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Konstruksi Storyline Sebagai Strategi Komunikasi Company Profile PT. Aliyah Perdana Wisata H, Muhammad Rizal; Butsiarah, Butsiarah; Ikhsan, Ahmad Nur; Mursalim, Mursalim
Jurnal Bahasa Rupa Vol. 6 No. 1 (2022): Jurnal Bahasa Rupa Oktober 2022
Publisher : Prahasta Publisher (manage by: DRPM Institut Bisnis dan Teknologi Indonesia)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v6i1.777

Abstract

PT. Aliyah Perdana Wisata is a company engaged in organizing Hajj and Umrah. PT. Aliyah Perdana Wisata since its inception has focused on the field of organizing Hajj and Umrah, and has dispatched thousands of pilgrims each year and provided the best service to pilgrims while in the holy land. In order for Aliyah Wisata to be better known by the wider community, a promotional media in the form of video motion graphics is needed so that the delivery of interesting information and able to convey information well to potential customers. This study aims to design a company profile video for PT. Aliyah Perdana Wisata through motion graphic animation to be better known by the wider community, especially in Makassar City. This study uses the MDLC (Multimedia Development Life Cycle) method which consists of 5 phases, namely the concept phase (concept), the design phase (design), the material collecting phase (material collection), the assembly phase (manufacture), the testing phase (testing) and distribution phase. The final result of this research is an animated motion graphic video as a company promotion media regarding the implementation of hajj and umrah.
IMPLEMENTASI APLIKASI VIRTUAL REALITY SEABAGI MEDIA PEMBELAJARAN TATA SURYA DI SD LANIANG MAKASSAR H, Muhammad Rizal; Aman, Andryanto; Mursalim, Mursalim; Muhajirin, Muhajirin; Pratma, Jordan Nusti; Wanita, First; Ilham, Ilham
Ilmu Komputer untuk Masyarakat Vol 5, No 1 (2024)
Publisher : Universitas Muslim Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33096/ilkomas.v5i1.2284

Abstract

Pengabdian masyarakat ini bertujuan untuk mengimplementasikan aplikasi virtual reality (VR) dalam pengenalan tata surya di SD Laniang BTP Makassar. Latar belakang kegiatan ini adalah tantangan yang dihadapi siswa dalam memahami konsep tata surya melalui metode pembelajaran konvensional yang kurang interaktif. Melalui pengenalan dan pelatihan teknologi VR, siswa diharapkan dapat mempelajari tata surya dengan cara yang lebih menarik dan mendalam. Metode yang digunakan dalam pengabdian ini meliputi pengenalan dasar teknologi VR, pembelajaran interaktif dengan aplikasi VR, diskusi dan refleksi, serta evaluasi dan pengumpulan umpan balik. Hasil evaluasi menunjukkan peningkatan signifikan dalam minat, motivasi, dan pemahaman siswa mengenai tata surya. Peningkatan ini ditunjukkan melalui perbandingan skor pre-test dan post-test, serta respon positif dari siswa terhadap penggunaan VR. Faktor-faktor pendorong keberhasilan program ini meliputi dukungan penuh dari pihak sekolah, antusiasme siswa, dan kualitas konten VR yang interaktif. Kendala seperti keterbatasan jumlah perangkat VR berhasil diatasi melalui pengaturan penggunaan yang bergantian. Secara keseluruhan, implementasi aplikasi VR dalam pembelajaran tata surya di SD Laniang BTP Makassar memberikan dampak positif yang signifikan terhadap kualitas pembelajaran, menciptakan pengalaman belajar yang lebih interaktif, menyenangkan, dan mendalam bagi siswa.
Konstruksi Storyline Sebagai Strategi Komunikasi Company Profile PT. Aliyah Perdana Wisata H, Muhammad Rizal; Butsiarah, Butsiarah; Ikhsan, Ahmad Nur; Mursalim, Mursalim
Jurnal Bahasa Rupa Vol. 6 No. 1 (2022): Jurnal Bahasa Rupa Oktober 2022
Publisher : Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v6i1.777

Abstract

PT. Aliyah Perdana Wisata is a company engaged in organizing Hajj and Umrah. PT. Aliyah Perdana Wisata since its inception has focused on the field of organizing Hajj and Umrah, and has dispatched thousands of pilgrims each year and provided the best service to pilgrims while in the holy land. In order for Aliyah Wisata to be better known by the wider community, a promotional media in the form of video motion graphics is needed so that the delivery of interesting information and able to convey information well to potential customers. This study aims to design a company profile video for PT. Aliyah Perdana Wisata through motion graphic animation to be better known by the wider community, especially in Makassar City. This study uses the MDLC (Multimedia Development Life Cycle) method which consists of 5 phases, namely the concept phase (concept), the design phase (design), the material collecting phase (material collection), the assembly phase (manufacture), the testing phase (testing) and distribution phase. The final result of this research is an animated motion graphic video as a company promotion media regarding the implementation of hajj and umrah.
Augmented Reality and Virtual Reality in English Learning: Bibliometric Analysis of Research Trends, Citation Patterns, and Future Directions Tamra, Tamra; Wisda, Wisda; H, Muhammad Rizal; Wanita, First; Mursalim, Mursalim
Journal of System and Computer Engineering Vol 7 No 1 (2026): JSCE: January 2026
Publisher : Universitas Pancasakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61628/jsce.v7i1.2472

Abstract

This study conducts a comprehensive bibliometric analysis to map the development of research on Augmented Reality (AR) and Virtual Reality (VR) in English language learning (ELL) from 2010 to 2025. Using 386 Scopus-indexed documents, the analysis examines publication growth, citation performance, influential authors and countries, core sources, and the thematic evolution of immersive learning research. The findings show a sharp increase in scientific production after 2020, reflecting the global rise of digital and immersive technologies in education. China, Korea, and Malaysia emerge as dominant contributors, demonstrating Asia’s leading role in AR/VR-driven language innovation. Citation trends reveal the coexistence of foundational highly cited works and rapidly influential recent publications. Source impact analysis confirms the interdisciplinary character of the field, spanning educational technology, linguistics, psychology, and computer science. Trend-topic analysis indicates a shift from general pedagogical themes toward AI-enhanced AR applications, deep learning, virtual reality environments, and interactive vocabulary learning systems. Despite significant growth, gaps remain in long-term studies, cross-country collaboration, and research on advanced language competencies. Overall, the study provides a data-driven understanding of how AR and VR have evolved as transformative tools for English language learning and offers strategic insights for guiding future research agendas in immersive educational technologies.