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Journal : Prosiding Seminar Nasional Sisfotek (Sistem Informasi dan Teknologi Informasi)

Pengenalan Wayang Kulit Menggunakan Teknologi Virtual Reality Berbasis Mobile I Made Rama Pratama; Subari
Prosiding SISFOTEK Vol 5 No 1 (2021): SISFOTEK V 2021
Publisher : Ikatan Ahli Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (608.744 KB)

Abstract

Wayang kulit is a native Indonesian culture that was recognized by UNESCO in 2003. As the next generation, the Indonesian people should be able to preserve Indonesian culture so that it does not become extinct or be stolen by other countries. This makes researchers get the idea to preserve culture in an easy-to-understand way, by creating an application for introducing wayang kulit on smartphones using virtual reality technology. In this study, the researcher applied the Waterfall Software Development Life Cycle (SDLC) research procedure and collected data by observation and literature study. Researchers use Unity 3D as a game engine and Blender as a 3D object modeling. The basic concept of this application is that the user will be in a virtual room that has several wayang kulit in it so that users can feel the atmosphere in the wayang kulit gallery. This application has 3 main features: viewing; reading the information; and holding wayang kulit. To run this application better, users are advised to use VR glasses and a VR remote. Researchers hope that this application can be used as a medium for introducing wayang kulit for Indonesian people, especially for the younger generation.
Penerapan Teknologi Virtual Reality Pada Property Perumahan Robert Saputra; Subari; Saiful Yahya
Prosiding SISFOTEK Vol 5 No 1 (2021): SISFOTEK V 2021
Publisher : Ikatan Ahli Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1027.707 KB)

Abstract

Virtual Reality presents high technology that can provide a virtual feel like what happens in real life with good graphic quality to complement traditional methods in terms of performance and product. In its development, Virtual Reality (VR) is also implemented in the property industry, both as a medium for property product promotion services and as a simulation medium for users to surf in the virtual world, getting to know the property products offered without having to visit the actual location. To market and sell products, most property businesses still use brochures in marketing and selling products. So it costs more and takes a lot of time. This research starts from the planning stage, collecting information and data needed in the design, and building the system by analyzing the application that includes the needs or requirements related to what will be developed. the next stage is to design the assets needed in making the application and then try it out. This research produces Virtual Reality application as a marketing multimedia in property business that can present complete information by presenting reality in virtual form. Virtual-Reality applications can be used to make it easier to market and sell products, able to provide detailed information so that it is easier for potential buyers to get information, view visuals and choose the desired product virtually. The results of the questionnaire that have been filled out by the user, the conclusion from the research on the application of VR Perumahan is in the "Very Positive" category with a total percentage of 223 which is between 195 to 240.