Heritage Sites in Surabaya: Utilizing Augmented Reality and GPS-Based Gamification for the Tourism Guide
Moh. Zikky, Hosea Nathaniel Rishak, Artiarini Kusuma Nurindiyani, Laily Asna Safira

1,2,3) Politeknik Elektronika Negeri Surabaya,
4) Institut Teknologi Sepuluh Nopember Surabaya


Abstract

One significant industry that propels Indonesia^s economy is tourism. The rising number of domestic and international tourist visits can be influenced by a number of things. One of the tourist attraction^s properties serves as the primary draw for travelers or tourists to visit the location. The primary driver of tourism is the presence of tourist attractions. Many initiatives have been taken to enhance Surabaya^s tourism sector, particularly in the area known for its cultural history. Using the advancement of gamification technology in the tourism industry, innovation was conducted in this study. With the help of augmented reality (AR) and GPS technologies, this study created an Android gaming application as a virtual tourism guide that can display information on tourism spots based on the user^s location. Through the use of augmented reality, the gaming application^s challenges serve to enhance interest in travel. A portability level of 80% was achieved through testing on multiple fronts, indicating that the technology is trustworthy enough to be promoting as a medium for gamification-based tourism promotion.

Keywords: virtual tourism guide, heritage sites, augmented reality, gamification

Topic: Digital Industry 4.0

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