LAY, YOSEPH MARTIN (2024) APPLICATIONS FOR LEARNING FRUITS AND ANIMALS USING ANDROID-BASED AUGMENTED REALITY TECHNOLOGY. S1 thesis, Universitas Mercu Buana Jakarta.
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Abstract
The use of Augmented Reality (AR) technology in education has become an area of research that has attracted attention in recent years. In the context of learning animals and fruits, AR has great potential to increase students' interest and understanding through interesting interactive experiences. By using Unity 3D as a development platform and Vuforia as an AR toolkit, this application is equipped with features such as object detection, visualization of fruits and animals in 3D, as well as additional information about names, descriptions and additional information about characteristics and characteristics of each object. This study aims to develop a fruits and animals learning application using Android-based Augmented Reality (AR) technology. This application takes advantage of AR capabilities on Android devices to visualize fruits and animals in three dimensions (3D) in the real world. Keywords: Learning Applications, Augmented Reality Technology, 3D Models, Camera Recognition Penggunaan teknologi Augmented Reality (AR) dalam dunia pendidikan menjadi salah satu bidang penelitian yang menarik perhatian dalam beberapa tahun terakhir. Dalam konteks pembelajaran hewan dan buah-buahan, AR berpotensi besar untuk meningkatkan minat dan pemahaman siswa melalui pengalaman interaktif yang menarik. Dengan menggunakan Unity 3D sebagai platform pengembangan dan Vuforia sebagai toolkit AR, aplikasi ini dilengkapi dengan fitur-fitur seperti pendeteksian objek, visualisasi buah dan hewan dalam 3D, serta informasi tambahan tentang nama, deskripsi dan informasi tambahan tentang sifat dan karakteristik. dari setiap objek. Penelitian ini bertujuan untuk mengembangkan aplikasi pembelajaran buah dan hewan dengan menggunakan teknologi Augmented Reality (AR) berbasis Android. Aplikasi ini memanfaatkan kemampuan AR pada perangkat Android untuk memvisualisasikan buah dan hewan secara tiga dimensi (3D) di dunia nyata. Keywords: Aplikasi Pembelajaran, Teknologi Augmented Reality, Model 3D, Pengenalan Kamera
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