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Vania Hefira

Biographic Data

ID9777628
NAMEVania Hefira
GIVEN NAMESVania
FAMILY NAMEHefira
SIGNATUREHEFIRA V
AFFILIATIONSMultimedia Nusantara University
VERIFIEDNo
TOTAL WORKS3
TOTAL CITATIONS0
WORKS AS AUTHOR3
WORKS AS EDITOR0
FIRST PUBLICATION YEAR2024
LATEST PUBLICATION YEAR2025
H-INDEX0
  • AI as Aid Tool in Visual Programming Courses at Universitas Multimedia Nusantara

    Open Access•Hadi Purnama, Vania Hefira•ARTICLE•ULTIMART Jurnal Komunikasi Visual•2025

    This research investigates AI usage within a Visual Programming course at Universitas Multimedia Nusantara, focusing on how design students integrates AI into interactive media development. In this case, the output is game development using Unity platform that requires fundamental programming logic. This study aimed to assess AI's involvement in the development process and explore its limitations for programming for design students. Data was coll…

  • Augmented Reality Book Development for Elementary Visual Arts Education Using Smartphone-Based Photogrammetry

    Open Access•Muhammad Nabil Oktanuryansyah, Ester Anggun Kusumaningtyas et al.•ARTICLE•ULTIMART Jurnal Komunikasi Visual•2025

    This study develops an Augmented Reality (AR) book to support elementary visual arts learning by enabling intuitive interaction with three-dimensional (3D) forms, scale, and perspective. Using smartphone-based photogrammetry, the book integrates realistic 3D assets for visual exploration beyond two-dimensional (2D) illustrations. The prototype was evaluated through the AREA (Augmented Reality for Enterprise Alliance) heuristic framework to assess…

  • Exploring Educational Media on Indonesian Studies for Third-Culture Kids' Identity Development

    Open Access•Vania Hefira•ARTICLE•ULTIMART Jurnal Komunikasi Visual•2024

    Indonesian Generation Z faces challenge in strengthening their national identity because of globalization. This is an urgency as Indonesia is progressing towards "Golden Indonesia 2045” where the goal is to have an advanced cultural richness over shared identity. One segmentation of Generation Z that encounters a challenge in self-identity perception is Third-Culture Kids (TCK). Their disconnection from the national identity during identity devel…

No prominent works on this page.

  • Exploring Educational Media on Indonesian Studies for Third-Culture Kids' Identity Development

    Open Access•Vania Hefira•ARTICLE•ULTIMART Jurnal Komunikasi Visual•2024

    Indonesian Generation Z faces challenge in strengthening their national identity because of globalization. This is an urgency as Indonesia is progressing towards "Golden Indonesia 2045” where the goal is to have an advanced cultural richness over shared identity. One segmentation of Generation Z that encounters a challenge in self-identity perception is Third-Culture Kids (TCK). Their disconnection from the national identity during identity devel…

  • AI as Aid Tool in Visual Programming Courses at Universitas Multimedia Nusantara

    Open Access•Hadi Purnama, Vania Hefira•ARTICLE•ULTIMART Jurnal Komunikasi Visual•2025

    This research investigates AI usage within a Visual Programming course at Universitas Multimedia Nusantara, focusing on how design students integrates AI into interactive media development. In this case, the output is game development using Unity platform that requires fundamental programming logic. This study aimed to assess AI's involvement in the development process and explore its limitations for programming for design students. Data was coll…

  • Augmented Reality Book Development for Elementary Visual Arts Education Using Smartphone-Based Photogrammetry

    Open Access•Muhammad Nabil Oktanuryansyah, Ester Anggun Kusumaningtyas et al.•ARTICLE•ULTIMART Jurnal Komunikasi Visual•2025

    This study develops an Augmented Reality (AR) book to support elementary visual arts learning by enabling intuitive interaction with three-dimensional (3D) forms, scale, and perspective. Using smartphone-based photogrammetry, the book integrates realistic 3D assets for visual exploration beyond two-dimensional (2D) illustrations. The prototype was evaluated through the AREA (Augmented Reality for Enterprise Alliance) heuristic framework to assess…

Aesthetics (1 work) · Art (1 work) · Augmented reality (1 work) · Augmented Reality Applications (1 work) · Blockchain Technology in Education and Learning (1 work) · Computer Science (1 work) · Edcuational Technology Systems (1 work) · Education and Character Development (1 work) · Educational Games and Gamification (1 work) · Educational Methods and Impacts (1 work)

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