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All Journal TEKNIK INFORMATIKA Pixel : Jurnal Ilmiah Komputer Grafis JOURNAL OF INFORMATICS AND TELECOMMUNICATION ENGINEERING JURNAL MEDIA INFORMATIKA BUDIDARMA Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control JURNAL ILMIAH INFORMATIKA JURNAL TEKNIK INFORMATIKA DAN SISTEM INFORMASI JUTIM (Jurnal Teknik Informatika Musirawas) JURNAL PETIK Jurnal Inovasi Hasil Pengabdian Masyarakat (JIPEMAS) JURIKOM (Jurnal Riset Komputer) Jurnal Riset Informatika JUSIM (Jurnal Sistem Informasi Musirawas) Bantenese Jurnal Pengabdian Masyarakat Building of Informatics, Technology and Science ILKOMNIKA: Journal of Computer Science and Applied Informatics JATI (Jurnal Mahasiswa Teknik Informatika) Abdimas: Jurnal Pengabdian Masyarakat Universitas Merdeka Malang REMIK : Riset dan E-Jurnal Manajemen Informatika Komputer JOURNAL OF INFORMATION SYSTEM RESEARCH (JOSH) Jurnal Teknik Informatika (JUTIF) Journal of Applied Data Sciences Jurnal Pendidikan dan Teknologi Indonesia Yayasan Cita Cendikiawan Al Khwarizmi Bulletin of Information Technology (BIT) Jurnal Pengabdian Masyarakat : Pemberdayaan, Inovasi dan Perubahan IJCOSIN : Indonesian Journal of Community Service and Innovation eProceedings of Engineering IJOEM: Indonesian Journal of Elearning and Multimedia Finger : Jurnal Ilmiah Teknologi Pendidikan Pengabdian Kepada Masyarakat Bidang Teknologi dan Sistem Informasi Journal of Software Engineering and Multimedia (JASMED) Jurnal Ecotipe (Electronic, Control, Telecommunication, Information, and Power Engineering) INOVTEK Polbeng - Seri Informatika Jati Emas (Jurnal Aplikasi Teknik dan Pengabdian Masyarakat) Journal of Software Engineering and Multimedia (JASMED)
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Pengenalan Media Pembelajaran Huruf Hiragana dan Katakana Menggunakan Metode Voice Command Untuk Meningkatkan Kemampuan Belajar Bahasa Jepang Berbasis Augmented Reality Agnisa Putri, Abrilia; Azrino Gustalika, Muhamad
eProceedings of Engineering Vol. 12 No. 4 (2025): Agustus 2025
Publisher : eProceedings of Engineering

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Abstract

Tujuan dari penelitian ini adalah menggunakanteknik MDLC untuk membuat dan mengembangkan materipembelajaran interaktif untuk huruf Hiragana dan Katakanamenggunakan Augmented Reality (AR) pada perangkatAndroid. Siswa kelas XI berpartisipasi dalam penelitian ini,yang dilakukan di SMA Negeri 1 Ajibarang. Tahapan-tahapandalam Multimedia Development Life Cycle (MDLC) -konseptualisasi, desain, pengumpulan materi, perakitan,pengujian, dan distribusi - diikuti ketika mengembangkanaplikasi. Pengguna dapat dengan mudah menavigasi danberinteraksi dengan aplikasi ini dengan menggunakan perintahsuara berkat fungsionalitas Voice Command. Pendekatan BlackBox Testing digunakan untuk pengujian fungsionalitas, yangmenunjukkan bahwa semua fitur aplikasi berfungsisebagaimana mestinya tanpa ada masalah. Selanjutnya, ujikelayakan System Usability Scale (SUS) memiliki nilai rata-rata82,67%, masuk dalam kategori “B” dengan tingkat kelayakan“Good” yang menurut pengguna dapat diterima. Aplikasi ARini menyajikan visualisasi 3D interaktif huruf Jepang, sehinggamemudahkan siswa memahami materi serta meningkatkanmotivasi dan keterlibatan dalam belajar. Rekomendasipengembangan ke depan meliputi perluasan aplikasi ke materilain, penambahan fitur baru untuk memperkaya pengalamanbelajar, pelatihan guru agar penggunaan aplikasi lebih optimal,serta evaluasi rutin berdasarkan masukan pengguna.Kata kunci — Augmented Reality, Huruf Hiragana danKatakana, Media Pembelajaran, Multimedia Development LifeCycle, Voice Command
IMPLEMENTATION OF VIRTUAL TOUR USING IMAGE STITCHING AS AN INTRODUCTION MEDIA OF SMPN 1 KARANGKOBAR TO NEW STUDENTS Reza Setiawan, Muhammad; Azrino Gustalika, Muhamad; Lulu Latif Usman, Muhammad
Jurnal Teknik Informatika (Jutif) Vol. 4 No. 5 (2023): JUTIF Volume 4, Number 5, October 2023
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jutif.2023.4.5.968

Abstract

“During the pandemic, the education sector experienced a decline where students and teachers had to do online learning due to the increasingly widespread Covid-19 outbreak. Therefore, the Indonesian government decided to reduce activities that cause crowds in order to prevent the transmission of Covid-19 in Indonesia. With such problems, the author can provide a solution by using a Virtual Tour which is used as a medium to introduce Karangkobar 1 State Junior High School to students who want to register when PPDB takes place. Virtual Tour in the form of 360-degree panoramic images provided with a hotspot and several features such as popups such as images and information that appear in real time. In the functional testing of the Espensaka Virtual Tour application, it was carried out using the Blackbox Testing method on eight different smartphones which produced functions that could run well but had problems with the Gyroscope which could not run on laptops and computers. Then the test using the SUS (System Usability Scale) method with 90 respondents who filled out 10 questions on the questionnaire resulted in an average value of 73.8 which the score according to the System Usability Scale Grade was included in a good rating. From the results of testing using the method on the application, it can be concluded that the Espensaka Virtual Tour application can be run well but has problems with the Gyroscope which cannot be run on laptops and computers. The Espensaka Virtual Tour application can still be used by making an improvement on the recommended hotspot.
IMPLEMENTASI AUGMENTED REALITY PADA SITUS MAKAM PAK KASUR MENGGUNAKAN METODE MULTIMEDIA DEVELOPMENT LIFE CYCLE Rahadian Januar Amantadani, Fitsar; Azrino Gustalika, Muhamad
JUTIM (Jurnal Teknik Informatika Musirawas) Vol 9 No 1 (2024): JUTIM (Jurnal Teknik Informatika Musirawas) JUNI
Publisher : LPPM UNIVERSITAS BINA INSAN

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32767/jutim.v9i1.2267

Abstract

Teknologi Augmented Reality (AR) dalam beberapa tahun terakhir sudah berkembang dengan pesat dan telah menemukan banyak aplikasi dalam berbagai bidang. Penelitian ini bertujuan untuk merancang dan mengembangkan aplikasi AR yang khusus dibuat untuk wisata situs makam Pak Kasur. Situs makam Pak Kasur memiliki nilai sejarah seta budaya yang tinggi, sebagai salah satu situs bersejarah yang memiliki nilai budaya dan sejarah yang tinggi, juga memerlukan pendekatan inovatif untuk meningkatkan pengalaman pengunjungnya. Aplikasi ini dirancang untuk meningkatkan pengalaman wisata dengan menyediakan konten AR yang informatif dan menarik bagi pengguna. Metode pengembangan aplikasi pengembangan konten AR yang relevan, dan integrasi teknologi AR yang tepat. Teknologi Augmented Reality dapat memberikan jawaban dengan menerapkan marker sebagai target guna memvisualisasikan objek yang diinginkan menjadi objek 3D. Dalam pembuatan sistem menggunakan metode Multimedia Development Life Cycle. Metode tersebut digunakan untuk pembangunan sistem perangkat lunak multimedia. Blackbox testing dilakukan untuk menguji sistem aplikasi ini dengan hasil seluruh komponen fitur aplikasi berjalan dengan semestinya tanpa adanya gagal atau error pada sistem. Pengujian System Usablility Scale menghasilkan nilai 78,8333 yang memiliki nilai “acceptable” pada tingkatan acceptability ranges. Aplikasi ini menjadi media informasi yang menarik dan mudah untuk digunakan, serta dapat memberikan informasi sejarah tentang Pak Kasur secara interaktif dan menarik
Penerapan Game Edukasi Belajar Aksara Jawa Berbasis Web Dengan Metode MDLC Bagus Pambudi, Bryan; Azrino Gustalika, Muhamad
eProceedings of Engineering Vol. 12 No. 6 (2025): Desember 2025
Publisher : eProceedings of Engineering

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Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran interaktif berbasis teknologi mobile gunameningkatkan pemahaman siswa sekolah dasar tentang aksara Jawa. Metode yang digunakan adalah Multimedia Development Life Cycle (MDLC), yang membantu dalam proses identifikasi masalah yang dihadapi siswa, seperti rendahnya minat dan kesulitan dalam mengenali aksara Jawa melalui metode pembelajaran tradisional. Penelitian ini akan menghasilkan sebuah game edukasi yang dirancang untuk menciptakan pengalaman belajar yang menyenangkan dan menarik, sehingga siswa dapat lebih aktif dan terlibat dalam proses pembelajaran. Hasil penelitian ini di harapkan mampu efektif dalam meningkatkan minat dan pemahaman siswa terhadap aksara Jawa. Siswa di harapkan ada peningkatan hasil belajar dan ketertarikan yang lebih besar terhadap materi yang diajarkan. Dengan demikian, penelitian ini tidak hanya memberikan kontribusi dalam pelestarian budaya, tetapi juga berperan penting dalam mengenalkan aksara Jawa kepada generasi muda melalui inovasi dalam teknologi pendidikan. Penelitian ini diharapkan dapat menjadi referensi bagi pengembangan media pembelajaran lainnya yang lebih interaktif dan menarik.Kata kunci— Kata kunci Multimedia Development Life Cycle (MDLC), Aksara Jawa, Media Pembelajaran, Media Interaktif.
Prawitagarden.Com Website As A Promotional Media For Honey Derivative Products From The Forest Farmers Group: Website Prawitagarden.Com Sebagai Media Promosi Produk Turunan Madu Kelompok Petani Hutan Muhammad Lulu Latif Usman; Ratih Windu Arini; Muhamad Azrino Gustalika
JATI EMAS (Jurnal Aplikasi Teknik dan Pengabdian Masyarakat) Vol. 9 No. 4 (2025): Jati Emas (Jurnal Aplikasi Teknik dan Pengabdian Masyarakat)
Publisher : DPD Jatim Perkumpulan Dosen Indonesia Semesta

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Abstract

Damakradenan Village, Ajibarang District has great potential in pure honey production through the “Petani Muda Prawita” Forest Farmer Group. This group produces various types of honey, including klanceng honey, mellifera bee honey, Apis cerana honeycomb honey, and sachet honey, with the main target market being children. However, product sales are still limited in the Banyumas Regency area and digital marketing has not been running optimally because it only relies on Instagram social media without an official website. This problem has an impact on limited market reach and consumer trust levels. This community service program is implemented to help partners increase promotion and sales through website development as a digital marketing medium. The stages of the activity include creating a website using the WordPress framework, the indexation process so that it can be found on the Google search engine, and website management training for partners. The results of the activity show that partners now have an official website with the domain prawitagarden.com, indexed on the Google search engine, and partners have been equipped with independent website administration skills. The existence of the website is expected to expand market reach, increase consumer trust, and support the continuity of the Prawita Garden honey business digitally
The Role Of Website In Improving Digital Marketing In E-Commerce MSME Macaroni Cheese: Peran Website Dalam Meningkatkan Digital Marketing Pada E-Commerce UMKM Makaroni Keju Muhamad Azrino Gustalika; Dimas Fanny Hebrasianto; Annisaa Utami; Adithana Dharma Putra; Ervan Hapiz; Haposan Felix Marcel Siregar
JATI EMAS (Jurnal Aplikasi Teknik dan Pengabdian Masyarakat) Vol. 9 No. 4 (2025): Jati Emas (Jurnal Aplikasi Teknik dan Pengabdian Masyarakat)
Publisher : DPD Jatim Perkumpulan Dosen Indonesia Semesta

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Abstract

Icip-Icip Cheese Makaroni UMKM located in Wirasana Village, Purbalingga Regency. This UMKM focuses on making snacks, especially cheese makaroni with various flavors. Currently, Icip-Icip Cheese Makaroni products are only sold in Purbalingga Regency. One of the problems faced by Icip-Icip Cheese Makaroni UMKM is that marketing is not optimal, so many people do not know this product. Competition in the cheese makaroni industry is very fierce with other brands, so Icip-Icip Cheese Makaroni UMKM must develop a marketing strategy through digital marketing in order to compete and increase sales. This service resulted in 91.67% of UMKM satisfaction and the e-commerce application was successfully 100% run.
Dota 2 Hero Buff And Nerf Predictions Based On Professional Match Data Using Random Forest Muhammad Raditya Azanata; Muhamad Azrino Gustalika; Dimas Fanny Hebrasianto Permadi
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol. 11, No. 3, August 2026
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/kinetik.v11i3.2698

Abstract

Balancing updates (buffs and nerfs) are essential in Multiplayer Online Battle Arena games because minor parameter changes can shift the competitive metagame and reduce hero diversity. Unlike previous studies on Dota 2 that focus on match outcome prediction, this study introduces and evaluates hero-centric balance recommendations against official patch actions across patch transitions. To address this gap, this work contributes a patch-to-patch (Version 7.39-7.40b) external validation protocol that compares recommendations from patch t with developer actions in patch t+1 using patch notes. Professional match records were gathered from public sources and sorted by hero and patch into combat, economic, and impact categories. This study proposed a data-driven pipeline to classify each Dota 2 hero as overpowered, underpowered, or balanced from professional match telemetry and to translate these classes into balance recommendations (Nerf, Buff, or Balance). Labels derive from win-rate and pick-rate distributions using statistical control limits (μ ± kσ, k = 0.3) to ensure transparent, repeatable labeling. A Random Forest classifier was trained using grid-searched hyperparameters and evaluated using stratified 6-fold cross-validation with macro-averaged F1 to address class imbalance. Internal evaluation achieved 0.94 accuracy and 0.84 macro-F1. For external validation, patch t recommendations were compared to official balance actions in patch t+1 during six successive transitions; accuracy ranged from 0.436 to 0.672 (mean 0.559), with the best result on 7.39b to 7.39c (84/125). These results indicated that professional telemetry could support interpretable balance monitoring and provide early signals for buff/nerf candidate review.
Rancang Bangun Media Pembelajaran Tumbuhan berbasis Augmented Reality dengan Metode MDLC Bagus Setiawan; Muhamad Azrino Gustalika; Pradana Ananda Raharja
Bulletin of Information Technology (BIT) Vol 5 No 2 (2024): Juni 2024
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bit.v5i2.1325

Abstract

The purpose of this research is to design and develop Augmented Reality-based interactive learning media for plant structure and function material using the Android-based Multimedia Development Life Cycle method. This research was conducted at SD Negeri 1 Kutasari with research subjects of grade IV students. The application development process follows the Multimedia Development Life Cycle stages, starting from conceptualisation, design, material collection, assembly, testing, to distribution. Functionality testing using the Black Box Testing method shows that all application functions run well and as expected without any errors. Usability testing with the System Usability Scale (SUS) produces an average score of 79.83%, which is included in the ‘A’ category with a feasibility level of ‘Good’ and accepted by users. This Augmented Reality application provides three-dimensional visualisation that makes it easier for students to understand the concepts taught, and also increases student interaction and involvement in the teaching and learning process. Suggestions made for further development include the implementation of this Augmented Reality application on various other learning materials in elementary schools, the addition of new features for a more diverse learning experience, training for teachers to make optimal use of the application, as well as regular evaluation and collection of feedback for improvement and development of the application.
Rancang Bangun Aplikasi Pemesanan Tiket Tempat Wisata Berbasis Android Menggunakan Metode Extreme Programming Muhammad Ramadhan; Muhamad Azrino Gustalika
Bulletin of Information Technology (BIT) Vol 5 No 2 (2024): Juni 2024
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bit.v5i2.1341

Abstract

This research aims to design and develop a tourist ticket booking application with Android base using Extreme Programming method, which was conducted in Bukit Barisan Selatan National Park, Lampung. The process of developing this application through several stages, namely planning, design, coding, testing, and distribution. Testing the application using the Black Box Testing method concluded that all features and functions of the application run well as expected without any errors. In the Blackox testing calculation above, a total percentage of 100% was obtained. Therefore it can be concluded that the Bukit Barisan Selatan National Park tour ticket booking application is indicated to be very feasible and can be used properly. This application is designed to make it easier for tourists to order tickets online and help the manager of Bukit Barisan Selatan National Park in managing tickets and visitors more effectively and efficiently. This application is also expected to improve visitor experience and comfort by providing complete tourist information and better accessibility. Suggestions for further development include the addition of more diverse payment methods, integration of automatic ticket output features in the form of barcodes and scans, and regular application maintenance to reduce potential errors. Thus, this application is expected to be an effective and efficient solution in ticket management and increase the number of tourist visits to Bukit Barisan Selatan National Park
Improving Cattle Farmers Knowledge of Animal Weight Monitoring Using IoT: Peningkatan Pengetahuan Peternak Sapi dalam Monitoring Berat Badan Hewan Ternak Berbasis IOT Wahyu Andi Saputra; Muhamad Azrino Gustalika; Faizah Faizah; Silvia Van Marsally; Dedy Agung Prabowo; Fahrudin Mukti Wibowo
JATI EMAS (Jurnal Aplikasi Teknik dan Pengabdian Masyarakat) Vol. 10 No. 3 (2026): Jati Emas (Jurnal Aplikasi Teknik dan Pengabdian Masyarakat)
Publisher : DPD Jatim Perkumpulan Dosen Indonesia Semesta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36339/je.v10i3.536

Abstract

The Mukti Mandiri Livestock Group is located in Karanggitung Village, Banyumas Regency. This group focuses on beef cattle farming. Currently, the group faces various obstacles, including the lack of ability to accurately calculate cattle weight. This causes the group to often rent scales or entrust their cattle to other cattle groups to determine their weight. Furthermore, the Mukti Mandiri Group often chooses to estimate the weight of cattle due to the high rental price of scales. This impacts the selling price of cattle to collectors, resulting in farmers only earning a small profit. Therefore, a weighing device is needed to assist the Mukti Mandiri Livestock Group. This community service activity was carried out in order to provide IoT (Internet of Things)-based weighing devices to facilitate the cattle weighing process. The activity consisted of 5 stages: socialization, technology implementation, training, mentoring and evaluation, and the sustainability of the community service program. The results of this community service showed that 51% of respondents answered strongly agree, 46% agreed, and 3% quite agreed, in terms of increasing the knowledge of livestock farmers regarding the community service activity and the use of IoT-based weighing devices. It is hoped that this community service activity can continue in the management aspect for RPH (Animal Slaughterhouse) and Juleha (Halal Slaughterhouse) so that it can encourage participation from other livestock breeders in the use of technology in the livestock sector.
Co-Authors Abrilia Agnisa Putri Adam Bekti Laksono Adithana Dharma Putra Aditya Wijayanto Afif Amirudin Afifah Dwi Ramadhani Agnisa Putri, Abrilia Agustina Mulyaningsih Ajeng Fadila Aprilina Akhmad, Fajar Kamaludin Akhmad, Zarkasih Alfonsus Simbolon Alip Adhani Alon Jala Tirta Segara Andalas, Ronald Raihan Andi Prademon Yunus Anggi Zafia Arief Rais Bahtiar Arifin, Havid Athaya Fawwaz, Raihan Audrey Hillary Bagus Pambudi, Bryan Bagus Setiawan Barokah, Irma Bita Parga Zen Candra Haryanto, Erlan Dany Candra Febrianto Dasril Aldo Dedy Agung Prabowo Dimas Fanny Hebrasianto Dimas Fanny Hebrasianto Permadi Dimas Nurwanda, M. Diovianto Putra Rakhmadani Eka Supriyati Ervan Hapiz Fahrudin Mukti Wibowo Faizah Faizah Farhan Aryo Pangestu Feri Yasi GITA FADILA FITRIANA Haposan Felix Marcel Siregar Hardi Saputra, Purnama Ilham Fitriyanto, Pratama Iqsyahiro Kresna A Irma Barokah Khatimah, Khusnul Krisna Subarkah Latifah Anggraeni Luqman Wahyudi Marsally, Silvia Van Mawar Auliya Insani Mira Sayekthi Muhammad Raditya Azanata Muhammad Ramadhan Muhammad Reza Setiawan Muna, Bunga Laelatul Musyafa Al Adn Nicolaus Euclides Wahyu Nugroho Novian Adi Prasetyo Pebriana Putri, Tiara Pradana Ananda Raharja Prihandoko, Bayu Rachman, Ari Rahadian Januar Amantadani, Fitsar Rakhma, Nazwa Aulia Ratih Windu Arini Reggy Ayunda Agustina Rifkiansyah, Hanif Riri Irma Suryani Satiaka Nugraha Sasmita Padmanagara Shintia Dwi Alika Silvia Van Marsally Siti Musannadah Sudianto, Sudianto Usman, Muhammad Lulu Latif Utami, Annisaa Wahyu Andi Saputra Wandala Putra, Agie Wibowo, Fahrudin Mukti Wicaksono, Apri Pandu Wijaya, Reza Irfan Yit Hong Choo Yohani Setiya Rafika Nur Yudi Abdurrahman Zarkasih Akhmad