Judul: Immersive Tour Farm: Development of Virtual Farm Tours to Enhance Youth Engagement in Agriculture
Abstrak: Penelitian ini dilakukan dalam konteks penurunan jumlah angkatan kerja pada sektor pertanian di Indonesia dari tahun 2014 hingga 2019, terutama di kalangan petani muda. Penurunan ini disebabkan oleh ketidaksesuaian keterampilan, pendapatan yang lebih tinggi di luar sektor pertanian, kurangnya edukasi, persepsi negatif, keterbatasan lahan, dan kurangnya integrasi antara komunitas pertanian dengan masyarakat umum. Dari permasalahan ini, solusi dapat mengacu pada penerapan desa digital yang memanfaatkan teknologi digital untuk meningkatkan berbagai aspek di desa. Selain itu, terdapat teknologi virtual reality (VR) yang dapat dimanfaatkan untuk meningkatkan output pembelajaran dengan menghadirkan pengalaman yang imersif. Oleh karena itu, penelitian ini dilakukan untuk memanfaatkan teknologi VR dalam bentuk tur pertanian virtual yang imersif untuk mempersiapkan mahasiswa ilmu komputer dari IPB University sebelum terlibat dalam kegiatan di pedesaan. Tur pertanian virtual yang dikembangkan dalam penelitian ini menyediakan informasi desa digital suatu area pertanian melalui artikel, foto, dan video. Dengan adanya tur pertanian ini, diharapkan dapat membantu generasi muda dalam mengenal desa digital, serta memotivasi mereka untuk terlibat dalam sektor pertanian di Indonesia. Hasil pengujian kelayakan fitur tur pertanian ini mengungkap bahwa fitur-fitur yang telah dibangun dapat berjalan dengan baik. Namun, hasil pengujian ini juga mengungkap catatan yang perlu diperhatikan terkait kenyamanan pengguna dan konten yang tersedia., This study examines the decline in agricultural employment in Indonesia between 2014 and 2019, specifically among young farmers. The decrease can be attributed to skill mismatch, higher incomes outside the agricultural sector, limited education, negative perceptions, land limitations, and a lack of integration between the farming community and the wider society. To tackle these challenges, implementing digital villages that utilize digital technology to enhance various aspects of rural areas is considered a potential solution. Additionally, virtual reality (VR) technology can be utilized to enhance learning outcomes by providing immersive experiences. Consequently, this research aims to leverage VR technology through the development of an immersive virtual farming tour, preparing computer science students from IPB University before their engagement in rural activities. The virtual farming tour created in this study delivers information about digital villages in agricultural regions through articles, photos, and videos. It is anticipated that this farming tour will facilitate the younger generation in understanding digital villages and inspire their involvement in the agricultural sector in Indonesia. The feasibility testing of the virtual farming tour features revealed that the built-in features function well. However, the testing results also highlighted some considerations regarding user comfort and available content.
Keyword: agriculture, immersive tours, immersive technologies, youth

Judul: Development of Virtual Reality for  Immersive Learning in the Greenhouse of IPB Campus
Abstrak: Virtual reality atau VR adalah teknologi next-generation yang memungkinkan pengguna untuk mendapatkan pengalaman virtual yang sangat realistis dan mendalam. Menggunakan konsep VR dan fitur yang memungkingkan penggunanya berinteraksi seperti di dunia nyata terlihat efektif untuk meningkatkan ketertarikan terhadap berbagai bidang, terutama sektor agrikultur yang semakin sepi akan peminat. Pada penelitian ini, peneliti akan merancang aplikasi berteknologi VR interaktif berlatar Greenhouse I-Surf IPB sebagai pembelajaran imersif pada bidang agrikultur terhadap pelajar. Penelitian ini dikembangkan menggunakan Unity dan dieksekusi menggunakan perangkat Oculus Quest 2 yang terbagi menjadi 4 fase pengembangan dengan metode game development life cycle (GDLC) yaitu initiation, production, pre-production, dan testing. Pengguna dapat menjelajahi I-Surf bersama mekanik permainan berupa mencari peralatan pertanian dan juga menumbuhkan tanaman secara sederhana. Aplikasi berhasil dikembangkan dan berhasil melewati Testing menggunakan metode black-box tanpa adanya masalah teknis maupun terkait perangkat VR terhadap aplikasi yang dikembangkan, sehingga menunjukkan potensi pengembangan sektor pembelajaran menggunakan teknologi VR kedepannya, Virtual reality is a next-generation technology that allows users to experience highly realistic and immersive virtual environments. Utilizing the concept of VR that simulates real-world interactions appears to be effective in generating interest in various fields, particularly the agriculture sector. In this research, the researcher will design an interactive VR application based on I-Surf IPB Greenhouse as an immersive learning tool for agriculture among students. The research will be developed using Unity with Oculus Quest 2 device. There are four development phases: initiation, production, pre-production, and testing, following a simplified version of the game development life cycle (GDLC). Users can explore I-Surf with gameplay mechanics such as searching for farming equipment and growing plants in a simple manner. The application has been successfully developed and passed the black-box testing without any technical issues or problems related to the VR device and the developed application. This demonstrates the potential for future development of the education sector using VR technology.
Keyword: edukasi agrikultur, virtual reality, pembelajaran imersif

Judul: Characterizations of low alloy steel sae 4422  plated with chromic acid (Cro3)
Abstrak: Characterizations of low alloy steel SAE 4422 plated with chromic acid (CrOrO3) was use Optical Microscopy (OM), Scanning Electron Microscopy (SEM), X-Ray Diffraction (XRD), RD),Energy Dispersive Analysis of X-Ray (EDAX), Hardness Test and Roughness Test. Microstructures analysis exhibits cracks and grain boundaries microcracks as a characteristics of chrome metal found at plating metal. Perlite and Ferrite as grains of steel found at base metal with grain boundaries around it. Phase analysis of plating metal appropriate to chrome metal with lattice constant (a) is 2.559 Å and phase analysis of base metal appropriate to iron ferrite with lattice constant (a) is 3.318 Å. Both plating and base metal have cubic system. Chemical analysis of plating metal at surface section exhibits that cracks area have highest value of carbon element compare with grains and grains boundaries area. While chemical analysis of base metal at cross section exhibits that perlite have highest value of carbon element compare with ferrite and grain boundaries. The hardness value of plating metal at surface section and cross section are 753 and 637 VHN. While, the hardness value of base metal and interface area at cross section are 205 and 373 VHN. The roughness value at measurement points of chrome surface for as received sample are 0.445 μm. Observation used Optical Microscopy and Scanning Electron Microscopy exhibits surface irregularities combine to form surface texture of plating metal at surface section.
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