共 120 条
- [1] Abd Rahman K. A. A., 2005, BUSINESS BATIK P, P49
- [2] Aditya F., 2019, P 2018 INT EL S ENG, P48, DOI [10.1109/ELECSYM.2018.8615476, DOI 10.1109/ELECSYM.2018.8615476]
- [3] Affanti T. B., 2018, P 3 INT C CREAT MED, DOI [10.2991/reka-18.2018.31, DOI 10.2991/REKA-18.2018.31]
- [4] Akhir N. H. M., 2015, ISLAMIC PERSPECTIVES, P229, DOI [10.1007/978-981-287-429-022, DOI 10.1007/978-981-287-429-0]
- [5] Alivizatou-Barakou M., 2017, Mixed Reality and Gamification for Cultural Heritage, P129, DOI [DOI 10.1007/978-3-319-49607-8_5, 10.1007/978-3-319-49607-8_5]
- [6] Amalia D.R., 2019, INT C ARTS ARTS ED, P174
- [8] Amin R., 2011, INT J ADV SCI ENG IN, V1, P227
- [9] Amira H., 2018, JURNAL SENI RUPA, V6, P272
- [10] Amutha K, 2017, TEXT INST BOOK SER, P347, DOI 10.1016/B978-0-08-102041-8.00012-3