Implementation of Sibi And Bisindo Letters Recognition Using Augmented Reality During Pandemic

Putu Wirayudi Aditama(1*), I Gede Adi Sudi Anggara(2), I Nyoman Jayanegara(3),

(1) STMIK STIKOM Indonesia
(2) STMIK STIKOM Indonesia
(3) STMIK STIKOM Indonesia
(*) Corresponding Author


BISINDO or Indonesian Sign Language is one of the sign systems used in Indonesia. BISINDO comes from the first language or mother tongue for the deaf. The phenomenon of the Covid 19 pandemic has changed the world of education globally. The results of a survey of people with hearing impairments in Bali, especially in Denpasar, showed that 72 respondents, 62.5%, stated that it was difficult to understand the learning process carried out at home during the pandemic. 37.5% indicated that they had no difficulty understanding the learning process at home during the pandemic. According to respondents, 75.7% of respondents chose BISINDO, which is easy to understand and 24.3% chose SIBI. An augmented reality application was designed to recognize the BISINDO alphabet from this data. This application is expected to provide a solution to make it easier for deaf people to understand BISINDO sign language during a pandemic. SIBI is an adaptation of American Sign Language which is currently applied in special schools (SLB). To provide support in learning SIBI sign language, in advance of technology, the design of Augmented Reality to introduce SIBI letters will help in the learning process. The results of the black box test show that all the features and functions of the application can run well. In observing the response time when scanning markers using the Xiaomi PocoF1 marker on the SIBI letters, the average time is 6.05 seconds. Observation of the scan distance of SIBI letters, the average scan distance of markers that can be scanned at a distance of 5 cm to 50 cm.


Full Text:



Wasita. 2013. Seluk Beluk Tunarungu dan Tunawicara Serta Strategi Pembelajaran. Jogjakarta: Javalitera.

Munir, Multimedia: Konsep & Aplikasi dalam Pendidikan. Bandung: Alfabeta, 2013

C. Dwyer, Multimedia in Education, vol. 30, no. 4. 1993.

W. Wiana, “Interactive Multimedia-Based Animation: A Study of Effectiveness on Fashion Design Technology Learning,” J. Phys. Conf. Ser., vol. 953, no. 1, 2018, doi: 10.1088/1742-6596/953/1/012024.

R. E. Mayer, “Multimedia learning,” Psychol. Learn. Motiv. - Adv. Res. Theory, vol. 41, pp. 85–139, 2002, doi: 10.1016/s0079-7421(02)80005-6.

L. . P. D. Gunawardhana and P. S. Palaniappan, “Using Multimedia as an Education Tool,” 9th Annu. Int. Conf. Comput. Games Multimed. Allied Technol. (CGAT 2016) Using, no. APRIL 2013, pp. 98–101, 2016, doi: 10.5176/2251-1679.

Y. Liu, N. R. B. Stiles, and M. Meister, “Augmented reality powers a cognitive assistant for the blind,” Elife, vol. 7, pp. 1–17, 2018, doi: 10.7554/eLife.37841.

P. W. Aditama, P. S. U. Putra, I. M. M. Yusa, and I. N. T. A. Putra, “Designing augmented reality sibi sign language as a learning media,” J. Phys. Conf. Ser., vol. 1810, no. 1, 2021, doi: 10.1088/1742-6596/1810/1/012038.

R. T. Azuma, 1997 - A Survey of Augmented Reality.pdf. 1997.

E. Bottani and G. Vignali, “Augmented reality technology in the manufacturing industry: A review of the last decade,” IISE Trans., vol. 51, no. 3, pp. 284–310, 2019, doi: 10.1080/24725854.2018.1493244.

A. Annisa, N. Hiron, and M. A. Khairul Anshary, “Rancang Bangun Aplikasi Konversi Bahasa Isyarat Ke Abjad dan Angka Berbasis Augmented Reality dengan Teknik 3D Object Tracking,” J. Online Inform., vol. 2, no. 1, p. 25, 2017, doi: 10.15575/join.v2i1.82.

P. W. Aditama and I. N. A. F. Setiawan, “Indigenous Bali on Augmented Reality as a Creative Solution in Industrial Revolution 4.0,” in Journal of Physics: Conference Series, 2020, vol. 1471, no. 1, doi: 10.1088/1742-6596/1471/1/012008.

M. A. Sánchez-Acevedo, B. A. Sabino-Moxo, and J. A. Márquez-Domínguez, “Mobile Augmented Reality,” in Virtual and Augmented Reality, 2018.

P. W. Aditama, I. N. A. F. Aditya, M. L. Radhitya, and K. A. A. Ningsih, “Melajah pupuh BALI application ‘anggita’ as a medium of learning in multimedia,” in Journal of Physics: Conference Series, Jun. 2020, vol. 1516, no. 1, doi: 10.1088/1742-6596/1516/1/012030.

M. Anggraeni, W. Sarinastiti, and S. Wati, “Indonesian Sign Language (SIBI) Vocabulary Learning Media Design Based on Augmented Reality for Hearing-Impaired Children,” J. EECCIS, vol. 13, no. 3, pp. 139–144, 2019.

Soemantri, S. Psikologi Anak Luar Biasa. 2006, Departemen P&K Direktorat Jenderal Pendidikan: Jakarta

Gulo. 1996. Strategi Belajar Mengajar. Jakarta: Grasindo

Hakim., Lukman., Samino., dkk. 2008. KamusSistem Isyarat Bahasa Indonesia. Edisi Kelima. Jakarta: Direktorat Pembinaan Sekolah Luar Biasa

GERKATIN, DPD. 2010. Berkenalan dengan BISINDO. Jakarta: DPD GERKATIN Jakarta, WQA

S. Sugiono, “Metode penelitian kuantitatif, kualitatif, dan r & d,” Bandung Alf., 2016.



  • There are currently no refbacks.

Jumlah Kunjungan:

View My Stats

Published Papers Indexed/Abstracted By: