22
3. METODOLOGI PENELITIAN ..................................................................... 23
3.1 Tahap Perancangan Sistem ............................................................ 23
3.1.1 Concept (Konsep) .............................................................. 23
3.1.2 Design (Perancangan) ....................................................... 24
3.1.2.1 Use Case Diagram............................................... 24
3.1.2.2 Activity Diagram ................................................. 27
3.1.2.3 Seqeunce Diagram ............................................. 28
3.1.2.3.1 Sequence Diagram Start Scan ....................... 29
3.1.2.3.2 Sequence Diagram Indonesia ........................ 29
3.1.2.3.3 Sequence Diagram Help ................................ 30
3.1.2.3.4 Sequence Diagram About .............................. 31
3.1.2.4 Rancangan Antarmuka ....................................... 31
3.1.2.3.5 Rancangan Antarmuka Halaman Start Scan . 32
3.1.2.3.6 Rancangan Antarmuka Halaman Indonesia .. 33
3.1.2.3.7 Rancangan Antarmuka Halaman Help .......... 34
3.1.2.3.8 Rancangan Antarmuka Halaman About ........ 34
3.1.3 Material Collecting (Pengumpulan Bahan) ....................... 35
3.1.4 Assembly (Pembuatan) ..................................................... 35
3.1.5 Testing (Pengujian) ........................................................... 36
4. PENGUJIAN DAN HASIL .......................................................................... 37
4.1 Implementasi Sistem ..................................................................... 37
4.1.1. Spesifikasi perangkat keras dan perangkat lunak ................ 37
4.2 Pengujian Aplikasi .......................................................................... 38
4.2.1 Tampilan Halaman Loading .............................................. 39
4.2.2 Tampilan Halaman Menu Utama ...................................... 39
4.2.3 Tampilan Halaman StartScan ............................................ 40
4.2.4 Tampilan Halaman StartScan Objek Rotasi ....................... 41
4.2.5 Tampilan Halaman StartScan Zoom Objek ....................... 42
4.2.6 Tampilan Halaman StartScan Informasi Objek ................. 42
4.2.7 Tampilan Halaman Indonesia ........................................... 43
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4.2.9 Tampilan Halaman Help .................................................... 45
4.2.10 Tampilan Halaman About ................................................ 46
4.2.11 Tombol Kembali ................................................................ 46
4.2.12 Tombol Rotasi ................................................................... 47
4.2.13 Tombol Zoom In ................................................................ 47
4.2.14 Tombol Zoom Out ............................................................. 48
4.2.15 Tombol Reset .................................................................... 48
4.2.16 Tombol Informasi .............................................................. 49
4.2.17 Tombol Close ..................................................................... 49
4.3 Pengujian Sistem ............................................................................ 50
4.4 Testing ............................................................................................ 54
4.4.1. Pengujian usability ........................................................... 54
4.4.2. Instrumen Uji Usability ..................................................... 55
4.4.3. Hasil Penelitian ................................................................. 58
5. PENUTUP .............................................................................................. 59
5.1 Kesimpulan ..................................................................................... 59
5.2 Saran .............................................................................................. 59
DAFTAR PUSTAKA ................................................................................................ 61
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DAFTAR TABEL
Tabel 2.1 Jenis pakaian adat ....................................................................................... 8
Tabel 3.1 Skenario Fungsi Menu Scan ....................................................................... 25
Tabel 3.2 Skenario Fungsi Menu Indonesia ............................................................... 25
Tabel 3.3 Skenario Fungsi Menu Help ....................................................................... 26
Tabel 3.4 Skenario Fungsi Menu About ................................................................... 27
Tabel 4.1 Perangkat Keras yang Digunakan .............................................................. 37
Tabel 4.2 Perangkat Lunak yang Digunakan.............................................................. 38
Tabel 4.3 Macam-macam Handphone Yang Diujikan. ............................................. 50
Tabel 4.4 Pengujian aplikasi Pada Versi Android. .................................................... 50
Tabel 4.5.Pengujian aplikasi pada ukuran layar android. ......................................... 51
Tabel 4.6 Pengujian User Interface aplikasi ............................................................. 51
Tabel 4.7 Pengujian Fungsi-Fungsi aplikasi ............................................................. 52
Tabel 4.8. Kategori Presentase .................................................................................. 54
Tabel 4.9 Kuisioner Responden ................................................................................ 56
Tabel 4.10 Hasil persentase uji usability responden ................................................. 58
Tabel 4.11 Nilai soal terhadap parameter QUIM ...................................................... 56
Tabel 4.12 Rekapitulasi tingkat usability .................................................................. 57
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DAFTAR GAMBAR
Gambar 2.1 Tampilan Model 3D Budaya Suku Banjar ................................................ 5
Gambar 2.2 Tampilan Model 3D Tanaman ................................................................. 6
Gambar 2.3 Tampilan Model 3D Unsur Kimia ............................................................. 7
Gambar 2.4 Objek 3D Rumah Virtual pada Kamera ................................................. 21
Gambar 3.1 Alur metode penelitian MDLC ............................................................... 23
Gambar 3.2 Use Case Diagram Aplikasi .................................................................... 24
Gambar 3.3 Activity Diagram .................................................................................... 28
Gambar 3.4 Sequence Diagram Start Scan ............................................................... 29
Gambar 3.5 Sequence Diagram Indonesia ................................................................ 30
Gambar 3.6 Sequence Diagram Help ........................................................................ 31
Gambar 3.7 Sequence Diagram About ...................................................................... 31
Gambar 3.8 Rancangan Antarmuka Menu Utama .................................................... 32
Gambar 3.9 Rancangan Antarmuka Halaman Scan .................................................. 33
Gambar 3.10 Rancangan Antarmuka Halaman Indonesia ........................................ 33
Gambar 3.11 Rancangan Antarmuka Halaman Provinsi ........................................... 34
Gambar 3.12 Rancangan Antarmuka Halaman Help ................................................ 34
Gambar 3.13 Rancangan Antarmuka Halaman About .............................................. 35
Gambar 4.1. Tampilan Halaman Loading .................................................................. 39
Gambar 4.2. Tampilan Halaman Menu Utama ......................................................... 40
Gambar 4.3. Tampilan Halaman StartScan ............................................................... 41
Gambar 4.4. Tampilan Halaman StartScan Object Rotasi ......................................... 41
Gambar 4.5. Tampilan Halaman Zoom ..................................................................... 42
Gambar 4.6. Tampilan Halaman StartScan Informasi Objet ..................................... 43
Gambar 4.7. Tampilan Peta Indonesia ...................................................................... 43
Gambar 4.8. Tampilan Zoom Peta Indonesia ............................................................ 44
Gambar 4.9. Tampilan Halaman 3D Objek ................................................................ 44
Gambar 4.10. Tampilan Halaman 3D Objek Informasi.............................................. 45
Gambar 4.11. Tampilan Halaman Help ..................................................................... 45
Gambar 4.12. Tampilan Halaman Tentang ............................................................... 46
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Gambar 4.13. Tampilan tombol kembali................................................................... 46
Gambar 4.14. Tampilan tombol Rotasi ..................................................................... 47
Gambar 4.15. Tampilan tombol Zoom In .................................................................. 47
Gambar 4.16. Tampilan tombol Zoom Out ............................................................... 48
Gambar 4.17. Tampilan tombol Reset ...................................................................... 48
Gambar 4.18. Tampilan tombol Informasi ................................................................ 49
Gambar 4.19. Tampilan tombol Close ....................................................................... 49
Gambar.4.15 Ukuran File Aplikasi ............................................................................. 53
Gambar.4.16 Tampilan Instalasi File ......................................................................... 54
Gambar 4.18 Grafik presentase tingkat usability ...................................................... 58
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SAHABSTRAK
Nama : Agung Satria
Program Studi : Teknik Informatika
Judul : Pembuatan Aplikasi Pengenalan Pakaian Adat 3D Untuk
Anak Berbasis Augmented Reality
Aplikasi Pengenalan Pakaian Adat Daerah Di Indonesia Pada Anak usia 5
sampai 10 tahun Menggunakan Teknologi Augmented Reality dibangun untuk
mempermudah para orang tua dan guru memperkenalkan pakaian adat di
Indonesia serta menambah ketertarikan anak dalam belajar kebudayaan bangsa
Indonesia. Pada tahapan awal pembuatan Aplikasi Pengenalan Pakaian Adat Di
Indonesia Pada Anak Menggunakan Teknologi Augmented Reality dimulai
dengan tahapan analisis data, perancangan sistem, dan juga perancangan
interface. Aplikasi Pengenalan Pakaian Adat Daerah Di Indonesia Pada Anak
Menggunakan Teknologi Augmented Reality dibangun dengan menggunakan
Android Development Tools untuk pengembangan algoritma-algoritma, Blender
3D sebagai pembuat 3D objek, Adobe Photoshop sebagai editor desain user
interface, dan Unity 3D sebagai editor script. Aplikasi Multimedia Pembelajaran
Pakaian Adat Daerah Di Indonesia Pada Anak Sekolah Dasar Menggunakan
Teknologi Augmented Reality dapat berjalan pada smartphone berspesifikasi
minimal android versi OS 4.2.2 Jelly Bean, processor Intel Atom, ukuran layar 4
inches, RAM 512 GB, dan kamera belakang 5 MP. Pengembangan dari sistem
ini diharapkan Aplikasi Pengenalan Pakaian Adat Di Indonesia Pada Anak
Menggunakan Teknologi Augmented Reality akan dapat membantu tidak hanya
memberikan pengetahuan secara umum dan dilingkungan anak usia 5 sampai 10
tahun tetapi di masyarakat umum yang ingin mengetahui pakaian adat yang
terdapat di Indonesia.
Kata kunci: Augmented Reality, Objek 3D, Pakaian Adat
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ABSTRAK
Name : Agung Satria
Department : Teknik Informatika
Title : Indonesia Regional Indigenous Clothes 3D Application
making Using Augmented Reality
Application of Introduction to Indonesia Regional Indigenous Clothes to
children around 5 to 10 years old Using Augmented Reality Technology was
built to make it easier for parents and teachers to introduce traditional
clothing in Indonesia and increase children's interest in learning the culture
of the Indonesian. In the initial stages of making the Application of
Traditional Clothing Recognition in Indonesia in Children Using Augmented
Reality Technology begins with the stages of data analysis, system design,
and also interface design. Application of Local Traditional Clothing
Recognition in Indonesia in Children Using Augmented Reality Technology
was built using Android Development Tools for developing algorithms, 3D
Blender as a 3D object maker, Adobe Photoshop as a user interface design
editor, and 3D Unity as a script editor. Indonesia Regional Indigenous
People Learning Clothing Multimedia Applications In Elementary School
Using Augmented Reality Technology can run on a minimum android
smartphone specification OS 4.2.2 Jelly Bean, Intel Atom processor, 4 inches
screen size, 512 GB RAM, and 5 MP rear camera. The development of this
system is expected to be an Application of Introduction to Indonesia
Indigenous Clothes for Children Using Augmented Reality Technology will
be able to help not only provide general knowledge and environment for
children around 5 to 10 years old but also in the general public who want to
know the customary clothing found in Indonesia.
Keywords: Augmented Reality, Object 3D, traditional clothes