AUGMENTED REALITY APPLICATION AS Augmented Reality Application As Computer Assembly Learning Based On Android Mobile.

AUGMENTED REALITY APPLICATION AS
COMPUTER ASSEMBLY LEARNING BASED ON
ANDROID MOBILE

FINAL PROJECT REPORT
Submitted as one of Fulfillment of the Requirements
for Getting Bachelor Degree
in Department of Informatics Faculty of Communications and Informatics
University Muhammadiyah of Surakarta
By:

Veni Alfianita
NIM: L200102002

DEPARTMENT OF INFORMATICS ENGINEERING
FACULTY OF COMMUNICATION AND INFORMATICS
MUHAMMADIYAH UNIVERSITY OF SURAKARTA
2014

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CONTRIBUTION LIST

The author here with assert that there are no work had been submitted to
obtain bachelor degree in any University in this final project report and as far as
the author concern no work or opinion had been written or published by another
person concept the written references which are referred in this report and
mentioned in bibliography.
Here author would like to convey the contributions list in the preparation
of the final project:
1.

Application design and modeling objects created with the help of books and
the internet, share with friends.

2.

Laptop specifications used in building applications are: Windows 8 operating
system, Intel Core i3-2310M, 2:10 GHz, 2GB RAM, 500 GB hard drive.


3.

Design of augmented reality applications using Unity software 2.6.7 and
vuforia 4.13 library.

4.

Design of the 3D object model using blender software 2.6.4

5.

Application program that used for editing images using Corel Draw x4 and
photoshop 7.

6.

Application program that used for editing video using Handbrake 0.9.9
(64bit) and Sony Vegas Pro 3.0 (64 bit).


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This statement and this contribution list the author make to be honest. The
author responsible for the contents and truth of the above list.

Surakarta, 14th on July 2014

Veni Alfianita
Advisor

Umi Fadlilah S.T, M.Eng
NIP : 197803222005012002

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MOTTO

MOTTO:
“For the sake of time. Behold, the man really is in loss, except those who believe and
do righteous deeds and counsel-advised in order to obey the truth and counsel-advised

in order to fulfill patience.”
(QS. Al-Ashr, Ayat1-3)

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DEDICATION

As gratitude and thanks the author dedicates my work to:
1. Allah SWT and Muhammad SAW
2. My loving parent that always give me love care, educate and pray for my
happiness and successes with full sincerity
3. My loving sister, Octafiana and noviantika that give me best support.
4. For my beloved Muhamad kumarudin who give me love, passion,
happiness and motivate to have a better life.
5. My beloved extended family, thanks for your pray and blessing
6. For my advisor Mrs. Umi Fadlillah S.T, M.Eng.
7. For my friends, Kaidah Budi Utami, Krisna Sukmaning Palupi, Yanti
Ghaffaar, Niken Tantining Tyas, and Ninik Puspita Sari thanks for your
love, happiness, motivate and advice for my better live.
8. All my friend in informatics department, especially my class mate X and

roommate A-3-12 thank you so much for your motivate and advice.
9. For all my friend from RAPMA FM 2010 (Radio Penelitian Mahasiswa),
HIMATIF 2010 (Himpunan Mahasiswa Teknik Informatika), FOSTI 2010
(Forum OpenSource Teknik Informatika), CANTING.

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INTRODUCTION

Praise to Allah for all blessing and guidance, so the author can finish this
final project with title “Augmented Reality Application As Computer Assembly
Learning Based On Android Mobile”.
This final project is structured to fill the curriculum in Department of
Informatics Engineering Universitas Muhammadiyah Surakarta, as a student in
order to complete the obligations of the degree program.
The author realized this report still far away from perfection, so the writer
hopes there's a critical and opinion that could be help from some parties for future
fixation. Many parties had been rendered a service so the arrangement of this last
assignment could be done. for those reasons, the writer very grateful with all of
lowliness towards:

1.

Allah SWT with all of praises, The One Allah, Allah the owner of universe.

2.

Shalawat and regards always be assigned towards our prophet Muhammad
SAW and his family, also for his close friends.

3.

My parents whose always gave me affections and wishes for my happiness,
also all of my youngsters whose I loved.

4.

Mrs. Umi Fadillah S.T, M.Eng as my mentor who always gave me direction
and opinion in this last assignment's arrangement.

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5.

Mr. Husni Thamrin, S.T, M.T., Ph.D. "Dekan" of Communication and
Informatics Departement.

6.

Mr. Dr. Heru Supriyono, M.Sc. as a leader from Study Programme
"Informatics Engineering".

7.

Mr. and Mrs. Teachers whose had been taught and shared their knowledges to
the writer all this time. 8. Friends and the other parties whose helped me out
in this arrangement of last assignment

The writer hopes its might be useful for people, especially for the writer and the
readers generally. Hopes could give some benefits in order to knowledge
enrichment for the readers.


Surakarta, 14th on July 2014

Authors.

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TABLE OF CONTENT

TITLE .....................................................................................................................

i

APPROVAL............................................................................................................

ii

ACCEPTANCE.......................................................................................................

iii


CONTRIBUTION LIST..........................................................................................

iv

MOTTO .............................................................................. ...................................

vi

DEDICATION ........................................................................................................ vii
INTRODUCTION ..................................................................................................

viii

TABLE OF CONTENT .......................................................................................... x
LIST OF TABLE ....................................................................................................

xii

LIST OF FIGURE ..................................................................................................


xiv

ABSTRACT ............................................................................................................ xvi
CHAPTHER I: INTRODUCTION ..................................................................... 1
1.1. Background of the Study .............................................................................. 1
1.2. Problem Statement .......................................................................................

2

1.3. Limitation of the Study ................................................................................

2

1.4. Objective of the Study .................................................................................. 3

x

1.5. Benefits of the Study .................................................................................... 3
1.6. Writing Systematical ....................................................................................


4

CHAPTHER II: OBSERVATION ...................................................................... 5
2.1. Pre Elementary Research .............................................................................

5

2.2. Basic Theory ................................................................................................

6

CHAPTHER III: RESEARCH METHOD ........................................................

20

3.1. Time and Plane of Research ......................................................................... 20
3.2. Equipment and Materials Research .............................................................. 20
3.3. Research Plot ................................................................................................ 21
3.4. Application Flowchart .................................................................................. 26
3.5. Use Case ....................................................................................................... 28
3.6. Diagram Activity .......................................................................................... 29
3.7. User Interface Designing .............................................................................. 30
CHAPTHER IV: RESULT AND DISCUSSION ............................................... 36
4.1. Research Result ............................................................................................ 36
4.2. System Testing and Analysis........................................................................

45

4.3. Questionnaire Analysis ................................................................................

61

CHAPTHER V: CONCLUSION AND SUGGESTION ...................................

65

5.1. Conclusion .................................................................................................... 65
5.2. Suggestion ....................................................................................................

66

BIBLIOGRAPHY.................................................................................................... 67
APPENDIX.............................................................................................................. 69

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LIST OF TABLE

Table 3.1. Activity Diagram .........................................................................................

29

Table 4.1. Specification of Android Device that is used for testing (Cross A7 *)........

45

Table 4.2. Specification of Android Device that is used for testing (lenovo A390).....

46

Table 4.3. Specification of Android Device that is used for testing (Samsung Galaxi
mega 5.8) .....................................................................................................................

46

Table 4.4. Testing of Splash Screen Page ..................................................................

47

Table 4.5. Displayed of Testing Results Splash Screen Page Testing Results ............ 47
Table 4.6. Testing of Displayed Main Menu .............................................................. 48
Table 4.7. Displayed of Testing Results Main Menu .................................................

48

Table 4.8. Testing of Displayed Assembly Menu .......................................................

50

Table 4.9. Displayed of Testing Results Assembly Menu .........................................

50

Table 4.10. Testing of Playing Video .......................................................................... 51
Table 4.11. Displayed of Testing Results Playing Video ........................................... 52
Table 4.12. Testing of Displayed Introduction Menu when the Marker has not been
Detected .......................................................................................................................

53

Table 4.13. Displayed of Testing Results When the Market has not been detected ...

54

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Table 4.14. Testing of Displayed Introduction Menu when the Marker is Detected ..

55

Table 4.15. Displayed of Testing Results When the Marker is detected ..................... 56
Table 4.16. Testing of the Time ................................. .................................................

57

Table 4.17. Testing of Display About Page ................................................................. 58
Table 4.18. Displayed of Testing Results About Page ...............................................

59

Table 4.19. Exit Application Testing ........................................................................... 59
Table 4.20. Displayed of Testing Results Exit Application ........................................

60

Table 4.21. Tabulation of Student Questionnaire in Information Engineering with
Network Concentration ................................................................................................ 61
Table 4.22. Result of Data Questionnaire ....................................................................

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62

LIST OF FIGURE

Figure 2.1. Structure of Vuforia .............................................................................. 10
Figure 2.2. Development direction .........................................................................

12

Figure 3.1. Research Flowchart .............................................................................

22

Figure 3.2. Application Flowchart ..........................................................................

26

Figure 3.3. Use Case Diagram ................................................................................

28

Figure 3.4. Marker Display .....................................................................................

30

Figure 3.5. Start Menu ............................................................................................

31

Figure 3.6.Undetected Marker ................................................................................

31

Figure 3.7. Detected Marker ...................................................................................

32

Figure 3.8. Information Object ...............................................................................

33

Figure 3.9. Assembly Menu ...................................................................................

33

Figure 3.10. Video Play ..........................................................................................

34

Figure 3.11. About Application and Developer ......................................................

34

Figure 3.12. Exit Application View ........................................................................

35

Figure 4.1. Splash Screen ........................................................................................ 36
Figure 4.2. Display Main Menu ..............................................................................

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37

Figure 4.3. Undetected Marker ...............................................................................

37

Figure 4.4. Marker ..................................................................................................

38

Figure 4.5. Create Database ....................................................................................

38

Figure 4.6. Add New Target ...................................................................................

39

Figure 4.7. Download Target ..................................................................................

39

Figure 4.8. Display of When Marker is Detected ...................................................

42

Figure 4.9. Display of Assembly Sub Menu ...........................................................

42

Figure 4.10. Video Running..................................................................................... 43
Figure 4.11. Display About Menu ..........................................................................

44

Figure 4.12. Display when user clicked download marker button .........................

44

Figure 4.13. Display of Exit Application ................................................................

45

Figure 4.14.Student Respondent Graphic................................................................

63

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ABSTRACT

Augmented Reality is a technology merger between the real world with the
virtual world, so as if the virtual object feels like real objects displayed in
realtime. This application is intended to merge the 3D object that it is a replica of
some components of the computer and use marker predetermined developer. The
computer assembly guide application implemented on mobile phones with
android operating system.
Creating an application is started with the collection of data, then the
system needs analysis, then the design phase of each component of a 3D object
using a computer with software blender 2.6.4. Then development of the system
and the insertion of 3D object to unity 4.1.3f. In implementation required the
marker, here using six images to be used as a means of introduction of the system
will display the 3D object. In image pattern recognition in QCAR used Natural
Features Tracking with FAST Corner detection method is detection by finding the
points (interest points) or corners (corner) on an image. Term of corners and
interest points are often used interchangeably. First performed edge detection,
then process edge analysis to get rapid detection angle.

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The results are an introduction of computer components and computer
assembling application with Augmented Reality technology in form of video. This
application has a size of 51.7 MB. Implementing this application on android
mobile operating system with a minimum of android version 2.3 (gingerbread)
and has a minimum of 170 MB of memory space.

Keyword: Android, Augmented Reality, Computer Assembly.

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