Virtual Tour Campus Sebagai Media Promosi di Masa Pandemik Covid-19

Lita Karlitasari, Boldson Herdianto Situmorang, Agung Prajuhana Putra, Amalia Sabrina, Diva Randika

Abstract


The use of Virtual Tours is now widely used to introduce infrastructure facilities owned by a campus. For almost a year, the COVID-19 pandemic has made prospective students and college students hesitant to continue their studies. This raises concerns if you come directly to campus to see all the facilities in it. The purpose of this research is to create a virtual campus tour application as an alternative media promotion during the COVID-19 pandemic. This study uses the Multimedia Development Life Cycle (MDLC) method using augmented reality. The result of this research is an application in the form of a virtual game, where before exploring the study programs, the user will be asked to have the appropriate character, then with the help of controlling the joystick from the keyboard, the user can enter the rooms and the information in it, either in the form of direct templates. or use the barcode to go directly to the information in it. Thus, in addition to users becoming more familiar with the Computer Science Study Program environment and the infrastructure in it, it is also an inspirational tool, that to study or create applications it can be done if you enter as a student.


Keywords


Virtual Tour; Media Promotion of Campus; Game

References


R. Bastian, N. Budi, M. B. Wenas, F. T. Informasi, U. Kristen, and S. Wacana, Perancangan Virtual Tour Kampus I Uksw,†Andharupa, vol. 4, no. 1, pp. 5165, 2018.

T. S. M. Tengku Wook et al., Campus Virtual Tour Design to Enhance Visitor Experience and Interaction in a Natural Environment,†Int. J. Multimed. Its Appl., vol. 10, no. 1/2/3, pp. 7792, 2018, doi: 10.5121/ijma.2018.10307.

N. Bakre, A. Deshmukh, P. Sapaliga, and Y. Doulatramani, Campus Virtual Tour,†Int. J. Adv. Res. Comput. Eng. Technol., vol. 6, no. 4, pp. 22781323, 2017, [Online]. Available: www.vit.edu.in.

T. F. Prasetyo, A. Bastian, and H. Sujadi, Optimalisasi Penerapan Teknologi Virtual Reality Tour Kampus Universitas Majalengka Menggunakan Metode Multimedia Development Life Cycle,†INFOTECH J., vol. 7, pp. 1528, 2021, doi: 10.31949/infotech.v7i2.1313.

M. Mardainis, M. Arifin, R. Rahmaddeni, and Y. Efendi, Virtual Tour Interaktif 360 Derajat Menggunakan Teknik Image Stitching Sebagai Media Informasi Kampus STMIK Amik Riau,†Digit. Zo. J. Teknol. Inf. dan Komun., vol. 11, no. 2, pp. 209222, 2020, doi: 10.31849/digitalzone.v11i2.4265.

A. P. Ramadhanty, P. W. Handayani, A. A. Pinem, and M. H. Hilman, Virtual Tour Actual Usage: The Influence of Perceived Benefits and Sacrifices,†J. Sist. Inf., vol. 17, no. 2, pp. 6276, 2021, doi: 10.21609/jsi.v17i2.1103.

L. P. Voronkova, Virtual Tourism: On the Way to the Digital Economy,†IOP Conf. Ser. Mater. Sci. Eng., vol. 463, no. 4, 2018, doi: 10.1088/1757-899X/463/4/042096.

O. El-Said and H. Aziz, Virtual Tours a Means to an End: An Analysis of Virtual Tours Role in Tourism Recovery Post COVID-19,†J. Travel Res., 2021, doi: 10.1177/0047287521997567.

E. Warni, Penerapan Teknologi Augmented Reality Pada Kampus Teknik Gowa,†Inspir. J. Teknol. Inf. dan Komun., vol. 5, no. 1, pp. 1623, 2015, [Online]. Available: https://jurnal.akba.ac.id/index.php/inspiration/article/view/56/53.

I. Afriliana and J. Indriyanto, Implementasi Augmented Reality Untuk Pengenalan Kampus 1 Politeknik Harapan Bersama,†J. SMART COMP, vol. 7, no. 1, pp. 251255, 2018.

S. Yudhistira, A. Riyantomo, and Mustagfirin, Augmented Reality Media Pendukung Pengenalan Kampus Universitas Wahid Hasyim Semarang,†pp. 140145, 2017, [Online]. Available: https://www.publikasiilmiah.unwahas.ac.id/index.php/PROSIDING_SNST_FT/article/view/1892.

M. Billinghurst, A. Clark, and G. Lee, A survey of augmented reality,†Found. Trends Human-Computer Interact., vol. 8, no. 23, pp. 73272, 2014, doi: 10.1561/1100000049.

B. E. Kusuma, M. T. Tanzil, and R. Cenderawan, Analisa dan Perancangan Teknologi Augmented Reality Berbasis Android Dalam Memberikan Petunjuk Navigasi Ruangan Pada Universitas Pelita Harapan Kampus Medan,†Inf. Syst. Dev., vol. 4, no. 1, 2019.

D. Hidayat and D. Irfan, Rancang Bangun Aplikasi Denah Kampus Universitas Negeri Padang Menggunakan Augmented Reality Berbasis Android,†Voteteknika (Vocational Tek. Elektron. dan Inform., vol. 6, no. 2, p. 75, 2018, doi: 10.24036/voteteknika.v6i2.102199.

D. A. Mawsally and E. Sudarmilah, A Virtual-Reality Edu-Game: Save The Environment from the Dangers of Pollution,†Khazanah Inform. J. Ilmu Komput. dan Inform., vol. 5, no. 2, pp. 140145, 2019, doi: 10.23917/khif.v5i2.8194.


Full Text: PDF

DOI: 10.33751/komputasi.v19i1.4438 Abstract views : 359 views : 515

Refbacks

  • There are currently no refbacks.


Creative Commons License
This work is licensed under a Creative Commons Attribution 4.0 International License.