Budiadi, Hasman
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Implementasi Metode Linear Congruential Generator (LCG) Dalam Game Puzzle Fosil Berbasis Hand Tracking (Studi Kasus: Museum Purba Unit Bukuran) Hidayat, Fahrul; Setiyowati, Setiyowati; Budiadi, Hasman; Kusumaningrum, Andriani
Jurnal Ilmiah SINUS Vol 23, No 2 (2025): Vol. 23 No. 2, Juli 2025
Publisher : STMIK Sinar Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30646/sinus.v23i2.954

Abstract

In the digital era, the use of interactive technology is increasingly widespread, including in the fields of education and entertainment. This study aims to develop a fossil Puzzle Game based on Hand Tracking at the Museum Purba Unit Bukuran using the Linear Congruential Generator (LCG) method to generate varied and random challenges. The implementation of LCG in this Game is expected to enhance the variation and randomization of Puzzle pieces, providing a more engaging and immersive learning experience for visitors. The Hand Tracking method is chosen to offer a more natural and intuitive interaction, allowing users to interact with the Game using hand gestures without the need for additional devices such as a mouse or keyboard. This technology not only increases user comfort but also adds an interactive element that brings the virtual experience closer to reality. The results of the study show that the use of LCG successfully randomizes Puzzle pieces with great variation, thus increasing the Game's replayability. Additionally, the integration of Hand Tracking in the Game enhances user engagement and satisfaction. Trials conducted on a group of museum visitors showed positive responses, with the majority of participants finding the Game enjoyable and interactive.
The Role of Organizational Culture in Enhancing Talent Retention in the Hybrid Work Era Budiadi, Hasman; Dharmani, I Gusti Agung Aju Nitya; Nurhandayani, Henny
Riwayat: Educational Journal of History and Humanities Vol 8, No 4 (2025): October
Publisher : Universitas Syiah Kuala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24815/jr.v8i4.49622

Abstract

The COVID-19 pandemic accelerated the adoption of hybrid working models, where employees divide their time between remote and on-site work. While hybrid work offers flexibility and better worklife balance, it also introduces challenges such as digital fatigue, social isolation, and fairness concerns. Organizational culture emerges as a critical factor influencing employee engagement, loyalty, and retention in such contexts. This study aims to explore how cultural dimensionsparticularly fairness, inclusion, and support for worklife balanceaffect talent retention in hybrid environments. Using a qualitative literature study, data were collected from academic journals, books, and industry reports published within the last five years. The analysis employed a thematic content approach to synthesize findings and identify patterns linking organizational culture and retention outcomes. Results indicate that organizations fostering fairness and transparency in performance evaluations and workload distribution are more successful in reducing turnover intentions. Inclusion and belonging are equally vital in preventing remote worker isolation, while worklife balance initiatives help mitigate digital fatigue. Conversely, toxic or neglectful cultures significantly increase disengagement and attrition. The study concludes that organizational culture is not a peripheral factor but a strategic resource that strengthens loyalty and long-term commitment. Practical examples from companies such as Microsoft, Google, and Spotify illustrate how adaptive cultures support retention during hybrid transitions.
ANALISIS AKURASI METODE FUZZY TSUKAMOTO PADA SISTEM REKOMENDASI PEMILIHAN KAMERA Setiyowati, Setiyowati; Deonardho, Yefri; Hasbi, Muhammad; Budiadi, Hasman
Jurnal Ilmiah SINUS Vol 24, No 1 (2026): Vol. 24 No. 1, Januari 2026
Publisher : STMIK Sinar Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30646/sinus.v24i1.1072

Abstract

Photography is one of the fields of visual communication that has many enthusiasts in Indonesia. The development of cameras has undergone many changes over time, making a variety of camera options and components available, which creates confusion for consumers who are buying the camera that best suits their needs. Tsukamoto’s fuzzy method is a component of soft computing. In the Tsukamoto method, each consequence of an IF-THEN rule must be represented by a fuzzy set with a monotonous membership function. The purpose of making the application “Camera Selection Recommendation System with Tsukamoto Fuzzy Method at Photography Shop” is to explain the tsukamoto fuzzy method as one of the methods of selection techniques with criteria and also provide recommendations for camera buyers according to the desired criteria in the hope that people who are unfamiliar with cameras do not make the wrong choice when they want to buy a camera according to their functions and needs. The 'wrong choice' in this context refers to a functional mismatch where a consumer acquires a device that lacks essential technical specifications for their specific use case such as low battery endurance for outdoor shoots or insufficient video resolution for professional content or conversely, investing in high-end features that remain underutilized, leading to inefficient resource allocation.