VIRTUAL REVIEW UNTUK PENGENALAN WISATA MAKOYA PANDAAN MENGGUNAKAN AUGMENTED REALITY
Abstract
Keywords
Full Text:
PDFReferences
Dina Uswatun Hasanah and Ahmad Ma’ruf, “Model Wisata Religi Masjid Cheng Hoo Pandaan Sebagai Katalisator Eskplanasi Nilai- Nilai Kebudayaan Islam Di Pasuruan,” J. Mu’allim, vol. 4, no. 1, pp. 80–91, 2022, doi: 10.35891/muallim.v4i1.2959.
Windi, “Strategi Pengembangan Obyek Wisata Pemandian Banyu Biru,” IKRA-ITH Teknol. J. Sains Teknol., vol. 5, no. 3, pp. 9–19, 2021, [Online]. Available: https://journals.upi-yai.ac.id/index.php/ikraith-teknologi/article/view/1591
Tina Rahmadayanti and Kholid Murtadlo, “Pengaruh Efektivitas Media Sosial, Daya Tarik, Harga Tiket, dan Fasilitas Pelayanan Wisata Terhadap Keputusan Berkunjung di Curug Goa Jalmo Kabupaten Pasuruan,” Malia (Terakreditasi), vol. 12, no. 1, pp. 125–136, 2020, doi: 10.35891/ml.v12i1.2392.
M. N. Syahfuddin and A. Prathama, “Strategi Pengembangan Objek Wisata Ngopi Bareng Pintu Langit di Desa Ledug Kecamatan Prigen Kabupaten Pasuruan,” J. Ilm. Univ. Batanghari Jambi, vol. 22, no. 1, p. 34, 2022, doi: 10.33087/jiubj.v22i1.1964.
N. Natalia, S. Lidya Handi Teknik Komputer, P. Sukabumi Jl Babakan Sirna No, K. Warudoyong, K. Sukabumi, and J. Barat, “Implementasi Augmented Reality Sebagai Media Pengenalan Objek Wisata Sejarah Kota Sukabumi Menggunakan Metode Marker dan Markerless,” SEMNASTERA (Seminar Nas. Teknol. dan Ris. Ter., vol. 3, no. 0, pp. 208–215, 2021, [Online]. Available: https://semnastera.polteksmi.ac.id/index.php/semnastera/article/view/303
A. Wijaya and R. Dijaya, “Brosur Digital Wisata Bukit Gandrung Di Desa Medowo Kediri Berbasis Augmented Reality,” JIPI (Jurnal Ilm. Penelit. dan Pembelajaran Inform., vol. 6, no. 2, pp. 305–317, 2021, doi: 10.29100/jipi.v6i2.2003.
A. M. Putri, M. I. Safitri, R. Indah, and M. Mandasari, “Arjuna : Aplikasi Pengenalan Tempat Wisata Di Jawa Timur,” e-Proceeding Appl. Sci. , vol. 7, no. 5, pp. 1968–1973, 2021.
A. F. Dewi and M. Ikbal, “Perancangan Augmented Reality (AR) Sebagai Media Promosi Objek Wisata Berbasis Android,” Infotek J. Inform. dan Teknol., vol. 5, no. 1, pp. 179–186, 2022, doi: 10.29408/jit.v5i1.4760.
A. Syafrizal, M. H. Rifqo, and M. Ardiansyah, “Aplikasi Pengenalan Tempat Wisata Propinsi Bengkulu Menggunakan Teknologi Augmented Reality (Video Playback) Berbasis Android,” J. Technopreneursh. Inf. Syst., vol. 1, no. 1, pp. 50–53, 2018, doi: 10.36085/jtis.v1i2.23.
A. R. Yudiantika, E. Pasinggi, I. Sari, and B. S. Hantono, “Implementasi Augmented Reality di Museum : Studi Awal Perancangan IMPLEMENTASI AUGMENTED REALITY DI MUSEUM :,” J. Tek. Elekro dan Teknol. Inf., no. November, pp. 1–10, 2013.
J. M. Sáez-López, R. Cózar-Gutiérrez, J. A. González-Calero, and C. J. G. Carrasco, “Augmented reality in higher education: An evaluation program in initial teacher training,” Educ. Sci., vol. 10, no. 2, 2020, doi: 10.3390/educsci10020026.
R. Situmorang, C. Kustandi, S. Maudiarti, R. Widyaningrum, and D. Ariani, “Entrepreneurship Education Through Mobile Augmented Reality for Introducing SMEs in Higher Education,” Int. J. Interact. Mob. Technol., vol. 15, no. 3, pp. 17–29, 2021, doi: 10.3991/ijim.v15i03.18437.
Z. C. Rawis, V. Tulenan, B. A. Sugiarso, T. Informatika, and U. Sam, “Penerapan Augmented Reality Berbasis Android Untuk Mengenalkan Pakaian Adat Tountemboan,” pp. 30–37.
Y. Cui, L. Yan, Z. Cao, and D. Liu, “TF-Blender: Temporal Feature Blender for Video Object Detection,” Proc. IEEE Int. Conf. Comput. Vis., pp. 8118–8127, 2021, doi: 10.1109/ICCV48922.2021.00803.
X. Huang, G. Kimm, and M. Burry, “Exploiting Game Development Environments for,” vol. 2, pp. 689–698, 2021.
R. A. Pratama and M. Rizqi, “Game Edukasi Tugu Pahlawan Surabaya Dengan Augmented Reality Berbasis Android,” J. SISKOM-KB (Sistem Komput. dan Kecerdasan Buatan), vol. 4, no. 2, pp. 82–88, 2021, doi: 10.47970/siskom-kb.v4i2.187.
L. Rezaldi, M. A. Nugroho, P. Dian, and W. Anggoro, “Implementasi Vuforia Pada Aplikasi Augmented-Reality Pembelajaran Sistem Tata Surya,” vol. 1, no. 2, pp. 72–78.
I. M. P. P. Wijaya, “Aplikasi Augmented Reality Pengenalan Hewan Berbasis Android Menggunakan Library Vuforia,” J. Sist. Inf. dan Inform., vol. 5, no. 2, pp. 173–181, 2022, doi: 10.47080/simika.v5i2.2220.
O. Y. B. Keat, N. Wahid, N. Murli, and R. A. Hamid, “Augmented reality to induce enjoyment in edutainment mobile game,” Int. J. Informatics Vis., vol. 2, no. 3–2, pp. 188–193, 2018, doi: 10.30630/joiv.2.3-2.139.
V. M. Fomin and V. N. Glushakova, “An Augmented Reality Application for the Visualization and the Pattern Analysis of a Roman Mosaic An Augmented Reality Application for the Visualization and the Pattern Analysis of a Roman Mosaic,” 2018, doi: 10.1088/1757-899X/364/1/012094.
DOI: https://doi.org/10.30873/ji.v23i1.3623
Jurnal Informatika is abstracting and indexing in the following databases:
JURNAL INFORMATIKA
Dikelola Oleh: Lembaga Penelitian dan Pengabdian kepada Masyarakat (LPPM)
Diterbitkan Oleh: Institut Informatika dan Bisnis Darmajaya
Alamat: Jl. Z.A. Pagar Alam No. 93 Gedong Meneng, Bandar Lampung Lampung
Website: jurnal.darmajaya.ac.id
Email: lp4mjurin@gmail.com
Jurnal Informatika is licensed under a Creative Commons Attribution 4.0 International License.