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BUKU DONGENG
DENGAN
MENGGUNAKAN AUGMENTED REALITY
TUGAS AKHIR Disusun Untuk Memenuhi Salah Satu Syarat Mencapai Gelar Ahli Madya Program D3 Teknik Informatika
Disusun Oleh : DELAROSA SANTOSO NIM. M3112038
PROGRAM DIPLOMA III TEKNIK INFORMATIKA FAKULTAS MATEMATIKA DAN ILMU PENGETAHUAN ALAM UNIVERSITAS SEBELAS MARET SURAKARTA 2015
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ABSTRACT
Delarosa Santoso, 2015. THE FOLKTALES BOOK INDONESIA "Cindelaras" USING AUGMENTED REALITY. Diploma III of Informatics Faculty of Mathematics and Natural Sciences. Eleven University in March, Surakarta. Along with the development era . the book has begun forgotten folk tales , with AR technology is intended as a medium to attract moral teaching children to read
the story book again .
The material is used as an application of moral education is a fairy tale book. In this application there is object modeling of story books in the form of threedimensional fairy tale created with 3ds Max software. Then the three-dimension objects built into an application using the Vuforia and Unity as Augmented Reality software that can be displayed on the android. With the technology of Augmented Reality the fairy tale book application The application is expected to provide a moral lesson to the children who are still early and use the tools in the form of a fairy tale book marker to display the objects in
three -dimensional form in order to attract for children kindergarten / elementary school children .
Keywords: Augmented Reality, Folktales Book, 3D, Android
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ABSTRAK Delarosa
Santoso,
2015.
BUKU
DONGENG
RAKYAT
INDONESIA
MENGGUNAKAN AUGMENTED REALITY. Program Diploma III Teknik Informatika Fakultas Matematika dan Ilmu Pengetahuan Alam. Universitas Sebelas Maret,Surakarta.
Seiring dengan berkembangnya jaman. buku dongeng rakyat sudah mulai terlupakan , dengan teknologi AR ini bertujuan sebagai media pembelajaran moral dengan menarik minat anak-anak untuk membaca buku dongeng lagi.
Materi yang digunakan sebagai aplikasi pendidikan moral ini adalah buku dongeng. Dalam aplikasi ini terdapat pemodelan objek dari cerita buku dongeng dalam bentuk tiga dimensi yang dibuat dengan software 3Ds Max. Kemudian objek-objek tiga dimesi dibangun menjadi sebuah aplikasi dengan menggunakan Vuforia dan Unity sebagai software Augmented Reality agar dapat tertampil di android.
Dengan adanya teknologi Augmented Reality pada aplikasi buku dongeng diharapkan Aplikasi ini memberikan pembelajaran moral terhadap anak-anak yang masih dini dan menggunakan alat bantu marker yang berupa buku dongeng untuk menampilkan objek-objek dalam bentuk 3 dimensi agar menarik untuk anak TK / anak sekolah dasar.
Kata kunci : Augmented Reality , Buku Dongeng, Tiga Dimensi,Android
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HALAMAN MOTTO
Delarosa Santoso
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HALAMAN PERSEMBAHAN
Tugas Akhir ini saya persembahkan teruntuk : 1. Keluarga Besar Bidik Misi Indonesia. 2. Kampusku Universitas Sebelas Maret khususnya progam studi D3 Teknik Informatika. 3. Ibu Hartatik.S.Si.,M.Si selaku pembimbing dan pengarah project. 4. Keluarga tercinta. 5. Teman-teman yang banyak membantu Hana,Bryan Bangkit,Bryan Kusuma,Deva Djati,Ardella,Rani 6. Teman-teman seperjuangan D3 Teknik Informatika UNS, khususnya Teknik Informatika A (TI-A) 2012. 7. Para pembaca yang budiman
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KATA PENGANTAR Puji syukur kepada Allah SWT atas berkah dan rahmat-NYA penulis dapat menyelesaikan Tugas Akhir dengan judul
Buku Dongeng Rakyat Indonesia Laporan Tugas Akhir
ini disusun untuk memenuhi salah satu syarat dalam memperoleh gelar Ahlimadya (A.Md.) pada Program Diploma III Teknik Informatika Universitas Sebelas Maret. Dalam melakukan penelitian dan penyusunan laporan Tugas Akhir ini penulis telah mendapatkan banyak dukungan dan bantuan dari berbagai pihak. Penulis mengucapkan terima kasih yang tak terhingga kepada : 1. Allah SWT yang telah melimpahkan rahmat-Nya sehingga penulis dapat menyelesaikan laporan Tugas Akhir ini. 2. Ibu Hartatik.S.Si.,M.Si. selaku dosen pembimbing yang berkenan memberikan waktu dan ilmu untuk membimbing. 3. Keluarga tercinta yang selalu memberikan dukungan dan semangat serta dukungan moril dan materil. 4. Teman-teman seperjuangan D3 Teknik Informatika A angkatan 2012. Dan semua pihak yang telah membantu penulis menyelesaikan laporan Tugas Akhir ini yang tidak bisa penulis sebutkan satu persatu. Semoga tulisan ini dapat memberikan manfaat dan memberikan wawasan tambahan bagi para pembaca dan khususnya bagi penulis sendiri.
Surakarta, Juni 2015
Delarosa Santoso
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DAFTAR ISI HALAMAN PERSETUJUAN ................................................. Error! Bookmark not defined. HALAMAN PENGESAHAN ................................................................................................... ii
HALAMAN PERSEMBAHAN .............................................................................................. vii KATA PENGANTAR ............................................................................................................. viii
BAB I .........................................................................................................................................1 PENDAHULUAN......................................................................................................................1 1.1
Latar Belakang ..........................................................................................................1
1.2
Perumusan Masalah ...................................................................................................2
1.3
Batasan Masalah ........................................................................................................2
1.4
Tujuan Penelitian .......................................................................................................2
1.5
Manfaat Penelitian .....................................................................................................3
BAB II ........................................................................................................................................4 LANDASAN TEORI .................................................................................................................4 2.1
Tinjauan Pustaka .....................................................................................................4
2.2
Landasan Teori ........................................................................................................4
2.2.1
Augmented Reality ..................................................................................................4
2.2.2
Marker ...................................................................................................................5
2.2.3
Adobe 3Ds Max ....................................................................................................6
2.2.4
Vuforia...................................................................................................................6
2.2.5
Unity 3D ................................................................................................................6
2.2.6
Android SDK.........................................................................................................7
2.2.7
Android .................................................................................................................7
2.2.8
Qualcom Augmented Reality(QCAR) SDK ..........................................................7
2.2.9
Corel Draw ............................................................................................................8
2.2.10 Adobe Audition .....................................................................................................8 BAB III ......................................................................................................................................9 ANALISA KEBUTUHAN DAN PERANCANGAN SISTEM .................................................9 3.1
Konsep Dasar Pengembangan Multimedia ................................................................9
3.1.1
Konsep Dasar Multimedia .....................................................................................9
3.1.2
Proposal .................................................................................................................9
3.1.3
Target Pengguna ....................................................................................................9
3.1.4
Dukungan Platform dan Teknologi........................................................................9
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3.2
Manajemen Proyek Pengembangan Multimedia .................................................10
3.2.1
Kebutuhan dan Peran / Tugas Tim Pengembang Multimedia .............................10
3.2.2
Perencanaan Jadwal.............................................................................................10
3.2.3 Kebutuhan Perangkat Lunak dan Perangkat Kerasdalam Pengembangan Multimedia .......................................................................................................................12 3.2.4 Kebutuhan Perangkat Lunak dan Perangkat Keras dalam Implementasi Multimedia .......................................................................................................................14 3.3
Perancangan Multimedia .........................................................................................14
3.3.1
Perancangan Interaktif (Interactive Design) ........................................................14
3.3.2
Perancangan Antarmuka (Interface Design) .......................................................15
3.3.3
Desain Grafis (Graphic Design) ..........................................................................16
3.3.4
Audio dan Video..................................................................................................18
3.3.5
Perancangan Navigasi .........................................................................................18
3.3.6
Konten Tekstual ...................................................................................................18
3.3.7
Flowcharts ...........................................................................................................19
3.3.8
Storyboards..........................................................................................................19
BAB IV ....................................................................................................................................21 IMPLEMENTASI DAN EVALUASI ......................................................................................21 4.1
Produksi ...................................................................................................................21
4.1.1
Pembuatan Antarmuka (Interface Design) ..........................................................21
4.1.2
Pembuatan Elemen Desain Grafis (Graphic Design) ..........................................21
4.1.3
Pembuatan Marker ..............................................................................................25
4.1.4
Authoring dan Pemrogaman (Authoring and Progamming) ...............................27
4.1.5
Label dan Kemasan (Labels and Packaging).......................................................28
4.2
Implementasi ...........................................................................................................28
4.2.1
Implementasi Interaktif (Interactive Design) ......................................................28
4.2.2
Implementasi Antarmuka (Interface Design) ......................................................29
4.2.3
Implementasi Elemen Grafis ...............................................................................31
4.2.4 4.3
Implementasi Navigasi (Navigation Design) ......................................................33 Pengujian .................................................................................................................33
BAB V......................................................................................................................................37 PENUTUP................................................................................................................................37 5.1
Kesimpulan ............................................................................................................37
5.2
Saran .......................................................................................................................37
DAFTAR PUSTAKA ...............................................................................................................38
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DAFTAR GAMBAR Gambar 2.1
Contoh Aplikasi Augmented Reality .................................................................5
Gambar 3.2
Tampilan Awal.................................................................................................15
Gambar 3.3
Tampilan Petunjuk ..........................................................................................16
Gambar 3.4
Desain 3D Bayi ...............................................................................................16
Gambar 3.5
Desain Manusia ...............................................................................................17
Gambar 3.6
Desain Ayam ...................................................................................................17
Gambar 3.7
Desain Telur Ayam ..........................................................................................17
Gambar 3.8
Perancangan Navigasi .....................................................................................18
Gambar 3.9
Flowchart ........................................................................................................19
Gambar 3.10
Storyboard Play ..............................................................................................20
Gambar 4.11
Pembuatan Tampilan Menu .............................................................................21
Gambar 4.12
Pewarnaan Model Ayam.................................................................................22
Gambar 4.13
Material Ayam 3D ...........................................................................................23
Gambar 4.14
Pembuatan Model Bayi ...................................................................................24
Gambar 4.15
Pembuatan Model Telur ..................................................................................24
Gambar 4.16
Pembuatan Model Manusia .............................................................................25
Gambar 4.18
Implementasi interaktif halaman 3D ...............................................................29
Gambar 4.19
Implementasi Halaman Home .........................................................................29
Gambar 4.20
Implementasi Halaman Telur ..........................................................................30
Gambar 4.21
Implementasi Halaman Ayam .........................................................................30
Gambar 4.22
Implementasi Halaman Patih ..........................................................................31
Gambar 4.23
Model Ayam ....................................................................................................31
Gambar 4.24
Pembuatan Model Telur ..................................................................................32
Gambar 4.25
Model Patih .....................................................................................................32
Gambar 4.26
Pembuatan Model Bayi ...................................................................................33
Gambar 4.27
Implementasi Navigasi ....................................................................................33
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DAFTAR TABEL Tabel 3.1 Perencanaan Jadwal .................................................................................................. 11 Tabel 3.2 Implementasi Interaktif ............................................................................................15 Tabel 4.3 Image Target .............................................................................................................26 Tabel 4.4 Pengujian ..................................................................................................................34
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