Aplikasi Virtual Reality 3 Dimensi Sebagai Media Promosi Waterboom XYZ
Abstract
Currently, the tourism sector is one of the sectors affected in terms of income caused by the COVID-19 pandemic, one of the things that can help the tourism sector at this time is, with information media carried out to promote the tourism sector. To overcome the problems above, tools are needed to help the process mentioned above, and the tool recommended by the author is to make an Android-based virtual reality application, so it is hoped that by using the virtual reality application, people will become more interested because they can feel the situation around them. which is similar to the real situation before visiting a tourist place. In this study the authors took a case study in one of the tourism places in Banten, especially in Lebak Regency, namely Waterboom XYZ. In the development of this virtual reality application, the method used is the Multimedia Development Life Cycle (MDLC) and the tools used in the development of this virtual reality application use the C# programming language provided in Unity 3D and the Blender application in making 3D modeling. From the test results on the system that has been built, it is found that the system has had a performance that is in accordance with the user's needs along with the results of the User Acceptance Test which received a positive response with a percentage of 82.80%.
References
C. A. Neri, S. Sugiyanto, and A. Sutisyana, “Analisis Kelayakan Kolam Renang,” KINESTETIK, vol. 2, no. 1, pp. 32–35, 2018. doi:10.33369/jk.v2i1.9184.
I. Kamaruddin et al., Pendidikan Jasmani Dan Olahraga, 1st ed. Padang: PT Global Eksekutif Teknologi, 2022.
C. Indonesia, “Devisa dari Sektor Pariwisata Diproyeksi Rontok 50 persen,” ekonomi, https://www.cnnindonesia.com/ekonomi/20200416141300-92-494170/devisa-dari-sektor-pariwisata-diproyeksi-rontok-50-persen (accessed April. 1, 2023).
M. Syani, and H. Usmansyah, "Aplikasi Virtual Reality 3D Sebagai Media Promosi (Studi Kasus Politeknik TEDC Bandung)," JURNAL MASYARAKAT INFORMATIKA INDONESIA, vol. 3, no. 1, 2018.
H. T. Saurik, D. D. Purwanto, and J. I. Hadikusuma, “Teknologi virtual reality Untuk Media Informasi Kampus,” Jurnal Teknologi Informasi dan Ilmu Komputer, vol. 6, no. 1, pp. 71–76, 2019. doi:10.25126/jtiik.2019611238.
D. Meidelfi, H. A. Mooduto, and D. Setiawan, “Visualisasi 3d Gedung Dengan KONSEP virtual reality berbasis android,” INVOTEK: Jurnal Inovasi Vokasional dan Teknologi, vol. 18, no. 1, pp. 59–66, 2018. doi:10.24036/invotek.v18i1.264.
F. N. Kumala et al., “MDLC model for developing multimedia e-learning on energy concept for primary school students,” Journal of Physics: Conference Series, vol. 1869, no. 1, p. 012068, 2021. doi:10.1088/1742-6596/1869/1/012068.
A. Prambayun, D. Oktaviany, and Y. F. Achmad, “Analisis potensi virtual reality Sebagai Strategi pemasaran pariwisata Kota Pagar Alam,” JATISI (Jurnal Teknik Informatika dan Sistem Informasi), vol. 9, no. 3, pp. 2641–2651, 2022. doi:10.35957/jatisi.v9i3.1341.
A. D. Rachmanto, “Implementasi Augmented Reality Sebagai Media Pengenalan Promosi Universitas Nurtanio Bandung Menggunakan Unity 3D,” Jurnal Teknologi Informasi dan Komunikasi, vol. 8, no. 1, pp. 19-37, 2018. doi.org/10.56244/fiki.v8i1.237.
Munawar, Analisis Perancangan Sistem Berorientasi Objek dengan UML. Bandung: Informatika, 2018.
H. A. Musril, J. Jasmienti, and M. Hurrahman, “Implementasi Teknologi virtual reality Pada Media Pembelajaran Perakitan komputer,” Jurnal Nasional Pendidikan Teknik Informatika (JANAPATI), vol. 9, no. 1, p. 83, 2020. doi:10.23887/janapati.v9i1.23215.
S. D. Riskiono, T. Susanto, and K. Kristianto, “Augmented reality sebagai media Pembelajaran Hewan purbakala,” Krea-TIF, vol. 8, no. 1, p. 8, 2020. doi:10.32832/kreatif.v8i1.3369
R. D. Gunawan, “Pemanfaatan augmented reality Dalam Aplikasi magic book Pengenalan Profesi untuk pendidikan anak usia dini,” Jurnal Informatika dan Rekayasa Perangkat Lunak, vol. 1, no. 1, pp. 36–42, 2020. doi:10.33365/jatika.v1i1.151.
W. N. Cholifah, Y. Yulianingsih, and S. M. Sagita, “Pengujian Black Box Testing pada aplikasi action & strategy Berbasis Android Dengan Teknologi Phonegap,” STRING (Satuan Tulisan Riset dan Inovasi Teknologi), vol. 3, no. 2, p. 206, 2018. doi:10.30998/string.v3i2.3048.
C. Sagnier, E. Loup-Escande, D. Lourdeaux, I. Thouvenin, and G. Valléry, “User acceptance of virtual reality: An extended technology acceptance model,” International Journal of Human–Computer Interaction, vol. 36, no. 11, pp. 993–1007, 2020. doi:10.1080/10447318.2019.1708612.
Copyright (c) 2023 Mamay Syani, Muhammad Taufik Faturrahman, Firdaus Laia
This work is licensed under a Creative Commons Attribution 4.0 International License.
You are free to:
- Share — copy and redistribute the material in any medium or format.
- Adapt — remix, transform, and build upon the material for any purpose, even commercially.
Under the following terms:
-
Attribution — You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.
-
No additional restrictions — You may not apply legal terms or technological measures that legally restrict others from doing anything the license permits.
Notices:
-
You do not have to comply with the license for elements of the material in the public domain or where your use is permitted by an applicable exception or limitation.
-
No warranties are given. The license may not give you all of the permissions necessary for your intended use. For example, other rights such as publicity, privacy, or moral rights may limit how you use the material.