scholarly journals Virtual Reality Museum Sunan Drajat Lamongan Berbasis Rulebased System untuk Pembelajaran Sejarah

2018 ◽  
Vol 5 (4) ◽  
pp. 473
Author(s):  
Ari Kusumaningsih ◽  
Cucun Very Angkoso ◽  
Novian Anggraeny

<p class="Abstrak">Perkembangan peradaban suatu bangsa dapat dilihat melalui museum yang dimilikinya. Dalam hal upaya untuk mencerdaskan masyarakat, museum diwajibkan selalu kreatif dalam menarik minat pengunjung, sehingga tujuan pendirian museum tetap terlaksana. Antusias masyarakat dalam menjelajahi museum saat ini semakin menurun, sehingga museum perlu melakukan inovasi agar tetap mampu menarik minat masyarakat untuk berkunjung. Pada penelitian ini berhasil dibuat aplikasi <em>Virtual Reality</em> Museum Sunan Drajat berbasis Android dalam memudahkan seseorang untuk belajar sejarah yang mampu membawa pengguna ke dalam dunia maya dengan merasakan sensasi nyata mengunjungi museum, dengan menerapkan metode <em>Rule-Based System</em> sebagai desain skenario sistem dalam penjelajahan museum. Diharapkan setelah menggunakan aplikasi ini, museum dapat menarik perhatian masyarakat sehingga kembali tertarik untuk mempelajari sejarah bangsanya. Dari hasil pengujian aplikasi diketahui bahwa 95.8% responden sangat setuju bahwa aplikasi ini dapat dijadikan sebagai pembelajaran sejarah. Berdasarkan hasil uji keefektifan aplikasi rata-rata nilai <em>Report Score</em> yang diperoleh pada menu <em>evaluation</em> yaitu 92% yang berarti aplikasi <em>Virtual Reality</em> Museum Sunan Drajat sangat efektif digunakan sebagai pembelajaran sejarah.</p><p class="Abstrak"> </p><p class="Judul2"><strong><em>Abstract</em></strong></p><p class="Judul2"> Historical journey of the nation's civilization can be seen through their museum. In terms of efforts to educate the public, the museum is always required to be creative in attracting visitors so that the purpose of establishment of the museum is still carried out. The enthusiasm of people in exploring the museum is now declining so that the museum need to innovate in order to remain able to attract the public interest to visit. In this research, the application of Virtual Reality Museum Sunan Drajat based on Android in facilitating someone to learn history that can bring users into the virtual world by feeling the real sensation of visiting the museum, by applying Rule-Based System method as a system scenario design in museum exploration. It is hoped that after using this application, it can attract the public's attention so that it is interested to learn about the history of the nation. From the results of application testing known that 95.8% of respondents strongly agree that this application can be used as a learning history. Based on the results of test effectiveness of the average application score Report Score obtained on the evaluation menu is 92% which means the application Virtual Reality Museum Sunan Drajat very effectively used as a learning history.</p>

Author(s):  
Mosammat Tahnin Tariq ◽  
Aidin Massahi ◽  
Rajib Saha ◽  
Mohammed Hadi

Events such as surges in demand or lane blockages can create queue spillbacks even during off-peak periods, resulting in delays and spillbacks to upstream intersections. To address this issue, some transportation agencies have started implementing processes to change signal timings in real time based on traffic signal engineers’ observations of incident and traffic conditions at the intersections upstream and downstream of the congested locations. Decisions to change the signal timing are governed by many factors, such as queue length, conditions of the main and side streets, potential of traffic spilling back to upstream intersections, the importance of upstream cross streets, and the potential of the queue backing up to a freeway ramp. This paper investigates and assesses automating the process of updating the signal timing plans during non-recurrent conditions by capturing the history of the responses of the traffic signal engineers to non-recurrent conditions and utilizing this experience to train a machine learning model. A combination of recursive partitioning and regression decision tree (RPART) and fuzzy rule-based system (FRBS) is utilized in this study to deal with the vagueness and uncertainty of human decisions. Comparing the decisions made based on the resulting fuzzy rules from applying the methodology with previously recorded expert decisions for a project case study indicates accurate recommendations for shifts in the green phases of traffic signals. The simulation results indicate that changing the green times based on the output of the fuzzy rules decreased delays caused by lane blockages or demand surge.


Author(s):  
Ana Lopez ◽  
Michelle Greene ◽  
Terri Minniear ◽  
Annalisa Enrile

Japan is a conservative shame-based collectivist culture. Abuse of girls has been overt since the 1980s. In particular, fetishes such as the “schoolgirl” obsession plague the country. Privately, Japan has a history of incest, close family structures, and few home interventions to stop this abuse. As a masculine and patriarchal society in which men recently saw their status change during Japan’s last recession, sexual taboos have been both normalized and ignored in the public domain, resulting in fetish clubs, virtual reality dating sims, love hotels, and burusera shops. Groping of girls on packed trains has become so rampant in Japan that offenders now have their own name—“chikan.” The rise of technology has helped facilitate these fetishes, crossing borders and requiring a transnational understanding and response to address these issues. Movements such as the “stop chikan campaign” and gender-specific train cars are local remedies that have garnered international support.


2007 ◽  
Vol 5 (3) ◽  
pp. 487-506 ◽  
Author(s):  
Luis A. Hernández ◽  
Javier Taibo ◽  
David Blanco ◽  
José A. Iglesias ◽  
Antonio Seoane ◽  
...  

Immersive Virtual Reality Systems have been extensively used during recent years for the exploration of architectonic spaces. This paper describes how the use of transitable immersive virtual reality systems, that is, those that allow the user to physically walk while exploring the virtual world, can greatly empower the experience of perception of space in architecture. The text describes a particular example of one installation of this kind that was developed by the authors and how it was implemented for the interactive experience of the virtual reconstruction of a housing unit on a pre-roman settlement. This installation is open to the public as part of a permanent exhibition and constitutes the final output of the research at this time.


Author(s):  
Ricardo Romano-Xolocotzi ◽  
Marva Angélica Mora-Lumbreras

“Museum of Aeronautics across Virtual Reality” is an educational approach project, aimed at the general public, whose main contribution is the research of aeronautics reflected on a 3D virtual museum. The virtual museum has a room of biographies of prominent figures of the history of aeronautics and a 3D aircraft room. The methodology used is that of Mora Virtual Reality, which is a variation of the waterfall method, consisting of: Analysis, 3D Modeling, Virtual Terrain Setting, Interaction and Navigability in the virtual world, as well as tests: modular, integration and usability tests, finally corrections. The full use of the methodology led us to obtain satisfactory results.


2018 ◽  
Vol 2 (6) ◽  
pp. 17-23
Author(s):  

Education needs to change working life in order to improve and ensure the latest technology has been adopted to cater the new era of industrial revolution. To reach this, a technological-oriented education is required for students. In this section, Virtual Reality (VR) technology is useful to get empirical experience in tertiary education. Moreover, virtual world provides a hazard-free and explorative learning experience. This paper reviews the application of VR in engineering education. This work also covers the usage of VR application which begins with the history of VR application, reasons of VR in education, key elements for immersive VR collaboration, and types of VR systems. The input / output devices which involved in VR systems were also discussed. This paper also reviews VR systems classification and usage of VR in education systems. VR in design application was finally reviewed followed by the advantages and disadvantages of VR systems and VR hardware. The last section provides future trends and conclusion


2015 ◽  
Vol 25 (3) ◽  
pp. 513-527 ◽  
Author(s):  
Bruno Veloso ◽  
Benedita Malheiro ◽  
Juan Carlos Burguillo

Abstract Near real time media content personalisation is nowadays a major challenge involving media content sources, distributors and viewers. This paper describes an approach to seamless recommendation, negotiation and transaction of personalised media content. It adopts an integrated view of the problem by proposing, on the business-to-business (B2B) side, a brokerage platform to negotiate the media items on behalf of the media content distributors and sources, providing viewers, on the business-to-consumer (B2C) side, with a personalised electronic programme guide (EPG) containing the set of recommended items after negotiation. In this setup, when a viewer connects, the distributor looks up and invites sources to negotiate the contents of the viewer personal EPG. The proposed multi-agent brokerage platform is structured in four layers, modelling the registration, service agreement, partner lookup, invitation as well as item recommendation, negotiation and transaction stages of the B2B processes. The recommendation service is a rule-based switch hybrid filter, including six collaborative and two content-based filters. The rule-based system selects, at runtime, the filter(s) to apply as well as the final set of recommendations to present. The filter selection is based on the data available, ranging from the history of items watched to the ratings and/or tags assigned to the items by the viewer. Additionally, this module implements (i) a novel item stereotype to represent newly arrived items, (ii) a standard user stereotype for new users, (iii) a novel passive user tag cloud stereotype for socially passive users, and (iv) a new content-based filter named the collinearity and proximity similarity (CPS). At the end of the paper, we present off-line results and a case study describing how the recommendation service works. The proposed system provides, to our knowledge, an excellent holistic solution to the problem of recommending multimedia contents.


Author(s):  
Andrea Stevenson Won ◽  
Donna Zimmerman Davis

It is only in the past few years that the public has had much access to embodied, immersive, social virtual worlds through consumer virtual reality hardware. While these new experiences are still restricted to those who can access the proper equipment and have sufficient network connectivity, academics and others have rushed to explore and explain them. A rich history of experimental research scaffolds our understanding of what the experience of embodiment in an avatar brings to social experiences in immersive virtual reality. However, properly understanding these phenomena will also require a deep understanding of the history of social virtual worlds. Historically, platform constraints and affordances have influenced how people experience and express the social self in virtual worlds, and this has resulted in different “places” having different cultures, norms, and behaviors. We discuss how these cultures and norms may affect what users expect from an embodied experience, and how these expectations in turn will affect their concerns about privacy and identity. Specifically, different virtual cultures will result in different forms of “identity economies” in which users will either pay or exchange data to achieve embodiment. To illustrate, we discuss two models of embodied virtual reality worlds. We propose that this framing will help us to better understand how virtual worlds have evolved and are experienced now; how they may be studied, and how they may continue to evolve in the future as VR technologies create new experiences, affordances and limitations.


Author(s):  
Valentina M. Patutkina

The article is dedicated to unknown page in the library history of Ulyanovsk region. The author writes about the role of Trusteeship on people temperance in opening of libraries. The history of public library organized in the beginning of XX century in the Tagai village of Simbirsk district in Simbirsk province is renewed.


Author(s):  
Bashkim Selmani ◽  
Bekim Maksuti

The profound changes within the Albanian society, including Albania, Kosovo and Macedonia, before and after they proclaimed independence (in exception of Albania), with the establishment of the parliamentary system resulted in mass spread social negative consequences such as crime, drugs, prostitution, child beggars on the street etc. As a result of these occurred circumstances emerged a substantial need for changes within the legal system in order to meet and achieve the European standards or behaviors and the need for adoption of many laws imported from abroad, but without actually reading the factual situation of the psycho-economic position of the citizens and the consequences of the peoples’ occupations without proper compensation, as a remedy for the victims of war or peace in these countries. The sad truth is that the perpetrators not only weren’t sanctioned, but these regions remained an untouched haven for further development of criminal activities, be it from the public state officials through property privatization or in the private field. The organized crime groups, almost in all cases, are perceived by the human mind as “Mafia” and it is a fact that this cannot be denied easily. The widely spread term “Mafia” is mostly known around the world to define criminal organizations.The Balkan Peninsula is highly involved in these illegal groups of organized crime whose practice of criminal activities is largely extended through the Balkan countries such as Kosovo, Albania, Macedonia, Serbia, Bosnia, Croatia, Montenegro, etc. Many factors contributed to these strategic countries to be part of these types of activities. In general, some of the countries have been affected more specifically, but in all of the abovementioned countries organized crime has affected all areas of life, leaving a black mark in the history of these states.


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