PENERAPAN AUGMENTED REALITY MARKERLESS PADA
APLIKASI ANDROID SEBAGAI MEDIA PENGENALAN
GEDUNG UNIVERSITAS MUHAMMADIYAH MALANG
TUGAS AKHIR
Sebagai Persyaratan Guna Meraih Gelar Sarjana Strata 1
Teknik Informatika Universitas Muhammadiyah Malang
Oleh:
Gustiar Ahmed Rathami
201110370311263
JURUSAN TEKNIK INFORMATIKA
FAKULTAS TEKNIK
UNIVERSITAS MUHAMMADIYAH MALANG
2016
iv
KATA PENGANTAR
Senantiasa memanjatkan puji syukur kehadirat Allah SWT. atas segala limpahan
rahmat dan hidayah-Nya sehingga penulis dapat penyelesaikan Tugas Akhir yang
berjudul: “ PENERAPAN AUGMENTED REALITY MARKERLESS PADA
APLIKASI ANDROID SEBAGAI MEDIA PENGENALAN GEDUNG
UNIVERSITAS MUHAMMADIYAH MALANG”. Dalam penulisan Tugas
Akhir ini disajikan pokok-pokok bahasan yang meliputi perancangan, implementasi
serta hasil pengujian.
Saya sendiri selaku penulis menyadari sepenuhnya bahwa dalam penulisan tugas
Akhir ini masih banyak kekurangan dan keterbatasan. Oleh karena itu penulis
mengharapkan saran yang membangun agar tulisan ini bermanfaat bagi
perkembangan pengetahuan kedepan.
Malang. November 2016
Penulis
v
DAFTAR ISI
Halaman
COVER
LEMBAR PERSETUJUAN………………………………………………………………………i
LEMBAR PENGESAHAN………………………………………………………………………ii
LEMBAR PERNYATAAN…………………………………………………………………….. iii
LEMBAR PERSEMBAHAN……………………………………………………………………..i
ABSTRAK………………………………………………………………………………………..ii
ABSTRACT……………………………………………………………………………………...iii
KATA PENGANTAR……………………………………………………………………………iv
DAFTAR ISI……………………………………………………………………………………....v
DAFTARGAMBAR…………………………………………………………………………….viii
DAFTAR TABEL……………………………………………………………………………….. x
BAB I PENDAHULUAN ...............................................................................................................1
1.1 Latar Belakang Masalah .........................................................................................................1
1.2 Rumusan Masalah ..................................................................................................................2
1.3 Tujuan .....................................................................................................................................2
1.4 Batasan Masalah .....................................................................................................................2
1.5 Manfaat ...................................................................................................................................3
1.5.1 Manfaat Praktis ...........................................................................................................3
1.5.1 Manfaat Akademis ......................................................................................................3
1.6 Metodologi Penelitian ............................................................................................................4
1.6.1 Studi Pustaka ...............................................................................................................4
1.6.2 Studi Literatur .............................................................................................................4
1.6.3 Analalisa dan Perancangan .........................................................................................4
1.6.4 Implementasi ...............................................................................................................4
1.6.5 Deployment dan Uji Coba ..........................................................................................4
1.6.6 Pembuatan Laporan ....................................................................................................4
vi
1.7 Sistematika Penulisan .............................................................................................................5
BAB I PENDAHULUAN ....................................................................................................5
BAB II TINJAUAN PUSTAKA .........................................................................................5
BAB III PERANCANGAN SISTEM ..................................................................................5
BAB IV IMPLEMENTASI DAN PENGUJIAN .................................................................5
BAB V PENUTUP ..............................................................................................................5
BAB II TINJAUAN PUSTAKA ...................................................................................................6
2.1 Augmented Reality .................................................................................................................6
2.1.1 Sejarah Augmented Reality ........................................................................................7
2.1.2 Virtual Reality .............................................................................................................8
2.2 Markerless Augmented Reality ..............................................................................................9
2.3. Vuforia Qualcomm ..............................................................................................................10
2.4 Android.................................................................................................................................12
2.4.1 Arsitektur Android ....................................................................................................13
2.4.2 Android SDK ............................................................................................................15
2.5 Unity .....................................................................................................................................15
2.6 Bahasa Pemrograman C# .....................................................................................................15
BAB III ANALISA DAN PERANCANGAN SISTEM.............................................................17
3.1 Analisa Sistem ......................................................................................................................17
3.1.1 Deskripsi Sistem .......................................................................................................17
3.1.2 Analisa Kebutuhan Non Fungsional .........................................................................18
3.2 Perancangan Alur Sistem ....................................................................................................19
3.2.1 Arsitektur Sistem ......................................................................................................19
3.2.2 Use Case Diagram.....................................................................................................20
3.2.3 Usecase Skenario ......................................................................................................20
3.2.4 Activity Diagram ......................................................................................................24
3.2.5 Sequence Diagram ....................................................................................................27
3.3 Perancangan Sistem ............................................................................................................29
3.3.1 Perancangan Struktur Menu .....................................................................................29
3.3.2 Perancangan Antarmuka ...........................................................................................30
3.3.3 Perancangan Method .................................................................................................33
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BAB IV PERANCANGAN DAN IMPLEMENTASI ...............................................................35
4.1 Implementasi Kebutuhan Sistem ........................................................................................35
4.1.1 Pembuatan Splash Screen .........................................................................................36
4.1.2 Pembuatan Main Menu .............................................................................................37
4.1.3 Pembuatan Menu Augmented Reality .....................................................................38
4.1.4 Pembuatan Menu Tombol GUI .................................................................................39
4.1.5 Pembuatan Menu Tentang Aplikasi ..........................................................................40
4.1.4 Marker .......................................................................................................................41
4.2 Pengujian.............................................................................................................................43
4.2.1 Pengujian Fungsionalitas ..........................................................................................43
4.2.2 Pengujian Sistem Augmented Reality ......................................................................46
BAB V PENUTUP........................................................................................................................54
5.1 Kesimpulan .................................................................................................................54
5.2 Saran ...........................................................................................................................55
DAFTAR PUSTAKA ...................................................................................................................56
x
DAFTAR TABEL
Halaman
Tabel 3.1 Usecase skenario Tentang Aplikasi ...............................................................................21
Tabel 3.2 Usecase skenario Peta Kampus 3 UMM ........................................................................21
Tabel 3.3 Usecase skenario Keluar ................................................................................................22
Tabel 3.4 Usecase skenario Deteksi AR ........................................................................................22
Tabel 3.5 Usecase skenario Deteksi Kamera .................................................................................23
Tabel 3.6 Usecase skenario Deteksi Marker ..................................................................................24
Tabel 4.1 Marker ............................................................................................................................41
Tabel 4.2 Hasil Pengujian Fungsionalitas Aplikasi UMM AR......................................................43
Tabel 4.3 Device Penguji Aplikasi ................................................................................................44
Tabel 4.4 Hasil Pengujian Resolusi Layar Aplikasi UMM AR .....................................................45
Tabel 4.5 Pengujian Gedung Kuliah Bersama 1 ............................................................................46
Tabel 4.6 Pengujian Gedung Kuliah Bersama 2 ............................................................................47
Tabel 4.7 Pengujian Gedung Kuliah Bersama 3 ............................................................................48
Tabel 4.8 Pengujian Gedung Perpustakaan ..................................................................................48
Tabel 4.9 Pengujian Gedung Student Center ................................................................................49
Tabel 4.10 Pengujian Gedung Rektor ............................................................................................49
Tabel 4.11 Pengujian Gedung Dome .............................................................................................50
Tabel 5.1 Tabel Kesimpulan Pengujian Aplikasi UMM AR ........................................................51
viii
DAFTAR GAMBAR
Halaman
Gambar 2.1 Contoh dari Augmented Reality dan Virtual Reality ............................................................ 6
Gambar 2.2 Struktur Vuforia .................................................................................................................. 11
Gambar 2.3 Arsitektur Android .............................................................................................................. 13
Gambar 3.1 Arsitektur Sistem ................................................................................................................. 19
Gambar 3.2 Use Case Diagram .............................................................................................................. 20
Gambar 3.3 Activity Diagram Tentang Aplikasi ................................................................................... 25
Gambar 3.4 Activity Diagram Peta Kampus 3 UMM ............................................................................ 25
Gambar 3.5 Activity Diagram Keluar ..................................................................................................... 26
Gambar 3.6 Activity Diagram Deteksi AR ............................................................................................. 26
Gambar 3.7 Sequence Diagram Memilih Menu .................................................................................... 27
Gambar 3.8 Sequence Diagram Tentang Aplikasi .................................................................................. 28
Gambar 3.9 Sequence Diagram Peta Kampus 3 UMM .......................................................................... 28
Gambar 3.10 Sequence Diagram Deteksi AR ......................................................................................... 29
Gambar 3.11 Struktur Menu .................................................................................................................. 30
Gambar 3.12 Antarmuka Menu Utama .................................................................................................. 31
Gambar 3.13 Antarmuka Menu Deteksi AR .......................................................................................... 31
Gambar 3.14 antarmuka Menu Peta Kampus 3 UMM ........................................................................... 32
Gambar 3.15 Antarmuka Menu Tentang Aplikasi ................................................................................. 32
Gambar 3.16 Perancangan Method system kerja aplikasi UMM AR .................................................... 33
Gambar 3.16 Perancangan Method Pembuatan Aplikasi ....................................................................... 34
Gambar 4.1 Pembuatan Splash Screen ................................................................................................... 36
Gambar 4.2Pembuatan Main Menu ....................................................................................................... 37
Gambar 4.3 Source Code Load Scene dan Exit ...................................................................................... 38
ix
Gambar 4.4 Pembuatan Menu Augmented Reality ................................................................................ 38
Gambar 4.5 Pembuatan Menu Tombol GUI .......................................................................................... 39
Gambar 4.6 Source Code Show Button ................................................................................................. 39
Gambar 4.7 Pembuatan Menu Tentang Aplikasi ................................................................................... 40
Gambar 4.8 Source Code Menampilkan Menu Tentang Aplikasi ......................................................... 40
Gambar 4.6 Upload marker pada target Manager .................................................................................. 42
Gambar 4.7 upload Marker pada license manager ................................................................................. 42
x
DAFTAR TABEL
Halaman
Tabel 3.1 Usecase skenario Tentang Aplikasi ...............................................................................21
Tabel 3.2 Usecase skenario Peta Kampus 3 UMM ........................................................................21
Tabel 3.3 Usecase skenario Keluar ................................................................................................22
Tabel 3.4 Usecase skenario Deteksi AR ........................................................................................22
Tabel 3.5 Usecase skenario Deteksi Kamera .................................................................................23
Tabel 3.6 Usecase skenario Deteksi Marker ..................................................................................24
Tabel 4.1 Marker ............................................................................................................................41
Tabel 4.2 Hasil Pengujian Fungsionalitas Aplikasi UMM AR......................................................43
Tabel 4.3 Device Penguji Aplikasi ................................................................................................44
Tabel 4.4 Hasil Pengujian Resolusi Layar Aplikasi UMM AR .....................................................45
Tabel 4.5 Pengujian Gedung Kuliah Bersama 1 ............................................................................46
Tabel 4.6 Pengujian Gedung Kuliah Bersama 2 ............................................................................47
Tabel 4.7 Pengujian Gedung Kuliah Bersama 3 ............................................................................48
Tabel 4.8 Pengujian Gedung Perpustakaan ..................................................................................48
Tabel 4.9 Pengujian Gedung Student Center ................................................................................49
Tabel 4.10 Pengujian Gedung Rektor ............................................................................................49
Tabel 4.11 Pengujian Gedung Dome .............................................................................................50
Tabel 5.1 Tabel Kesimpulan Pengujian Aplikasi UMM AR ........................................................51
56
DAFTAR PUSTAKA
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SDK dan Unity. Buku AR Online, Solo.
[2] Azuma, Ronald T. 1997. A Survey of Augmented Reality. In Presence:
Teleoperators and Virtual Environments 6.4 (Agustus 1997), 355-385.
[3] Fowler, Martin. 2005. UML Distilled Edisi 3, Yogyakarta: Andi.
[4] Marantika Andika dan Dewi Agushinta R. 2011. Implementasi Augmented
Reality di Museum Joang’45 pada Android, iphone dan Desktop. Universitas
Gunadarma
[5] Widyaprasiddha, Aditya Novaruna. 2012. Penggunaan Augmented Reality
untuk pengenalan letak 33 propinsi di Indonesia. Jurnal : Teknik Informatika,
STMIK AMIKOM Yogyakarta.
[6] Developer Vuforia : Getting Started, https://developer.vuforia.com/
resources/dev-guide/getting started, terakhir diakses 15 januari 2016.
[7] Developer Vuforia : Image Targets https://developer.vuforia.com/resources/
dev- guide/image-targets, terakhir diakses 20 Oktober 2016.
[8] Developer Vuforia: Unity Extention API, https://developer.vuforia.com/
resources/api/unity/index, terakhir diakses 20 Oktober 2016.
[9] Developer Vuforia : Vuforia AR Architecture, https://developer.vuforia.com/
resources/ dev-guide/vuforia-ar-architecture, diakses 20 Oktober 2016.
[10] Qualcomm, 2016, https://www.qualcomm.com/products/vuforia, diakses 15
Mei 2016.
[11] Wikipedia,2016,https://id.wikipedia.org/wiki/Realitas_maya, diakses 21 juni
2016.
[12] Qualcomm, 2016, https://www.qualcomm.com/products/vuforia, diakses 15
Januari 2016.
[13] Wikibooks,2016, https://www.id.wikibooks.org/ wiki/
Belajar_Bahasa_C_sharp/ diakses 21 juni 2016