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Subjek: Virtual Reality
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IMPLEMENTASI VIRTUAL REALITY DALAM PENGENALAN PELAYANAN KAMPUS STMIK PALANGKA RAYA

2026•Skripsi, Thesis, Disertasi, dan Tugas Akhir

In today's world of education, information technology is very much needed, one of which is an information system about campus introduction. A form of information that is easily accepted and also interesting is information that is presented in the form of 3D animation. When 3D images are made interactive so users can engage with objects, then they are called Virtual Reality. At present, there is no introduction media to STMIK Palangka Raya campus that has implemented the concept of Virtual Reality (VR) in its development. In fact, by using the technology of Virtual Reality (VR) the introduction of campus services is more interesting, based on this matter the 3D Virtual Reality (VR) application is made using Android-based Unity 3D Game Engine. In this study the techniques in data collection used several methods namely observation, interciew, and documentation. The process of analyzing in uses the prototype method in which there are six stages in this process namely initial data collection, rapid design, manufacture and testing of prototype devices, evaluation of prototypes, prototype improvements, and production applications. In analysis system using SWOT analysis. The results of this study has also been tested using BlackBox testing where the results of testing the system are as expected. Based on the results of the questionnaire to respondents, the appearance and quality of the Virtual Reality application in the introduction of the Campus Service STMIK Palangka Raya is 89% of the results, it can be said that the responses of all respondents were very good.

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ArticleOpen AccessMetadata saja

VIRTUAL REALITY MUSEUM MULAWARMAN BERBASIS VIDEO 360°

2021•Artikel Penelitian dan Pengabdian

Recent years, visitors have decreased in the Mulawarman Museum, located in Tenggarong Kutai Kartanegara. A small number of visitors to the Mulawarmen Museum could have been due to a lack of promotions. The purpose of this study is to develop and present the Mulawarman Museum as a promotional medium a Visual Video Application for the Mulawarman Tenggarong Kutai Kartanegara. A combination of VR and Android mobile technology, which is owned by most levels of society, enables application users to view the videos in 360 degrees, can serve this research purpose. The aim of the research is This research. The test results from Android devices show that the application is smooth to run and suitable for use in versions of Android 5.1 and later with a screen-like aspect ratio of 16:9 and 18:9. All of the questions in the questionnaire received agree and strongly agree between 85% and 100%.

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