Fat'hah Noor Prawita
Telkom University

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Analisis Pola Aktivitas Fisik Selama Ibadah Haji Menggunakan Data Smartwatch Longitudinal: Studi Kasus 784 Hari Fat'hah Noor Prawita; Dicky Rachmat Iskandar; Riska Ana Gulang
TEMATIK Vol. 13 No. 1 (2026): Tematik : Jurnal Teknologi Informasi Komunikasi (e-Journal) - Juni 2026
Publisher : LPPM POLITEKNIK LP3I BANDUNG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38204/tematik.v13i1.2934

Abstract

Continuous monitoring using wearable smartwatches enables objective assessment of physical activity patterns in extreme religious activity contexts. This study analyzes 784 days of longitudinal data (February 2024 to April 2026) from an Amazfit T-Rex Pro smartwatch, focusing on the Hajj 1446 H period (17 May to 27 June 2025). The research uses a single-subject case study design involving a healthy 41-year-old male adult. Variables include daily step count, resting heart rate, and sleep duration, analyzed using descriptive statistics, Z-score based anomaly detection (Z > 2.0), and phase comparisons (pre-Hajj, during Hajj, post-Hajj). During Hajj, mean daily steps reached 14,871 steps per day, about twice the pre-Hajj baseline (7,480 steps per day). The core manasik phase (8 to 13 Dhul-Hijjah) showed a mean of 30,840 steps per day, peaking at 42,312 steps on Tasyrik I (11 Dhul-Hijjah), while Wukuf day (9 Dhul-Hijjah) recorded the lowest value of 5,491 steps (Z = -0.38). Resting heart rate remained stable (mean = 62.4 bpm), and sleep duration decreased during the core manasik phase (mean = 4.1 hours). A total of 38 anomaly days were identified, mostly during Hajj, indicating substantial phase dependent physical demands and the potential of wearable data for health monitoring in large-scale religious mass gatherings.
Implementasi Aplikasi Mitigasi Bencana Gempa Berbasis Video 360 dengan Efek Visual Ahmad Faza Al Farisi; Yustifani Putri Candrawulaningsih; Fat'hah Noor Prawita
Journal of Applied Engineering and Social Science (JAESS) Vol. 4 No. 1 (2026): July 2026
Publisher : Universitas Telkom

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/jaess.v4i1.11050

Abstract

Indonesia faces a high risk of earthquakes due to its location along the Pacific Ring of Fire, where several active tectonic plates converge. Disaster mitigation education has traditionally relied on conventional methods such as brochures, posters, and brief training sessions, which are often less effective in delivering deep understanding. With the advancement of digital technology, especially Virtual Reality (VR), immersive and safe disaster simulations have become more accessible. This study introduces an educational application called SIGAP (Earthquake Simulation in Educational Application), which uses 360-degree video-based VR technology enhanced with realistic visual effects to simulate earthquake conditions. The application allows users to safely experience earthquake scenarios and receive interactive guidance on proper mitigation steps. The development process includes literature review, user needs analysis, interface design, implementation using Unity, and testing for functionality and user comfort. Test results show that SIGAP improves users’ understanding of earthquake safety procedures and offers a more engaging and memorable learning experience. The application also successfully increases user engagement, especially among younger generations who are more familiar with technology. SIGAP is expected to help Indonesian communities become more prepared and responsive in the face of future earthquakes.
Ruang Pamer Virtual Berbasis Mixed Reality Untuk Mempermudah Penyampaian Informasi Andini Aulia Pasha; Zefanya Hasiholan Manurung; Fat'hah Noor Prawita
Journal of Applied Engineering and Social Science (JAESS) Vol. 4 No. 1 (2026): July 2026
Publisher : Universitas Telkom

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/jaess.v4i1.11156

Abstract

The advancement of Virtual Reality (VR) and Mixed Reality (MR) technology has significantly impacted the fields of education and product design, enabling interactive and immersive experiences for users. However, physical exhibitions often face limitations in space and accessibility, hindering the effectiveness of product information delivery. Therefore, a MR-based solution has been developed to overcome these constraints by creating a flexible and interactive virtual exhibition space, allowing visitors to explore products in greater depth without physical limitations. The NusantaRoom application was developed using the V-Model method with a systematic approach to requirement analysis, design, implementation, testing, and deployment. Development was carried out using Unity and Meta Quest to create an immersive and optimized MR environment for showcasing student design products. 3D product models were created using Blender, optimized to maintain high application performance. Testing was conducted in stages, including validation testing through User Acceptance Testing (UAT) to ensure the application's alignment with user needs. With NusantaRoom, virtual exhibitions can enhance visitor experiences in understanding product details through intuitive digital interaction. This solution also provides broader accessibility for audiences from various locations while reducing the need for physical exhibition space and resources. The implementation of MR technology demonstrates significant potential in transforming how products are presented and accessed in academic and creative industries.