D. Tresnawati, A. Mulyani, Dzikri Gumilang Pramudita
{"title":"Image Recognition on Rupiah Currency using Augmented Reality for Learning Media","authors":"D. Tresnawati, A. Mulyani, Dzikri Gumilang Pramudita","doi":"10.1109/ICISS53185.2021.9533193","DOIUrl":null,"url":null,"abstract":"The use of technology in learning media has been widely used. One of the technologies that can be used to support the learning process is Augmented Reality technology. So far, the way of working done in Augmented Reality is by scanning a marker that is made specifically to be able to bring up scanned information. Therefore, a design was made to create an Augmented Reality application that does not require a special marker but simply by utilizing existing objects, in this case using banknotes in rupiah currency and then displaying information about the images contained in the banknotes. The results of the study indicate that the application can run, and can help in learning the introduction of currency and culture according to the images contained in the banknotes.","PeriodicalId":220371,"journal":{"name":"2021 International Conference on ICT for Smart Society (ICISS)","volume":"115 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-08-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2021 International Conference on ICT for Smart Society (ICISS)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICISS53185.2021.9533193","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
The use of technology in learning media has been widely used. One of the technologies that can be used to support the learning process is Augmented Reality technology. So far, the way of working done in Augmented Reality is by scanning a marker that is made specifically to be able to bring up scanned information. Therefore, a design was made to create an Augmented Reality application that does not require a special marker but simply by utilizing existing objects, in this case using banknotes in rupiah currency and then displaying information about the images contained in the banknotes. The results of the study indicate that the application can run, and can help in learning the introduction of currency and culture according to the images contained in the banknotes.