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PEMBUATAN APLIKASI ANDROID AUGMENTED REALITY
PENGENALAN SPESIES KINGDOM PROTISTA SEBAGAI MEDIA
PEMBELAJARAN
Tugas Akhir
Disusun Untuk memenuhi salah satu syarat dalam memperoleh gelar
Ahli Madya pada Program Studi Diploma III Teknik Informatika
Universitas Sebelas Maret
Disusun oleh:
EKO RIAN SRI RAHARJO
M3115049
PROGRAM DIPLOMA III TEKNIK INFORMATIKA
FAKULTAS MATEMATIKA DAN ILMU PENGETAHUAN ALAM
UNIVERSITAS SEBELAS MARET
SURAKARTA
2018
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ABSTRACT
Learning in every step of life can be made as interesting as it may be
expected with technology. Learning Media as part of technology makes
information and knowledge generated more diverse. Furthermore, the development
of the era also affects the technology that continues to grow. Learning media with
technology makes learning information and knowlegde more interesting.
One of materials that used as subjects in learning media are Kingdom of
Protist. Kingdom of Protist have many kinds of species, such as Amoeba,
Paramecium and Euglena.
In the era of technology, Augmented Reality Applications used to support
Learning Media. Augmented Reality makes learning more interesting and it is one
of the innovotian for the better learning. Augmented Reality in Learning Kingdom
of Protist provide easier way to understanding the kinds of Protist’s species.
Keywords : Technology, Media, Augmented Reality, Kingdom of Protist.
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ABSTRAK
Pembelajaran disetiap lini kehidupan dapat dibuat menjadi lebih menarik
dengan adanya teknologi. Media pembelajaran sebagai bagian dari teknologi
membuat informasi dan pengetahuan yang dihasilkan semakin beragam. Selain itu,
perkembangan zaman juga membuat teknologi juga semakin berkembang. Media
pembelajaran yang menggunakan teknologi akan membuat pembelajaran menjadi
lebih menarik
Salah satu materi yang dapat menggunakan media pembelajaran adalah
Kingdom Protista. Kingdom Protista memiliki banyak spesies contohnya Amoeba,
Paramecium dan Euglena.
Di era teknologi ini, Augmented Reality juga dapat digunakan sebagai media
pembelajaran. Augmented Reality membuat proses pembelajaran menjadi semakin
menarik dan merupakan salah satu inovasi agar pembelajaran lebih baik.
Augmented Reality dalam dalam pembelajaran Kingdom Protista membuat
pembelajaran tentang macam-macam spesies Kingdom Protista lebih mudah.
Kata kunci: Teknologi, Media, Augmented Reality, Kingdom Protista.
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HALAMAN MOTTO
Pasti Ada Jalan
I believe every human has a finite number of heartbeats. I don’t intend to
waste any of mine. (Neil Armstrong)
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HALAMAN PERSEMBAHAN
Sebuah karya tulisan ini saya persembahkan untuk :
1. Kedua orang tua tercinta untuk segala doa dan dukungannya selama ini.
2. Dosen dan Staf Pengajar Program Diploma III Teknik Informatika
Universitas Sebelas Maret Surakarta khususnya bapak Firma Sahrul Bahtiar
S.Kom, M.Eng selaku pembimbing.
3. Teman-teman yang ikut turut memberikan bantuan dalam menyelesaikan
Tugas Akhir ini yang tidak dapat penulis sebutkan satu persatu.
4. Para pembaca yang budiman.
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KATA PENGANTAR
Puji syukur penulis ucapkan kepada Tuhan Yang Maha Esa, atas berkat dan
rahmat-Nya penulis dapat menyelesaikan Tugas Akhir dengan judul “Pembuatan
Aplikasi Android Augmented Reality Pengenalan Spesies Kingdom Protista
Sebagai Media Pembelajaran”.
Laporan Tugas Akhir ini dibuat untuk memenuhi salah satu syarat dalam
memperoleh gelar Ahlimadya (A.Md) pada Program Studi Diploma III Teknik
Informatika Universitas Sebelas Maret Surakarta. Dalam melakukan penelitian dan
penyusunan laporan Tugas Akhir ini penulis mendapatkan banyak dukungan dan
bantuan dari berbagai pihak. Oleh karena itu penulis mengucapkan terima kasih
kepada :
1. Prof.Ir.Ari Handono Ramelan,M.Se.(Hons),Ph.D selaku Pimpinan Fakultas
Matematika dan Ilmu Pengetahuan Alam Universitas Sebelas Maret
Surakarta.
2. Abdul Aziz, S.Kom., M.Cs. selaku Ketua Program Diploma III Teknik
Informatika Fakultas Matematika dan Ilmu Pengetahuan Alam Universitas
Sebelas Maret Surakarta.
3. Firma Sahrul Bahtiar, S.Kom., M.Eng selaku dosen pembimbing Tugas
Akhir.
4. Dosen-dosen DIII Teknik Informatika Fakultas Matematika dan Ilmu
Pengetahuan Alam Universitas Sebelas Maret Surakarta.yang telah
memberikan ilmu dan wawasan dalam pengerjaan Tugas Akhir.
5. Bapak dan Ibu tercinta yang selalu memberikan doa, semangat serta
dukungan baik secara moral maupun material.
6. Teman-teman kelas TIB 2015 yang selalu memberi semangat, pengarahan
dan dukungan.
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7. Serta semua pihak yang terkait yang telah membantu penulis
menyelesaikan laporan Tugas Akhir yang tidak bisa penulis sebutkan satu
persatu.
Semoga laporan Tugas Akhir ini bisa bermanfaat bagi semua kalangan
khususnya akademi Universitas Sebelas Maret Surakarta yang bermaksud untuk
mencari informasi maupun inspirasi dari tulisan ini.
Surakarta, September 2018
Eko Rian Sri Raharjo
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DAFTAR ISI
HALAMAN PERSETUJUAN ............................................................................. ii
HALAMAN PENGESAHAN ................................................................................ iii
ABSTRACT ........................................................................................................... iv
ABSTRAK .............................................................................................................. v
HALAMAN MOTTO ............................................................................................ vi
HALAMAN PERSEMBAHAN ........................................................................... vii
KATA PENGANTAR ......................................................................................... viii
DAFTAR ISI ........................................................................................................... x
DAFTAR GAMBAR ........................................................................................... xiv
DAFTAR TABEL .............................................................................................. xviii
BAB I 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 .................................................................................... 2
1.6 Metodologi Penelitian .............................................................................. 3
1.7 Sistematika Penulisan ............................................................................... 3
BAB II TINJAUAN PUSTAKA DAN LANDASAN TEORI ............................... 5
2.1 TINJAUAN PUSTAKA ........................................................................... 5
2.2 Protista ...................................................................................................... 5
2.3 Augmented Reality .................................................................................... 6
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2.4 Android ..................................................................................................... 7
2.5 Unity 3D ................................................................................................... 8
2.6 Vuforia SDK ............................................................................................. 9
2.7 Blender ..................................................................................................... 9
2.8 Adobe Photoshop .................................................................................... 10
2.9 CorelDRAW ............................................................................................ 11
BAB III ANALISIS KEBUTUHAN DAN PERANCANGAN APLIKASI ........ 13
1.1 Konsep Dasar Pengembangan Aplikasi Multimedia .............................. 13
3.1.1 Executive Summary ......................................................................... 13
3.1.2 Proposal ........................................................................................... 13
3.1.3 Target Pengguna.............................................................................. 14
3.1.4 Dukungan Platform dan Teknologi ................................................. 15
1.2 Manajemen Proyek Pengembangan Augmented Reality ........................ 15
3.2.1 Kebutuhan dan Peran Pembuatan Augmented Reality .................... 15
3.2.2 Perencanaan Jadwal ........................................................................ 16
3.2.3 Kebutuhan Perangkat Lunak dan Perangkat Keras dalam Pembuatan
Augmented reality .......................................................................................... 16
3.2.4 Kebutuhan Perangkat Lunak dan Perangkat Keras dan Perangkat
Keras dalam Implementasi Multimedia ......................................................... 17
3.3 Perancangan Multimedia ........................................................................ 17
3.3.1 Perancangan Objek.......................................................................... 17
3.3.2 Perancangan Interaktif (Interactive Design) ................................... 52
3.3.3 Perancangan Antarmuka (Interface Design) ................................... 53
3.3.4 Desain Grafis ................................................................................... 57
3.3.5 Audio Backsound ............................................................................ 59
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3.3.6 Perancangan Navigasi (Navigation Design) ................................... 60
3.3.7 Flowchart ........................................................................................ 60
3.4 Use Case Diagram ................................................................................. 61
BAB IV IMPLEMENTASI DAN PENGUJIAN .................................................. 64
4.1 Implementasi Desain Aplikasi ................................................................ 64
4.1.1 Implementasi Desain Background .................................................. 64
4.1.2 Implementasi Desain Main Menu ................................................... 64
4.1.3 Implementasi Desain Menu Kamera AR ........................................ 65
4.1.4 Implementasi Desain Menu Materi ................................................. 66
4.1.5 Implementasi Desain Menu Kuis .................................................... 66
4.1.6 Implementasi Desain Menu Katalog ............................................... 67
4.1.7 Implementasi Desain Menu Info ..................................................... 68
3.2 Implementasi Marker ............................................................................. 69
3.3 Implementasi Objek 3D .......................................................................... 72
4.3.1 Implementasi Amoeba .................................................................... 72
4.3.2 Implementasi Trypanosoma ............................................................ 72
4.3.3 Implementasi Paramecium .............................................................. 73
4.3.4 Implementasi Toxoplasma .............................................................. 74
4.3.5 Implementasi Chlamydomonas ....................................................... 74
4.3.6 Implementasi Ochromonas.............................................................. 75
4.3.7 Implementasi Euglena ..................................................................... 75
4.3.8 Implementasi Dictyostelium discoideum ........................................ 76
4.3.9 Implementasi Phytophthora nicotianae ........................................... 77
4.4 Implementasi Pemrograman ................................................................... 77
4.4.1 Implementasi Pemrograman Loading Screen ................................. 77
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4.4.2 Implementasi Pemrograman Main Menu ........................................ 79
4.4.2 Implementasi Pemrograman AR Kamera ....................................... 81
4.4.4 Implementasi Pemrograman Materi ................................................ 82
4.4.4 Implementasi Pemrograman Kuis ................................................... 84
4.4.4 Implementasi Pemrograman Katalog .............................................. 88
4.5 Pengujian ................................................................................................ 88
4.5.1 Pengujian Fungsioanl (Functionality Testing) ................................ 89
4.5.2 Pengujian Penerimaan (Acceptance Testing) .................................. 92
4.5.3 Pengujian Kompatibilitas (Compatibility Testing).......................... 94
4.5.4 Pengujian Penggunaan (Alpha / Beta Testing) ................................ 95
BAB V PENUTUP ................................................................................................ 97
5.1 Kesimpulan ............................................................................................. 97
5.2 Saran ....................................................................................................... 97
DAFTAR PUSTAKA ........................................................................................... 98
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DAFTAR GAMBAR
Gambar 3. 1 Perancangan Amoeba ....................................................................... 18
Gambar 3. 2 Modelling Amoeba ........................................................................... 19
Gambar 3. 3 Shape Keys Amoeba ......................................................................... 19
Gambar 3. 4 Shader Amoeba ................................................................................ 20
Gambar 3. 5 Animasi Amoeba .............................................................................. 21
Gambar 3. 6 Perancangan Trypanosoma .............................................................. 21
Gambar 3. 7 Modelling Trypanosoma .................................................................. 22
Gambar 3. 8 Shape Keys Trypanosoma ................................................................ 23
Gambar 3. 9 Shader Trypanosoma ....................................................................... 23
Gambar 3. 10 Animasi Trypanosoma ................................................................... 24
Gambar 3. 11 Perancangan Paramecium .............................................................. 25
Gambar 3. 12 Modelling Paramecium .................................................................. 26
Gambar 3. 13 Shape Keys Paramecium ................................................................ 26
Gambar 3. 14 Shader Paramecium ....................................................................... 27
Gambar 3. 15 Animasi Paramecium ...................................................................... 28
Gambar 3. 16 Perancangan Toxoplasma ............................................................... 28
Gambar 3. 17 Modelling Toxoplasma ................................................................... 29
Gambar 3. 18 Shape Keys Toxoplasma................................................................. 30
Gambar 3. 19 Shader Toxoplasma ........................................................................ 30
Gambar 3. 20 Animasi Toxoplasma...................................................................... 31
Gambar 3. 21 Perancangan Chlamydomonas ....................................................... 32
Gambar 3. 22 Modelling Chlamydomonas ........................................................... 32
Gambar 3. 23 Shape Keys Chalmydomonas ......................................................... 33
Gambar 3. 24 Shader Chlamdomonas .................................................................. 34
Gambar 3. 25 Animasi Chlamydomonas .............................................................. 34
Gambar 3. 26 Perancangan Ochromonas .............................................................. 35
Gambar 3. 27 Modelling Ochromonas .................................................................. 36
Gambar 3. 28 Shape Keys Ochromonas ................................................................ 36
Gambar 3. 29 Shader Ochromonas ....................................................................... 37
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Gambar 3. 30 Animasi Ochromonas ..................................................................... 38
Gambar 3. 31 Perancangan Peridinium ................................................................. 38
Gambar 3. 33 Modelling Peridinium ..................................................................... 39
Gambar 3. 34 Shape Keys Peridinium................................................................... 40
Gambar 3. 35 Shader Peridinium .......................................................................... 40
Gambar 3. 36 Animasi Peridinium ....................................................................... 41
Gambar 3. 37 Perancangan Euglena ..................................................................... 42
Gambar 3. 38 Modelling Euglena ......................................................................... 43
Gambar 3. 39 Shape Keys Euglena ....................................................................... 43
Gambar 3. 40 Shader Euglena .............................................................................. 44
Gambar 3. 41 Animasi Euglena ............................................................................ 45
Gambar 3. 42 Perancangan Dictyostelium discoideum ........................................ 45
Gambar 3. 43 Modelling Dictyostelium discoideum ............................................ 46
Gambar 3. 44 Shape Keys Dictyostelium discoideum .......................................... 47
Gambar 3. 45 Shader Dictyostelium discoideum ................................................. 47
Gambar 3. 46 Animasi Dictyostelium discoideum ............................................... 48
Gambar 3. 47 Perancangan Phytophthora nicotianae ........................................... 49
Gambar 3. 48 Modelling Phytophthora nicotianae ............................................... 50
Gambar 3. 49 Shape Keys Phytophthora nicotianae ............................................. 50
Gambar 3. 50 Shader Phytophthora nicotianae..................................................... 51
Gambar 3. 51 Animasi Phytophthora nicotianae .................................................. 52
Gambar 3. 52 Rancangan Tampilan Menu Utama ................................................ 54
Gambar 3. 53 Rancangan Tampilan Kamera AR.................................................. 54
Gambar 3. 54 Rancangan Tampilan Materi .......................................................... 55
Gambar 3. 55 Rancangan Tampilan Kuis ............................................................. 56
Gambar 3. 56 Rancangan Tampilan Info .............................................................. 56
Gambar 3. 57 Rancangan Tampilan Katalog ........................................................ 57
Gambar 3. 58 Rancangan Desain Judul ................................................................ 58
Gambar 3. 59 Rancangan Desain Background ..................................................... 59
Gambar 3. 60 Rancangan Desain Icon .................................................................. 59
Gambar 3. 61 Perancangan Navigasi .................................................................... 60
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Gambar 3. 62 Flowchart ........................................................................................ 61
Gambar 3. 63 Use Case Display Application ....................................................... 62
Gambar 3. 64 Use Case Player Input ................................................................... 62
Gambar 3. 65 Use Case Animation Actor ............................................................. 63
Gambar 4. 1 Implementasi Desain Background ................................................... 64
Gambar 4. 2 Implementasi Desain Menu Utama .................................................. 65
Gambar 4. 3 Implementasi Desain Kamera AR .................................................... 65
Gambar 4. 4 Implementasi Desain Materi ............................................................ 66
Gambar 4. 5 Implementasi Desain Kuis ............................................................... 67
Gambar 4. 6 Implementasi Desain Katalog .......................................................... 67
Gambar 4. 7 Implementasi Desain Penjelasan Katalog ........................................ 68
Gambar 4. 8 Implementasi Desain Info ................................................................ 68
Gambar 4. 9 Halaman Utama Vuforia .................................................................. 69
Gambar 4. 10 Halaman Login Vuforia ................................................................. 70
Gambar 4. 11 Halaman License Key Vuforia........................................................ 70
Gambar 4. 12 Database Objek 3D ........................................................................ 71
Gambar 4. 13 Marker ProtistAR ........................................................................... 71
Gambar 4. 14 Implementasi Amoeba.................................................................... 72
Gambar 4. 15 Implementasi Trypanosoma ........................................................... 73
Gambar 4. 16 Implementasi Paramecium ............................................................. 73
Gambar 4. 17 Implementasi Toxoplasma ............................................................. 74
Gambar 4. 18 Chlamydomonas ............................................................................. 74
Gambar 4. 19 Ochromonas ................................................................................... 75
Gambar 4. 20 Implementasi Euglena .................................................................... 76
Gambar 4. 21 Dictyostelium discoideum .............................................................. 76
Gambar 4. 22 Phytophthora nicotianae ................................................................. 77
Gambar 4. 23 Script Loading Screen 1 ................................................................. 78
Gambar 4. 24 Script Loading Screen 2 ................................................................. 79
Gambar 4. 25 Script Main Menu 1........................................................................ 80
Gambar 4. 26 Script Main Menu 2........................................................................ 80
Gambar 4. 27 Script Kamera AR 1 ....................................................................... 81
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Gambar 4. 28 Script Kamera AR 2 ....................................................................... 81
Gambar 4. 29 Script Kamera AR 3 ....................................................................... 82
Gambar 4. 30 Script Materi 1 ................................................................................ 83
Gambar 4. 31 Script Materi 2 ................................................................................ 83
Gambar 4. 32 Script Kuis 1 ................................................................................... 84
Gambar 4. 33 Script Kuis 2 ................................................................................... 84
Gambar 4. 34 Script Kuis 3 ................................................................................... 85
Gambar 4. 35 Script Kuis 4 ................................................................................... 86
Gambar 4. 36 Script Kuis 5 ................................................................................... 87
Gambar 4. 37 Script Kuis 6 ................................................................................... 87
Gambar 4. 38 Script Katalog ................................................................................. 88
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DAFTAR TABEL
Tabel 3. 1 Perencanaan Jadwal ............................................................................... 7
Tabel 4. 1 Tabel Pengujian Scene ......................................................................... 89
Tabel 4. 2 Pengujian Objek 3D ............................................................................. 90
Tabel 4. 3 Pengujian Tombol ................................................................................ 92
Tabel 4. 4 Pengujian Jarak .................................................................................... 93
Tabel 4. 5 Pengujian Sudut Pandang..................................................................... 93
Tabel 4. 6 Pengujian Pencahayaan ........................................................................ 94