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Virtual Reality to Promote Tourism in Indonesia Fauzi, Amir Hasanudin; Gozali, Alfian Akbar
Jurnal Sistem Komputer Vol 5, No 2 (2015)
Publisher : Jurnal Sistem Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/jsk.v5i2.86

Abstract

Abstract— Tourism is an important source of income for many countries, especially in Indonesia. Indonesia is famous for its archipelago and tropic climate islands. Many tourists have visited Indonesia for leisure, business, and other purposes. To attract and increase potential tourists to travel to Indonesia, a promoting activities need to be done. However, these activities can only be done through a conventional flat display of a television, computer, or a smartphone. The information perceived from this kind of display only brings that much. The potential tourist can only “see” the advertisement, without feeling any interest in it. With the help of Virtual Reality Technology, an immersive advertisement about tourism can be created. Using the Oculus Rift DK2, this paper will explain how to integrate the promoting activities of tourism with the Virtual Reality Technology to create an immersive virtual world of Tourism to attract a potential tourist to visit Wonderful Indonesia.Tourism is an important source of income for many countries, especially in Indonesia. Indonesia is famous for its archipelago and tropic climate islands. Many tourists have visited Indonesia for leisure, business, and other purposes. To attract and increase potential tourists to travel to Indonesia, a promoting activities need to be done. However, these activities can only be done through a conventional flat display of a television, computer, or a smartphone. The information perceived from this kind of display only brings that much. The potential tourist can only “see” the advertisement, without feeling any interest in it. With the help of Virtual Reality Technology, an immersive advertisement about tourism can be created. Using the Oculus Rift DK2, this paper will explain how to integrate the promoting activities of tourism with the Virtual Reality Technology to create an immersive virtual world of Tourism to attract a potential tourist to visit Wonderful Indonesia.
FloNa: Children Educational App for Indonesian Endangered Species Based on Augmented Reality Amir Hasanudin Fauzi; Rahmadi Wijaya; Alfian Ghazali; Endra Wahyu Wardana; Ageng Prasetio; Neca Aqila
IJAIT (International Journal of Applied Information Technology) Vol 03 No 02 (November 2019)
Publisher : School of Applied Science, Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/ijait.v3i02.2292

Abstract

Indonesia has an enormous number of endangered species of flora (plants) as well as fauna (animals). Several factors influence endangered species such as lack of early education in this problem. Whereas, children, especially in school ages, have the most potential role in the future to solve this problem. To influence the behavior and attitudes of children towards wildlife, Conservation Education is the solution. By providing appropriate and effective conservation education, future conservation behavior can change in a positive direction. To address this opportunity, we proposed FloNa, a mobile app to educate children about Indonesian endangered species. FloNa is empowered by augmented reality to help children imagine and observe the real form of endangered plants and animals. Furthermore, we conducted experiments to analyze the efficiency of this app to overcome this problem. The alpha testing result shows that FloNa has a robust design and implementation. Moreover, from the beta testing result, we could conclude that FloNa could significantly support and promote endangered species conservation education for children in Indonesia.
Collaborative System for Friday Preacher Scheduling Hariandi Maulid; Indra Azimi; Amir Hasanudin Fauzi; Parman Sukarno
IJAIT (International Journal of Applied Information Technology) Vol 03 No 01 (May 2019)
Publisher : School of Applied Science, Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/ijait.v3i01.2275

Abstract

In 2016, we have started to develop a collaborative system for Friday prayer scheduling. The system was intended to cope with some problems that corresponded with the high probability collision occurrences while compiling a timetable. In order to measure the effectiveness of the system implementation, we undertook a survey that started from late 2017 to September 2019. We observed the implementation of the system throughout the years and investigated the impact of its implementation. The objective of this research is to determine whether the system can diminish the collision rates and foster a user-friendly experience both for MTM and client users in managing, requesting, compiling, viewing and organizing the schedules. The pre and post- questionnaires clearly indicated that the system managed to diminish or almost deal with all the problems that regularly occurred during timetable compilation. In regard to usability, users found that the system was useful and easy to use as the system gained the highest possible score for overall satisfaction.
Utilizing Digital Storytelling Structure for Developing an Electronic Traditional Game Gobak Sodor Bambang Pudjoatmodjo; Amir hasanudin Fauzi; Sazilah Salam; Tio Ahmad Muluk; Dendy Syahreza Maulana
IJAIT (International Journal of Applied Information Technology) Vol 05 No 01 (May 2021)
Publisher : School of Applied Science, Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/ijait.v5i01.3416

Abstract

Gobak Sodor is a traditional game that came from Indonesia. Gobak Sodor is also known as a different name in Indonesia and Malaysia, such as Panjang tangan in Riau-Sumatra, Asing in Makassar, Galah Asin in West Java, and Galah Panjang in Malaysia. Gobak Sodor is a game that is played in two groups and has a rule that one group must prevent the opponent through the line back to back. However, Indonesia's open area has gradually reduced so that people difficult to play gobak Sodor. The loss of open land for playing Gobak Sodor and game technology advances make children slowly forget the gobak sodor. In the present time, technology is common for people to support their daily life activities. One of technology implementation form is electronic game, where peoples can play without the limitation of time and space. The electronic game also give pleasure and fun as much as conventional game activities. With the form of electronic game, this research develop a game application which implements all of the gobak sodor rules. Where the players can play the gobak sodor using their mobile device and without the trouble to play on a field or open space. Using electronic game for playing Gobak Sodor gives people satisfaction, awareness. In the hope that this will preserves the traditional game Gobak Sodor. The survey found that 80% of people have an interest to play The Gobak Sodor game.
Aplikasi Permainan Untuk Melestarikan Budaya Riau Yudhistira Caraka; Normalita Devi; Amir Hasanudin Fauzi
eProceedings of Applied Science Vol 5, No 3 (2019): Desember 2019
Publisher : eProceedings of Applied Science

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Abstract

ABSTRAK Kebudayaan merupakan salah satu ciri khas bagi setiap daerah seperti kebudayaan Riau. Namun, kebanyakan orang seringkali tidak menyadari pentingnya mengetahui dan mengenali kebudayaan daerah asalnya yang mengakibatkan kebudayaan itu mulai menghilang secara perlahan dari masyarakat daerah. Oleh karena itu, pada proyek akhir ini dibuat sebuah permainan yang dapat mengenalkan kembali kebudayaan Riau ke masyarakat khususnya masyarakat Riau. Jenis permainan berupa petualangan yang akan membawa pengguna untuk mengenal budaya Riau. Petualangan yang diberikan berupa perjalanan pengguna dalam menemukan informasi tantang budaya Riau (berupa pakaian, rumah, senjata, alat musik dan makanan). Aplikasi permainan ini dibangun dalam bentuk aplikasi mobile. Pengambilan keputusan ini berdasarkan dengan tingkat penggunaan aplikasi permainan mobile. Kata kunci: Budaya Riau, Kebudayaan
Aplikasi Penjualan Limbah Rongsokan ETrashy Berbasis Website Muhamad Panji Sujadmiko Utomo; Amir Hasanudin Fauzi
eProceedings of Applied Science Vol 9, No 1 (2023): Februari 2023
Publisher : eProceedings of Applied Science

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Abstract

Abstrak Penjualan limbah rongsokan Berbasis Web adalah sebuah sistem yang menghubungkan penghasil limbah dengan pengolah limbah dan dapat mengolah limbah bekas sisa produksi menjadi limbah bahan produksi. Didalam Web ini semua penghasil limbah, khususnya indutri rumah tangga bisa menawarkan sisa produksinya untuk dijual ulang, begitu pula dengan pelaku pendaur ulang limbah bekas, bisa mendapatkan dan memilah untuk diubah menjadi bahan produksi yang mungkin dapat menjadikan limbah sebagai sumber penghasilan. maka dari itu dibuatlah website pengubung agar sistem yang tadinya manual bisa lebih mudah, dan ini juga berdampak baik bagi lingkungn khususnya untuk mencegah pembuangan limbah secara sembarangan yang berdampak buruk bagi lingkungan, dan bertujuan untuk mengalisa sistem jual beli limbah, dan setelah mengetahui permasalahanya, kemudian membuat sebuah sistem yang lebih efektif, yang diimplementasikan dengan membangun sebuah sistem informasi penjualan berbasis web, menggunakan Bahasa PHP.Kata kunci— limbah, Sistem Informasi, Website, Php
Wandering Chef: Aplikasi Permainan Sebagai Media Promosi Makanan Daerah Bergenre Action dan Roguelike Rahman, Raihan Aulia; Fauzi, Amir Hasanudin
eProceedings of Applied Science Vol. 11 No. 1 (2025): Februari 2025
Publisher : eProceedings of Applied Science

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Abstract

Abstrak — Indonesia memiliki beragam makanan daerah,mulai dari Sabang hingga Merauke. Tetapi denganberkembangnya teknologi saat ini, makanan daerah kurangtersorot oleh media teknologi sehingga kurang diminati olehremaja saat ini. Lalu saat ini, aplikasi permainan mobilemerupakan salah satu teknologi yang paling diminati olehremaja. Oleh karena itu, dibuatlah aplikasi permainanWandering Chef yang merupakan sebuah aplikasi permainanmobile dengan genre role playing yang di dalamnya terdapatunsur makanan daerah. Makanan daerah dalam WanderingChef sendiri digunakan sebagai item peningkatan karakter.Berdasarkan hasil pengujian aplikasi permainan yangdilakukan kepada pengguna, aplikasi permainan WanderingChef berhasil mencapai tujuannya, yaitu membantumengenalkan kembali makanan daerah melalui aplikasipermainan mobile bergenre role playing. Kata kunci — aplikasi permainan, makanan daerah, mobile,role playing
Wandering Chef: Aplikasi Permainan Sebagai Media Promosi Makanan Daerah Bergenre Action Dan Roguelike Pamungkas, Wira Megantara; Fauzi, Amir Hasanudin
eProceedings of Applied Science Vol. 11 No. 1 (2025): Februari 2025
Publisher : eProceedings of Applied Science

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Abstract

Abstrak — Indonesia memiliki beragam makanan daerah, mulai dari Sabang hingga Merauke. Tetapi denganberkembangnya teknologi saat ini, makanan daerah kurang tersorot oleh media teknologi sehingga kurang diminati olehremaja saat ini. Lalu saat ini, aplikasi permainan mobile merupakan salah satu teknologi yang paling diminati olehremaja. Oleh karena itu, dibuatlah aplikasi permainan Wandering Chef yang merupakan sebuah aplikasi permainanmobile dengan genre role playing yang di dalamnya terdapat unsur makanan daerah. Makanan daerah dalam WanderingChef sendiri digunakan sebagai item peningkatan karakter. Berdasarkan hasil pengujian aplikasi permainan yang dilakukan kepada pengguna, aplikasi permainan Wandering Chef berhasil mencapai tujuannya, yaitu membantumengenalkan kembali makanan daerah melalui aplikasi permainan mobile bergenre role playing. Kata kunci — Makanan daerah, aplikasi permainan, mobile, role playing
VIRTUAL REALITY-BASED LEARNING APPLICATION FOR SENSOR PROGRAMMING PRACTICUM MODULE Amir Hasanudin Fauzi; Fat’hah Noor Prawita; Akhmadi Akhmadi
Jurnal Review Pendidikan dan Pengajaran Vol. 7 No. 4 (2024): Special Issue Vol. 7 No. 4 Tahun 2024
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jrpp.v7i4.40328

Abstract

This research aims to develop a learning application utilizing Virtual Reality (VR) technology for a sensor programming practicum module. By applying VR, it is expected to enhance students' conceptual understanding and practical skills in sensor programming more interactively and immersively. The application is designed to provide a virtual practicum environment where students can perform sensor programming experiments and practice without spatial and temporal limitations. The evaluation involves students and lecturers as users to measure the application's effectiveness in improving conceptual understanding and practical skills. The research results are expected to deliver an effective VR-based learning application that enhances students' conceptual understanding and practical skills in sensor programming. Additionally, it is expected that this application will receive positive feedback from users, indicating high satisfaction with the immersive learning experience offered.
Pengembangan Sistem Informasi Berbasis Web untuk Manajemen Proyek dan Pengelolaan Peserta Magang pada Laboratorium (Studi Kasus : Metaverse Research and Experience Center) Albani, Muchamad Rizky; Fauzi, Amir Hasanudin
eProceedings of Applied Science Vol. 11 No. 2 (2025): April 2025
Publisher : eProceedings of Applied Science

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Abstract

Abstrak — Pengembangan teknologi Virtual Reality (VR) diMetaverse Research and Experience Center (MREC)menghadirkan berbagai tantangan, salah satunya adalahkurangnya sistem informasi terintegrasi untuk mendukungmanajemen laboratorium, pengelolaan peserta magang, danproyek penelitian. Hal ini menghambat efisiensi operasional danvisibilitas laboratorium. Untuk mengatasi permasalahan ini,dikembangkan sebuah aplikasi berbasis web yang bertujuanuntuk menyajikan informasi laboratorium secara terstruktur,mengelola peserta magang, dan mendukung manajemen proyekpenelitian. Aplikasi ini dilengkapi dengan fitur interaktif sepertivirtual tour berbasis kamera 360 derajat, pengelolaan datapeserta magang, serta dashboard manajemen proyek. Hasilpengujian menunjukkan bahwa aplikasi ini berhasil memenuhikebutuhan pengguna, dengan tingkat efektivitas sebesar 97%,kegunaan 91%, dan kepuasan 96% berdasarkan uji cobakepada 27 responden. Aplikasi ini tidak hanya meningkatkanefisiensi operasional MREC tetapi juga memperluas dayatariknya bagi kolaborasi akademisi dan industri. Integrasiteknologi ini diharapkan dapat membuka peluang lebih besarbagi MREC untuk menjadi pusat penelitian unggulan dalambidang Virtual Reality, sekaligus memperkuat reputasiUniversitas Telkom sebagai institusi yang berfokus pada inovasiteknologi. Kata kunci— sistem informasi, manajemen laboratorium,pengelolaan peserta magang, virtual tour