AUGMENTED REALITY PENGENALAN ALAT-ALAT INSTALASI JARINGAN MENGGUNAKAN METODE MARKERLESS

Authors

  • Udhi Firmansyah Universitas Putera Batam
  • Alfannisa Annurrullah Fajrin

DOI:

https://doi.org/10.33884/comasiejournal.v13i3.10532

Keywords:

Application, Augmented Reality, 3D Object, Markerless, Unity 3D

Abstract

Currently, technology is developing rapidly, making it easy to obtain information. Technology plays an important role in human life, offering many benefits in various fields and aspects of life, one of which is in the field of computer networks, where many network tools have been created with different functions and forms. Understanding network devices is crucial in education and training within the field of Information Technology. Now, a technology called AR (Augmented Reality) has emerged to simplify and provide innovative solutions that make learning more engaging and creative. The markerless method is employed so that the system can recognize the real environment without requiring markers or special tags, thereby offering greater flexibility in its application. This application was developed using Unity 3D with AR Foundation and ARCore as the primary technologies. 3D objects of network devices such as routers, MCI, LAN cables, and servers are displayed virtually in the real environment through the Android device's camera. Users can interact with the 3D objects, view descriptions of the device's functions, and play simple animations to clarify the device's usage. This research was conducted to design a Network Device Recognition application using a markerless method that makes it easier for salespeople or customers to understand the objects they want to see. The process is quite simple: just use a smartphone, and the application will scan the nearest flat surface to display the desired object, which will appear as a 3D object complete with information on its function, type, and price.

References

(Abdulghani & Sembada, 2021; Adlan Al Abdulghani, T., & Sembada, R. M. (2021). Pemanfaatan Teknologi Augmented Reality Untuk Memilih Model Kacamata Di Central Optikal 165 Dengan Menggunakan Metode Markerless Berbasis Android. Media Jurnal Informatika, 13(1), 36. https://doi.org/10.35194/mji.v13i1.1299

Adlan Al Hawari Nasution, M., & Suryana, E. (2023). RANCANGAN MEDIA PEMBELAJARAN BERUPA APLIKASI AUGMENTED REALITY BERBASIS ANDROID. In Sawah Lebar Kota Bengkulu (Vol. 19, Issue 2).

Aristanto, Supriatna, E., Pangabean, H. M., Apriyanti, E., Hartini, Sari, N. I., & Kurniawati, W. (2023). CONSILIUM Journal : Journal Education and Counseling THE ROLE OF ARTIFICIAL INTELLIGENCE (AI) AT SCHOOL LEARNING. CONSILIUM Journal : Journal Education and Counseling, 3(2), 64–71.

Izzuddin, A., Angelika, J. J., & Arista, H. (2023). Aplikasi Pembelajaran Bertema Pahlawan Nasional Berbasis Augmented Reality Pada Platform Android. Jurnal Sains Dan Informatika, 9(2), 154–163. https://doi.org/10.34128/jsi.v9i2.619

Joni Kurniawan, W. (2019). Sistem E-Learning Do’a dan Iqro’ dalam Peningkatan Proses Pembelajaran pada TK Amal Ikhlas. Jurnal Mahasiswa Aplikasi Teknologi Komputer Dan Informasi, 1(3), 154–159.

Khairunnisa, S., & Aziz, T. A. (2021). Studi Literatur: Digitalisasi Dunia Pendidikan dengan Menggunakan Teknologi Augmented Reality pada Pembelajaran Matematika. Jurnal Riset Pendidikan Matematika Jakarta, 3(2), 53–62. https://doi.org/10.21009/jrpmj.v3i2.22267

Miyanti, V., Muhidin, A., & Ardiatma, D. (2023). Implementasi Metode Markerless Augmented Reality Sebagai Media Promosi Home Furnishing Berbasis Android. MALCOM: Indonesian Journal of Machine Learning and Computer Science, 4(1), 71–77. https://doi.org/10.57152/malcom.v4i1.1019

Mustaqim, I., Pd, S. T., & Kurniawan, N. (n.d.). PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS AUGMENTED REALITY. http://journal.uny.ac.id/index.php/jee/

Purba, W. W., & Efendi, R. (2021). Perancangan dan analisis sistem keamanan jaringan komputer menggunakan SNORT. Aiti, 17(2), 143–158. https://doi.org/10.24246/aiti.v17i2.143-158

Siva, F., Assegaf, S. M. U., Pahlevi, S. A., & Yaqin, M. A. (2023). Survei Metode-Metode Software Development Life Cycle dengan Metode Systematic Literature Review. ILKOMNIKA: Journal of Computer Science and Applied Informatics, 5(2), 36–52. https://doi.org/10.28926/ilkomnika.v5i2.447

(Abdulghani & Sembada, 2021; Adlan Al Abdulghani, T., & Sembada, R. M. (2021). Pemanfaatan Teknologi Augmented Reality Untuk Memilih Model Kacamata Di Central Optikal 165 Dengan Menggunakan Metode Markerless Berbasis Android. Media Jurnal Informatika, 13(1), 36. https://doi.org/10.35194/mji.v13i1.1299

Adlan Al Hawari Nasution, M., & Suryana, E. (2023). RANCANGAN MEDIA PEMBELAJARAN BERUPA APLIKASI AUGMENTED REALITY BERBASIS ANDROID. In Sawah Lebar Kota Bengkulu (Vol. 19, Issue 2).

Aristanto, Supriatna, E., Pangabean, H. M., Apriyanti, E., Hartini, Sari, N. I., & Kurniawati, W. (2023). CONSILIUM Journal : Journal Education and Counseling THE ROLE OF ARTIFICIAL INTELLIGENCE (AI) AT SCHOOL LEARNING. CONSILIUM Journal : Journal Education and Counseling, 3(2), 64–71.

Izzuddin, A., Angelika, J. J., & Arista, H. (2023). Aplikasi Pembelajaran Bertema Pahlawan Nasional Berbasis Augmented Reality Pada Platform Android. Jurnal Sains Dan Informatika, 9(2), 154–163. https://doi.org/10.34128/jsi.v9i2.619

Joni Kurniawan, W. (2019). Sistem E-Learning Do’a dan Iqro’ dalam Peningkatan Proses Pembelajaran pada TK Amal Ikhlas. Jurnal Mahasiswa Aplikasi Teknologi Komputer Dan Informasi, 1(3), 154–159.

Silalahi, M., & Saragih, S. P. (2021). Perancangan Website Penyedia Informasi Promosi Dan Diskon. Justin (Jurnal Sistem Dan Teknologi Informasi), 9 (2), 257–262. OI: https://doi.org/10.26418/justin.v9i2.43463

Saragih, S. P., Silalahi, M. ., & Afriana, A. (2022). Mengembangkan Usaha Melalui Website Dan Digital Marketing Pada Usaha Teralis Di Kota Batam. Puan Indonesia, 3(2), 203–212. Https://Doi.Org/10.37296/Jpi.V3i2.86

Silalahi, M. ., & Saragih, S. P. (2022). Digitalisasi Umkm Ternak Ayam Di Masa Pandemi Covid-19 Dengan Penjualan Dan Marketing Berbasis Web. Prosiding Seminar Nasional Ilmu Sosial Dan Teknologi (Snistek), 4, 513–518. Retrieved From Https://Ejournal.Upbatam.Ac.Id/Index.Php/Prosiding/Article/View/5303

Silalahi, M., Saragih, S. P., & Yulia, Y. (2022). Sistem Informasi E-Layanan Pariwisata Kota Batam Dengan Model Waterfall. Silalahi | Jurnal Teknik Komputer. Https://Doi.Org/10.31294/Jtk.V8i2.12949

Silalahi, M., & Saragih, S. P. . (2023). Implementasi Iot Pada Sistem Pembayaran Di Koperasi Sekolah. Prosiding Seminar Nasional Ilmu Sosial Dan Teknologi (Snistek), 5, 521–526. Https://Doi.Org/10.33884/Psnistek.V5i.8128

Saragih, S. P., & Silalahi, M. . (2024). Pengembangan Learning Management System Berbasis Web Menggunakan Konsep Mooc. Jurnal Desain Dan Analisis Teknologi, 3(1), 15–21. Https://Doi.Org/10.58520/Jddat.V3i1.42

Khairunnisa, S., & Aziz, T. A. (2021). Studi Literatur: Digitalisasi Dunia Pendidikan dengan Menggunakan Teknologi Augmented Reality pada Pembelajaran Matematika. Jurnal Riset Pendidikan Matematika Jakarta, 3(2), 53–62. https://doi.org/10.21009/jrpmj.v3i2.22267

Saddyah, T. M., & Saragih, S. P. . (2024). Perancangan Ui/Ux Delivery Mobile App Dengan Metode Design Thinking Dan Usability Scale. Computer Based Information System Journal, 12(1), 39–51. Https://Doi.Org/10.33884/Cbis.V12i1.8242

Lee, J., & Saragih, S. P. . (2024). Rancang Bangun Penyaluran Jasa Asisten Rumah Tangga Berbasis Web Pada Pt Mangga Raya Makmur. Computer Based Information System Journal, 12(1), 84–99. Https://Doi.Org/10.33884/Cbis.V12i1.8341

Miyanti, V., Muhidin, A., & Ardiatma, D. (2023). Implementasi Metode Markerless Augmented Reality Sebagai Media Promosi Home Furnishing Berbasis Android. MALCOM: Indonesian Journal of Machine Learning and Computer Science, 4(1), 71–77. https://doi.org/10.57152/malcom.v4i1.1019

Mustaqim, I., Pd, S. T., & Kurniawan, N. (n.d.). PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS AUGMENTED REALITY. http://journal.uny.ac.id/index.php/jee/

Purba, W. W., & Efendi, R. (2021). Perancangan dan analisis sistem keamanan jaringan komputer menggunakan SNORT. Aiti, 17(2), 143–158. https://doi.org/10.24246/aiti.v17i2.143-158

Siva, F., Assegaf, S. M. U., Pahlevi, S. A., & Yaqin, M. A. (2023). Survei Metode-Metode Software Development Life Cycle dengan Metode Systematic Literature Review. ILKOMNIKA: Journal of Computer Science and Applied Informatics, 5(2), 36–52. https://doi.org/10.28926/ilkomnika.v5i2.447

Adhiatma, N., Ikhsan, M., Purnama, F., & Magfira, F. (2025). Implementation Of Web-Based Motorcycle Workshop Management Application To Improve Efficiency And Service Quality. Jurnal Simantec, 13(2), 181–190. Https://Doi.Org/10.21107/Simantec.V13i2.29797

Adhiatma, N., & Ikhsan, M. (2024). Implementasi E-Kasir Pada Industri Percetakan Dan Periklanan. Jurnal Simantec, 13(1), 15–24. Https://Doi.Org/10.21107/Simantec.V13i1.27974

Downloads

Published

2025-11-15

How to Cite

Firmansyah, U., & Annurrullah Fajrin, A. . (2025). AUGMENTED REALITY PENGENALAN ALAT-ALAT INSTALASI JARINGAN MENGGUNAKAN METODE MARKERLESS. Computer and Science Industrial Engineering (COMASIE), 13(3), 102–111. https://doi.org/10.33884/comasiejournal.v13i3.10532

Issue

Section

Articles