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Virtual Space For Virtual Reality Exhibitions With Oculus Quest Devices Muhammad Rusdi Rahman; M Suyanto; Dhani Ariatmanto
Sinkron : jurnal dan penelitian teknik informatika Vol. 8 No. 4 (2023): Article Research Volume 8 Issue 4, October 2023
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/sinkron.v8i4.12952

Abstract

Based on information from the Ministry of Cooperatives and MSMEs, currently the number of MSMEs has reached 64.2 million euros and their share of GDP is 61.07% or 8,573.89 trillion rupiah (Coordinating Ministry for the Economy of the Republic of Indonesia, 2021). The contribution of MSMEs to the Indonesian economy includes the ability to absorb 97 percent of the current total employment and generate 60.4 percent of the total investment. (Ministry of Investment, 2021). VR (Virtual Reality) technology is a technology that allows users to feel in a virtual (virtual) world in visual form and users can interact with a virtual environment simulated by a computer in the form of Android. The focus of this research is a technical way of creating a virtual space or virtual space and 3D objects in displaying products from SMEs to be marketed to consumers with the virtual reality method using the oculus quest device, this research uses the Luther method, a six-stage process for creating multimedia that includes concept, design, material gathering, assembly, testing, and distribution. System testing was carried out using black box testing and usability testing using the SUS Score standardization, with a total of 47 respondents getting an average score of 54%. This average number exceeds 50% of the standard SUS Score Analysis, so the virtual reality exhibition space is categorized as suitable and OK for use by users. And it can also help MSMEs in carrying out virtual reality-based online marketing.