IMPLEMENTASI APLIKASI TUR VIRTUAL 360 BERBASIS VIRTUAL REALITY UNTUK PENGENALAN KAMPUS UNITAMA
##plugins.themes.academic_pro.article.main##
Abstract
This research focuses on the development of an Android-based virtual tour application to introduce the facilities and infrastructure of Universitas Teknologi Akba Makassar (UNITAMA) using Virtual Reality (VR) technology and the 360-degree panoramic image method. The objective of this study is to create an interactive medium for students, prospective new students, and their parents to access detailed information about the campus environment. The research employs the Multimedia Development Life Cycle (MDLC) method, consisting of concept, design, material collection, assembly, testing, and distribution. Testing results using the Blackbox method showed that the application functions properly, while user experience evaluation recorded an average score above 91%, with clarity achieving the highest score of 98.3%. This indicates that the application is effective as a digital campus introduction medium and provides an interactive and realistic experience..
##plugins.themes.academic_pro.article.details##

This work is licensed under a Creative Commons Attribution 4.0 International License.
References
Colasante, M. (2011). Nicola building virtual tour: Considering simulation in the equity of experience concept. In Proceedings of the 28th Annual Conference of the Australasian Society for Computers in Learning in Tertiary Education (ASCILITE 2011) (pp. 264–274). Hobart, Australia: ASCILITE.
Hapidz, F., Pratama, M. A., & Santoso, B. (2022). Pemberdayaan teknologi metaverse bagi kelangsungan dunia pendidikan. Jurnal Kewarganegaraan, 6(1), 45–56.
Hardywantara, F. (2019). Augmented reality model rumah virtual dengan teknologi ARCore berbasis Android (Skripsi, Universitas Sumatera Utara).
Jamil, M. (2018). Pemanfaatan teknologi virtual reality (VR) di perpustakaan. Buletin Perpustakaan UII, 21(2), 101–112.
Iswanto, I., Rahman, F., & Yuliana, D. (2022). Pemanfaatan metaverse di bidang pendidikan. Tematik: Jurnal Teknologi Informasi dan Komunikasi, 9(1), 12–21.
Mometa, R. H., & Kalaway, R. Y. (2022). Perancangan virtual tour untuk pengenalan kampus di Universitas Kristen Wira Wacana Sumba. In Prosiding Seminar Nasional Teknologi Informasi dan Multimedia (Sentimas) (pp. 77–84).
Firdaus, S., Hidayat, R., & Nugroho, A. (2012). Perancangan aplikasi multimedia interaktif company profile generic. Jurnal Algoritma, 9(2), 45–54.
Sutopo, A. H. (2012). Teknologi informasi dan komunikasi dalam pendidikan. Yogyakarta: Graha Ilmu.
Syuhada, R. (2017). Implementasi augmented reality pada pengenalan alat olahraga hockey (Skripsi, Universitas Sumatera Utara).
Mütterlein, J. (2018). The three pillars of virtual reality? Investigating the roles of immersion, presence, and interactivity. In Proceedings of the 51st Hawaii International Conference on System Sciences (HICSS) (pp. 1407–1415). IEEE. https://doi.org/10.24251/HICSS.2018.174
Radianti, J., Majchrzak, T. A., Fromm, J., & Wohlgenannt, I. (2020). A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda. Computers & Education, 147, 103778. https://doi.org/10.1016/j.compedu.2019.103778
Stracke, C. M., Bothe, P., Adler, S., Heller, E. S., Deuchler, J., Pomino, J., & Wölfel, M. (2025). Immersive virtual reality in higher education: A systematic review of the scientific literature. Virtual Reality, 29(1), 64. https://doi.org/10.1007/s10055-024-00987-0
Wei, Z., Liao, J., Lee, L.-H., Qu, H., & Xu, X. (2025). Towards enhanced learning through presence: A systematic review of presence in virtual reality across tasks and disciplines. Computers & Education, 195, 105790. https://doi.org/10.1016/j.compedu.2025.105790
Jagatheesaperumal, S., Ahmad, K., Al-Fuqaha, A., & Qadir, J. (2022). Advancing education through extended reality and Internet of Everything enabled metaverses: Applications, challenges, and open issues. IEEE Access, 10, 49623–49645. https://doi.org/10.1109/ACCESS.2022.3178901