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Samarasekara, Prathibha; Karunanayaka, Kasun; Gunathilaka, Sanjani

Journal of Computing Theories and Applications 2026 Universitas Dian Nuswantoro

Dementia is a progressive neurocognitive disorder often accompanied by behavioral and psychological symptoms such as agitation, anxiety, and depression. Pharmacological treatments provide only modest benefits while introducing significant risks, which highlights the need for safer, non-pharmacological alternatives. This literature review examines the role of virtual reality in dementia care, with a focus on its integration with therapies such as music, reminiscence, sensory stimulation, and cognitive training. Evidence from prior research suggests that virtual reality can enhance cognitive functions, reduce symptoms, and improve emotional well-being while also strengthening patient–caregiver interaction. However, challenges related to usability, accessibility, cost, and long-term effectiveness continue to limit adoption. Gaps in research, including limited cultural diversity, inconsistent reporting of intervention design, and a lack of large-scale longitudinal trials, emphasize the need for future work exploring cross-cultural feasibility and AI-driven personalization. Overall, virtual reality represents a promising and evolving non-pharmacological intervention that has the potential to transform dementia care by improving quality of life and reducing reliance on medication.

Evwiekpaefe, Abraham Eseoghene; Chinyio, Darius Tienhus; Tohomdet, Loreta Katok

Journal of Computing Theories and Applications 2026 Universitas Dian Nuswantoro

This study developed and evaluated an AI-integrated Virtual Reality (VR) system designed to enhance personalized learning in higher education. While VR improves engagement, existing systems often lack adaptivity or experience high latency during AI interactions. To address these limitations, this research introduces a novel integration of a cache-optimized Llama 2 Large Language Model (LLM) that delivers real-time, motivationally grounded feedback. The system was implemented using Unity 3D and validated with 50 undergraduate students. Technical validation showed that the cache layer reduced interaction latency from 17.7 ms to 14.2 ms and maintained zero system crashes throughout the pilot. Learner motivation was assessed using Keller’s ARCS model, yielding mean scores ranging from 4.08 to 4.69 across all dimensions. Independent t-tests (p > 0.05) and negligible effect sizes (Cohen’s d < 0.2) revealed no significant difference between technical (ICT) and non-technical (Physics) students. These findings confirm that the proposed system effectively bridges technological and motivational gaps, providing a robust model for adaptive, immersive education.

Melda Agnes; Sherly Gaspersz; Lulu Jola Uktolseja; Adika Adika; Gio Gio +3 more

Jurnal Pengabdian dan Keberlanjutan Masyarakat 2026 Lembaga Pengembangan Kinerja Dosen

Perkembangan teknologi digital membawa inovasi signifikan dalam dunia pendidikan, salah satunya melalui pemanfaatan Augmented Reality (AR) dan Virtual Reality (VR) untuk menciptakan pengalaman belajar yang interaktif dan imersif. Program Kemitraan Masyarakat (PKM) ini dilaksanakan di SMA Negeri 2 Kota Sorong dengan tujuan memperkenalkan serta melatih siswa dalam penggunaan aplikasi Assembler Studio untuk membuat media pembelajaran berbasis AR. Metode kegiatan mengadopsi pendekatan partisipatif melalui tahapan persiapan, sosialisasi, pelatihan, pendampingan intensif, dan evaluasi, sehingga siswa terlibat secara aktif dan mampu mengembangkan keterampilan digital secara mandiri. Hasil kegiatan menunjukkan bahwa siswa mampu membuat konten AR sederhana yang relevan dengan materi pelajaran, meningkatkan motivasi, keterlibatan, dan kreativitas belajar. Penerapan media AR terbukti efektif dalam memvisualisasikan konsep-konsep yang kompleks, memberikan pengalaman belajar yang menyenangkan, dan mendukung kompetensi abad ke-21. Kegiatan ini membuktikan bahwa teknologi digital dapat menjadi strategi inovatif untuk meningkatkan kualitas pembelajaran di sekolah menengah.

Kurnia Nur Fitriyani; Deden Mauli Darajat

Jurnal Riset Rumpun Ilmu Pendidikan 2026 Lembaga Pengembangan Kinerja Dosen

The era of globalization and the rapid advancement of information technology have transformed the landscape of dakwah (Islamic propagation), shifting from conventional pulpits to virtual communication platforms (social media, podcasts, streaming). This transition, in line with the Diffusion of Innovation Theory, enables Islamic messages to reach a broad audience without geographical boundaries. Digital dakwah is highly relevant and urgent to research given the dominant use of social media by Muslim Youth, a group that seeks attention but also possesses a tendency toward critical thinking. This research has a dual aim: (1) to analyze the Interpretation of Muslim Youth towards virtual dakwah studies, and (2) to analyze the Effectiveness of Implementing Dakwah Studies through social media platforms. The accessibility of fragmented and competitive content makes the interpretation process active and crucial, where youth are no longer passive recipients but choose sources based on algorithms and their own interests. This study uses the Constructivism Paradigm to understand a dynamic and complex social reality, employing a Descriptive Qualitative Approach and the Online Ethnography Method. Data is collected through Observation, Interviews, and Documentation, with Data Triangulation (source, technique, and time) to ensure the validity of the findings. Social media holds great potential as an effective and inclusive dakwah tool. However, the effectiveness of its expansion must be balanced with the quality of the content and the capacity of Muslim Youth to perform critical, contextual, and responsible interpretation.

Yusinta Wasti

Jurnal Manajemen Kreatif dan Inovasi 2026 International Forum of Researchers and Lecturers

Creative technology is the result of the convergence between human creativity and digital innovation that significantly changes the way industries operate. This journal discusses the definition of creative technology, its important role in supporting the development of the digital economy, and the challenges that arise in the implementation process. The research methodology uses a literature study of the latest technological trends, such as artificial intelligence (AI), augmented reality/virtual reality (AR/VR), and digital design. The results of the study show that the integration between technology and creativity is a key factor in increasing competitiveness in the future. Creative technology not only functions as a means of production, but also as a medium of innovation that is able to create added value, expand business opportunities, and encourage digital transformation in various sectors. However, the challenges faced include limited human resources, digital infrastructure readiness, and ethical and regulatory issues. Therefore, creative technology development strategies need to be directed at increasing digital literacy, cross-sector collaboration, and policies that support sustainable innovation.

Mohammad Muhsin; M. Syahrudin

Digital Multimedia and Visualization Technology 2026 Asosiasi Pengelola Jurnal Informatika dan Komputer Indonesia

This study explores the integration of adaptive streaming models with edge computing to optimize multimedia delivery, particularly in real-time applications such as video conferencing, live streaming, and virtual reality. The proposed model leverages adaptive compression techniques, including scalable video coding (SVC) and hybrid adaptive compression (HAC), which adjust video quality based on real-time network conditions. The use of edge computing further enhances the model by processing and delivering content closer to the user, reducing latency and optimizing bandwidth usage. The research demonstrates that the edge computing-based adaptive streaming model significantly improves latency by up to 30%, reduces bandwidth consumption, and ensures higher visual quality during video playback, even under fluctuating network conditions. This model addresses key challenges in multimedia streaming, such as maintaining video quality in bandwidth-constrained environments and minimizing buffering times. Furthermore, it enhances the overall Quality of Experience (QoE) for users by providing smoother interactions and real-time responsiveness. The study highlights the potential impact of this model on various fields, including remote education, entertainment, and interactive applications, where low-latency content delivery and high-quality streaming are critical. The findings suggest that integrating AI algorithms for even more efficient compression and expanding edge computing infrastructures will further optimize multimedia streaming in the future, ensuring reliable and high-quality user experiences in increasingly connected environments.

Ayyub Hamdanu Budi Nurmana MS; Andik Prakasa Hadi; Rudjiono Rudjiono

Digital Multimedia and Visualization Technology 2026 Asosiasi Pengelola Jurnal Informatika dan Komputer Indonesia

This study explores the role of visual analytics in enhancing decision-making processes within creative industries, focusing on its application to large-scale multimedia datasets. Visual analytics integrates interactive visualization techniques with computational algorithms, enabling users to explore complex datasets intuitively and derive actionable insights. The research centers on the design and implementation of interactive dashboards tailored to the creative sector, particularly film, music, and advertising industries, to facilitate real-time data exploration. The study also investigates the usability of these tools through expert-based evaluations, aiming to assess their effectiveness in supporting informed and timely decision-making. The findings reveal that interactive visualizations significantly improve insight discovery and pattern recognition, enabling decision-makers to uncover hidden trends in large multimedia datasets. However, challenges related to scalability, user acceptance, and real-time processing were encountered during the implementation phase. The research highlights the practical benefits of integrating visual analytics into industry workflows, which include enhanced content creation, audience engagement, and strategic planning. Furthermore, the study identifies key visual analytics techniques such as dynamic dashboards, pattern recognition, data mining, and clustering, which are essential for analyzing multimedia data. The study concludes by emphasizing the potential for wider applications of visual analytics in other sectors, suggesting future research directions to improve tool performance, scalability, and user accessibility, as well as exploring the integration of emerging technologies like artificial intelligence and virtual reality.

Bentar Priyopradono; Jan W. Hatulesila

Digital Multimedia and Visualization Technology 2026 Asosiasi Pengelola Jurnal Informatika dan Komputer Indonesia

The increasing volume and complexity of data have made traditional 2D visualization methods insufficient for effectively exploring and understanding high-dimensional datasets. Immersive Virtual Reality (VR) presents a promising solution by providing an interactive 3D environment that enhances spatial understanding, task efficiency, and user satisfaction. This research aims to evaluate the user experience (UX) and interaction design quality of immersive VR interfaces for 3D data visualization in complex environments. The study employs a mixed-methods approach, combining usability testing, UX questionnaires, and task-based performance analysis. Participants interacted with VR prototypes designed to visualize complex data and were assessed on their ability to manipulate and explore the data efficiently. The findings show that immersive VR interfaces significantly improve spatial comprehension, reduce cognitive load, and increase task performance efficiency compared to traditional 2D systems. Additionally, user satisfaction was notably high, with participants appreciating the intuitive and engaging interaction methods. The study concludes that immersive VR can provide substantial benefits in real-world data visualization applications, particularly in domains requiring the exploration of complex and high-dimensional data. However, further research is needed to optimize VR interfaces and address challenges such as motion sickness and interaction complexity.

Solvila Debora Opa Ora; Stefanus D.I. Mau; Maria Wilda Malo

Modem : Jurnal Informatika dan Sains Teknologi 2026 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

Despite its cultural potential, Wetabar Village has not been supported by effective digital promotional media. Information access remains limited, and the lack of interactive promotional platforms has contributed to the low interest of tourists. Current promotional efforts rely heavily on conventional methods, resulting in decreased visitor numbers. The implementation of digital technologies such as Augmented Reality (AR) and Web-based 360° Virtual Reality Tours is considered an effective approach to increasing tourist engagement by offering immersive exploration experiences and interactive cultural content. This research aims to design and implement a web-based tourism promotion media that integrates local cultural content with AR and 360° virtual tour technologies. The development process follows the MDLC research method, utilizing the Lumi H5P platform and PHP for system implementation. The resulting system enables users to digitally explore Wetabar Village through panoramic views and interactive multimedia features. The findings show that the developed application runs smoothly on both Android devices and laptops and is capable of providing hotspot access to operate the virtual reality features. This innovation is expected to enhance tourist interest while supporting cultural preservation and promoting digital transformation within the tourism sector of West Sumba.

Akhmad Suyono; Merlina Sari; Fitri Wulandari; Nabila Khairunnisa

Jurnal Pengabdian Masyarakat Indonesia Sejahtera 2025 STAI YPIQ BAUBAU, SULAWESI TENGGARA

Digital literacy is important in education in the era of Society 5.0, because teachers are required to be facilitators in supporting students to become digital learners. To support the success of students in becoming digital learners, the role of teachers in the use of technology during learning activities also contributes. The existence of these demands makes the use of virtual reality media in the learning environment an alternative that can be done to create learning activities that meet the demands in the Society 5.0 era. The purpose of this service activity is to improve the digital literacy of IGI Pekanbaru. as well as introduce virtual reality-based learning media as a renewable learning media innovation to support student learning activities in the digital era. In this service, the methods include presentation, demonstration, and practice. The results showed that teacher training in making VR learning media can improve their digital literacy. This training can also help teachers create interactive and interesting technology-based collaborative learning media for modern learning.

Mesy Nadia Safitri; Mega Kencana; Suci Fajrina

Imajinasi : Jurnal Ilmu Pengetahuan, Seni, dan Teknologi 2025 Asosiasi Seni Desain dan Komunikasi Visual Indonesia

In today's digital era, the dance learning process is no longer limited to conventional studios. Various technologies, ranging from instructional videos and interactive media to virtual reality, are increasingly being utilized in dance education. Through a systematic literature review (SLR), this study examines the effectiveness of various dance learning tools based on empirical findings and development studies. This study compiles, compares, and summarizes research findings on the use of various media (such as video, VR, interactive PowerPoint, and augmented reality) and their impact on several aspects, including material comprehension, movement skills, aesthetic appreciation, and student engagement. The analysis shows that digital technology can improve dance learning outcomes across the cognitive, psychomotor, and motivational domains. However, challenges such as limited technological facilities and the need for teacher training still need to be addressed. This study also provides recommendations for educators and dance learning developers to integrate technology in harmony with appropriate pedagogical approaches.

Nurzahara Sihombing; M. Agung Rahmadi; Laila Zahra; Putri Ramadhani; Ferius Lahagu +4 more

Jurnal Inovasi Riset Ilmu Kesehatan 2025 Pusat Riset dan Inovasi Nasional

This meta-synthesis examines in depth the effectiveness of technology-assisted therapy (TAT) in the treatment of war-related trauma through a systematic analysis of 47 empirical studies with a total of 6,842 participants published between 2010 and 2024. The quantitative synthesis indicates that the implementation of TAT demonstrates statistically significant effectiveness in reducing the severity of post-traumatic stress disorder symptoms (d=0.78, 95% CI [0.65, 0.91]), anxiety (d=0.69, 95% CI [0.54, 0.84]), and depression (d=0.72, 95% CI [0.58, 0.86]) among populations affected by armed conflict. Among the various digital modalities, Virtual Reality Exposure Therapy (VRET) exhibits the strongest therapeutic effect (d=0.85) compared with mobile-based intervention (d=0.71) and teletherapy (d=0.68). Further moderator analysis identifies the optimal intervention duration as 12 to 16 weeks, with a significant effect contribution (β=0.34, p<.001) and a relatively moderate dropout rate of 18.7%. These findings extend Tng et al. (2024) by confirming the superiority of VRET and by confirming the significance of therapist support for the effectiveness of TAT (Wu et al., 2025). In contrast to the meta-analysis by Eshuis et al. (2021), which emphasized a single approach, this study reveals that hybrid interventions that integrate multiple digital platforms simultaneously (d=0.89) are superior to single-platform interventions (d=0.67). Overall, the results of this meta-synthesis provide a strong empirical foundation for the development of more comprehensive, adaptive, and contextually relevant TAT protocols for war-related trauma.

Khasan Safik; Khasan Safik; Hani Hasanah; Laras Annisa Ulfitri Nedi

EBISNIS : JURNAL ILMIAH EKONOMI DAN BISNIS 2025 LPPM Universitas Sains dan Teknologi Komputer

The development of digital technology has driven major changes in global marketing strategies, particularly in the luxury smartphone industry, where competition is not only based on technological features but also on brand image and exclusivity. This study aims to systematically analyse various digital marketing strategies implemented by luxury smartphone brands using a Systematic Literature Review (SLR) approach. In this study, researchers identified, evaluated, and synthesised 70 related articles, which were filtered into 15 main articles based on inclusion and exclusion criteria between 2020 and 2025. The analysis results indicate that digital marketing strategies such as influencer marketing, search engine optimisation (SEO), visual content on social media, and the use of augmented reality (AR) and virtual reality (VR) technology have proven effective in increasing brand awareness, customer loyalty, and sales conversions. However, the research also reveals the main challenges faced by companies in maintaining exclusivity and premium experiences through digital channels that are mass-market and open in nature. The study recommends that luxury smartphone brands integrate data-driven personalisation approaches and build strong, authentic brand narratives across various digital platforms to maintain their competitive position in the premium segment. The practical implications of this research can serve as a reference for marketers and decision-makers.

Tawazalul Fadilasih; Naya Chelsea Alghany

Jurnal Kajian Ilmu Pendidikan, Bahasa dan Komunikasi 2025 Asosiasi Periset Bahasa Sastra Indonesia

This study examines the influence of Instagram on college students' lifestyles, focusing on the discrepancy between reality and expectations formed on social media. Instagram has become an important part of college students' lives, not only as a means of communication but also as a medium for constructing self-identity and social image. Through photo and video uploads, many students strive to project an ideal life filled with happiness and success, although this does not always align with reality. This phenomenon gives rise to social pressure, self-dissatisfaction, and a tendency towards a consumerist lifestyle driven by the desire to conform to popular trends. However, Instagram also has a positive side. If used wisely, this medium can be a source of inspiration, learning, and creativity development for students. Therefore, Instagram's influence on college students' lifestyles is largely determined by the user's level of awareness and maturity in balancing the virtual world and real life.

Asa Yuaziva

Modem : Jurnal Informatika dan Sains Teknologi 2025 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

The purpose of this research is to create an interactive Augmented Reality (AR)-based educational application that can display the Indonesian folktale "Keong Mas" using Unity 3D and Vuforia SDK. Due to the dominance of modern digital entertainment that is more visually appealing, the younger generation's interest in traditional folktales is declining. The choice of AR technology is based on its ability to combine three-dimensional virtual objects with the real environment in real-time, resulting in an interactive, engaging, and memorable learning experience. The research process used is the Life Cycle of Multimedia Development (MDLC), which consists of six stages: ideation, design, material collection, compilation, testing, and deployment. 3D character models, background environments, and interactive stories appear in the application when the camera detects certain markers. Testing was conducted using the black-box method to ensure all functions, including marker tracking, scene transitions, and narration playback, run smoothly. The test results show that the AR application "Keong Mas" successfully displays the folktale interactively and engagingly, thereby increasing the learning interest of children and adolescents. This application not only serves as an innovative learning medium but also contributes to the preservation of local culture through the integration of digital technology.

Dedi Gunawan Saputra; Dewi Suryaningsih Saputri; Siti Fatimah Abd. Rahman

International Journal of Educational Sciences and Languages 2025 International Forum of Researchers and Lecturers

This study investigates the effectiveness of virtual debate platforms in enhancing English as a Second Language (ESL) learners’ critical thinking, speaking fluency, and argumentation skills. The research was conducted using a quasi-experimental design with intermediate-level ESL students as participants. Data were collected through critical thinking tests, speaking fluency rubrics, and argumentation rubrics, complemented by qualitative analysis of recorded debates. The results indicate significant improvements in students’ critical thinking abilities, fluency in spoken English, and the quality of their arguments, including structure, relevance of evidence, and coherence. Furthermore, virtual debates fostered higher levels of student engagement compared to traditional classroom discussions. These findings underscore the pedagogical potential of integrating technology-based debate activities into ESL instruction, providing interactive and collaborative learning opportunities that address the limitations of conventional teaching methods. The study concludes with recommendations for incorporating virtual debates into ESL curricula and suggests future research on the use of emerging technologies such as artificial intelligence (AI) and virtual reality (VR) to further enhance language learning experiences.

Julia Nurlita; Salwa Sabria Ramadhani; Wahyunengsih Wahyunengsih

Bilangan : Jurnal Ilmiah Matematika, Kebumian dan Angkasa 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

The purpose of this study was to develop and test a mathematics learning tool using Virtual Reality (VR) technology on the Android platform. The material focused on is flat-sided spatial objects for junior high school students. The development stages were carried out through various steps, from planning to testing on students. The findings showed that the media was considered appropriate by experts, easily accessible to students, and contributed to improving learning outcomes. In addition, students appeared more enthusiastic and excited during the learning process. A review of two other articles confirmed that VR and AR-based media were able to improve understanding and make learning more enjoyable. This tool could be an interesting alternative for teaching mathematics.

Kristo Ronaldo Suri; Norbertus Jegalus; Leonardus Mali

Nubuat : Jurnal Pendidikan Agama Kristen dan Katolik 2025 Asosiasi Riset Ilmu Pendidikan Agama dan Filsafat Indonesia

This article examines Herbert Marcuse's thoughts in One Dimensional Man as a critique of the dominance of technology and capitalism in shaping the one-dimensional consciousness of modern humans. Using a critical philosophical approach, this study examines how digital technology, which was originally projected as an instrument of liberation, has actually transformed into a subtle means of oppression through the mechanisms of false needs and irrational rationality. Instead of opening up a space for emancipation, technological developments often deepen human attachment to the logic of the consumption-oriented digital capitalist system. The main goal of this research is to reawaken critical awareness and human negation in the midst of virtual reality that increasingly dominates life in the Society 5.0 era. The results of the study show that digital humans tend to experience existential alienation, where deep reflection and authentic freedom are reduced by the flow of instant information, pseudo-entertainment, and consumptive lifestyles. This condition makes individuals trapped in a cycle of obedience to a system that seems rational, when in fact it covers structural dominance. The discussion emphasized the importance of emancipation efforts through the rejection of the dominant system and the reactivation of critical potential as a path to true freedom. Emancipation is understood not only as a release from the shackles of technology, but also as an effort to revive reflective consciousness that is able to negate false values. Thus, Marcuse's thought remains relevant to reading the crisis of contemporary human consciousness while providing a philosophical foundation for the formation of a reflective, independent, and autonomous subject.

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.

Muhammad Iqbal Wicaksono; Eva Yumami; Niky Hardinata

Polygon : Jurnal Ilmu Komputer dan Ilmu Pengetahuan Alam 2025 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

A wedding is an important event in a person's life that requires various careful preparations, one of which is sending invitations to guests. This research aims to create an Android-based wedding invitation booking application that utilizes Augmented Reality (AR) technology with a Design Thinking approach. This approach includes five main stages, namely empathize, define, ideate, prototype, and testing, to ensure that the developed application is truly in accordance with the needs and expectations of users. With AR technology, users can view and interact directly with virtual invitations through digital devices such as smartphones, which provides a more engaging, interactive, and modern visual experience than conventional physical invitations. The app's key features include invitation design selection, content customization (name, location, date, and couple's photo), as well as simulated invitation display with three-dimensional effects via AR. The app also allows users to store, share, and place orders directly through an integrated system. The results of the evaluation conducted using the System Usability Scale (SUS) method showed a score of 75.3. This score indicates that the app has a good usability level and is positively received by the majority of respondents. In addition, this application is considered to be able to increase efficiency in the invitation ordering process and provide a more modern and personal impression to users and invited guests. The conclusion of this study is that AR-based wedding invitation booking apps not only serve as a practical tool, but also become digital innovations that enrich the user experience in modern weddings. This research is expected to make a real contribution to the development of creative information technology and inspire other developers to create similar solutions that are innovative, efficient, and relevant to the needs of the times.