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Pengembangan Aplikasi Pengenalan Senjata Tradisional Betawi Menggunakan Teknologi Realitas Tertambah Berbasis Android Asril Kurniawan; Paramaresthi Windriyani
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 1 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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Abstract

The purpose of this research is to produce an application for the introduction of traditional Betawi weapons using Augmented Reality technology. Augmented Reality to provide information to the general public, especially the people of DKI Jakarta. Augmented Reality Technology, which is a technology where users can see objects in three dimensions (3D). This application can help people who want to find information about some traditional Betawi weapons easily by using only a smart device. The method used in software development uses the Multimedia Development Life Cycle (MDLC). To develop this recognition application, the Unity application is combined with vuforia. The results of this study are the application of traditional Betawi weapon recognition with an android operating system that can detect markers and display five types of traditional Betawi weapons in the form of three-dimensional (3D) objects and contain information from each of these weapons.
Pengembangan Gim “FloNa Savior” untuk Edukasi Konservasi Tumbuhan dan Satwa Dilindungi Berbasis Realitas Tertambah Ricky Yohanes; Paramaresthi Windriyani
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 2 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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The purpose of this research is to develop an educational game about conservation protected plants and animals using augmented reality technologies. This game was developed as an alternative learning media to obtain education regarding importance of conversation protected plants and animals. This research uses Game Development Life Cycle (GDLC) method. The method itself consists of six stages, starting from initiation, pre-production, production, testing, beta and release. The final result of this research is an educational game titled "FloNa Savior", it can be played on an ARCore compatible Android device. Based on the beta testing, from 24 respondents, 100% of respondent become more understand about importance of conservation protected plants and animals after playing "FloNa Savior" and 70.8% respondents stated that the augmented reality feature can help them to understand more about educational content.
Pengembangan Aplikasi Adopsi Hewan Kucing Berbasis Website David Septianto; Paramaresthi Windriyani
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 2 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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Abstract

This study aims to assist adopters in the process of adopting and adopting cats. In this study, developing a cat animal adoption application using a bootstrap framework technology, PHP, and MySQL based on a website. The development method used is the Rational Unified Process (RUP) which consists of four stages, namely, inception, elaboration, construction, and transition. Application development is equipped with features to view adopted animal albums, upload animals that you want to adopt, want to adopt animals, archives of adopted or released animals, and archives of adopted animals. This research uses XAMPP software, Sublime Text 3, and uses the PHP programming language. The result of this application is in the form of a website.
Pengembangan Aplikasi Profil Dasbor Terhadap Pelanggan Optik Opticalgo Berbasis Android Dionisius Wisnu Indarto; Paramaresthi Windriyani
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 2 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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Abstract

The study aims to develop a dashboard profile app for Opticalgo customers, which runs on smartphones with the Android operating system. This dashboard profile application can be used for Opticalgo-specific customers who have done eye checks through opticalgo offline stores or other people who want to make glasses purchases through the Opticalgo application. The development method used is Rational Unified Process (RUP), and its modeling is Unified Modelling Language (UML). The application development used is Visual Studio Code as an IDE code editor with react native programming languages, java, and javascript for modeling application creation on the admin dashboard website. The results obtained in this study are that the application is expected to run on an Android-based system to get historical information for customers related to prescriptions, transactions, points, profits owned after doing activities in opticalgo offline and online stores and making glasses purchases based on the category of glasses selected in Opticalgo application.
Pembuatan Gim Edukasi “PilahPilih” untuk Pemilahan Sampah Organik, Anorganik, dan B3 Berbasis Android Andreas Evananda Gusti Purwanto; Paramaresthi Windriyani
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 2 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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The aim of this research is to develop PilahPilih, an educational game for sorting organic, inorganic and toxic and hazardous waste based on Android. The game is built using the Unity Game Engine. The programming language used is C#. The research method used is Game Development Life Cycle (GDLC). GDLC has several stages, starting from initiation, pre- production, production, testing, beta and release. The final result of this research is an educational game of sorting organic, inorganic and toxic and hazardous waste entitled PilahPilih. PilahPilih can be played on Android-based devices. The results of the PilahPilih game test were 94,1% of the 17 respondents became more aware of the types of waste after playing PilahPilih, in addition, as many as 88,2% of the total 17 respondents were motivated to carry out waste sorting independently after playing PilahPilih.
Pembangunan Aplikasi Penjualan Ikan Cupang pada Toko Chufunk Berbasis Website Predy Daniel Halomoan; Paramaresthi Windriyani
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 2 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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Abstract

During this covid pandemic, manual sales are not recommended to reduce direct interaction. So the sale is recommended to be done online. This research aims to help Chufunk Stores in selling online by creating a website-based e-commerce application. The development method used in this research is RUP (Rational Unified Process) with software analysis modeling using UML (Unified Modeling Language). Making this e-commerce application using the PHP programming language and using MySQL as the database. The result of this research is an e-commerce application for selling betta fish based on a website.
Pengembangan Gim Edukasi Pengenalan Patung di DKI Jakarta Berbasis Desktop Erick Richardo; Paramaresthi Windriyani
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 2 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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The purpose of this research is to develop a game to give players insight into the statues in DKI Jakarta, so that players can understand the history of these statues. The statues include: Diponegoro Statue, General Sudirman Statue, Moh. Husni Thamrin, Ismail Marzuki Statue, Chairil Anwar Statue, Small Gus Dur Statue, General Ahmad Yani Statue, DR. GSSJ Ratulangi, Hero Statue, Archer Statue, Statue of the Great General A.H. Nasution, Statue of Bung Karno. The method used in making this game is Game Development Life Cycle (GDLC). In the GDLC method, there are several stages, including: Initiation, Pre-production, Production, Testing, Beta, and Release. The result of this research is an educational game "Belajar mengenal Patung di DKI Jakarta". The game development uses a game engine called Construct 2. In this game, there are four displays that players will see, including: Main Menu, Quiz, Learning Sculpture, and How to play.From the beta test results, 9 out of 16 people understand the statue better after playing the game.
Pembangunan Aplikasi Alat Musik Tradisional Kendang Berbasis Android Farhan Muhammad Basir; Paramaresthi Windriyani
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 2 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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This research aims to produce an application that introducing a traditional musical instrument called “kendang” that can be run on smart device that has Android operating system. This application could be used for everyone who interested in learning more about traditional musical instrument “Kendang”. The development method that used in this research is Multimedia Development Life Cycle (MDLC) and a software that used in the development of application is Android Studio with Java programming language. The result of this research is an application that could be run on Android operation system to get information about the traditional musical instrument “kendang” such as the shape, sound, history, and more.
Pengenalan Kain Ulos di Daerah Kabupaten Toba Samosir Menggunakan Realitas Tertambah Berbasis Android Hara Goliat; Paramaresthi Windriyani
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 2 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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The purpose of this study is to provide information in the form of an introduction to the general public, especially people in Medan who have a scope of students or young people today, with a very attractive appearance and design in the form of 3d and the application can be used without having to turn on internet (offline ). Ulos fabric AR application can be used for learning media and introduction to tourists looks rather interesting. The method in developing this application uses Multimedia Development Life Cycle (MDLC) and Unified Modeling Language (UML) to create an application model design. Research using these methods will produce an Android-based AR recognition application. The development of this application was designed using the C # programming language and based on Vuforia data.
Pengembangan Aplikasi “Telesphone” untuk Pengenalan Tata Surya Menggunakan Realitas Tertambah Addi Ammar Roofiif; Paramaresthi Windriyani
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 3 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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This study aims to develop a "Telesphone" application for the introduction of the Solar System using augmented reality. The development method used is the Multimedia Development Life Cycle (MDLC) which consists of six stages, namely, concept, design, material collection, manufacture, testing, and distribution. The result of this research is to produce an application for the introduction of the Solar System called "Telesphone". This application has ten Solar System planet objects that are equipped with Solar System animations, rotation features, zoom in on objects features, and information on each Solar System planetary object. Based on the results of the Black Box test, the "Telesphone" application can be used and runs well. Based on the results of testing on users, 87.5% stated strongly agree that the "Telesphone" application can help the learning process. The results of testing for the next user, 87.5% stated that they strongly agreed that the "Telesphone" application could be used as a learning medium for the Solar System