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Implementasi Dompet Digital Polije Berbasis IoT dan Blockchain MUHAMMAD HAFIDH FIRMANSYAH; Wahyu Kurnia Dewanto; Hariyono Rakhmad
JURNAL PENGABDIAN MASYARAKAT AKADEMISI Vol. 2 No. 1 (2024): Januari : JURNAL PENGABDIAN MASYARAKAT AKADEMISI
Publisher : CV. ALIM'SPUBLISHING

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59024/jpma.v2i1.504

Abstract

urrently, the implementation of IoT devices has been widely utilized by various parties in supporting the increasingly complex aspects of human life. IoT devices have become a favorite among hardware and software developers due to their ease of use and flexibility in adapting to the evolving systems of today. One of the uses of IoT is in the realm of digital economics, where digital economy represents a new way of prioritizing technology and ease in the buying and selling transaction process between sellers and buyers. In the past, payment processes for goods or services used to involve paper money and coins, but nowadays, payments are made using digital media. However, the current digital payment methods still rely on centralized storage technology. Therefore, if the data held at the center is damaged or compromised, it can disrupt the flow of financial transactions, and user data privacy becomes a subsequent concern.
Design of Interactive Augmented Reality Learning Media Using theVAKT Approach for Early Childhood Vegetable Recognition Wahyu Kurnia Dewanto; Zilvanhisna Emka Fitri; Achmad Amreza Alfarit; Arizal Mujibtamala Nanda Imron; Reski Yulina Widiastuti; Ery Setiyawan Jullev Atmadji; Fatimatuzzahra Fatimatuzzahra
Jurnal SASAK : Desain Visual dan Komunikasi Vol. 8 No. 1 (2026): SASAK (In Press)
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/sasak.v8i1.6317

Abstract

Early childhood education requires adaptive media to facilitate cognitive and linguistic development. This study aims to evaluate the integration of the Visual-Auditory-Kinesthetic-Tactile (VAKT) frame work into an Augmented Reality (AR) application for vegetable recognition, balancing technical engineering with user-centric design paradigms. This research used a method developed with Unity and the Vuforia SDK; the application architecture incorporates real-time marker tracking, a dual-language localization database, and automated dynamic scoring algorithms. Usability was quantitatively measured with 12 respondents using the Technology Acceptance Model (TAM) and the System Usability Scale (SUS) frameworks. The results of this research yielded a high TAM utility score of 80.63% andan ”Excellent” (B+) SUS rating. Technically, the system effectively maps software constraints onto cognitive stimuli, utilizing single-story sans-serif typography and high-saturation color rendering to sustain attention and support emergent literacy. While nearly 90% of respondents affirmed the application’s learning efficacy, empirical logs exposed a critical friction point: asynchronous background audio caused sensory overstimulation for 41.67% of users. These findings support the Split Attention Effect theory, suggesting that in AR environments, multi-sensory inputs must be hierarchically ordered to prevent cognitive overload. This study concludes that a synchronous multimodal hierarchy is essential for successful interactive multimedia environments.