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Rahmad Ardhani Utilization of Augmented Reality Technology as a Kidney Organ Learning Media for Hospital Administration Study Program, 'Aisyiyah University Surakarta Ardhani, Rahmad; Permatahati, Ita; Muhlizardy, Muhlizardy
Jurnal Riset Sistem dan Teknologi Informasi Vol. 1 No. 1 (2023): Jurnal Riset Sistem dan Teknologi Informasi (RESTIA) Vol. 1 No. 1
Publisher : Universitas Aisyiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30787/restia.v1i1.1073

Abstract

AR (augmented reality), is a technology that combines two-dimensional and or three-dimensional virtual objects into a real environment and then projects these virtual objects in reality in real time. Augmented reality applies to all senses, including hearing, touch, and smell. Apart from being used in fields such as health, the military, the manufacturing industry and the world of education. This AR technology can insert certain information into the virtual world and display it in the real world with the help of equipment such as webcams, computers, Android cellphones, or special glasses. Learning media is a modern technology that can be used between educators and students in teaching and learning activities. which can connect, convey information and channel messages so as to create effective and efficient teaching and learning activities. Learning media can make communication between educators and students in the learning process. Learning media causes communication between educators and students in the learning process. Technology is currently developing very fast, including in the field of education such as augmented reality. AR learning media can visualize abstract concepts for understanding and the structure of an object model enabling AR as a more effective medium according to the objectives of the learning media. This study aims to: (1) design and build Augmented Reality learning media on the lungs; (2) knowing the performance and feasibility of Augmented Reality as a learning medium. Keywords: augmented reality, Learning Media, Learning Media
Implementation of augmented reality as a revolutionary approach in computer stores Gunawan, Dedi; Mutia Dawis, Aisyah; Setiawan, Ismail; Permatahati, Ita; Ardhani, Rahmad; Setiyanto, Sigit
Indonesian Journal of Electrical Engineering and Computer Science Vol 37, No 2: February 2025
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijeecs.v37.i2.pp913-927

Abstract

The adoption of augmented reality (AR) spans various fields, from education to business. Currently, many businesses utilize AR to boost customer engagement and enhance product understanding. This research focuses on developing and examining an AR application on a Solo computer store’s website to improve customer engagement. Results indicate that AR significantly enhances the shopping experience, deepens product comprehension, and increases website interactions. Features like 3D product visualization and detailed information enable customers to make more informed purchasing decisions. A questionnaire with 25 respondents revealed a high acceptance rate of the AR application, averaging 92%. Additionally, AR was shown to increase customer engagement, potentially boosting sales by up to 35%, reducing operating costs by 20%, and enhancing productivity by 15%. The study also found differing preferences across age groups: older respondents (40-70 years) favored traditional website features without AR and were less comfortable with markerless technology, whereas younger consumers (18-39 years) were more attracted to AR-enhanced websites. These insights offer valuable guidance for the Solo computer store to craft innovative marketing strategies tailored to the diverse preferences and needs of their customers.
Pemberdayaan Kemitraan Masyarakat dalam Meningkatkan Daya Saing UMKM dengan Teknologi Kecerdasan Buatan Dawis, Aisyah Mutia; Ardhani, Rahmad; Khasanah, Aulia Uswatun; Dzulfiqar Bariq, Faiq Fadhil; Renosih, Nalurita Enggar
Jurnal SOLMA Vol. 13 No. 3 (2024)
Publisher : Universitas Muhammadiyah Prof. DR. Hamka (UHAMKA Press)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22236/solma.v13i3.16243

Abstract

Background: UMKM kini dihadapkan pada tantangan baru, bagaimana bertahan dan bahkan unggul di tengah dinamika pasar global yang semakin kompetitif. Salah satu jalan untuk menghadapi tantangan ini adalah dengan memanfaatkan teknologi terbaru, khususnya Kecerdasan Buatan (Artificial Intelligence/AI). Program Pemberdayaan Kemitraan Masyarakat ini bertujuan meningkatkan daya saing UMKM di Kota Surakarta melalui penerapan teknologi Kecerdasan Buatan (AI). Metode: Kolaborasi dengan Asia Council for Small Business (ACSB) dan dukungan dari Direktorat Riset, Teknologi, dan Pengabdian kepada Masyarakat memungkinkan pelatihan dan pendampingan bagi 30 UMKM. Hasil: 85% peserta berhasil mengimplementasikan AI dalam operasional dan pemasaran, termasuk pemanfaatan chatbot dan strategi iklan berbasis AR. E-commerce https://acsbsurakarta.com dengan fitur AR dan AI juga berkontribusi pada peningkatan visibilitas dan penjualan produk UMKM. Kesimpulan: Program ini merupakan program pengabdian kepada masyarakta yang berhasil mendapatkan pendanaan dari program Hibah PkM DRTPM yang berhasil mendorong transformasi digital UMKM, keberlanjutan pelatihan dan penguatan infrastruktur teknologi tetap diperlukan.
Implementation of Virtual Try-On Product to Enhance Customer Satisfaction Dawis, Aisyah Mutia; Ardhani, Rahmad; Setiyanto, Sigit; Khasanah, Aulia Uswatun; Muqorobbin; Tantra, Handoko
Digital Zone: Jurnal Teknologi Informasi dan Komunikasi Vol. 15 No. 2 (2024): Digital Zone: Jurnal Teknologi Informasi dan Komunikasi
Publisher : Publisher: Fakultas Ilmu Komputer, Institution: Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/digitalzone.v15i2.20845

Abstract

In the digital age, customer experience is key to business success. Augmented Reality (AR) technology offers immense potential to enhance the shopping experience, particularly through virtual try-on features. This research aimed to analyze the impact of implementing AR Product, specifically the virtual try-on feature, on customer satisfaction at PT Dua Naga Kosmetindo. The study employed the System Development Life Cycle (SDLC) waterfall model to develop and implement the virtual try-on feature on the E-Colux website. Black Box testing and User Acceptance Testing (UAT) were conducted to assess the success of the implementation and user acceptance levels. Black Box testing revealed a 100% success rate, while UAT yielded an average score of 87.7%. The results indicated a significant positive correlation between the use of virtual try-on and customer satisfaction, particularly in the dimension of product satisfaction (86%-95%). Female respondents and younger generations exhibited higher satisfaction levels. This research demonstrates that the implementation of virtual try-on can significantly enhance customer satisfaction. However, further research with a larger and more diverse sample is needed to generalize these findings. Additionally, studies on the long-term impact of virtual try-on on customer loyalty and business performance are warranted.
PELATIHAN PEMANFAAT TEKNOLOGI DESAIN UI/UX UNTUK PEMBUATAN APLIKASI MOBILE “STUDI KASUS : SMK MUHAMMADIYAH 03 KARANGANYAR” Ardhani, Rahmad; Munir, Muhammad Misbahul; Sadewa, Tities Pramu; Sadida, Irfan
BUDIMAS : JURNAL PENGABDIAN MASYARAKAT Vol. 6 No. 3 (2024): BUDIMAS : Jurnal Pengabdian Masyarakat
Publisher : LPPM ITB AAS Indonesia Surakarta

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

Abstract

Smk Muhammadiyah karanganyar merupakah sekolah kejuruan yang terdiri dari jurusan teknik komputer jaringan dan Multimedia yang berada di kota karanganyar. Smk Muhammadiyah karanganyar meruapakan Smk di bawah naungan yayasan muhammadiyah. Dari permasalah yang terjadi bahwa 90% Siswa Smk Muhammadiyah 03 Karanganyar belum mengenal bidang UI/UX yang digunakan untuk merancang sebuah aplikasi mobile learning dari survey dan observasi yang telah dilakukan . Maka Peneliti mengadakan sebuah pelatihan tentang cara merancang sebuah aplikasi mobile. Aplikasi mobile merupakan sebuah aplikasi yang saat ini sangat perkembangan. Peneliti memberikan sebuah keilmuan tentang cara mendesain sebuah aplikasi berbasis mobile sesuai dengan prinsip desain UI/UX. Peneliti memberikan 2 sesi pelatihan yaitu pada sesi I adalah materi tentang prinsip desain user friendly dengan tujuan peserta mempunyai sebuah keahlian untuk mendesain sebuah protype aplikasi yang user friendlya dan pada sesi II peserta diberikan kesempatan untuk mempraktikan cara untuk mendesain protype sebuah aplikasi berbasis mobile. Untuk menunjang penguasaan materi peneliti memberikan sebuah modul buku dan video tutorial sehingga para peserta dapat belajar Kembali setelah pelatihan ini selesai. Dari hasil data quisioner pelatihan ini 80% mudah dipahami dan memberikan kontribusi keilmuan tentang desain ui/ux.  
IMPLEMENTASI DESIGN UI/UX APLIKASI TOKO EKSHAN STORE SKINCARE UNTUK OPTIMASI PENJUALAN PRODUK Ardhani, Rahmad; Munir, Muhammad Misbahul; Setiyaningrum, Bekti
Journal of Social Computer and Religiosity (SCORE) Vol 3 No 1 (2025): Journal of Social Computer and Religiosity SCORE
Publisher : Fakultas Ushuluddin, Adab, dan Dakwah UIN Sultan Aji Muhammad Idris Samarinda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21093/score.v3i1.11502

Abstract

The growth of the skincare industry in Indonesia has experienced rapid development along with increasing public awareness of skincare. The high level of market competition motivates business actors to optimize their sales activities, including through the use of digital technology. This study aims to apply User Interface and User Experience to the Ekshan Store Skincare application to optimize the effectiveness of sales activities. The research method implemented includes a User-Centered Design (UCD) approach with a process of analyzing user needs, designing prototypes, testing usability (usability test), and evaluating implementation results. Data collection was carried out using interviews, questionnaires, and observations of potential application usage. This study involved 4 potential users of the Ekshan Store Skincare with an age range of 20–35 years. Respondents' responses mostly work as students, private employees, freelancers, housewives, and content creators. Their average frequency of skincare shopping is around one to four times a month. The research findings show that the implementation of responsive, consistent, and user-friendly UI/UX design has a positive effect on user comfort, improves engagement, and encourages sales conversions. This progress indicates that appropriate UI/UX design can be an effective option for skincare businesses competing in the digital realm.
Development of Hill Cipher Method For Encryption And Decryption of Drug Prescriptions to Improve Data Security Ardhani, Rahmad; Hermawati, Hermawati; Munir, Muhammad Misbahul
Sistemasi: Jurnal Sistem Informasi Vol 13, No 5 (2024): Sistemasi: Jurnal Sistem Informasi
Publisher : Program Studi Sistem Informasi Fakultas Teknik dan Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32520/stmsi.v13i5.4559

Abstract

A prescription is a written request from a doctor to a pharmacist, as not everyone can know the dosage or type of a particular drug, especially patients who need a prescription for the drug must be kept secret. Rapid technological advances can have an impact on all sectors, both private and government, including the medical field. One of the medical services that utilizes IT is to send prescription messages electronically to pharmacists in response to doctors' requests. The many misuse of prescription drugs by irresponsible people and misreading prescription drugs by pharmacists can be fatal for patients, so a solution is needed to overcome these problems. The purpose of this study is to create an encrypted electronic recipe application using the Hill Cipher method. This research method generally starts from data collection, data analysis and encryption model development. Applications designed with the Hill Cipher Algorithm are developed with modified algorithm keys using postal code patterns as the matrix keys, this aims to achieve the maximum level of security. The results of the system functionality test using the black box method obtained normal results for all system test scenarios. Validity testing yields valid results. The final test, through questionnaire testing, obtained a good level of system feasibility, namely an average level of Service of 83%, Features of 78% and Performance of 81%. Overall, the system has given a good performance score as the accuracy of the system is above 70%.