Pemanfaatan Augmented Reality Pada Aplikasi Home Seekers 3D Sebagai Strategi Marketing Penjualan Rumah
PEMANFAATAN AUGMENTED REALITY PADA APLIKASI
HOME SEEKERS 3D SEBAGAI STRATEGI
MARKETING PENJUALAN RUMAH
TUGAS AKHIR
FAJRI SUKMA ASHARI
142406132
PROGRAM STUDI TEKNIK INFORMATIKA D3
DEPARTEMEN MATEMATIKA
FAKULTAS MATEMATIKA DAN ILMU PENGETAHUAN ALAM
UNIVERSITAS SUMATERA UTARA
MEDAN
2017
Universitas Sumatera Utara
PEMANFAATAN AUGMENTED REALITY PADA APLIKASI
HOME SEEKERS 3D SEBAGAI STRATEGI
MARKETING PENJUALAN RUMAH
TUGAS AKHIR
Diajukan untuk melengkapi tugas dan memenuhi syarat memperoleh Ahli
Madya
FAJRI SUKMA ASHARI
142406132
PROGRAM STUDI TEKNIK INFORMATIKA D3
DEPARTEMEN MATEMATIKA
FAKULTAS MATEMATIKA DAN ILMU PENGETAHUAN ALAM
UNIVERSITAS SUMATERA UTARA
MEDAN
2017
Universitas Sumatera Utara
Universitas Sumatera Utara
Universitas Sumatera Utara
Universitas Sumatera Utara
PEMANFAATAN AUGMENTED REALITY PADA APLIKASI
HOME SEEKERS 3D SEBAGAI STRATEGI
MARKETING PENJUALAN RUMAH
ABSTRAK
Kajian ini bertujuan untuk memberikan gambaran tentang sebuah aplikasi yang
dapat digunakan untuk membantu memasarkan rumah atau properti lainnya secara
mewah dan modern. Aplikasi ini dirancang sesuai dengan kebutuhan informasi
yang semakin maju dan perkembangan teknologi yang semakin pesat, baik itu dari
perangkat keras maupun perangkat lunak. Aplikasi ini dirancang dengan
menggunakan perangkat lunak UNITY 3D 5.6.0.
Dengan demikian perancangan aplikasi ini memerlukan data dan informasi
yang akurat agar aplikasi ini dapat memenuhi kebutuhan user. Untuk itu penulis
akan membahas Pemanfaatan Augmented Reality Pada Aplikasi Home Seekers
3D Sebagai Strategi Marketing Penjualan Rumah. Bagaimana sebuah aplikasi bisa
mempermudah bagian pemasaran manajemen pengembang properti untuk
memasarkan unit rumah terbarunya.
Kata kunci : Augmented Reality, Aplikasi Homeseekers 3D, Unity 3D
iv
Universitas Sumatera Utara
THE UTILIZATION OF AUGMENTED REALITY
ON HOMESEEKERS 3D APPLICATIONS
AS A HOME MARKETING STRATEGY
ABTRACT
This study aims to provide an overview of an application that can be used to help
market a home or other property in a luxury and modern. This application is
designed in accordance with the need of information that is more advanced and
the rapid development of technology, both from hardware and software. This app
is designed using UNITY 3D 5.6.0.
Thus the design of this application requires accurate data and information
for this application can meet user needs. For that the author will discuss The
Utilization of Augmented Reality on Homeseekers 3D Application as a Home
Marketing Strategy. How an app can simplify the marketing management of
property developers to market their new home unit.
Keywords : Augmented Reality, Homeseekers 3D App, Unity 3D
v
Universitas Sumatera Utara
DAFTAR ISI
..................................................................................................................... Halaman
PERSETUJUAN ...................................................................................................... i
PERNYATAAN...................................................................................................... ii
PENGHARGAAN ................................................................................................. iii
ABSTRAK ............................................................................................................. iv
ABSTRACT .............................................................................................................v
DAFTAR ISI .......................................................................................................... vi
DAFTAR TABEL ................................................................................................ viii
DAFTAR GAMBAR ........................................................................................... viii
DAFTAR LAMPIRAN .......................................................................................... ix
Bab 1. Pendahuluan ....................................................................................................
1.1 Latar Belakang .......................................................................................1
1.2 Perumusan Masalah ...............................................................................2
1.3 Batasan Masalah.....................................................................................2
1.4 Tujuan dan Manfaat ...............................................................................3
1.5 Metode Penelitian...................................................................................3
1.6 Sistematika Penulisan ............................................................................4
Bab 2. Landasan Teori ...............................................................................................
2.1 Augmented Reality.................................................................................6
2.1.1 Sejarah Augmented Reality....................................................7
2.2 Unity 3D .................................................................................................8
2.3 Vuforia SDK ........................................................................................10
2.4 Metode Augmented Reality .................................................................12
Bab 3. Perancangan Sistem ........................................................................................
3.1 Perancangan Sistem .............................................................................14
3.2 Perancangan Aplikasi ...........................................................................14
3.3 Perancangan Usecase Diagram ............................................................15
3.4 Flowchart .............................................................................................17
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Universitas Sumatera Utara
3.4.1 Simbol-Simbol Flowchart .....................................................24
3.5 Startup Aplikasi Homeseekers 3D ......................................................20
Bab 4. Implementasi Sistem.......................................................................................
4.1 Pengertian Implementasi Sistem ..........................................................25
4.2 Tujuan Implementasi Sistem ................................................................25
4.3 Perangkat Utama Implementasi Sistem ...............................................26
4.3.1 Perangkat Keras (Hardware) .................................................26
4.3.2 Perangkat Lunak (Software) .................................................26
4.3.3 Pengguna (Brainware)...........................................................27
4.4 Hasil Program ......................................................................................27
4.4.1 Tampilan Main Menu............................................................27
4.4.2 Tampilan Menu Start.............................................................29
4.4.2.1 Tampilan User Experience .....................................29
Bab 5. Penutup ...........................................................................................................
5.1 Kesimpulan ..........................................................................................31
5.2 Saran .....................................................................................................31
Daftar Pustaka
Lampiran
vii
Universitas Sumatera Utara
DAFTAR TABEL
Nama Tabel ................................................................................................................
3.1 Simbol dan Fungsi Komponen Flowchart .......................................................18
DAFTAR GAMBAR
Nama Gambar ............................................................................................................
3.1 Usecase Diagram ..............................................................................................16
3.2 Flowchart .........................................................................................................19
3.3 Tampilan Main Menu dan Menu Login Website Vuforia ...............................20
3.4 Package Pembuatan Aplikasi ...........................................................................21
3.5 Lisensi AR ........................................................................................................21
3.6 Upload Marker .................................................................................................22
3.7 Inisiasi Marker Pada Unity 3D .........................................................................23
3.8 Visualisasi Rumah 3D Pada Unity 3D .............................................................24
4.1 Tampilan Main Menu.......................................................................................28
4.2 Tampilan Pada Saat Memindai Marker............................................................29
4.3 Tampilan User Experience ...............................................................................29
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Universitas Sumatera Utara
DAFTAR LAMPIRAN
Lampiran A
: Lampiran List Program
Lampiran B
: Surat Keterangan Hasil Uji Program Tugas Akhir
Lampiran C
: Kartu Bimbingan Tugas Akhir Mahasiswa
Lampiran D
: Surat Keterangan Dosen Pembimbing
ix
Universitas Sumatera Utara
HOME SEEKERS 3D SEBAGAI STRATEGI
MARKETING PENJUALAN RUMAH
TUGAS AKHIR
FAJRI SUKMA ASHARI
142406132
PROGRAM STUDI TEKNIK INFORMATIKA D3
DEPARTEMEN MATEMATIKA
FAKULTAS MATEMATIKA DAN ILMU PENGETAHUAN ALAM
UNIVERSITAS SUMATERA UTARA
MEDAN
2017
Universitas Sumatera Utara
PEMANFAATAN AUGMENTED REALITY PADA APLIKASI
HOME SEEKERS 3D SEBAGAI STRATEGI
MARKETING PENJUALAN RUMAH
TUGAS AKHIR
Diajukan untuk melengkapi tugas dan memenuhi syarat memperoleh Ahli
Madya
FAJRI SUKMA ASHARI
142406132
PROGRAM STUDI TEKNIK INFORMATIKA D3
DEPARTEMEN MATEMATIKA
FAKULTAS MATEMATIKA DAN ILMU PENGETAHUAN ALAM
UNIVERSITAS SUMATERA UTARA
MEDAN
2017
Universitas Sumatera Utara
Universitas Sumatera Utara
Universitas Sumatera Utara
Universitas Sumatera Utara
PEMANFAATAN AUGMENTED REALITY PADA APLIKASI
HOME SEEKERS 3D SEBAGAI STRATEGI
MARKETING PENJUALAN RUMAH
ABSTRAK
Kajian ini bertujuan untuk memberikan gambaran tentang sebuah aplikasi yang
dapat digunakan untuk membantu memasarkan rumah atau properti lainnya secara
mewah dan modern. Aplikasi ini dirancang sesuai dengan kebutuhan informasi
yang semakin maju dan perkembangan teknologi yang semakin pesat, baik itu dari
perangkat keras maupun perangkat lunak. Aplikasi ini dirancang dengan
menggunakan perangkat lunak UNITY 3D 5.6.0.
Dengan demikian perancangan aplikasi ini memerlukan data dan informasi
yang akurat agar aplikasi ini dapat memenuhi kebutuhan user. Untuk itu penulis
akan membahas Pemanfaatan Augmented Reality Pada Aplikasi Home Seekers
3D Sebagai Strategi Marketing Penjualan Rumah. Bagaimana sebuah aplikasi bisa
mempermudah bagian pemasaran manajemen pengembang properti untuk
memasarkan unit rumah terbarunya.
Kata kunci : Augmented Reality, Aplikasi Homeseekers 3D, Unity 3D
iv
Universitas Sumatera Utara
THE UTILIZATION OF AUGMENTED REALITY
ON HOMESEEKERS 3D APPLICATIONS
AS A HOME MARKETING STRATEGY
ABTRACT
This study aims to provide an overview of an application that can be used to help
market a home or other property in a luxury and modern. This application is
designed in accordance with the need of information that is more advanced and
the rapid development of technology, both from hardware and software. This app
is designed using UNITY 3D 5.6.0.
Thus the design of this application requires accurate data and information
for this application can meet user needs. For that the author will discuss The
Utilization of Augmented Reality on Homeseekers 3D Application as a Home
Marketing Strategy. How an app can simplify the marketing management of
property developers to market their new home unit.
Keywords : Augmented Reality, Homeseekers 3D App, Unity 3D
v
Universitas Sumatera Utara
DAFTAR ISI
..................................................................................................................... Halaman
PERSETUJUAN ...................................................................................................... i
PERNYATAAN...................................................................................................... ii
PENGHARGAAN ................................................................................................. iii
ABSTRAK ............................................................................................................. iv
ABSTRACT .............................................................................................................v
DAFTAR ISI .......................................................................................................... vi
DAFTAR TABEL ................................................................................................ viii
DAFTAR GAMBAR ........................................................................................... viii
DAFTAR LAMPIRAN .......................................................................................... ix
Bab 1. Pendahuluan ....................................................................................................
1.1 Latar Belakang .......................................................................................1
1.2 Perumusan Masalah ...............................................................................2
1.3 Batasan Masalah.....................................................................................2
1.4 Tujuan dan Manfaat ...............................................................................3
1.5 Metode Penelitian...................................................................................3
1.6 Sistematika Penulisan ............................................................................4
Bab 2. Landasan Teori ...............................................................................................
2.1 Augmented Reality.................................................................................6
2.1.1 Sejarah Augmented Reality....................................................7
2.2 Unity 3D .................................................................................................8
2.3 Vuforia SDK ........................................................................................10
2.4 Metode Augmented Reality .................................................................12
Bab 3. Perancangan Sistem ........................................................................................
3.1 Perancangan Sistem .............................................................................14
3.2 Perancangan Aplikasi ...........................................................................14
3.3 Perancangan Usecase Diagram ............................................................15
3.4 Flowchart .............................................................................................17
vi
Universitas Sumatera Utara
3.4.1 Simbol-Simbol Flowchart .....................................................24
3.5 Startup Aplikasi Homeseekers 3D ......................................................20
Bab 4. Implementasi Sistem.......................................................................................
4.1 Pengertian Implementasi Sistem ..........................................................25
4.2 Tujuan Implementasi Sistem ................................................................25
4.3 Perangkat Utama Implementasi Sistem ...............................................26
4.3.1 Perangkat Keras (Hardware) .................................................26
4.3.2 Perangkat Lunak (Software) .................................................26
4.3.3 Pengguna (Brainware)...........................................................27
4.4 Hasil Program ......................................................................................27
4.4.1 Tampilan Main Menu............................................................27
4.4.2 Tampilan Menu Start.............................................................29
4.4.2.1 Tampilan User Experience .....................................29
Bab 5. Penutup ...........................................................................................................
5.1 Kesimpulan ..........................................................................................31
5.2 Saran .....................................................................................................31
Daftar Pustaka
Lampiran
vii
Universitas Sumatera Utara
DAFTAR TABEL
Nama Tabel ................................................................................................................
3.1 Simbol dan Fungsi Komponen Flowchart .......................................................18
DAFTAR GAMBAR
Nama Gambar ............................................................................................................
3.1 Usecase Diagram ..............................................................................................16
3.2 Flowchart .........................................................................................................19
3.3 Tampilan Main Menu dan Menu Login Website Vuforia ...............................20
3.4 Package Pembuatan Aplikasi ...........................................................................21
3.5 Lisensi AR ........................................................................................................21
3.6 Upload Marker .................................................................................................22
3.7 Inisiasi Marker Pada Unity 3D .........................................................................23
3.8 Visualisasi Rumah 3D Pada Unity 3D .............................................................24
4.1 Tampilan Main Menu.......................................................................................28
4.2 Tampilan Pada Saat Memindai Marker............................................................29
4.3 Tampilan User Experience ...............................................................................29
viii
Universitas Sumatera Utara
DAFTAR LAMPIRAN
Lampiran A
: Lampiran List Program
Lampiran B
: Surat Keterangan Hasil Uji Program Tugas Akhir
Lampiran C
: Kartu Bimbingan Tugas Akhir Mahasiswa
Lampiran D
: Surat Keterangan Dosen Pembimbing
ix
Universitas Sumatera Utara