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Augmented Reality Introduction The Engineering and Computer of Harapan Medan University Using Markerbased Tracking Method Nurjamiyah, N; Elsera, Marina; Ashar, Khairil
IJISTECH (International Journal of Information System and Technology) Vol 7, No 4 (2023): The December edition
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/ijistech.v7i4.327

Abstract

Developing technology provides convenience in almost every field. One of them is the introduction of a campus that will be an option for prospective students. Almost every campus promotes its campus by using banners, brochures, and others. The use of flyer or brochure for introduction the Faculty of Engineering and Computers Harapan Medan University was less efficient because of student candidates were not familiar with the Faculty of Engineering and Computers Harapan Medan University. The use of Augmented Reality will attract the interest of student candidates to become more familiar with the Faculty of Engineering and Computers Harapan Medan University. The method used for Augmented Reality is markerbased tracking, and for system development method is using waterfall. The application is built using Unity3D and uses Vuforia as the software development kit, and also uses C#(Sharp) for its programming language. Based on the results obtained, the system is running well as desired, such as displaying 3D of Faculty of Engineering and Computers Harapan Medan University Building and the location of the FTK Building. Augmented Reality provides a better picture of how access, buildings, locations and administrative centers are in Faculty of Engineering and Computers Harapan Medan University.
Augmented Reality Introduction The Engineering and Computer of Harapan Medan University Using Markerbased Tracking Method Nurjamiyah, N; Elsera, Marina; Ashar, Khairil
IJISTECH (International Journal of Information System and Technology) Vol 7, No 4 (2023): The December edition
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/ijistech.v7i4.327

Abstract

Developing technology provides convenience in almost every field. One of them is the introduction of a campus that will be an option for prospective students. Almost every campus promotes its campus by using banners, brochures, and others. The use of flyer or brochure for introduction the Faculty of Engineering and Computers Harapan Medan University was less efficient because of student candidates were not familiar with the Faculty of Engineering and Computers Harapan Medan University. The use of Augmented Reality will attract the interest of student candidates to become more familiar with the Faculty of Engineering and Computers Harapan Medan University. The method used for Augmented Reality is markerbased tracking, and for system development method is using waterfall. The application is built using Unity3D and uses Vuforia as the software development kit, and also uses C#(Sharp) for its programming language. Based on the results obtained, the system is running well as desired, such as displaying 3D of Faculty of Engineering and Computers Harapan Medan University Building and the location of the FTK Building. Augmented Reality provides a better picture of how access, buildings, locations and administrative centers are in Faculty of Engineering and Computers Harapan Medan University.
Analisis Penerapan Sistem E-loan Dan Prosedur Pemberian Kredit Kepemilikan Rumah (KPR) Dengan Metode Studi Kolerasional Barus, Rini Afriani; Elsera, Marina; Hadinata, Edrian
Journal of Computer Science and Informatics Engineering Vol 2 No 2 (2023): April
Publisher : Ali Institute of Research and Publication

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55537/cosie.v2i2.228

Abstract

The E-Loan system at Bank BTN is an internal system used in credit processing with PPDPP's SiKasep platform which is a big data system for the availability of subsidized property and a verification application for Low-Income Communities (MBR) who are entitled to housing subsidies and succeeded in the SiKasep registration process. and get a subsidized mortgage program from Bank BTN. Subsidized Home Ownership Loans (KPR) are loans offered by banks and are also part of a government program in collaboration with the Ministry of Public Works. This study aims to determine the closeness and suitability of the application of the E-Loan System and the Procedure for Providing Subsidized Home Ownership Credit (KPR) at PT. State Savings Bank. The research method used is a correlational study. This study resulted in a measurement of the closeness and suitability of the E-Loan System and Procedures for Providing Home Ownership Loans (KPR) through a questionnaire.
APLIKASI PENGAJUAN UJI PRODUK PADA BALAI STANDARISASI DAN PELAYANAN JASA INDUSTRI MEDAN MENGGUNAKAN METODE FAST Rifky Farid, Muhammad; Elsera, Marina; Nurjamiyah, Nurjamiyah
JATI (Jurnal Mahasiswa Teknik Informatika) Vol. 8 No. 6 (2024): JATI Vol. 8 No. 6
Publisher : Institut Teknologi Nasional Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36040/jati.v8i6.11976

Abstract

Penelitian ini bertujuan untuk merancang dan mengimplementasikan aplikasi pengajuan uji produk di Balai Standarisasi dan Pelayanan Jasa Industri (BSPJI) Medan menggunakan metode FAST (Framework for the Application of System Thinking). Aplikasi berbasis web ini dikembangkan untuk mengatasi berbagai kendala dalam proses manual, seperti keterlambatan, kesalahan pengisian data, dan kurangnya transparansi. Dengan aplikasi ini, pelaku industri dapat mengajukan uji produk secara online dengan lebih cepat, efisien, dan terstruktur. Sistem ini memungkinkan pelanggan mengajukan permohonan, yang kemudian diproses oleh admin untuk menentukan tarif. Tarif yang telah disetujui oleh pelanggan akan dilanjutkan ke proses penugasan kalibrasi oleh petugas terkait. Setiap akun dalam sistem memiliki tugas yang terorganisasi, sehingga alur kerja menjadi lebih jelas dan efisien.Pengembangan sistem mengikuti tahapan metode FAST, mulai dari investigasi awal, analisis masalah, perancangan kebutuhan, hingga konstruksi dan pengujian aplikasi. Aplikasi ini mengotomatisasi tahapan penting, seperti pemeriksaan awal dokumen, pengujian produk, dan evaluasi hasil uji. Fitur pelacakan status pengajuan secara real-time meningkatkan transparansi proses bagi pelaku industri. Diharapkan, implementasi sistem ini mampu meningkatkan efisiensi operasional di BSPJI Medan serta memberikan kepercayaan lebih terhadap produk yang telah diuji sesuai standar
Development of an Interactive Mathematics Quiz Game Application Using Unity 2D to Enhance Intelligence and Interest in Calculations Hutahaean, Marcho Malona; Elsera, Marina; Rahayu, Eka
Jurnal Multimedia dan Teknologi Informasi (Jatilima) Vol. 7 No. 01 (2025): Jatilima : Jurnal Multimedia Dan Teknologi Informasi
Publisher : Cattleya Darmaya Fortuna

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54209/jatilima.v7i01.1084

Abstract

Games are among the applications popular with the public, as supported by research conducted by MoboMarket. Many games are created merely to entertain students, which partly explains why high school students often lack interest in studying mathematics. Two main factors contribute to this lack of interest: the first is internal, where students have a low curiosity or enjoyment in learning math, and the second is external, where they feel bored and uninterested in doing calculations. This study aims to develop an interactive mathematics quiz game application based on WebGL and developed using Unity 2D as a solution to help change students' perception that mathematics is neither complicated nor difficult. The math quiz game application includes features such as sound effects, back, open, info, quit, and answer buttons. By utilizing Unity 2D technology, this game application is built as a WebGL to allow it to run on a web browser. The development of this math quiz game follows the Game Development Life Cycle (GDLC) method, which is applied in detail. Data collection methods, including questionnaires and surveys, are used to facilitate the game's development process. The game also involves designing a system using UML to model the quiz game, and once the game is complete, an alpha testing method is used to evaluate it. The result of this research is intended as an alternative learning medium for high school students in the form of a game that can be played on a web browser.
Sistem Informasi Online di SD Al Wasliyah 2 demi Meningkatkan Aksebilitas dan Informasi Sekolah Elsera, Marina; Ramdhani, Rizky Budi; Afriansyah, Rizky; Kurniawan, Bayu Tri
Al-DYAS Vol 3 No 3 (2024): OKTOBER
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/aldyas.v3i3.3999

Abstract

Al wasliyah 2 private elementary school has been using printed leaflets to advertise various events and information about the school such as information on the admission of new students and information on other activities. However, with the increasing use of technology and the need for more effective communication, websites have become one of the identities of an institution or school in cyberspace. The purpose of this activity is to build a website-based online information system using the bootstrap framework. This application is designed using PHP and MySQL because it is web-based, this application has the ability to be accessed anywhere so that admins can edit and post content or information related to school information needs. The expected result is to replace print media so that various forms of information and activities are expected to be more neatly and efficiently arranged.
Web-Based Caricature Sales Information System Using the FAST Method Siregar, Nabilah Dewani Adha; Elsera, Marina; Hadinata, Edrian
Data Sciences Indonesia (DSI) Vol. 2 No. 2 (2022): Article Research Volume 2 Issue 2, Desember 2022
Publisher : ITScience (Information Technology and Science)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/dsi.v2i2.1998

Abstract

The use of information technology has become widespread throughout all sectors of society, including government, business, healthcare, and education. Dalis Art Medan is a digital art-focused online store that opened its doors in 2017. Dalis Art's current sales system still relies on Facebook and Instagram because it does not yet have e-commerce, which results in low sales. Reporting mistakes are common since Dalis Art sales transaction data is still manually entered. E-commerce has been suggested as a solution to Dalis Art's issue with developing its sales operation. The FAST (Framework for the Application of Systems Thinking) methodology is used in this study. The FAST technique incorporates system users more actively in each stage of system development, is more adaptable, can be produced with other methods, and can be customized to the author's standard demands. The goal of this study is to make it easier for customers to learn about and purchase products from Dalis Art. Benefits might give consumers quick access to information on the items in Dalis Art. The study's findings demonstrate how fast and accurately a web-based sales information system, including details on products, ordering procedures, and payments, can be accessible via this method.
Sistem Informasi Penjualan pada Toko By.Ty Menggunakan Metode Prototype Berbasis Web Hafizh, Muhammad Azwan; Elsera, Marina
Journal of Innovative and Creativity Vol. 5 No. 3 (2025)
Publisher : Fakultas Ilmu Pendidikan Universitas Pahlawan Tuanku Tambusai

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

Abstract

Penelitian ini membahas perancangan dan pembangunan sistem informasi penjualan pada Toko By.ty dengan menggunakan metode prototype berbasis web. Penelitian ini dilatarbelakangi oleh kegiatan penjualan yang masih menggunakan cara manual dalam pencatatannya, sehingga menyulitkan dalam pencatatan transaksi, penyimpanan data, serta penyajian laporan penjualan yang cepat dan akurat. Tujuan penelitian adalah merancang sistem yang dapat mempermudah pengelolaan data penjualan, meningkatkan efisiensi, dan memberikan kemudahan akses baik bagi pemilik toko maupun pelanggan. Metode prototype dipilih karena memberikan fleksibilitas dalam pengembangan sistem melalui tahapan komunikasi, perancangan cepat, pembuatan prototype, serta evaluasi berulang hingga sistem sesuai dengan kebutuhan pengguna. Sistem ini dibangun menggunakan teknologi berbasis web sehingga dapat diakses kapan saja dan di mana saja melalui perangkat yang terhubung dengan internet. Produk akhir penelitian adalah aplikasi web penjualan yang mampu mengatur produk, pelanggan, transaksi, dan laporan secara otomatis. Aplikasi ini juga dilengkapi dengan fitur pencarian produk, keranjang belanja, serta manajemen stok yang memudahkan pengelolaan persediaan barang. Dengan adanya sistem informasi penjualan ini, proses bisnis di Toko By.ty menjadi lebih efisien, transparan, dan terorganisir. Kesimpulannya, penerapan metode prototype terbukti efektif dalam mengembangkan sistem sesuai kebutuhan pengguna. Sistem informasi berbasis web yang dihasilkan diharapkan mampu mendukung perkembangan usaha Toko By.ty serta meningkatkan kualitas layanan kepada pelanggan.
Repository Skripsi, Kerja Praktek Dan KKN Pada Program Studi Sistem Informasi Berbasis Web Rosidah, Rosidah; Zakir, Ahmad; Elsera, Marina
Jurnal Minfo Polgan Vol. 13 No. 2 (2024): Artikel Penelitian
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/jmp.v13i2.14146

Abstract

Layanan repository di perguruan tinggi berguna untuk memberikan kemudahan akses informasi kepada pengguna. Bagaimana sistem repository berbasis web dapat membantu dalam proses administrasi dan pengarsipan dokumen skripsi, kerja praktik, dan KKN agar lebih terstruktur dan mudah diakses. Untuk itu repository harus memiliki kualitas layanan yang baik agar pengguna memperoleh informasi dengan mudah sehingga pengguna dapat merasa puas, sebab semakin tinggi kualitas berarti semakin tinggi harapan pengguna terpenuhi. Penelitian ini bertujuan untuk membuat repository data skripsi, kp dan kkn agar proses penyimpanan dan pendataan lebih mudah, cepat dan efisien, terutama untuk pihak – pihak yang berkepentingan. Dalam penelitian ini penulis menggunakan metode penelitian dan pengembangan (reasearch and development (RnD)) yang digunakan untuk menghasilkan rancangan produk baru, menguji keefektifan produk yang telah ada serta mengembangkan dan menciptakan produk baru.
Implementasi Prototyping Pada E-Catering Berbasis Android Abdillah, Maulana; Elsera, Marina; Lubis, Husni
Innovative: Journal Of Social Science Research Vol. 3 No. 5 (2023): Innovative: Journal of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

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

Abstract

Kemajuan teknologi mempengaruhi kehidupan manusia pada segala bidang, termasuk dalam bidang bisnis. Tuntutan manusia yang ingin mendapatkan pelayanan cepat dan tepat, mudah dan praktis terjawab dengan adanya teknologi. Pengembangan bisnis pada bidang katering yang melayani penjualan produk makanan dapat memanfaatkan teknologi informasi agar bisa bersaing dan maju. Salah satu catering dimedan yang menyediakan layanan makanan kepada pelanggan yang memerlukan makanan untuk berbagai acara atau keperluan tertentu yaitu Maulana catering masih harus datang ke tempat untuk melakukan pemesanan catering. Hal ini menjadi satu kendala yang dapat membatasi ketertarikan konsumen untuk pemesanan catering terutama konsumen yang jauh dari lokasi. Selain itu laporan penjualan yang masih menggunakan buku masih kurang efektif, karena mengakibatkan hilangnya data penjualan dengan berbagai situasi. Oleh karena itu dibuat implementasi Prototyping pada e-catring berbasis android yaitu dengan menganalisis kebutuhan, membuat prototype awal, mengevaluasi pengguna menggunakan quissioner dan mengevaluasi sistem menggunakan blackbox testing serta menggunakan sistem. Dengan perancangan E-catering dapat membantu masyarakat supaya lebih mudah dalam pemesanan catering. Dan membantu catering mempermudah pekerjaan nya dan dapat melihat laporan penjualan.