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J.Valarmathi1, V.T.Kruthika2 
 

Implementation Of Marker-Based Tracking Method on 

Augmented Reality in Multimedia Learning  

(Case Study of STMIK Tegal) 
 

Gunawan Gunawan1*, Wresti Andriani2, Sawaviyya Anandianskha3, Muhammad Indratama4 
1,2,3,4 STMIK YMI Tegal, Jl. Pendidikan No. 1 Kota Tegal  

1 gunawan.gayo@gmail.com, 2 wresty.adriani@gmail.com, 3 sawaviyyaa@gmail.com, 4 mohammadindratama@gmail.com  

 

 

Abstract  

Introducing campus locations for new students or address seekers is an important activity. Multimedia 

learning is not only a tool for creating harmonious presentations and alternatives that combine visual 

and audio media; technology can be used for its tools. Augmented Reality (AR) is one of them. 

Augmented Reality is helpful as a combination of virtual and Reality devices that operate interactively 

in a realtime natural environment. Based Marker Tracking is a method used to make objects into two 

dimensions and three dimensions whose process begins with directing the marking object by the user 

using the camera on the mobile device until the camera reads the object. Light intensity affects detection 

success, and distance calculation also becomes essential. If the marker is successfully detected, the 

application will convert it into a 3-dimensional object as the final result. In this study, a location search 

will be carried out for the STMIK TEGAL Campus Building using Augmented Reality based on the 

Based Marker Tracking method to produce the most ideal conditions to be able to display 3D objects 

from the STMIK TEGAL Building, which is a distance of 15 to 25 cm with bright Light using Android, 

so that this application can be used to find the location of the STMIK TEGAL Building. 

 

Keywords: Augmented Reality, Based Marker Tracking, Multimedia, STMIK TEGAL 

 

 

I. Introduction 

Multimedia learning at this time is beneficial for both business and educational fields [1]. In the 

business field, multimedia can be used in various media profiles, such as product and company profiles. 

Some even make it as an information stall (kiosk) and learn in an online learning system [2]. While in 

the field of multimedia education, this can be used as a teaching medium either in the classroom or 

independently or self-taught[3]. In everyday life, it can be used as a tool to find the location of a place. 

Multimedia [4]  is an application from a computer whose presentation combines text, sound, 

images, animation, audio, and video with tools and links from the computer so that users can interact, 

navigate, create, and communicate [5]. So, multimedia can also be a presentation tool [6]. Using digital 

media intermediaries such as mobile applications, multimedia learning offers users various options, 

enabling technology to make human life easier [7]. 

Augmented Reality (AR) is a technology that combines two-dimensional (2D) and three-

dimensional (3) virtual objects in a three-dimensional (3D) natural environment and then projects these 

virtual objects in real time [[8]. Until now, many applications have adopted this AR technology as a 

game, business and educational media. as on smartphones that are capable of displaying 3D objects that 

are informed, so they do not get bored when used [9], [10]. Marker Based Tracking is Augmented 

Reality (AR)  [11], [12]. 

P-ISSN : 2715-2448 | E-ISSN : 2715-7199 
Vol.5 No.1 Januari 2024 
Buana Information Technology and Computer Sciences (BIT and CS) 

mailto:gunawan.gayo@gmail.com
mailto:wresty.adriani@gmail.com
mailto:sawaviyyaa@gmail.com
mailto:mohammadindratama@gmail.com


 

Vol. 5, No.1 Januari 2024 | 2  

 

In a previous study, [13] which  conducted research on Augmented  Reality-based distance learning 

multimedia in the midst of a pandemic, the results of which stated that using Augmented Reality-based 

multimedia can increase students' science literacy. Likewise [14], [15]. In another study that has been 

conducted [16] using the Interactive System Multimedia Design and Development (ISMDD) method 

on Augmented Reality, the introduction of the UKI Maluku building, the results of which are based on 

tests that have been carried out, have met the standards with a good percentage of success. 

Based on the background above, this research will use Augmented Reality technology with the 

Marked Based method to find the location of the TEGAL STMIK Building The selection of this method 

is expected to facilitate users in finding locations in the context of introducing the TEGAL STMIK 

Building. In its application, the operating system on Android will be used so that it is more flexible and 

can be used anytime and anywhere. Markers will be in the form of posters, to facilitate the process of 

recognizing and distributing this technology to users. This poster will be detected through an android 

device to display a three-dimensional animated object. 

II. Methods 

The method to be used in this research is the Multimedia Development Life Cycle (MDLL) which 

is suitable for the development of multimedia-based systems which have six stages, namely concept, 

design, material collecting, assembly, testing and distribution [17]. These stages are shown in Figure 1. 

 
 

Figure 1. Diagram MDLL 

 

Based on Figure 1, the six stages include: 

 

1. Concept 

This stage begins with determining the purpose of making the application, the target application 

users and what materials will be used or displayed. 

2. Design 

At this stage it aims to make detailed specifications about the project architecture, appearance and 

material needs. 

3. Material Collecting 

Then at this stage is to collect material according to what has been determined or set at the design 

stage above. 

4. Assembly 

Then at this assembly stage will then be made applications based on the design stage, on the results 

of information obtained at the material collection stage, using programming software such as unity 

3D. 

 



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5. Testing 

At this stage, it aims to ensure that the results of making the application are in accordance with 

what has been designed. At this stage, the blackbox method is also carried out on the user interface, 

by ensuring the accuracy of the model on the marker, button functions and animations obtained. If 

there is a failure or bug, improvements or revisions must be made. 

6. Distribution 

This stage is carried out when testing has been completed and declared suitable for use, then this 

stage will be disseminated so that this application can be used by users. 

 

Flow Diagram in this study as a material used to describe the sequence of processes in detail with 

relationships in other processes in a program [18]. The flowchart of Augmented Reality is shown 

in Figure 2. 

 
Figure 2. Diagram alur Augmented Reality 

 

7. Android 

Is the operating system used is the development of the Linux system. Android itself was developed 

by the star up with the same name Android inc, in 2005. Google bought Android and took over the 

developer's job [19]. 

8. Unity  

Is a cross-platform game development application, Unity 3D is a tool for creating 3D [20]. Unity 

3D can generate terrain, import a model of the main building that has been built into the terrain 

and placed according to the actual angle. Unity has an SDK provided by quantum to help 

developers create AR applications [21]. Computer vision to recognize and track planar images 

(Image targets and simple 3D objects such as squares in realtime [22]. 

 

 

III. Results and Discussions 

In this study, which uses the Augmented Reality method, it is carried out as a search and location 

recognition tool for the STMIK TEGAL Building, the tool that will be used in this study is as in Table 

1. 

 

 



 

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Table 1. Software and Hardware used 

 
Kebutuhan Hardware Kebutuhan Software 

1. Laptop (Asus X555BA), Processor 

(Intel Core i7 Gen 10Th), Memory 

(16GB DDR4) dan Hard Disk (1000 

GB) 

2. Smartphone (Oppo A31)  

3. Printer (Epson L1110) 

 

1. Sistem Operasi (Windows 10 Pro 

64 bit) 

2. Blender 3D 

3. Unity 3D 

4. Adobe Photoshop 

5. SDK (Vuforia dan Android) and 

AirDroid 

 

The results of the six steps in the MDLC consisting of 6 stages have been carried out: 

1. Concept 

The concept produced at this stage is the purpose of the application, namely the existence of media 

that can display information about the location of the STMIK TEGAL Building building. 

Applications used by the Android operating system developed with programming languages on the 

unity engine, namely C + programming language. 

2. Researchers at this stage make designs consisting of system architecture, flowcharts, storyboards 

and interface designs. The architecture of the system is shown in Figure 2 

 

 
Figure 3. System Architecture 

 

In figure 3 it appears that the application will run on devices with the Android operating system, 

then this application will use the camera as a marker scanner media, if this marker can be read on the 

camera to be displayed, namely 3D objects on the layer of Android. While the Skyboard design that 

will be made as in Figure 4. 

 



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Figure 4. Storyboard Design 

 

The interface design that will be used in this study is designed as in Figure 5. Next, here are the 

components of the functional picture in a system. 

 
Figure 5. Use Case Diagram of Augmented Reality with Unity app 

 

Figure 5 shows the design of a use case diagram for Augmented Reality, the results of the user 

interface design are shown in figure 6. 

 

 
Figure 6. User Interface 

 

At the Material Collecting stage, a needs analysis and collection of materials will be used in 

application development. Material in the form of information around the Address and location and 



 

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appearance of the STMIK TEGAL Building which will be displayed in the Augmented Reality 

application 

The application development process will use several supporting applications such as designing 

photoshop application assets because it is easier to use while for the formation of 3D objects using 

ARCHICAD 23 because it can display the design and appearance of buildings and Blender applications 

for texture and effects and 3D Building object light. The Unity 3D application is also used to perform 

camera settings, database connections and create interface displays. On the main menu unterface there 

is a button for the STMIK TEGAL Building, the Building button or location before the STMIK Building 

and the Building after the location of the STMIK TEGAL Gedaung then the exit button to close the 

application. In figure 6, you can see the location of the TEGAL STMIK Building seen from the air 

which illustrates the entire location around the TEGAL STMIK Building. 

The Tester stage is carried out by adjusting the scan distance, Light testing distance and testing 

according to the version of Android owned by use, along with the test results in the table. 

 
 

Figure 7. Environmental Location of STMIK TEGAL Building 

 
 In picture 6, you can see that STMIK TEGAL Building is located next to Saphire housing (left) 

and next to MAN Building (green). The Tester stage is carried out by adjusting the scan distance, Light 

testing distance and testing according to the version of Android owned by use, following the test results 

in table 2. 

Table 2. Distance Testing 

No Distance (cm) Status 

1  5  The building is not visible 

2  15  Building view 

3  25  Building view 

4  50  The building began to become invisible 

5  100  The building is not visible 

 

Based on application testing based on Light as table 3. 

Table 3. Light Testing 

No Light Status  

1 Bright Building view 

2 Dark The building is not visible 

 

Testing on Android performed on this version is shown in table 4. 

 



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Table 4. Android Versions for Testing 

No Versi Android Status  

1 Xiaomi Redmi Plus The application runs 

2 Samsung Galaksi A71 The application runs 

3 Oppo A31 The application runs 

 

 

IV. Conclusions 

This researched Augmented Reality technology can be implemented as a tool or medium for 

recognition or location search of Gedang STMIK TEGAL by displaying 3D objects from the STMIK 

TEGAL Building. The method used in this application is Marked Based Tracker used by printing 

markers and inserting them in the prosur can be the easiest way for prospective new students to find out 

about information through brochures and can see the visualization from the STMIK TEGAL Building, 

From the test results carried out the most ideal conditions to be able to display 3D objects from the 

TEGAL STMIK Building which is a distance of 15 to 25 cm with bright Light using Android. 

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