Design and Build an Application for Introduction to Endemic Indonesian Flora and Fauna Based on Virtual Reality

Aditiya Riyadhi, A. C. Padmasari, Maya Purnama Sari
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Abstract

Virtual Reality is a technology used in today's application development. Virtual Reality allows users to fully engage in a 3D visual environment and perform various activities. Indonesia has approximately 515 species that are threatened with extinction based on data on the IUCN website. The purpose of this research is to introduce rare biodiversity in Indonesia through a Virtual Reality-based application to reduce extinction rates. In the process of making applications, the authors use the SDLC (Software Development Life Cycle) Waterfall model, which is a software development model with organized and structured stages. SDLC Waterfall stages include needs analysis, planning or design, implementation, and testing, including 3D creation and integration with Unity3D. Testing is applied to the black box testing method. From the trials conducted, this application can run smoothly on computers and laptops with minimal specifications. The results of testing the application involving several respondents with an average percentage value of 87.67% are feasible and effective in making this application an educative media. This application is expected to increase public awareness about Indonesia's natural wealth as well as become an interesting and innovative educational tool.
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基于虚拟现实的印尼特有动植物介绍应用程序设计与构建
虚拟现实是当今应用开发中使用的一种技术。虚拟现实允许用户完全参与3D视觉环境并执行各种活动。根据世界自然保护联盟网站上的数据,印度尼西亚大约有515个物种濒临灭绝。本研究的目的是通过基于虚拟现实的应用程序在印度尼西亚介绍稀有的生物多样性,以降低灭绝率。在应用程序的开发过程中,作者使用了SDLC(软件开发生命周期)瀑布模型,这是一种有组织和结构化的软件开发模型。SDLC瀑布阶段包括需求分析、规划或设计、实施和测试,包括3D创建和与Unity3D的集成。测试应用于黑盒测试方法。从进行的试验来看,该应用程序可以在最小规格的计算机和笔记本电脑上顺利运行。对该应用程序进行了测试,平均百分比值为87.67%,使该应用程序成为教育媒体是可行和有效的。该应用程序有望提高公众对印度尼西亚自然财富的认识,并成为一种有趣和创新的教育工具。
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