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Introduction of emergency equipment for floods, fires and riots in Augmented Reality Ichsan, Fadla; Istiono, Wirawan
International Journal of Science, Technology & Management Vol. 4 No. 5 (2023): September 2023
Publisher : Publisher Cv. Inara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46729/ijstm.v4i5.934

Abstract

Indonesia is one of the countries with a high risk of natural disasters in several regions. Emergencies can result in death or property destruction. While dealing with catastrophes, swift action and anticipation are required; yet, if the community is unfamiliar with emergency equipment, it will take longer to overcome emergencies. It turns out that many people still do not understand emergency equipment information correctly. The active engagement of the community in recognizing emergency equipment can be enhanced by the provision of information. The implementation of an application utilizing Augmented Reality technology and the Fisher Yates Shuffle algorithm aims to enhance public awareness and promote active engagement in identifying emergency equipment. Once the application has been developed and constructed, the evaluation process will involve the utilization of a pre-test, post-test, and the N-Gain Score methodology. The N-Gain Score is a valuable tool for gauging the extent of the community's comprehension in identifying emergency equipment. Additionally, a Questionnaire will be employed to evaluate the level of user satisfaction with the application. The findings of the study revealed that the level of knowledge acquired by users, as assessed, was 57%. This suggests that users demonstrate a relatively high level of proficiency in understanding emergency equipment when utilizing the application. Furthermore, the overall satisfaction of users with the program received a final score of 86%, showing a high degree of effectiveness.
Optimizing IT Support Operations with Web Development at PT Global Loyalty Indonesia Istiono, Wirawan; Rianto, Dwi
Jurnal Teknologi Dan Sistem Informasi Bisnis Vol 6 No 2 (2024): April 2024
Publisher : Prodi Sistem Informasi Universitas Dharma Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jteksis.v6i2.1324

Abstract

IT Support at the company PT Global Loyalty Indonesia is considered to have less effective performance and often does repetitive work, such as several problems that have been resolved before that require a lot of experiments, when the same thing happens on a different day, the time-consuming experimental actions will be carried out again, so that the completion of the work takes a long time, this is because there is no recording of the steps that have previously been carried out. In addition, work requests to IT Support are only done verbally without detailed data collection, besides that ineffective standard operating procedures make IT Support employees confused when problems occur that have never been experienced before, so the work process takes a long time. To overcome these problems, a website system was created using HTML, CSS, React JS and Bootstrap with the Agile development method. After the website was completed and applied to the IT Support section, it was obtained from the results of interviews by the head of IT Support, that the work in the section became more organized, more recorded and easier to monitor by the head of IT Support, besides that it was also stated by the head of IT Support that the website created was very helpful and made IT Support work easier, with an average user acceptance of 86.4% which was calculated using the user acceptance test method
An Android Augmented Reality Application to Improve Cognitive Skills in Color Recognition for Down Syndrome children Gunawan, Tania Irena; Istiono, Wirawan
Jurnal Teknologi Dan Sistem Informasi Bisnis Vol 6 No 3 (2024): Juli 2024
Publisher : Prodi Sistem Informasi Universitas Dharma Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jteksis.v6i3.1359

Abstract

The objective of this research is (1) to develop and construct an educational Augmented Reality game that focuses on colour recognition for individuals with down syndrome, using markerless based method. (2) Measure the level of user acceptance towards color recognition educational games with AR technology and the markerless method. (3) Measuring the increase in knowledge of Down Syn-drome children in recognizing colors to hone the cognitive skills of early child-hood. Down Syndrome is a common genetic disorder in humans. Children with Down syndrome have three copies of chromosome 21. This condition affects the physical, cognitive, and social development of these children. In this research, a color recognition educational game was created by adding Augmented Reality (AR) technology which aims to attract children with Down syndrome. This re-search was successfully implemented and approved by 84.8% of parents of Down Syndrome children. The results showed a significant increase in the post-quiz compared to the pre-quiz, indicating an increase in children's grades
Cloud-Based ERP System Backend Design, study case: PT Cranium Royal Aditama Manoppo, Arnoldus Yitzhak Petra; Istiono, Wirawan
ULTIMATICS Vol 15 No 2 (2023): Ultimatics : Jurnal Teknik Informatika
Publisher : Faculty of Engineering and Informatics, Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ti.v15i2.3504

Abstract

An ERP system is a comprehensive software solution that facilitates the integration of all resources inside a firm. PT Cranium Royal Aditama is a company specializing in the development of Enterprise Resource Planning (ERP) solutions for other businesses. The ERP system of Cranium was constructed on the .Net architecture. Nevertheless, the situation remains unchanged. The Net framework is constrained by its compatibility exclusively with the Windows operating system. Cranium developed a cloud-based ERP system using Java programming language to ensure flexibility and compatibility with all operating systems. The backend of the ERP system is constructed utilizing a monolithic modular architecture, employing Java Springboot as a framework and PostgreSQL as the database. The purchasing, inventory control, and production planning modules are responsible for the design and development process. The design and development of the ERP system backend is now underway, however it is still in the development stage and is currently confined to a basic CRUD technique
Building Bridges: Universitas Multimedia Nusantara's Experience in Strengthening Academic Relationships through a Social Community Media Approach Sugiarto, Jonathan Christian Adif; Istiono, Wirawan
Journal of Information System and Informatics Vol 5 No 4 (2023): Journal of Information Systems and Informatics
Publisher : Universitas Bina Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51519/journalisi.v5i4.596

Abstract

Universitas Multimedia Nusantara has thousands of academicians and several academic or non-academic organizations. Some of these things allow the potential for increased social relationship connections between the academic community and the intensity of receiving and disseminating information, especially for students. Through a survey of students, there are examples of confirmed problems regarding the receipt and dissemination of information such as the lack of exposure of student work, the location of wall magazines that are difficult to find, information on student emails that are less relevant, time-consuming searches for coursework respondents, and the number of social media accounts of organizations that must be searched on different social media platforms to get information. Therefore, the design and development of a social community media website utilizing the Rapid Application Development method, a rapid prototype system development model with the stages of planning, design workshop, and implementation. The focus of the research is the backend system. The backend system design utilizes draw.io to create flowcharts and supabase schema for entity relationship diagrams, while the system development utilizes javascript with next js as the system development tool while system development utilizes javascript with next js as a framework and supabase as the system database. Backend media website backend of the social community media website was successfully designed and built and received User Acceptance Testing results with an acceptance rate of 88.08% for the perceive usefulness and 88.67% for the perceive satisfaction variable, which means that users strongly agree that the function of the social community media website system has fulfilled the two elements of the variable.
Efficient Thesis Management: A Study of Universitas Multimedia Nusantara's Application Development Using Extreme Programming Principles Cagananta, Cagananta; Istiono, Wirawan
Journal of Information System and Informatics Vol 6 No 2 (2024): June
Publisher : Universitas Bina Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51519/journalisi.v6i2.701

Abstract

The objective of this study is to develop and construct a thesis application utilizing the extreme programming approach, and to assess user contentment with the application using the End User Computing Satisfaction measurement technique. The Informatics study program at the Multimedia Nusantara University campus is encountering issues pertaining to the thesis procedure. The problems were identified through interviews with numerous lecturers, students, and the head of the Informatics department's study program at Universitas Multimedia Nusantara. The challenges include the decentralized distribution of information pertaining to theses, obstacles in obtaining thesis proposals, difficulties in obtaining details regarding the research specializations of lecturers, recapitulation of supervisors, and an array of additional issues. Based on these problems, a thesis application was designed and built using the extreme programming development method. The research findings indicate that the application has been effectively developed. The test results reveal that 87.267% of users strongly agreed that the application was highly beneficial in the thesis process.
Implementing Online Ordering Systems for Small Culinary Businesses: A Case Study of Nasi Cia Anugrah, Charisma Christ; Istiono, Wirawan
Jurnal Tekno Kompak Vol 19, No 1 (2025): FEBRUARI
Publisher : Universitas Teknokrat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33365/jtk.v19i1.4663

Abstract

In the era of culinary industry growth and digital transformation, the challenges for startups like Nasi Cia in managing rice orders are increasingly complex. In the environment of SMA Xaverius 1, the surge in visitors often results in problems in managing orders efficiently. The manual system used today proved insufficient to handle the increasing order load. The problem of long queues also affects the customer experience and can lead to losing potential customers. Lack of sales data management is also a problem that must be solved. To overcome these problems, an online ordering system was built and designed using the extreme programming method. With this application, Nasi Cia switches to a more effective ordering system with the aim of improving flexibility, responsiveness, and service quality, as well as reducing dependence on expensive food delivery applications such as Gojek and Grab. The results and conclusions of this research show that this application has been successfully built with the extreme programming development method. This online ordering application can be well received as evidenced by 91.4% of users strongly agree
Innovative virtual reality solutions for technical training in heavy construction equipment repair and maintenance Istiono, Wirawan; Wira Pratama, Andhika Nugraha
Indonesian Journal of Electrical Engineering and Computer Science Vol 37, No 1: January 2025
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijeecs.v37.i1.pp627-635

Abstract

The construction industry is significantly impacted by heavy construction equipment, including bulldozers, excavators, and vehicles. This equipment speeds up building, moves supplies, and builds infrastructure. Using heavy construction equipment correctly can boost productivity and shorten project timelines. Due to their complexity and scale, this equipment must be maintained and repaired. Poor maintenance and repair of heavy construction equipment can reduce performance, damage, and even cause accidents. Due to these problems, this study focuses on the design and development of a simulation training application to enhance the technical skills of workers in maintaining and repairing heavy construction equipment using virtual reality (VR) technology, the development of this application will be carried out using Unreal Engine 5 and thereafter tested and implemented at PT Menara Indonesia or M-Knows Consulting, Indonesia. At the end of this study, the design and development of a VR training simulation application for heavy equipment repair has been successfully completed. After testing the VR application and conducting user acceptance tests, it was concluded that the created VR application greatly assists M-Knows Consulting in training workers to perform maintenance and repair on heavy equipment, with a user acceptance rate of 84%.
Virtual exhibition systems using virtual reality technology Winarno, P. M.; Istiono, Wirawan; Abhinaya, Rajendra
Indonesian Journal of Electrical Engineering and Computer Science Vol 38, No 1: April 2025
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijeecs.v38.i1.pp367-380

Abstract

Exhibitions are an activity that can bring a lot of benefits to a company. By participating in an exhibition, a company can carry out promotions to increase their sales and improve their company image. However, there are several shortcomings that can be found with conventional exhibitions held in a face-to-face manner. These exhibitions cost a lot of money, run for only a relatively short period of time, and are limited by the location of the exhibition. Because of this, the idea came up to create a virtual exhibition system which could be used as an alternative to conventional exhibitions. The development of a virtual exhibition system for this research was carried out using the Unity game engine. At the virtual exhibition, users can choose which exhibition they want to visit and enter the exhibition room view products and find information about them. Evaluation is carried out using a user acceptance test with Likert scale questions. The evaluation results show a user satisfaction level of 92.7% among the 18 users who have tested the application. With this, it can be said that the virtual exhibition system based on virtual reality technology has been successfully built.
Hoax News Detection in Indonesian Political Headlines Using Multinomial Naive Bayes Baldomero Ferguson, Bertrand; Istiono, Wirawan
JITSI : Jurnal Ilmiah Teknologi Sistem Informasi Vol 5 No 4 (2024)
Publisher : SOTVI - Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/jitsi.5.4.287

Abstract

Social media is a means of online social interaction on the Internet, where users can freely share information. Because of the freedom, it cannot be denied that some people will misuse social responsible for misusing social media as a place to spread false news. Based on a survey of 2,032 respondents conducted by DailySocial.id in 2018, it was concluded that the majority of Indonesians do not have the ability to detect hoax news. Therefore, the research aims to design and build a hoax news detection application using the Android-based Multinomial Naive Bayes algorithm. At the design stage, the application is designed to receive input in the form of textual political news headlines. It then uses the Multinomial Naive Bayes algorithm to detect hoaxes by comparing the resulting text with data sets. In the testing phase, the algorithm is tested on a confusion matrix and shows the degree of hoax detection. The accuracy of the hoax detection is 88.9%, the precision is 93.33%, the recall is 84%, the recall is 84%, and the F1 score is 88.4%. With a detection application, it is hoped that this hoax news will be able to contribute to the online environment of the Indonesian people by verifying the information before sharing it on social media.