Suryantara, I Gusti Ngurah
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PENGENALAN KOMPONEN KOMPUTER BERBASIS AUGMENTED REALITY PADA ANDROID DENGAN METODE SINGLE MARKER Andreas, Nathanael; Suryantara, I Gusti Ngurah
Jurnal Algoritma, Logika dan Komputasi Vol 6, No 1 (2023): Jurnal ALU, Maret 2023
Publisher : Universitas Bunda Mulia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30813/j-alu.v6i1.3610

Abstract

Computers are one of the most popular electronic devices today. With the development of PC games and Esports in the world, computers are becoming more and more popular among young people today. Computers have many components that are needed as a support so that the computer can be used. At the education level, students are taught about the components in a computer. However, the introduction still uses images because it is difficult to introduce the components one by one. One way to easily introduce components on a computer is to use Augmented Reality technology. Augmented Reality allows users to be able to combine the virtual world, both 2D and 3D, with the real environment in real time. This application is based on Android and is built using the Unity3D Game Engine. The method used in developing this computer component recognition application is the single marker method and uses the FAST Corner Detection algorithm. In addition, application development will use the Multimedia Development Life Cycle (MDLC) method. The reason for making this computer component recognition application is so that it can be a tool to introduce computer components to students more attractively and make it easier for students to absorb the existing material. Based on the test results, the single marker method and the FAST Corner Detection algorithm were successfully implemented into the application. The application can run well on Android 5.1 to Android 10 with a minimum of 2GB RAM. The results of the single marker method test that the marker can be detected by the camera. Marker detection can be done on markers with a slope of 0° - 45°. The closest distance for marker detection is 4cm and the farthest distance for marker detection is 92cm. The results of the questionnaire on questions about the functionality of the application with a total of 30 respondents who were students of Class 12 Bunda Mulia School answered "strongly agree" more than 50% and on questions about the use of applications as learning aids answered "strongly agree" more than 50%. These results mean that the application of the introduction of computer components has a good impact on the respondents.Keywords:  Augmented Reality, Unity 3D, Vuforia, Android, Single Marker, FAST Corner Detection, Computer.
MENGEVALUASI PENGALAMAN PENGGUNA UNTUK TEKNOLOGI IMERSIF DI METAVERSE Ginting, Jusia Amanda; Suryantara, I Gusti Ngurah; Lee, Francka Sakti; Marvelino, Matthew
JATI (Jurnal Mahasiswa Teknik Informatika) Vol. 9 No. 3 (2025): JATI Vol. 9 No. 3
Publisher : Institut Teknologi Nasional Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36040/jati.v9i3.13402

Abstract

Lingkungan digital berbasis Augmented Reality (AR), Virtual Reality (VR) dan Mix Reality (MR) yang dikenal dengan metavese menawarkan pengalaman virtual yang kaya, namun masih terdapat tantangan signifikan pada aspek antarmuka pengguna dan kenyamanan pengguna. Permasalahan utama yaitu ketidakfamiliaran pengguna dalam navigasi, stimulasi sensorik yang terlalu berlebihan, munculnya gejala motion sickness yang dapat mengganggu kenyamanan dalam interaksi. Tujuan dari penelitian ini adalah untuk mengevaluasi pengalaman pengguna terhadap teknologi imersif dalam metaverse yang berfokus pada aspek usability, eye tracking, motion sickness, respon biologis dan perubahan perilaku pengguna. Evaluasi dilakukan dengan menggunakan metode kuantitatif melalui kuesioner kepada 385 responden yang dipilih dengan menggunakan teknik purposive sampling. Hasil dari pengujian menunjukkan empat dari lima indikator usability memiliki rata-rata yang cukup rendah yang menandakan diperlukan perbaikian antarmuka. Pengujian eye tracking memperlihatkan tingkat kepuasan pengguna yang tinggi. Teknologi ini juga terbukti efektif dalam meminimalkan motion sickness dengan dukungan visual beresolusi tinggi. Pengukuran perilaku juga menunjukkan adanya perubahan signifikan pasca penggunaan seperti penurunan keseimbangan tubuh. Secara keseluruhan teknologi imersif dalam metaverse telah menunjukkan keberhasilan dalam menciptakan pengalaman pengguna yang positif meskipun terdapat ruang untuk perbaikan dalam antarmuka dan kemudahan dalam navigasi
PENGEMBANGAN APLIKASI PEMBELAJARAN IMERSIF BERBASIS VIRTUAL REALITY MENGGUNAKAN METODE MDLC DAN EVALUASI EUQ Ginting, Jusia Amanda; Sembiring, Irwan; Suryantara, I Gusti Ngurah; Mulyana, Teady Matius Surya; Alamsyah, Ferry
Infotech: Journal of Technology Information Vol 11, No 2 (2025): NOVEMBER
Publisher : ISTEK WIDURI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37365/jti.v11i2.426

Abstract

The advancement of technology in the field of Virtual Reality (VR) offers new opportunities for developing more interactive and immersive learning media. One of the main challenges in online learning is the low level of student engagement in the learning process, as well as the tendency for instructional methods to remain passive. Recognizing this gap and the need for a new technological approach that can encourage active participation, this study aims to develop a VR-based learning application called “FirstMetaClass”. This application is designed to simulate a virtual classroom environment to enhance students’ learning experiences. The application development process follows the Multimedia Development Life Cycle (MDLC) method. The quality of the user experience was evaluated using the Extended User Experience Questionnaire (EUQ). The respondents consisted of 42 university students who participated in the application trial and completed the evaluation questionnaire. The results of the study show that all EUQ dimensions achieved an average score above 4.0 on a 1–5 scale. These findings confirm that the “FirstMetaClass” application successfully provides a positive, engaging, and user-friendly learning experience, while creating a classroom atmosphere that closely resembles the real world and fosters a sense of presence for users.