Pemanfaatan Augmented Reality Book Sebagai Media Pengenalan Ikan Gabus (Channa Fish) Menggunakan Metode Markerbased
Abstract
Abstrak Di era digital ini, kemajuan teknologi informasi, khususnya Augmented Reality (AR), telah mengubah aktivitas manusia dari manual ke digital. Fokus penelitian ini adalah ikan Gabus, jenis ikan air tawar dari Asia Tenggara. Meskipun terdapat 10 spesies, sulit bagi orang awam membedakannya. Kasus di kebun binatang Surabaya menunjukkan hanya satu jenis ikan Gabus yang ditemukan, sementara banyak jenis lainnya perlu dikenalkan dan dilestarikan. Penelitian ini menggunakan metode Multimedia Development Lifecycle (MDLC) dan teknologi AR untuk menyajikan ikan Gabus secara interaktif dan memberikan informasi lengkap. Menggunakan bantuan Unity untuk pembuatan aplikasi serta Blender untuk pembuatan objek 3 dimensi dan untuk AR menggunakan framework vuforia. Pengujian menggunakan SUS atau System Usability Scale, hasilnya pengujian System Usability Scale mendapat 31 respon dengan total semua 2495 lalu di bagi dengan banyak banyak responden yaitu 31 maka hasil skor yang di dapatkan 80,4838% berpotensi memberikan manfaat bagi masyarakat yang ingin memahami dan melestarikan ikan Gabus sebagai ikan hias dengan nilai ekologi dan estetika yang tinggi. Kata kunci: channa fish, augmented reality book, markerbased, unity, vuforia, blender Abstract [Utilization Of Augmented Reality Books as A Medium for Introducing Snakehead Fish (Channa Fish) Using Marker-Based Method] In this digital era, the advancement of information technology, particularly Augmented Reality (AR), has transformed human activities from manual to digital. The focus of this research is on Snakehead fish, a freshwater fish species from Southeast Asia. Despite the existence of 10 species, it is challenging for the general public to distinguish them. A case in Surabaya Zoo indicates that only one species of Snakehead fish was found, while many other species need to be introduced and preserved. This research employs the Multimedia Development Lifecycle (MDLC) method and AR technology to present Snakehead fish interactively and provide comprehensive information. Unity is used for application development, Blender for creating 3D objects, and Vuforia framework for AR implementation. Testing is conducted using the System Usability Scale (SUS), with 31 responses totaling 2495, divided by the number of respondents (31), resulting in a score of 80.4838%. This has the potential to benefit the community interested in understanding and conserving Snakehead fish as ornamental fish with high ecological and aesthetic value. Keywords: channa fish, augmented reality books, markerbased, unity, vuforia, blenderDownloads
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