Noorlela Marcheta
Jakarta State Polytechnic

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Pengembangan Laboratorium Multimedia Virtual sebagai Media Pembelajaran Audio Digital menggunakan Model Game First Person Shooter Iwan Sonjaya; Noorlela Marcheta; Prayoga Bayu Lail Segara
Jurnal Teknologi Informasi dan Multimedia Vol. 5 No. 4 (2024): February
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v5i4.435

Abstract

The laboratories at PNJ cannot be operated optimally because the available equipment does not yet have equipment with the latest technology. Whereas students should be able to practice theories related to the latest technology so that equipment is needed that continues to change in line with current technological developments. However, the situation in changing the existing technology requires a bureaucracy that is quite complicated and long. Virtual laboratories are media used to help understand a subject matter and can be a solution to the limitations or absence of laboratory equipment that can be upgraded more easily. Acceleration in the world of education is also re-sponded to by shifting the function of the laboratory. In addition, this virtual laboratory can also be utilized as a distance learning tool. This application is made using the MDLC (Multimedia De-velopment Life Cycle) method which has 6 stages, namely, concept, design, material collecting, assembly, testing, and distribution. The virtual laboratory in audio multimedia learning has been successfully created using the First Person View model. This success is based on the results of testing from 37 responders through 11 questions posed to users who have tried the application found that the respondent's interpretation of the ease of use of the application in learning is 85.40%. While 81.62% stated that the Digital Audio Laboratory already had a feel like a real lab and 85.94% stated that participants were interested in learning through a virtual digital audio laboratory.
Pengembangan Teknologi Metaverse Ekosistem E-Mobility Pada Pameran Teknologi International Berbasis Augmented Reality Noorlela Marcheta; Dewi Yanti Liliana; Agus Setiawan; Ilham Sidiq; Asep Kurniawan
Jurnal Teknologi Informasi dan Multimedia Vol. 6 No. 3 (2024): November
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v6i3.563

Abstract

Augmented Reality (AR) can be used as a new technology in organizing virtual and paperless exhibitions to make the products on display more attractive and updated regularly. This can happen because AR is a technology that integrates the virtual and real worlds. AR has been widely used as a medium to assist in providing information in real-time in an interesting, interactive, and educational way. This journal explains the development of AR media and its feasibility as an international promotional media in introducing the E-Mobility Ecosystem. The E-Mobility Ecosystem is a PENTA-branded convertible electric car, one of PNJ's superior technologies. The Hannover Messe'23 exhibition with the theme "Making Indonesia 4.0" requires products to be displayed in digital form (paperless). Thus, an application is needed to support digital promotion. This research aims to develop a Marker-Based AR application as one of the promotional media for E-Mobility Ecosystem products, which consist of charging stations, electric vehicles, and the Center Of Otomo-tive. The output of this research is an application that can show E-Mobility Ecosystem products by displaying a 3D Model when the mobile camera is directed at a card given an Object marker. This research method uses the Multimedia Development Life Cycle (MDLC). This research has been successfully developed and distributed. This is evidenced by user assessment using a Likert scale with a success rate of 87.8% strongly agree.