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    Virtual Reality Rumah Bolon Batak Toba dengan Gamification dengan Gamification

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    Fulltext (3.874Mb)
    Date
    2021
    Author
    Sihombing, Credicho Redemtus Tua
    Advisor(s)
    Andayani, Ulfi
    Arisandi, Dedy
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    Abstract
    In this day and age, the development of technology is very fast. This causes public concern for the cultural and historical heritage in Indonesia is getting lower. In addition, it is also caused by the lack of media publishing and recognition methods that only use media such as television, books, and social media. These media are less interesting because people will tend to passively just look at it. Virtual Reality (VR) visualization and simulation technology is currently very rapidly developed and widely used and applied in various fields of science. In this research, VR was used as a digital media for the introduction of the batak toba traditional house, the Bolon House. The application is built with the concept of gamification where the user will answer various questions to be able to get in and out of the house and get a score. The building model is reconstructed into a 3D Model that allows the user to explore the building. From this research, it was concluded that as many as 80% of users are interested in bolon houses and want to see bolon house directly.
     
    Pada zaman sekarang ini, perkembangan teknologi sangat cepat. Hal itu mengakibatkan kepedulian masyarakat terhadap warisan budaya dan sejarah yang ada di Indonesia ini semakin rendah. Selain itu, juga diakibatkan kurangnya media yang mempublikasikan serta metode pengenalan yang hanya menggunakan media seperti televisi, buku, serta sosial media. Media-media tersebut kurang menarik karena orang akan cenderung pasif hanya melihat saja. Teknologi visualisasi dan simulasi Virtual Reality (VR) saat ini sudah sangat berkembang pesat dan banyak dimanfaatkan serta diterapkan kedalam berbagai bidang ilmu pengetahuan. Pada penelitian ini, VR digunakan sebagai media digital untuk pengenalan rumah adat batak toba yaitu Rumah Bolon. Aplikasi dibangun dengan konsep gamification dimana user akan menjawab berbagai pertanyaan untuk dapat keluar masuk rumah serta mendapatkan skor. Model bangunan direkonstruksi kedalam bentuk 3D yang memungkinkan user melakukan penjelajahan didalam bangunan. Dari penelitian ini, didapat kesimpulan bahwa sebanyak 80% pengguna tertarik pada rumah bolon dan ingin melihat langsung Rumah Bolon.

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    https://repositori.usu.ac.id/handle/123456789/47340
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    • Undergraduate Theses [796]

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    Repositori Institusi Universitas Sumatera Utara (RI-USU)
    Universitas Sumatera Utara | Perpustakaan | Resource Guide | Katalog Perpustakaan
    DSpace software copyright © 2002-2016  DuraSpace
    Contact Us | Send Feedback
    Theme by 
    Atmire NV