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Page 1: HALAMANLEMBA - repository.untag-sby.ac.id

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HALAMANLEMBA

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R

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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

E

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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