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Penerapan Virtual Tour 360 Derajat Sebagai Media Informasi Yayasan Al-Musaddadiyah Garut Latifah, Ayu; Antika, Dini
Jurnal Algoritma Vol 22 No 1 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-1.1925

Abstract

The advancement of technology in the modern era has driven new innovations, including the use of Virtual Reality (VR) in various fields, one of which is education. Yayasan Al Musaddadiyah Garut, as an educational institution, requires an interactive information medium to introduce its facilities and buildings to the wider community and prospective students. This study aims to develop and evaluate the implementation of a 360° Virtual Tour based on Virtual Reality Photography (VRP) as an informational medium for Yayasan Al Musaddadiyah Garut. Using the Multimedia Development Life Cycle (MDLC) methodology, this research goes through six main stages: concept, design, material collection, assembly, testing, and distribution. The development process was carried out using the Insta360 X3 camera for 360° image capture and 3DVista software for virtual tour creation. The results show that this 360° Virtual Tour can provide comprehensive and interactive information about the foundation’s facilities. Testing was conducted using the black box testing method and a satisfaction survey involving 20 respondents from a population of over 2000 within the Foundation, resulting in an average satisfaction score of 4.57 out of 5. The main contribution of this research is the provision of an innovative VR-based information medium that can enhance the transparency and appeal of Yayasan Al Musaddadiyah Garut for prospective students and the general public. The research also provides recommendations for improving visual features and interactivity for further development.
Penerapan Virtual Reality Tour Untuk Inovasi Informasi Pariwisata Berbasis MDLC: Studi Kasus: Dinoland Garut Latifah, Ayu; Amelia, Nadya
Jurnal Algoritma Vol 22 No 1 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-1.1969

Abstract

Tourism is an important sector that supports the economy, creates jobs, and contributes to the country's foreign exchange. However, one of the challenges faced by local attractions, such as Dinoland Garut, is the lack of adequate information and interactive tourism experiences for visitors. This research aims to design a Virtual Reality Tour as an interactive information and promotion media, with a focus on Dinoland Garut. This application is expected to overcome the limitations in the delivery of information and improve the virtual tourism experience. The method used in this research is the Multimedia Development Life Cycle (MDLC), which consists of six stages: concept, design, material collecting, assembly, testing, and distribution. Making Virtual Reality Tour applications is done using 3D Vista software. The results of the test show that this application shows that all application features have run according to their functions and are rated very well by users. Dinoland Garut Virtual Reality Tour application is equipped with informative features, such as details about attractions, ticket prices, and location maps. Thus, this application acts as a digital innovation that is expected to increase the attractiveness of Dinoland Garut and expand the reach of tourism promotion nationally and internationally.
Rancang Bangun Aplikasi Virtual Tour Sebagai Media Informasi dan Promosi Latifah, Ayu; Rahayu, Raden Erwin Gunadhi; Endang, Dwi Isyandi
Jurnal Algoritma Vol 22 No 1 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-1.2028

Abstract

Kemajuan pesat dalam teknologi komunikasi dan informasi telah membawa dampak signifikan di bidang pendidikan, mengubah cara orang mendapatkan data dan informasi secara cepat, tepat, dan akurat. Sekolah SMPN Satu Atap 1 Pamulihan ini berada di wilayah dengan akses yang terbatas, sehingga penyampaian informasi kepada publik, khususnya mengenai fasilitas sekolah, masih mengalami banyak kendala. Saat ini, sarana informasi yang dimiliki sekolah masih minim, sehingga jangkauan penyebaran informasi menjadi terbatas dan tidak efisien. Di tengah perkembangan teknologi digital, sekolah perlu solusi inovatif untuk memperkenalkan fasilitas dan keunggulannya secara lebih luas. Salah satu solusinya adalah Virtual Tour, yang memungkinkan penyajian informasi fasilitas prasarana sekolah secara virtual. Penelitian ini bertujuan untuk merancang sebuah aplikasi berbasis web yang dapat mempermudah penyebaran informasi mengenai prasarana sekolah kepada siswa baru, calon siswa, dan masyarakat, sekaligus berfungsi sebagai media promosi untuk SMPN Satu Atap 1 Pamulihan. Aplikasi ini dikembangkan menggunakan metode Multimedia Development Life Cycle (MDLC) yang meliputi tahap concept, design, material collecting, assembly, testing, dan distribution. Hasil dari penelitian ini adalah aplikasi virtual tour dengan konsep fungsionalitas multi platform dan berfungsi sebagai media informasi serta promosi. Aplikasi Virtual Tour ini menggunakan pengujian aplha serta menyajikan informasi prasarana secara virtual diantaranya, gerbang sekolah, jalan sekolah, gudang sekolah,  lorong sekolah, tugu pembentukan sekolah, lapangan upacara, lorong guru, lorong lab komputer, ruangan lab komputer, toilet, lorong kelas dan ruangan kelas 7A, 7B, 8, dan kelas 9. Dengan adanya aplikasi ini, sekolah dapat memperluas jangkauan informasi dan promosi kepada khalayak yang lebih luas.
Membentuk Cara Berpikir Komputasi Siswa di Garut Dengan Tantangan Bebras Tresnawati, Dewi; Setiawan, Ridwan; Fitriani, Leni; Mulyani, Asri; Rahayu, Sri; Nasrullah, Muhammad Rikza; Septiana, Yosep; Siti Fatimah, Dini Destiani; Satria, Eri; Gunadhi, Erwin; Latifah, Ayu; Sutedi, Ade
Jurnal PkM MIFTEK Vol 1 No 1 (2020): Jurnal PkM MIFTEK
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (438.332 KB) | DOI: 10.33364/miftek/v.1-1.55

Abstract

Tantangan Bebras merupakan kegiatan kompetisi secara daring (online). Kegiatan ini bertujuan agar siswa belajar Computational Thinking selama maupun setelah lomba. Tantangan Bebras menyajikan soal-soal yang mendorong siswa untuk berpikir kreatif dan kritis dalam menyelesaikan persoalan dengan menerapkan konsep-konsep berpikir komputasional. Program Studi Teknik Informatika Sekolah Tinggi Teknologi Garut merupakan salah satu Mitra/Biro National Board Organization Bebras Indonesia yang menyelenggarakan tantangan ini sejak Tahun 2016. Pelaksanaan Tantangan Bebras di Kabupaten Garut diikuti oleh sekolah-sekolah mulai dari tingkat dasar, menengah sampai atas. Hasil Tantangan menunjukkan peningkatan kemampuan berpikir komputasi siswa-siswa sekolah di Kabupaten Garut.
Sosialisasi Cegah Covid-19, Teknologi dan Literasi Digital Desa Mekarjaya Latifah, Ayu; Waladiah, Sely; Hidayatullah, Yogi Permana; Agustina, Muhammad Resa; Elisa, Rosy; Awaludin, M Albi
Jurnal PkM MIFTEK Vol 1 No 2 (2020): Jurnal PkM MIFTEK
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (441.884 KB) | DOI: 10.33364/miftek/v.1-2.86

Abstract

Situasi pertumbuhan kasus Covid-19 sangat cepat di Indonesia. Upaya pencegahan yang dilakukan oleh tim Kuliah Kerja Nyata dari Sekolah Tinggi Teknologi Garut menjadi salah satu solusi dalam upaya pencegahan karena sampai saat ini belum ada obat untuk penyakit ini. Pencegahan yang dapat dilakukan berupa sosialisasi yang dilakukan dengan menerapkan etika batuk serta melalui perlindungan khusus yang dilakukan dengan cara menggunakan dan bagi bagi masker, membersihkan tangan dan social distancing. Pada masa pandemi covid-19 juga, setiap individu perlu menguasai bahwa literasi digital merupakan hal penting yang dibutuhkan untuk dapat berpartisipasi di dunia modern dan mengantisipasi penyebaran informasi negatif pada masa pandemi covid-19. Literasi digital akan menciptakan tatanan masyarakat dengan pola pikir dan pandangan yang kritis dan kreatif. Artikel ini hasil dari gerakan literasi digital yang dapat dilakukan pada masa pandemi covid-19 adalah gerakan literasi digital bagi pelajar dan masyarakat. Gerakan literasi tersebut bertujuan untuk meningkatkan kemampuan berpikir kritis, kreatif dan positif dalam menggunakan media digital dalam kehidupan sehari-hari. Artikel ini juga menawarkan konsep antisipasi berita hoaks pada masa pandemi covid-19. Literasi teknologi mencakup segala pengetahuan dan keterampilan dalam memanfaatkan teknologi, mulai dari mengenal perangkatnya, mengoperasikannya, mengolah dan mengkomunikasikan informasi sehingga masyarakat memiliki pengetahuan yang lebih baik akan hal tersebut.
Edukasi Cara Berpikir Komputasi Melalui Tantangan Bebras 2020 di Garut Tresnawati, Dewi; Latifah, Ayu; Nashrulloh, Muhammad Rikza; Fitriani, Leni; Rahayu, Sri; Mulyani, Asri; Cahyana, Rinda; Satria, Eri; Setiawan, Ridwan; Septiana, Yosep; Kurniadi, Dede
Jurnal PkM MIFTEK Vol 1 No 2 (2020): Jurnal PkM MIFTEK
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (334.226 KB) | DOI: 10.33364/miftek/v.1-2.181

Abstract

Bebras Computational Thinking Challenge atau Tantangan Bebras merupakan suatu kegiatan kompetisi untuk mengukur kemampuan cara berpikir komputasi dengan cara menyelesaikan soal-soal mengenai computational thinking yang disajikan melalui uraian dengan disertai gambar yang menarik. Sekolah Tinggi Teknologi Garut sebagai salah satu Biro dari Bebras Indonesia telah menyelenggarakan kegiatan ini sejak tahun 2016 hingga saat ini. Pada Tantangan tahun 2020 jumlah peserta Bebras Computational Thinking Challenge berjumlah 724 siswa yang terdiri dari 95 siswa Sekolah Dasar/MI, 313 siswa Sekolah Menengah Pertama/MTs, 316 siswa Sekolah Menengah Atas/SMK/MA. Terdapat 42 sekolah yang mengikuti kegiatan Tantangan Bebras tahun 2020. Hasil kompetisi menunjukkan kemampuan berpikir komputasi pada siswa-siswa di Garut sudah cukup tinggi dengan pencapaian nilai 100 untuk kategori Sikecil dan 90,28 untuk kategori Siaga.
Masa Pandemi Covid-19 Pengabdian Kepada Komunitas Maya Latifah, Ayu; Priyadi, Rahmat; Hidayatno, Fachrul Ramdaniar; Ramdani, Feri; Irawan, Bambang; Pratama, Novan Noviansyah; Apriliana, Rafli; Rohman, Ripan Reftiana; Endang, Dwi Isyandi; Hilmi, Muhammad Ikhsan
Jurnal PkM MIFTEK Vol 3 No 1 (2022): Jurnal PkM MIFTEK
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/miftek/v.3-1.1267

Abstract

The situation of growing Covid-19 cases is very fast in Indonesia. Prevention efforts carried out by the Real Work Lecture team from the Garut College of Technology are one of the solutions in prevention efforts because until now there is no cure for this disease. Prevention that can be done is in the form of socialization by applying cough etiquette and through special protection by using and distributing masks, hand hygiene and social distancing. KKN is a course that is held in semester 4, of course each campus is different. KKN is usually carried out offline by visiting places, especially sub-districts or villages that can be targeted for KKN as areas worthy of assistance, especially in terms of community service. But it's different from this year, with the Covid 19 pandemic, all activities are carried out online due to government policy to limit any activities that cause large crowds. Therefore, this time the Community Service Program is being held online to help the government break the chain of the spread of Covid-19 and at the same time make this course possible even with conditions like this.
Penerapan Metode Web Engineering dalam Pembangunan Sistem Pengelolaan Gedung Olahraga Badminton Berbasis Web Latifah, Ayu; Baswardono, Wiyoga; Ahdan, Alfin Muhamad; Aisyah, Risa
Jurnal Algoritma Vol 20 No 2 (2023): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.20-2.1429

Abstract

Currently, the benefits of using information technology have an impact on the human environment, one of which is the management of badminton sports halls. Badminton sports hall management is needed by badminton sports hall managers to make it easier to manage finances and make it easier to order badminton sports halls. Badminton sports hall management is still done manually, such as financial management which requires detailing income and expenditure data, resulting in less efficiency in badminton sports hall management. Apart from that, the public does not know about the existence of badminton sports halls due to lack of information. In the schedule ordering process, sports hall users must come directly to the venue, but sports hall users may not necessarily get the desired schedule availability, resulting in less time effectiveness and cost savings. This research aims to build a web management system for badminton sports halls to make it easier for badminton sports users in the scheduling process and make it easier for sports hall owners to manage their finances. The Web Engineering method was used in developing this application with the stages of communication, planning, modeling, construction and deployment, with system modeling using the Unified Modeling Language (UML). The results of the research are a web-based badminton sports hall management system, which can help badminton sports hall managers in building management and ordering schedules which can be done online.
Rancang Bangun 2D Game Pemilahan dan Dampak Sampah Menggunakan Game Engine Unity Berbasis Desktop Latifah, Ayu; Mohamad Bahari, Aslah
Jurnal Algoritma Vol 22 No 2 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-2.2192

Abstract

Waste is solid material left over from living organisms' activities that is no longer used. Waste poses a serious threat to the environment and health because it is difficult to decompose. Uncontrolled accumulation can cause pollution, spread disease, and trigger disasters such as floods that threaten the welfare of the community and environmental sustainability. This study aims to raise awareness about waste management through the development of an educational game as an interactive learning medium. The game is designed to convey messages about the importance of waste sorting and its impact on the ecosystem in an interesting and easy-to-understand manner. The development was carried out using a methodology that integrates attractive visual elements with learning materials structured based on structured instructional objectives. The result of this research is a game application for education on waste issues, conveying moral values and concern for the environment in community life.
Membangun Media Promosi Sparepart Mobil Berbasis Web Dengan Fitur Augmented Reality Latifah, Ayu; Al ZIdane Putra Fedy, Mahesa
Jurnal Algoritma Vol 22 No 2 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-2.2560

Abstract

The use of Augmented Reality (AR) technology is growing as an innovative solution for product promotion in the digital age. This study aims to develop a web-based promotional medium for car spare parts with AR features at the Alfa Jaya Wheels store, in order to increase marketing effectiveness and make it easier for consumers to recognize products such as wheels, tires, and bolts without having to come directly to the store. The application was designed and developed using the Multimedia Development Life Cycle (MDLC) method, which includes the stages of concept, design, material collection, assembly, testing, and distribution. The results of the study show that the application is capable of displaying 3D models of spare parts interactively and in real-time, thereby supporting the consumer decision-making process. The implementation of web-based AR has been proven to increase the visual appeal of promotions, expand market reach, and add value to the marketing strategy of spare parts stores in the digital era.