Augmented Reality Berbasis Web Dan Visual Positioning System Untuk Eksplorasi Landmark Pada Lingkungan Kampus

Handika, Allen Keyo (2026) Augmented Reality Berbasis Web Dan Visual Positioning System Untuk Eksplorasi Landmark Pada Lingkungan Kampus. Other thesis, Institut Teknologi Sepuluh Nopember.

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Abstract

Peningkatan penggunaan kendaraan bermotor di lingkungan kampus dapat berdampak negatif pada kesehatan mahasiswa serta kenyamanan lingkungan kampus. Institut Teknologi Sepuluh Nopember (ITS) berupaya mendorong aktivitas berjalan kaki dengan menyediakan jalur pejalan kaki. Namun, masih diperlukan pendekatan inovatif untuk meningkatkan minat mahasiswa dalam memanfaatkan fasilitas tersebut. Penelitian ini bertujuan untuk mengembangkan aplikasi game berbasis Web Augmented Reality (WebAR) yang memanfaatkan teknologi Visual Positioning System (VPS) untuk membantu mahasiswa mengeksplorasi landmark di lingkungan ITS dan menumbuhkan ketertarikan terhadap aktivitas berjalan kaki melalui pendekatan gamifikasi. Aplikasi dikembangkan menggunakan platform 8th Wall dengan dukungan VPS sebagai metode pelacakan lokasi tanpa marker fisik, sehingga landmark kampus dapat berfungsi sebagai titik interaksi virtual. Model landmark tiga dimensi diperoleh melalui proses pemindaian lingkungan menggunakan aplikasi Scaniverse. Aplikasi ini mengimplementasikan konsep gamifikasi berupa tugas harian, tugas eksplorasi, dan leaderboard untuk meningkatkan motivasi pengguna. Untuk menyelesaikan misi yang tersedia, pengguna diajak berjalan menuju titik landmark tertentu di area kampus. Evaluasi aplikasi dilakukan terhadap sepuluh partisipan menggunakan tiga metode, yaitu Black Box Testing untuk pengujian fungsionalitas, Technology Acceptance Model (TAM) untuk analisis penerimaan pengguna, dan System Usability Scale (SUS) untuk evaluasi usabilitas. Hasil pengujian fungsionalitas menunjukkan bahwa 20 dari 23 skenario pengujian berhasil dijalankan oleh seluruh partisipan, sedangkan tiga skenario menunjukkan kegagalan kondisional yang terkonsentrasi pada komponen yang melibatkan VPS dan rendering objek 3D. Hasil evaluasi menggunakan TAM dengan skala Likert lima poin menunjukkan bahwa konstruk Perceived Usefulness memperoleh nilai median 4 hingga 5 pada seluruh pernyataan, dengan persepsi paling kuat pada aspek manfaat aplikasi sebagai sarana eksplorasi kampus, sedangkan konstruk Perceived Ease-of-Use memperoleh nilai median 3 hingga 5. Hasil tersebut mengindikasikan bahwa aplikasi dipersepsikan bermanfaat untuk eksplorasi lingkungan kampus dan dipersepsikan berpotensi menumbuhkan ketertarikan berjalan kaki, meskipun pengguna baru masih memerlukan adaptasi pada penggunaan pertama. Evaluasi usabilitas menggunakan SUS menghasilkan skor rata-rata 71 dengan median 75, yang termasuk dalam interpretasi “Good”, menunjukkan bahwa aplikasi memiliki tingkat usabilitas yang dapat diterima. Namun, sebaran skor yang tinggi dengan nilai terendah 45 dan tertinggi 95 mengindikasikan pengalaman pengguna yang heterogen, sehingga hasil ini perlu diinterpretasikan dengan hati-hati dan menunjukkan bahwa masih terdapat ruang perbaikan, terutama pada aspek onboarding pengguna baru.
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The growing use of motor vehicles on campus can negatively affect student health and the comfort of the campus environment. Institut Teknologi Sepuluh Nopember (ITS) has sought to encourage walking activity by providing pedestrian paths. However, an innovative approach is still required to enhance student interest in utilizing such facilities. This research aims to develop a Web Augmented Reality (WebAR) game application that leverages Visual Positioning System (VPS) technology to help students explore landmarks within the ITS campus and to foster interest in walking activity through a gamification approach. The application was developed using the 8th Wall platform with VPS support as a tracking method that does not require physical markers, allowing campus landmarks to serve as virtual interaction points. Three-dimensional landmark models were obtained through environmental scanning using the Scaniverse application. The application implements gamification concepts in the form of daily quests, hunting quests, and a leaderboard to enhance user motivation. To complete the available missions, users are invited to walk toward specific landmark points within the campus area. The application was evaluated with ten participants using three methods, namely Black Box Testing for functionality testing, the Technology Acceptance Model (TAM) for user acceptance analysis, and the System Usability Scale (SUS) for usability evaluation. The functionality testing results show that 20 out of 23 test scenarios were successfully executed by all participants, while three scenarios exhibited conditional failures concentrated on components involving VPS and 3D object rendering. The TAM evaluation using a five-point Likert scale shows that the Perceived Usefulness construct obtained median values ranging from 4 to 5 across all statements, with the strongest perception found in the aspect related to the application's benefit as a means of campus exploration, while the Perceived Ease of Use construct obtained median values ranging from 3 to 5. These results indicate that the application is perceived as beneficial for exploring the campus environment and is perceived as having the potential to foster interest in walking activity, although new users still require some adaptation upon first use. The SUS usability evaluation produced an average score of 71 with a median of 75, which falls within the “Good” category, indicating that the application has an acceptable level of usability. However, the wide range of scores with a low of 45 and a high of 95 indicates a heterogeneous user experience, so these results should be interpreted with caution and suggest that there is still room for improvement, particularly in the area of onboarding new users.

Item Type: Thesis (Other)
Uncontrolled Keywords: Realitas Berimbuh, Augmented Reality, WebAR, Visual Positioning System, Gamifikasi, Gamification, Pejalan Kaki, Pedestrian, 8th Wall.
Subjects: Q Science > QA Mathematics > QA76.9 Computer algorithms. Virtual Reality. Computer simulation.
Divisions: Faculty of Intelligent Electrical and Informatics Technology (ELECTICS) > Informatics Engineering > 55201-(S1) Undergraduate Thesis
Depositing User: Allen Keyo Handika
Date Deposited: 29 Jun 2026 01:40
Last Modified: 29 Jun 2026 01:40
URI: http://repository.its.ac.id/id/eprint/134128

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