PEMANFAATAN TEKNOLOGI AUGMENTED REALITY UNTUK PEMBELAJARAN CANDI – CANDI DI INDONESIA PADA PLATFORM ANDROID
Yuliatif Rachman 41812120042
PROGRAM STUDI SISTEM INFORMASI FAKULTAS ILMU KOMPUTER UNIVERSITAS MERCU BUANA JAKARTA 2016
http://digilib.mercubuana.ac.id/
PEMANFAATAN TEKNOLOGI AUGMENTED REALITY UNTUK PEMBELAJARAN CANDI – CANDI DI INDONESIA PADA PLATFORM ANDROID
Laporan Tugas Akhir
Diajukan Untuk Melengkapi Salah Satu Syarat Memperoleh Gelar Sarjana Komputer Oleh: Yuliatif Rachman 41812120042
PROGRAM STUDI SISTEM INFORMASI FAKULTAS ILMU KOMPUTER UNIVERSITAS MERCU BUANA JAKARTA 2016
http://digilib.mercubuana.ac.id/
LEMBAR PERNYATAAN
i http://digilib.mercubuana.ac.id/
LEMBAR PENGESAHAN
ii http://digilib.mercubuana.ac.id/
KATA PENGANTAR Dengan mengucapkan puji dan syukur kehadirat ALLAH SWT atas segala rahmat yang telah diberikan –Nya sehingga penulis dapat menyelesaikan skripsi ini. Penulisan skripsi ini merupakan kewajiban bagi seluruh mahasiswa tingkat akhir untuk memenuhi salah satu syarat menempuh ujian akhir Program Sarjana Sistem Informasi Universitas Mercubuana. Penulis sangat menyadari bahwa dalam penyusunan skripsi ini masih banyak kekurangan, dikarenakan keterbatasan kemampuan dan pengetahuan yang penulis miliki. Oleh karena itu penulis sangat mengharapkan saran dan kritik yang sifatnya membangun untuk penyempurnaan skripsi ini. Selanjutnya penulis ingin mengucapkan banyak terima kasih kepada semua pihak yang telah banyak membantu,membimbing dan memberikan saran serta kritik pada skripsi ini. Ucapan terima kasih penulis tujukan untuk : 1. Ibu Nur Ani, ST. MMSI, selaku Ketua Prodi Jurusan Sistem Informasi 2. Bapak Bagus Priambodo, ST.,MTI selaku Koordinator TA Sistem Informasi 3. Bapak Ardiansyah, ST.,MTI selaku dosen pembimbing, yang telah membimbing dan mengarahkan penulis dalam pembuatan skripsi ini. 4. Orang tua dan istri tercinta yang telah memberi dukungan serta doa untuk penulis agar pembuatan skripsi ini terselesaikan. 5. Sahabat-sahabat dan kakak-adik tercinta yang telah memberi dukungan kepada penulis dalam pembuatan skripsi ini.
Jakarta,
Januari 2016 Penulis
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DAFTAR ISI LEMBAR PERNYATAAN ................................................................................................. i LEMBAR PENGESAHAN ................................................................................................ ii KATA PENGANTAR ....................................................................................................... iii ABSTRACT ....................................................................................................................... iv ABSTRACT ........................................................................................................................ v DAFTAR ISI ...................................................................................................................... vi DAFTAR TABEL ............................................................................................................. xii DAFTAR GAMBAR ....................................................................................................... xiv DAFTAR LAMPIRAN .................................................................................................. xviii BAB I PENDAHULUAN ................................................................................................... 1 1.1.
Latar Belakang .................................................................................................... 1
1.2.
Perumusan Masalah ............................................................................................ 2
1.3.
Batasan Masalah ................................................................................................. 2
1.4.
Tujuan dan Manfaat ............................................................................................ 3
1.4.1.
Tujuan ......................................................................................................... 3
1.4.2.
Manfaat ....................................................................................................... 3
1.5.
Metode Penelitian ............................................................................................... 4
1.5.1.
Metode Pengumpulan Data ......................................................................... 4
1.5.2.
Metodologi Pengembangan Sistem ............................................................. 5
1.6.
Sistematika Penulisan ......................................................................................... 6
BAB II LANDASAN TEORI ............................................................................................. 7 2.2. Augmented Reality .................................................................................................. 8 2.2.1. Sejarah Augmented Reality .............................................................................. 8 2.2.2. Mengenal Augmented Reality .......................................................................... 9 2.2.3. Prinsip Kerja Augmented Reality .................................................................... 9 2.2.4. Augmented Reality VS Virtual Reality .......................................................... 10 2.2.5. Metode Augmented Reality ............................................................................ 11 2.2.5.1. Marker Augmented Reality (Marker Based Tracking) ............................ 11 2.2.5.2. Markerless Augmented Reality ................................................................ 11 2.2.6. Penggunaan Augmented Reality ..................................................................... 12 2.3. Unity 3D................................................................................................................. 13 2.4. Vuforia ................................................................................................................... 15
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2.4.1. Arsitektur Vuforia ........................................................................................... 17 2.5. Playmaker (Visual Scripting For Unity) ................................................................ 18 2.6. NGUI (Next – Gen UI) ......................................................................................... 21 2.7. Sketchup ................................................................................................................. 22 2.8. Android .................................................................................................................. 24 2.8.1. Android SDK (Software Development Kit) .................................................... 25 2.9. Java Development Kit (JDK) ................................................................................. 26 2.10. UML (Unified Modeling Language) .................................................................... 26 2.10.1. Pengertian UML (Unified Modeling Language) ........................................... 26 2.10.2. Diagram Use Case ......................................................................................... 27 2.10.3. Diagram Aktifitas .......................................................................................... 28 2.10.4. Diagram Sequence ........................................................................................ 30 2.11. Mad Level Manager ............................................................................................. 31 2.12. Candi-Candi di Indonesia..................................................................................... 32 2.12.1.
Candi Pawon ............................................................................................. 32
2.12.2.
Candi Banyunibo....................................................................................... 34
2.12.3.
Candi Bima ............................................................................................... 35
2.12.4.
Candi Bajang Ratu .................................................................................... 36
2.12.5.
Candi Wringin Lawang ............................................................................. 37
2.12.6.
Candi Pura Ulun Danu .............................................................................. 38
BAB III ANALISA DAN PERANCANGAN .................................................................. 40 3.1 Analisis Sistem....................................................................................................... 40 3.2. Analisis Masalah .................................................................................................... 40 3.2.1. Analisis Sistem Yang Berjalan ....................................................................... 41 3.2.2. Review Aplikasi yang sudah ada .................................................................... 42 3.3. Proses Pembuatan Aplikasi Candi Indonesia Augmented Reality Book ............... 44 3.4. Analisa Kebutuhan Aplikasi .................................................................................. 45 3.4.1. Analisis Kebutuhan Non Fungsional ............................................................. 45 3.4.1.1. Analisis Perangkat Keras / Hardware ...................................................... 45 3.4.1.2. Analisis Perangkat Lunak ........................................................................ 45 3.4.1.3. Analisis Pengguna .................................................................................... 46 3.4.2. Analisis Kebutuhan Fungsional ..................................................................... 46 3.4.2.1.
Use Case Diagram ............................................................................. 46
3.4.2.2.
Activity Diagram............................................................................... 50
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3.4.2.2.1. Activity Diagram - Memilih Scan Marker ........................................ 51 3.4.2.2.1. Activity Diagram – Melakukan Scan Marker Candi ......................... 52 3.4.2.2.2. Activity Diagram – Melihat Informasi .............................................. 53 3.4.2.2.2.1. Activity Diagram – Melihat Spesifikasi Android ..................... 54 3.4.2.2.2.2. Activity Diagram – Melihat Cara Penggunaan Aplikasi ............ 55 3.4.2.2.3. Activity Diagram – Mendownload Book/Marker ............................. 56 3.4.2.2.4. Activity Diagram – Melihat Tentang Aplikasi .................................. 57 3.4.2.2.5. Activity Diagram – Mengerjakan Kuis ............................................. 58 3.4.2.2.6. Activity Diagram – Keluar dari Aplikasi .......................................... 59 3.4.2.3. Sequence Diagram ................................................................................... 60 3.4.2.3.1. Sequence Diagram – Memilih Scan Marker ..................................... 60 3.4.2.3.2. Sequence Diagram – Melakukan Scan Marker Candi ...................... 61 3.4.2.3.2.1. Sequence Diagram – Melihat Informasi ........................................ 62 3.4.2.3.2.1.1. Sequence Diagram – Melihat Spesifikasi Android ................. 62 3.4.2.3.2.1.2. Sequence Diagram – Melihat Cara Penggunaan Aplikasi ...... 63 3.4.2.3.2.1.3. Sequence Diagram – Melihat Deskripsi Candi ....................... 64 3.4.2.3.3. Sequence Diagram – Melihat Tentang Aplikasi ............................... 66 3.4.2.3.4. Sequence Diagram – Mendownload Book / Marker ......................... 67 3.4.2.3.5. Sequence Diagram – Mengerjakan Kuis ........................................... 68 3.4.2.3.6. Sequence Diagram – Keluar dari Aplikasi ........................................ 69 3.5. Perancangan System ............................................................................................. 69 3.5.1. Perancangan Struktur Menu ............................................................................ 69 3.5.2. Perancangan Antarmuka (Design Interface) ................................................... 70 3.5.2.1. Perancangan Antarmuka – Splash Screen ................................................ 71 3.5.2.2. Perancangan Antarmuka – Halaman Home ............................................. 71 3.5.2.3. Perancangan Antarmuka – Halaman Scan Marker .................................. 72 3.5.2.4.
Perancangan Antarmuka – Halaman Loading................................... 72
3.5.2.6.
Perancangan Antarmuka – Halaman Scan Marker Candi ................. 73
3.5.2.7. Perancangan Antarmuka – Halaman Informasi ....................................... 73 3.5.2.7.1. Perancangan Antarmuka – Halaman Spesifikasi .............................. 74 3.5.2.7.2. Perancangan Antarmuka – Halaman Cara Penggunaan .................... 74 3.5.2.7.3. Perancangan Antarmuka – Halaman Deskripsi Candi ...................... 75 3.5.2.8. Perancangan Antarmuka – Halaman Download Book / Marker .............. 75 3.5.2.9. Perancangan Antarmuka – Halaman Tentang .......................................... 76
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3.5.2.10 Perancangan Antarmuka – Halaman Kuis .............................................. 76 3.5.2.10.1. Perancangan Antarmuka – Halaman Jawaban Benar ...................... 77 3.5.2.10.2. Perancangan Antarmuka – Halaman Jawaban Salah ...................... 77 3.5.2.10.3. Perancangan Antarmuka – Halaman Quiz Completed ........................ 78 BAB IV IMPLEMENTASI DAN PENGUJIAN SISTEM ............................................... 79 4.1. Implementasi .......................................................................................................... 79 4.2. Lingkungan Implementasi...................................................................................... 79 4.3. Pengumpulan Bahan .............................................................................................. 80 4.4. Instalasi Software Sketchup Pro 2013 ................................................................... 80 4.5. Pembuatan Modeling Candi 3 Dimensi ................................................................. 80 4.5.1. Membuat Modeling 3D Candi ........................................................................ 80 4.5.2. Hasil Modeling Candi 3 Dimensi.................................................................... 86 4.5.3. Export Modeling 3D ke .fbx ........................................................................... 86 4.6. Mempersiapkan Marker ......................................................................................... 87 4.7. Registrasi Vuforia .................................................................................................. 88 4. 8. Upload Marker Candi ke Vuforia ......................................................................... 88 4.9. Download Dataset .................................................................................................. 92 4.10. Persiapan Project .................................................................................................. 93 4.10.1. Instalasi SDK (Software Development Kit) Android .................................. 93 4.11. Memulai Project ................................................................................................... 93 4.11.1. Import Plugin ................................................................................................ 94 4.11.1.1 Plugin Vuforia 5.0.6 ................................................................................ 94 4.11.1.2. Plugin Playmaker 1.7.8.2 ....................................................................... 96 4.11.1.3. Plugin Next-Gen UI (NGUI) v3.9.1...................................................... 96 4.11.1.4. Plugin Mad Level Manager v2.3.2 ......................................................... 97 4.11.1.5. Plugin Pendukung ................................................................................. 97 4.11.2. Membuat Folder File di Asset ....................................................................... 97 4.11.3. Membuat User Interface dengan NGUI ........................................................ 98 4.11.3.1. Mengatur Layar ...................................................................................... 99 4.11.3.2. Membuat Button .................................................................................. 100 4.11.3.3. Mengaktifkan Button ........................................................................... 101 4.11.3.4. Memasukkan Sound di Button .......................................................... 103 4.11.3.5. Keluar dari Aplikasi ( “Escape Key / Back Button” pada HP Android) .............................................................................................................. 104
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4.11.4. Import Marker Image Target ke dalam Project ......................................... 106 4.12. Import File Modeling 3D Animasi (.fbx)........................................................... 107 4.13. Membuat GUI Button ........................................................................................ 110 4.13.1. Membuat GUI Button – Back ......................................................................... 110 4.13.2. Membuat GUI Button – Music ON/OFF .................................................... 111 4.14. List Scene, Object, Action Browser, Events yang digunakan (selain Kuis) ...... 113 4.15. Membuat Kuis .................................................................................................. 119 4.15.1. Membuat Level Configuration .................................................................... 119 4.15.2. Membuat Halaman Level Select ................................................................. 119 4.15.3. Mengatur Level ........................................................................................... 119 4.18. Hasil Tampilan ................................................................................................... 130 4.20. Pengujian Perangkat Lunak ............................................................................... 142 4.20.1. Pengujian Blackbox .................................................................................... 142 4.20.1.1. Pengujian Halaman Home ................................................................... 142 4.20.1.2. Pengujian Halaman Scan Candi ........................................................... 143 4.20.1.2.1. Pengujian Halaman Scan Candi Pawon ........................................ 144 4.20.1.2.2. Pengujian Halaman Scan Candi Bima ......................................... 145 4.20.1.2.3. Pengujian Halaman Scan Candi Bajang Ratu ............................... 146 4.20.1.2.4. Pengujian Halaman Scan Candi Banyunibo ................................. 147 4.20.1.2.5. Pengujian Halaman Scan Candi Pura Ulun Danu ......................... 148 4.20.1.2.6. Pengujian Halaman Scan Candi Wringin Lawang ....................... 149 4.20.1.3. Pengujian Halaman Download Buku / Marker .................................... 150 4.20.1.4. Pengujian Halaman Informasi .............................................................. 150 4.20.1.4.1. Pengujian Halaman Spesifikasi ..................................................... 152 4.20.1.4.2. Pengujian Halaman Cara Penggunaan 1 ....................................... 152 4.20.1.4.3. Pengujian Halaman Cara Penggunaan 2 ....................................... 153 4.20.1.4.4. Pengujian Halaman Cara Penggunaan 3 ....................................... 154 4.20.1.4.6. Pengujian Halaman Deskripsi Candi ............................................ 156 4.20.1.4.6. 1. Pengujian Halaman Deskripsi Candi Pawon ......................... 157 4.20.1.4.6. 3. Pengujian Halaman Deskripsi Candi Bajang Ratu ................ 159 4.20.1.4.6. 4. Pengujian Halaman Deskripsi Candi Banyunibo .................. 159 4.20.1.4.6. 5. Pengujian Halaman Deskripsi Candi Pura Ulun Danu.......... 160 4.20.1.5. Pengujian Halaman Tentang ................................................................ 162 4.20.1.6. Pengujian Halaman Keluar .................................................................. 162
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4.20.1.7. Pengujian Halaman Level Select ......................................................... 163 4.20.1.7. Pengujian Halaman Level 1 ................................................................. 163 4.20.1.8. Pengujian Halaman Level 2 ................................................................. 164 4.20.1.9. Pengujian Halaman Level 3 ................................................................. 165 4.20.1.10. Pengujian Halaman Level 4 ............................................................... 166 4.20.1.11. Pengujian Halaman Level 5 ............................................................... 167 4.20.1.12. Pengujian Halaman Level 6 ............................................................... 168 4.20.1.13. Pengujian Halaman Level 7 ............................................................... 169 4.20.1.14. Pengujian Halaman Level 8 ............................................................... 170 4.20.1.15. Pengujian Halaman Level 9 ............................................................... 171 4.20.1.16. Pengujian Halaman Level 10 ............................................................. 172 4.20.1.17. Pengujian Halaman Quiz Complete ................................................... 173 4.21. Kuesioner ........................................................................................................... 174 BAB V
KESIMPULAN DAN SARAN ...................................................................... 176
5.1. Kesimpulan .......................................................................................................... 176 5.2. Saran .................................................................................................................... 176 DAFTAR PUSTAKA ..................................................................................................... 178 LAMPIRAN .................................................................................................................... 181 LAMPIRAN 1. Wawancara I...................................................................................... 182 LAMPIRAN 2. Wawancara II .................................................................................... 185
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DAFTAR TABEL Tabel 3. 1. Spesifikasi Minimum Perangkat Keras PC/Laptop ........................................ 45 Tabel 3. 2. Spesifikasi Perangkat Keras Android ............................................................. 45 Tabel 3. 3. Spesifikasi Kebutuhan Perangkat Lunak Komputer ....................................... 45 Tabel 3. 4. Spesifikasi Kebutuhan Perangkat Lunak platform Android ........................... 46 Tabel 3. 5. Spesifikasi naratif untuk Use Case – Memilih Scan Marker .......................... 47 Tabel 3. 6. Spesifikasi naratif untuk Use Case - Melakukan Scan Marker Candi ............ 47 Tabel 3. 7. Spesifikasi naratif untuk Use Case - Mendownload Book /Marker ............... 48 Tabel 3. 8. Spesifikasi naratif untuk Use Case - Melihat Informasi ................................. 48 Tabel 3. 9. Spesifikasi naratif untuk Use Case - Melihat Spesifikasi Android ................. 48 Tabel 3. 10. Spesifikasi naratif untuk Use Case – Melihat Cara Penggunaan Aplikasi .... 49 Tabel 3. 11. Spesifikasi naratif untuk Use Case - Melihat Deskripsi Candi ..................... 49 Tabel 3. 12. Spesifikasi naratif untuk Use Case – Memilih Candi ................................... 49 Tabel 3. 13. Spesifikasi naratif untuk Use Case – Melihat Tentang Aplikasi................... 50 Tabel 3. 14. Spesifikasi naratif untuk Use Case – Mengerjakan Kuis .............................. 50 Tabel 3. 15. Spesifikasi naratif untuk Use Case – Keluar dari Aplikasi ........................... 50 Tabel 4. 1 List Scene, Object, Events dan Action Browser (selain kuis)........................ 113 Tabel 4. 2. List Scene, Object, Events dan Action Browser (pada Kuis) ....................... 121 Tabel 4. 3. Pengujian Halaman Home ............................................................................ 142 Tabel 4. 4. Pengujian Halaman ScanCandi ...................................................................... 143 Tabel 4. 5. Pengujian Halaman Scan_candiPawon ......................................................... 144 Tabel 4. 6. Pengujian Halaman Scan_candiBima............................................................ 145 Tabel 4. 7. Pengujian Halaman Scan_candiBajangRatu ................................................. 146 Tabel 4. 8. Pengujian Halaman Scan_candiBanyunibo .................................................. 147 Tabel 4. 9. Pengujian Halaman Scan_candiPuraUlun ................................................... 148 Tabel 4. 10. Pengujian Halaman Scan_candiWringinLawang ........................................ 149 Tabel 4. 11. Pengujian Halaman Download Buku / Marker ........................................... 150 Tabel 4. 12.. Pengujian Halaman Informasi .................................................................... 150 Tabel 4. 13. Pengujian Halaman Spesifikasi ................................................................... 152 Tabel 4. 14. Pengujian Halaman Cara_Penggunaan1 ..................................................... 152 Tabel 4. 15. Pengujian Halaman Cara_Penggunaan2 ..................................................... 153 Tabel 4. 16. Pengujian Halaman Cara_Penggunaan3 ..................................................... 154 Tabel 4. 17. Pengujian Halaman Cara_Penggunaan4 ..................................................... 155 Tabel 4. 18. Pengujian Halaman deskripsi_candi ........................................................... 156 Tabel 4. 19. Pengujian Halaman desk_candi_pawon...................................................... 157 Tabel 4. 20. Pengujian Halaman desk_candi_bima ........................................................ 158 Tabel 4. 21. Pengujian Halaman desk_candi_bajang_ratu ............................................. 159
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Tabel 4. 22. Pengujian Halaman desk_candi_banyunibo ............................................... 159 Tabel 4. 23. Pengujian Halaman desk_candi_pura_ulun_danu ...................................... 160 Tabel 4. 24. Pengujian Halaman desk_candi_wringin_lawang ...................................... 161 Tabel 4. 25. Pengujian Halaman Tentang ....................................................................... 162 Tabel 4. 26. Pengujian Halaman Keluar ......................................................................... 162 Tabel 4. 27. Pengujian Halaman Level Select ................................................................ 163 Tabel 4. 28. Pengujian Halaman Level 1 ........................................................................ 163 Tabel 4. 29. Pengujian Halaman Level 2 ........................................................................ 164 Tabel 4. 30. Pengujian Halaman Level 3 ........................................................................ 165 Tabel 4. 31. Pengujian Halaman Level 4 ........................................................................ 166 Tabel 4. 32. Pengujian Halaman Level 5 ........................................................................ 167 Tabel 4. 33. Pengujian Halaman Level 6 ........................................................................ 168 Tabel 4. 34. Pengujian Halaman Level 7 ........................................................................ 169 Tabel 4. 35. Pengujian Halaman Level 8 ........................................................................ 170 Tabel 4. 36. Pengujian Halaman Level 9 ........................................................................ 171 Tabel 4. 37. Pengujian Halaman Level 10 ...................................................................... 172 Tabel 4. 38. Pengujian Halaman Quiz Complete ............................................................ 173 Tabel 4. 39. Pertanyaan dan Jawaban Kuesioner ............................................................ 174
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DAFTAR GAMBAR Gambar 2. 1. Proses Deteksi Marker ................................................................................. 9 Gambar 2. 2. Perbedaan Augmented Reality dan Virtual Reality .................................... 10 Gambar 2. 3. Face Tracking .............................................................................................. 11 Gambar 2. 4. 3D Object Tracking ..................................................................................... 12 Gambar 2. 5. Penggunaan Motion Tracking ..................................................................... 12 Gambar 2. 6. Diagram Aliran Data Vuforia...................................................................... 16 Gambar 2. 7. FSM pada Playmaker .................................................................................. 20 Gambar 2. 8. Actions pada Playmaker .............................................................................. 21 Gambar 2. 9. Simbol Usecase ........................................................................................... 28 Gambar 2. 10. Simbol Activity Diagram .......................................................................... 29 Gambar 2. 11. Simbol Sequence Diagram. ....................................................................... 31 Gambar 2. 12. Candi Pawon ............................................................................................. 33 Gambar 2. 13. Candi Banyunibo ....................................................................................... 34 Gambar 2. 14. Candi Bima ............................................................................................... 36 Gambar 2. 15. Candi Bajang Ratu .................................................................................... 37 Gambar 2. 16. Candi Wringin Lawang ............................................................................. 38 Gambar 2. 17. Candi Pura Ulun Danu .............................................................................. 39 Gambar 3. 1. Alur Sistem yang berjalan ........................................................................... 41 Gambar 3. 2. Screenshoot tampilan dari Arca .................................................................. 42 Gambar 3. 3. Tampilan Utama Aplikasi Menampilkan Objek Sampul Buku ................... 43 Gambar 3. 4. Proses pembuatan aplikasi ......................................................................... 44 Gambar 3. 5. Use Case Diagram ....................................................................................... 47 Gambar 3. 6. Activity Diagram – Memilih Scan Marker ................................................. 51 Gambar 3. 7. Activity Diagram – Melakukan Scan Marker Candi .................................. 52 Gambar 3. 8. Activity Diagram – Melihat Informasi ....................................................... 53 Gambar 3. 9. Activity Diagram – Melihat Spesifikasi Android ..................................... 54 Gambar 3. 10. Activity Diagram – Melihat Cara Penggunaan Aplikasi .......................... 55 Gambar 3. 11. Activity Diagram – Mendownload Book/Marker ..................................... 56 Gambar 3. 12. Activity Diagram – Melihat Tentang Aplikasi .......................................... 57 Gambar 3. 13. Activity Diagram – Mengerjakan Kuis .................................................... 58 Gambar 3. 14. Activity Diagram – Keluar dari Aplikasi ................................................. 59 Gambar 3. 15. Sequence Diagram –Memilih Scan Marker .............................................. 60 Gambar 3. 16. Sequence Diagram – Melakukan Scan Marker Candi.............................. 61 Gambar 3. 17. Gambar 3. 16. Sequence Diagram – Informasi ......................................... 62 Gambar 3. 18.. Sequence Diagram – Melihat Spesifikasi Android .................................. 62 Gambar 3. 19.. Sequence Diagram – Melihat Cara Penggunaan Aplikasi....................... 63 Gambar 3. 20. Sequence Diagram – Deskripsi Candi ...................................................... 64
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Gambar 3. 21. Sequence Diagram – Pilih Candi ............................................................. 65 Gambar 3. 22. Sequence Diagram – Melihat Tentang Aplikasi ...................................... 66 Gambar 3. 23. Sequence Diagram – Mendownload Book/Marker .................................. 67 Gambar 3. 24. Sequence Diagram – Mengerjakan Kuis ................................................... 68 Gambar 3. 25. Sequence Diagram – Keluar dari Aplikasi ................................................ 69 Gambar 3. 26. Perancangan Struktur Menu ...................................................................... 70 Gambar 3. 27. Perancangan Antarmuka – Splash Screen ................................................. 71 Gambar 3. 28. Perancangan Antarmuka – Halaman Utama ............................................. 71 Gambar 3. 29. Perancangan Antarmuka – Halaman Scan Marker ................................... 72 Gambar 3. 30. Perancangan Antarmuka – Halaman Loading ........................................... 72 Gambar 3. 31. Perancangan Antarmuka – Halaman Scan Marker Candi ......................... 73 Gambar 3. 32. Perancangan Antarmuka – Halaman Informasi ........................................ 73 Gambar 3. 33.. Perancangan Antarmuka – Halaman Spesifikasi ..................................... 74 Gambar 3. 34. Perancangan Antarmuka – Halaman Cara Penggunaan ............................ 74 Gambar 3. 35. Perancangan Antarmuka – Halaman Deskripsi Candi .............................. 75 Gambar 3. 36. Perancangan Antarmuka – Halaman Book/Marker................................... 75 Gambar 3. 37. Perancangan Antarmuka – Halaman Tentang ........................................... 76 Gambar 3. 38. Perancangan Antarmuka – Halaman Kuis ................................................ 76 Gambar 3. 39. Perancangan Antarmuka – Halaman Jawaban Benar ................................ 77 Gambar 3. 40. Perancangan Antarmuka – Halaman Jawaban Salah ................................ 77 Gambar 3. 41. Perancangan Antarmuka – Halaman Quiz Complete ............................... 78 Gambar 4. 1. View tampak atas di Sketchup .................................................................... 81 Gambar 4. 2. Setup Dimensi satuan yang digunakan........................................................ 81 Gambar 4. 3. Membuat kotak untuk Lantai ...................................................................... 82 Gambar 4. 4. Membuat tiang ............................................................................................ 82 Gambar 4. 5. Hasil pembuatan tiang dan Membuat Atap ............................................... 83 Gambar 4. 6. Hasil pembuatan atap .................................................................................. 83 Gambar 4. 7. Pemberian Material Teksture ...................................................................... 84 Gambar 4. 8. Membuat tangga .......................................................................................... 84 Gambar 4. 9. Membuat dinding dan material teksture dinding ......................................... 85 Gambar 4. 10. Hasil Akhir dari Modeling Candi Pura Ulun Danu ................................... 85 Gambar 4. 11.Hasil Pembuatan Modeling Candi dalam bentuk 3D ................................. 86 Gambar 4. 12. Candi Wringin Lawang 3 dimensi ............................................................ 87 Gambar 4. 13. FBX Export Option ................................................................................... 87 Gambar 4. 14. Hasil Pembuatan Marker untuk masing-masing Candi ............................. 88 Gambar 4. 15. Registrasi Vuforia ..................................................................................... 88 Gambar 4. 16. Tampilan Website Vuforia setelah Login ................................................. 89 Gambar 4. 17. Add License Key ....................................................................................... 89 Gambar 4. 18. Isian form add license key ......................................................................... 90 Gambar 4. 19. Isian form add license key ......................................................................... 90 Gambar 4. 20. Create Database ......................................................................................... 90 Gambar 4. 21. Add Target ................................................................................................ 91
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Gambar 4. 22. Upload File Marker ................................................................................... 91 Gambar 4. 23. Tampilan setelah marker di upload ........................................................... 91 Gambar 4. 24. Download Dataset ..................................................................................... 92 Gambar 4. 25. Memilih platform download dataset ......................................................... 92 Gambar 4. 26. Membuat Project Baru .............................................................................. 93 Gambar 4. 27. Tampilan Unity 3D ................................................................................... 94 Gambar 4. 28. Download Vuforia for Unity ..................................................................... 94 Gambar 4. 29. Import Plugin Vuforia 5.0.6 ...................................................................... 95 Gambar 4. 30.Kotak Dialog Import Package .................................................................... 95 Gambar 4. 31. Susunan file setelah import Plugin Vuforia .............................................. 96 Gambar 4. 32. Susunan file setelah import Plugin Playmaker .......................................... 96 Gambar 4. 33. Susunan file setelah import Plugin NGUI ................................................. 97 Gambar 4. 34. Susunan file setelah import Plugin Mad Level Manager .......................... 97 Gambar 4. 35. Membuat folder Tugas .............................................................................. 98 Gambar 4. 36.Open Atlas Marker ..................................................................................... 98 Gambar 4. 37. Tampilan Atlas Marker ............................................................................. 99 Gambar 4. 38. Menambahkan Object pada Atlas. ............................................................ 99 Gambar 4. 39. Mengatur Resolusi .................................................................................. 100 Gambar 4. 40. Membuat Button...................................................................................... 100 Gambar 4. 41.Setting posisi button ................................................................................. 101 Gambar 4. 42. Tampilan Halaman Home ....................................................................... 101 Gambar 4. 43. Select Button Scan .................................................................................. 102 Gambar 4. 44. Add Component “Ngui event to playmaker Fsm event” ......................... 102 Gambar 4. 45. Tampilan Playmaker Editor .................................................................... 103 Gambar 4. 46. Setting Playmaker Editor ........................................................................ 103 Gambar 4. 47. Add Audio Clip ....................................................................................... 104 Gambar 4. 48. Memilih file audio ................................................................................... 104 Gambar 4. 49. Action Browser “Get Key Down” ........................................................... 105 Gambar 4. 50. Action Browser “Load Level” ................................................................ 105 Gambar 4. 51.AR Camera dan Image Target di drag ke kolom Hirarchy ...................... 106 Gambar 4. 52. Load Data Set ARCandiBR dan Activate ............................................... 107 Gambar 4. 53.Tampilan pada Unity 3D .......................................................................... 107 Gambar 4. 54. Mengimport Object 3D ke Unity ............................................................ 108 Gambar 4. 55. Transform Object 3D Candi Bajang Ratu ............................................... 108 Gambar 4. 56. Object 3D candi di atas marker ............................................................... 109 Gambar 4. 57.Folder Object berada di bawah image target ............................................ 109 Gambar 4. 58.Folder Object berada di bawah image target ............................................ 110 Gambar 4. 59. Setting GUI Button pada state 1 .............................................................. 111 Gambar 4. 60. Setting GUI Button pada state 1 .............................................................. 111 Gambar 4. 61. Setting State 1 – GUI Button Music........................................................ 112 Gambar 4. 62. Setting State 2 – GUI Button Music........................................................ 112 Gambar 4. 63. Level Configuration ................................................................................ 119 Gambar 4. 64. Activate KuisConfiguration .................................................................... 120
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Gambar 4. 65.Add Level ................................................................................................. 120 Gambar 4. 66. Init Tool................................................................................................... 120 Gambar 4. 67. Grid Layout ............................................................................................. 121 Gambar 4. 68. Build Setting 1 ........................................................................................ 128 Gambar 4. 69. Build Setting ........................................................................................... 129 Gambar 4. 70. Setting Icon ............................................................................................. 129 Gambar 4. 71. Tampilan User Interface -1 ..................................................................... 130 Gambar 4. 72. Tampilan User Interface - 2 .................................................................... 131 Gambar 4. 73. Tampilan User Interface - 3 ................................................................... 132 Gambar 4. 74. Tampilan User Interface – 4 .................................................................... 133 Gambar 4. 75. Tampilan User Interface - 5 .................................................................... 134 Gambar 4. 76. Tampilan User Interface - 6 .................................................................... 135 Gambar 4. 77. Tampilan User Interface -7 ..................................................................... 136 Gambar 4. 78.Tampilan User Interface - 8 ..................................................................... 137 Gambar 4. 79. Tampilan User Interface - 9 .................................................................... 138 Gambar 4. 80. Tampilan User Interface - 10 .................................................................. 139 Gambar 4. 81.Tampilan User Interface -11 .................................................................... 140 Gambar 4. 82. Tampilan User Interface -12 ................................................................... 141 Gambar 4. 83. Tampilan User Interface – Halaman Salah ............................................ 142
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DAFTAR LAMPIRAN
LAMPIRAN 1. Wawancara I.......................................................................................... 182 LAMPIRAN 2. Wawancara II ........................................................................................ 185
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