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Showing 21 articles found for "Augmented"

STRATEGI MANAJEMEN PENDIDIKAN ISLAM DALAM MEMANFAATKAN AUGMENTED REALITY UNTUK MENINGKATKAN MUTU PEMBELAJARAN

Puspa Indah Hayati, Juni Erpida Nasution, Muli Prima Aldi M, Lestari, Muhammad Robi Purwanto, Peri Irawan, Silvia Zunita
Abstract: Penelitian ini bertujuan menganalisis  strategi Manajemen Pendidikan Islam (MPI)  dalam memanfaatkan teknologi Augmented Reality (AR) untuk meningkatkan mutu pembelajaran. Teknologi AR mampu menghadirkan visualisasi interaktif… teraktif yang mempermudah mahasiswa memahami konsep abstrak berbasis nilai-nilai Islam, meningkatkan motivasi belajar, dan mendukung pembelajaran yang lebih inovatif. Metode yang digunakan adalah studi kepustakaan dengan analisis literatur terkait. Hasil penelitian menunjukkan bahwa integrasi AR ke dalam kurikulum, pelatihan pendidik, serta kolaborasi dengan berbagai pemangku kepentingan dapat menjadi strategi efektif untuk memaksimalkan manfaat AR. Meskipun menghadapi tantangan seperti keterbatasan infrastruktur dan kompetensi teknis pendidik, penerapan AR berpotensi meningkatkan mutu pembelajaran bagi mahasiswa MPI, menciptakan lulusan yang kompeten, serta relevan dengan kebutuhan era digital.

DIGITAL PHILANTHROPY AND SUSTAINABLE DEVELOPMENT ECOSYSTEMS: A CASE STUDY OF ONLINE LITERACY PRACTICES IN AN INDONESIAN ZAKAT INSTITUTION

Eko Muliansyah
Abstract: This study investigates the transformative role of digital philanthropy and online literacy practices within an Indonesian zakat institution, framing philanthropy as a critical actor in sustainable development ecosystems.… . Employing a qualitative literature-based case study approach, augmented by systematic document and media content analysis of institutional publications, social media, and mass media reports, the research synthesizes global literature with Indonesian scholarship. Findings reveal that digital philanthropy in Indonesia actively contributes to sustainable development goals by strategically channeling Islamic philanthropy for societal impact and national welfare. Digital platforms facilitate enhanced stakeholder collaboration, fostering greater engagement and transparency. The study also illuminates the opportunities and challenges for governance within this digital ecosystem, highlighting issues such as data protection, accountability, and the need for robust regulatory frameworks. Theoretically, this research reframes philanthropy as an ecosystem-based development actor, emphasizes the transformative impact of digitalization, and enriches global discussions by integrating unique Indonesian perspectives on sustainable development, collaborative governance, and Islamic social finance. This offers an empirically grounded understanding of how cultural heritage, technological innovation, and development aspirations intersect in a significant Global South context.

COLLABORATION IN THE APPLICATION OF ARTIFICIAL INTELLIGENCE-BASED TECHNOLOGY IN HERITAGE TOURISM DESTINATIONS CASE STUDY: TAMAN SARI YOGYAKARTA

Yuliyanto Nugroho, Agung, Antonius Dwi Putranto Prasetyo, Aldi Wisnumurti Sarwono
Abstract: This study explores the integration of Artificial Intelligence (AI) in the development of the heritage tourism destination Taman Sari Yogyakarta. As a cultural site with rich historical and architectural values, Taman Sari… ri has great potential to become a leading historical tourism destination through the application of modern digital technologies. This research is highly relevant in the context of the Society 5.0 era, where digital transformation and multi-stakeholder collaboration through the pentahelix model (government, academia, business sector, community, and media) are key approaches in sustainable tourism governance. The objectives of this research are: (1) to identify the potential of AI application in enhancing the attractiveness of Taman Sari as a heritage tourism site, (2) to analyze the role of local communities in the digital transformation of the destination, and (3) to formulate a structured collaborative strategy for the development of AI based heritage destinations. The research employs a qualitative method using data collection techniques including observation, in-depth interviews, and documentation. Informants included representatives from government, local communities, academia, tourism businesses, and tourists. Thematic analysis was used to interpret the data and identify patterns and meanings related to stakeholder participation and partnership. The findings indicate that AI can serve as a tool for cultural preservation and enhancement of tourist experiences, through features such as historical chatbots and augmented reality. However, challenges remain, including limited infrastructure, low digital literacy among local communities, and weak inter-stakeholder collaboration. The study also finds that local communities have the potential to act as agents of digital literacy if actively involved in training programs and AI-based tourism management. The research concludes that developing heritage tourism destinations like Taman Sari requires strong synergy among stakeholders through the formation of inclusive digital collaboration forums. AI technology can be a valuable medium for cultural preservation when implemented in a contextual, participatory, and sustainable manner.

DIGITAL TRANSFORMATION OF THE CULTURAL HERITAGE OF THE MATARAM KINGDOM

Yuliyanto Nugroho, Agung, Sugiarto, Priyanto, Sony Heru, Hendratono, Tonny, Herryani, Herra, Pradapa, Fajar
Abstract: Digital transformation of cultural heritage is a strategic step in preserving and promoting cultural wealth to present and future generations. This study aims to analyze the digitalization efforts of the cultural heritage… e of the Mataram Kingdom, both in tangible and intangible forms, and to assess its impact on the preservation and increasing accessibility of cultural information. The research method used is a qualitative study with a descriptive approach through interviews, observations, and documentation studies. The results of the study indicate that the digitization of artifacts, manuscripts, historical sites, and historical narratives of the Mataram Kingdom has made a significant contribution to building public awareness of the importance of cultural preservation. This initiative also opens up opportunities for the development of culture-based ecotourism through digital media, such as applications, interactive websites, and augmented reality. However, challenges such as limited technology, funding, and human resources are still obstacles that need to be overcome through collaboration between the government, academics, cultural communities, and the private sector. Thus, digital transformation is an important means of maintaining the sustainability of the cultural heritage of the Mataram Kingdom in the modern era.

PENERAPAN AUGMENTED REALITY BERBASIS ANDROID UNTUK PENGENALAN PAKAIAN ADA SUMBA DI KAMPUNG ADAT PRAIJING DESA TEBARA KABUPATEN SUMBA BARAT

Rewa , Adriana Pigi, Trisno, Trisno, Kurra , Titus
Abstract: Nusa Tenggara Timur (NTT) kaya akan pakaian tradisional yang beraneka ragam, masing-masing daerah atau kabupaten memiliki hasil tenunan dengan beraneka ragam motif sesuai dengan ciri khas dan adat istiadat budaya setempat.… t. Salah satu unsur kebudayaan daerah adalah unsur pakaian adat tradisonal. Unsur pakaian adat tradisional dalam kehidupan nyata mempunyai fungsi sesuai pesan-pesan nilai budaya yang terkandung di dalamnya, yang berkaitan dengan aspek-aspek lain dari kebudayaan seperti ekonomi, sosial, politik, keagamanaan, dan pendidikan. Pesan-pesan nilai budaya yang disampaikan, pemahamannya dapat dilakukan dengan melalui berbagai simbol dalam ragam hias atau motif pakaian adat tradisional. Kain Tenun Sumba Barat memiliki warna dan motif yang berbeda-beda antara kabupaten yang satu dengan yang lain. Di Kabupaten Sumba Barat sendiri terdapat corak warna dan berupa permainan garis-garis yang di hiasi gambar-gambar seperti permainan kotak segitiga, jajar genjang dan lingkaran. Ada tiga suku besar di Sumba Barat ,yakni Lamboya, Wanokaka, dan Loli ada kain pawora, pahikung, lambaleko. Motif kain tenun Sumba Barat biasanya bergambar mamuli, buaya, kura-kura, ayam, kepiting, mata kerbau, kupu-kupu dan lain-lain. Setiap motif mempunyai makna dan filosofinya. Pada penelitian ini dilakukan di kampung adat praijng dengan menggunakan penerapan augmented reality berbasis android. Kampung adat Praijing itu sendiri merupakan kampung adat yang terletak di Sumba barat

Pengembangan Media Pembelajaran Berbasis Augmented Reality pada Materi Pengenalan Perangkat Lunak Kelas VIII di SMP Negeri 4 Singkawang

Ferry Marlianto, Dini Oktarika, Bagus Rasyid, Ray Fajar Friandi, Adrian Mardinata, Desvian Ananto Putra, Egi saputra
Abstract: The objective of this study is to create augmented reality educational tools for teaching software introduction topics at Singkawang 4 State Middle School. Evaluating the viability and user reception of educational content… nt delivered through augmented reality technology. Methods of data collection involving interviews and questionnaires. The data analysis technique employs descriptive statistics. The ADDIE paradigm is employed in the research and development process. This learning media is developed through a sequential process consisting of five stages: analysis, design, development, implementation, and evaluation. The participants in this study were eighth-grade students from Singkawang 4 State Middle School. The product feasibility testing step was conducted by a pair of media specialists and one material specialist. The research findings indicated that the feasibility evaluation conducted by media specialists obtained a score of 155 out of a total possible score of 168, placing it in the “very feasible” category. The examination conducted by material experts achieved a score of 71 out of a possible 80, placing it in the “very feasible” category. The mean score attained from the extensive evaluation of 33 eighth-grade students at Singkawang State Middle School 4 was 2550 out of a possible maximum score of 3036. The assessment categorized the score as “highly appropriate” for utilization as a learning tool.

DESIGN AUGMENTED REALITY FOR PROPERTY IN JIARMAH GROUP

Sintia, Sintia, Pernando, Yonky
Abstract: Abstract: Augmented reality is a technology that combines the virtual world and the real world in the form of two-dimensional or 3D objects in real time. This study uses the markerless augmented reality method to display… the object. This study uses the prototype method where researchers listen to customers, build or revise mockups and customer test drive mockups. This augmented reality application was created using the Blender, Unity, Sketchup Pro and Vuforia SDK applications. Making three-dimensional objects is made using Blender and Sketchup Pro while making applications using Unity and Vuforia SDK. The results of the research on the application that was made were tested using blackbox testing where the test results obtained "as expected" which means the application is functioning and working properly.   Keywords: augmented reality; markerless augmented reality; 3D     Abstrak: Augmented reality adalah teknologi yang mengubah realitas menjadi objek dua dimensi atau tiga dimensi secara real time. Studi ini menggunakan metode augmented reality tanpa penanda untuk mengungkap objek. Penelitian ini menggunakan metode prototipe, di mana peneliti mendengarkan pelanggan, mengembangkan atau mengubah maket, kemudian meminta pelanggan untuk menguji coba maket tersebut. Aplikasi augmented reality ini dibuat menggunakan Blender, Unity, Sketchup Pro, dan Vuforia SDK. Objek tiga dimensi dibuat menggunakan Blender dan Sketchup Pro, sedangkan aplikasinya dibuat menggunakan Unity dan Vuforia SDK. Hasil penelitian pada aplikasi yang diuji menggunakan pengujian blackbox yang mendapatkan hasil "sesuai harapan" yang memiliki arti aplikasi sudah berfungsi dan bekerja dengan baik.   Kata kunci: augmented reality; markerless augmented reality; 3D

DEVELOPMENT OF AN AUGMENTED REALITY APPLICATION FOR LEARNING THE VOLUME AND SURFACE AREA OF THREE-DIMENSIONAL SHAPES

Sapta, Andy, Pakpahan, Sondang Purnamasari
Abstract: This study focuses on the development of an Augmented Reality (AR)–based learning application designed to assist students in understanding the mathematical concepts of volume and surface area of three-dimensional geometric… tric shapes. The development process adopted the Multimedia Development Life Cycle (MDLC) model, which consists of six systematic stages: concept, design, material collecting, assembly, testing, and distribution. The research concentrated on the development and expert validation stages. Validation results from content and media experts indicate that the application meets pedagogical and technical feasibility standards. The content expert confirmed that the materials align with the national mathematics curriculum and are presented in a clear, contextual, and accurate manner, while the media expert highlighted the user-friendly interface, interactive features, and visual appeal of the application. Theoretically, this AR-based medium bridges the gap between abstract mathematical concepts and concrete visualization by enabling students to interact directly with virtual 3D objects. Practically, the application enhances learning motivation and engagement by providing dynamic, interactive experiences. Overall, this research contributes to the advancement of educational technology by offering a systematic model for developing AR-based learning media that support active and meaningful learning in the digital era.

OPTIMIZING RETRIEVAL-AUGMENTED GENERATION FOR DOMAIN-SPECIFIC KNOWLEDGE SYSTEMS THROUGH FINE-TUNING AND PROMPT ENGINEERING

Ahmad Fajri, Rila Mandala
Abstract: Abstract: This study discusses the optimization of RAG for a FAQ system in the field of information technology product security certification at BSSN. Although LLM generate reliable responses, they often lack up-to-date… and domain-specific knowledge, which can be addressed through the RAG approach. This research aims to optimize a domain-specific RAG system by improving embedding performance, enhancing prompt robustness, and increasing retrieval accuracy. The research methods consist of three stages. The first stage involves fine-tuning the bge-m3 embedding model and evaluating its performance using MRR, Recall, and AUC. The second stage applies prompt engineering techniques, namely the SRSM and Autodefense, to mitigate direct-injection and escape-character prompt injection attacks. The third stage evaluates the proposed RAG system using Precision, Recall, and F1-Score metrics against four baseline models. The results of research show that the fine-tuned embedding model achieves higher performance than the original model, with MRR@1 and Recall@1 values of 0.80 and an AUC@100 of 0.7023. In addition, the proposed prompt engineering techniques demonstrate robustness against prompt injection attacks, while the overall RAG system attains a perfect Precision, Recall, and F1-Score of 1.00. In conclusion, the proposed approach effectively enhances retrieval accuracy, embedding quality, and system security, resulting in a more reliable RAG-based FAQ system for information technology product security certification. Keywords: embedding fine-tuning; large language model; prompt engineering; prompt injection mitigation; retrieval-augmented generation   Abstrak: Studi ini membahas optimasi RAG untuk sistem FAQ di bidang sertifikasi keamanan produk teknologi informasi di BSSN. Meskipun LLM menghasilkan respons yang andal, mereka seringkali kurang memiliki pengetahuan terkini dan spesifik domain, yang dapat diatasi melalui pendekatan RAG. Penelitian ini bertujuan untuk mengoptimalkan sistem RAG spesifik domain dengan meningkatkan kinerja embedding, meningkatkan ketahanan prompt dan meningkatkan akurasi pengambilan. Metode penelitian terdiri dari tiga tahap. Tahap pertama melibatkan fine-tuning model embedding bge-m3 dan mengevaluasi kinerjanya menggunakan Mean Reciprocal Rank (MRR), Recall, dan AUC. Tahap kedua menerapkan teknik rekayasa prompt, yaitu Self- SRSM dan Autodefense, untuk mengurangi serangan direct-injection dan escape-character prompt injection. Tahap ketiga mengevaluasi sistem RAG yang diusulkan menggunakan metrik Presisi, Recall, dan F1-Score terhadap empat model dasar. Hasil penelitian menunjukkan bahwa model embedding yang disempurnakan mencapai kinerja yang lebih tinggi daripada model asli, dengan nilai MRR@1 dan Recall@1 sebesar 0,80 dan AUC@100 sebesar 0,7023. Selain itu, teknik rekayasa prompt yang diusulkan menunjukkan ketahanan terhadap serangan injeksi prompt, sementara sistem RAG secara keseluruhan mencapai Presisi, Recall, dan F1-Score sempurna sebesar 1,00. Kesimpulannya, pendekatan yang diusulkan secara efektif meningkatkan akurasi pengambilan, kualitas embedding dan keamanan sistem, menghasilkan sistem FAQ berbasis RAG yang lebih andal untuk sertifikasi keamanan produk teknologi informasi. Kata kunci: penyempurnaan embedding; model bahasa besar; rekayasa prompt; mitigasi injeksi prompt; retrieval-augmented generation

DEVELOPMENT OF A QR CODE-BASED WEBAR TO DIGITIZE LOCAL WISDOM AS AN EFFORT TO INCREASE TOURIST ATTRACTION IN BORDER AREAS

P, Noviyanti, Mira, Alexander Jerry
Abstract: Abstract: Current technological developments play a crucial role in driving the tourism industry, one of which is the utilization of technology. However, tourist attractions in border areas face challenges such as limited&#8230; d access to digital information and a lack of interactive media to present local wisdom such as history, customs, and culture. This study aims to develop and implement a QR Code-based Web-based Augmented Reality (WebAR) to digitize local wisdom at tourist attractions, making information more engaging and accessible to tourists. The research methodology adopted three approaches: UCD (User-Centered Design), Agile methods, and TAM (Technology Acceptance Model). This platform contains the local wisdom of two tourist villages in the border area, namely Sebujit Village and Jagoi Babang Village. The results of testing and evaluation using multiple linear regression and SEM-PLS methods on 45 respondents showed that the WebAR technology acceptance model was significant (F = 6.583; p < 0.001). User Attitude (ATU) is a key variable that significantly influences Intention to Use (BI) (β=0.429; p=0.001), while Ease of Use (PEOU) and Benefit (PU) indirectly influence BI through ATU. As additional validation, the classification test yielded an accuracy of 88.90% and an F1-score of 0.941, confirming that QR Code-based WebAR is effective and well-received as a digital information and promotion medium for local wisdom in border areas. Keywords: border areas; local wisdom; qr code; tourist attractions; web augmented reality.   Abstrak: Perkembangan teknologi saat ini memiliki peran penting dalam mendorong industri pariwisata, salah satunya dengan pemanfaatan teknologi. Namun, objek wisata di daerah perbatasan menghadapi tantangan seperti keterbatasan akses informasi digital dan kurangnya media interaktif untuk menyajikan kearifan lokal seperti sejarah, adat istiadat, dan budaya. Penelitian ini bertujuan untuk mengembangkan dan mengimplementasikan Web-based Augmented Reality (WebAR) berbasis QR Code untuk digitalisasi kearifan lokal objek wisata, menjadikan informasi lebih menarik dan mudah diakses bagi wisatawan. Metodologi penelitian mengadopsi tiga pendekatan, UCD (User-Centered Design), metode Agile, dan TAM (Technology Acceptance Model). Platform ini memuat kearifan lokal dua desa wisata di daerah perbatasan, yaitu Desa Sebujit dan Desa Jagoi Babang. Hasil pengujian dan evaluasi dengan metode regresi linier berganda dan SEM-PLS pada 45 responden menunjukkan bahwa model penerimaan teknologi WebAR ini signifikan (F = 6.583; p < 0.001). Sikap Pengguna (ATU) menjadi variabel kunci yang berpengaruh signifikan terhadap Niat Penggunaan (BI) (β=0.429; p=0.001), sementara Kemudahan Penggunaan (PEOU) dan Manfaat (PU) memengaruhi BI secara tidak langsung melalui ATU. Sebagai validasi tambahan, uji klasifikasi menghasilkan akurasi 88,90% dan F1-score 0,941, yang menegaskan bahwa WebAR berbasis Kode QR efektif dan dapat diterima dengan baik sebagai media informasi dan promosi digital kearifan lokal di wilayah perbatasan. Kata Kunci: daerah perbatasan; kearifan lokal; qr code; web augmented reality.