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PERANCANGAN UI/UX FITUR TOKOH PADA CHRONOLIZER SIRAH NABAWIYAH BERBASIS WEBSITE Hendrawan, Muhhamad Taufik; Roedavan, Rickman; Insanudin, Entik
eProceedings of Applied Science Vol. 11 No. 1 (2025): Februari 2025
Publisher : eProceedings of Applied Science

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Abstract

Abstrak — Metalabs membutuhkan website Sejarah Sirah Nabawiyah untuk semua kalangan yang ingin mengetahuisejarah kehidupan Nabi Muhammad SAW dan peristiwaperistiwa penting dalam agama Islam. Maka dari itu, Metalabsmemiliki keinginan kuat untuk membuat sebuah website yang bernama Chronolizer Sirah Nabawiyah. Website ini akan menjadisumber informasi utama bagi individu yang ingin memahami dan mendalami sejarah Islam, khususnya sejarah Sirah Nabawiyah.Oleh karena itu, penulis ditugaskan sebagai UI/UX Designer untuk membuat tampilan desain antarmuka fitur tokoh padawebiste Chronolizer Sirah Nabawiyah dengan menggunakan aplikasi Figma. Perancangan desain antarmuka menggunakanmetode design thinking yang memiliki 5 tahapan, yaitu emphatize, define, ideate, prototype, dan testing. Metode yang digunakandalam testing yaitu menggunakan metode User Experience Questionaire dengan 6 skala yaitu: daya tarik, efesiensi,kejelasan, ketepatan, stimulasi, dan kebaruan, menggunakan simple random sampling dengan sample 155 responden. Hasilpengujian, daya tarik memiliki rata-rata mendekati 1,75, menunjukkan kinerja yang baik namun masih ada beberapa areadi bawah rata-rata, kejelasan dan efisiensi memiliki nilai rata-rata sedikit lebih rendah, sekitar 1,7 dan 1,6, dengan distribusi yangmenunjukkan beberapa responden menilai di bawah rata-rata. Secara keseluruhan, meskipun ada distribusi penilaian diberbagai kategori kualitas, nilai rata-rata setiap skala cenderung berada di atas rata-rata, menunjukkan penilaian yang cukuppositif dengan beberapa area untuk perbaikan. Hasil akhir dari proyek ini berupa UI/UX fitur tokoh dan prototype websiteChronolizer Sirah Nabawiyah sudah sesuai dengan kebutuhan yang diinginkan dan sudah memenuhi desain antarmuka yangdiharapkan. Dengan demikian, hasil perancangan UI/UX fitur tokoh pada website Chronolizer Sirah Nabawiyah telah suksesmemenuhi tujuan dan kebutuhan yang diterapkan. Kata kunci — UI/UX, Fitur Tokoh, Desgin Thinking, Figma, User Experience Questionaire.
A Framework for Developing Augmented Reality Applications Based on the Multimedia Development Life Cycle (MDLC) Roedavan, Rickman; Pirus Leman, Abdullah; Geovani Putri, Sritenaya
Jurnal Ilmiah Informatika Global Vol. 16 No. 1: April 2025
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jiig.v16i1.5183

Abstract

Augmented Reality (AR) applications have experienced significant growth in recent years. Despite this growth, the development methodologies for AR applications remain underexplored in academic research. Most existing approaches rely heavily on the general Multimedia Development Life Cycle (MDLC) This gap highlights the need for a more tailored development framework to effectively guide the creation of AR applications. To address this gap, this study proposes a specialized framework for developing AR applications. The framework refines and extends the MDLC methodology by integrating key elements tailored to AR-specific requirements. The proposed framework was tested through an extensive empirical study involving 10 development teams over the course of 2024. Each team utilized the framework to design and build an AR application tailored to their respective domains. The usability of the resulting applications was evaluated using the System Usability Scale (SUS), a widely recognized metric for assessing user experience. The results were highly encouraging, with the average SUS score across all applications exceeding 70%, indicating a "good" level of usability. This outcome demonstrates the effectiveness of the framework in enabling the development of high-quality AR applications that meet user needs.
Pengembangan Permainan Efendi, Fakhrul; Roedavan, Rickman; Pudjoatmodjo, Bambang
eProceedings of Applied Science Vol. 11 No. 2 (2025): April 2025
Publisher : eProceedings of Applied Science

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Abstrak — Proyek Akhir ini mengembangkan permainanberbasis Unity yang mengangkat sejarah perlawanan SultanMatangaji terhadap penjajah Belanda, bertujuan menghidupkanmomen heroik melalui media interaktif di museum. Menggunakanmetode Rapid Game Development (RGD) dalam tiga fase utama,pengembangan meliputi skrip permainan, integrasi aset 3D, dandesain UI intuitif, dengan alat seperti Unity Engine danNotepad++. Pengujian dengan Game Experience Questionnaire(GEQ) yang melibatkan 18 partisipan menunjukkan skor tinggipada dimensi Positive Affect (2,44) dan Sensory and ImaginativeImmersion (2,18), serta skor rendah pada Tension/Annoyance(0,78) dan Negative Affect (1,01). Hasilnya, permainan inimemberikan pengalaman positif, imersif, dan meningkatkanpemahaman sejarah. Kata kunci— Unity, Game, Pengembangan, RGD, GEQ
AI-Based Hotel Front Office Training Application Game Concept for Hospitality Students Raharjo, Tito Pandu; Roedavan, Rickman
Indonesian Journal of Data Science, IoT, Machine Learning and Informatics Vol 5 No 2 (2025): August
Publisher : Research Group of Data Engineering, Faculty of Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/dinda.v5i2.1926

Abstract

The advancement of Artificial Intelligence (AI) technology present numerous opportunities in vocational education, particularly in the hospitality sector. Front office is a department studied by Hospitality Students, however many educational institutions face challenges in providing authentic front office training, whether due to limited access to actual hotel environments, budget constraints, or a lack of opportunities to interact directly with guests. This study proposes a conceptual design of utilizing AI as an interactive virtual guest in an educational game learning application for front office training. The concept also integrates speech recognition as the form of communication with the AI virtual guest to create a realistic and interactive learning experience. The model is designed to support independent and repetitive practice through various guest scenarios such as reservations, check-in/check-out services, and providing information. A qualitative descriptive method was employed through literature review and needs analysis. The findings recommend the use of AI-based simulation as a complement to live training and as a foundation for future development of hospitality education applications. Preliminary validation using the User Experience Questionnaire (UEQ) indicates that the concept received a score of 2.0 for attractiveness, 1.82 for pragmatic quality, and 1.72 for hedonic quality, which are in the category of Positive. These results suggest that the application concept could serve as an alternative solution for vocational learning by offering a simulated experience that closely resembles real-world front office operations.
Pengembangan Social Entertainment Metaverse: Pataland di Startup Cube Studio Berbasis Platform Virtual Reality Jauhari, Alif Kamal; Roedavan, Rickman; Eriyadi, Mindit
eProceedings of Applied Science Vol. 10 No. 4 (2024): Agustus 2024
Publisher : eProceedings of Applied Science

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Cube Studio is a startup that was founded in 2020 and developed into PT Ruang Teknologi Ilmu Nusantara in 2021. As an innovative response to the COVID-19 pandemic, ViraExpoir was created which adapted the virtual exhibition concept. Seeing its potential, Surge Indonesia proposed a collaboration to develop PataLand, a social entertainment metaverse that focuses on virtual concerts. Venue and location constraints at conventional concerts often limit the number of spectators who attend. To solve this problem, Cube Studio and Surge developed PataLand with multi-platform capabilities. PataLand offers exclusive features such as direct fan-artist communication and merchandise sales. Immersive 3D environments, and gamification elements ensure fun and engaging interactions in PataLand. Moreover, the virtual reality version provides a more immersive and interactive experience for users. During the first six months, the virtual reality version of PataLand was played by 490 users with an average monthly user of 26 people. Cube Studio is expected to be able to formulate more effective marketing strategies and develop features that suit user needs, especially on the VR platform. Keywords— Cross Platform, Game, Concert, Metaverse, Virtual Exhibition
Pengembangan Social Entertainment Metaverse: PataLand di Startup Cube Studio Berbasis Platform Website Nizar, Syamsul; Roedavan, Rickman; Eriyadi, Mindit
eProceedings of Applied Science Vol. 10 No. 4 (2024): Agustus 2024
Publisher : eProceedings of Applied Science

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Abstract

Cube Studio is a startup founded in 2020, developing into PT Ruang Teknologi Ilmu Nusantara in 2021. Their innovative response to the COVID-19 pandemic, ViraExpoir, revolutionized the exhibition into an exhibition that can be held virtually via a website platform. Recognizing its potential, Surge proposed a collaboration with Cube Studio to develop PataLand, a metaverse social entertainment platform focused on virtual concerts. Venue and location constraints at conventional concerts often limit the number of visitors who can attend. To overcome this problem, Cube Studio together with Surge developed PataLand which can be accessed easily via the website. PataLand is the resulting solution, a three-dimensional visual platform with multi-platform features. PataLand offers exclusivity in the form of direct communication between fans and artists as well as merchandise sales. Immersive 3D environments, cross-platform features, and gamification ensure fun and engaging PataLand interactions. As of June 1 2024, website-based PataLand has been used by 156 people and 130 of them have registered. Keywords — cross platform, game, concert, metaverse, exhibition
Pengembangan Interaksi VR Desain Interior Menggunakan Unity Game Engine Untuk Perusahaan Desain Interior Pamungkas, Fathir Adji; Pudjoatmodjo, Bambang; Roedavan, Rickman
eProceedings of Applied Science Vol. 11 No. 4 (2025): Agustus 2025
Publisher : eProceedings of Applied Science

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Metode presentasi desain interior yang masih menggunakan gambar 2D dan rendering statis sering kali menyulitkan klien dalam memahami konsep ruang secara menyeluruh. Hal ini menghambat komunikasi antara desainer dan klien, serta berpotensi menimbulkan miskomunikasi terhadap hasil akhir desain. Penelitian ini bertujuan untuk mengembangkan sebuah aplikasi simulasi desain interior berbasis Virtual Reality menggunakan Unity dan XR Interaction Toolkit. Aplikasi ini memungkinkan pengguna menjelajahi ruang virtual secara imersif, berinteraksi langsung dengan objek seperti memindahkan, memutar, dan mengatur posisi furnitur, serta mengakses fitur melalui antarmuka Wrist Menu. Pengujian dilakukan di perangkat Meta Quest 2, 3, dan Pro, dengan fitur tambahan seperti teleportasi, fly mode, dan sistem respawn otomatis. Berdasarkan hasil pengujian menggunakan metode blackbox dan validasi UX melalui User Experience Questionnaire (UEQ), aplikasi ini mendapat skor pragmatis sebesar 1.34 dan skor hedonis sebesar 1.30 dari 11 responden. Hasil tersebut menunjukkan bahwa aplikasi telah memberikan pengalaman pengguna yang baik dan layak dijadikan media presentasi desain interior yang lebih interaktif dan representatif. Kata kunci— Virtual Reality, Desain Interior, Unity, XR Interaction Toolkit, Meta Quest
Sosialisasi Platform Edukasi: Open Resource Binary & Interactive Technology (ORBIT) Untuk Divisi Media Game Jagad Creative Roedavan, Rickman; Bambang Pudjoadmojo, Bambang; Siradj, Yahdi
Charity : Jurnal Pengabdian Masyarakat Vol. 7 No. 2 (2024): Charity-Jurnal Pengabdian Masyarakat
Publisher : PPM Universitas Telkom

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Jagad Creative merupakan sebuah perusahaan yang bergerak di bidang informatika, khususnya dalam pembuatan website dan aplikasi android. Jagad Creative juga aktif membina berbagai komunitas kreatif seperti komunitas pecinta kopi, komunitas sablon, komunitas komik serta berkolaborasi dengan institusi pendidikan. Salah satu divisi Jagad Creative yaitu divisi media dan game bertujuan untuk membangun sinergi dan kolaborasi dengan berbagai komunitas dan institusi pendidikan untuk meningkatkan potensi kerja sama, salah satunya dengan menggunakan situs media yang dikelola Jagad yaitu Jagadmedia.id. Namun saat ini portal berita utama Jagad Creative yang berisi tentang industri kreatif itu cenderung pasif sehingga mengurangi potensi marketing dan posisi Jagad Creative dalam membangun kolaborasi di bidang industri kreatif. Untuk itu Jagad Creative membutuhkan adanya suatu portal yang bukan hanya berperan sebagai media informasi pasif, melainkan media informasi interaktif yang dapat menjadi media promosi digital dan media portofolio yang dapat menjadi stimulus terjadinya sinergi dan kolaborasi antara komunitas kreatif dan institusi pendidikan.
Developing a Dyscalculia Identification Game Using The Rapid Game Development (RGD) Model Kurniawan, Ady Purna; Roedavan, Rickman; Pudjoatmodjo, Bambang; Sazilah Salam
Khazanah Informatika : Jurnal Ilmu Komputer dan Informatika Vol. 10 No. 2 (2024): Oktober 2024
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/khif.v10i2.2113

Abstract

Dyscalculia, a common learning difficulty impacting arithmetic comprehension, poses challenges across diverse intelligence levels. Often misconstrued as a lack of intelligence or effort in mathematics, dyscalculia's accurate identification remains elusive. This study focuses on developing a 3D digital game incorporating basic arithmetic instruments for dyscalculia identification. Leveraging the Rapid Game Development (RGD) method and Unity Game Engine, the game integrates interactive features to assess arithmetic skills. Through standardized assessments and game participation, children both with and without dyscalculia were evaluated, revealing a significant correlation between the game and standard assessments. This innovative, interactive game holds promise for early dyscalculia detection and intervention, enhancing educators' and professionals' capacity to address this learning difficulty effectively. Future research should validate its efficacy across varied populations and explore its integration into educational settings. In conclusion, this study presents a compelling tool in the form of a 3D digital game utilizing basic arithmetic instruments, fostering timely support and improved outcomes in dyscalculia identification and intervention.
Media Pembelajaran Interaktif Berbasis Augmented Reality Studi Kasus: Tematik Kelas III Subtema Keajaiban Perubahan Wujud Benda Pada Siswa SDN Campaka 1 Abdillah Ainie, Siti; Roedavan, Rickman; Cahyani, Leni
eProceedings of Applied Science Vol. 9 No. 3 (2023): Juni 2023
Publisher : eProceedings of Applied Science

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Abstrak—Metode dalam belajar dan mengajar sangat beragam salah satunya yaitu menggunakan buku pembelajaran, namun seiring berkembangnya zaman pelajar mulai bosan dengan metode hanya menggunakan buku saja, sehingga media pembelajaran dalam proses belajar mengajar saat ini masih kurang optimal. Di wilayah kabupaten cianjur pada SDN Campaka 1 proses mengajar hanya dengan menggunakan buku berbentuk teks dan gambar saja sehingga kurang efektif bagi pelajar. Seiring berkembangnya teknologi, dapat membuat alat bantu media pembelajaran, dengan menggabungkan teknologi Augmented reality dan buku tematik sekolah dasar kelas III yang akan menghasilkan sebuah aplikasi pembelajaran multimedia interaktif. Aplikasi pembelajaran multimedia interaktif berbasis Augmented Reality ini memiliki fitur 3D yang berkaitan dengan materi dalam buku Tematik tema 3 kelas III kurikulum 2013, video animasi dan narasi dapat mengatasi kurangnya media pembelajaran untuk para pengajar di SDN Campaka 1 dan juga dapat menciptakan suasana belajar agar lebih menarik dan interaktif bagi para siswa dan siswi SDN Campaka 1. Dalam merancang aplikasi ini digunakan metode Serious Game Development Models (SGDM) juga dirancang menggunakan perangakat lunak Unity yang akan dipakai pada platform Android.Kata kunci—media pembelajaran interaktif, augmented reality, Buku Tematik Terpadu 2013