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Journal : Nuansa Informatika

IMPLEMENTASI ALGORITMA BLUM BLUM SHUB PADA KUIS SANDI SEMAPHORE BERBASIS AUGMENTED REALITY Ridwan Alamsyah; Erlan Darmawan; Rio Andriyat; Yulyanto; Suseno, Endra
NUANSA INFORMATIKA Vol. 17 No. 2 (2023): Volume 17 No 2 Tahun 2023
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/ilkom.v17i2.33

Abstract

Semaphore is a way to send and receive news by using a flag, paddle, trunk, bare hands or gloves. The semaphore learning at School at this time still uses the Scout's manual and it is only in the form of 2D images and it is also delivered by the Scout coach. So that students tend to get bored in learning the semaphore movement and lack of understanding and education in the learning process in this modern era. From the existing problems, the semaphore movement learning application and semaphore quiz were built using augmented reality technology based on android to provide interesting and interactive learning. This application was built by adding the Blum-Blum Shub (BBS) algorithm for the randomization process which functions to generate random numbers in a mathematical process with the resulting output is a series of binary numbers. Application created uses Unity 3D, and developed uses the RUP (Rational Unifed Process) method. With this application, it can make easier for students to understand the material in semaphore learning
Development of a VR Metaverse System for Campus Navigation Using the Dijkstra Algorithm: Pengembangan Sistem Metaverse VR untuk Navigasi Kampus Menggunakan Algoritma Dijkstra Mochammad Nur Fikri Denintyo Denintyo; Tito Sugiharto; Yulyanto
NUANSA INFORMATIKA Vol. 20 No. 1 (2026): Nuansa Informatika 20.1 Januari 2026
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/ilkom.v20i1.445

Abstract

Advancements in Virtual Reality (VR) and Metaverse technologies have created new opportunities to enhance user experiences, particularly in education. This study presents the design and development of a VR-based Metaverse application for the Faculty of Computer Science at Universitas Kuningan. The application functions as an interactive promotional tool and campus navigation aid, utilizing the Dijkstra algorithm to compute the shortest routes within the virtual environment. Key features include realistic 3D campus visualizations, integrated information on essential locations, and route optimization from the main gate to user-selected destinations. Testing was conducted through black-box, white-box, and User Acceptance Testing (UAT) methods. User feedback indicated that navigation was effective, with directional clarity and usability scored at 3.59 and 3.18, respectively, while the 3D visualization received scores above 3.4 for realism. Interactivity and immersion achieved a score of 3.35, and the interface was deemed intuitive and accessible across devices (3.38 and 3.82). Despite minor issues with system responsiveness (averaging 2.65), users expressed high overall satisfaction and a strong intention to reuse and recommend the application, with a recommendation score of 3.76. This implementation highlights the potential of Metaverse technology in education and serves as a foundation for its wider adoption in Indonesian higher education