PERANCANGAN APLIKASI GAME VIRTUAL REALITY CERITA RAKYAT RAMAYANA MENGGUNAKAN PLATFORM ANDROID

Main Authors: Satria Paramartha, Putu Bagus, Arsa Suyadnya, I Made, Sudarma, Made
Format: Article info application/pdf eJournal
Bahasa: eng
Terbitan: Program Studi Teknik Elektro UNUD , 2020
Online Access: https://ojs.unud.ac.id/index.php/spektrum/article/view/60413
https://ojs.unud.ac.id/index.php/spektrum/article/view/60413/34993
ctrlnum article-60413
fullrecord <?xml version="1.0"?> <dc schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/ http://www.openarchives.org/OAI/2.0/oai_dc.xsd"><title lang="en-US">PERANCANGAN APLIKASI GAME VIRTUAL REALITY CERITA RAKYAT RAMAYANA MENGGUNAKAN PLATFORM ANDROID</title><title lang="id-ID"/><creator>Satria Paramartha, Putu Bagus</creator><creator>Arsa Suyadnya, I Made</creator><creator>Sudarma, Made</creator><description lang="en-US">Indonesia is the largest archipelago country in the world that has a variety of folklore from allparts of Indonesia. One of the most famous folklore in Indonesia is the Ramayana story. In thismodern era, people's interest in folklore, especially the younger generation is very alarming. This isbecause the background of the story and the characters in most folklore are considered outdated andno longer relevant to today's life. Based on this problem, the virtual reality game application of theRamayana folklore was made to visualize the Ramayana folklore in a more interesting and dynamicway in order to increase the interest of the community to be more fond of Indonesian folklore.Application development starts from the concept, design, material collection, assembly, testing, anddistribution stages. This application was built using C # programming language, Google CardboardSDK, Blender and Unity software. The results obtained are an application that can be used as amedium of entertainment or learning about Ramayana folklore. In this Ramayana folklore gameapplication, users can play 3 stage games that are equipped with game narratives consisting of textand images. Based on the test results using the Black-Box method, the functional application hasbeen able to run as it should. Based on testing the System Usability Scale (SUS), this applicationobtained an average value of 20 respondents at 73.13 with C of SUS&#x2019;s Grade Scale, which isAcceptable category.</description><publisher lang="en-US">Program Studi Teknik Elektro UNUD</publisher><date>2020-03-07</date><type>Journal:Article</type><type>Other:info:eu-repo/semantics/publishedVersion</type><type>Journal:Article</type><type>File:application/pdf</type><identifier>https://ojs.unud.ac.id/index.php/spektrum/article/view/60413</identifier><identifier>10.24843/SPEKTRUM.2020.v07.i01.p26</identifier><source lang="en-US">Jurnal SPEKTRUM; Vol 7 No 1 (2020): Jurnal SPEKTRUM; 183-190</source><source>2684-9186</source><source>2302-3163</source><source>10.24843/SPEKTRUM.2020.v07.i01</source><language>eng</language><relation>https://ojs.unud.ac.id/index.php/spektrum/article/view/60413/34993</relation><recordID>article-60413</recordID></dc>
language eng
format Journal:Article
Journal
Other:info:eu-repo/semantics/publishedVersion
Other
File:application/pdf
File
Journal:eJournal
author Satria Paramartha, Putu Bagus
Arsa Suyadnya, I Made
Sudarma, Made
title PERANCANGAN APLIKASI GAME VIRTUAL REALITY CERITA RAKYAT RAMAYANA MENGGUNAKAN PLATFORM ANDROID
publisher Program Studi Teknik Elektro UNUD
publishDate 2020
url https://ojs.unud.ac.id/index.php/spektrum/article/view/60413
https://ojs.unud.ac.id/index.php/spektrum/article/view/60413/34993
contents Indonesia is the largest archipelago country in the world that has a variety of folklore from allparts of Indonesia. One of the most famous folklore in Indonesia is the Ramayana story. In thismodern era, people's interest in folklore, especially the younger generation is very alarming. This isbecause the background of the story and the characters in most folklore are considered outdated andno longer relevant to today's life. Based on this problem, the virtual reality game application of theRamayana folklore was made to visualize the Ramayana folklore in a more interesting and dynamicway in order to increase the interest of the community to be more fond of Indonesian folklore.Application development starts from the concept, design, material collection, assembly, testing, anddistribution stages. This application was built using C # programming language, Google CardboardSDK, Blender and Unity software. The results obtained are an application that can be used as amedium of entertainment or learning about Ramayana folklore. In this Ramayana folklore gameapplication, users can play 3 stage games that are equipped with game narratives consisting of textand images. Based on the test results using the Black-Box method, the functional application hasbeen able to run as it should. Based on testing the System Usability Scale (SUS), this applicationobtained an average value of 20 respondents at 73.13 with C of SUS’s Grade Scale, which isAcceptable category.
id IOS1469.article-60413
institution Universitas Udayana
institution_id 28
institution_type library:university
library
library Perpustakaan Universitas Udayana
library_id 612
collection Jurnal Ilmiah Mahasiswa SPEKTRUM
repository_id 1469
subject_area Fisika
city BADUNG
province BALI
repoId IOS1469
first_indexed 2020-06-11T04:20:32Z
last_indexed 2020-06-11T04:20:32Z
recordtype dc
_version_ 1722572687948120064
score 17.611225