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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 Davin Elian Qariru; Muhammad Fajrulfalaq Izzulfirdausyah Suryaprabandaru; Fikriansyah Ridwan Pratama; Salsabila Eka Fadila; Veronica Tia Ningrum; Ahmad Nasikun; Akhmad Bagus Nuryanto
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

Javanese script is less popular among students, including those at SMP Negeri 1 Nglipar. An interview with Mr. Sartono (a Javanese language teacher at SMP Negeri 1 Nglipar) revealed that daily, mid-semester, and end-of-semester tests on Javanese script have the lowest average scores compared to other subjects. The lack of instructional media that facilitates the teaching and learning process at SMP Negeri 1 Nglipar also contributes to the decreased interest among students. According to a survey, the majority of students prefer learning through game-based methods, particularly adventure boards. Therefore, the idea of an educational medium through adventure boards combined with AR (augmented reality) technology, or AJAR, was proposed to increase the interest and understanding of 7th-grade students at SMP Negeri 1 Nglipar in Javanese script. The materials and questions were validated by the Yogyakarta Palace, while the educational media was validated by BTKP Yogyakarta. As a result, they could be implemented in teaching. AJAR was then used in teaching. The class using AJAR (37.50) showed a higher improvement in scores from pretest to posttest compared to the conventional class (23.00). All activity indicators in the AJAR class were also higher. Therefore, AJAR can increase the interest and understanding of 7th-grade students at SMP Negeri 1 Nglipar in Javanese script.