Vol. 5 No. 3 (2024) Articles
Open Access

Aplikasi Pengenalan Rumah Adat Berbasis Augmented Reality Pada Perangkat Mobile Android

Arib Naufal Ramzy
Universitas Teknologi Yogyakarta
Muhammad Fachrie
Universitas Teknologi Yogyakarta
Published: September 10, 2024 Pages: 2337-2344
Original Full-Text Article
Download published version for reading and archiving
Abstract

Indonesia has an extraordinary cultural wealth, including various traditional houses reflecting history and values. However, people's understanding of conventional houses is often limited. Factors such as the availability of introductory media and changes in people's mindsets have caused reduced interest and attention to traditional cultural heritage, including traditional houses. Augmented Reality (AR) technology has emerged as an innovative solution to facing this challenge. This research develops an AR-based traditional house introduction application on the Android platform, with the addition of interactive features such as quizzes and puzzles. The research results show that this application can increase people's understanding and interest in Indonesia's cultural heritage. Functionality testing on the Poco F5 and Samsung A50 devices shows valid results, meaning the test is reliable and can provide an accurate picture. Meanwhile, feasibility testing with 7 Yogyakarta Technology University students showed varying responses, but the majority positively assessed this application. By utilizing AR technology, this application can be an essential first step in maintaining and promoting Indonesia's cultural diversity in the digital era.

Article Metrics & Downloads Graph
Monthly Download Trends:
Author Biographies
Arib Naufal Ramzy Universitas Teknologi Yogyakarta

Program Studi Informatika, Fakultas Sains & Teknologi, Universitas Teknologi Yogyakarta, Kabupaten Sleman, Provinsi Daerah Istimewa Yogyakarta, Indonesia

Muhammad Fachrie Universitas Teknologi Yogyakarta

Program Studi Informatika, Fakultas Sains & Teknologi, Universitas Teknologi Yogyakarta, Kabupaten Sleman, Provinsi Daerah Istimewa Yogyakarta, Indonesia

How to Cite
Ramzy, A. N., & Fachrie, M. (2024). Aplikasi Pengenalan Rumah Adat Berbasis Augmented Reality Pada Perangkat Mobile Android. Jurnal Indonesia : Manajemen Informatika Dan Komunikasi, 5(3), 2337-2344. https://doi.org/10.35870/jimik.v5i3.853
License

Authors who publish with this journal agree to the following terms:

  1. Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution License (CC-BY 4.0) that allows others to share the work with an acknowledgement of the work's authorship and initial publication in this journal.
  2. Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgement of its initial publication in this journal.
  3. Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work.

License: All articles are licensed under CC BY 4.0

References
Total: 15 References
  1. Andira, P. (2023). Analisis dan perancangan sistem informasi pengelolaan perumahan klaster Villa Gading Mayang (SIPGAMA) Kota Jambi berbasis website menggunakan metode object oriented analysis and design (Tesis doktoral, Universitas Jambi).
  2. Asari, A., & Hufron, M. (2023). Implementasi augmented reality dalam peningkatan pembelajaran PAI di MTs Agung Alim Blado: Studi kasus dan evaluasi. Muaddib: Jurnal Pendidikan Agama Islam, 1(02), 192-202.
  3. Damastuti, F. A., Hasim, J. A. N., Wulandari, I., Aditama, D., Mawaddah, S., Ikiawati, Y., & Rahma, D. A. (2023). Pengenalan rumah adat Nusantara berbasis mobile AR di SDN Banjarmendalan Lamongan. SOROT: Jurnal Pengabdian Kepada Masyarakat, 2(2), 68-72. https://doi.org/10.32699/sorot.v2i2.4755
  4. Fatmah, F., Razak, M., Kartika, T., Suharto, B., Pracintya, I. A. E., Nurhayati, A., ... & Judijanto, L. (2024). Bisnis periwisata di Indonesia: Peluang bisnis destinasi pariwisata di Indonesia. PT. Sonpedia Publishing Indonesia.
  5. Gotama, J. D., Fernando, Y., & Pasha, D. (2021). Pengenalan Gedung Universitas Teknokrat Indonesia berbasis augmented reality. Jurnal Informatika Dan Rekayasa Perangkat Lunak, 2(1), 28-38. https://doi.org/10.33365/jatika.v2i1.711
  1. Hanannika, L. K., & Sukartono, S. (2022). Penerapan media pembelajaran berbasis TIK pada pembelajaran tematik di sekolah dasar. Jurnal Basicedu, 6(4), 6379-6386. https://doi.org/10.31004/basicedu.v6i4.3269
  2. Muhammad, M., Maradjado, C. A., & Nurdin, N. (2021). Perancangan aplikasi pengenalan rumah adat berbasis Android. Jurnal Elektronik Sistem Informasi dan Komputer, 4(2), 23-36.
  3. Podungge, A. F. P., Ladamay, I., & Yulianti, Y. (2022, November). Pengembangan game edukasi “Smart Worm” berbasis Android materi IPS keragaman rumah adat di Indonesia untuk siswa kelas IV sekolah dasar. Dalam Prosiding Seminar Nasional PGSD UNIKAMA (Vol. 6, No. 1, pp. 72-81).
  4. Prasetyo, F. Y., & Diwandari, S. (2024). Pengembangan aplikasi augmented reality sebagai media pembelajaran anatomi tubuh manusia berbasis Android. Jurnal Indonesia: Manajemen Informatika dan Komunikasi, 5(1), 935-943. https://doi.org/10.35870/jimik.v5i1.565
  5. Priandika, A. T., & Riswanda, D. (2023). Perancangan sistem informasi manajemen pemesanan barang berbasis online menggunakan pendekatan extreme programming. Jurnal Ilmiah Computer Science, 1(2), 69-76. https://doi.org/10.58602/jics.v1i2.8
  6. Putri, D. W., & Rahadiyan, O. (2022). Aplikasi penerapan augmented reality sebagai media pengenalan rumah adat. Jurnal Pendidikan Teknologi Informasi (JUKANTI), 5(1), 26-32. https://doi.org/10.37792/jukanti.v5i1.382
  7. Ravelino, C., & Susetyo, Y. A. (2023). Perancangan UI/UX untuk aplikasi Bank Jago menggunakan metode user centered design. Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi), 7(1), 121-129. https://doi.org/10.35870/jtik.v7i1.697
  8. Sari, D., Faizah, H., Elmustian, E., & Syafrial, S. (2024). Nilai-nilai yang terkandung pada tangga rumah Lontiok di Desa Pulau Belimbing. Innovative: Journal of Social Science Research, 4(1), 2337-2347. https://doi.org/10.31004/innovative.v4i1.6973
  9. Sugiyani, M. (2024). Harmonisasi 3 suku bangsa di Singkawang sebagai wujud Pancasila dalam keberagaman. JUPEK: Jurnal Pendidikan Kewarganegaraan, 1(1), 38-52.
  10. Wayahdi, M. R., & Ruziq, F. (2023). Pemodelan sistem penerimaan anggota baru dengan unified modeling language (UML) (Studi kasus: Programmer Association of Battuta). Jurnal Minfo Polgan, 12(1), 1514-1521. https://doi.org/10.33395/jmp.v12i1.12870
Similar Articles

Articles sharing related keywords and machine learning classifications:

3D Visualization of Furniture in A Room with Augmented Reality
Aplikasi Augmented Reality Pengenalan Hewan Berdasarkan Jenis Pangan Berbasis Android
Penerapan Aplikasi Augmented Reality pada Alat Keselamatan Berkendara Bermotor
Pengembangan Aplikasi Augmented Reality sebagai Media Pembelajaran Anatomi Tubuh Manusia Berbasis Android
Implementasi Augmented Reality untuk Aplikasi Media Promosi Produk Mebel Jepara Berbasis Android
Most read articles by the same author(s)

Other papers published by author(s) in this journal:

Pengembangan Aplikasi Catering Pada Rumah Makan Berbasis Mobile
Pengembangan Sistem Reservasi Barbershop Berbasis Web Dan Mobile
Pengembangan Aplikasi Penjualan Tiket Acara Berbasis Website dan Mobile
Implementasi API Payment Gateway Midtrans pada Sistem Reservasi Dokter Gigi Berbasis Mobile
Perancangan Aplikasi Pemesanan Tiket Wisata di Kecamatan Donorojo Menggunakan Metode Payment Gateway