Aplikasi Pengenalan Anatomi Manusia Berbasis Augmented Reality
Main Article Content
Abstract
Article Summary
Augmented Reality (AR) is an attempt to combine the real world and the virtual world in real-time. A real object that serves as a marker is used for positioning virtual objects that have been identified by the camera. Augmented Reality is widely used in various fields, one of which is the field of education. In the field of education Augmented Reality is used as an interactive learning media to be more creative, interesting and innovative. This Augmented Reality technology can be applied in the human anatomy learning system. The use of Augmented Reality technology is expected to display objects in the form of 3D virtual human body parts in a marker book as props. Markers detected by an android-based smartphone camera will display anatomical objects that will be used by the teacher, so that students can observe how the human anatomy looks in realtime.
Keywords
Article Keywords
Downloads
Article Details

This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
Authors who publish with this journal agree to the following terms:
- Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution License (CC-BY 4.0) that allows others to share the work with an acknowledgement of the work's authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal's published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgement of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work.
Aprilinda, Y., Endra, R. Y., Afandi, F. N., Ariani, F., Cucus, A., & Lusi, D. S. (2020). Implementasi Augmented Reality untuk media pembelajaran biologi di sekolah menengah pertama. Explore: Jurnal Sistem informasi dan telematika (Telekomunikasi, Multimedia dan Informatika), 11(2), 124-133.
Ramdani, P., Hidayat, E. W., & Shofa, R. N. (2019). Pengenalan anatomi tubuh manusia berbasis Augmented Reality untuk laboratorium biologi. Jurnal Siliwangi Seri Sains dan Teknologi, 5(2).
Layona, R., Yulianto, B., & Tunardi, Y. (2018). Web based Augmented Reality for human body anatomy learning. Procedia Computer Science, 135, 457-464. DOI: https://doi.org/10.1016/j.procs.2018.08.197.
Kurniawan, M. H., & Witjaksono, G. (2018). Human anatomy learning systems using Augmented Reality on mobile application. Procedia Computer Science, 135, 80-88. DOI: https://doi.org/10.1016/j.procs.2018.08.152.
Dreimane, S., & Daniela, L. (2021). Educational potential of Augmented Reality mobile applications for learning the anatomy of the human body. Technology, Knowledge and Learning, 26, 763-788. DOI: https://doi.org/10.1007/s10758-020-09461-7.
Fajrianti, E. D., Sukaridhoto, S., Rasyid, M., Suwito, B. E., Budiarti, R. P. N., Hafidz, I. A. A., ... & Haz, A. L. (2022). Application of augmented intelligence technology with human body tracking for human anatomy education. IJIET: International Journal of Information and Education Technology, 12(6), 476-484.
Fajrianti, E. D., Sukaridhoto, S., Al Rasyid, M. U. H., Budiarti, R. P. N., Al Hafidz, I. A., Satrio, N. A., & Firmanda, A. (2021, September). Design and development of human anatomy learning platform for medical students based on augmented intelligence technology. In 2021 International Electronics Symposium (IES) (pp. 195-202). IEEE. DOI: : https://doi.org/10.1109/IES53407.2021.9594053.
Carmigniani, J., Furht, B., Anisetti, M., Ceravolo, P., Damiani, E., & Ivkovic, M. (2011). Augmented Reality technologies, systems and applications. Multimedia tools and applications, 51, 341-377. DOI: https://doi.org/10.1007/s11042-010-0660-6
Nassi, I., & Shneiderman, B. (1973). Flowchart techniques for structured programming. ACM Sigplan Notices, 8(8), 12-26.
Fauzan, R., Siahaan, D., Rochimah, S., & Triandini, E. (2019, July). Use case diagram similarity measurement: A new approach. In 2019 12th International Conference on Information & Communication Technology and System (ICTS) (pp. 3-7). IEEE. DOI: 10.1109/ICTS.2019.8850978.
Touseef, M., Anwer, N., Hussain, A., & Nadeem, A. (2015). Testing from UML design using activity diagram: a comparison of techniques. International Journal of Computer Applications, 975, 8887.