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Referensi
- H. Jaya, "Pengembangan Laboratorium Virtual Untuk kegiatan Praktikum Dan Memfasilitasi Pendidikan Karakter Di SMK," Jurnal Pendidikan Vokasi, Vol 2, Nomor 1, pp. 81-90, 2012.
- "Instruuksi Presiden Republik Indonesia No 9 Tahun 2016," Sekretariat Kabinet Republik Indonesia, Jakarta, 2016.
- D. Atmajaya, "Implementasi Augmented Reaity Untuk Pembelajaran Interatif," Ilkom Jurnal Ilmiah Volume 9 Nomor 2, pp. 227-232, 2017.
- F. Z. Adami, "Penerapan Teknologi Augmented Reality Pada Media Pembelajaran Sistem Pencernaan Berbasis Android," Jurnal Teknik Komputer AMIK BSI VOL. II NO. 1, pp. 122-131, 2016.
- R. Gusman, "Analisis Pemanfaatan Metode Markerless User Defined Target Pada Augmented Reality Sholat Shubuh," Jurnal Infotel Vol. 8 No.1, pp. 64-70, 2016.
- Depdikbud, Kamus Besar Bahasa Indonesia, Jakarta: Balai Pustaka, 1995.
- R. T. Azuma, A Survey of Augmented Reality, Presence: TeleoperatorsandVirtualEnvironments., 1997.
- Billinghurst, dalam Spatial Augmented Reality Merging Real and Virtual Worlds, : CRC Press, 2007 .
- Y. Setiawan, R. Ferdiana and R. Hartanto, "Pemodelan Pengenalan Penanda Augmented Reality," JNTETI, Vol. 03, No. 3, pp. 201-206, 2014.
- Y. Setiawan, K. Anggriani and B. Susilo, "Evaluasi Template Matching Pada Pelacakan Markerless Terhadap Kemampuan Perangkat Smartphone," Jurnal Pseudocode, Volume 2 Nomor 1, pp. 65-74, 2015.
- "User Defined Target," 1 Juni 2020. [Online]. Available: https://library.vuforia.com/articles/Training/User-Defined-Targets-Guide.
- Y. Lee and J. Choi, "Tideland Animal AR: Superimposing 3D Animal Models to User Defined Targets for Augmented Reality Game.," International Journal of Multimedia and Ubiquitous Engineering, pp. 343-348, 2014.
- S. Wiwit, PHP Enterprise Kiat Jitu Membangun Web Skala Besar, Jakarta: PT.Elex Media Komputindo, 2005.
Referensi
H. Jaya, "Pengembangan Laboratorium Virtual Untuk kegiatan Praktikum Dan Memfasilitasi Pendidikan Karakter Di SMK," Jurnal Pendidikan Vokasi, Vol 2, Nomor 1, pp. 81-90, 2012.
"Instruuksi Presiden Republik Indonesia No 9 Tahun 2016," Sekretariat Kabinet Republik Indonesia, Jakarta, 2016.
D. Atmajaya, "Implementasi Augmented Reaity Untuk Pembelajaran Interatif," Ilkom Jurnal Ilmiah Volume 9 Nomor 2, pp. 227-232, 2017.
F. Z. Adami, "Penerapan Teknologi Augmented Reality Pada Media Pembelajaran Sistem Pencernaan Berbasis Android," Jurnal Teknik Komputer AMIK BSI VOL. II NO. 1, pp. 122-131, 2016.
R. Gusman, "Analisis Pemanfaatan Metode Markerless User Defined Target Pada Augmented Reality Sholat Shubuh," Jurnal Infotel Vol. 8 No.1, pp. 64-70, 2016.
Depdikbud, Kamus Besar Bahasa Indonesia, Jakarta: Balai Pustaka, 1995.
R. T. Azuma, A Survey of Augmented Reality, Presence: TeleoperatorsandVirtualEnvironments., 1997.
Billinghurst, dalam Spatial Augmented Reality Merging Real and Virtual Worlds, : CRC Press, 2007 .
Y. Setiawan, R. Ferdiana and R. Hartanto, "Pemodelan Pengenalan Penanda Augmented Reality," JNTETI, Vol. 03, No. 3, pp. 201-206, 2014.
Y. Setiawan, K. Anggriani and B. Susilo, "Evaluasi Template Matching Pada Pelacakan Markerless Terhadap Kemampuan Perangkat Smartphone," Jurnal Pseudocode, Volume 2 Nomor 1, pp. 65-74, 2015.
"User Defined Target," 1 Juni 2020. [Online]. Available: https://library.vuforia.com/articles/Training/User-Defined-Targets-Guide.
Y. Lee and J. Choi, "Tideland Animal AR: Superimposing 3D Animal Models to User Defined Targets for Augmented Reality Game.," International Journal of Multimedia and Ubiquitous Engineering, pp. 343-348, 2014.
S. Wiwit, PHP Enterprise Kiat Jitu Membangun Web Skala Besar, Jakarta: PT.Elex Media Komputindo, 2005.