RANCANG BANGUN APLIKASI INFORMASI TATA LETAK PERPUSTAKAAN BERBASIS VIRTUAL REALITY
DOI:
https://doi.org/10.47111/jti.v7i2.10456Keywords:
Android, informasi, Tata Letak Perpustakaan, Virtual RealityAbstract
Technological developments are developing very quickly, so in this digital era, the use of technology as an effort to improve the delivery of information and promotional media at Perjuangan University uses Virtual Reality technology. Because not all students know or even have never visited the library. This study aims to produce a library layout information application based on Virtual Reality. An Android-based application that can provide information about the layout and usability of the library in a virtual form as if it were in a location using the VR Box tool as the media. The tests were carried out using ISO 25010 quality standards, namely the parameters of functional suitability, portability, and usability using a Likert scale measurement. The results of this study obtained a score of 84% in the "Good" category based on user satisfaction when using the application.
Downloads
References
D. R. Aulianto, “Inovasi Perpustakaan Melalui Pemanfaatan Teknologi Augmented Reality Dan Virtual Reality di Era Generasi Z,” Nusant. - J. Inf. Libr. Stud., vol. 3, no. 1, p. 103, 2020, doi: 10.30999/n-jils.v3i1.482.
F. S. Riyadi, A. Sumarudin, and M. S. Bunga, “Aplikasi 3D Virtual Reality Sebagai Media Pengenalan Kampus Politeknik Negeri Indramayu Berbasis Mobile,” JIKO (Jurnal Inform. dan Komputer), vol. 2, no. 2, p. 75, 2017, doi: 10.26798/jiko.2017.v2i2.76.
A. N. Zulmi and U. Fadlilah, “Aplikasi Pengenalan Fakultas Komunikasi dan Informatika Universitas Muhammadiyah Surakarta menggunakan Virtual Reality 360 Derajat,” Emit. J. Tek. Elektro, vol. 17, no. 2, pp. 62–69, 2017, doi: 10.23917/emitor.v17i2.6231.
R. Rismayani, I. A. Imran, and G. Nurisnaini, “Aplikasi Visualisasi Tata Ruang 3D Menggunakan Virtual Reality Modelling Language (Vrml) Berbasis Web Pada Pasar Segar Makassar,” Masy. Telemat. Dan Inf. J. Penelit. Teknol. Inf. dan Komun., vol. 9, no. 1, p. 13, 2018, doi: 10.17933/mti.v9i1.111.
S. Dhesti Anggraini, L. Sidyawati, P. Ponimin, and N. Ujang, “iOMTARA (INTERIOR OMAH NUSANTARA) : APLIKASI ROOM TOUR DENGAN MENGGUNAKAN TEKNOLOGI VIRTUAL REALITY SEBAGAI MEDIA PENGENALAN PARIWISATA RUMAH TRADISIONAL NUSANTARA,” J. IPTA, vol. 7, no. 2, p. 223, 2020, doi: 10.24843/ipta.2019.v07.i02.p14.
I. Rizaldy, I. Agustina, and F. Fauziah, “Implementasi Virtual Reality Pada Tur Virtual Monumen Nasional Menggunakan Unity 3D Algoritma Greedy Berbasis Android,” JOINTECS (Journal Inf. Technol. Comput. Sci., vol. 3, no. 2, 2018, doi: 10.31328/jointecs.v3i2.786.
M. E. Lianto, C. H. Primasari, E. Marsella, Y. P. Wibisono, and M. Cininta, “Evaluasi Functional Suitability, Performance Efficiency, Usability, dan Portability Berdasarkan ISO 25010 pada Aplikasi VR Gamelan Slenthem,” KONSTELASI Konvergensi Teknol. dan Sist. Inf., vol. 3, no. 1, pp. 24–36, 2023, doi: 10.24002/konstelasi.v3i1.6620.