Yahya, Andrea and -, Heru Supriyono, S.T. M.Sc, Ph.D (2019) Augmented Reality Sebagai Penampil Benda Koleksi Di Museum Suaka Budaya Karaton Kasunanan Surakarta Hadiningrat. Skripsi thesis, Universitas Muhammadiyah Surakarta.
PDF (Naskah Publikasi)
AndreaYahya_L200150013.pdf Download (1MB) |
|
PDF (Pernyataan Publikasi Ilmiah)
Surat-Pernyataan-Publikasi.pdf Restricted to Repository staff only Download (309kB) | Request a copy |
Abstract
Museum Suaka Budaya Karaton Kasunanan Surakarta Hadiningrat is a museum that stores historical objects at that time. Collections stored include weapons, statues, art equipment, kitchen utensils and ceremonial equipment. But the authors see some of the collections stored in the glass cabinet so that visitors cannot see the display as a whole. From that problem the author has a solution to create 3D modeling based applications using Augmented Reality (AR) technology. This study aims to give visitors the sensation to feel the object as a whole and can see the texture as a whole. The author uses the System Development Life Cycle (SDLC) method with the Waterfall model in its development. By using Asus A455l laptop hardware, Xiaomi Redmi Note 5 smartphone and Blender Software, Unity 3D, Vuforia SDK, CorelDraw X7, Android Studio to support application creation. Through the process of making 3D modeling using Blender, the 3D model that has been created is then imported into Unity 3D for application creation, then adding markers to scan so that 3D objects and object information appear. This research produces AR applications to display collection objects thoroughly and there is information from the collection objects. To ensure the feasibility of the system the authors carry out testing using black-box testing. The results of testing the system are all functions can work well. Applications can run on versions of Android 5.0 and above. Tests show that if the darker condition fails, the marker fails to be scanned by the system, if it is hit by some it can still be scanned by a graffiti system and if the marker is closed more than 40% will fail to be scanned by the system. Based on the results of the questionnaire testing, the average total percentage was 88.47%. The conclusion of this study is to make it easier for visitors to Museum Suaka Budaya Karaton Kasunanan Surakarta Hadiningrat to enjoy the sensation of feeling objects as a whole and get historical information from collectible objects. Keywords: Augmented Reality, Collections, Museum, 3D Modeling.
Item Type: | Karya ilmiah (Skripsi) |
---|---|
Uncontrolled Keywords: | Augmented Reality, Benda Koleksi, Museum, Pemodelan 3D |
Subjects: | T Technology > T Technology (General) |
Divisions: | Fakultas Ilmu Komunikasi dan Informatika > Teknik Informatika |
Depositing User: | ANDREA YAHYA |
Date Deposited: | 19 Aug 2019 07:27 |
Last Modified: | 19 Aug 2019 07:28 |
URI: | http://eprints.ums.ac.id/id/eprint/76351 |
Actions (login required)
View Item |