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Implementasi Layanan Payment Gateway Pada Aplikasi Klinik Hewan Peliharaan Berbasis Mobile Cahyo, Fajar Dwi; Sancoko, Sulistyo Dwi; Diwandari, Saucha
Jurnal Teknologi Dan Sistem Informasi Bisnis Vol 6 No 1 (2024): Januari 2024
Publisher : Prodi Sistem Informasi Universitas Dharma Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jteksis.v6i1.1098

Abstract

The increasing public interest in pets means that pet clinics must provide maximum service. Pet Fams Animal Care is a service that operates in the pet sector. This research aims to make it easier for animal lovers to access pet clinics for the problems experienced by their pets. The method used to build this application system is waterfall. The result of this research is the creation of a service application that will be integrated with the Midtrans payment gateway with the Pet Fams Animal Care clinic application so that it can be a solution for animal lovers and business owners, as an effort to create an effective service.
IMPLEMENTASI AUGMENTED REALITY LOCATION BASED SERVICE UNTUK APLIKASI PETUNJUK RUANG LAB UTY Khanifah, Haesti Nur; Diwandari, Saucha; Ardiani, Farida
SemanTIK : Teknik Informasi Vol 9, No 2 (2023):
Publisher : Informatics Engineering Department of Halu Oleo University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55679/semantik.v9i2.45859

Abstract

Mahasiswa baru atau MABA merupakan status pada mahasiswa di tahun pertama kuliah. MABA seringkali mengalami kesulitan dalam mencari ruangan di gedung UTY Kampus 1 tersebut. Salah satu alasannya adalah denah ruangan yang masih berbentuk 2D. Seiring dengan perkembangan teknologi beberapa tahun ini, terkait perangkat bergerak salah satunya yaitu augmented reality (AR). Teknologi ini merupakan pengabungan objek 2D atau 3D dengan objek nyata ke dalam lingkungan yang maya secara realtime. Penelitian ini bertujuan untuk membuat aplikasi petunjuk lokasi augmented reality dengan metode Location Based Service (LBS). Metode yang dipakai dalam penelitian ini adalah waterfall, dimulai dengan analisis kebutuhan yang dilanjutkan dengan perencanaan diagram UML (Unified Modelling Language). Hasil penelitian disajikan dalam bentuk aplikasi navigasi yang menghasilkan rute point-to-point dengan dukungan AR. Penggunaan dua teknologi tersebut dapat membantu aktivitas MABA dan dengan penggunaan smartphone membuat aplikasi denah tersebut dapat digunakan secara fleksibel. Kata kunci; UTY, MABA, Augmented Reality, Lokasi, Smartphone, Location Based Service
DIGITALISASI PEMASARAN HASIL PERTANIAN DAN PERKEBUNAN SEBAGAI UPAYA PENINGKATAN KESEJAHTERAAN PETANI Sukur, Wahyu Muhammad; Sancoko, Sulistyo Dwi; Diwandari, Saucha
SemanTIK : Teknik Informasi Vol 9, No 2 (2023):
Publisher : Informatics Engineering Department of Halu Oleo University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55679/semantik.v9i2.45915

Abstract

Pertanian Indonesia memiliki potensi hasil pertanian yang memiliki kualitas terbilang baik. Potensi tersebut hampir tersebar merata pada setiap daerah, termasuk Kecamatan Pakis, Kabupaten Magelang Jawa Tengah. Dengan potensi yang tinggi pertanian di daerah kecamatan pakis masih memiliki kendala dalam pemasaran pada daerah tersebut. Terkadang petani mengalami permainan harga yang dilakukan oleh juragan yang tidak bertanggung jawab. Hal-hal tersebut disebabkan oleh minimnya informasi terkain harga pasar dan kebutuhan pasar. Dengan berbagai masalah yang dialami petani maka dibutuhkan sebuat sistem informasi pemasaran yang nantinya akan bermanfaat bagi petani. Sistem informasi pemasaran hasil pertanian dan perkebunan akan berperan sebagai platform untuk memberi informasi tentang pemasaran yang terjadi di luar kota maupun daerah-daerah terdekat. Petani dapat menawarkan berbagai hasil panen kepada juragan maupun pasar yang membutuhkan. Petani akan dipertemukan dengan juragan melalui nomer yang sudah terdaftar di sistem informasi. Dengan ini petani juga mendapatkan sebuah informasi seputar harga pasar yang cukup jelas. Kata kunci; Sistem, Pertanian, Pemasaran, Website
Aplikasi Augmented Reality Pengenalan Hewan Berdasarkan Jenis Pangan Berbasis Android Pratama, Adyan Wahyu; Sutarman; Diwandari, Saucha
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 5 No. 1 (2024): Januari
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jimik.v5i1.539

Abstract

Augmented Reality applications have become one of the technologies that has developed rapidly in the last few decades. This technology will later be used to help solve challenges in the education sector. Common problems that occur in the world of education usually lie in learning methods. Teachers usually only use classical teaching aids and do not provide opportunities for students to explore further with existing media. Therefore, an Augmented Reality based application is used. Augmented Reality is a technology that combines digital information such as images, videos or 3D models with the user's environment in real time. Application design as Android-based learning media. This Augmented Reality application will later help students' learning process. The application runs on Android-based smartphones. The contents of this application will be a 3D model, detailed information about the animal. As well as audio that will explain the details of the animal. It is hoped that this application can facilitate students to learn about animals, especially based on types of food. In order to determine the effectiveness of the application being developed, a pretest and posttest were carried out. The results show that at the posttest students had better abilities compared to before
Pengembangan Aplikasi Jasa Cuci Sepatu Menggunakan Teknologi GPS Berbasis Android Wibowo, Martin Setyawan; Sutarman; Diwandari, Saucha
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 5 No. 1 (2024): Januari
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jimik.v5i1.555

Abstract

The shoe cleaning service business provides professional services in shoe care and is a solution for the community. The development of the shoe industry is the cause of this business continuing to grow, making business actors have to create new innovations in promotional media and service processes to be able to compete. This research aims to develop an Android-based shoe washing service application using Android Studio with the Java programming language and Firebase as a database. This application applies Global Positioning System (GPS) technology to support shuttle services. The system development method used is the waterfall method with 5 stages, namely analysis, design, implementation, testing and maintenance. The results of this research are that the Android-based shoe washing service application can be used as expected, making it easier for business actors to manage orders and making it easier for customers to order by getting pick-up and drop-off services.
Pengembangan Aplikasi Augmented Reality sebagai Media Pembelajaran Anatomi Tubuh Manusia Berbasis Android Prasetyo, Fariz Yudo; Sutarman; Diwandari, Saucha
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 5 No. 1 (2024): Januari
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jimik.v5i1.565

Abstract

Augmented reality (AR) provides intriguing opportunities to enhance the learning experience by merging the real world with interactive virtual elements. This research aims to develop an interactive learning application using augmented reality technology to introduce human body anatomy in a more engaging manner. The development method follows the waterfall system with stages of needs analysis, design, implementation, and testing. The researcher employs UML models, flowcharts, and wireframes in the system analysis and design. The application is built on the Unity platform with AR plugins such as Vuforia and ARCore. The AR model utilized in this development involves marker-based tracking and markerless tracking. Testing is conducted to measure the success level of the application, employing black box testing methods to ensure the application's usability without issues. The outcome of this research is an Android-based human body anatomy learning application utilizing augmented reality technology, with the expectation that it will facilitate a better understanding of the human anatomy system.
Classification of Beef and Pork Images Based on Color Features and Pseudo Nearest Neighbor Rule Baiti, Ahmad Awaluddin; Fachrie, Muhammad; Diwandari, Saucha
Elinvo (Electronics, Informatics, and Vocational Education) Vol 8, No 2 (2023): November 2023
Publisher : Department of Electronic and Informatic Engineering Education, Faculty of Engineering, UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/elinvo.v8i2.64810

Abstract

This research is motivated by the need for halal foods in Muslim society with the purpose of avoiding non-halal foods, such as pork, that are sold in the market. Although beef and pork basically have different characteristics, not all Muslims know the differences. Moreover, people nowadays sell beef mixed with pork to obtain more profits. Hence, this paper proposed the implementation of the Pseudo-Nearest Neighbor Rule (PNNR) in classifying images of beef and pork slices based on color features. Based on the image dataset that has been collected, the very significant difference that can be identified visually between beef and pork is the color. The color features were extracted from the image using a color histogram from two different color channels, RGB and HSV. As the result, PNNR that used color features from the RGB channel achieved up to 87.43% accuracy, while using the HSV channel, it can reach up to 93.78% of accuracy. Additionally, this paper evaluates the stability of the proposed method by assessing the variance of classification accuracy across different values of k. It is also noticed that PNNR’s performance is relatively consistent for various values of k compared to the traditional kNN algorithm.
Implementasi Augmented Reality Sebagai Media Promosi dan Visualisasi Bangunan Rumah Prabowo, Husen; Kalifia, Anna Dina; Diwandari, Saucha
MEANS (Media Informasi Analisa dan Sistem) Volume 9 Nomor 2
Publisher : LPPM UNIKA Santo Thomas Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Augmented reality in advertising and visualization of residential buildings to facilitate the provision of information and the presentation of information to consumers and potential consumers in residential areas for the bidding and presentation process, using fewer paper brochures and reducing the waste of paper and energy required to disseminate information there. This new technology will certainly increase the attractiveness and improve the efficiency of information transfer. This augmented reality application is a technology that allows objects or information to be displayed in 3D and viewed from a perspective that is very similar to the shape of the original object. The method used to create this application is (research and development). The steps include analyzing the potential and problems through preliminary research through desk study of field research, data collection through observation, and data collection through research