Augmented Reality Application of Hijaiyah Letters in Arabic Sign Language and Indonesian Sign Language (SIBI)

  • Fajrin Nur Utami Universitas Mercu Buana
  • Umniy Salamah Universitas Mercu Buana
Keywords: Augmented Realitty, Android, Marker, Hijaiyah Letters, Sign Language


Nowadays still many deaf Moslem could not be able to recite the Quran this is caused by a few media access for them to learn the Quran. In order to make the deaf Moslem capable to recite and comprehend the messages from The Quran, so they need the Quran that has been translated into Sign Language. The purpose of this research is to introduce Hijaiyah Letter to deaf Moslems by using Augmented Reality Technology that can be operated by using Android Smartphone. The data collection methods carried out in this research were observation and interviews at Skh YKDW 02 Tangerang. Retrieval of research data using the experimental test application method. Experiments to obtain primary data in the form of test results based on predetermined parameters, namely light intensity, occlusion, and detection distance. In addition, library research was conducted to obtain secondary data that supports this research such as journals and books. This research refers to Luther-Sutopo's multimedia development method as a system model in building applications. The results of black box testing on the application to find out whether the software is made in accordance with the expected or not, can be concluded that testing the functionality of the buttons contained in the application runs as expected. And the assessment survey of this application shows 87% positive response from the respondents whic lead to the very good category. In conclusion, this application would be well accepted by the users.


Download data is not yet available.


[1] Kementerian Kesehatan, Pedoman Pelayanan Kesehatan Anak di Sekolah Luar Biasa (SLB) Bagi Petugas Kesehatan. Jakarta: Direktorat Jenderal Bina Gizi dan KIA, 2010.
[2] A. Irdandi, H. Nasution, and A. S. Sukamto, “Perancangan Aplikasi Multimedia Untuk Pengenalan Bahasa Isyarat Bagi Anak Tunarungu Berbasis Android,” J. Sist. dan Teknol. Inf., vol. 5, no. 4, pp. 170–175, 2017.
[3] C. V. Angkoso, M. Fuad, and D. R. Hadiwineka, “Pengenalan Abjad Sistem Isyarat Bahasa Indonesia (SIBI) Berbasis Kamera Depth,” J. Ilm. Lintas Sist. Inf. dan Komput., vol. 24, no. 1, pp. 1–6, 2016.
[4] M. A. Abdel-Fattah, “Arabic sign language: A perspective,” J. Deaf Stud. Deaf Educ., vol. 10, no. 2, pp. 212–221, 2005.
[5] R. S. Ernawati, E. W. Hidayat, and A. Rahmatulloh, “Implementasi Teknologi Augmented Reality Sebagai Media Pengenalan Aksara Sunda Berbasis Android,” J. Tek. Inform. dan Sist. Inf., vol. 3, no. 3, pp. 512–523, 2017.
[6] M. Zikky, A. F. A.R, A. Basuki, and R. Y. Hakkun, “Game Tebak Gambar Sistem Isyarat Bahasa Indonesia (SIBI) dengan Nuansa Augmented Reality Menggunakan Perangkat Interaksi Sensor Leap Motion Controller,” in SNITT - Politeknik Negeri Balikpapan, 2017, pp. 82–86.
[7] B. Ariftama, Panduan Mudah Membuat Augmented Reality. Yogyakarta: Andi Publisher, 2017.
[8] R. T. Azuma, “A Survey of Augmented Reality,” Teleoperators Virtual Environ., vol. 6, no. 4, pp. 355–385, 1997.
[9] A. Syahrin, M. E. Apriyani, and S. Prasetyaningsih, “Analisis Dan Implementasi Metode Marker Based Tracking Pada Augmented Reality Pembelajaran Buah-Buahan,” J. Ilm. Komput. dan Inform., vol. 5, no. 1, pp. 11–18, 2016.
[10] Indrawan and D. Ramayanti, “Developing Augmented Reality Application for Booths in Event using Natural Feature Tracking as a Marker,” Int. J. Comput. Sci ence Technol., vol. 9, no. 3, pp. 19–22, 2018.
[11] I. Binanto, Multimedia Digital - Dasar Teori dan Pengembangannya. Yogyakarta: Andi Publisher, 2010.
[12] E. Setiawan, U. Syaripudin, and Y. A. Gerhana, “Implementasi Teknologi Augmented Reality Pada Buku Panduan Wudhu Berbasis Mobile Android,” J. Online Inform., vol. 1, no. 1, pp. 28–33, 2016.
[13] D. Rajmah Muh. Al-Ghifari , Adrian Monterico , S.T., M.T., “Aplikasi Alchemist Menggunakan Augmented Reality Berbasis Android Untuk Pembelajaran Kimia SMA,” in e-Proceeding of Applied Science, 2017, vol. 3, no. 3, p. 1448.
[14] R. Rumajar, A. Lumenta, and B. Sugiarso, “Perancangan Brosur Interaktif Berbasis Augmented Reality,” J. Tek. Elektro dan Komput. Unsrat, vol. 4, no. 6, pp. 1–9, 2015.
Artikel Teknologi Informasi