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Journal : Journal of Computer Science and Information Systems (JCoInS)

Implementasi Teknologi Augmented Reality Pada Game Beat Saber di Game Blink Padang Kurniasih, Kurniasih; Sari, Putri Yunita; Prihamdani, Ferju; Maideshinta, Tri Kurnia; Rinaldi, Muhammad; Fiddaraini, Hasana; Putri, Harmida Gusnia; Novita, Rini
Journal of Computer Science and Information System(JCoInS) Vol 5, No 3: JCOINS | 2024
Publisher : Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/jcoins.v5i3.5952

Abstract

This research aims to explore and implement Augmented Reality (AR) technology in the Beat Saber game at Game Blink Padang. Augmented Reality is a technology that combines the real world with virtual objects to create an immersive interactive experience for users. Beat Saber is a musical rhythm game that is popular among game lovers, where players have to cut incoming blocks according to the rhythm of the music being played. It is hoped that the implementation of AR in this game can improve the playing experience by adding more interesting and realistic visual and interaction elements. This research involves evaluating the user experience of the AR version. Research methods include data collection through surveys and direct observation by playing the Blink Padang Game. The research results show that the use of AR in Beat Saber significantly increases player satisfaction and engagement. Players report a more fun and challenging gaming experience, as well as improvements in immersion and interactivity. The implementation of AR technology opens up new opportunities in the development of music rhythm games and can become a model for the integration of AR in other games in the future.
Pengembangan Metode PBL Menggunakan Media Interaktif Berbasis Web (Canva) Untuk Siswa Kelas XII RPL SMKN 2 Padang Anaperta, Megasyani; Sari, Putri Yunita; Wingsky, Monica; Sari, Umi Kurnia; Zalukhu, Yasona
Journal of Computer Science and Information System(JCoInS) Vol 4, No 4: JCOINS | 2023
Publisher : Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/jcoins.v4i4.5284

Abstract

Based on the results of interviews and observations of Database learning at SMKN 2 Padang, it shows that the learning process is good and teachers teach according to the curriculum. The media used are textbooks and presentation media using Power Point. Package books are used when the class does not have time to borrow infocus due to the limited number of infocus and not all students have laptops and there are problems with the computer laboratory being inadequate or unusable. The power point presentation media used is still monotonous or does not use interactive media, even though internet services such as Wifi are already available at schools. This research aims to produce interactive, valid, practical and effective media to use in helping students learn the hierarchical structure of databases. Learning media is created using Web-based Canva so that it can be used using each smartphone. The method used is R&D (Research and Development) with a 4D development model (Define, Design, Development and Deseminate) and using the Problem Based Learning Method. The research results show that this interactive learning media is said to be valid by validators and is considered practical by teachers and students based on the results of questionnaire responses. This shows that Web-based interactive learning media is declared effective in the learning process to improve the quality of student learning.