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VIRTUAL MUSEUM TOUR IN WASAKA BANJARMASIN TO INTRODUCE THE COLLECTION OF LEADERS AND LOCAL HEROES BASED ON MOBILE AUGMENTED REALITY TECHNOLOGY IN THE NEW NORMAL ERA

, Subandi Subandi, Adistya Nadia Azura, Ida Hastuti
Published: 30 April 2021

Abstract: Wasaka Museum is one of the museums in Banjarmasin City. However, the information obtained by visitors at this time is only from short writings near the object of the image, and museum guards cannot accompany visitors to get around. Furthermore, the interest of museum visitors has also decreased due to the unavailability of adequate information, minimal services, and the impact of the COVID-19 pandemic. The purpose of this research is to develop applications using Mobile Augmented Reality Technology as a means of promotion, trying to attract visitors with AR interaction treats, and the form of virtual museum tours. The methodology used is the Agile Development Method with the type of Extreme Programming (XP). Then the A/B Testing Method is used to select the user interface design. Marker-Based Tracking is a method of detecting markers so that 3D objects can appear. The conclusion is that the selected interface design is design B with a percentage of 76.9%, all the features in the application have functioned very well, and the results of the usability evaluation with a percentage of 83.33% have an excellent predicate which means that they can be recommended for further use at the Wasaka Museum Banjarmasin. in the New Normal Era. Keywords Extreme Programming; Mobile Augmented Reality; Tourism Application; Virtual Museum Tour References Vinoto, H., Nasution, H., & Anra, H. (2016). Implementasi Markerless Augmented Reality Sebagai Media Informasi Koleksi Museum Berbasis Android (Studi Kasus : Museum Kalimantan Barat). Jurnal Sistem dan Teknologi Informasi, 4(2), 239-245. Nugraha, I. G. A., Putra, I. K. G. D., & Sukarsa, I. M. (2016). Rancang Bangun Aplikasi Augmented Reality Museum Bali Berbasis Android Studi Kasus Gedung Karangasem dan Gedung Tabanan. Lontar Komputer – Jurnal Ilmiah Teknologi Informasi, 7(2), 93-103. Laswi, A. S., & Aman, A. (2018). Implementasi Augmented Reality pada Museum Batara Guru Kompleks Istana Langkanae Luwu. ILKOM – Jurnal Ilmiah, 10(2), 144-151. Kato, H., Billinghurst, M., Poupyrev, I., Tetsutani, N., & Tachibana, K. (2002). Tangible Augmented Reality for Human Computer Interaction. Journal of the Society for Art and Science, 1(2), 97-104. Kato, H., & Billinghurst, M. (1999). Marker Tracking and HMD Calibration for a Video-based Augmented Reality Conferencing System. In proceeding of the 2nd IEEE and ACM International Workshop on Augmented Reality (IWAR’99), 1-10. Syahidi, A. A., Tolle, H., Supianto, A. A., & Arai, K. (2018). BandoAR: Real-Time Text Based Detection System Using Augmented Reality for Media Translator Banjar Language to Indonesian with Smartphone. In proceeding of the 5th IEEE International Conference on Engineering Technologies and Applied Sciences (ICETAS’18), 1-6. Syahidi, A. A., Tolle, H., Supianto, A. A., & Arai, K. (2020). AR-Child: Analysis, Evaluation, and Effect of Using Augmented Reality as a Learning Media for Preschool Children. In proceeding of the 5th IEEE International Conference on Computing Engineering and Design (ICCED’19), 1-6. Syahidi, A. A., Subandi, & Mohamed, A. (2020). AUTOC-AR: A Car Design and Specification as a Work Safety Guide Based on Augmented Reality Technology. Journal of Technological and Vocational Education, 26(1), 18-25. Subandi, Syahidi, A. A., Joniriadi, & Mohamed, A. (2020). Mobile Augmented Reality Application with Multi-Interaction for Learning Solutions on the Topic of Computer Network Devices (Effectiveness, Interface, and Experience Design). In proceeding of the 3rd IEEE International Conference on Vocational Education and Electrical Engineering (ICVEE’20), 1-6. Pressman, R. S. (2010). Software Engineering A Practitoner’s Approach (Seventh Edition). New York: The McGraw-Hill Companies Inc. Syahidi, A. A., Tolle, H., Supianto, A. A., & Hirashima, T. (2019). Educational Media Design for Learning Basic Programming in Branching Control Structure Material Using Problem-Posing Learning Model. KINETIK: Game Technology, Information System, Computer Network, Computing, Electronics, and Control, 4(4), 325-336. Syahidi, A. A., Supianto, A. A., & Tolle, H. (2019). Design and Implementation of Bekantan Educational Game (BEG) as a Banjar Language Learning Media. International Journal of Interactive Mobile Technologies, 13(03), 108-124. Syahidi, A. A., Tolle, H., Supianto, A. A., & Hirashima, T. (2019). TOLSYASUPI-EduMed: Development of Educational Media Using the Problem-Posing Learning Model for Basic Programming Subjects. Journal of Information Technology and Computer Science, 4(2), 137-155. Lewis, J. R., & Sauro, J. (2017). Revisiting the Factor Structure of the System Usability Scale. Journal of Usability Studies, 12(4), 183-192. http://dx.doi.org/10.28989/compiler.v10i1.864 Refbacks There are currently no refbacks.
Keywords: Augmented Reality Technology / New Normal / Engineering Technologies / Mobile Augmented Reality / Banjar Language

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