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Sistem Pendukung Keputusan Karyawan Magang Menjadi Karyawan Tetap Divisi Mekanik Menggunakan Metode AHP dan TOPSIS ( Studi Kasus diĀ  Raihan Motor) Riko Pulanggeni; Paulus Harsadi; Kumaratih Sandradewi; Raden Arie Febrianto; Tri Irawati
Journal of Information Technology, Computer Engineering and Artificial Intelligence (ITCEA) Vol. 3 No. 1 (2026): Journal of Information Technology, Computer Engineering and Artificial Intellig
Publisher : Redtech Putra Benua

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Abstract

The process of determining which interns are eligible for permanent appointment in the mechanics division at Raihan Motor is still conducted manually and subjectively, potentially leading to inconsistent decision-making. This study aims to develop a Decision Support System (DSS) that assists leaders in objectively and measurably determining the best interns. The Analytical Hierarchy Process (AHP) method is used to determine the importance weights of each assessment criterion, while the Technique for Order Preference by Similarity to Ideal Solution (TOPSIS) method is used to rank alternative employees based on the criterion weights. The assessment criteria used include discipline, technical skills, responsibility, teamwork, and work ethic. The results of the study indicate that the system can provide recommendations for interns eligible for permanent appointment based on the highest preference value, thereby making the decision-making process more objective, effective, and consistent.
ANALISIS END USER COMPUTING SATISFACTION (EUCS) PADA AUGMENTED REALITY DENGAN METODE MARKER BASED TRACKING UNTUK PENGENALAN DAN TOUR DI GEDUNG UNIVERSITAS TIGA SERANGKAI Naufal Wasita Adi; paulus harsadi; Wawan laksito Y
Jurnal Ilmiah IT CIDA Vol 11 No 1: Juni 2025
Publisher : STMIK AMIKOM Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55635/jic.v11i1.256

Abstract

Augmented Reality dengan menggunakan metode tracking berbasis marker dapat menjadi solusi interaktif bagi mahasiswa baru yang ingin mendaftar di perguruan tinggi Universitas Tiga Serangkai, hal ini bertujuan untuk memberikan literasi kepada calon mahasiswa baru untuk mengetahui dan mengenali gedung-gedung yang ada di Universitas Tiga Serangkai Surakarta. Rancang bangun aplikasi Augmented Reality dengan metode marker based tracking untuk memvisualisasikan gedung-gedung di Universitas Tiga Serangkai. Tujuan dari penelitian ini adalah untuk meningkatkan pengalaman belajar mahasiswa dan mempermudah pengenalan kampus bagi calon mahasiswa dan pengunjung. Diharapkan aplikasi ini dapat menjadi kontribusi positif dalam pengembangan teknologi pendidikan di Universitas Tiga Serangkai dan dapat diadopsi oleh perguruan tinggi lain untuk tujuan serupa dengan mengimplementasikan metode marker-based tracking pada Unity 3D dan menggunakan Vuforia sebagai basis data untuk pemanggilan fitur. Aplikasi AR Pengenalan dan Tur Gedung Universitas Tiga Serangkai berbasis android ini telah diuji dengan EUCS meliputi komponen, konten, format, akurasi, ketepatan waktu, dan kemudahan penggunaan dengan presentasi yang baik (85,7%).
Threats and Mitigations of Cybersecurity in Augmented, Virtual, and Extended Reality: A Systematic Literature Review Hendro Wijayanto; Paulus Harsadi; Bayu Dwi Raharja; Dwi Remawati
Systematic Literature Review Journal Vol. 2 No. 3 (2026): July : Systematic Literature Review Journal
Publisher : International Forum of Researchers and Lecturers

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70062/slrj.v2i3.313

Abstract

The rapid adoption of augmented reality (AR), virtual reality (VR), and extended reality (XR) technologies has introduced a distinct cybersecurity attack surface shaped by continuous biometric and spatial data collection, immersive interfaces, and multi-user collaborative environments. While individual studies have examined specific threats such as privacy leakage, side-channel attacks, and social engineering within immersive systems, a consolidated mapping of threats and their corresponding mitigation strategies across the AR/VR/XR domain remains limited. This study presents a systematic literature review guided by the PRISMA 2020 reporting framework to synthesize indexed research on cybersecurity threats and mitigations in AR/VR/XR published between 2018 and 2026. A structured search strategy combining terms related to immersive technologies and cybersecurity was applied across major computer-science literature sources, followed by criteria-based screening, yielding 45 studies included in the final synthesis. The review organizes threats into six categories: privacy and data leakage, side-channel and input-inference attacks, authentication and access-control weaknesses, perceptual manipulation and social engineering, malware and session hijacking, and physical safety risks. Correspondingly, five categories of mitigation strategies are identified: privacy-preserving techniques, detection and defense frameworks, authentication mechanisms, policy and risk-assessment frameworks, and interface- or awareness-based defenses. The synthesis reveals that mitigation research lags behind threat identification, particularly for perceptual manipulation and multi-user collaborative attacks. These findings offer a structured reference for researchers and developers seeking to design more secure immersive systems and highlight priority directions for future empirical research.