Authors:

I Kadek Agus Andika Putra, I Gusti Ngurah Anom Cahyadi Putra

Abstract:

“The aim of this study is to develop an Augmented Reality application with marker-based tracking that use for Canang education. This application was developed with waterfall model. Data collection technique that I use in this study is surveys, interview and literature review. This application can pop up information about types of Canang, when you use that types, and an example picture of the Canang. This application use vuforia software development kit (SDK) for combine the reality object and virtual object use for smartphone with QR Code. The design for information and example picture of Canang is built in Adobe Illustrator and made to Augmented Reality in Unity. Method that use in this study is Marker Based Tracking which identifies marker patterns. This application applies multi-target marker-based Augmented Reality so that each type of Canang information is stored and ran on different markers. This application can be medium for education about Canang in general for Hindusm teen.”

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PDF:

https://jurnal.harianregional.com/jlk/full-64459

Published

2021-02-18

How To Cite

PUTRA, I Kadek Agus Andika; PUTRA, I Gusti Ngurah Anom Cahyadi. Development of Augmented Reality Application for Canang Education Using Marker-Based Tracking Method.JELIKU (Jurnal Elektronik Ilmu Komputer Udayana), [S.l.], v. 9, n. 3, p. 365-374, feb. 2021. ISSN 2654-5101. Available at: https://ojs.unud.ac.id/index.php/JLK/article/view/64459. Date accessed: 02 Jun. 2025. doi:https://doi.org/10.24843/JLK.2021.v09.i03.p07.

Citation Format

ABNT, APA, BibTeX, CBE, EndNote - EndNote format (Macintosh & Windows), MLA, ProCite - RIS format (Macintosh & Windows), RefWorks, Reference Manager - RIS format (Windows only), Turabian

Issue

Vol 9 No 3 (2021): JELIKU Volume 9 No 3, Februari 2021

Section

Articles

Creative Commons License This work is licensed under a Creative Commons Attribution 4.0 International License