Preprint has been published in a journal as an article
Preprint / Version 1

Exploring the Historical Buildings in the Area Of Surabaya Raya Using Virtual Reality Technology Based On Android


Menyusuri Bangunan Bersejarah Kawasan Surabaya Raya Menggunakan Teknologi Virtual Reality Berbasis Android

##article.authors##

DOI:

https://doi.org/10.21070/ups.5102

Keywords:

3D, Virtual Reality, Surabaya Raya, Android

Abstract

Historic buildings consist of the words "building" as a place for various activities and "historic" as something that has historical values. This includes values such as cultural identity, technological progress, and the aesthetic aspects represented by the building. The Greater Surabaya area, which includes the City of Surabaya, Gresik Regency, and Si-doarjo Regency in East Java, is one of the largest urban areas in Indo-nesia. This area is the heart of the East Java region. The Greater Sura-baya area is rich in historical buildings such as the Heroes Monument, Pamotan Temple and Garling Tower. Based on the use of increasingly developing technology, and most learning systems regarding the intro-duction of historical buildings are only based on theory, this research application will introduce a solution that will present 3D objects from several historical buildings in Greater Surabaya via smartphone and VR Cardboard. 

Downloads

Download data is not yet available.

References

R. A. Novariyanto, „Makna Historis Monumen Kesejarahan di Kota Malang sebagai Sumber Belajar Sejarah“, J. Pendidik. Sej., b. 4, tbl. 1, bls. 1–15, 2020, doi: 10.1016/j.fcr.2017.06.020.

K. Rijal, „Dokumentasi Bangunan Bersejarah Masjid Raya Lima Kaum Kabupaten Tanah Datar“, UNIVERSITAS MALIKUSSALEH, 2023. [Rafrænt]. Aðgengilegt á: https://www.ncbi.nlm.nih.gov/books/NBK558907/

A. (2022) Saeroji, „Strategi Pengembangan Museum Tosan Aji Purworejo Dalam Upaya Meningkatkan Kunjungan Wisatawan“, Inov. Penelit., b. 2, tbl. 9, bls. 3071–3072, 2022, [Rafrænt]. Aðgengilegt á: https://stp-mataram.e-journal.id/JIP/article/view/1276

K. Kurniawan, O. B. Wahyudi, og T. N. Vidyarini, „Citra Pemerintah Provinsi Jawa Timur Pasca Penerapan PSBB Surabaya Raya Di Mata Masyarakat Surabaya Raya“, J. e-Komunikasi, b. 9, tbl. 2, 2021, [Rafrænt]. Aðgengilegt á: http://publication.petra.ac.id/index.php/ilmu-komunikasi/article/view/11519

H. Mustika, M. Jamil, og M. Ximenes, „Importance Destination Loyalty: The Case Monumen Tugu Pahlawan in Surabaya, East Java“, Kinerja, b. 28, tbl. 1, bls. 41–58, 2024, doi: 10.24002/kinerja.v28i1.8101.

S. Amarullah, A. Maulidi, E. Syarifudin, og A. Fauzi, „Jurnal Ilmu Pengetahuan Sosial“, J. Ilmu Pengetah. Sos., b. 10, tbl. 10, bls. 4607–4617, 2023.

M. Sulaiman, N. Sasmita, og S. Id, „PENATAAN RUANG PERKOTAAN DI GRESIK MASA PEMERINTAHAN BUPATI SAMBARI HALIM RADIANTO TAHUN 2010-2020“, bls. 63–75, 2022.

A. P. Junfithrana, „Rancang Bangun Program Aplikasi Virtual RealityPada Pembelajaran Praktikum Secara OnlineBerbasis Oculus“, Fidel. J. Tek. Elektro , b. vol 2, tbl. 1, bls. 7–10, 2021.

Y. Efendi og Junaidi, „TEKNOLOGI VIRTUAL REALITY MENGGUNAKAN SENSOR GYROSSCOPE SEBAGAI MEDIA EDUKASI BUDAYA MELAYU PADA MUSEUM“, b. 9, tbl. September, bls. 160–164, 2019.

B. Romys og C. Indonesia, „Minat ke Museum Memprihatinkan , Ini Penyebabnya Kata Ahli“, bls. 1–5, 2023.

T. Caciora o.fl., „The use of virtual reality to promote sustainable tourism: A case study of wooden churches historical monuments from Romania“, Remote Sens., b. 13, tbl. 9, 2021, doi: 10.3390/rs13091758.

M. Shehade og T. Stylianou-Lambert, „Virtual reality in museums: Exploring the experiences of museum professionals“, Appl. Sci., b. 10, tbl. 11, 2020, doi: 10.3390/app10114031.

A. Suhadi og R. Purwaningsih, „Aliterasi : Jurnal Pendidikan , Bahasa dan Sastra Penggunaan Aplikasi Digital Google Cardboard sebagai Media Stimulus dalam Meningkatkan Kemampuan Menulis Teks Deskripsi“, b. 4, tbl. 1, bls. 16–25, 2023.

A. Nofiar, A. Pribadi, F. Nasari, R. Irawan, R. Firmansyah, og B. N. Nahampun, Virtual Reality. 2023.

I. Paridawati, M. I. Daulay, og R. Amalia, „Persepsi Orangtua Terhadap Penggunaan Smartphone pada Anak Usia Dini di Desa Indrasakti Kecamatan Tapung Kabupaten Kampar“, J. Teach. Educ., b. 2, tbl. 2, bls. 28–34, 2021.

T. Zebua, B. Nadeak, og S. B. Sinaga, „Pengenalan Dasar Aplikasi Blender 3D dalam Pembuatan Animasi 3D“, J. ABDIMAS Budi Darma, b. 1, tbl. 1, bls. 18–21, 2020.

H. F. Dalimunthe og P. Simanjuntak, „Aplikasi Pengenalan Perangkat Keras Komputer Berbasis Android Menggunakan Augmented Reality“, Comput. Sci. Ind. Eng., b. 9, tbl. 2, bls. 24–31, 2023, doi: 10.33884/comasiejournal.v9i2.7624.

Agustini og W. J. Kurniawan, „Sistem E-Learning Do’a dan Iqro’ dalam Peningkatan Proses Pembelajaran pada TK Amal Ikhlas“, J. Mhs. Apl. Teknol. Komput. dan Inf., b. 1, tbl. 3, bls. 154–159, 2019, [Rafrænt]. Aðgengilegt á: http://www.ejournal.pelitaindonesia.ac.id/JMApTeKsi/index.php/JOM/article/view/526

N. Khesya, „Mengenal Flowchart dan Pseudocode Dalam Algoritma dan Pemrograman“, Preprints, b. 1, bls. 1–15, 2021, [Rafrænt]. Aðgengilegt á: https://osf.io/dq45ef

I. Rizaldy, I. Agustina, og F. Fauziah, „Implementasi Virtual Reality Pada Tur Virtual Monumen Nasional Menggunakan Unity 3D Algoritma Greedy Berbasis Android“, JOINTECS (Journal Inf. Technol. Comput. Sci., b. 3, tbl. 2, des. 2018, doi: 10.31328/jointecs.v3i2.786.

T. Herawan o.fl., „Wisata Virtual di the Louvre Museum Paris dan Pasar Terapung Pattaya Menggunakan Teknologi Virtual Reality Berbasis Youtube 360“, J. Ris. Sist. Inf. Dan Tek. Inform., b. 8, tbl. 1, bls. 304–339, 2023, [Rafrænt]. Aðgengilegt á: https://tunasbangsa.ac.id/ejurnal/index.php/jurasik

M. Subalil o.fl., „Pengembangan Virtual Reality Untuk Mendigitalisasi Situs Peninggalan Sejarah Masjid Agung Banten“, 2018.

Posted

2024-07-11