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Virtual Reality-based Platformer Games Development for Elevating Architectural Heritage Awareness Ahmad Nasikun; Bagas Y. Wijonarko; Raja Bagus Arief Rahman; Anugerah Galang Persada; Sunu Wibirama
IJITEE (International Journal of Information Technology and Electrical Engineering) Vol 1, No 3 (2017): September 2017
Publisher : Department of Electrical Engineering and Information Technology,Faculty of Engineering UGM

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (998.169 KB) | DOI: 10.22146/ijitee.33592

Abstract

As a country with abundant traditional culture, Indonesia is facing serious challenge in conserving them. There is a need to promote the traditional culture to a wider area of people, particularly to the younger generation. Virtual world offers a new way of promoting a nation’s culture via Virtual Reality (VR). This research aims to develop a VR-based platformer mobile game to promote cultural awareness in a new and creative way for younger generation. In the game, a player can observe one famous architectural heritage in Yogyakarta—Mesjid Gedhe Kauman—in fun way of game. A survey is conducted to measure its success in reaching the predetermined goals and to measure its user experience (UX). The survey confirm that the VR-based platformer game helps them in learning cultural value of the architecture (62.5/100) and it is relatively easy to navigate (72.5/100). Moreover, it has a good user experience (UX) score—all are above 0.8, meaning that its users are generally comfortable in playing the game.
Analisis Pengaruh Kompresi Citra Fundus terhadap Kinerja Sistem Automated Microanerysm Detections Anugerah Galang Persada; Ahmad Nasikun; Igi Ardiyanto; Hanung Adi Nugroho
Jurnal Nasional Teknik Elektro dan Teknologi Informasi Vol 7 No 1: Februari 2018
Publisher : Departemen Teknik Elektro dan Teknologi Informasi, Fakultas Teknik, Universitas Gadjah Mada

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1011.955 KB)

Abstract

Diabetes is one of the most serious diseases that commonly suffered by people around the world, including Indonesia. Early symptoms of diabetes could be observed from various indicators, one of which is through the retina. Retina conditions is affected by diabetics and when remain unproperly threated could lead to blindness. This retinal disorders due to diabetes is normally called Diabetic Retinopathy (DR). One method that able to distinguish and detect DR is microaneurysm detection. This method requires good quality of retinal images. However, in certain areas such as rural areas, this requirement may difficult to meet due to lack of adequate infrastructure. One solution that may overcome this problem is to compress the images. In this paper, image compression algorithms were applied to the retinal image, and then used to detect microaneuryms through Deep Learning-based systems. The result shows that the most stable and appropriate algorithm is PNG, which is able to correctly classify around 83% in accuracy with 5,5% variance.
HangeulVR: an immersive and interactive Korean alphabet learning on virtual reality Nasikun, Ahmad; Mahendra, Muhammad Fadhil; Dessiar, Achmad Rio
Indonesian Journal of Electrical Engineering and Computer Science Vol 39, No 1: July 2025
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijeecs.v39.i1.pp545-553

Abstract

Learning a new foreign language promises numerous benefits, such are career advantage, culture exposure, and traveling opportunity. However, it comes with a cost of considerably significant efforts and time commitment. The challenge intensifies when dealing with languages characterized by distinctive scripts, such as Hangeul in Korean language. The requisite mastery of Hangeul characters precedes the exploration of fundamental linguistic elements, including grammar, pronunciation, speaking, and writing. In this research, we propose an innovative, immersive, and interactive methodology for Hangeul acquisition employing virtual reality (VR). Our study transports participants into a virtual environment, guided by a gamification framework designed to facilitate Hangeul learning. Participants are able to learn basic pronunciation, listening, and Hangeul writing, three fundamental aspects of learning the Korean alphabet. Empirical findings from our experiments show the potential of its usage, indicated by its system usability scale (SUS) of 74.4.
Inovasi Pembelajaran Aksara Jawa dengan Permainan Edukatif Digital berbasis Augmented reality pada Peserta Didik SMP Negeri 1 Nglipar Qariru, Davin Elian; Suryaprabandaru, Muhammad Fajrulfalaq Izzulfirdausyah; Pratama, Fikriansyah Ridwan; Fadila, Salsabila Eka; Ningrum, Veronica Tia; Nasikun, Ahmad; Bagus Nuryanto, Akhmad
Ideguru: Jurnal Karya Ilmiah Guru Vol 9 No 3 (2024): Edisi September 2024
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v9i3.1381

Abstract

Aksara Jawa kurang diminati peserta didik, tidak terkecuali SMP Negeri 1 Nglipar. Wawancara dengan Bapak Sartono (guru bahasa Jawa di SMP Negeri 1 Nglipar) menyatakan bahwa ulangan harian, tengah semester, atau akhir semester tentang aksara Jawa memiliki rata-rata paling rendah di antara materi lain. Kurangnya media pembelajaran yang dalam memfasilitasi kegiatan belajar mengajar di SMP Negeri 1 Nglipar juga membuat berkurangnya minat peserta didik. Berdasarkan survei, diketahui mayoritas peserta didik lebih menyukai pembelajaran dengan metode permainan, khususnya papan petualangan. Oleh karena itu, digagas ide media pembelajaran melalui papan petualangan yang dikombinasikan dengan teknologi AR (augmented reality) atau AJAR dengan tujuan meningkatkan minat serta pemahaman peserta didik kelas 7 A, B, C, dan D SMP Negeri 1 Nglipar terhadap aksara Jawa. Materi serta soal divalidasi oleh Kraton Yogyakarta, sedangkan media pembelajaran divalidasi oleh BTKP Yogyakarta. Hasilnya, materi, soal, dan media pembelajaran dapat diimplementasikan dalam pembelajaran. AJAR kemudian diimplementasikan dalam pembelajaran. Kelas dengan AJAR (37,50) memiliki peningkatan nilai dari pretest ke posttest yang lebih tinggi daripada kelas konvensional (23,00). Seluruh indikator keaktifan pada kelas AJAR juga lebih tinggi daripada kelas konvensional. Oleh karena itu, AJAR dapat meningkatkan minat serta pemahaman peserta didik kelas 7 A, B, C, dan D SMP Negeri 1 Nglipar terhadap aksara Jawa.