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Moch Heru Eriza

Biographic Data

ID4978102
NAMEMoch Heru Eriza
GIVEN NAMESMoch Heru
FAMILY NAMEEriza
SIGNATUREERIZA M H
AFFILIATIONSState University of Malang
VERIFIEDNo
TOTAL WORKS1
TOTAL CITATIONS1
WORKS AS AUTHOR1
WORKS AS EDITOR0
FIRST PUBLICATION YEAR2021
LATEST PUBLICATION YEAR2021
H-INDEX1
  • Augmented Reality Character Topeng Malang Dewi as an Effort to Improve the Quality of Student Learning Media

    Open Access•Moch Heru Eriza, Andy Pramono et al.•ARTICLE•KnE Social Sciences•2021•Cited by: 1•References: 2

    The preservation of the cultural and artistic heritage of our ancestors is important for us to persevere as a species. The purpose of this research was to introduce Indonesian culture, especially Topeng Malang, to the Indonesian society, particularly the teenagers, using 3D character media, implemented through augmented reality. The study followed the development research method of Borg WR and Gall MD. 3D characters were designed using the low po…

  • Augmented Reality Character Topeng Malang Dewi as an Effort to Improve the Quality of Student Learning Media

    Open Access•Moch Heru Eriza, Andy Pramono et al.•ARTICLE•KnE Social Sciences•2021•Cited by: 1•References: 2

    The preservation of the cultural and artistic heritage of our ancestors is important for us to persevere as a species. The purpose of this research was to introduce Indonesian culture, especially Topeng Malang, to the Indonesian society, particularly the teenagers, using 3D character media, implemented through augmented reality. The study followed the development research method of Borg WR and Gall MD. 3D characters were designed using the low po…

  • Augmented Reality Character Topeng Malang Dewi as an Effort to Improve the Quality of Student Learning Media

    Open Access•Moch Heru Eriza, Andy Pramono et al.•ARTICLE•KnE Social Sciences•2021•Cited by: 1•References: 2

    The preservation of the cultural and artistic heritage of our ancestors is important for us to persevere as a species. The purpose of this research was to introduce Indonesian culture, especially Topeng Malang, to the Indonesian society, particularly the teenagers, using 3D character media, implemented through augmented reality. The study followed the development research method of Borg WR and Gall MD. 3D characters were designed using the low po…

Art (1 work) · Augmented reality (1 work) · Character (mathematics (1 work) · Computer Science (1 work) · Cultural and Artistic Studies (1 work) · Edcuational Technology Systems (1 work) · Epistemology (1 work) · Human–computer interaction (1 work) · Impulse Buying and Technology Impacts (1 work) · Indonesian (1 work)

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