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Analytics

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.

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.

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.

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.

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.