Design and Build an Application for Introduction to Endemic Indonesian Flora and Fauna Based on Virtual Reality
Abstract
Virtual Reality is a technology used in today's application development. Virtual Reality allows users to fully engage in a 3D visual environment and perform various activities. Indonesia has approximately 515 species that are threatened with extinction based on data on the IUCN website. The purpose of this research is to introduce rare biodiversity in Indonesia through a Virtual Reality-based application to reduce extinction rates. In the process of making applications, the authors use the SDLC (Software Development Life Cycle) Waterfall model, which is a software development model with organized and structured stages. SDLC Waterfall stages include needs analysis, planning or design, implementation, and testing, including 3D creation and integration with Unity3D. Testing is applied to the black box testing method. From the trials conducted, this application can run smoothly on computers and laptops with minimal specifications. The results of testing the application involving several respondents with an average percentage value of 87.67% are feasible and effective in making this application an educative media. This application is expected to increase public awareness about Indonesia's natural wealth as well as become an interesting and innovative educational tool.
Keywords
Full Text:
PDFReferences
Aditya, M. F., and Basri, A. (2019). Redesigned to build a virtual reality game with the theme of hunting animals with android-based archers. Ikraith-Informatika, 3(3), 28-27.
Anggoro, P. W., Widianto, A., and Yuniarto, T. (2016). Application of semi reverse inovatice design method to make Indonesian endemic animal education miniature. Advances in Automobile Engineering, 5(1), 1-5.
Flavián, C., Ibáñez-Sánchez, S., and Orús, C. (2019). The impact of virtual, augmented and mixed reality technologies on the customer experience. Journal of Business Research, 100, 547-560.
Gustina, D., Diantoro, K., and Maharani, F. M. U. (2019). Design an adventure-themed android-based virtual reality game application. FIFO Scientific Journal, 11(2), 156-164.
Harknett, J., Whitworth, M., Rust, D., Krokos, M., Kearl, M., Tibaldi, A., Bonali, F. L., Van Wyk de Vries, B., Antoniou, V., Nomikou, P., Reitano, D., Falsaperla, S., Vitello, F., and Becciani, U. (2022). The use of immersive virtual reality for teaching fieldwork skills in complex structural terrains. Journal of Structural Geology, 163, 104681.
Isti’anah, A. (2021). Attitudinal language of flora and fauna discourse on an indonesian tourism website: Appraisal in ecolinguistics. Prole: Journal of Linguistis and Education, 11(2), 163-174.
Jeeru, S., Sivapuram, A. K., León, D. G., Gröli, J., Yeduri, S. R., and Cenkeramaddi, L. R. (2022). Depth camera based dataset of hand gestures. Data in Brief, 45, 108659.
Karundeng, C. O., Mamahit, D. J., and Sugiarso, B. A. (2018). Design an application for endangered animal recognition in Indonesia using augmented reality. Journal of Informatics Engineering, 13(1), 1-8.
Kim, S., Kim, K. T., Kim, O., Seo, E., And Lee, S. (2021). A research tool for biomechanics toward sensory-motor manipulation, Unity 3D. Journal of Biomechanical Science and Engineering, 16(2), 21-00068.
Mitre-Ortiz, A., Muñoz-Arteaga, J., and Cardona-Reyes, H. (2022). Developing a model to evaluate and improve user experience with hand motions in virtual reality environments. Universal Access in the Information Society, 1-15.
Mongi, L. S., Lumenta, A. S. M., and Sambul, A. M. (2018). Rancang bangun game adventure of unsrat menggunakan game engine unity. E-Journal Teknik Informatika, 14(1), 1-11.
Nida, H., Mursyidah, M., and Anwar, A. (2020). Design and build a virtual reality application for animals garden rides. Journal of Information and Computer Engineering Technology, 3(2), 1-6.
Parveau, M., and Adda, M. (2018). 3iVClass: A new classification method for virtual, augmented and mixed realities. Procedia Computer Science, 141, 263-270.
Pradiftha, A. (2020). Design a virtual reality application program pada online practicum learning based on oculus. FIDELITY: Journal of Electrical Engineering, 2(1), 7-10.
Sakti, E. M. S. (2022). Development of animal recognition applications as learning media for virtual reality-based children. Journal of Information System, 12, pp. 63-67.
Saprilia, W. B., and Suradi, A. (2022). Animasi pengenalan flora dan fauna untuk anak SD berbasis android. Journal Computer Science and Informatics System: J-Cosys, 2(2). 1-5.
Setiawan, A. (2022). Indonesian journal of conservation. Indonesian Journal of Conservation, 11(1), 13-21.
Stephen, F., Gunawan, D., and Hansun, S. (2016). Design a virtual reality-based educational game application using google cardboard. SISFO Vol. 5 No 5, 5. 1-8.
Wheeler, G., Deng, S., Toussaint, N., Pushparajah, K., Schnabel, J. A., Simpson, J. M., and Gomez, A. (2018). Virtual interaction and visualisation of 3D medical imaging data with VTK and unity. Healthcare Technology Letters, 5(5), 148-153.
Yang, L. I., Huang, J., Feng, T. I. A. N., Hong-An, W. A. N. G., and Guo-Zhong, D. A. I. (2019). Gesture interaction in virtual reality. Virtual Reality and Intellegent Hardware, 1(1), 84-112.
DOI: https://doi.org/10.17509/edsence.v5i1.57154
Refbacks
- There are currently no refbacks.
Copyright (c) 2023 Jurnal Pendidikan Multimedia (Edsence)
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Jurnal Pendidikan Multimedia (Edsence) ( p-ISSN:2685-2489 | e-ISSN:2685-2535) published by Universitas Pendidikan Indonesia (UPI)
Indexed by:
p-ISSN:2685-2489 | e-ISSN:2685-2535
Visitor Number :
View My Stats