Utilization of Augmented Reality Technology in Campus Promotion Using the Marker Based Tracking Method
This study aims to develop an Augmented Reality (AR) application as a more attractive and interactive promotional media for the STMIK Widya Cipta Dharma campus. By utilizing AR technology, it is hoped that information about facilities, study programs, and campus activities can be presented in a more attractive and easily understood way by prospective students and the general public. In addition to using conventional promotional methods such as social media and print media (brochures, posters, and billboards), the application of AR aims to enrich and increase the effectiveness of campus promotions. The methods used in this study include the development of an Android-based AR application with Canva software for interface design, Unity 2022 as the main program, and SketchUp for 3D modeling. The application development process follows a multimedia development model consisting of six stages: Concept, Design, Material Collection, Assembly, Testing, and Distribution. System testing is carried out using the Black Box and Beta Testing methods to ensure the application functions as expected. The results of this study indicate that the Implementation of Augmented Reality as a Promotional Media for the STMIK Widya Cipta Dharma Campus can be successfully completed using Unity 2022. This application is then distributed to the public who need information about STMIK Widya Cipta Dharma.
Authors
- Heny Pratiwi (ORCID: https://orcid.org/0000-0003-3785-5398)
- Muhammad Saad (ORCID: https://orcid.org/0000-0002-2651-9797)
- Oktadius Giantoro
Institutions
- Universitas Widya Dharma Klaten (ID)
Publication Details
- Published
- 2024-10-24
- DOI
- https://doi.org/10.1109/icic64337.2024.10957569
- Primary Topic
- Impulse Buying and Technology Impacts
- Type
- article
- Field-Weighted Citation Impact
- 0.00