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Riri Rianza; Suriadi Sirait; Gusron Gusron; Muhamad Adystia Sunggara; Syafri Hariansah

Mahkamah : Jurnal Riset Ilmu Hukum 2025 Asosiasi Peneliti dan Pengajar Ilmu Hukum Indonesia

This research examines legal protection against child sexual exploitation through Augmented Reality (AR) and Virtual Reality (VR) technologies, which are increasingly developing in the digital era. AR combines virtual elements with the real world, while VR creates a fully immersive environment. Both offer positive opportunities and serious risks, including new crime modes such as the creation of avatars or virtual models of children for sexual purposes, grooming in virtual spaces, and the distribution of immersive child pornography. Anonymity, the difficulty of age verification, the lack of digital literacy, and the forensic challenges of 3D content are significant obstacles to law enforcement. Existing regulations, including Law No. 17 of 2016 concerning Child Protection, Law No. 1 of 2024 concerning the Second Amendment to the ITE Law, and Law No. 12 of 2022 concerning the TPKS, have provided a strong legal basis, but do not specifically regulate AR/VR technology. A normative juridical research method with a statutory and conceptual approach is used to analyze existing norms, regulatory gaps, and their relevance to international standards such as the Budapest Convention and the Lanzarote Convention. The research findings emphasize the urgency of adaptive regulatory updates to technological developments, the implementation of cybersecurity standards, mandatory age verification, and strengthening the capacity of law enforcement officers in digital investigations and AR/VR forensics. Cross-border and cross-sector collaboration is needed to expedite notice and takedown mechanisms and close legal loopholes exploited by perpetrators. These efforts are expected to create a safe digital environment for children and increase the effectiveness of legal protection in the realm of immersive technology.

Raihan Fahrezy; Desrina Ratriningsih

Venus: Jurnal Publikasi Rumpun Ilmu Teknik 2025 Asosiasi Riset Ilmu Teknik Indonesia

The digital design of cultural museums with an interactive and educational approach in Indramayu Regency aims to present a modern, innovative, and interesting cultural preservation space. This concept was born from the urgent need for a means that are able to preserve, document, and promote local cultural wealth in the midst of the rapid flow of globalization. The lack of cultural literacy among the public, especially the younger generation, as well as the loss of historical objects due to inadequate storage facilities, are the main reasons for the importance of developing digital-based museums. Through an interactive approach, visitors can actively engage with cultural collections using advanced technologies such as augmented reality (AR), virtual reality (VR), and interactive multimedia. This technology provides an immersive, engaging, and personalized learning experience, so that visitors not only see, but also virtually experience the richness of the culture on display. Meanwhile, the educational approach is designed to create an informative, collaborative, and fun learning environment, which is highly relevant for learners and the younger generation as the successors of cultural preservation. Indramayu Regency, known for its long history, maritime traditions, and distinctive coastal culture, has great potential to become a center for cultural education. This digital museum will utilize digital technology to document cultural narratives in depth, so that it can be accessed not only by local people, but also national and international tourists. With its strategic location in the city center, the presence of this museum is expected to encourage the participation of the public and tourists in understanding, appreciating, and preserving the local culture of Indramayu. Apart from being an educational facility, this museum is expected to be able to become a driver of local tourism that makes a positive contribution to the economy of the surrounding community. Digital cultural museums are not only a place for preservation, but also a symbol of a strong regional identity, reflecting the synergy between technological innovation and commitment to cultural sustainability in the modern era.

Elma Ayu Pratama; Siti Aisyah; Syailin Nichla Choirin Attalina

Jurnal Cakrawala Pendidikan dan Biologi 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This research aims to investigate the effectiveness of utilizing Augmented Reality (AR) technology in Science and Social Studies (IPAS) learning, specifically focusing on local wisdom material, to enhance the learning interest of fourth-grade students at SD 4 Srobyong. Conventional teaching methods often face challenges in fostering student enthusiasm for abstract or culturally specific material. AR, with its ability to integrate the real world with virtual elements interactively, offers significant potential to overcome these problems. The subjects of this study were fourth-grade students at SD 4 Srobyong. Data were collected through observation, a learning interest questionnaire, and interviews. The results indicate that the implementation of AR in IPAS learning, particularly for local wisdom topics, creates a more immersive and engaging learning experience, which significantly correlates with an increase in students' learning interest. It was found that students participated more actively in learning activities, demonstrated higher curiosity, and had a better understanding of concepts related to their local heritage.

Selvia Anggiani; Safira Diah Nurul Fitriyani; Syailin Nichla Choirin Attalina

Jurnal Cakrawala Pendidikan dan Biologi 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This study was conducted to examine how well the use of augmented reality (AR) learning tools helps fifth-grade elementary school students understand mathematical concepts related to fractions.. The research was motivated by students' limited comprehension of the abstract nature of fractions and the lack of engaging educational tools capable of presenting the material in a meaningful and interactive way. Augmented reality is believed to improve student engagement and offer more appealing visual representations by integrating virtual elements into the real-world environment. A total of 30 students I participated in this study, which used a quasi-experimental design with a One Group Pretest-Posttest method. Information was collected through pre-tests, post-tests, written notes, and observations. We used SPSS software to analyze the data. The results showed that students' grades improved significantly, with the average increasing from 54.80 in the pretest to 91.83 in the posttest. The normality test indicated that while pretest scores were approximately normally distributed, the posttest scores followed a normal distribution. A one-sample t-test showed a statistically significant effect of AR media usage, with a p-value of 0.000 and t-values substantially higher than the critical value (pretest: 32.439; posttest: 112.071). These results suggest that AR-based instructional media are effective in supporting elementary students’ understanding of fraction concepts. Overall, the study confirms the positive impact of augmented reality in mathematics learning for fifth-grade students.

Sindhu Rakasiwi; Candra Irawan; Cahaya Jatmoko; Lalang Erawan; Suprayogi Suprayogi

Jurnal Inovasi Sosial dan Pengabdian 2025 Lembaga Pengembangan Kinerja Dosen

The COVID-19 pandemic has triggered a transformation in online learning, requiring teachers and lecturers to adapt to educational technology, including Virtual Reality (VR) Tour. However, limited understanding and motivation are the main challenges in implementing this technology. This community service aims to provide practical training in developing VR Tour as an interactive learning media for teachers and lecturers at Rumah Diklat Indonesia. The implementation method involves an online workshop using the Zoom application, which includes a tutorial on creating 360° panoramic photos via Google Street View and processing VR Tour via the Theasys.io platform. Participants also receive technical guidance and hands-on practice sessions. The results show that participants are able to produce VR Tour content for learning, as well as improve their understanding of technology integration in education. This training equips participants with basic skills to develop virtual learning media, expand students' learning access creatively and innovatively. In conclusion, the use of VR Tour has the potential to improve the quality of distance learning, while encouraging educators to continue to adapt to technological developments in the digital era.

Gusti Laskar Ferdiansyah Simatupang; Rien Safrina; Rizki Taufik Rakhman

International Journal of Studies in International Education 2025 Asosiasi Riset Ilmu Pendidikan Indonesia

This literature review analyzes the transformative potential of digital learning media in revitalizing Indonesian traditional music, with a particular focus on Gambang Kromong innovation within the framework of Society 5.0. Traditional music, as the foundation of cultural identity, faces significant threats from globalization and modernization, resulting in declining interest, especially among the younger generation. This approach examines how digital technologies can serve as a catalyst for the preservation, learning and dissemination of traditional music, transforming it from a marginalized status to one of contemporary relevance. The report synthesizes existing literature to identify key trends, benefits derived from the use of technologies such as Digital Audio Workstations (DAWs), Virtual Reality (VR), Augmented Reality (AR), Artificial Intelligence (AI), gamification, and online and social media platforms. In addition, the report discusses inherent challenges, including the digital divide, the need for increased educator competencies, and intellectual property rights issues, while highlighting opportunities for collaboration and global audience reach. The conceptualization of "Gambang Kromong 5.0" is proposed as a holistic model that integrates traditional essence with intelligent technological advancements in a human-centric manner, ensuring cultural survival and artistic relevance in the digital age.

Rezeki Genesis Sitompul; Waskito Waskito

Mars: Jurnal Teknik Mesin, Industri, Elektro Dan Ilmu Komputer 2025 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

This study aims to determine the effect of Virtual Reality Box (VR BOX) as a learning medium on students' motivation, interest, and learning discipline in welding practice for grade XI students of the Machining Engineering Department at SMK Negeri 1 Tanjung Raya. The research method used is quantitative with a quasi-experimental design applying the non-equivalent control group design approach. Data were collected through tests and observation and analyzed using validity tests, reliability, normality, homogeneity, t-tests, ANOVA, and coefficient of determination. The results showed that the use of VR BOX significantly influenced students' motivation, interest, and learning discipline. The implementation of VR media created interactive learning, increased student engagement, and reduced fear in welding practice. It can be concluded that VR BOX is an effective instructional medium to improve the quality of vocational practice learning in vocational schools.

Zalafi Kartika Azka; Alvian Dwisakti Kurniato

Jurnal Riset Rumpun Ilmu Kedokteran 2025 Pusat riset dan Inovasi Nasional

Vergence movement is an important mechanism in eye coordination to maintain visual focus. The neural pathways controlling vergence involve complex interactions between various brain structures, such as the mesencephalic nucleus of the oculomotor nerve (CN III), the abducens nucleus (CN VI), the reticular pontine formation (PRF), and the visual and motor cortices. Disorders in this system can lead to convergence insufficiency, esotropia, exotropia, as well as diplopia which impacts the quality of binocular vision. This study aims to conduct a systematic review of the neural pathways that play a role in the vergence system. This research design is a study that uses the Systematic Literature Review (SLR) method. 5 articles were obtained using a method of secondary analysis of literature review through scientific database portals such as SINTA, Scopus and Google Scholar published in 2015-2025 both national and international articles. The results of the analysis show that vergence disorders are common in children and the elderly, with various causes ranging from benign factors to more serious neurological conditions. Studies show that activities in the parietal eye field (PEF), frontal eye field (FEF), superior colliculus (SC), and PRF have important roles in vergence coordination. In addition, vergence deficits were also found in Parkinson's patients, who showed prolonged latency and reduced vergence gain. In the context of technology, research on virtual reality (VR) shows that vergence errors often occur when users interact with virtual environments, leading to visual fatigue and incorrect depth perception. This study also highlights that neurotransmitters such as GABA, glutamate, and dopamine have a role in the modulation of neural signals that control vergence. A deeper understanding of the neural pathways of vergence is crucial in ophthalmology and neurology, especially in the diagnosis and therapy of binocular vision disorders. In addition, research on vergence also contributes to the development of visual technologies, such as VR and eye tracking systems, that are more adaptive to human physiological characteristics.

Lisdayanti, Annisa; Nilasari, Irma

Jurnal Riset Rumpun Ilmu Ekonomi 2025 Lembaga Pengembangan Kinerja Dosen

This study analyzes the influence of Augmented Reality (AR) technology on consumer purchase intention with customer engagement as an intervening variable at Sephora Indonesia. This quantitative research involved 150 respondents who are users of Sephora Virtual Artist, analyzed using Structural Equation Modeling (SEM). The research instrument measures three main variables: Augmented Reality (interactivity, vividness, novelty), Customer Engagement (cognitive, emotional, behavioral), and Purchase Intention (intention, willingness, likelihood to purchase) using a five-point Likert scale. The research results show that AR has a positive and significant effect on customer engagement and purchase intention. Customer engagement also has a positive effect on purchase intention and is proven to mediate the relationship between AR and purchase intention. This study contributes to the AR literature in beauty e-commerce and recommends that Sephora optimize AR features, develop comprehensive customer engagement strategies, and continue investing in AR technology as a competitive advantage.

Arek Satria; Tata Sutabri

Router : Jurnal Teknik Informatika dan Terapan 2025 Asosiasi Profesi Telekomunikasi dan Informatika Indonesia

The application of Virtual Reality (VR) based on the Metaverse in education is an innovation that can enhance the quality of learning by providing a more interactive and immersive learning experience. This article discusses the development of VR-based learning integrated with the Metaverse using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). Through the stages of analysis, design, development, implementation, and evaluation, VR and Metaverse-based learning can be tailored to students' needs, creating a more flexible and collaborative learning experience. The use of this technology allows students to learn independently or in groups, while improving practical skills and creativity. This study shows that by applying the ADDIE model, VR and Metaverse-based learning can be more effective in increasing student motivation and learning outcomes, addressing the challenges of education in the future.

Alfina Camellia

International Journal of Health and Medicine 2025 Asosiasi Riset Ilmu Kesehatan Indonesia

The development of digital technology brings great opportunities in the world of education, especially in the health sector. Augmented Reality (AR) is one of the technological innovations that is able to integrate virtual objects into the real environment in real-time, providing a more immersive and interactive learning experience. This article aims to explore the integration of AR in anatomy learning based on literature studies from international journals. Using a qualitative approach based on literature studies, this study examines various findings from foreign scientific journals regarding the effectiveness, challenges, and potential of using AR in anatomy education. The results of the study show that AR is able to improve students' visual understanding, learning engagement, and information retention. However, there are also challenges in terms of development costs, technology access, and teacher readiness. AR has great potential as a medium for anatomy learning in the digital era, but its implementation requires adequate infrastructure and training support.

Restu Permohonan Hasibuan; Makruf Makruf; Gusmaneli Gusmaneli

AL-MUSTAQBAL: Jurnal Agama Islam 2025 STIKes Ibnu Sina Ajibarang

This study aims to analyze digital technology-based Islamic Religious Education (PAI) learning strategies in an effort to enhance religious literacy and strengthen Islamic values in the lives of modern students. Using a literature research method, this study collects and analyzes various literature sources, such as books, scientific journals, articles, and related documents, that discuss the integration of digital technology in PAI learning. The results indicate that digital technologies, such as e-learning, social media, mobile applications, gamification, and virtual reality, play a significant role in creating more interactive, engaging, and effective learning processes. This strategy not only improves students' understanding of religious materials but also helps them internalize Islamic values in their daily lives. Additionally, digital technology enables access to a wider range of learning resources, encourages personalized and adaptive learning, and opens opportunities for more participatory collaboration and discussion. However, the implementation of this strategy also faces challenges, such as the digital divide, infrastructure limitations, and a lack of digital competence among educators. Therefore, collaborative efforts are needed to address these challenges, including training for educators, improving access to technology, and curriculum adjustments. Overall, this study concludes that digital technology-based PAI learning strategies are an effective approach to enhancing religious literacy and strengthening Islamic values in the lives of modern students, while also preparing the younger generation to face global challenges while adhering to Islamic principles.

Selvi Amanda; Arif Laksono; Natania Nurafni; Osberth Sinaga

Realisasi : Ilmu Pendidikan, Seni Rupa dan Desain 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

This study examines the digital transformation of the creative arts industry, focusing on how technologies such as Augmented Reality (AR), Virtual Reality (VR), and Non-Fungible Tokens (NFT) have altered the creation and marketing of artworks. Digital platforms have expanded market access for artists, opened new opportunities for more efficient business models with lower costs, and created greater possibilities for cross-disciplinary collaboration. In this context, digital technologies allow artists to reach a global audience and sell their works in more innovative and interactive formats, increasing audience participation in the creative process. However, these developments also face significant challenges, such as increasingly intense competition, rapidly shifting trends, and limitations in resources to optimally implement these technologies. Furthermore, while there are significant opportunities in the global market, some artists in Indonesia still face difficulties in accessing and utilizing the latest technologies. With the creative economy contributing 7.16% to Indonesia's GDP in 2018, this study aims to provide an overview of the dynamics of the arts industry in the digital era and explore potential strategies to support the development of a more adaptable creative ecosystem. These strategies include digital training, strengthening cross-sector collaboration, and enhancing digital infrastructure to facilitate the future growth of the creative arts industry.

Nofamataro Zebua

Jurnal Inovasi Pendidikan 2025 Lembaga Pengembangan Kinerja Dosen

The development of digital technology has brought significant changes in various aspects of life, including education. In biology learning, digital technology offers innovative solutions to overcome challenges in understanding abstract concepts, increase learning motivation, and develop 21st century skills. Interactive simulations, augmented reality (AR), virtual reality (VR) and online learning platforms allow students to visualize complex biological concepts, such as photosynthesis and DNA replication, more clearly and deeply. In addition, the integration of digital technology can improve students' critical thinking skills, creativity, collaboration and digital literacy. However, the implementation of digital technology in biology learning faces various challenges, including limited infrastructure, access gaps between urban and rural schools, and lack of training for educators. This study aims to explore the impact of digital technology on students' conceptual understanding and 21st century skills, and identify the main barriers to its implementation. The results of this study are expected to provide recommendations for the development of more effective and innovative biology learning strategies in the digital era

Israa Shakir Seger; Amjad Mahmood Hadi; Alaa Abd Ali Hadi

Konstruksi: Publikasi Ilmu Teknik, Perencanaan Tata Ruang dan Teknik Sipil 2025 Asosiasi Riset Ilmu Teknik Indonesia

Augmented Reality (AR) applications are rapidly gaining popularity across various industries, including education and marketing. By integrating real-world environments with virtual objects, AR enhances user understanding and information display for products. This paper explores Diminished Reality (DR) techniques, which are used to visually remove real objects from AR environments. Despite growing interest, much of the DR research predominantly focuses on maintaining consistency between real and virtual elements, particularly in texture handling on marker areas. Our study addresses the preservation of depth consistency using edge detection and planar segmentation to construct a depth map, essential for developing effective DR methods. We introduce a two-stage process involving depth mask construction, each stage equipped with error measurement for iterative refinement. Our proposed techniques, Planarity and Boundary Depth, are evaluated on a dataset of high-quality RGB images captured by digital cameras. Experimental results validate the effectiveness of our methods across various performance metrics, confirming the practicality of our approach in enhancing AR experiences.

Tasya’ah Tasya’ah; Risyda Dzul Fadlilah; Marsanda Dwi Khanifah; Muhammad Nofan Zulfahmi

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2025 Asosiasi Periset Bahasa Sastra Indonesia

Education is the main foundation for the progress of society and individuals, Basic education is very important to build students' knowledge and skills, especially in the field of science. Conventional methods, such as the use of illustrations and textbooks, are often not interesting and interactive. Digital technology presents new opportunities in learning innovation, including by utilizing augmented reality (AR). This study aims to analyze and evaluate the use of interactive media based on augmented reality (AR) in learning the topic of animal classification based on their type of food. The method used is a literature study by reviewing various scientific sources, including journals, articles, and relevant research reports in the last five years. AR-based interactive media offers an innovative and immersive learning experience, allowing students to interact directly with virtual objects in the form of three-dimensional (3D) visualizations. The results of the study show that the use of AR can improve students' understanding of the material, increase engagement in learning, and provide a more interesting and contextual learning experience. In addition, AR media is considered effective in helping students identify animal characteristics based on eating habits, such as herbivores, carnivores, and omnivores. This study concludes that the integration of AR in science learning at the elementary school level has great potential to improve learning effectiveness.

Tasya’ah Tasya’ah; Risyda Dzul Fadlilah; Marsanda Dwi Khanifah; Muhammad Nofan Zulfahmi

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2025 Asosiasi Periset Bahasa Sastra Indonesia

Education is the main foundation for the progress of society and individuals, Basic education is very important to build students' knowledge and skills, especially in the field of science. Conventional methods, such as the use of illustrations and textbooks, are often not interesting and interactive. Digital technology presents new opportunities in learning innovation, including by utilizing augmented reality (AR). This study aims to analyze and evaluate the use of interactive media based on augmented reality (AR) in learning the topic of animal classification based on their type of food. The method used is a literature study by reviewing various scientific sources, including journals, articles, and relevant research reports in the last five years. AR-based interactive media offers an innovative and immersive learning experience, allowing students to interact directly with virtual objects in the form of three-dimensional (3D) visualizations. The results of the study show that the use of AR can improve students' understanding of the material, increase engagement in learning, and provide a more interesting and contextual learning experience. In addition, AR media is considered effective in helping students identify animal characteristics based on eating habits, such as herbivores, carnivores, and omnivores. This study concludes that the integration of AR in science learning at the elementary school level has great potential to improve learning effectiveness.

Yuniana Cahyaningrum; Sekar Kinanthi; A’imatul Magfiroh; Dani Eka Ramdhani

The fusion of cultural heritage and digital technology has opened up new opportunities in the art of motifs and pottery making. This article explores design innovations that utilize digital technology to recreate traditional motifs in ceramic crafts. The research examines how techniques such as parametric design, 3D printing, and virtual reality can be used to preserve, adapt, and introduce cultural motifs to a wider audience. Case studies from several traditional artisan communities are analyzed to understand the impact of technology on the creative process, production efficiency, and preservation of cultural values. The results show that the integration of digital technology not only increases design flexibility but also strengthens the connection between tradition and modern innovation. This article provides important insights into the role of digital technology in fostering the sustainability of traditional crafts, while motivating future cross-disciplinary collaborations.

Tri Amanah; Munawaroh Munawaroh

Jurnal Manajemen Pariwisata dan Perhotelan 2024 International Forum of Researchers and Lecturers

Digital transformation in the tourism industry is an important element in increasing competitiveness and tourist destinations. One sector that has great potential to adopt digital technology is religious and cultural tourism, which has high historical and cultural value. This research aims to analyze the implementation of digital transformation in the management of religious and cultural tourism with a case study in the Sultanate of Banten, a historical site that is an important part of Indonesia's historical journey. The Sultanate of Banten has adopted several digital technologies, such as marketing via social media, mobile applications for tourist information, and the use of technology-based visitor management systems. However, the application of digital technology is still limited to promotional and information aspects, while digital-based tourism experience management such as augmented reality (AR) or virtual reality (VR) has not been fully implemented. The challenges faced include limited human resources, technological infrastructure, and understanding the long-term benefits of digital transformation. It is recommended that local governments and related parties increase human resource capacity in the field of technology, strengthen digital infrastructure, and develop more interactive digital platforms to improve the quality of tourism experiences. Effective digital transformation can contribute to the management of religious and cultural tourism that is more sustainable and attractive to the younger generation.

Muhamad Maulidul Atiq Fardani; Achmad Fikri Ash Shofi Billah

Misterius: Publikasi Ilmu Seni dan Desain Komunikasi Visual 2024 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

The Mandala Bhakti Museum in Semarang plays a vital role as a historical tourism destination that represents the struggles of the Indonesian people. However, one of the main challenges in managing this museum is attracting visitors, especially the younger generation. This study aims to evaluate and implement digital technology and spatial arrangement as strategies to enhance the museum's appeal and marketing. These strategies include the development of virtual tour applications, digitization of museum collections, optimization of social media usage, and redesigning spaces to be more interactive and engaging for visitors. The research employs a qualitative approach with data collected through interviews, observations, and literature reviews. The findings reveal that the utilization of digital technologies such as augmented reality (AR) and various digital platforms significantly boosts the museum's appeal. Additionally, creative spatial design provides visitors with a more immersive and enjoyable experience. Through these strategies, the Mandala Bhakti Museum in Semarang can reach a broader audience, increase visitor numbers, and strengthen its position as a relevant historical tourism destination in the digital era.