Implementasi Markerless Augmented Reality untuk Mendukung Penjualan Furnitur

Wiwin Susanty, Erlangga Erlangga, Taqwan Thamrin, Rexy Hari Rafsanjani, Usman Rizal

Abstract


Technological developments in recent years have experienced very rapid changes, especially in the field of promotion and visuals. With the development of techniques that affect these aspects, it brings many changes that make it easier for the community, and at certain stages become problem solvers. In this study, a markerless Augmented Reality (AR) application that supports furniture sales will be designed. This application allows users to see the desired furniture product in 3D without using a marker that can be run in real-time. So far, to see pictures of furniture products, consumers have to come directly to the store to see the products they need. Alternatively, consumers can view the catalogs available on social media at the store or stores they visit. This study uses the AR method without markers. This eliminates the need for users to use one or more markers as recognition targets to display visual objects in furniture products. Unlike other applications, this application can be used as a medium to support sales of furniture that is more attractive because it can provide detailed information about all furniture products that are visualized interactively in 3D so that it can support furniture sales promotions.

Keywords


Augmented Reality; AR; Markerless; Furniture; Covid-19

Full Text:

PDF

References


Cyntia Candra, Adi Satoso, M. T. R. (2017). Perancangan Mebel Multifungsi untuk “Daily Treats” Jurnal Intra. Surabaya, 5(2), 324–325.

M. Muntahanah, R. Toyib, and M. Ansyori, “Penerapan Teknologi Augmented Reality Pada Katalog Rumah Berbasis Android (Studi Kasus Pt. Jashando Han Saputra),” Pseudocode, vol. 4, no. 1, pp. 81–89, 2017, doi: 10.33369/pseudocode.4.1.81-89.

M. T. Febriyantoro and D. Arisandi, “Pemanfaatan Digital Marketing Bagi Usaha Mikro, Kecil Dan Menengah Pada Era Masyarakat Ekonomi Asean,” JMD J. Ris. Manaj. Bisnis Dewantara, vol. 1, no. 2, pp. 61–76, 2018, doi: 10.26533/jmd.v1i2.175.

R. Y. Endra and D. R. Agustina, “Media Pembelajaran Pengenalan Perangkat Keras Komputer Menggunakan Augmented Reality,” Expert J. Manaj. Sist. Inf. dan Teknol., vol. 9, no. 2, pp. 63–69, 2019, doi: 10.36448/jmsit.v9i2.1311.

D. A. Rahmad Putra, Aan Erlansari, “Rancang Bangun Aplikasi Augmented Reality Media,” vol. 8, no. 1, pp. 71–80, 2020.

Y. Fernando, I. Ahmad, A. Azmi, and R. I. Borman, “Penerapan Teknologi Augmented Reality Katalog Perumahan Sebagai Media Pemasaran Pada PT . San Esha Arthamas,” J. Sains Komput. Inform., vol. 5, no. 1, pp. 62–71, 2021, [Online]. Available: https://tunasbangsa.ac.id/ejurnal/index.php/jsakti Penerapan.

A. R. Saptia, “Naskah publikasi aplikasi simulasi dekorasi rumah menggunakan teknologi augmeted reality,” 2019.

R. L. . Silva and J. C. De Oliveira, “Introduction to Augmented Reality (AR),” Dev. Augment. Real. iOS, no. January 2003, 2003, doi: 10.1007/978-1-4842 6678-6_1.

Saputra, I. D. (2021, July 6). Analisis Implementasi Augmented Reality (AR) Berbasis Marker-Based Tracking sebagai Media Pembelajaran Hidroponik. https://doi.org/10.31219/osf.io/9vgfx.

K. Hägglund, “The Smart Home Revolution,” Appl. Des., vol. 63, no. 1, pp. 16–19, 2015.




DOI: http://dx.doi.org/10.36448/expert.v12i1.2637

Refbacks

  • There are currently no refbacks.


EXPERT: Jurnal Manajemen Sistem Informasi dan Teknologi

Published by Pusat Studi Teknologi Informasi, Fakultas Ilmu Komputer, Universitas Bandar Lampung
Gedung M Lt.2 Pascasarjana Universitas Bandar Lampung
Jln Zainal Abidin Pagaralam No.89 Gedong Meneng, Rajabasa, Bandar Lampung,
LAMPUNG, INDONESIA

Indexed by:



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