Media Pembelajaran Interaktif Fabrikasi PCB Berbasis Augmented Reality

Main Article Content

Fhadel Wedi Pratama
Fitri Nova Nova
Deddy Prayama
Taufik Gusman

Abstract

Augmented Reality (AR), is a technology with the concept of combining the dimensions of the real world with the dimensions of the virtual world that is displayed in real time. This is done by displaying a 3D object on a predetermined marker, which is a special pattern that is unique and can be recognized by the application. Smartphones allow the development of Augmented Reality applications cheaply and can be accessed by many users. Augmented Reality can be used in various fields, one of which is a learning media to learn how to do manual PCB fabrication, so that it can be used as a new interactive learning medium and is expected to stimulate interest from many people to learn by utilizing a smartphone combined with Augmented Reality, in addition to technology that continues to develop at this time with many new features in it, the learning method must also develop along with the advancement of current technological developments. In the results of the research that has been done that the results of the application of Augmented Reality AR) have been successfully implemented on Android-based smartphones by applying the PCB manual fabrication work steps that are displayed when the smartphone with the Android operating system triggers the target marker that has been created

Article Details

How to Cite
Wedi Pratama, F., Nova, F. N., Prayama, D., & Gusman, T. (2022). Media Pembelajaran Interaktif Fabrikasi PCB Berbasis Augmented Reality. JITSI : Jurnal Ilmiah Teknologi Sistem Informasi, 3(3), 81 - 87. https://doi.org/10.30630/jitsi.3.3.93
Section
Articles

References

P. Haryani and J. Triyono, “AUGMENTED REALITY (AR) SEBAGAI TEKNOLOGI INTERAKTIF DALAM PENGENALAN BENDA CAGAR BUDAYA KEPADA MASYARAKAT,” J. SIMETRIS, vol. 8, 2017.
S. Rayhan, H. Amnur, and T. Gusman, “3D Virtual Tour Rumah Gadang Istana Pagaruyuang Menggunakan Unreal Engine 4 Berbasis Desktop”, jitsi, vol. 2, no. 2, pp. 32 - 41, Jun. 2021.
I. Bagus and M. Mahendra, “Implementasi Augmented Reality ( Ar ) Menggunakan Unity 3D Dan Vuporia Sdk,” J. Ilm. ILMU Komput. Univ. Udayana, vol. 9, no. 1, pp. 1–5, 2016.
Anggi Hermawan, Aris Sunawar, and Nur Hanifah Y, “Rancang Bangun Pembuat Layout PCB Otomatis Berbasis Android,” J. Electr. Vocat. Educ. Technol., vol. 5, no. 2, 2020, doi: 10.21009/jevet.0052.02.
D. Priyanto, “Pengembangan Multimedia Pembelajaran Berbasis Komputer,” vol. 14, no. 1, pp. 1–13, 2009.
P. S. Maria and E. Susianti, “Analisis Karakteristik Elektrik Bentuk Geometri Jalur PCB Menggunakan Pendekatan Finite Element,” J. Tek. Elektro, vol. 10, no. 1, pp. 11–17, 2018, doi: 10.15294/jte.v10i1.13826.
S. R. Adi Widarma*1, “JurTI-Adi Widarma,” PERANCANGAN APLIKASI GAJI KARYAWAN PADA PT. PP LONDON SUMATRA INDONESIA Tbk. GUNUNG MALAYU ESTATE - KABUPATEN ASAHAN. p. 10, 2017.
K. Pinontoan, M. Walean, and A. Lengkong, “Pembelajaran Daring Menggunakan E-Modul pada Flipped Classroom Statistika untuk Meningkatkan Kemampuan Bernalar dan Intensi Berwirausaha,” JINOTEP (Jurnal Inov. dan Teknol. Pembelajaran) Kaji. dan Ris. Dalam Teknol. Pembelajaran, vol. 8, no. 1, pp. 1–10, 2021, doi: 10.17977/um031v8i12021p001.
M. Fadya and I. P. Sari, “Modelling 3D dan Animating Karakter pada Game Edukasi ‘World War D’ Berbasis Android,” Multinetics, vol. 4, no. 2, pp. 43–48, 2018, doi: 10.32722/multinetics.vol4.no.2.2018.pp.43-48.
J. Rori, S. R. Sentinuwo, and S. Karouw, “Perancangan Aplikasi Panduan Belajar Pengenalan Ortodonsia Menggunakan Animasi 3D,” J. Tek. Inform., vol. 8, no. 1, pp. 3–7, 2016, doi: 10.35793/jti.8.1.2016.12299.
A. Nugroho and B. A. Pramono, “Aplikasi Mobile Augmented Reality Berbasis Vuforia Dan Unity Pada Pengenalan Objek 3D Dengan Studi Kasus Gedung M Universitas Semarang,” J. Transform., vol. 14, no. 2, p. 86, 2017, doi: 10.26623/transformatika.v14i2.442.
N. A. Ramdhan and D. A. Nufriana, “Rancang Bangun Dan Implementasi Sistem Informasi Skripsi Oline Berbasis WEB,” J. Ilm. Intech Inf. Technol. J. UMUS, vol. 1, no. 02, pp. 1–12, 2019, doi: 10.46772/intech.v1i02.75.
S. Santoso and R. Nurmalina, “Perencanaan dan Pengembangan Aplikasi Absensi Mahasiswa Menggunakan Smart Card Guna Pengembangan Kampus Cerdas (Studi Kasus Politeknik Negeri Tanah Laut),” J. Integr., vol. 9, no. 1, pp. 84–91, 2017