APPLICATION OF TECHNOLOGY AUGMENTED REALITY IN BROCHURES SMK GHAMA CARAKA DEPOK BASED ANDROID
Keywords: Augmented Reality, Mobile Apps, Adroid
Abstract
The brochure is one of the important instruments in terms of promotion to provide initial information for prospective students, but the brochure currently used is still fairly classic. Still using brochure leaflets on paper media and the information conveyed depends on the size of the printed brochure. If the school committee wants to provide more information by adding lots of pictures with product details, the larger the size of the brochure that needs to be printed. Research conducted using the concept of augmented reality in making interactive brochures based on Android. The steps involved consist of analyzing the software and hardware requirements to be used. The research method uses the case study method, with a qualitative approach. As for the application development model using the waterfall model which is a method in SDLC, the sequence of steps used in this research is system requirement analysis, design, program code making, testing and support
Downloads
References
Abdullah, D., Sani, A., & Hasan, A. (2019). Pemanfaatan Teknologi Augmented Reality Pada Media Pengenalan Bangunan Bersejarah Rumah Kediaman Bung Karno Bengkulu Berbasis Android. Pseudocode, 6(1), 21–29. https://doi.org/10.33369/pseudocode.6.1.21-29
Adami, F. Z., & Budihartanti, C. (2016). Penerapan Teknologi Augmented Reality Pada Media Pembelajaran Sistem Pencernaan Berbasis Android. Teknik Komputer AMIK BSI, 2(1), 122–131.
Daniel Rembeth. (2020). Virtual Reality dan Augmented Reality Dapat Mendongkrak Perekonomian Global Hingga 1,4triliun poundsterling Pada 2030. Https://Pressrelease.Kontan.Co.Id/.
Indarti, I. (2017). Aplikasi Pengenalan Pahlawan Nasional Di Pulau Jawa Untuk Siswa Sd Berbasis Android Studi Kasus Pada SDN Pondok Pinang 10 Pagi Jakarta Selatan. Jurnal Pilar Nusa Mandiri, 13(1), 145–150. https://doi.org/10.33480/PILAR.V13I1.159
Mustaqim, I., & Kurniawan, N. (2017). Pengembangan Media Pembelajaran Pai Berbasis Augmented Reality. Jurnal Edukasi Elektro, 1(1), 36–39. https://doi.org/https://doi.org/10.21831/jee.v1i1.13267
Rizal, M., & Rusmin, M. (2018). Pengembangan Aplikasi E-Catalog Augmented Reality Sebagai Media Pemasaran Property. Inspiration : Jurnal Teknologi Informasi Dan Komunikasi, 8(2), 129–134. https://doi.org/10.35585/inspir.v8i2.2473
Setiawan, S. I. A. (2011). Google SketchUp Perangkat Alternatif dalam Pemodelan 3D. Jurnal ULTIMATICS, 3(2), 6–10. https://doi.org/10.31937/ti.v3i2.298
Suryawinata, B. A. (2010). Pemanfaatan Augmented Reality Dalam Memvisualisasikan Produk Perumahan Melalui Internet. ComTech: Computer, Mathematics and Engineering Applications, 1(2), 758. https://doi.org/10.21512/comtech.v1i2.2583
Yayasan Pendidikan GHAMA d’leader school. (2018). Company Profile Lembaga Pendidikan GHAMA. Yayasan Pendidikan GHAMA d’leader school.
Yuliati, T., Utami, E., & Al Fatta, H. (2014). Perancangan Mobile Augmented Reality Dengan Metode Interactive Multimedia System Design Development (Studi Kasus: Brosur Di Sekolah Tinggi Teknologi Dumai). Data Manajemen Dan Teknologi Informasi (DASI), 15(1), 54.


Copyright (c) 2020 Indarti Indarti, Dewi Laraswati

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
Jurnal Riset informatika uses the rule of law to access digital electronic articles under the Creative Commons Attribution-NonCommercial 4.0 International License, which means that all content is available free of charge to users or their institutions. You can remix, tweak, and work on non-commercial works, and although new works must also acknowledge the creators and be non-commercial, you don't need to license derivative works under the same terms.