Main Article Content

Minarni Minarni
Fery Setiawanto
Linda Norhan
Tedi Kustandi

Abstract

The tragedy that occurred in the Sampit area 20 years ago was commemorated and immortalized by the local government with the construction of the "Bundaran Balanga ". Initially, the roundabout was only a monument made of wood which became a symbol of peace which was later enhanced with typical Dayak ornaments which became historical tours for tourists. However, information about this history cannot be obtained by tourists or people who visit there or who want to visit the place because there is no media and supporting technology for this tour. A tourism application was made to introduce the history of the Balanga roundabout accompanied by Augmented Reality which can display a 360 degree view of the object. The data collection method is done by interview, documentation, observation and literature study. The stages of this research include concept, data collection, analysis and design, implementation and testing. This tourist application provides information about a complete description of the history of the Balanga Roundabout including the location and distance traveled along with photos. As for accessing Augmented Reality you have to scan the QR Code. This application helps provide information about the history of the Balanga Roundabout and tourists can feel as if they are in that location with a 360 degree view around it.

Downloads

Download data is not yet available.

Article Details

How to Cite
Minarni, M., Setiawanto, F. . ., Norhan, L. and Kustandi, T. . . (2021) “Augmented Reality Portal 360 Degrees Tourism ‘Bundaran Balanga’ Sampit”, Jurnal Mantik, 5(3), pp. 1604-1614. Available at: https://iocscience.org/ejournal/index.php/mantik/article/view/1643 (Accessed: 5April2026).
References
[1] Sulistiyo and E. Priyo, "Repositori Universitas Negeri Malang," 25 Maret 2009. [Online]. Available: http://repository.um.ac.id/id/eprint/54477. [Accessed 10 October 2020].
[2] M. S. Okriyanto, A. Erlansari and Ernawati, "APLIKASI AR-HB (AUGMENTED REALITY AND HISTORICAL BUILDING) SEBAGAI MEDIA PROMOSI DAN PENGENALAN BANGUNAN BERSEJARAH DI KOTA BENGKULU," Rekursif, vol. 6, no. 2, p. 13, 2018.
[3] N. D. Putri, H. Anra and A. Perwitasari, "Aplikasi Augmented Reality Pengenalan Barang Sejarah pada Istana Kadriah Kota Pontianak," Jurnal Sistem dan Teknologi Informasi, vol. 7, no. 1, p. 7, 2019.
[4] D. Abdullah, S. Alkausar and A. Hasan, "PEMANFAATAN TEKNOLOGI AUGMENTED REALITY PADA MEDIA PENGENALAN BANGUNAN BERSEJARAH RUMAH KEDIAMAN BUNG KARNO BENGKULU BERBASIS ANDROID," Pseudocode, vol. 5, no. 2, p. 22, 2018.
[5] B. Arifitama and A. Syahputra, "Mobile Augmented Reality Pengenalan Situs Sejarah Kawasan Banten Lama dengan Metode Marker Based Tracking," Jurnal Teknologi Rekayasa, vol. 3, no. 2, p. 255, 2018.
[6] X. Rambing, V. Tulenan and X. Najoan, "Virtual Reality Berbasis Video 360 Derajat pada Tari-Tarian Adat Suku Minahasa," E-Journal Teknik Informatika, 2017.
[7] A. R. Triani, A. R. Adriyanto and D. Faedhurrahman, "MEDIA PROMOSI BISNIS POTENSI WISATA DAERAH BANDUNG DENGAN APLIKASI VIRTUAL REALITY," Jurnal Bahasa Rupa, vol. 1, no. 2, p. 136, 2018.
[8] Y. M. Dinata, "INFORMATIKA UNIVERSITAS CIPUTRA," 6 Desember 2018. [Online]. Available: https://informatika.uc.ac.id/2018/12/beda-ar-dan-vr/. [Accessed 20 Agustus 2020].
[9] "Smarteye.id," 5 March 2020. [Online]. Available: https://www.smarteye.id/blog/perbedaan-virtual-reality-dan-augmented-reality/. [Accessed 20 Agustus 2020].
[10] P. Haryani, "AUGMENTED REALITY (AR) SEBAGAI TEKNOLOGI INTERAKTIF DALAM PENGENALAN BENDA CAGAR BUDAYA KEPADA MASYARAKAT," Jurnal SIMETRIS, vol. 8, no. 2, p. 807, 2017.
[11] H. Mukhtar, "APLIKASI PENGENALAN SITUS BERSEJARAH DI KOTA PEKANBARU DENGAN AUGMENTED REALITY MARKERLESS BERBASIS ANDROID," Jurnal Fasilkom, vol. 9, no. 2, 2019.
[12] E. . Y. Putra, A. Wahyudi and A. Tumilaar , "Virtual Reality 360 Interaktif Wisata Digital Kota Tomohon dengan Tampilan Stereoscopic," Cogito Smart Journal, vol. 4, no. 1, 2018.