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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.
PERANCANGAN KARAKTER IP 3D YANG MENGADAPTASI SATWA BADAK JAWA UNTUK USIA 18-25 TAHUN Ihsan, Hanif Al; Rahmadianto, Sultan Arif; Sukmaraga, Ayyub Anshari
Sainsbertek Jurnal Ilmiah Sains & Teknologi Vol. 6 No. 2 (2026): Maret - Sainsbertek Jurnal Ilmiah Sains & Teknologi
Publisher : Ma Chung Press, Universitas Ma Chung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33479/sb.v6i2.396

Abstract

This final project focuses on the design of a 3D character IP inspired by the Javan Rhino, one of Indonesia’s critically endangered species. The goal of this project is to raise awareness of wildlife conservation among the younger generation (ages 18–25) through an engaging and meaningful visual medium. The research methodology combines literature study, comparative analysis, and questionnaires to gather data of the target audience and their perception of fictional animal-based characters. Based on these findings, a biomechanical character named "RS-BJ62: Raksasa" was developed, embodying the archetype of "The Hero" and symbolizing protection and resilience in a dystopian future. The design process involved narrative and visual concept development, exploration of archetypes and silhouettes, 3D modeling using Blender, and documentation through a digital artbook. Various supporting media such as merchandise and promotional visuals were also designed to enhance the character’s potential as an original IP. This project seeks to combine visual creativity with real-world relevance, using character design as a tool for impactful storytelling and conservation awareness.
PERANCANGAN UI/UX WEBSITE ARTHA BONSAI DENGAN TUJUAN MEMBANGUN BRAND AWARENESS Bayu Andika Putra; Bintang Pramudya Putra Prasetya; Sultan Arif Rahmadianto
Sainsbertek Jurnal Ilmiah Sains & Teknologi Vol. 6 No. 2 (2026): Maret - Sainsbertek Jurnal Ilmiah Sains & Teknologi
Publisher : Ma Chung Press, Universitas Ma Chung

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Artha Bonsai, a bonsai business with over 35 years of experience and an export market, faces challenges in building global brand awareness due to the lack of an official website. This absence of a digital platform hinders new market reach and consistent brand identity communication. This research aims to design a User Interface (UI) and User Experience (UX) for the Artha Bonsai website capable of building brand awareness by representing the brand identity visually and functionally. The design method used is Design Thinking, which includes the empathize, define, ideate, prototype, and test stages. Data was collected through interviews, observation, surveys, and literature studies, then analyzed using SWOT analysis. The result of this design is a high-fidelity desktop version of the website prototype, which was tested on 10 users and a UI/UX expert. User testing results showed a very good acceptance level with an average score of 4.5 out of 5 , while the expert review provided professional validation and further development suggestions.
PERANCANGAN BRAND IDENTITY NAIL ART STUDIO PUELLA UNTUK MENINGKATKAN BRAND AWARENESS PADA AUDIENS WANITA 17-25 TAHUN DI KOTA MALANG Dwi Grahito Edhi; Bintang Pramudya Putra Prasetya; Sultan Arif Rahmadianto
Sainsbertek Jurnal Ilmiah Sains & Teknologi Vol. 6 No. 2 (2026): Maret - Sainsbertek Jurnal Ilmiah Sains & Teknologi
Publisher : Ma Chung Press, Universitas Ma Chung

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Abstract

Puella Studio merupakan studio nail art di Kota Malang yang menghadapi tantangan dalam membangun brand awareness di tengah persaingan industri kecantikan yang semakin kompetitif. Penelitian ini bertujuan merancang brand identity sebagai strategi untuk memperkuat citra profesional dan koneksi emosional dengan audiens target, yaitu wanita usia 17–25 tahun. Pendekatan yang digunakan adalah metode Research and Development (R&D) model 4D (Define, Design, Develop, Disseminate) dengan pengumpulan data melalui wawancara, observasi, studi pustaka, dan survei pelanggan. Analisis SWOT digunakan untuk merumuskan strategi branding. Identitas merek yang dihasilkan mencakup logo, warna, tipografi, dan elemen grafis yang disusun dalam Graphic Standard Manual (GSM) berkonsep vintage, merepresentasikan nilai kualitas, kegembiraan, dan kepuasan pelanggan. Luaran perancangan meliputi media promosi digital, cetak, dan merchandise yang bertujuan meningkatkan visibilitas, profesionalisme, dan daya saing Puella Studio di pasar lokal.
PERANCANGAN MUSIC VIDEO TENTANG PENTINGNYA KESADARAN ORANG TUA AKAN DAMPAK KEKERASAN TERHADAP ANAK MELALUI LAGU “A FORTIORI” BERBASIS ANIMASI 3D Pradipta, Raphael Budi; Prasetya, Bintang Pramudya Putra; Rahmadianto, Sultan Arif
Sainsbertek Jurnal Ilmiah Sains & Teknologi Vol. 6 No. 2 (2026): Maret - Sainsbertek Jurnal Ilmiah Sains & Teknologi
Publisher : Ma Chung Press, Universitas Ma Chung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33479/sb.v6i2.413

Abstract

Parental violence in parenting patterns is one of the indicators of toxic parenting, which has the potential to disrupt a child’s healthy development. In addition to causing children to become withdrawn, toxic parenting may also lead to Borderline Personality Disorder (BPD), which can result in impulsive behavior in children. The song “A Fortiori” captures this phenomenon through a sequence of intense orchestral music. This study aims to provide “A Fortiori” with a medium that visually represents its implicit meaning to raise parental awareness of the impact of violence on children. The method used in this research is the Multimedia Development Life Cycle (MDLC) with a branching strategy design approach. The result of this study is a main medium in the form of a 3D animated music video with a semi-realistic style, accompanied by supporting media such as keychains, acrylic LED displays, poster designs, leaflets, stickers, vouchers, and a family photo as an iconic object featured in the music video. The distribution of this music video is expected to deliver a message to the public about the importance of parental awareness regarding the impact of violence on children through the song “A Fortiori.”