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MODEL AUGMENTED REALITY UNTUK PENJUALAN
MOTOR BESAR BERBASIS ANDROID STUDI KASUS PADA PT.
XYZ
SKRIPSI
APRIYANTO
1010511078
UNIVERSITAS PEMBANGUNAN NASIONAL “VETERAN” JAKARTA
FAKULTAS ILMU KOMPUTER
PROGRAM STUDI TEKNIK INFORMATIKA
2015
MODEL AUGMENTED REALITY UNTUK PENJUALAN
MOTOR BESAR BERBASIS ANDROID STUDI KASUS PADA PT.
XYZ
SKRIPSI
Diajukan Sebagai Salah Satu Syarat Untuk Memperoleh Gelar
Sarjana Komputer
APRIYANTO
1010511078
UNIVERSITAS PEMBANGUNAN NASIONAL “VETERAN” JAKARTA
FAKULTAS ILMU KOMPUTER
PROGRAM STUDI TEKNIK INFORMATIKA
2015
ii
iv
v
MODEL AUGMENTED REALITY UNTUK PENJUALAN
MOTOR BESAR BERBASIS ANDROID STUDI KASUS PADA PT
XYZ
Apriyanto
Abstrak
Penelitian ini dilakukan untuk memberikan informasi tentang Augmented Reality dan
Aplikasi penjualan motor besar berbasis android teknologi yang digunakan untuk
mewujudkan dunia maya ke dunia nyata secara real-time. Untuk ilmu pengetahuan
dan teknologi, pengembangan teknologi Augmented Reality ke informasi perangkat.
Untuk pengguna, dapat dengan mudah memperoleh informasi tentang motor yang
dapat di pesan sesuai dengan keinginannya. Pelacakan Marker Marker Berbasis
biasanya ilustrasi hitam dan putih dengan perbatasan hitam tebal dengan latar
belakang putih. Proses pencarian dengan metode pelacakan berbasis penanda untuk
mendeteksi objek yang terletak di atas penanda sehingga objek dapat dideteksi oleh
kamera. Dengan metode aplikasi Augmented Reality menggunakan penanda untuk
menunjukkan objek 3D. Android berbasis Augmented Reality teknologi yang dapat
memberikan informasi tentang model objek penjualan sepeda motor yang berfungsi
untuk memudahkan pelanggan dalam memilih dan mencari motor diharapkan sesuai
dengan keinginan pelanggan lebih mudah dan lebih efisien. aplikasi, spidol dan objek
tiga dimensi dikonfigurasi dengan benar aplikasi dan aplikasi ini berguna untuk
menampilkan benda tiga dimensi pada objek motor besar di smartphone android
kitket.
Kata Kunci: Augmented Reality, Android, Marker Base Tracking, motor besar, 3D,
Smartphone
vi
MOTORCYCLE SALES MODEL FOR AUGMENTED REALITY
BASED ON ANDROID GREAT CASE STUDY IN PT XYZ
Apriyanto
Abstract
This study was conducted to provide information about Augmented Reality and
Applications large motor sales of Android-based technology used to realize the
virtual world into the real world in real-time. For science and technology, the
development of Augmented Reality technology to device information. For users, can
easily obtain information about the motor can be ordered in accordance with his
wishes. Marker Marker-Based Tracking usually black and white illustration with a
thick black border with white background. Search process with a marker-based
tracking method for detecting objects located above the marker so that the object can
be detected by the camera. With Augmented Reality application method using a
marker to show 3D objects. Android-based Augmented Reality technology that can
provide information about the object model motorcycle sales functions to enable
customers to choose and find the motor is expected in accordance with the wishes of
the customer more easily and more efficiently. applications, markers and three-
dimensional objects and the application is properly configured this application is
useful for displaying three-dimensional objects on a big motor object in kitket
android smartphone.
Keywords: Augmented Reality, Android, Marker Tracking Base, large motors, 3D,
Smartphone
vii
KATA PENGANTAR
Puji dan syukur saya panjatkan kepada Allah SWT atas segala karunia dan
rizkiNya sehingga Skripsi ini berhasil diselesaikan. Tema yang dipilih dalam
penelitian ini ialah membuat suatu model augmented reality untuk penjualan motor
besar berbasis android studi kasus pada pt.xyz. Penelitian ini dilaksanakan untuk
menyelesaikan tugas akhir dalam perkuliahan pada Program Studi Teknik
Informatika Fakultas Ilmu Komputer Universitas Pembangunan Nasional Veteran
Jakarta. Terima kasih penulis ucapkan kepada :
Bapak Dr. Nidjo Sandjojo. M.Sc selaku Dekan Fakultas Ilmu Komputer. Bapak
Bayu Hananto. S.Kom., M.Kom, sebagai dosen pembimbing. Ibu Yuni Widiastiwi,
S.Kom., M.Si sebagai Kepala Program Studi Teknik Informatika. Ibu Ika
Marbelasari, S.Kom, selaku Dosen Pembimbing Akademik Lokal B Teknik
Informatika angkatan tahun 2010. Ayahanda Sumiharto Manullang dan Ibunda
Emmy Pakpahan atas segala doa, dorongan dan kasih sayangnya demi keberhasilan
penulis. Dan kepada kakak kandungku Estiana dan Janiarinawati yang selalu
memberi semangat dan bantuan kepada penulis. Nuraeni Dwi Septiningrum yang
selalu memberi semangat, dorongan, dan selalu menemani dalam suka dan duka,
selalu memberi motivasi dan tukar pendapat serta bantuan sehingga skripsi ini dapat
terselesaikan. Kepada Agung Solehan, Riyan Hardisyam yang telah mau meluangkan
waktu bersama-sama bertukar pikiran dalam penyusunan skripsi ini, serta rekan-rekan
satu angkatan khususnya kelas B yang banyak memberikan support dan bantuan.
Akhirnya, penulis berharap semoga skripsi ini bermanfaat bagi kita semua.
Amin.
Jakarta, 30 januari 2015
( Apriyanto )
viii
DAFTAR ISI
HALAMAN JUDUL ............................................................................................... i
PERNYATAAN ORISINALITAS ......................................................................... ii
PERNYATAAN PERSETUJUAN PUBLIKASI ................................................... iii
PENGESAHAN ...................................................................................................... iv
ABSTRAKS ............................................................................................................ v
ABSTRACT ............................................................................................................ vi
KATA PENGANTAR ............................................................................................ vii
DAFTAR ISI ........................................................................................................... viii
DAFTAR TABEL ................................................................................................... x
DAFTAR GAMBAR .............................................................................................. xi
DAFTAR LAMPIRAN ........................................................................................... xii
BAB I PENDAHULUAN ...................................................................................... 1
I.1 Latar Belakang ............................................................................................... 1
I.2 Rumusan Masalah .......................................................................................... 2
I.3 Batasan Masalah ............................................................................................ 2
I.4 Tujuan dan Manfaat Penelitian ...................................................................... 2
I.5 Metode Penelitian .......................................................................................... 2
I.6 Luaran yang diharapkan ................................................................................ 3
I.7 Sistematika Penulisan .................................................................................... 3
BAB II TINJAUAN PUSTAKA ............................................................................ 5
II.1 Augmented Reality ........................................................................................ 5
II.2 Java ................................................................................................................ 10
II.3 Pemasaran Penjualan ..................................................................................... 10
II.4 Model 3D ....................................................................................................... 11
II.5 Animasi ......................................................................................................... 11
II.6 Smartphone .................................................................................................... 11
II.7 UML .............................................................................................................. 17
II.8 Unity 3D ........................................................................................................ 20
II.9 3D MAX ........................................................................................................ 21
II.10 Vuforia ........................................................................................................... 22
II.11 Marker............................................................................................................ 23
II.12 Review Relevan ............................................................................................. 23
BAB III METODELOGI ....................................................................................... 25
III.1 Kerangka Berfikir .......................................................................................... 25
III.2 Metodologi Penelitian ................................................................................... 26
III.3 Metode pengumpulan Data ............................................................................ 27
III.4 Metode pada Augmented Reality .................................................................. 27
III.5 Metode Perancangan ...................................................................................... 27
ix
III.6 Analisa Sistem ............................................................................................... 27
III.7 Jadwal Penelitian ........................................................................................... 29
BAB IV ANALISA DAN PEMBAHASAN ......................................................... 31
IV.1 Analisa Sistem Hasil Wawancara .................................................................. 31
IV.2 Analisa Solusi Permasalahan ......................................................................... 31
IV.3 Analisa Kebutuhan Sistem ............................................................................. 32
IV.4 Fungsionalitas Sistem .................................................................................... 33
IV.5 Perancangan Sistem dengan UML ................................................................ 34
IV.6 Flowchart Pembuatan Objek 3D .................................................................... 38
IV.7 Flowchart Pembuatan Marker........................................................................ 42
IV.8 Flowchart Pembuatan Aplikasi ..................................................................... 45
IV.9 Perancangan User Interface Menu ................................................................. 51
IV.10 Implementasi ................................................................................................. 52
IV.11 Instalasi .apk ................................................................................................. 53
IV.12 Tampilan Icon Aplikasi................................................................................. 53
IV.13 Uji Coba Aplikasi ......................................................................................... 53
IV.14 Tipe Motor Besar dan Marker yang Digunakan ........................................... 54
IV.15 Tampilan Menu Utama Aplikasi ................................................................... 57
IV.16 Tampilan Objek 3D Pada Aplikasi Android ................................................. 57
BAB V PENUTUP ................................................................................................ 58
V.1 Kesimpulan ................................................................................................... 58
V.2 Saran ............................................................................................................. 58
DAFTAR PUSTAKA
DAFTAR RIWAYAT HIDUP
LAMPIRAN
x
DAFTAR TABEL
Tabel 1 Tipe Diagram UML ................................................................................... 20
Tabel 2 Jadwal Pelaksaan Kegiatan ........................................................................ 29
Tabel 3 Use Case Skenario Aplikasi ....................................................................... 34
Tabel 4 Use Case Diagram Menu Scan Marker ...................................................... 35
Tabel 5 Use Case Menu About ............................................................................... 35
Tabel 6 Use Case Menu Exit ................................................................................... 35
Tabel 7 Motor Besar dan Marker Yang Digunakan ................................................ 54
xi
DAFTAR GAMBAR
Gambar 1 Contoh Teknologi Augmented Reality .................................................. 6
Gambar 2 Contoh Marker Based Tracking ............................................................ 8
Gambar 3 Marker Quick Renspone ......................................................................... 9
Gambar 4 Marker Statis .......................................................................................... 10
Gambar 5 Arsitektur Android ................................................................................. 15
Gambar 6 Model 4+1 View .................................................................................... 18
Gambar 7 Kerangka Berfikir ................................................................................... 25
Gambar 8 Flowchart Sistem .................................................................................... 33
Gambar 9 Diagram Use Case Aplikasi ................................................................... 34
Gambar 10 Activity Diagram Scan Marker ............................................................ 36
Gambar 11 Activity Diagram Tentang Saya ........................................................... 36
Gambar 12 Activity Diagram Exit/Keluar .............................................................. 37
Gambar 13 Sequence Diagram................................................................................ 37
Gambar 14 Flowchart Pembuatan Objek 3D .......................................................... 38
Gambar 15 Start 3D Max ........................................................................................ 39
Gambar 16 Objek 3D Model ................................................................................... 40
Gambar 17 Eksport Objek 3D ................................................................................. 41
Gambar 18 Tampilan 3D ke Fbx ............................................................................. 41
Gambar 19 Flowchart Pembuatan Marker .............................................................. 42
Gambar 20 Salah Satu Marker Yang Digunakan .................................................... 42
Gambar 21 Pendaftaran Vuforia ............................................................................. 43
Gambar 22 Pemilihan Type Pada Marker ............................................................... 43
Gambar 23 Download Pembuatan Marker .............................................................. 44
Gambar 24 Proses Upload Marker ......................................................................... 44
Gambar 25 Flowchart Pembuatan Aplikasi ............................................................ 45
Gambar 26 Objek 3D dan Marker Dikonfigurasi Pada Unity................................. 46
Gambar 27 Konfigurasi Build Aplikasi .................................................................. 47
Gambar 28 File Hasil Build .................................................................................... 47
Gambar 29 Proses Build ......................................................................................... 48
Gambar 30 Flowcart Alir Aplikasi .......................................................................... 49
Gambar 31 Proses Inisialisasi ................................................................................. 50
Gambar 32 Perancangan Interface Menu ................................................................ 51
Gambar 33 Interface Scan Marker .......................................................................... 51
Gambar 34 Interface Menu tentang Saya ................................................................ 52
Gambar 35 Interface Menu About .......................................................................... 52
Gambar 36 Icon Aplikasi ........................................................................................ 53
Gambar 37 Tampilan Menu Utama ........................................................................ 57
Gambar 38 Tampilan Objek 3D Pada Aplikasi ...................................................... 57
xii
LAMPIRAN
Lampiran 1Marker
Lampiran 2 Screenshoot Aplikasi
Hasil Wawancara
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