Design And Build Virtual Reality Technology To Create a 3D House Proprety simulation Based On Android

Authors

  • Dede Supriyadi Information System
  • Habib Nurfaizal Universitas Pamulang

DOI:

https://doi.org/10.32493/informatika.v8i4.38259

Keywords:

Virtual reality, Mock-up, Unity, Google VR SDK, Blender

Abstract

Virtual realty is a technology that can make users feel like they are in a virtual world (virtual). This technology can be used in various fields such as marketing for housing. Currently, the marketing process is still a lot that uses brochures and mock-up forms or miniature model houses with the aim of promoting where visitors or potential home buyers can find out examples of houses offered. In addition to the standard usage of brochures by marketers, making this mock-up takes a relatively long time and the results of the mock-up are not very detailed and not as similar to the original house. From the results of existing data and information, it is necessary to evaluate to change the way of promotion in accordance with current technological advances which aims to make it easier for marketing parties to convey the products sold to prospective buyers, so as to make potential buyers interested in buying the house offered. This study designs a simulation using visualization with designs and concepts that make potential buyers feel the sensation of being in a marketed house. For system design used is using UML, namely the use of use case diagrams, and flowchart diagrams. This Virtual Reality application is made using the C programming language and for implementation using Unity and several other supporting tools such as Google VR SDK, Android Studio and Blender for modular design. It is hoped that this solution will be useful to make it easier to carry out promotions so that it attracts the interest of potential home buyers.

References

Abdillah, Rahman. 2021. “Pemodelan Uml Untuk Sistem Informasi Persewaan Alat Pesta.” Jurnal Fasilkom11(2):79–86. doi: 10.37859/jf.v11i2.2673.

Alcañiz M, Bigné E and Guixeres J. (2019). Virtual Reality in Marketing: A Framework, Review, and Research Agenda. Front. Psychol. 10:1530. doi: 10.3389/fpsyg.2019.01530.

Aleryani, A.(2016). Comparative Study between Data Flow Diagram and Use Case Diagram. International Journal of Scientific and Research Publications, 6(3), 124-127; ISSN: 2250-3153.

Anardani, S., Yunitasari, Y., & Sussolaikah, K. (2023). Analisis Perancangan Sistem Informasi Monitoring dan Evaluasi Kerjasama Menggunakan UML. Riset dan E-Jurnal Manajemen Informatika Komputer, 7(1), 522-532; p-ISSN:2541-1332.

Bashabsheh. (2019). The Application of Virtual Reality Technology in Architectural Pedagogy for Building Constructions. Alexandria Engineering Journal, 58, 713.

Budiman, I., Saori, S., Anwar, R.N., Fitriani., & Pangestu, M.Y. 2021. Analisis Pengendalian Mutu Di Bidang Industri Makanan (Studi Kasus: UMKM Mochi Kaswari Lampion Kota Sukabumi). Jurnal Inovasi Penelitian, 1(10), 2185-2190; ISSN 2722-9475.

Chandel, D., & Chauhan, A.(2014). Virtual Reality. International Journal of Science and Research, 13(10); e-ISSN: 2319-7064.

Hamurcu, A., Timur, Ş. and Rızvanoğlu, K. (2020), "An overview of virtual reality within industrial design education", Journal of Engineering, Design and Technology, Vol. 18 No. 6, pp. 1889-1905.

Hocking, J.2015. Unity In Action. Cornwall: Jesse Schell.

Howard-Jones, P., Ott, M., van Leeuwen, T., & De Smedt, B. (2014). The potential relevance of cognitive neuroscience for the development and use of technology-enhanced learning. Learning, Media and Technology, (aheadof-print), 1-21.

Jamil M.(2018). Pemanfaatan Teknologi Virtual Reality (VR) di Perpustakaan. Buletin Perpustakaan Universitas Islam Indonesia, 1(1), 99-113; ISSN: 0853-1544.

Kurniawati, A., Abdullah, F. F., Agustiono, W., Warninda,S. S., & Kusumaningsih, A. (2020). “Introduction Virtual Reality for Learning Media in Schools in Indonesia”. Journal of Physics: Conference Series, 1569(2). https://doi.org/10.1088/1742- 6596/1569/2/022065.

Maiyana, E.(2018). Pemanfaatan Android Dalam Perancangan Aplikasi Kumpulan Doa. Jurnal Sains dan Informatika, 4(1), 54-65; e-ISSN: 2502-096X.

Martono, K., & Putra, G. A. (2017). Pembuatan Simulasi 3D Virtual Reality Berbasis Android sebagai Alat Bantu Terapi Acrophobia. Jurnal Teknologi Dan Sistem Komputer, 5(1), 29–36.

Muafi., Wijaya, A., Aziz, VA. (2020). Sistem Pakar Mendiagnosa Penyakit Mata Pada Manusia Menggunakan Metode Forward Chaining. Jurnal Komputasi dan Teknologi Informasi, 1(10), pp. 43-49;DOI: doi.org/10.33650/coreai.v1i1.1669

Musril, H.A., Jasmienti., & Hurrahman, M.(2020). Implementasi Teknologi Virtual Reality Pada Media Pembelajaran Perakitan Komputer. Jurnal Nasional Pendidikan Teknik Informatika, 9(1), 83-95; ISSN: 2089-8673.

Satria, A., Ahmad, T., Pangaribuan, AN., Alviansyah, J. 2023. Perancangan Presentasi Produk Arsitektur Menggunakan Teknologi Virtual Reality. Jurnal Sipil Terapan, 1(2), 115-122; e-ISSN: 2986-9870.

Saurik, H.T., Purwanto, D.D., & Hadikusuma, J.I.(2019). Teknologi Virtual Reality Untuk Media Informasi Kampus. Jurnal Teknologi Informasi dan Ilmu Komputer, 6(1), 71-76; e-ISSN: 2528-6579.

Suratinoyo, H.S., Wowor, H., Robot, J., & Karouw, S.(2013). Implementasi Short Film Animasi 3D. E-journal Teknik Informatika, 2(2), 18-21; e-ISSN: 2685-6131.

Victor, W., Lumenta A.S.M., & Sugiarso, B.A.(2016). Implentasi Gerakan Manusia Pada Animasi 3D dengan Menggunakan Metode Pose to Pose. E-journal Teknik Informatika, 9(1); ISSN: 2301-8364.

Zebua, T., Nadeak, B., & Sinaga, S.B.(2020). Pengenalan Dasar Aplikasi Blender 3D dalam Pembuatan Animasi 3D. Jurnal ABDIMAS Budi Darma, 1(1), 18-21; e- ISSN : 2745-5319.

Downloads

Published

2023-12-30