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Augmented Reality and Virtual Reality: Transforming Digital Experiences Atmodjo WP, Dwi; Syamsudin, Ahmad; Legito; Suban, Agustinus Lambertus
Technologia Journal Vol. 2 No. 1 (2025): Technologia Journal - February
Publisher : Pt. Anagata Sembagi Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62872/c9wb0f81

Abstract

This article discusses the development of Augmented Reality (AR) and Virtual Reality (VR) technologies and their role in the transformation of digital experiences. Using a literature study approach, this study examines various written sources, including scientific journals, technology articles, and recent industry reports, to understand how AR and VR have developed, are applied in various fields, and the challenges faced in their development. The analysis is carried out by comparing the main characteristics of AR and VR, especially in terms of immersion, interactivity, and hardware requirements. The results of the study show that AR is increasingly used in mobile applications, education, manufacturing, and marketing by combining digital elements into the real world. Meanwhile, VR offers a more immersive virtual environment and is widely applied in the entertainment industry, simulation training, and health. Advances in hardware, graphics, and artificial intelligence (AI) have increased the realism and interactivity of these two technologies, expanding their application in various sectors. Although promising, AR and VR still face challenges such as hardware limitations, high production costs, and ergonomic and privacy issues. With continued innovation, AR and VR are expected to be increasingly integrated into various aspects of life, making them key elements in future digital transformation.
OPTIMALISASI PRODUK UMKM MELALUI APLIKASI B’PUNG LAPAK BERBASIS DIGITAL SEBAGAI STRATEGI MENINGKATKAN PEREKONOMIAN DI KABUPATEN SIKKA –NTT Suban, Agustinus Lambertus; Jepira, Harry Janto; Darkel, Yohanes Brekmans M; Temalunu, Maria Anace Getrudis; Wula, Theodosia
Community Development Journal : Jurnal Pengabdian Masyarakat Vol. 5 No. 6 (2024): Vol. 5 No. 6 Tahun 2024
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cdj.v5i6.39663

Abstract

Universitas Nusa Nipa bekerja sama dengan Kamar Dagang dan Industri (KADIN) Kabupaten Sikka dalam pengembangan kerajinan tangan dan cendramata sejak tahun 2015. Asosiasi Pelaku UMKM Kabupaten Sikka (AKUSIKKA) dibentuk di bawah pengawasan KADIN Kabupaten Sikka sebagai lembaga yang bergerak dalam seni kerajinan tangan dan cendramata. Mereka memproduksi berbagai souvenir seperti topi, dompet, sarung, selendang, asesoris tenun, camilan, dan produk khas Flores. Produksi dilakukan oleh beberapa pengrajin skala kecil yang tergabung dalam lembaga ini. Galeri AKUSIKKA di Kecamatan Alok, Kota Maumere, merupakan pusat penjualan berbagai kerajinan tangan, seperti tenun ikat, selendang, gelang, dompet, tas, topi, dan kain tenun sarung. Namun, AKUSIKKA menghadapi keterbatasan dalam akses informasi dan pemasaran. Oleh karena itu, perlu dikembangkan strategi e-Commerce untuk pemasaran produk UMKM mereka. Solusi yang diusulkan adalah aplikasi B'Pung Lapak, yang memungkinkan transaksi antara penjual dan pembeli, distribusi barang, dan komunikasi antar anggota komunitas. Aplikasi ini juga akan menyediakan informasi produk, layanan pembayaran, dan bantuan konsumen. Tujuannya adalah untuk meningkatkan pemasaran produk UMKM AKUSIKKA dalam seni kerajinan tangan dan cendramata.
Enhancing Information Technology and Professional Communication Competencies for Students of SMKN 3 Maumere in Preparation for Entering the Workforce Suban, Agustinus Lambertus; Harbiyanto , Alfian; Rumba, Maria Florentina; M. Darkel, Yohanes Brekmans
Journal of Pedagogi Vol. 2 No. 6 (2025): Journal of Pedagogi-December
Publisher : PT. Anagata Sembagi Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62872/jop.v2i6.2223

Abstract

The Community Service Program (PkM) at SMK Negeri 3 Maumere aimed to improve students’ information technology skills, digital design abilities, professional communication, and job readiness through practice-based training. The program was designed to equip vocational students with relevant digital and soft skills aligned with current workforce needs. Training materials included Microsoft Office, digital design using Canva, video editing with CapCut, public speaking, professional document writing, interview simulations, and the development of digital portfolios. Evaluation results showed a significant improvement in students’ competencies following the program. The public speaking training achieved an average questionnaire score of 4.65 out of 5, categorized as “Very Good,” indicating a high level of participant satisfaction and skill development. Meanwhile, the Canva and CapCut training obtained an average score of 3.58 out of 4, categorized as “Good to Very Good.” Qualitatively, students demonstrated increased confidence, creativity, and technical ability in producing digital curricula vitae, posters, and video portfolios suitable for internships and job applications. Overall, the program was highly relevant to the needs of SMK Negeri 3 Maumere and provided a tangible contribution to strengthening students’ digital competencies and vocational job readiness.