Futsal Field Promotion System Using Augmented Reality Method (Case Study: Segodo Tarik Futsal Field) Sistem Promosi Lapangan Futsal Menggunakan Metode Augmented Reality (Studi Kasus: Lapangan Futsal Segodo Tarik)

Main Article Content

Kholqi Alim
Ade Eviyanti
Yulian Findawati
Mochamad Alfan Rosid

Abstract

Futsal is a multi-sprint sport with a high-intensity phase. In addition, the game of futsal is very dependent on the technical abilities of each player. To implement trained and conceptualized tactics and strategies, individual techniques are combined. To play futsal properly, you must learn some basic techniques and practice them often. Various technologies have been developed in the field of sports to improve player performance, including the development of an Arduino-based futsal ball throwing device. Augmented reality (AR) is the process of generating additional information about existing objects by rendering them in real time directly or indirectly from physical objects by adding objects to the virtual world. Based on the research that has been done under the title "Futsal Field Promotion System Using the Augmented Reality Method" it can be concluded that: The AR Futsal application can display 4 3D objects on the futsal field. Making 3D objects is contained in this application using Blender software and developed into an Android application.

Downloads

Download data is not yet available.

Article Details

How to Cite
[1]
K. Alim, A. Eviyanti, Y. Findawati, and M. A. Rosid, “Futsal Field Promotion System Using Augmented Reality Method (Case Study: Segodo Tarik Futsal Field)”, PELS, vol. 4, Jul. 2023.
Section
Computer Science
Author Biographies

Kholqi Alim, Universitas Muhammadiyah Sidoarjo

Program Studi Informatika, Fakultas Sains dan Teknologi

Ade Eviyanti, Universitas Muhammadiyah Sidoarjo

Program Studi Informatika, Fakultas Sains dan Teknologi

Yulian Findawati, Universitas Muhammadiyah Sidoarjo

Program Studi Informatika, Fakultas Sains dan Teknologi

Mochamad Alfan Rosid, Universitas Muhammadiyah Sidoarjo

Program Studi Informatika, Fakultas Sains dan Teknologi

References

[1] A. A. Ginting, “Aplikasi Augmented Reality Sebagai Media Pembelajaran Sejarah Kemerdekaan Aplikasi Augmented Reality Sebagai Media Pembelajaran Sejarah Kemerdekaan,” 2021.
[2] J. Jaenudin, A. Rusdiana, and N. Kusmaedi, “Pengembangan Media Latihan Passing Berbasis Arduino Uno dalam Cabang Olahraga Futsal,” J. Terap. Ilmu Keolahragaan, vol. 3, no. 1, p. 47, 2018, doi: 10.17509/jtikor.v3i1.9925.
[3] F. P. Astungkoro, R. K. Dewi, and K. C. Brata, “Sistem Rekomendasi Lapangan Futsal berbasis Android dengan Metode TOPSIS,” J-Ptiik.Ub.Ac.Id, vol. 3, no. 9, pp. 8946–8953, 2019, [Online]. Available: http://j-ptiik.ub.ac.id
[4] R. R. Wijayanti, “Implementasi Augmented Reality Sebagai Media Promosi Interaktif Untuk Katalog Food and Beverage Pada Hokcafe,” JIKA (Jurnal Inform., vol. 2, no. 2, pp. 73–83, 2019, doi: 10.31000/.v2i2.1519.
[5] R. Ameldi and T. K. Ahsyar, “Sistem Informasi Reservasi Lapangan Futsal Berbasis Android Pada Lapangan Futsal,” J. Ilm. Rekayasa dan Manejemn Sist. Inf., vol. 4, no. 1, pp. 81–90, 2018.
[6] K. Sehari-hari, J. T. Informatika, and F. Teknik, “Literature Review : Pemanfaatan Augmented Reality Sebagai Media Edukatif di LITERATURE REVIEW : PEMANFAATAN AUGMENTED REALITY SEBAGAI MEDIA EDUKATIF DI KEHIDUPAN SEHARI-HARI Universitas Palangka Raya , Indonesia,” no. April, 2021, doi: 10.13140/RG.2.2.10128.33288.
[7] T. Sekolah et al., “Perancangan Augmented Reality Dalam Media Pembelajaran Sistem Anatomi,” J. Inf. Syst. Technol., vol. 01, no. 02, pp. 1–15, 2020.
[8] M. Santoso, C. R. Sari, and S. Jalal, “Promosi Kampus Berbasis Augmented Reality,” J. Edukasi Elektro, vol. 5, no. 2, pp. 105–110, 2021, doi: 10.21831/jee.v5i2.43496.
[9] A. Dharmalau, I. Hiswara, and D. Cahya Geovani, “Pemanfaatan Augmented Reality Sebagai Media Promosi Menggunakan Software Unity 3D Dan Vuforia,” J. Teknol. Technoscientia, vol. 15, no. 1, pp. 15–22, 2022, doi: 10.34151/technoscientia.v15i1.3833.
[10] R. Alifah, D. A. Megawaty, M. Najib, and D. Satria, “Pemanfaatan Augmented Reality Untuk Koleksi Kain Tapis (Study Kasus: Uptd Museum Negeri Provinsi Lampung),” J. Teknol. dan Sist. Inf., vol. 2, no. 2, pp. 1–7, 2021, [Online]. Available: http://jim.teknokrat.ac.id/index.php/JTSI
[11] Mardiana, M. A. Muhammad, H. D. Septama, and Fitriyani, “Augmented Reality Berbasis Image Marker Tracking Untuk Sistem Pengenalan Buku Di Perpustakaan,” J. Profesi Ins. Univ. Lampung, vol. 2, no. 2, pp. 30–35, 2021, doi: 10.23960/jpi.v2n2.62.
[12] M. Madani, A. Setyanto, and A. F. Sofyan, “Penerapkan Augmented Reality Pada Media Promosi (Brosur) STMIK Bumigora Mataram Berbasis Android,” Respati, vol. 13, no. 3, pp. 108–115, 2018, doi: 10.35842/jtir.v13i3.263.
[13] N. H. Widayaningsih and H. Handriyotopo, “Perancangan Augmented Reality Berbasis Android Sebagai Promosi Taman Sriwedari Surakarta,” CITRAWIRA J. Advert. Vis. Commun., vol. 1, no. 2, pp. 1–22, 2021, doi: 10.33153/citrawira.v1i2.3298.
[14] P. Bagus and A. Anugrah, “Implementasi Augmented Reality Pada Media,” vol. 14, no. 2, pp. 142–149, 2020.
[15] Y. Cahyaningsih, “Teknologi Augmented Reality pada Promosi Berbasis Android,” J. Comput. Sci. Eng., vol. 1, no. 2, pp. 90–115, 2020, doi: 10.36596/jcse.v1i2.60.

Most read articles by the same author(s)

1 2 3 4 > >>