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library.uns.ac.id digilib.uns.ac.id 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

PEMBUATAN APLIKASI ANDROID AUGMENTED REALITY …€¦ · library.uns.ac.id digilib.uns.ac.id viii KATA PENGANTAR Puji syukur penulis ucapkan kepada Tuhan Yang Maha Esa, atas berkat

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library.uns.ac.id digilib.uns.ac.id

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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HALAMAN PERSETUJUAN

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HALAMAN PENGESAHAN

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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