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Pulung Nurtantio Andono

Biographic Data

ID10119365
NAMEPulung Nurtantio Andono
GIVEN NAMESPulung Nurtantio
FAMILY NAMEAndono
SIGNATUREANDONO P N
AFFILIATIONSUniversitas Dian Nuswantoro
ORCID0000-0001-7408-0558
VERIFIEDYes
TOTAL WORKS3
TOTAL CITATIONS0
WORKS AS AUTHOR3
WORKS AS EDITOR0
FIRST PUBLICATION YEAR2023
LATEST PUBLICATION YEAR2024
H-INDEX0
  • Gamelan Land

    Open Access•Abdul Syukur, Pulung Nurtantio Andono et al.•ARTICLE•Journal of Metaverse•2024

    A Multiplayer Virtual Reality Game (MVRG) was developed in order to support experiences in learning and playing orchestral music through a virtual world called the Gamelan Land (GL) game. The GL game was aimed as a virtual place to support interaction between musicians and Gamelan enthusiasts who are spread all over the world. It supports them carrying out Gamelan community activities in the real world into a virtual world through immersive virtu…

  • A quarter century of public health research trends in developing countries

    Open Access•Supriyono Asfawi, Slamet Isworo et al.•ARTICLE•Journal of Infrastructure Policy…•2024

    This research aims to identify the development of research theme trends that were carried out from 1999 to 2024. Thus, the study’s results can provide recommendations regarding research themes that can be developed to meet theoretical and practical needs. Researchers use bibliometric analysis to obtain the appropriate analysis. This analysis method can be developed to support the dynamic development of public health science with settings and rese…

  • Immersive and Challenging Experiences through A Virtual Reality Musical Instruments Game

    Open Access•Abdul Syukur, Pulung Nurtantio Andono et al.•ARTICLE•Journal of Metaverse•2023

    This study proposes the preservation of traditional Javanese musical instruments known as Gamelan using an immersive and challenging approach in a virtual reality game format. In an effort to achieve a challenging experience, the gamification is designed by observing musical instrument games selected based on their popularity in the Google Play and the App Store. Oculus Quest 2 which is a stand-alone Head Mounted Displays that provides a high-qua…

No prominent works on this page.

  • Immersive and Challenging Experiences through A Virtual Reality Musical Instruments Game

    Open Access•Abdul Syukur, Pulung Nurtantio Andono et al.•ARTICLE•Journal of Metaverse•2023

    This study proposes the preservation of traditional Javanese musical instruments known as Gamelan using an immersive and challenging approach in a virtual reality game format. In an effort to achieve a challenging experience, the gamification is designed by observing musical instrument games selected based on their popularity in the Google Play and the App Store. Oculus Quest 2 which is a stand-alone Head Mounted Displays that provides a high-qua…

  • Gamelan Land

    Open Access•Abdul Syukur, Pulung Nurtantio Andono et al.•ARTICLE•Journal of Metaverse•2024

    A Multiplayer Virtual Reality Game (MVRG) was developed in order to support experiences in learning and playing orchestral music through a virtual world called the Gamelan Land (GL) game. The GL game was aimed as a virtual place to support interaction between musicians and Gamelan enthusiasts who are spread all over the world. It supports them carrying out Gamelan community activities in the real world into a virtual world through immersive virtu…

  • A quarter century of public health research trends in developing countries

    Open Access•Supriyono Asfawi, Slamet Isworo et al.•ARTICLE•Journal of Infrastructure Policy…•2024

    This research aims to identify the development of research theme trends that were carried out from 1999 to 2024. Thus, the study’s results can provide recommendations regarding research themes that can be developed to meet theoretical and practical needs. Researchers use bibliometric analysis to obtain the appropriate analysis. This analysis method can be developed to support the dynamic development of public health science with settings and rese…

Computer Science (3 works) · Augmented Reality Applications (2 works) · Educational Games and Gamification (2 works) · Human–computer interaction (2 works) · Multimedia (2 works) · Virtual reality (2 works) · Virtual Reality Applications and Impacts (2 works) · Archaeology (1 work) · Art (1 work) · Bibliometrics (1 work)

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