Jurusan Teknik Informatika
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Item Analisis Efektivitas Game Virtual Reality 'Battle of Riau' Dalam Menyampaikan Pengetahuan Sejarah Kepada Pengguna(2024-06-21) Wayoga, Andre; Riwinoto; RiwinotoABSTRACT - Penggunaan teknologi Virtual Reality (VR) telah menjadi topik yang semakin menarik dalam konteks pendidikan, dengan minat penelitian dan pengembangan yang berkembang pesat. Penelitian ini bertujuan untuk mengevaluasi potensi penggunaan game VR "Battle of Riau" sebagai alat pembelajaran dalam menyampaikan materi sejarah kepada pengguna. Melalui pendekatan kuantitatif dengan desain Uji-T 2 sampel (Independen), penelitian ini membandingkan efektivitas penggunaan game VR dengan metode pembelajaran konvensional dalam meningkatkan pemahaman materi sejarah. Responden dari kedua kelompok tersebut telah disamakan dalam hal kesetaraan melalui pengukuran homogenitas. Dan berdasarkan hasil dari uji t independent penelitian ini, dapat disimpulkan bahwa metode pembelajaran game VR (kelompok eksperimen) memberikan indikasi dampak yang signifikan dan lebih baik dalam meningkatkan pemahaman dibandingkan dengan metode pembelajaran konvensional (kelompok kontrol).Item Pembuatan Digital Twin Untuk Pemantauan Mesin Molding Menggunakan Virtual Reality Dengan Metode SPC(2024-06-25) Sugiyani, Widuri; Riwinoto; RiwinotoCorporate development around the world is undergoing rapid change with increasing levels of uncertainty and complexity. Technological revolution, global market dynamics, and regulatory changes create a dynamic and uncertain business environment. In advanced manufacturing industries, Digital Twin (DT) modeling is a relevant topic. The authors propose the use of DT with Virtual Reality (VR) for system monitoring and visual data processing of ongoing processes. A case study was conducted at PT XX, an electronics company that assembles plastic parts through a molding process. This research aims to develop DT and analyze the usability of the system with VR in monitoring molding machines using the Statistical Process Control (SPC) method. The Research and Development (R&D) method was used to create a prototype application and a qualitative approach was used with usability testing to analyze user perspectives on the use of VR. The results showed that the graphs presented were helpful in understanding the data. The application has facilitated monitoring although there is still a need for improvement in explaining the use of VR. Nevertheless, respondents were satisfied with the use of this application. Thus, the VR-based DT application has good potential and can be accepted by the community.Item ANALISIS PENGALAMAN PENGGUNA PADA GAME VR BATTLE OF RIAU MENGGUNAKAN METODE USER EXPERIENCE QUESTIONNAIRE (UEQ)(2024) Jiharkah, Bisma Shadiq; Riwinoto; RiwinotoVirtual Reality (VR) technology has developed rapidly and is applied in various sectors, including the gaming industry. One example of its application is in the VR Battle of Riau game, a VR-based game with action and tower defense gameplay. This game uses a low poly art style and is set in the war between the Malay Kingdom of Riau Lingga Johor and the Dutch Colonial from 1828 to 1911. The research aims to analyze user experience in playing Battle of Riau VR game through UEQ method. The research approach is quantitative with a posttest-only design in one group, involving 20 participants aged 18-30 from diverse gaming backgrounds. The results showed that all aspects of UEQ assessment for the Battle of Riau VR game received a good evaluation, with an average for attractiveness 1.99, clarity 1.50, efficiency 1.28, accuracy 1.18, stimulation 1.90, and novelty 1.18. Compared to the benchmark, attractiveness and stimulation are categorized as "Excellent". In contrast, clarity, efficiency, and accuracy are classified as "Above Average", and novelty is categorized as "Good". Conclusion of this research shows that the Battle of Riau VR game offers an adequate quality of user experience, but some aspects still need improvement.