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Baihaqi Baihaqi

International Journal of Mechanical, Electrical and Civil Engineering 2024 Asosiasi Riset Ilmu Teknik Indonesia

This qualitative study investigates the challenges faced by new engine officers in maritime settings, focusing on their transition from theoretical learning to practical engine maintenance. Through semi-structured interviews with experts in marine engineering and engine management, the research identifies significant gaps between theoretical knowledge acquired in classrooms and the practical skills required aboard ships. Key findings highlight the need for educational reforms, including increased practical training hours, curriculum adjustments to enhance relevance, and integration of simulation technologies. Participants, comprising professional engine masters, endurance managers, and maritime educators, unanimously advocate for a more hands-on approach to training that prepares cadets to handle complex engine maintenance tasks effectively. Simulation technologies, particularly virtual reality simulations, emerge as crucial tools for bridging the gap between theory and practice. They provide realistic environments for cadets to simulate diverse operational scenarios and develop critical decision-making skills without exposing them to actual risks. The study concludes with recommendations for collaborative efforts between educational institutions and industry stakeholders to implement these reforms, ensuring a competent and prepared workforce capable of meeting the dynamic challenges of modern maritime operations.

Sudirwo, Sudirwo; Safier Ramdani; Sezen Fetullah Mursalova

International Journal of Management and Digital Sciences 2024 International Forum of Researchers and Lecturers

Augmented Reality (AR) technology has emerged as a transformative tool in the e-commerce industry, enhancing the online shopping experience by offering interactive and immersive features. This study explores the impact of AR on consumer behavior, focusing on key factors such as trust, satisfaction, purchase decisions, and customer loyalty. Through a user experiment, participants interacted with AR-integrated e-commerce platforms, testing features such as virtual try-ons and product visualizations in real-world contexts. The results revealed that AR significantly enhances consumer trust, with more realistic and accurate product visualizations increasing confidence in both the product and platform. Customer satisfaction was also notably higher after interacting with AR features, with users reporting a more engaging and enjoyable shopping experience. Furthermore, purchase intention was positively influenced by the ability to visualize products and receive real-time, interactive feedback. Repeated exposure to AR led to increased customer loyalty, as participants expressed a higher likelihood of returning to use AR tools in future shopping experiences. These findings suggest that AR provides a strong competitive advantage for e-commerce platforms, enabling them to differentiate themselves in a crowded market by offering personalized, engaging, and trust-building shopping experiences. This research also highlights the practical implications for e-commerce businesses, recommending the integration of user-friendly and interactive AR features to enhance engagement, satisfaction, and decision-making. Future research should explore the broader applications of AR across industries and consumer segments to further understand its potential to revolutionize online shopping.

rahmawati, dini

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

In Indonesia, tourism still has an important role in supporting national development. Morotai Island as a border area has a huge local potential in mining, farming, plantation, including human resources and tourism. Therefore, this research aimed to provide a recommendation for tourism development and so that to improve tourism competitiveness, particularly tourism activity conducted by tourists, based on SWOT analysis. This research used descriptive qualitative method. The research location was in the territory of Daruba, South Morotai, Morotai Island District, North Maluku Province. The data were obtained by doing observation, interview and literature study. In the interview part, some staff of Tourism Board and local people became the sources through focus group discussion and direct interview referred to purposive sampling technique. The SWOT analysis shows that Morotai Island District has nature beauty and War World II historical ruins as the strength. Those still have a huge opportunity to develop so that to revive the tourist activity there. Not to mention, Kelapa Bido as an endemic plant in Morotai Island District. Based on the SWOT analysis and observation, the recommendations for tourism activity are managing tour packages, agrotourism and digital tourism via augmented and virtual reality.  

Muqarramah Sulaiman Kurdi

The International Conference on Education, Social Sciences and Technology 2023 International Forum of Researchers and Lecturers

This study presents a comprehensive review to explore technology's multifaceted role in fostering cultural competence within multicultural education. The primary objective of this study is to address three fundamental research questions: 1) How does the integration of technology enhance cultural competence in multicultural education settings? 2) What challenges and opportunities are associated with utilizing technology to promote cultural competence in diverse educational settings? 3) How can innovative technological approaches be tailored to address specific cultural competencies in education? Adopting a library research approach, an extensive exploration of academic databases and scholarly sources was conducted to gather literature pertinent to the research questions. The descriptive analysis method was employed to synthesize and analyze the collected information, identifying key themes, differences, similarities, and weaknesses among the diverse sources. The findings from this comprehensive review revealed several significant insights. Technology integration was observed to offer opportunities such as personalized learning experiences through AI-driven tools, immersive cultural experiences via Virtual Reality (VR), and global connectivity fostering cross-cultural collaboration. However, challenges like the digital divide, biases in technological tools, language barriers, ethical concerns regarding data privacy, and pedagogical integration shortcomings were highlighted. Moreover, the study underscores the potential of adaptive technologies, multimodal resources, culturally tailored digital content, and aligning technological interventions with culturally responsive pedagogy to address specific cultural competencies. The recommendations emphasize the need for teacher training, inclusive design, curation of diverse and authentic digital content, interdisciplinary collaborations, and ongoing assessment for optimizing technology's role in promoting cultural competence within multicultural education.

Charles Charles; Delvian Yosuky; Tio Sania Rachmi; Eryc Eryc

Journal Innovation in Education (INOVED) 2023 STIKes Ibnu Sina Ajibarang

The rapid advancement of technology has brought the integration of Virtual Reality (VR) into various educational sectors worldwide, including Indonesia. The focus of this research is to evaluate the impact of using Virtual Reality on the educational development in Indonesia. Through a comprehensive literature review and empirical analysis, this study discusses the potential benefits and challenges that may arise from the implementation of VR technology in the educational context. Furthermore, this research also investigates how VR can enrich traditional teaching methods, engage students in a profound learning process, and enhance their understanding of complex concepts.This research contains an analysis of the influence of virtual reality on the development of education in Indonesia, where the researchers will distribute online questionnaires and gather samples of respondents to conclude questions related to virtual reality. This study will contribute to the existingliterature, especially on the factors that influence the adoptionof Virtual Reality for Media Learning model.

Dewi Puspasari; Achmad Nizar Hidayanto

The term smart museum has started to emerge in recent years along with the development of digital technology and smart concepts related to the application of technology in helping people in various sectors of life. The concept of a smart museum itself refers to the use of internet of things (IoT) technology such as sensors, wireless networks, digital applications, virtual reality, augmented reality, and smart systems to increase the interactivity, accessibility and involvement of visitors in the museum. Now more and more museums are adopting this smart solution as a way to attract visitors and optimize the visitor experience. In Indonesia, one of the museums that has transformed into a smart museum is the Museum Penerangan. In its efforts to become a smart museum, the Museum Penerangan has several supporting factors such as the number of human resources, technology support, program creativity, and support from top management. However, the main obstacle is funding because it requires a large investment to transform into a smart museum, besides that special human resources are needed to understand the technological needs that match the collection.

Agung Riyadi; Fadli Suandi; Riwinoto Riwinoto; Dwi Ely Kurniawan; Ridho Hafiedz +5 more

Publikasi Hasil Pengabdian dan Kegiatan Masyarakat 2023 Asosiasi Periset Bahasa Sastra Indonesia

Mubut Island, which is located on Galang Island, Riau Archipelago, is one of the beauties of tourism in Indonesia. Information about the Mubut Island Tourism Object is not widely available in digital media, so that the delivery of information about Mubut Island is not optimal. Therefore, the purpose of this service is to provide information on Mubut Beach attractions using Virtual Reality (VR) technology. In addition to presenting the natural beauty of Mubut Island as a whole with 360 videos, this VR application also provides tourist education on visiting Mubut Island. This VR application was socialized at an exhibition in a mall in Batam to get VR user feedback. From the results of the socialization, it was found that 120 respondents assessed the benefits of this application and got a Likert index of 83.75% included in the useful category for potential tourists.

Andik Prakasa Hadi; Setiyo Adi Nugroho; Agus Priyadi; Rizky Ridwan Saputra

Jurnal Elektronika dan Komputer 2023 STEKOM PRESS

School promotions were carried out directly by visiting junior high schools, during a pandemic this can’t be done. In an effort to attract prospective new students at SMK PGRI 2 Salatiga, it is necessary to innovate by adding promotional media that can be accessed by the wider community. Information distribution can be done through social media and the school's YouTube channel. Information media was chosen as virtual reality in the form of 360° videos to display school facilities and privileges. The measurement indicators used in this study are behavior, interactivity, and sound to find out whether the virtual environment can affect the interest of prospective students at SMK PGRI 2 Salatiga. In addition, the interactivity of the video when it is played and the sound of the environment in the video can give immersive in a school environment. The results of this study by the majority of respondents stated that promotional media virtual reality in the form of 360° videos is appropriate for use for school promotions during a pandemic, as an effort to increase the number of new students.

Rinto Francius Sirait; Herdi Rondang Ulina Pardede; Gabriel Sianipar

One of the churches that performs services by utilizing the development of information technology is the virtual reality church pastored by DJ Soto. All services are carried out virtually. In its service information, this church offers water baptism sacrament services which are carried out virtually. This research aims to conduct a theological and scientific study of virtual water baptism so that it becomes input for believers and God's church. This study used a descriptive qualitative approach, in which the primary data was obtained by means of literature review. The results of the study show that water baptism carried out by the virtual reality church has no biblical basis, so believers and God's church must reject this baptism.

Edi Irawan

DHARMA EKONOMI 2023 sekolah Tinggi Ilmu Ekonomi Dharmaputra Semarang

This article aims to review and seek to inform about the concept of reviewing tourism marketing through information technology as a tourism industry management plan. The research method used is qualitative and literature studies or library research Based on the results and discussion, it can be concluded theoretically that to understand tourism marketing reviews through information technology as a management model planning in the tourism industry requires several important things including: (a) Travel consumer, (b) Trends in tourism technology, (c ) Digital Marketing (DM) and (d) Virtual Reality (VR). Technology is a central element and a foundation for actors in the tourism industry promoting media that is relevant to the development of information technology, especially in the form of social media and websites.

Anwar Mehdi; Karim Yassine Darwish

The International Conference on Education, Social Sciences and Technology 2022 International Forum of Researchers and Lecturers

Emerging technologies play a crucial role in transforming education by fostering inclusivity and equity. This study explores how artificial intelligence, virtual reality, and adaptive learning platforms contribute to overcoming traditional barriers to education. The research adopts a qualitative approach, analyzing case studies and recent advancements in educational technology. Findings reveal that these technologies enhance accessibility for students with disabilities, provide personalized learning experiences, and bridge educational gaps in underprivileged regions. The study highlights the importance of policy support and infrastructure development to maximize the benefits of technological integration in education. The implications suggest that adopting emerging technologies can create a more inclusive and equitable learning environment, ensuring education for all.

Yaqin, Moh. Ainol

Dinamik 2022 Universitas Stikubank

Ibadah haji adalah rukun islam yang kelima, dimana hukumnya wajib bagi yang mampu dan beragama Islam dan dilaksanakan satu tahun sekali secara serentak di Negara Arab Saudi tepatnya di Mekkah. Manasik ialah tata cara beribadah, sedangkan definisi dari Manasik Haji adalah pembelajaran, pembinaan, pelayanana dan perlindungan terhadap jama’ah haji. Kegiatan tersebut identik dengan berkerumunan atau secara bersama-sama. Pada saat ini kondisi tersebut bertentangan dengan protokol kesehatan Covid-19, yaitu physical distancing (Jaga Jarak) dan melarang untuk berkerumun. Salah satu contoh kasus Klaster Asrama Haji di Surabaya 81 orang terpapar positif Covid-19, setelah melakukan kegiatan manasik haji. Maka dari itu, dengan memanfaatkan teknologi yang sedang trending yaitu VR (Virtual Reality). Virtual Reality secara gampang merupakan ruang digital yang sebelumnya sudah berisikan data-data dan objek-objek yang dibentuk secara nyata sesuai dengan benda aslinya. Metode yang digunakan sudah tersaji dalam kerangka pemikiran dari awal sampai proses evaluasi. Dengan adanya peneraan VR dapat mencegah terpaparnya Covid-19.

Februariyanti, Herny; Utomo, Mardi Siswo; Ningsih, Dewi Handayani Untari; Nurraharjo, Eddy

Dinamik 2022 Universitas Stikubank

Bangunan bersejarah gedung Jiwasraya yang berada di wilayah kota lama Semarang merupakan salah satu bangunan cagar budaya yang dibangun sekitar tahun 1916. Gedung Jiwasraya yang merupakan salah satu gedung peninggalan jaman kolonial yang perlu dilestarikan karena mempunyai nilai sejarah yang tinggi, bentuk arsitektur yang megah dan usia bangunan yang cukup tua. Adanya kemajuan teknologi sekarang ini memungkinkan bangunan bersejarah yang mempunyai nilai histori yang tinggi dapat dilestarikan dengan menggunakan teknologi augmented reality dan virtual reality. Pelestarian bangunan bersejarah menggunakan teknologi augmented reality dan virtual reality dengan membuat bentuk model bangunan nyata yang mempunyai nilai histori ke dalam bentuk virtual. Teknologi augmented reality dan virtual reality dalam memvisualisasikan bangunan bersejarah dimasukkan dalam sebuah aplikasi mobile. Aplikasi mobile yang dapat memvisualisasikan bangunan bersejarah khususnya gedung Jiwasraya dalam bentuk augmented reality dan virtual reality akan mempermudah masyarakat dalam mengenal dan melestarikan bangunan berserjarah tersebut. Melalui sentuhan teknologi akan dapat melestarikan bangunan bersejarah sesuai dengan perkembangan jaman. Generasi muda juga akan mudah untuk mengeksplor tentang bangunan bersejarah gedung Jiwasraya menggunakan kemajuan teknologi.

Mas'ud, Abdu; Sundari, Sundari; Azahraa, Intan Fitriani

JOURNAL OF BIOLOGY LEARNING 2022 Universitas Veteran Bangun Nusantara Sukoharjo

Virtual laboratories can provide real learning experiences through computer-aided simulations and activities. Virtual laboratory is rapidly developing its use in science learning because it is proven to provide significant benefits to the process and results of science learning during the pandemic. The limitations of laboratory facilities in genetics learning at the unkhair Biology Education Study program have encouraged the development of virtual practicum strategies and their use in genetic learning with modified free inquiry strategies on the topic of the structure and function of genetic material and reproduction of genetic material. The purpose of this study was to analyze the effectiveness of virtual laboratories based on student perceptions of the use of virtual laboratory applications and to describe and compare these perceptions with the use of laboratory reality and relevant previous research results. There are five aspects of perception surveyed, namely innovation, motivation, effectiveness, benefits, and presentation of practical procedures. This research method uses a quasi-experimental research design for the characteristics and effectiveness of using virtual laboratories and real laboratories in the Genetics course at the Biology Education Study Program, Khairun University, Ternate on the topic of DNA isolation, chromosomes and mitosis. The results of this study indicate that: the characteristics of Blended Learning practicum in the Genetics course in 4th semester students of Biology study program are: 1) instruction-based practicum; 2) practicum based on data collection and reporting of practicum results; 3) practicum based on proof of concept. The effectiveness of the implementation of genetics practicum in laboratory reality and virtual laboratories based on the perception of student responses is more likely to choose reality laboratories than virtual laboratories. The effectiveness of the implementation of genetic practicum based on the results of the practicum report is known to be not significantly different between the results of the practicum in reality and in the virtual laboratory.

Sulaiman Kurdi, Musyarrafah

Jurnal Ilmu Sosial, Bahasa dan Pendidikan 2021 Pusat Riset dan Inovasi Nasional

This research explores the utilization of virtual reality (VR) in educational settings and examines current trends, future directions, benefits, and challenges associated with its implementation. The purpose of this library research is to provide an overview of the existing literature on VR and educational research, highlighting the potential of VR technology to enhance traditional teaching methods and improve student engagement, motivation, and learning outcomes. The method used for this research is a comprehensive review and analysis of relevant scholarly articles, books, and reports from academic databases and libraries. The results indicate that VR has been utilized in educational research to create immersive and interactive learning experiences, personalize instruction, bridge the gap between abstract concepts and concrete understanding, and foster critical thinking and problem-solving skills. VR also presents challenges such as cost, accessibility, curriculum integration, teacher training, technical limitations, health and safety concerns, privacy, and ethics. However, the research concludes that with careful planning, adequate resources, and proper support, VR has the potential to revolutionize education and prepare students for a technologically advanced future. Further research and innovation in areas such as immersion, AI integration, collaboration, assessment, accessibility, and ethics are recommended to fully leverage the benefits of VR in educational settings.

Yuli Fitrianto; Muhammad Khoiril Anaam

JURNAL ILMIAH KOMPUTER GRAFIS 2020 UNIVERSITAS STEKOM

Augmented Reality (AR) and Virtual Reality (VR) which are one of the top ten strategic technology trends for 2019 and continue to be developed massively in this 2020, have been widely applied in various mobile applications by many companies in this industrial revolution era 4.0. AR can be applied to help the promotion for housing developers where users can see the 3-dimensional shape of the types of houses offered, while VR allows users to explore each part of the house in a virtual 3D. Pre-existing brochures are used as markers for this application to work, so that AR and VR applications can be a complement to promotional media. The design method used in this paper is Research and Development (RnD). Salespeople can offer types of houses to prospective customers without having to print multiple brochures, but with just one brochure and one android smartphone to present, so the promotion costs are more efficient.   Keywords: AR, VR, house.

Yuli Fitrianto; Toni Samkhaji

JURNAL ILMIAH KOMPUTER GRAFIS 2016 UNIVERSITAS STEKOM

Sector The development of information and communication technology is very fast resulting in changes in various aspects. 3D technology is now widely used in various ways, for example in making films, games, educational media and also promotional media. This type of 3D media promotion is very necessary to promote tourist attractions of historic buildings such as Lawang Sewu in Semarang which has beautiful architectural buildings. In addition to offline promotions using 2D media, 3D media are also considered quite effective if used as promotional media to eliminate the mystical and horror impressions of the people at Lawang Sewu. The solution offered in this study is the use of 3D Virtual Reality as a promotional tool that displays a virtual feel, where 3D promotions will be more interesting and look more real so that people will get a pleasant impression in visiting these tourist attractions. This research uses Research product development methods and Development (RnD), using 6 out of 10 stages of research namely potential and problems, data collection, product design, design validation, design improvement and product trials. The results of this study are to produce promotional aids by utilizing 3D VR technology. The validity value of media experts is 3.4 which is declared feasible, while the validity value of material experts is 3.2 which is declared feasible, and increases the audience's understanding and interest as a user from 33% up to 67%.

Ardhianto, Eka; Hadikurniawati, Wiwien; Winarno, Edy

Dinamik 2013 Universitas Stikubank

Perkembangan teknologi image processing mengalami kemajuan yang pesat. Penerapan teknologi tersebut merambah berbagai bidang. Kamera digunakan untuk menangkap suatu gambar atau suatu kejadian. Gambar atau kejadian yang telah ditangkap oleh kamera memiliki informasi. Informasi tersebut kemudian diolah melalui media computer dengan bantuan perangkat lunak sehingga dapat digunakan untuk membantu manusia melakukan kegiatan yang spesifik. Sepeti halnya pengolahan video untuk membuat film. Sekitar pada tahun 1996, anda mungkin masih ingat dengan film anak anak yang berjudul “Space Jam” yang mana film tersebut adalah hasil penggabungan antara objek nyata yang diperankan oleh pemain basket Michael Jordan dan tokoh animasi “Looney Tones” seperti Bugs Bunny, Tweety, Silvester Cat dan lainnya. Pada tahun 1997, Azuma menggagaskan adanya penggabungan antara suatu objek nyata dengan objek virtual yang memiliki bentuk 3 Dimensi (3D) dengan lingkungan luar yang nyata secara real-time yang saat ini dikenal dengan sebutan Augmented Reality (AR). Dalam perkembangannya, perangkat AR menjadi bermacam macam, salah satunya adalah ARToolkit. ARToolkit adalah software library, untuk membangun augmented reality (AR). Aplikasi ini adalah aplikasi yang melibatkan overlay pencitraan virtual ke dunia nyata. Dalam menggunakan ARToolkit, diperlukan sebuah marker untuk mendeteksi penempatan objek virtual. Dengan bantuan marker tersebut, kita dapat memunculkan objek virtual pada perangkat visual komputer. Dari percobaan yang dilakukan, perangkat ARToolkit dapat dirancang dengan berbagaimacam objek virtual dengan menggunakan lebih dari satu macam marker yang disediakan. Sehingga mampu menghasilkan multi objek yang divisualkan secara bersama.   Kata Kunci : Augmented Reality, Virtual Reality, ARToolkit