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Ami Natuz Zahara; Dian Mahardi Lestari

Maeswara : Jurnal Riset Ilmu Manajemen dan Kewirausahaan 2024 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

This study aims to determine the impact of implementing Augmented Reality (AR) features on mobile shopping applications on purchasing decisions of Generation Z consumers, especially first-time buyers. The research method uses a quantitative approach, the study involved 385 Generation Z respondents (aged 18-25 years) who were using AR features for shopping for the first time. The results of multiple linear regression analysis show that AR Visual Quality (X1), AR Interactivity (X2) and AR Ease of Use (X3) have a significant positive effect on Purchasing Decisions (p <0.000). The study revealed that 78.5% of AR features influence Generation Z in deciding to purchase on mobile shopping applications. In this case, it can be concluded that the presence of AR features can reduce Gen Z's hesitation in deciding to purchase for first-time buyers. Key factors influencing purchasing decisions include AR visualization quality, ease of use, and feature interactivity.

Taufik Afandi; Umi Mahmudah

Jurnal Pendidikan dan Kewarganegara Indonesia 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

The aim of this research is to explore the effectiveness of using Augmented Reality (AR) technology as an innovative medium in learning Natural and Social Sciences (IPAS) to increase elementary school students' awareness and understanding of preserving natural resources. This research uses a quasi-experimental research method with a pretest-posttest control group design. The research subjects were fifth grade students at an elementary school in Indonesia, who were divided into an experimental group that used AR media and a control group that used conventional learning media. The research results show that the use of AR media significantly increases students' understanding of the concept of preserving natural resources compared to traditional learning methods. In addition, students in the experimental group showed higher levels of learning motivation as well as active participation in class discussions. The implication of this research is that AR technology can be an effective and interesting learning tool in teaching complex environmental topics. The use of AR not only helps students understand concepts visually and interactively, but also motivates them to be more actively involved in efforts to conserve natural resources. The results of this research provide a basis for the development of technology-based learning media that can be applied in various educational contexts, especially to support sustainable education at the elementary school level.

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.

Susanto, Capriandika Putra; Widhiwipati, David Reza; Ramdani, Anka Luffi; Kuntari, Wien

Jurnal Ekonomi, Bisnis dan Manajemen (EBISMEN) 2024 FEB Universitas Maritim Semarang

The development of digital technology has opened significant opportunities for the website development industry to innovate, particularly through the implementation of Augmented Reality (AR) technology. This study explores the application of the Business Model Canvas (BMC) in designing a business strategy for ACW Studio, a website development service company utilizing AR technology. By integrating AR, ACW Studio offers a unique value proposition, such as creating interactive websites and AR-based creative products, significantly enhancing customer experience. The use of BMC helps the company analyze nine key business elements, including strategic collaboration, service personalization, and optimization of digital distribution channels. The study results show that AR-based strategies can provide substantial competitive advantages in a highly competitive market while also opening opportunities for expansion into sectors such as education, retail, and tourism.

Raisa Mutia Thahir; Jasmine Aulia Mumtaz; Kinaya Khairunnisa Komariansyah; Wien Kuntari

International Journal of Computer Technology and Science 2024 Asosiasi Riset Teknik Elektro dan Infomatika Indonesia

This research explores the integration of Augmented Reality (AR) technology into custom gift products by Tricksy.co to create a more interactive and personalized gift-giving experience. By utilizing EyeJack Creator, a platform for creating AR photo markers, the system allows customers to design gifts that display personalized videos when scanned. The process includes generating AR markers, integrating QR codes, and ensuring compatibility with both iOS and Android devices. System testing confirmed that the AR markers successfully displayed the videos as intended, with smooth functionality across different platforms. However, slow internet connections impacted the speed of AR content downloading. This study highlights the potential of AR to revolutionize the gift industry by adding a unique digital layer to physical gifts, offering both emotional and interactive value.

Setiyo Prihatmoko; Setiyo Prihatmoko; Sumaryanto, Sumaryanto; Jarot Dian Susatyono

JURNAL ILMIAH KOMPUTER GRAFIS 2024 UNIVERSITAS STEKOM

This research explores the use of Augmented Reality (AR) in the prototyping of product design, focusing on mobile applications for e-commerce. The aim of this study is to evaluate how AR can enhance the prototyping process in product design, improve efficiency, and facilitate better interaction between designers and end-users. The research method involves developing a mobile application prototype with AR and testing it with end-users. The results indicate that AR accelerates the design process, improves visualization accuracy, and enhances design communication. This study provides insights into the benefits and challenges of using AR in product design.

Zulkifli Zulkifli; Noorthaibah Noorthaibah; Sumera Qureshi

International Journal of Education and Social Sciences 2024 International Forum of Researchers and Lecturers

This study explores the integration of Augmented Reality (AR) simulations in middle school science education, focusing on improving students’ conceptual understanding of complex topics such as metamorphosis. The research adopts an experimental design with a treatment group using AR simulations and a control group utilizing traditional teaching methods. The study aims to determine the effectiveness of AR in enhancing students' engagement, motivation, and understanding, as well as to evaluate the perceptions of both students and teachers regarding its use in the classroom. Data is collected through pre-tests and post-tests to measure conceptual understanding, along with perception questionnaires to gather feedback on the AR learning experience. The results of this study are expected to reveal that students in the AR treatment group will demonstrate greater improvements in their conceptual understanding compared to those in the control group. Additionally, it is anticipated that both students and teachers will report positive feedback on the use of AR, citing its interactive and immersive nature as a key factor in boosting motivation and engagement. The study also addresses challenges such as access to technology, cost, and the need for teacher training in effectively integrating AR into the curriculum. The findings suggest that AR can significantly enhance science learning outcomes, making complex concepts more accessible and engaging. The study concludes with recommendations for schools to adopt AR technology, ensure teacher training, and invest in the necessary resources to support AR integration in the classroom. By doing so, AR can play a pivotal role in improving middle school science education.

Fahmy Syahputra; Teuku Naufal; Echon Haqnizo; Wahyu Ramadhi; Naomi Pranatasyah +2 more

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Advances in augmented reality (AR) technology have opened up new possibilities in learning, such as help with mathematics. The aim of this research is to develop a simple interactive learning application for building rooms based on AR technology using Unity and Vuforia Engine. This application is designed to help students understand spatial geometry concepts visually and interactively so as to increase interest and understanding of the subject matter. This application development uses Unity as a development platform and Vuforia Engine as an SDK to facilitate AR integration.  This application creates a more interesting learning experience and supports the visualization of geometric objects such as cones, cubes, tubes, balls and pyramids. AR technology allows students to interact with these objects in a 3D environment, which can be very helpful in clarifying concepts and formulas that are difficult to understand using traditional learning media. It is hoped that this research can provide innovative solutions to improve the quality of geometry learning in schools.

Siska Nurnaningati; Tri Ayu Mukaromatul; Elvina Eka Saputri

Bumi: Jurnal Hasil Kegiatan Sosialisasi Pengabdian kepada Masyarakat 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Smart City is the first step with the concept of a region that combines information and communication technology packaged with regional authenticity. Smart City aims to help provide better public services. With several government regulations that have developed related to smart cities, it is hoped that technological developments can improve the quality of life of the people so as to encourage sustainability. The forerunner in moving towards a smart city is seen from the potential of an area that can be developed. Smart Cultural Heritage is a regional concept that combines technology with cultural heritage to promote, enhance, and preserve culture by involving technologies such as Augmented Reality (AR), Virtual Reality (VR) and others. Tulusbesar Village is a village located in Tumpang District, Malang Regency which is rich in culture, but on the other hand the community does not have the ability to utilize technology in its development. The PPK Ormawa BEM FEB UM team initiated Mojangki.id innovations made with the needs of the community in the field of arts and culture to increase the Cultural Capital of Tulusbesar Village so that Mojangki.id innovations have a positive impact on increasing profits and managing tourism assets of Tulusbesar Cultural Village.

Nicolas Setiawan; Prya Artha Widjaja

Switch : Jurnal Sains dan Teknologi Informasi 2024 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

The rapid advancement of technology has transformed many aspects of life, including education. Information and Communication Technology (ICT) plays a crucial role in enhancing the quality of learning. One promising technology is Augmented Reality (AR), which offers interactive elements to clarify complex concepts. Based on conversations with a history teacher at SMK Media Informatika, the teaching methods currently used tend to be traditional. Therefore, an AR-based history learning application focusing on the Ancient Mataram Kingdom in Indonesia was developed using the ADDIE Method. This application was created using Unity 3D and the C# programming language. It serves as an interesting addition for students, aiming to increase their interest in learning. The hope is that this research will significantly contribute to the history learning process, providing innovative, effective, and enjoyable media.  

Damar Saputra; Sekar Melati Indah

Jurnal Pendidikan Kimia, Fisika dan Biologi 2024 Asosiasi Riset Ilmu Pendidikan Indonesia

This study aims to examine the effectiveness of Augmented Reality (AR) media in improving students' understanding of atomic structure. The background of this study is based on the importance of innovation in chemistry learning to improve students' engagement and understanding of concepts. The method used is an experiment with a pretest-posttest design, where students are divided into control and experimental groups. The results showed that the use of AR significantly improved students' understanding compared to conventional methods. These findings indicate that AR technology can be an effective tool in chemistry education to strengthen abstract concepts. The implications of this study indicate the need for technology integration in the learning process to improve the quality of science education.

Andi Subandi; Dwi Noerjoedianto; Iis Hartini; Tiara Kamila Dyanti

International Journal of Public Health 2024 Asosiasi Riset Ilmu Kesehatan Indonesia

Health education is a crucial aspect of guiding learners about health in a broad range, encompassing physical, mental, and social well-being. Schools, being environments where students are exposed to various hazards, are particularly vulnerable to accidents. First aid education is essential in preventing injuries and ensuring that students are equipped with the necessary skills to respond effectively in emergency situations. This study aims to evaluate the effect of Augmented Reality (AR) based First Aid health education on the knowledge of Youth Red Cross (PMR) members at Titian Teras State Senior High School, Jambi City. This study employed a quasi-experimental design with one pretest-posttest group without a control group. A total of 50 PMR members were involved, divided into an intervention group (n=25) and a control group (n=25). The intervention group received AR-based First Aid health education, while the control group received conventional methods. Data collection was conducted using a knowledge assessment tool, and pre- and post-test analyses were performed to evaluate the effectiveness of the intervention. The results showed a significant increase in the intervention group's knowledge. After the intervention, 80% of respondents in the intervention group achieved the "good" category, compared to only 36% in the control group. The Mann-Whitney test confirmed the significant difference between the two groups (p<0.05), indicating that the AR-based First Aid health education was more effective in improving PMR members' knowledge compared to conventional methods. This study concludes that AR-based First Aid health education is more effective in improving PMR members' knowledge compared to conventional methods. The integration of AR technology in health education highlights its potential in enhancing learning outcomes and improving the preparedness of students in responding to emergencies. The findings suggest that AR can be a valuable tool in health education, particularly in first aid training, by providing an immersive and interactive learning experience that enhances both knowledge and skills acquisition.

Andalucia Andalucia; Syifa Azahra

Konstruksi: Publikasi Ilmu Teknik, Perencanaan Tata Ruang dan Teknik Sipil 2024 Asosiasi Riset Ilmu Teknik Indonesia

Medan is home to a number of historical buildings from the colonial era and the Islamic Malay Kingdom of Deli, many of which are now heritage sites. However, some buildings remain abandoned, such as the Warenhuis building on Jalan Hindu. Built in 1918 and protected by Law No. 11/2010 and Medan Mayor Decree No. 433/28.K/X/2021, Warenhuis needs to be revitalized to maintain its cultural significance. The COVID-19 pandemic has increased interest in digital connectivity and art. Advances in virtual reality and augmented reality have created new immersive art experiences. The 2000s saw significant growth in the field of new media art, with more and more art collectives utilizing technology. The Cultural Promotion Law No. 5/2017 focuses on the protection, development, and utilization of the arts. Medan, the third largest city in Indonesia, has great potential as a digital art gallery that helps promote culture through conservation, development and community participation. The regeneration of Warenhuis as a digital art gallery uses an infill development design that blends contemporary digital art with the classic architecture of the building, creating a dynamic and inclusive art space while maintaining its historical value.  

Dewi Susanti Hulu; Agusta Pratama Wibawa

Router : Jurnal Teknik Informatika dan Terapan 2024 Asosiasi Profesi Telekomunikasi dan Informatika Indonesia

The development of interactive education as learning in education generally has several influencing factors, such as teachers who teach experiencing difficulties in keeping up with developments in information technology, learning media support tools for teaching in institutions are still limited in their use, only a few teachers use information technology in learning media because they have the knowledge to apply it to the teaching process, then from the problems that occur, the objectives include this research, designing an application interface display concept as an innovation in the use of learning technology according to needs, then creating an augmented reality learning application about the solar system according to the design created, after knowing the objectives What will be carried out in this research is implementing the use of an augmented reality application for the solar system using the marker based tracking method, where there is 3D object scanning of each planetary object in the solar system, while testing the application on 50 students of SDN Kebon Jeruk 15 Pagi, both classes VI A and B uses the user acceptance model (UAT), from the explanation explained if it is analyzed it produces an augmented reality application that has been created regarding the Android-based solar system so that it can be concluded that the testing process can be categorized as good or not in terms of AR applications and 3D object marker flashcards for students at school.

Asep Sumantri; Nabil Adrian Fadila

Repeater : Publikasi Teknik Informatika dan Jaringan 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Mammals are animals with the characteristics of breastfeeding, sweating, and having four limbs such as four feet, a pair of feet and hands, or a pair of wings and feet. In some kindergartens, there is an obstacle where the school targets children from disadvantaged families so that carrying out activities outside the classroom which definitely requires a lot of funds will be difficult to carry out. As technology progresses, there is technology that can help children meet their learning needs and visualizations that are very interesting to use, such as Augmented Reality.The application of augmented reality was created to help children learn to recognize mammals without needing to do activities outside of school. The implementation is carried out using the marker based tracking method accompanied by design tools using UML. The program is made in the form of an Android smartphone application.The results of this application can show mammals in three-dimensional form that is close to their original form. This will help students recognize mammals in more detail, from those that are easy to find to those that are difficult to find or even dangerous to approach.

Ni Putu Ria Anggreni; Feoh, Gerson; Prastyadi Wibawa Rahayu; I Nyoman Bernadus

Jurnal Elektronika dan Komputer 2024 STEKOM PRESS

The background of this research is the lack of interest of Dhyana Pura University Informatics Engineering Study Program students in visiting the library. This shows the need for a new innovation in the library that can increase the attractiveness of students to visit the library more often. The purpose of this study was to implement augmented reality with the Android-based marker-based tracking method in the search system for reference books for IT courses in the UNDHIRA library, to find out the results of the analysis of the level of user convenience and satisfaction in using the application, as well as to find out the results of a comparison of the level of interest in student visits to the library before and after system implementation. This research is a quantitative study; the data was collected using a questionnaire technique on 54 application users. The results showed that the usability of the application was 87.41% or could be classified as "very good." The results of the Kano model test show that the attributes of the application are very satisfying to users, with the majority of the attributes in the application being included in the attractive category. The results of a comparative analysis of the interest level of student visits to the library before and after system implementation showed that 49 out of 54 students stated that the application could increase their interest in visiting the library. So based on these results, this application can increase the interest of IT students in visiting the library.

Arif Pramudwiatmoko; Ari Sugiharto; Ricky Armanda; Muhammad Fauzan Amana

Venus: Jurnal Publikasi Rumpun Ilmu Teknik 2024 Asosiasi Riset Ilmu Teknik Indonesia

Universitas Teknologi Yogyakarta (UTY) operates several computer laboratory rooms used daily by students according to their scheduled times. Sometimes, these rooms experience sudden schedule changes, causing conflicts with other room bookings. This research aims to employ an Augmented Reality (AR)-based application for monitoring the dynamic schedule of lab room usage. The method utilizes a marker-based AR application, tested through black box implementation. The application successfully reads markers at distances of 10–90 cm, tilt angles of 10–80 degrees, and light intensities ranging from 40 to 250 lux. Under these conditions, the markers are readable, and the application responds by displaying virtual objects. Users of the lab rooms can utilize this AR application to identify changes in the scheduled usage plans at UTY as they occur.    

Mesya Nandawani Manik; Rayyan Firdaus

Jurnal Manuhara : Pusat Penelitian Ilmu Manajemen dan Bisnis 2024 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

5G (5th Generation) networks are a major breakthrough in the world of wireless communication technology that offers much faster data transfer rates, very low latency, and greater capacity compared to previous generations. The development of 5G networks brings both challenges and opportunities for enterprises in improving their operations. The main challenges include large infrastructure investments, limited frequency spectrum, data security and privacy, and compatibility and interoperability with existing technologies. On the other hand, the opportunities offered by 5G networks include better connectivity for the Internet of Things (IoT), real-time communication with low latency, real-time analysis of big data, virtual and augmented reality applications, and the development of innovative new services and business models. To capitalise on these opportunities, companies need to invest in 5G technology, develop the right digital strategy, pay attention to data security and privacy aspects, and collaborate with relevant parties. By facing the challenges and properly utilising the opportunities of 5G networks, companies can achieve a competitive advantage and drive sustainable business growth in this increasingly digital era. This research adopts a systematic literature review (SLR) approach to investigate and analyze literature relevant to corporate business transformation.

Achmad Solechan; Yuli Fitrianto; Haryo Kusumo

An International Journal Tourism and Community Review 2024 Akademi Kesejahteraan Sosial Ibu Kartini Semarang

It is important to carry out this research because the digital tourism theme is a theme that is still relatively little carried out by other researchers. This research uses qualitative methods with literature review techniques with the results discussing 37 research article publications that are relevant to this research. The research results show that the application of digital tourism has a lot of potential that can change the way the tourism industry operates and interacts with tourists, including increased accessibility, enhanced tourism experiences based on AR and VR technology, and effective marketing. The application of Digital Tourism opens up various interesting opportunities in the tourism industry, including: digital marketing, virtual tourist experiences with AR and VR, tour guide applications, online booking, tourism data analysis, environmental conservation, and personalization of tourist experiences.The development or trend of digital tourism in 4 eras has apparently experienced a significant increase. Some of the challenges faced related to Digital Tourism include: lack of a comprehensive framework, limited understanding of technology users, the need to measure the sustainable impact of digital technology, data privacy and security issues, long-term impacts of digital tourism use, collaboration with parties involved in digital tourism, cross-cultural perspectives and implementation of management strategies using intelligent systems.

Aifanisa Rahman

Jurnal Ilmu Pendidikan, Bahasa, Sastra dan Budaya 2024 Asosiasi Periset Bahasa Sastra Indonesia

This research examines the optimization of brain plasticity in Arabic language learning through a neurolinguistic approach, using a literature review method. Brain plasticity, the brain's ability to adapt and change through learning and experiences, plays a crucial role in language acquisition. Neurolinguistic approaches, which integrate techniques such as task-based learning and the use of educational technology, have proven effective in enhancing language learning outcomes. Literature analysis indicates that learning techniques involving various sensory modalities and educational technology can stimulate new neural pathways, strengthening language comprehension and memory. Studies focused on Arabic language learning highlight that traditional approaches are less effective compared to more interactive and communicative methods. The use of technology such as mobile applications and augmented reality provides a dynamic and engaging learning experience for students. Practical recommendations include developing more interactive curricula, utilizing educational technology, and training educators in neurolinguistic techniques. This research emphasizes the importance of a multidisciplinary approach to enhance the effectiveness of Arabic language learning, providing insights and strategies to optimize language learning through a better understanding of brain plasticity and neurolinguistics.