Augmented Reality Objek Wisata Bogor Menggunakan Algoritma Lucas Kanade Dengan Metode Marker Based Tracking

Authors

  • Fikry Ali Sya’ Dani Universitas Nasional, Jakarta
  • M Iwan Wahyuddin Universitas Nasional, Jakarta
  • Winarsih Winarsih Universitas Nasional, Jakarta

DOI:

https://doi.org/10.30865/mib.v5i3.3088

Keywords:

Bogor, Tourism, Android, Augmented Reality, Lucas Kanade Algorithm, Marker Based Tracking Method, 3D Objects

Abstract

Information technology today, is very developed and easy to find. Especially in information on Bogor tourist attractions such as the Bogor Palace, Tugu Kujang, and Pakansari Stadium. However, the data information held is not completely valid. Because many tourists get data that is not suitable, due to the lack of information obtained. Therefore, the researchers tried to make an android-based "Tourism Object in Bogor" application using Augmented Reality (AR) technology and the Lucas Kanade Algorithm, as well as Marker Based Tracking efforts to make it easier to get the information desired by tourism. Bogor is one of the cities in West Java Province that attracts many tourists, especially domestic tourists. However, there are still many tourist attractions in Bogor that are still many tourist attractions that have not been visited and are still not widely known by tourists. Until now, researchers have tried to make an android-based "Tourism Object in Bogor" application so that tourists know the shape of objects and information such as the Bogor Palace, Tugu Kujang, and Pakansari Stadium. Using Augmented Reality (AR) technology, the technology itself has photos, sounds, and 3d objects that can bring virtual 3d objects into the real world. The "Tourism Object in Bogor" application uses Android Studio, Unity, Sketchup, Vuforia, and Visual Studio. In order to make it easier for tourists to identify data on tourist attractions they want to visit. The application "Tourism Objects in Bogor" serves to share data information for local and foreign tourists, because this is an opportunity for the Bogor Regional Government to improve services and facilities in Bogor, so that tourists feel safe arriving and visiting Bogor.

References

R. Permana, H. Andrianof, and R. Afira, “Augmented Reality (AR) Sarana Promosi Obyek Pariwisata Jam .Gadang.Bukittinggi dan Pantai Wisata Carocok Pesisir Selatan,†Indones. J. Comput. Sci., vol. 7, no. 2, pp. 129–142, 2018, doi: 10.33022/ijcs.v7i2.81.

DAWAMI, Angga Kusuma. Perancangan Promosi Wisata Pendakian Gunung Merbabu melalui Desa Cuntel. Magenta| Official Journal STMK Trisakti, 2019, 3.1: 387-396.

Rosiyanti, A. W., & Susilowati, M. H. D. (2017, July). Perkembangan Objek Wisata di Kabupaten Bogor. In Prosiding Industrial Research Workshop.and National Seminar (Vol. 8, pp. 462-469).

I. G. N. D. P. Yohanes Priyo Atmojo, “Pemanfaatan Augmented Reality Pada Sistem Informasi Geografis Kampus Di Bali,†P. 2, 2014.

Maitsa, Elsa, Tito Sugiharto, and Yati Nurhayati. "IMPLEMENTASI AUGMENTED REALITY UNTUK PENGENALAN GEDUNG BERSEJARAH DI KAB. KUNINGAN MENGGUNAKAN ALGORITMA LUCAS KANADE." Buffer Informatika 6.2 (2020).

A. A. Wahid and H. F. Mulany, “Penerapan Augmented Reality Pada Aplikasi Pembelajaran pancasila,†no. July, pp. 0–6, 2019.

MUSTAQIM, Ilmawan..Pemanfaatan.Augmented Reality sebagai media pembelajaran. Jurnal Pendidikan Teknologi dan Kejuruan, 2016, 13.2: 174-183.

INTERAKTIF, PROMOSI TEMPAT WISATA YANG; WIDODO, RYANTANA NUR. IMPLEMENTASI AUGMENTED.REALITY SEBAGAI MEDIA.

A. Ismayani, Membuat Sendiri Aplikasi Augmented Reality. Elex Media Komputindo, 2020.

U. M. Ar, H. Wibawanto, and A. L. Nastiti, Panduan Lengkap: Membuat Game Augmented Reality(AR) dengan Unity 3D. Andi, 2019.

A. K. Pamoedji, Maryuni, and R. Sanjaya, Mudah Membuat Game Augmented Reality (AR) dan Virtual Reality (VR) dengan Unity 3D. Elex Media Komputindo, 2019.

Trunfio, Mariapina, et al. " Menginovasi model layanan museum warisan budaya melalui virtual reality dan augmented reality: dampak pada pengalaman dan kepuasan wisatawan secara keseluruhan. â€Majalah Wisata Warisan†(2020): 1-19.

R. Palmarini, J. A. Erkoyuncu, R. Roy, and H. Torabmostaedi, “A systematic review of augmented reality applications in maintenance,†Robot. Comput. Integr. Manuf., vol. 49, no. March 2017, pp. 215–228, 2018.

S. Ternier, R. Klemke, M. Kalz, and M. Specht, “ARLearn: Augmented Reality Meets Augmented Virtuality,†J. Univers. Comput. Sci., vol. 18, no. 15, pp. 2143–2164, 2012.

D. Nincarean, M. B. Alia, N. D. A. Halim, and M. H. A. Rahman, “Mobile Augmented Reality: The Potential for Education,†Procedia - Soc. Behav. Sci., vol. 103, pp. 657–664, 2013.

Setyawan, Risyan Arief, and Afdhol Dzikri.."Analisis penggunaan metode marker tracking pada augmented reality alat musik tradisional jawa tengah." Simetris: Jurnal Teknik Mesin, Elektro dan Ilmu Komputer 7.1 (2016): 295-304.

Maitsa, Elsa, Tito Sugiharto, and Yati Nurhayati. "IMPLEMENTASI AUGMENTED REALITY UNTUK PENGENALAN GEDUNG BERSEJARAH DI KAB. KUNINGAN MENGGUNAKAN ALGORITMA LUCAS KANADE." Buffer Informatika 6.2 (2020): 6-15.

Downloads

Published

2021-07-31

Issue

Section

Articles