{"title":"Covid-19大流行期间中小企业博物馆增强现实支持文化教育作用的开发","authors":"Shinta Puspasari, N. Suhandi, Jaya Nur Iman","doi":"10.1109/ICIC50835.2020.9288619","DOIUrl":null,"url":null,"abstract":"The Covid-19 pandemic has changed normal life including the learning process. Computer-assisted learning is a method applied when it is not possible to do it face-to-face, one of which is cultural learning at the SMB II Museum. The museum was closed during the Covid-19 pandemic. This study developed the AR application to support the education role of the SMB II museum. Through the AR application, users can view the museum's virtual collection and learn about the culture related to the collection without having to come to the museum. The museum collection is presented virtually reconstructed in the Vuforia, Unity, and Blender 3D development environment that blends real and virtual environments. The testing results show that the AR application has a good performance with the results of the SUS user survey showing a score> 70 and effectively supports the education role of the museum as measured by an improvement knowledge about Palembang culture after using the AR application of the SMB II museum. It is also found that there was different usability on a user with age> 30. Millennial generation having no difficulty in using the AR for their experience in using mobile apps and devices.","PeriodicalId":413610,"journal":{"name":"2020 Fifth International Conference on Informatics and Computing (ICIC)","volume":"231 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","resultStr":"{\"title\":\"Augmented Reality Development for Supporting Cultural Education Role in SMB II Museum During Covid-19 Pandemic\",\"authors\":\"Shinta Puspasari, N. Suhandi, Jaya Nur Iman\",\"doi\":\"10.1109/ICIC50835.2020.9288619\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The Covid-19 pandemic has changed normal life including the learning process. Computer-assisted learning is a method applied when it is not possible to do it face-to-face, one of which is cultural learning at the SMB II Museum. The museum was closed during the Covid-19 pandemic. This study developed the AR application to support the education role of the SMB II museum. Through the AR application, users can view the museum's virtual collection and learn about the culture related to the collection without having to come to the museum. The museum collection is presented virtually reconstructed in the Vuforia, Unity, and Blender 3D development environment that blends real and virtual environments. The testing results show that the AR application has a good performance with the results of the SUS user survey showing a score> 70 and effectively supports the education role of the museum as measured by an improvement knowledge about Palembang culture after using the AR application of the SMB II museum. It is also found that there was different usability on a user with age> 30. Millennial generation having no difficulty in using the AR for their experience in using mobile apps and devices.\",\"PeriodicalId\":413610,\"journal\":{\"name\":\"2020 Fifth International Conference on Informatics and Computing (ICIC)\",\"volume\":\"231 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2020-11-03\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"4\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2020 Fifth International Conference on Informatics and Computing (ICIC)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ICIC50835.2020.9288619\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2020 Fifth International Conference on Informatics and Computing (ICIC)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICIC50835.2020.9288619","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Augmented Reality Development for Supporting Cultural Education Role in SMB II Museum During Covid-19 Pandemic
The Covid-19 pandemic has changed normal life including the learning process. Computer-assisted learning is a method applied when it is not possible to do it face-to-face, one of which is cultural learning at the SMB II Museum. The museum was closed during the Covid-19 pandemic. This study developed the AR application to support the education role of the SMB II museum. Through the AR application, users can view the museum's virtual collection and learn about the culture related to the collection without having to come to the museum. The museum collection is presented virtually reconstructed in the Vuforia, Unity, and Blender 3D development environment that blends real and virtual environments. The testing results show that the AR application has a good performance with the results of the SUS user survey showing a score> 70 and effectively supports the education role of the museum as measured by an improvement knowledge about Palembang culture after using the AR application of the SMB II museum. It is also found that there was different usability on a user with age> 30. Millennial generation having no difficulty in using the AR for their experience in using mobile apps and devices.