Hajj Pillars Education Application Using Markerless Augmented Reality Method Aplikasi Edukasi Rukun Haji Menggunakan Metode Markerless Augmented Reality

Main Article Content

Eka Fatra Arif Hidayatullah
Rohman Dijaya
Nuril Lutvi Azizah

Abstract

Hajj is a special worship, which is a dream and obligation for Muslims in the world to perform it, for those who are physically and materially capable. An introduction to the pilgrimage has been obtained since the 3rd grade of Elementary School (SD). The long process of the pilgrimage with various pillars and provisions contained in the procedures for its implementation often raises the disinterest of students in learning to understand and study the pilgrimage more deeply. To achieve the desired competence, many learning media have been developed, one of which is Augmented Reality (AR) technology. Augmented Reality (AR) is a technology that allows you to integrate 3D objects into a real environment. Based on this problem, the author makes an application about the introduction and pillars of the pilgrimage based on Augmented Reality using the Markerless method. Making applications using Blender software as a modeler and Unity 3D as an application maker. It is hoped that this application can introduce Augmented Reality into the world of education, and help students, especially elementary school children, get to know the pillars of Hajj better.

Downloads

Download data is not yet available.

Article Details

How to Cite
[1]
E. F. A. Hidayatullah, R. Dijaya, and N. L. Azizah, “Hajj Pillars Education Application Using Markerless Augmented Reality Method”, PELS, vol. 3, Dec. 2022.
Section
Computer Science
Author Biographies

Eka Fatra Arif Hidayatullah, Universitas Muhammadiyah Sidoarjo

Program Studi Informatika

Rohman Dijaya, Universitas Muhammadiyah Sidoarjo

Program Studi Informatika

Nuril Lutvi Azizah, Universitas Muhammadiyah Sidoarjo

Program Studi Informatika

References

[1] M. Nuri, “Pragmatisme Penyelenggaraan Ibadah Haji Di Indonesia,” SALAM J. Sos. dan Budaya Syar-i, vol. 1, no. 1, 2014, doi: 10.15408/sjsbs.v1i1.1532.
[2] A. F. Fatan, G. Dofira, and R. Budiawan, “Let’S Hajj Application: Ar- Based Hajj Guidance for Elementary Student,” e-Proceeding Appl. Sci., vol. 6, no. 2, pp. 3988–3995, 2020.
[3] M. Fayiz, N. Hilmy, U. Darusalam, and A. Rubhasy, “Augmented Reality sebagai Media Edukasi Sejarah Bangunan Peninggalan Kesultanan Utsmaniyah menggunakan Metode Marker Based Tracking dan Algoritma Fast Corner Detection,” J. JTIK (Jurnal Teknol. Inf. dan Komunikasi), vol. 4, no. 2, p. 138, 2020, doi: 10.35870/jtik.v4i2.162.
[4] M. Noor, “Haji dan Umrah,” J. Hum. Teknol., vol. 4, no. 1, pp. 38–42, 2018, doi: 10.34128/jht.v4i1.42.
[5] I. Istianah, “Hakikat Haji Menurut Para Sufi,” Esoterik, vol. 2, no. 1, pp. 30–44, 2017, doi: 10.21043/esoterik.v2i1.1900.
[6] H. Vitono, H. Nasution, and A. & Hengky, “Implementasi Markerless Augmented Reality Sebagai Media Informasi Koleksi Museum Berbasis Android,” Univ. Tanjungpura Pontianak, vol. 2, no. 4, pp. 239–245, 2016.
[7] C. O. Karundeng, D. J. Mamahit, and B. A. Sugiarso, “Rancang Bangun Aplikasi Pengenalan Satwa Langka di Indonesia Menggunakan Augmented Reality,” J. Tek. Inform., vol. 13, no. 1, pp. 1–8, 2018, doi: 10.35793/jti.13.1.2018.20852.
[8] N. Nurrisma, R. Munadi, S. Syahrial, and E. D. Meutia, “Perancangan Augmented Reality dengan Metode Marker Card Detection dalam Pengenalan Karakter Korea,” Inform. Mulawarman J. Ilm. Ilmu Komput., vol. 16, no. 1, p. 34, 2021, doi: 10.30872/jim.v16i1.5152.
[9] A. Wijaya and R. Dijaya, “Brosur digital wisata bukit gandrung di desa medowo kediri berbasis augmented reality,” vol. 06, pp. 305–317, 2021.
[10] Z. Nurhadi, S. Estu, and I. H., “Perancangan Media Pembelajaran Virtualisasi Masjidil Harram Dengan Virtual Reality,” Pros. Semin. Nas. Teknoka, vol. 2, no. 2502, pp. I67--I74, 2017.

Most read articles by the same author(s)

1 2 > >>