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Ma Chung Virtual Campus Tour Berbasis Virtual Reality Irawan, Paulus Lucky Tirma; Rahmadianto, Sultan Arif
JEPIN (Jurnal Edukasi dan Penelitian Informatika) Vol 11, No 2 (2025): Volume 11 No 2
Publisher : Program Studi Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/jp.v11i2.90822

Abstract

Pandemi COVID-19 yang sudah dilalui menunjukkan bagaimana pentingnya melakukan inovasi dalam dunia pendidikan, khususnya dalam meningkatkan pengalaman belajar dan menjembatani kesenjangan antara ruang fisik dan digital. Pengenalan Kehidupan Kampus Mahasiswa Baru (PKKMB) konvensional menghadapi keterbatasan dalam memberikan pengalaman menyeluruh tentang lingkungan kampus, terutama bagi mahasiswa yang berasal dari luar kota. Penelitian ini bertujuan untuk mengembangkan dan mengevaluasi efektivitas aplikasi Virtual Reality (VR) sebagai media orientasi kampus dan promosi di Universitas Ma Chung, dengan fokus pada peningkatan pengalaman immersif dan interaktif mahasiswa baru dalam mengenal lingkungan kampus. Penelitian ini menggunakan kerangka kerja mLux (mobile Learner User Experience) yang terdiri dari empat tahapan utama. Tahap User Study dilakukan melalui observasi partisipatif terhadap 40 mahasiswa baru selama PKKMB konvensional untuk memahami pain points dan kebutuhan pengguna. Aplikasi VR tur kampus virtual berhasil dikembangkan mencakup 5 lokasi prioritas kampus dengan fitur navigasi interaktif, informasi kontekstual, dan virtual guide. Evaluasi usability menghasilkan skor SUS sebesar 70,061 yang termasuk dalam kategori Grade B (Good) dengan rincian: learnability (72,5), efficiency (68,3), dan satisfaction (70,0). Performance testing menunjukkan frame rate rata-rata 121,3 fps pada perangkat Oculus Quest 2, melebihi standar minimum VR sebesar 90 fps. Implementasi kerangka kerja mLux berhasil menghasilkan aplikasi VR yang user-centered untuk program orientasi kampus Universitas Ma Chung. Pendekatan sistematis mLux memastikan solusi yang dikembangkan benar-benar menjawab kebutuhan pengguna dengan tingkat penerimaan yang baik dan performa optimal. Aplikasi ini berhasil mentransformasi pengalaman PKKMB menjadi lebih engaging dan accessible.
Perancangan Aset Visual 3D Virtual Reality (VR) Gedung Universitas Ma Chung Sebagai Media Pengenalan Mahasiswa Baru Rahmadianto, Sultan Arif; Putra Prasetya, Bintang Pramudya; Soen, Wilson
Citradirga : Jurnal Desain Komunikasi Visual dan Intermedia Vol 5 No 02 (2023): Volume 05, Nomor 02, Oktober 2023
Publisher : Program Studi Desain Komunikasi Visual, Fakultas Sains dan Teknologi, Universitas Ma Chung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33479/cd.v5i02.852

Abstract

The rapid advancement of digital technology has brought significant benefits in addressing various human needs. Amidst this technological progress, Virtual Reality (VR) stands out as one of the most remarkable achievements in the world of technology. In recent years, VR has undergone rapid development, enabling users to experience deeper and more immersive interactions. This extends beyond the realms of entertainment and gaming, as VR has found widespread applications in education, training, art, and even the medical field. Universitas Ma Chung, a private university located in Malang Regency, is committed to delivering high-quality education and preparing graduates for national and international competitiveness. The university encompasses a range of facilities, including five main buildings: the Rectorate building, Bakti Persada, Student Center, Balai Pertiwi, and RnD. However, new students often possess limited information regarding these facilities, emphasizing the need for an effective and engaging medium for introducing these resources as part of academic service enhancement. The research methodology employed in this design utilizes a qualitative approach. The primary objective of this design is to create 3D visual assets to be utilized within the VR environment, serving as a tool for introducing new students. The outcome of this endeavor results in the development of 3D visual assets for the Rectorate building, Bakti Persada, Student Center, Balai Pertiwi, and RnD. The next researchers can leverage the aforementioned VR to create a more interactive and immersive orientation experience for new students. By utilizing the designed 3D visual assets, new students can virtually explore the university facilities before arriving on campus.
Optimalisasi Nilai Komersial Produk Pertanian Kelompok Tani Melalui Pemasaran Digital Untuk Mendukung Program Patuwen Kopi Irawan, Paulus Lucky Tirma; Windra Swastika; Sultan Arif Rahmadianto
Jurnal Atma Inovasia Vol. 5 No. 6 (2025)
Publisher : Lembaga Penelitian dan Pengabdian pada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24002/jai.v5i6.12037

Abstract

The Patuwen Kopi program initiated by Gereja Kristen Jawi Wetan (GKJW) involves four coffee farmer groups in Malang and Jombang that face significant challenges in product marketing. The primary problems include limited marketing access, dependency on middlemen, and lack of knowledge about digital marketing strategies, resulting in declining economic value of coffee products. This study aims to optimize the commercial value of agricultural products through the development of a website-based digital marketing platform to support the sustainability of the Patuwen Kopi program. The research employed Participatory Rural Appraisal (PRA) methodology consisting of four stages: problem identification using 5 Whys technique, community needs identification, determination of alternative solutions and problem-handling priorities, and identification of ideal solutions. This approach ensures active participation of farmer groups in formulating sustainable solutions. The study successfully developed an e-commerce website application with five main features: landing page for digital marketing media, product page for catalog and ordering, article page for community branding, admin page for dynamic content management, and transactional page for sales recording. The website is integrated with WhatsApp to facilitate communication and transactions, equipped with monthly sales reporting system. The developed digital platform successfully meets the needs of farmer groups in terms of digital marketing, community branding, and transaction recording. The application has undergone limited testing and meets community expectations to support the Patuwen Kopi program, with potential for further development according to future business needs.