SKRIPSI HALAMAN SAMPUL PENGENALAN PAHLAWAN … · 2016-07-16 · skripsi halaman sampul pengenalan...
Transcript of SKRIPSI HALAMAN SAMPUL PENGENALAN PAHLAWAN … · 2016-07-16 · skripsi halaman sampul pengenalan...
SKRIPSI HALAMAN SAMPUL
PENGENALAN PAHLAWAN INDONESIA BERBASIS AUGMENTED
REALITY DENGAN MARKER UANG INDONESIA
Oleh :
MUHAMMAD HADI NOOR SETO
2011-51-211
PROGRAM STUDI TEKNIK INFORMATIKA
FAKULTAS TEKNIK
UNIVERSITAS MURIA KUDUS
2015
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DAFTAR ISI
HALAMAN SAMPUL ............................................................................................. i
HALAMAN JUDUL ............................................................................................... ii
PENGESAHAN STATUS SKRIPSI ....................................................................... iii
PERNYATAAN PENULIS .................................................................................... iv
PERSETUJUAN SKRIPSI .......................................................................................v
PENGESAHAN SKRIPSI ...................................................................................... vi
ABSTRACT ............................................................................................................ vii
ABSTRAK ........................................................................................................... viii
KATA PENGANTAR ............................................................................................ ix
DAFTAR ISI ............................................................................................................x
DAFTAR TABEL ................................................................................................ xiii
DAFTAR GAMBAR ............................................................................................ xiii
DAFTAR LAMPIRAN ........................................................................................ xiiii
BAB I PENDAHULUAN .........................................................................................1
1.1 Latar Belakang .................................................................................................... 1
1.2 Batasan Masalah ................................................................................................. 2
1.3 Rumusan Masalah ............................................................................................... 3
1.4 Tujuan Penelitian ................................................................................................ 3
1.5 Manfaat Penelitian .............................................................................................. 3
BAB II TINJAUAN PUSTAKA ...............................................................................5
2.1 Penelitian Terkait ................................................................................................ 5
2.2 Landasan Teori ................................................................................................... 6
2.2.1 Multimedia ................................................................................................ 6
2.2.2 Pengertian Pahlawan Nasional .................................................................. 6
2.2.3 Pengertian Augmented Reality .................................................................. 6
2.2.4 Uang Kertas Indonesia .............................................................................. 7
2.2.5 Pengertian Android ................................................................................... 8
2.2.6 Mengenal Marker dan Markerless ............................................................. 8
2.2.7 Flowchart ................................................................................................. 9
2.2.8 Storyboard .............................................................................................. 11
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2.2.9 Perangkat Lunak yang Digunakan ........................................................... 12
2.3 KERANGKA TEORI / KERANGKA PEMIKIRAN ......................................... 15
BAB III METODE PENELITIAN .......................................................................... 16
3.1 Objek Penelitian ................................................................................................ 16
3.2 Metodologi Penelitian ....................................................................................... 16
3.1.1 Planning ................................................................................................. 16
3.1.2 Analysis .................................................................................................. 17
3.1.3 Design .................................................................................................... 17
3.1.4 System Prototype ..................................................................................... 18
3.1.5 Implementation awal ............................................................................... 18
3.1.6 Implementation akhir .............................................................................. 19
3.1.7 System ..................................................................................................... 19
BAB IV ANALISIS DAN PERANCANGAN......................................................... 20
4.1 Analisa Sistem dan Kebutuhan .......................................................................... 20
4.1.1 Analisis Umum ....................................................................................... 20
4.1.2 Analisa Kebutuhan .................................................................................. 21
4.2 Desain Aplikasi ................................................................................................. 22
4.2.1 Desain Marker ........................................................................................ 22
4.2.2 Flowchart Mekanisme Augmented Reality .............................................. 23
4.2.3 Flowchart Aplikasi ................................................................................ 24
4.2.4 Storyboard .............................................................................................. 28
Tabel 4.1 Storyboard pengenalan pahlawan Indonesia ............................................ 28
BAB V IMPLEMENTASI ...................................................................................... 33
5.1 Implementasi..................................................................................................... 33
5.2 Implementasi Pembuatan Aplikasi .................................................................... 33
5.2.1 Membuat Projek Baru ............................................................................. 33
5.2.2 Memasukkan Vuforia SDK ke dalam Project .......................................... 34
5.2.3 Membuat Splash Screen .......................................................................... 35
5.2.4 Konfigurasi Augmented Reality ............................................................... 36
5.2.5 Menampilkan Marker.............................................................................. 37
5.2.6 Konfigurasi Image Target dan ARCamera ............................................... 40
5.2.7 Menampilkan Object 3D Pada Marker .................................................... 42
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5.2.8 Menyimpan Scene ................................................................................... 42
5.2.9 Menampilkan Tombol ............................................................................. 42
5.3 Tampilan Pada Aplikasi .................................................................................... 46
5.4 Pengujian Dan Testing ...................................................................................... 50
5.4.1 Pengujian Alpha dan Beta ....................................................................... 50
5.4.2 Testing Aplikasi ...................................................................................... 53
BAB VI PENUTUP ................................................................................................ 57
DAFTAR PUSTAKA ............................................................................................. 58
LAMPIRAN-LAMPIRAN
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DAFTAR TABEL
Tabel 2.1 Tabel Simbol Flowchart ............................................................................9
Tabel 4.1 Storyboard Pengenalan Pahlawan Indonesia ............................................ 28
Tabel 5.1 Pengujian Alpha ...................................................................................... 51
Tabel 5.2 Pengujian Beta ........................................................................................ 53
Tabel 5.3 Perbandingan Spesifikasi Smartphone ..................................................... 54
Tabel 5.3 Perbandingan Testing Pada Smartphone .................................................. 55
Table 5.5 Pengujian Antar Device ........................................................................... 55
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DAFTAR GAMBAR
Gambar 2.2 Storyboard ........................................................................................... 12
Gambar 4.1 Marker Aplikasi ................................................................................... 23
Gambar 4.2 Flowchart Mekanisme Augmented Reality ........................................... 24
Gambar 4.3 Flowchart Halaman Utama .................................................................. 26
Gambar 4.4 Flowchart Pilih Marker dan Tampil Capture ....................................... 27
Gambar 5.1 Konfigurasi Project ............................................................................. 34
Gambar 5.2 File Vuforia SDK ................................................................................. 34
Gambar 5.3 Import Vuforia SDK ............................................................................. 35
Gambar 5.4 Splash Screen ..................................................................................... 35
Gambar 5.5 Script Splash Screen ............................................................................ 36
Gambar 5.6 Konfigurasi Augmented Reality ............................................................ 36
Gambar 5.7 Proses Membuat Database ................................................................... 37
Gambar 5.8 Proses Menambah Marker ................................................................... 38
Gambar 5.9 Gambar Marker ................................................................................... 38
Gambar 5.10 Download Marker .............................................................................. 39
Gambar 5.11 Import Assets Marker ......................................................................... 40
Gambar 5.12 Konfigurasi Data Set ImageTarget ..................................................... 41
Gambar 5.13 Konfigurasi Data Set ARCamera ....................................................... 41
Gambar 5.14 Load Objek Pahlawan 3D .................................................................. 42
Gambar 5.15 Tombol Mulai .................................................................................... 43
Gambar 5.16 Tombol Panduan ................................................................................ 43
Gambar 5.17 Tombol Profil .................................................................................... 43
Gambar 5.18 Tombol Keluar ................................................................................... 43
Gambar 5.19 Script Tombol Mulai, Panduan, Tentang Dan Keluar ......................... 44
Gambar 5.20 Tombol Kembali ............................................................................... 44
Gambar 5.21 Script Tombol Kembali Profil dan Panduan ...................................... 44
Gambar 5.22 Tombol Auto Focus ........................................................................... 45
Gambar 5.23 Script Tombol Auto Focus ................................................................. 45
Gambar 5.24 Tombol Led On dan Led Off............................................................... 45
Gambar 5.25 Script Tombol Flash .......................................................................... 46
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Gambar 5.26 tombol Kembali sewaktu kamera nyala .............................................. 46
Gambar 5.27 Script Tombol Kembali (sewaktu kamera nyala) ................................ 46
Gambar 5.28 Instalasi Aplikasi ARTO .................................................................... 47
Gambar 5.29 Aplikasi ARTO .................................................................................. 47
Gambar 5.30 Splash Screen..................................................................................... 48
Gambar 5.31 Halaman Utama Aplikasi ARTO ........................................................ 48
Gambar 5.32 Tampilan Marker Kurang Jelas dan Kurang Penerangan .................... 49
Gambar 5.33 Multimarker ....................................................................................... 49
Gambar 5.34 Panduan Aplikasi ARTO.................................................................... 50
Gambar 5.35 Profil Pengembang Aplikasi ............................................................... 50
Gambar 5.36 Tampilan Aplikasi Belum Sesuai Harapan ......................................... 51