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Journal : Journal of Computer Science and Information Systems (JCoInS)

Implementasi Teknologi Augmented Reality Pada Game Beat Saber di Game Blink Padang Kurniasih, Kurniasih; Sari, Putri Yunita; Prihamdani, Ferju; Maideshinta, Tri Kurnia; Rinaldi, Muhammad; Fiddaraini, Hasana; Putri, Harmida Gusnia; Novita, Rini
Journal of Computer Science and Information System(JCoInS) Vol 5, No 3: JCOINS | 2024
Publisher : Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/jcoins.v5i3.5952

Abstract

This research aims to explore and implement Augmented Reality (AR) technology in the Beat Saber game at Game Blink Padang. Augmented Reality is a technology that combines the real world with virtual objects to create an immersive interactive experience for users. Beat Saber is a musical rhythm game that is popular among game lovers, where players have to cut incoming blocks according to the rhythm of the music being played. It is hoped that the implementation of AR in this game can improve the playing experience by adding more interesting and realistic visual and interaction elements. This research involves evaluating the user experience of the AR version. Research methods include data collection through surveys and direct observation by playing the Blink Padang Game. The research results show that the use of AR in Beat Saber significantly increases player satisfaction and engagement. Players report a more fun and challenging gaming experience, as well as improvements in immersion and interactivity. The implementation of AR technology opens up new opportunities in the development of music rhythm games and can become a model for the integration of AR in other games in the future.
Kontribusi Minat Belajar Siswa Terhadap Hasil Belajar Pemograman Dasar Kelas XI Teknik Komputer Dan Jaringan Di SMK Harahap, Syaiful Zuhri; Novita, Rini
Journal of Computer Science and Information System(JCoInS) Vol 4, No 1: JCoInS | 2023
Publisher : Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/jcoins.v4i1.4049

Abstract

The research purpose to know the contribution of student interest for the leaning outcomes of basic program at the second year student of Computer Engineering and Networks at the SMK 2 Padang. At the year of study 2014/2015. The research problem is the leaning outcomes for the basic program lesson at the second year student is, there is still many of student knowledge level position below the minimum completeness criteria (KKM) given. The minimum completeness criteria standard for the SMK N 2 Padang with the range 0-100. But the fact only 92.72% of student got less than grades 7.28% of the student got more then 75 good. This research is quantitative with the type of research is correlational. That is the research to find out the level of correlation research variable with the differed contribution variable which is the contribution of independent variables on the dependent variable. The instrument used in collecting the data in this research is the questioner form and the leaning outcomes. To know the student interest, the writer used the questioner compiled with the Likert Scale models. The instrument leaning outcomes using the multiple choice (multiple choice item test). The research data analyzed by using correlation techniques. The analysis data by using the statistical program IBM SPSS computer Statistics 21.  Based on the research that has been conducted of the research population are the students of second year of Computer Program and Networking at the SMK 2 Padang at the year of study 2014/2015 with 55 population students and used total sample of TKJ 1 and TKJ 2. So we can calculate that student interest the leaning outcomes is 79.49%. As the hypothesis test using correlation Pearson product moment between the student interest whit leaning outcomes is 0.572 and get the level t count and df=n-2 for the significant level of 0.05, whit the provisions t count more than t table, then compared it with t table so it can conclude that t count 5.083 bigger than 2.006 t table then Ho is reject and Ha is accepted, it means that there is correlation between student interest towards learning leaning outcomes.
Analisis Penerimaan Guru Terhadap Penggunaan Aplikasi E-Raport Menggunakan Metode Technology Acceptance Model di SMK Negeri 2 Padang Wahyuni, Rada Puspa; Irsyadunas, Irsyadunas; Novita, Rini
Journal of Computer Science and Information System(JCoInS) Vol 5, No 3: JCOINS | 2024
Publisher : Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/jcoins.v5i3.6076

Abstract

In the era of globalization as it is today, Information and communication technology is defined as the development of an important element and has a great influence on humans.Computers or gadgets become data processing devices and communication media that are very important in a job. No exception in the world of education that also uses these technological advances in the learning process, such as in schools and colleges. The use of e-report cards in schools still has its own challenges, especially in terms of acceptance and use by teachers. There are still various factors that can affect the acceptance and use of e-report card the application of Information Systems Technology in the field of Education. E-report card is one of the implementation of the application of Information Systems Technology in the field of education that serves in making the results of Student Assessment Reports. E-report cards provide benefits for teachers to process students ' academic and non-academic grades, and assist schools in preparing assessment reports in accordance with existing assessment guidelines. E- report information system is used to process the attitude value, knowledge value, and skill value that teachers put into the final grades of students. The results of observations and interviews that have been conducted with E-report card admin, subject teachers and homeroom teachers of SMK Negeri 2 Padang. Researchers found several facts that the difficulties and problems in using the E-Report Card system. It can be seen that there are teachers who have difficulty using E-report cards because the network is unstable, there are still teachers who do not understand the features of the E-Report Card application so that the difficulty when using it, there are still teachers who have difficulty when using the E-Report Card system, because the time when filling in the value is also limited, if there is a delay the teacher automatically cannot perform the assessment process to the E-Report Card Application System.
Analisis Virtual Reality Pada Game VR Lounge Room Resident Evil 8 di Game Blink Playstation Padang Wingsky, Monica; Viola, Zahara Nadinda; Saputra, Firman; Saputra, Topan; Rusdi, Muhammad Ikhsan; Hadi, Aidil Fitra; Wiratama, Agra; Novita, Rini
Journal of Computer Science and Information System(JCoInS) Vol 5, No 3: JCOINS | 2024
Publisher : Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/jcoins.v5i3.5950

Abstract

Virtual Reality (VR) technology has changed the paradigm in the video gaming industry by providing immersive immersive experiences to users. One prominent implementation is in the VR game Lounge Room Resident Evil 8, offered by Blink Playstation Padang. This research aims to analyze the impact of using VR technology on the experience of playing this game at Blink Playstation Padang, especially regarding the level of player satisfaction, level of immersion, and acceleration in improving the playing experience. The research method used is a qualitative approach with a case study design, involving data collection through surveys and interviews with players who have tried VR technology at the facility. The results show that the use of VR increases the immersion and responsiveness of the game, although it also poses challenges such as initial adaptation to the interface and device controls. Overall, players were satisfied with the experience of playing the VR Lounge Room Resident Evil 8 game on Blink Playstation Padang, with a high level of satisfaction with the visual-audio quality and interaction provided by VR technology. This study provides insight into the potential applications of VR technology in the video game industry and its implications for further development.