JURNAL RISET INFORMATIKA 
Vol. 3, No. 1 December 2020 

P-ISSN: 2656-1743 |E-ISSN: 2656-1735 
DOI: https://doi.org/10.34288/jri.v3i1.168 

 

 

1 
 

 
Ciptaan disebarluaskan di bawah Lisensi Creative Commons Atribusi-NonKomersial 4.0 Internasional. 

METAMORPHOSIS VISUALIZATION WITH AUGMENTED REALITY USING 
MARKER-BASED TRACKING  

 
Bayu Bagus Kencana1, Muhammad Fathur Prayudha2, Budi Arifitama3 

 
Program Studi Teknik Informatika 

Universitas Trilogi 
bagus.bayu@trilogi.ac.id, faturprayuda@trilogi.ac.id, budiarif@trilogi.ac.id  

 
 

Abstrak 
Metamorfosis adalah  siklus perkembangan biologis dari pertumbuhan hewan mulai dari penetasan 
hingga mengalami perubahan. Siklus metamorfosis dipelajari  dalam pembelajaran untuk siswa di sekolah 
pada mata pelajaran Biologi.  Sayangnya untuk dapat melihat interaksi siklus metamorfosis hewan, 
membutuhkan waktu dan menemukan hewan yang ingin diamati. Penelitian ini memberikan solusi 
inovatf dalam menjawab permasalahan yaotu dengan menggunakan augmented reality. Teknologi 
augmented reality memvisualisasikan proses metamorfosis dari hewan kedalam bentuk 4 dimensi 
sehingga siswa menjadi antusias untuk mempelajari bagaimana proses metamorfosis perubahan hewan. 
Metode Marker-Based Tracking digunakan sebagai pendekatan penyelesaian permasalahan dimana lokasi 
pola tracking pada marker telah ditentukan terlebih dahulu sebagai tempat kemunculan objek augmented 
reality. Hasil dari penelitian ini menunjukan bahwa dengan menggunakan metode marker-based tracking 
pembelajaran metamorfosis hewan dapat meningkatkan pemahaman metamorfosis siswa karena lebih 
interaktif. 
 
Kata kunci: Augmented Reality, Metamorfosis, Marker-Based Tracking 
 
 

Abstract 
Metamorphosis is a cycle of biological animal growth. Learning Metamorphosis is a part of learning for 
students in schools specifically in the area of biology subjects. Unfortunately, the observing activities take 
time, and finding an animal specimen is limited to study the metamorphosis cycle. This research proposes an 
innovative solution to overcome these problems which is the implementation of augmented reality 
technology. The animal metamorphosis cycle process is visualized into  4-dimensional objects to improve 
interaction for the student on learning metamorphosis during learning sessions. The Marker-Based Tracking 
method is used as an approach where the location of the tracking pattern on the marker has been 
determined in advance as the place where the augmented reality object appears. The results of this study 
indicate that using a marker-based tracking method can improve students' understanding of metamorphosis. 
 
Keywords: Augmented Reality, Metamorphosis, Marker-Based Tracking 
 
 
 

INTRODUCTION 
 
Metamorphosis is a physical-biological 

development process of an animal from birth or 
hatching to develop into a new form physically. The 
process that occurs in a complete metamorphosis 
will experience four stages of growth, starting with 
eggs, larvae, pupa, and adults, while incomplete 
metamorphosis undergoes three stages of growth 
starting with eggs, nymphs, and adults (Truman & 
Riddiford, 2019),(Gonzalez, Jiang, & Lowe, 
2018),(Hammer, McMillan, & Fierer, 2014)  of 
learning to recognize the process of animal change 

is important for a student, especially in biology 
subject. The process of learning until now uses 
video learning media to learn biology (Nur & 
Nurdiana, 2019) and resulted in an improvement 
in cognitive learning for the student, but lack of 
interaction between the video and the student. 
Textbooks are also used as an approach for 
learning biology in school (WP & SupenO, 2018), 
the approach using textbook on students for 
biology learning has been analyzed (Cimer & 
Coskun, 2018) and resulted that textbooks are still 
effective for knowledge transfer but lacks the 
interaction on the student still resulted in a 

http://creativecommons.org/licenses/by-nc/4.0/


P-ISSN: 2656-1743 | E-ISSN: 2656-1735 
DOI: https://doi.org/10.34288/jri.v3i1.168 

JURNAL RISET INFORMATIKA 
Vol. 3, No. 1 December 2020 

 

 

2 
 

 
Ciptaan disebarluaskan di bawah Lisensi Creative Commons Atribusi-NonKomersial 4.0 Internasional. 

problem for improving the learning process of the 
student. The lack of interaction using books and 
video learning media from previous research 
stated makes the learning process less attractive to 
the student. This research proposes a solution to 
the problem stated, using augmented reality 
technology. The use of Augmented Reality 
technology for introducing metamorphosis is 
expected to develop a more attractive and 
interactive learning process about learning how 
animal processes can carry out a process of perfect 
and imperfect metamorphosis. Augmented Reality 
is a term to describe the real and virtual world 
combined to create the illusion that there is no 
boundary between them (Arifitama & Syahputra, 
2017),(Ibáñez & Delgado-Kloos, 2018). Augmented 
Reality technology makes 3d objects that have 
been created appear to be real(Lee, 2012). This 
technology combines the existing environment in 
the real world and runs interactively in real-time 
and creates a mixture between components to be 
used in three-dimensional media for information 
and promotion facilities (Syahputra & Arifitama, 
2018). Marker-Based Tracking is used as a marker 
in this research. Marker-Based Tracking requires a 
two-dimensional marker that has a unique pattern 
that will be read by a computer through the 
camera(Gherghina, Olteanu, & Tapus, 
2013),(Perwitasari, 2018). Users will use a 
predetermined pattern to be able to display objects 
and be able to interact with the user through the 
device. The appearance of animal objects will make 
students understand how to distinguish between 
perfect and imperfect metamorphosis change 
processes. The result of this research that the 
application of the introduction of the perfect and 
imperfect metamorphosis process through 
augmented reality with the marker-based tracking 
method can help education personnel explain 
about metamorphosis in a more attractive learning 
process for the student to  understand  more 
clearly. 
 
 

RESEARCH METHODS 
 
The method used in this research is using 

the marker-based tracking method(Siltanen, 2012). 
(Fleck, Hachet, & Bastien, 2015). The 
implementation of the Marker-Based Tracking 
method in Augmented Reality requires an image 
that has a unique pattern to display objects, shown 
in Figure 1. 

 

 
Figure 1. Marker Based Tracking Mechanism 

 
From the image shown in Figure 1, the camera will 
scan the marker created and detected, the desired 
augmented reality object will appear.  The 
development of augmented reality consists of 
several development phases which are 3D object 
design, Software Development, and Augmented 
reality marker development which uses supporting 
software namely. 
 
SketchUp Software 

SketchUp is a  3D modeling application 
that is used for various depictions such as 
architecture, interior design, video games, and film 
design (Lewis & Hampton, 2015). In this research, 
Sketchup is used to create object models for 
metamorphosis materials as showed in Figure 2. 
 

  
Figure 2. 3D Metamorphosis Object Modeling 

 
 
Unity 3D Platform 
 
Unity 3D is an integrated multi-platform game 
development technology for game creation(Unity 
Technology, 2018), building architecture, and 
simulation. Therefore, this study uses Unity to 
design the display navigation, shown in Figure 3. 
 

http://creativecommons.org/licenses/by-nc/4.0/


JURNAL RISET INFORMATIKA 
Vol. 3, No. 1 December 2020 

P-ISSN: 2656-1743 |E-ISSN: 2656-1735 
DOI: https://doi.org/10.34288/jri.v3i1.168 

 

 

3 
 

 
Ciptaan disebarluaskan di bawah Lisensi Creative Commons Atribusi-NonKomersial 4.0 Internasional. 

 
Figure 3. Unity Platform 

 
Vuforia Software Development Kit 
 
Vuforia or Vuforia SDK (Software Development Kit) 
is a library for building Augmented Reality 
applications(Simonetti, Alexandro; Paredes, 2016). 
To integrate it requires a marker that has been 
stored in the Vuforia database.  
 

Figure 4. Hierarchy of Application Display Design 
 

Hierarchy is a sequence between components that 
describes how the system is connected. With this 
hierarchy, the application display will be seen 
where on the top frame is the main page which has 
two menus, namely the perfect menu which will 
display perfect metamorphosis and has 4 frames 
and an imperfect menu that will display imperfect 
metamorphosis which has 3 frames. 
 

 
RESULT AND DISCUSSION 

 
Augmented Reality Implementation 

Vuforia Software Development Kit (SDK) 
is used to create marker-based tracking and to test 
the accuracy and accuracy of markers. The image 
that is used as a marker in this research is shown 
in Figures 5 and 6. 

  

 
Figure 5. Perfect Metamorphosis Augmented 

Reality Marker 
 

 

  
Figure 6. Incomplete Metamorphosis Augmented 

Reality Marker 
 
It can be seen in Figures 5 and 6 that each marker 
has a unique pattern that differentiates it from 
other patterns as a basic marker pattern used for 
augmented reality.  The results obtained through 
Vuforia are that the markers used have a pattern 
that can be applied to Augmented Reality with a 
value of 5 out of 5 and can be seen in Figures 7 and 
8. 

http://creativecommons.org/licenses/by-nc/4.0/


P-ISSN: 2656-1743 | E-ISSN: 2656-1735 
DOI: https://doi.org/10.34288/jri.v3i1.168 

JURNAL RISET INFORMATIKA 
Vol. 3, No. 1 December 2020 

 

 

4 
 

 
Ciptaan disebarluaskan di bawah Lisensi Creative Commons Atribusi-NonKomersial 4.0 Internasional. 

 

 
Figure 7. Marker Value for Perfect Metamorphosis 

 

 
 Figure 8. Incomplete Metamorphosis Marker Value 
 
The chosen markers are imported to Unity for the 
application development process that has been 
integrated with Vuforia, to implement the perfect 
and imperfect metamorphosis process application 
showed in Figure 9. 
 

 
 Figure 9. Initial Appearance 
 
This initial display will direct the user to the 
perfect and imperfect metamorphosis menu. When 
the user clicks the Perfect Metamorphosis button, 
will be directed into another scene shown in Figure 
10. 

 

 
Figure 10. Display of the First Process of Complete 

Metamorphosis 
 
The computer will turn on the camera where the 
camera will scan the markers that have been 
prepared, then the 3D Augmented Reality object 
consisting of butterfly eggs and leaves. Next to the 
object, a description of the phase that occurs in the 
object will appear. When the user clicks the Home 
Screen button, the user will go back to the main 
menu shown in Figure 9. When the user clicks the 
next button, the object will change when the user 
scans the same marker as shown in Figure 11 or 
when the previous button is clicked, the object will 
appear in Figure 13. 
 

 
Figure 11. Display of the Second Process of 

Complete Metamorphosis 
 
In figure 11, the object will change from an egg to a 
larva. There is a description that explains the larval 
phase in an object. When the user clicks the next 
button, the object will change to the next phase in 
Figure 12 or when the user clicks the previous 
button the object will appear in Figure 10. 

http://creativecommons.org/licenses/by-nc/4.0/


JURNAL RISET INFORMATIKA 
Vol. 3, No. 1 December 2020 

P-ISSN: 2656-1743 |E-ISSN: 2656-1735 
DOI: https://doi.org/10.34288/jri.v3i1.168 

 

 

5 
 

 
Ciptaan disebarluaskan di bawah Lisensi Creative Commons Atribusi-NonKomersial 4.0 Internasional. 

 

Figure 12. Display of the Third Process of Complete 
Metamorphosis 

 
In figure 12, shows the process of changing from a 
larva into a cocoon. There is a description that 
explains the cocoon phase. When the user clicks 
the next button, the object will change to the next 
phase in Figure 13. 

 

 
Figure 13. Display of the Fourth Process of 

Complete Metamorphosis 
 
In figure 13, shows the final process of 
metamorphosis which is a butterfly. There is a 
description that explains the final phase.  
 
Software Usability Testing 
 
Software testing is needed as a form of validation 
regarding the effectiveness of the research. 
Researchers conducted test case validation by 
distributing test case sheets to 5 application 
developers. The test case results are as follows : 
 

Table 1. Usability Testing 
No Usability Test Case Average Result 
1 Testing movement scene 

link 
80 

2 Testing the quality of object 
detection 

90 

3 Testing the stability of 
object detection 

90 

4 User Interface Design 70 
5 Object Visibility 90 
6 Object Detection Time 

Responses 
80 

7 Object Detection Accuracy 80 
8 User Interface Color 

management 
70 

9 Detailed Augmented Object 80 
10 Installation Application 

Responses 
70 

 Total Average 80 
 
Based on the results of usability testing performed 
by the software developer, the average acceptance 
score is 80, where this value can be concluded that 
the application is ready for the user. 
 

CONCLUSIONS AND SUGGESTIONS 
 
Conclusions 

Based on the result, augmented reality can 
be used to visualize and help educators in 
explaining the perfect and imperfect of animals’ 
metamorphosis to the student in a more attractive 
way. The marker-based tracking used in this 
research is compatible to be used as a marker. 
 
Suggestions 

The suggestions that can be performed for 
future research are to animate the 3d  objects to 
make it more interactive, The use of different 
marker like markerless-based tracking to further 
understand which type of marker is more 
compatible. 
 

REFERENCE 
 
Arifitama, B., & Syahputra, A. (2017). Cultural 

Heritage Digitalization on Traditional 
Sundanese Music Instrument Using 
Augmented Reality Markerless Marker 
Method. Jurnal Teknologi Dan Sistem 
Komputer. 
https://doi.org/10.14710/jtsiskom.5.3.2017.
101-105 

Cimer, A., & Coskun, S. (2018). Students’ Opinions 
about Their Ninth Grade Biology Textbook:  
From the Perspective of Constructivist 

http://creativecommons.org/licenses/by-nc/4.0/


P-ISSN: 2656-1743 | E-ISSN: 2656-1735 
DOI: https://doi.org/10.34288/jri.v3i1.168 

JURNAL RISET INFORMATIKA 
Vol. 3, No. 1 December 2020 

 

 

6 
 

 
Ciptaan disebarluaskan di bawah Lisensi Creative Commons Atribusi-NonKomersial 4.0 Internasional. 

Learning Approach. Journal of Education and 
Learning. 
https://doi.org/10.5539/jel.v7n4p201 

Fleck, S., Hachet, M., & Bastien, J. M. C. (2015). 
Marker-based augmented reality. 
https://doi.org/10.1145/2771839.2771842 

Gherghina, A., Olteanu, A. C., & Tapus, N. (2013). A 
marker-based augmented reality system for 
mobile devices. Proceedings - RoEduNet IEEE 
International Conference. 
https://doi.org/10.1109/RoEduNet.2013.65
11731 

Gonzalez, P., Jiang, J. Z., & Lowe, C. J. (2018). The 
development and metamorphosis of the 
indirect developing acorn worm 
Schizocardium californicum (Enteropneusta: 
Spengelidae). Frontiers in Zoology. 
https://doi.org/10.1186/s12983-018-0270-
0 

Hammer, T. J., McMillan, W. O., & Fierer, N. (2014). 
Metamorphosis of a butterfly-associated 
bacterial community. PLoS ONE. 
https://doi.org/10.1371/journal.pone.00869
95 

Ibáñez, M. B., & Delgado-Kloos, C. (2018). 
Augmented reality for STEM learning: A 
systematic review. Computers and Education. 
https://doi.org/10.1016/j.compedu.2018.05.
002 

Lee, K. (2012). Augmented Reality in Education and 
Training. TechTrends. 
https://doi.org/10.1007/s11528-012-0559-
3 

Lewis, G. M., & Hampton, S. J. (2015). Visualizing 
volcanic processes in SketchUp: An 
integrated geo-education tool. Computers and 
Geosciences. 
https://doi.org/10.1016/j.cageo.2015.05.003 

Nur, B., & Nurdiana, S. (2019). Video Based 
Learning sebagai Media Belajar Biologi Jarak 
Jauh Masa Kini Video-Based Learning as a 

Present Distance Learning Biology Media. In 
Seminar Nasional Biologi dan 
Pembelajarannya Universitas Negeri 
Makassar. 

Perwitasari, I. D. (2018). Teknik Marker Based 
Tracking Augmented Reality untuk 
Visualisasi Anatomi Organ Tubuh Manusia 
Berbasis Android. INTECOMS: Journal of 
Information Technology and Computer 
Science. 
https://doi.org/10.31539/intecoms.v1i1.161 

Siltanen, S. (2012). Theory and applications of 
marker-based augmented reality. In Espoo 
2012. VTT Science Series 3. 

Simonetti, Alexandro;Paredes, J. (2016). Vuforia 
v1.5 SDK: Analysis and evaluation of 
capabilities. 

Syahputra, A., & Arifitama, B. (2018). 
PENGEMBANGAN ALAT PERAGA EDUKASI 
PROSES SIKLUS AIR (HIDROLOGI) 
MENGGUNAKAN TEKNOLOGI AUGMENTED 
REALITY. Seminar Nasional Teknologi Dan 
Multimedia (SEMNASTEKNOMEDIA), 2-11–1. 

Truman, J. W., & Riddiford, L. M. (2019). The 
evolution of insect metamorphosis: A 
developmental and endocrine view. 
Philosophical Transactions of the Royal Society 
B: Biological Sciences. 
https://doi.org/10.1098/rstb.2019.0070 

Unity Technology. (2018). Unity 3D. In Unity 
Technology. 

WP, H., & SupenO, D. (2018). THE EFFECTIVINESS 
OF BIOLOGY TEXTBOOK-BASED MNEMONIC 
STRATEGIES-ASSISTED METHOD MIND 
MAPPING AGAINST LEARNING RETENTION 
OF STUDENTS TO THE STUDY OF BIOLOGY 
IN SENIOR HIGH SCHOOL. International 
Journal of Advanced Research. 
https://doi.org/10.21474/ijar01/6977 

  

 
 
 
 
 
 
 
 

http://creativecommons.org/licenses/by-nc/4.0/