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Pengembangan Aplikasi Augmented Reality Untuk Pendidikan Komponen Transmisi Manual Mobil Pada Platform Android Rofik Hakiki; Anita Fira Waluyo
Progresif: Jurnal Ilmiah Komputer Vol 20, No 1: Februari 2024
Publisher : STMIK Banjarbaru

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35889/progresif.v20i1.1589

Abstract

Education is a fundamental need that plays a crucial role in determining the future progress of a nation and improving the quality of human resources. Practical learning in the automotive field, such as Light Vehicle Engineering (TKR), requires practical tools, especially car and motorbike components. The limited amount of equipment causes the practicum to be less efficient because each student must queue, resulting in a lack of student interest and enthusiasm for learning. Using technology as a learning medium can increase students' interest in learning, one of which is introducing car manual transmission components. This research aims to develop an interactive and innovative learning application for introducing car manual transmission components so that students can easily recognize manual transmission components and their functions. The methodology applied uses ADDIE, which consists of analysis, design, development, implementation, and evaluation. The present study successfully demonstrates the interactive display of three-dimensional manual transmission components within the context of an automobile. The results of various tests conducted using a black box corroborate the full functionality of all features associated with the system.Keywords: Learning Media; Augmented Reality; Marker Based; Vuforia; Manual Transmission   AbstrakPendidikan berperan dalam menentukan arah kemajuan masa depan bangsa, selain itu pendidikan dianggap sebagai kebutuhan pokok yang krusial dalam meningkatnya kualitas sumber daya manusia. Pembelajaran praktikum di bidang otomotif, seperti Teknik Kendaraan Ringan (TKR) memerlukan beberapa alat praktikum, terutama seperti komponen mobil dan motor. Keterbatasan jumlah peralatan menyebabkan praktikum menjadi kurang efisien karena siswa harus antri, mengakibatkan kurangnya minat belajar siswa. Diharapkan penggunaan teknologi media pembelajaran dapat meningkatkan antusiasme siswa dalam mengikuti pelajaran, salah satunya dalam pengenalan komponen transmisi manual mobil. Penelitian ini bertujuan untuk mengembangkan aplikasi pembelajaran pengenalan komponen transmisi manual mobil yang interaktif dan inovatif, agar siswa dapat dengan mudah mengenali komponen transmisi manual berikut dengan fungsinya. Metodologi yang diterapkan menggunakan ADDIE, langkahnya terdiri dari Analysis, Design, Development, Implementation, dan Evaluation. Penelitian ini berhasil menampilkan objek 3 dimensi berupa komponnen transmisi manual pada mobil yang interaktif, serta hasil pengujian dengan blackbox menunjukan semua fitur dapat bekerja dengan baik.Kata kunci: Media Pembelajaran; Augmented Reality; Marker Based; Vuforia; Transmisi manual 
Rancang Bangun Aplikasi Pemesanan Jasa Pembersih Rumah Berbasis Android Menggunakan Metode Waterfall M. Wira Tama Febriwahono; Anita Fira Waluyo
ILKOMNIKA: Journal of Computer Science and Applied Informatics Vol 5 No 3 (2023): Volume 5, Nomor 3, Desember 2023
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28926/ilkomnika.v5i3.576

Abstract

Jasa pembersih rumah merupakan sebuah jasa yang fokus pada pembersihan rumah, jasa ini cukup digemari banyak orang namun untuk melakukan pemesanan jasa pembersih rumah pelanggan perlu mendatangi kantor jasa pembersih rumah untuk melakukan pemesanan. Dalam penelitian ini, penulis merancang aplikasi pemesanan jasa pembersih rumah berbasis Android. Aplikasi ini dirancang untuk memudahkan pengguna dan pemilik jasa pembersih rumah dalam proses pemesanan jasa pembersih rumah dengan menyediakan fitur-fitur seperti informasi layanan, pemesanan jasa bersih rumah, dan pemilihan jadwal. Dalam penelitian ini, penulis menerapkan metode Waterfall untuk proses penelitian. Diharapkan dari hasil yang telah diteliti aplikasi dapat berfungsi secara efektif dan efisien untuk pemesanan jasa pembersih rumah. Dalam proses pembuatan aplikasi penulis menggunakan beberapa bahasa pemrograman yaitu JavaScript, PHP, kotlin, dan menggunakan MySQL yang berperan sebagai Sistem Manajemen Basis Data (Database Management System) serta Visual Studio Code sebagai editor pendukung.
Development of Android-Based 3D Building Augmented Reality Application at Jogja Student Islamic Boarding School 2 Ramadhan, Muhamad Ali Nugroho; Waluyo, Anita Fira
International Journal Software Engineering and Computer Science (IJSECS) Vol. 3 No. 3 (2023): DECEMBER 2023
Publisher : Lembaga Komunitas Informasi Teknologi Aceh (KITA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/ijsecs.v3i3.1674

Abstract

Islamic boarding schools are pivotal in providing religious education for Muslims in Indonesia. Despite their widespread presence, detailed knowledge about these institutions, particularly their architectural design, remains limited. Prospective students and the public often rely on internet images for information, leading to a partial understanding of the physical structure of these schools. This study introduces an innovative solution through the development of an Augmented Reality (AR) mobile application specifically designed for the Jogja 2 Islamic Boarding School. Augmented Reality technology effectively integrates 2D and 3D virtual objects into a real-world environment, offering an immersive, real-time experience. By utilizing the waterfall methodology in its development, this application aims to provide an in-depth, three-dimensional exploration of the Jogja 2 boarding school's infrastructure. This tool is intended to assist potential students and interested individuals in gaining a comprehensive understanding of the school's architectural layout and design dynamically and interactively.
PENGEMBANGAN SISTEM PENGINGAT JADWAL IMUNISASI DAN MONITORING PERKEMBANGAN BALITA PADA POSYANDU BERBASIS ANDROID Aji Nugraha, Gilang Wisnu; Waluyo, Anita Fira
SemanTIK : Teknik Informasi Vol 9, No 2 (2023):
Publisher : Informatics Engineering Department of Halu Oleo University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55679/semantik.v9i2.45275

Abstract

Penelitian ini dilatarbelakangi oleh kesadaran bahwa orang tua seringkali lupa terhadap jadwal imunisasi anak, kehilangan atau merusak buku KIA atau buku KMS, serta dampak negatifnya terhadap pelaporan petugas imunisasi dan pemantauan perkembangan anak. Tujuan penelitian ini adalah untuk memberikan bantuan kepada orang tua dan petugas dalam melakukan pemantauan imunisasi di posyandu. Metode penelitian yang digunakan adalah metode kualitatif dengan studi pustaka dan data Posyandu Cempaka sebagai isi sistem yang dibuat. Hasil penelitian ini adalah pengembangan aplikasi sistem pengingat jadwal imunisasi dan pemantauan perkembangan anak. Aplikasi ini diharapkan dapat membantu orang tua dalam mengontrol dan memantau imunisasi serta perkembangan anak. Orang tua akan menerima notifikasi mengenai jadwal imunisasi anak, dan dapat memantau perkembangan anak secara rinci melalui aplikasi Android. Selain itu, melalui website, petugas dapat memasukkan data imunisasi anak, melihat catatan imunisasi anak secara online, dan mengontrol serta memantau imunisasi yang telah dilakukan. Kata kunci: Imunisasi, Penjadwalan, Pengingat, Monitoring, Posyandu
MEDIA INFORMASI PELAYANAN DAN PENGADUAN MASYARAKAT BERBASIS ANDROID Alfatah, Ahmat; Waluyo, Anita Fira
SemanTIK : Teknik Informasi Vol 9, No 2 (2023):
Publisher : Informatics Engineering Department of Halu Oleo University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55679/semantik.v9i2.45285

Abstract

Penyaluran informasi dan penanganan masalah lingkungan oleh pemerintah daerah, bersama dengan upaya pengaduan masyarakat yang belum efektif, menciptakan kesenjangan dengan harapan masyarakat akan pelayanan publik yang efisien dan responsif. Beberapa pemerintah daerah masih menggunakan metode manual dalam menerima laporan dan memantau pelayanan publik, menunjukkan kurangnya kemajuan dalam menggunakan teknologi untuk meningkatkan respons terhadap kebutuhan masyarakat. Penelitian ini memiliki tujuan utama untuk mengatasi masalah yang dihadapi masyarakat dalam hal pengaduan dan akses informasi mengenai lingkungan sekitar mereka serta meningkatkan pelayanan pemerintah dengan mendorong good governance melalui pengembangan sebuah aplikasi Android yang disebut "Media Informasi Pelayanan dan Pelaporan Masyarakat." Penelitian ini menggunakan metode kualitatif untuk mengembangkan perangkat lunak dan mengumpulkan data. Selama proses pengembangan aplikasi, UML (Unified Modeling Language) digunakan sebagai alat untuk merancang aplikasi tersebut, dan pengujian aplikasi dilakukan dengan metode blackbox testing. Hasil utama dari penelitian ini adalah sebuah aplikasi Android yang dapat mempermudah dan mempercepat proses penyelesaian masalah masyarakat dengan cara yang efektif. Kata kunci; Teknologi Informasi, Tata Kelola Pemerintahan, Android
Optimize Production Based on Goods Using Supply Chain Management Retnowo, Murti; Waluyo, Anita Fira
SENATIK STT Adisutjipto Vol 5 (2019): Peran Teknologi untuk Revitalisasi Bandara dan Transportasi Udara [ISBN 978-602-52742-
Publisher : Institut Teknologi Dirgantara Adisutjipto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28989/senatik.v5i0.288

Abstract

Competitive competition and the advent of the global marketplace becomes its own challenges, these challenges are associated with getting products and services are timely and low cost. Resolution to face both these things one of which with the application of Supply Chain Management (SCM). SCM is very effective for use in addressing the supply chain and securing competitive advantage and improve organizational performance not only within the Organization but the Organization among the supply chain. SCM will be used to provide the information the State of the stocks of raw materials and will be enabled as a reminder (reminder) and the order of the raw materials to the supplier by using Massage Passing or SMS Gateway. Model SCM is expected to control the inventory of goods, either over stock or stocks that are already able to save stock with time quickly and efficiently. 
Pengembangan Sistem Aplikasi Barbershop Berbasis Android untuk Meningkatkan Efisiensi dan Efektivitas Pelayanan di Barbershop Refwahajan, Fiqih; Waluyo, Anita Fira
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 5 No. 1 (2024): Januari
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jimik.v5i1.495

Abstract

Barbershop is an innovation or development from a men's haircut to a special men's grooming place for hair. Barbershop not only provides haircut services, but many other services are presented such as shaving, coloring, etc. At this time, service order submissions are still made through the WhatsApp platform or telephone or come directly to the Barbershop and queue so that customers feel less satisfied because sometimes it is necessary to wait a long time. To solve this problem, a Barbershop service application was created that customers can use to order services and then Barbershop managers can manage these services only through the application. The application is built using the Flutter and PHP programming languages, is supported by the Laravel framework, and relies on the MySQL database management system to make database management easier. Some of the features provided by the application include booking services, choosing a barberman, and choosing a service time. Thus, this application can help services in Barbershop become more effective and efficient.
Rancang Bangun Aplikasi Rental Sepeda Motor Berbasis Mobile dengan Metode Waterfall untuk Efesiensi dan Kualitas Optimal Retrianto, Muhammad Rizqi; Waluyo, Anita Fira
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 5 No. 1 (2024): Januari
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jimik.v5i1.516

Abstract

This research aims to develop a mobile-based motorbike rental application using the programming language PHP, Kotlin, and REST API with the problems identified in this research being the process of ordering and managing rental motorbike data which is still manual and less efficient, as well as knowing the selection of motorbikes and When renting you have to come directly to the place. The impact of this problem is increased operational costs and lack of customer satisfaction. The method used in this research is system development design, with a focus on analysis, design, implementation and application testing. The result of this research is a motorbike rental application that can be used by users to order motorbikes online and make payments for rented motorbikes. The back-end of this application was created using the PHP programming language, Kotlin for mobile application development, and uses the REST API as a bridge between the back-end and front-end. In conclusion, the mobile-based motorbike rental application developed in this research can help as a solution to increase efficiency and security in the ordering process and managing motorbike rental data.
Pengembangan Sistem Perangkat Lunak Administrasi Pasien Berbasis Mobile (Studi Kasus : Sanggar Sehat Gurubansa) Widia; Waluyo, Anita Fira
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 5 No. 1 (2024): Januari
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jimik.v5i1.523

Abstract

Sanggar sehat Gurubansa patient administration system application is a software application designed to manage the administrative data of Sanggar Sehat Gurubansa to be more structured and organized. The administration system here is in the form of managing Sanggar patient data, medical records and payments. The purpose of this research is to develop the administration system of Sanggar Sehat Gurubansa by replacing the manual handwriting process with a mobile-based system. The system development method used at this time is the waterfall method. The waterfall method is a step that must be done sequentially one by one (cannot move on to the next part before the part being worked on is complete). The data collection methods applied in the administrative management process of Sanggar Sehat Gurubansa are interviews, location surveys, and literature studies while the system testing method uses blackbox analysis. This program was developed using several tools, including Android Studio, XAMPP, VSC and MySQL as the database. So that in the end the application developed can provide the information needed by users of the Sanggar Sehat Gurubansa quickly and efficiently.
Aplikasi Pengenalan Senjata Tradisional Yogyakarta Berbasis Augmented reality Satria, Fajar; Waluyo, Anita Fira
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 5 No. 2 (2024): Mei
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jimik.v5i2.588

Abstract

Yogyakarta, a city of culture, has a variety of cultures, including traditional weapons, but these are currently difficult to find. Research has shown that Augmented reality technology can educate the public about the culture of a region, such as the introduction of traditional Yogyakarta weapons through an application that displays 3D objects of traditional Yogyakarta weapons. By utilizing Augmented reality technology in the introduction of traditional Yogyakarta weapons, it becomes a material that is interesting to learn. This application can display 3D objects of traditional Yogyakarta weapons, so that the public can visualize traditional weapons that are currently quite difficult to find. The 3D objects were made based on data from a book published by the Ministry of Education and Culture. The target marker is made in the form of a QR code with a photo of a weapon in the middle, when the marker is detected, a 3D object will appear above it. The results of the testing showed that all features were able to run well.