Query: Strategi virtual tour

title: Perancangan Virtual Tour Kampus I UKSW sebagai Media Informasi Mahasiswa Baru
abstract: Abstrak Kampus I Universitas Kristen Satya Wacana (UKSW) beralamat di Jalan Diponegoro 52 56 Kota Salatiga, Jawa Tengah. Memiliki luas keseluruhan 93.580 m 2 terdiri dari gedung kantor dan gedung perkuliahan. Media informasi sangat penting bagi mahasiswa untuk mengenali lokasi gedung dan wilayah kampus. Berdasarkan penelitian banyak mahasiswa kesulitan menemukan lokasi gedung perkuliahan dan mengenali wilayah kampus pada awal masa perkuliahan. Media informasi yang telah ada berupa peta dua dimensi wilayah kampus hanya menyajikan informasi yang terbatas. Berdasarkan fakta tersebut, pada penelitian ini dirancang virtual tour panorama 360 o sebagai media informasi Kampus I UKSW untuk mempermudah mahasiswa baru dalam mengenali wilayah serta memberikan informasi awal tentang letak gedung secara visual. Metode perancangan yang digunakan adalah mixed method dan strategi linier. Hasil yang dicapai dari penelitian ini berupa virtual tour sebagai media informasi Kampus I UKSW sudah sesuai dengan harapan, dan layak diaplikasikan pada website Universitas. K a ta Kunci UKSW, Media Informasi, Virtual tour, Panorama 360 o Mahasiswa Baru Abstract Campus I of Satya Wacana Christian University (SWCU) is located at Diponegoro Street 52 56 Salatiga, Central Java. Campus I UKSW has an overall area of 93,580 m2, consisting of office buildings and lecture buildings. Media information is very important for students to recognize the location of buildings and campus areas. Based on the research, many students have difficulty finding the location of the lecture building and recognize the campus area at the beginning of the lecture. The existing media information that is the two dimensional map of the campus area presents only limited information. Based on these facts, this research designed virtual panoramic 3 6 0 o tour as a medium of information for Campus I SWCU to facilitate new students in recognizing the area and providing initial information about the location of the building visually. The design method used is mixed method and linear strategy. The result of this research is virtual tour as the information media of Campus I SWCU is suitable with the expectation, and it is worthy to be applied to the University website. K eywords SWCU, Media information, Virtual tour, Panorama 360 o New S tudent s

title: Strategi Adaptasi Perusahaan Biro Tour and Travel dalam Menghadapi Pandemi Covid 19 (Studi Kasus pada Perusahaan Tour and Travel Haji dan Umrah PT. Amanu Izzah Zamzam Sakinah di Kota Surakarta)
abstract: This study is to determine the strategic management used by PT. Amanu Izzah Zamzam Sakinah in theera new normal and to find out the impact of strategic management on the existence of PT. Amanu Izzah Zamzam Sakinah. Referring to the objectives of this study, at least it is hoped that this research can provide several benefits and contributions both theoretically, practically and academically. In this study, using a descriptive qualitative research method with a case study approach. As for the strategies that have been compiled and carried out by PT. Amanu Izzah Zamzam Sakinah itself is a strategy in managerial strategy which is to do work from home, virtual meetings and meetings, coordination with directors, staff and partners from PT. Amanu Izzah Zamzam Sakinah, gave motivation or support to each other, enriched the information from the government of Saudi Arabia and the Ministry of Religion. The impact of the use of strategic management in the new moral era on PT Manu Izzah Zamzam Sakinah is very good and provides positive impact by synergizing with each other in doing work and maintaining companies that live side by side with the current pandemic situation.

title: Design methodology for 360deg immersive video applications: the case study of a cultural heritage virtual tour
abstract: Three hundred sixty degree (360deg) immersive video applications for Head Mounted Display (HMD) devices offer great potential in providing engaging forms of experiential media solutions especially in Cultural Heritage education. Design challenges emerge though by this new kind of immersive media due to the 2D form of resources used for their construction, the lack of depth, the limited interaction and the need to address the sense of presence. In addition, the use of Virtual Reality (VR) headsets often causes nausea, or motion sickness effects imposing further implications in moderate motion design tasks. This paper introduces a methodological categorisation of tasks and techniques for the design of 360deg immersive video applications. Following the design approach presented, a testbed application has been created as an immersive interactive virtual tour at the historical centre of the city of Rethymno in Crete, Greece, which has undergone user trials. Based on the analysis of the results of this study, a set of design guidelines for the implementation of 360deg immersive video virtual tours is proposed.

title: Virtual Tour: An Immersive Low Cost Telepresence System
abstract: In this work we present Virtual Tour, a low cost telepresence system that provides the possibility of visiting a remote place almost reaching the feeling of being physically there. This is accomplished by a fully mobile, consumer setup composed of a VR Headset, 360deg video camera and a full duplex audio system. On one hand, the remote environment is captured, stitched and encoded by the 360deg camera. Resulting video and audio are streamed using a custom low latency streaming solution. On the other hand, user wears an untethered VR HMD to experiment a full immersion and close interaction with the remote space. In addition, conference capabilities of the proposed system boosts the telepresence feeling since the user can have a real time conversation with people on the remote scenario.

title: Implementation of a Web Based Campus Virtual Tour for Introducing Telkom University Building
abstract: Telkom University (Tel U) ia known as one of the biggest private Universities in Indonesia which was launched in August 2013 with extensive land, relatively large study program buildings and many available parking spaces. One technique to attract prospective students and display the cultural behavior in Tel U is a virtual tour. Virtual tours construct a sequence of videos or images of particular place to create 3D panoramic view. Tel U has developed a 3D web based virtual tour using 3DVista which was successfully implemented in 3 buildings: female dormitory building, swimming pool facility and male dormitory. The performance analysis used JMeter tools, with some parameters of 1000 number of users, round up period of 5 seconds and repeated 3 times. It showed a response time under 1.8 mS and an error rate of 0.24 percent, while the GTmetrix measurement of the virtual tour application has YSlow score of 90 and Page speed score of 77 which indicates that the web application has a fast response.

title: Rapid Development of a Low cost Web based 360 Virtual Tour
abstract: The use of 360 degrees Virtual Tour (VT) is a common practice in the education and tourism sector. It has recently gained popularity given the benefits of bringing physical spaces into a 360 degrees experience that can be explored in a simple and intuitive manner. Due to Covid 19, many Organisations wish to utilise immersive 360 technologies but many cannot afford it. In this paper, a 360 degree VT pipeline is proposed to allow Organisations to develop a VT that can compete in functionality with other sophisticated VT. Users with minimal coding experience are able to develop a low cost web based VT using a 360 camera, the Open Source tool Marzipano, the developed software framework and documentation from the GitHub repository. The contribution of this work is both the software framework, which complies with the Web Content Accessibility Guidelines (WCAG) for use with the Marzipano tool and a University case study along with a user evaluation to demonstrate the effectiveness of the approach. The usability evaluation run with the stakeholders demonstrates the acceptance of this 360 experience to allow new students to get a 360 degrees view of the GCU Glasgow Campus.

title: IMPLEMENTASI TEKNOLOGI VIRTUAL TOUR PERPUSTAKAAN MENGGUNAKAN METODE PENGEMBANGAN MULTIMEDIA DEVELOPMENT LIFE CYCLE (MDLC)
abstract: Abstrak Perpustakaan Saija Adinda merupakan perpustakaan umum yang diresmikan dan dibuka pada tanggal 27 Desember 2017. Kegiatan pengenalan perpustakaan Saija Adinda saat ini dengan cara penyampaian informasi secara tertulis melalui media online atau media cetak yang berada di wilayah Banten, sehingga tidak semua masyarakat mengetahui Perpustakaan Saija Adinda. Pengenalan menggunakan teknologi Virtual To ur 3 dimensi ini diharapkan dapat meningkatkan minat masyarakat Kabupaten Lebak untuk mengunjungi perpustakaan Saija Adinda dan memudahkan masyarakat dalam menemukan tata letak ruangan serta penempatan koleksi buku di perpustakaan Saija Adinda. Pengembangan aplikasi virtual tour ini menggunakan metode pengembangan multimedia versi Luther yang terdiri dari enam tahapan yaitu Concept,  Assembly, testing, Distribution dan dibangun menggunakan software Adobe Audition, blender 3D, Unity 2018 1.6f1, dan notepad Hasil akhir sebuah aplikasi pengenalan Perpustakaan Saija Adinda adalah aplikasi berbasis android yang dapat di unggah di play store sehingga dapat diunduh dan digunakan pengunjung perpustakaan Saija Adinda. Kata Kunci Android, Lebak, Luther, Perpustakaan Adinda Saija, Virtual Tour.

title: Students' Perceptions of 360 Degree Virtual Tour Based Historical Learning About The Cultural Heritage Area of The Kapitan and Al Munawar Villages in Palembang City
abstract: Perception is a process of activities based on one's observations of an object that is observed in the form of responses delivered in oral or written form and can affect the value of an object being observed. Student perception is very important to be known in an assessment. The problem in this study is how students 'perceptions of the 360 Degree Virtual Tour based Historical Learning about the cultural heritage area of the Kapitan and Al Munawar villages in Palembang especially the Vocational High School of the Teachers' Association of the Republic of Indonesia 1 Palembang. The purpose of this study was to determine and students' perceptions of 360 degree virtual tour based history learning about the cultural heritage areas of Kapitan and Al Munawar villages in Palembang City. The research method used in this research is a descriptive qualitative method. Data collection techniques through interviews, observation, documentation and questionnaires. The Analysis Data Technique uses qualitative descriptive analysis. From the results of this study obtained data on student perceptions with an average percentage of 87% seen from the three indicators namely receiving, understanding and assessing or responding to show that students' perceptions of choosing to agree and strongly agree with the excellent category. Thus, the mobile based history learning model can improve the quality of learning more effectively and easily accepted by students in order to achieve better and more optimal learning outcomes.

title: Memperkenalkan Pariwisata Budaya dan Heritage Kepada Generasi Muda Melalui Virtual Tour ke Pulau Penyengat
abstract: Kondisi pandemic yang melanda Indonesia yang memaksa masyarakat untuk tetap berada dirumah demi mencegah penyebaran virus corona dimanfaatkan oleh sekelompok masyarakat untuk berkegiatan untuk mengatasi rasa bosan. Wisata virtual ke Pulau Penyengat yang merupakan destinasi pariwisata budaya dan heritage yang diadakan oleh Outing.id diikuti oleh 32 orang wisatawan virtual yang 22 orangnya merupakan peserta yang berusia 21 40 tahun yang lazim dikenal dengan generasi millennial. Dengan menggunakan metode penelitian kualitatif deskriptif dengan pengambilan data menggunakan metode survei dengan pedekatan purposive sampling, peneliti bertujuan ingin mengetahui karakteristik dan motivasi para millennial dalam mengikuti virtual tour wisata budaya dan heritage ke Pulau Penyengat di Provinsi Kepulauan Riau. Hasilnya para peserta millennial yang mengikuti kegiatan ini didorong karena rasa ingin tahu terhadap destinasi pariwisata yang disajikan secara daring dalam bentuk virtual tour melalui aplikasi video conference

title: Adaptasi Pendampingan Kesehatan Di Masa Pandemi Covid 19 Studi Strategi Virtual Outreach PKBI Kota Semarang
abstract: Di tengah laju pandemi yang masih terus bertambah, pemerintah secara serta merta kini mulai menyerukan kebijakan pembatasan sosial untuk menanggulangi penularan. Hal ini tentu menjadi kendala dalam pendampingan kesehatan yang sebelumnya mengandalkan tatap muka yang memerlukan mobilitas yang cukup tinggi, untuk menjalin komunikasi intensive, untuk memastikan ODHA dan penderita penyakit lainya tetap patuh terhadap aturan kesehatan. PKBI Kota Semarang telah mengupayakan strategi baru, agar pendampingan kesehatan terutama pencegahan HIV Aids tetap berjalan dengan hasil maksimal. Diantara strategi yang telah dijalankan adalah Virtual Outreach atau dikenal dengan nama VO. Penelitian ini menggunakan metode penelitian kualitatif deskriptif untuk dapat melihat seberapa efektif adaptasi model pendampingan yang telah dilakukan. VO yang telah dijalankan PKBI Kota semarang menunjukan adanya peningkatan dibanding dengan metode tatap muka (TM) Hal itu menunjukan bahwa model adaptasi pendampingan kesehatan melalui metode Virtual yaitu VO cukup efektif untuk dijalankan.