Introduction to Traditional Houses Using Augmented Reality Based on Unity 3D on Android Platform
Downloads
Indonesian culture is rich with traditional houses spread across the archip elago, serving not only as physical structures but also as symbols of history and cultural identity. Each traditional house has unique characteristics that reflect local wisdom and traditional life. However, modernization and urbanization threaten the continuity of many traditional houses, compounded by the lack of public appreciation for traditional cultural values. An innovative approach is needed to address these challenges, one of which is leveraging augmented reality (AR) technology. AR allows users to interact with virtual objects in the real world through electronic devices such as smartphones. AR technology, using Surface Tracking and visual inertial odometry (VIO), can be used to introduce and preserve traditional houses. This study, titled "Introduction to Traditional Houses Based on Augmented Reality Using Unity 3D on the Android Platform," employs the Extreme Programming (XP) method. XP is suitable for small teams that require rapid adaptation to changes, aiming to create high-quality software and enhance productivity.
[2] K. N. Utami, H. Wulandari, M. Y. Mahendra, and D. Safitri, “Analisis Bangunan Bersejarah Kota Tua Berdasarkan Filosofi Flaneur,” CaLLs: Journal of Culture, Arts, Literature, and Linguistics, vol. 9, no. 1, pp. 53–64, 2023.
[3] I. Insyiroh, C. Taurusta, and S. Suprianto, “Perancangan aplikasi pengenalan ikon wisata kota surabaya berbasis augmented reality,” Jurnal Pendidikan Informatika dan Sains, vol. 12, no. 1, pp. 123–135, 2023.
[4] M. Fachruddin, R. Dijaya, and M. A. Rosid, “Replication of the Climbing Post on Mount Arjuno Using Augmented Reality (AR) with the Open Asset Import Library Method,” Procedia of Engineering and Life Science, vol. 4, Jul. 2023, doi: 10.21070/pels.v4i0.1428.
[5] A. Prasetyo, “ANALISIS SOFTWARE DEVELOPMENT KIT & METODE AUGMENTED REALITY: TINJAUAN SISTEMATIS,” Science Tech: Jurnal Ilmu Pengetahuan dan Teknologi, vol. 7, no. 2, pp. 52–66, 2021.
[6] T. Sumarni et al., “PENERAPAN AUGMENTED REALITY MARKERLESS PADA MEDIA PROMOSI PERUMAHAN (Studi Kasus CV.Khansa Kirani),” vol. 04, 2022.
[7] N. Hasanah, M. B. Triyono, G. N. I. P. Pratama, Fadliondi, and I. G. N. D. Paramartha, “Markerless Augmented Reality in Construction Engineering Utilizing Extreme Programming,” in Journal of Physics: Conference Series, IOP Publishing Ltd, Jan. 2021. doi: 10.1088/1742-6596/1737/1/012021.
[8] L. Fitriani, R. E. G. Rahayu, and R. Firmansyah, “Rancang Bangun Media Pembelajaran Pengenalan Organ Dalam Tubuh Manusia dengan Penerapan Metode Augmented Reality,” Jurnal Algoritma, vol. 18, no. 2, pp. 574–582, 2021.
[9] G. Putra and B. R. Fajri, “Rancang Bangun Aplikasi Android Pengenalan Unsur Atom Pada Mata Pelajaran Kimia Berbasis Augmented Reality,” Jurnal Pendidikan Tambusai, vol. 6, no. 1, pp. 1142–1148, 2022.
[10] D. Indra, A. Yunus, and M. Ahsan, “RANCANG BANGUN APLIKASI AUGMENTED REALITY PADA TUMBUHAN DENGAN METODE MARKERLESS UNTUK PENGEMBANGAN MEDIA PENGENALAN DI BALITKABI,” BIMASAKTI: Jurnal Riset Mahasiswa Bidang Teknologi Informasi, vol. 6, no. 1, pp. 39–49, 2023.
[11] S. Subandi, I. Hastuti, and A. N. Azura, “Rancang Bangun Aplikasi Pengenalan Tokoh Dan Pahlawan Lokal Banjarmasin Berbasis Mobile Augmented Reality Pada Museum Wasaka Banjarmasin,” POROS TEKNIK, vol. 14, no. 1, pp. 18–27, 2022.
[12] A. Muslim, K. Septianzah, and M. Hidayah, “Implementasi Vr Aplikasi Pengenalan Pariwisata Kabupaten Bogor Menggunakan Mobile UI Flutter Android,” in Semnas Ristek (Seminar Nasional Riset dan Inovasi Teknologi), 2023.
[13] E. R. Samudra, Y. Hadi, and T. Oktiarso, “Perancangan Sistem Pemenuhan Material Minibus PT XYZ dengan Metode System Development Life Cycle,” Jurnal Sains dan Aplikasi Keilmuan Teknik Industri (SAKTI), vol. 3, no. 2, pp. 121–136, Dec. 2023, doi: 10.33479/jtiumc.v3i2.70.
[14] T. Wibowo and S. Loren, “Perancangan dan Implementasi Media Pembelajaran Aplikasi Desain Grafis dengan Menggunakan Augmented Reality,” in CoMBInES-Conference on Management, Business, Innovation, Education and Social Sciences, 2021, pp. 728–736.
[15] A. Tohir, “Pengembangan Aplikasi Augmented Reality Untuk Memperkenalkan Warisan Budaya Berwujud Di Museum Lampung Menggunakan Siklus Hidup Pengembangan Multimedia,” Jurnal Portal Data, vol. 2, no. 7, 2022.




3.png)