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29,653 articles from 386 journals · 1,447 citations tracked

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Analytics

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.

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.

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.

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.

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

Journal of Computing Theories and Applications 2025 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.

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.

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.

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

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

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

Raihan Fahrezy; Desrina Ratriningsih

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

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

Rezeki Genesis Sitompul; Waskito Waskito

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

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

Arek Satria; Tata Sutabri

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

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

Selvi Amanda; Arif Laksono; Natania Nurafni; Osberth Sinaga

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

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

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

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

Zebua, Nofamataro

Pentagon : Jurnal Matematika dan Ilmu Pengetahuan Alam 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This article aims to explore the opportunities of optimizing Artificial Intelligence (AI) in supporting adaptive, inclusive, and innovative learning in the Society 5.0 era. With its potential to revolutionize education through content personalization, responsive learning, and administrative efficiency, AI is the key to future education transformation. The research approach is qualitative through literature analysis and case studies, covering the implementation of AI in adaptive learning, educational chatbots, and virtual reality technology. The researcher's review of several studies revealed that AI not only eases the administrative burden on teachers, but also provides individually tailored learning plans and improves students' digital literacy. However, the integration of AI in education faces challenges such as resistance to change and disparities in access to technology. To overcome these challenges, the development of inclusive policies as well as AI-based training for educators is recommended, thus ensuring the ethical and effective application of technology, in line with the humanistic and future-oriented vision of Society 5.0.

Rani Fira Yunita; Tata Sutabri

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

The development of intelligent multimedia technology has had a significant impact on various sectors, especially in education, social, and cultural fields. This article discusses the latest trends in the use of intelligent multimedia and related technologies such as Artificial Intelligence (AI), Internet of Things (IoT), and Virtual Reality (VR), which have transformed the way we learn and interact with the world around us. In the context of education, intelligent multimedia enables a more personalized and adaptive approach to students' needs, enhancing educational accessibility, and reducing the educational gap between urban and rural areas. This technology also contributes greatly to creating a more interactive and engaging learning environment. On the other hand, the use of intelligent multimedia in social and cultural fields opens up opportunities to enrich local identities in the face of globalization, by incorporating traditional cultural elements into technology-based product designs. However, despite its many benefits, the implementation of intelligent multimedia technologies faces various challenges, such as infrastructure issues, limited budgets, and resistance from some educators who are not yet familiar with new technologies. Therefore, it is essential to ensure adequate digital literacy so that future generations can fully utilize this technology responsibly. In conclusion, intelligent multimedia has great potential to improve the quality of life, but its application must be carried out wisely, taking into account long-term impacts on society and culture.

Bosya Perdana; Tata Sutabri

International Journal of Information Engineering and Science 2024 Asosiasi Riset Teknik Elektro dan Infomatika Indonesia

Online learning has become an essential component of modern education; however, conventional online learning platforms often rely on two-dimensional interfaces that limit user engagement, interaction, and immersion. These limitations reduce learning motivation and hinder the creation of an effective learning experience, particularly for activities that require active participation. To address these challenges, this research focuses on the design of User Interface (UI) and User Experience (UX) for online learning implemented in a Virtual Reality (VR) environment. The objective of this study is to develop a user-centered VR-based online learning interface that enhances interaction, usability, and learning comfort. This research applies the Design Thinking methodology, which consists of five stages: empathize, define, ideate, prototype, and test. User needs and usability issues were identified through observations and interviews, followed by interface design and prototype development of a VR learning environment featuring chat rooms, whiteboards, slide presentations, and virtual representations of teachers and students. Usability evaluation was conducted using the Maze platform to measure user success rates in completing predefined tasks. The results show that 80% of users completed tasks through the expected interaction paths, exceeding the minimum usability threshold of 70%, while 20% of users failed to complete the tasks, indicating areas for improvement. These findings demonstrate that the proposed UI/UX design effectively supports user interaction and usability in a VR-based learning environment. In conclusion, this study confirms that integrating Design Thinking into the UI/UX design process contributes to the development of effective and user-centered VR-based online learning systems, while also highlighting the importance of usability evaluation for refining immersive educational interfaces.

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.

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.