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All Journal Teknologi dan Kejuruan: Jurnal teknologi, Kejuruan dan Pengajarannya INOTEKS : Jurnal Inovasi Ilmu Pengetahuan, Teknologi, dan Seni SITEKIN: Jurnal Sains, Teknologi dan Industri JINOP (Jurnal Inovasi Pembelajaran) SMATIKA Journal of Animation & Games Studies Fountain of Informatics Journal Jurnal Ilmiah KOMPUTASI Math Didactic: Jurnal Pendidikan Matematika Jurnal Pendidikan Informatika dan Sains JIEET (Journal of Information Engineering and Educational Technology) Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Jurnal Informatika Universitas Pamulang Technomedia Journal Journal of Education Technology JURIKOM (Jurnal Riset Komputer) Surya Abdimas JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) EDUMATIC: Jurnal Pendidikan Informatika Jurnal Teknologi Dan Sistem Informasi Bisnis Generation Journal Jurnal Tekinkom (Teknik Informasi dan Komputer) Jifosi Academia Open Indonesian Journal of Cultural and Community Development Journal of Informatics, Information System, Software Engineering and Applications (INISTA) JURPIKAT (Jurnal Pengabdian Kepada Masyarakat) EXPLORER Indonesian Journal of Education Methods Development Indonesian Journal of Innovation Studies Prosiding Seminar Nasional Teknik Elektro, Sistem Informasi, dan Teknik Informatika (SNESTIK) PELS (Procedia of Engineering and Life Science) Procedia of Social Sciences and Humanities JOINCS (Journal of Informatics, Network, and Computer Science) SAGA: Journal of Technology and Information Systems Prosiding SEMNAS INOTEK (Seminar Nasional Inovasi Teknologi) Physical Sciences, Life Science and Engineering Indonesian Journal of Applied Technology Journal of Technology and System Information IJHCS Jurnal Komunikasi Bisnis dan Teknologi Digital Smatika Jurnal : STIKI Informatika Jurnal
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Rancang Bangun Game 2D “Goodbye Covid” Berbasis Android Anjarsari, Desy; Taurusta, Cindy
Prosiding SEMNAS INOTEK (Seminar Nasional Inovasi Teknologi) Vol. 6 No. 1 (2022): PROSIDING SEMINAR NASIONAL INOVASI TEKNOLOGI TAHUN 2022
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/inotek.v6i1.2454

Abstract

Pandemi Covid-19 mampu menimbulkan dampak yang cukup luas dan mempengaruhi berbagai aspek kehidupan masyarakat. Sebagai upaya penghentian laju penyebaran virus, pemerintah menerapkan pembatasan kontak sosial. Hal ini dapat menimbulkan rasa bosan dan stress. Game dapat menjadi sarana dalam mencari kesenangan atau coping stress. Selain mencari kesenangan, game juga dapat dijadikan sarana edukasi tentang Covid-19. Oleh karena itu, diciptakan sebuah game 2D berbasis android berjudul “Goodbye Covid” yang dapat dimainkan oleh semua usia. Hal ini diharapkan dapat membantu masyarakat dalam mengatasi stress dan juga mengedukasi masyarakat awam mengenai bahaya virus Covid-19.
Aplikasi Edukasi Jenis Narkoba Berbasis Augmented Reality Sebagai Media Pembelajaran Bagi Generasi Muda Achmad Fauzi Makarim; Cindy Taurusta
SMATIKA JURNAL : STIKI Informatika Jurnal Vol 15 No 01 (2025): SMATIKA Jurnal : STIKI Informatika Jurnal
Publisher : LPPM UBHINUS MALANG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/smatika.v15i01.1497

Abstract

Drugs are a serious threat to public health, especially the younger generation. Drug education has been carried out by the national narcotics agency but the reduction is not optimal, so a technology known as Augmented Reality (AR) is needed. The aim of research on educational applications on types of drugs for the young generation based on Augmented Reality is to make it easier for the young generation to understand about drugs and make users more interactive and interesting. This research was developed using the Multimedia Development Life Cycle research method. This method has six stages starting from the concept to the distribution results of the applications that have been created. From the research stages that have been carried out, the results of the Augmented Reality Education application on the types and side effects of drugs were obtained. This application still has limitations on Samsung Android devices. It doesn't support the Easy AR plugin. This application was created using the Markless Bassed Tracking method and uses black box testing with a very good category. This application can be used for education for the younger generation and the wider community.
Augmented Reality Application for Human Five Senses Recognition Ilham Wisnu Bachtiar; Cindy Taurusta; Azmuri Wahyu Azinar
SMATIKA JURNAL : STIKI Informatika Jurnal Vol 15 No 01 (2025): SMATIKA Jurnal : STIKI Informatika Jurnal
Publisher : LPPM UBHINUS MALANG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/smatika.v15i01.1503

Abstract

This study aims to design a maekerless Augmented Reality based application as a interactive learning media for the introduction of the five human senses for elementary school students. This application uses the Multimedia Development Life Cycle (MDLC) method because it is in accordance with the manufacturing stage. Features in This application displays 3D visualization of the organs of the five senses that can be manipulated by the user, complete with additional information in the form of text and audio. Feasibility testing conducted on elementary school students and teacher showed that the app had an excellent succes rate, with an average score of 98,1% based on a Likert Scale. This result shows that the application succesfully increasses student interest and effectively improves students understanding of the aterial of the five senses.
Klasifikasi Kualitas Redaman Kabel Fiber Optik Berdasarkan Terminasi Menggunakan Algoritma K-Means Naufal Galfan Syah; Arif Senja Fitrani; Irwan Alnarus Kautsar; Cindy Taurusta
SMATIKA JURNAL : STIKI Informatika Jurnal Vol 15 No 02 (2025): SMATIKA Jurnal : STIKI Informatika Jurnal
Publisher : LPPM UBHINUS MALANG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/smatika.v15i02.1899

Abstract

This study aims to classify attenuation quality in fiber optic networks using the K-Means algorithm. The classification model is designed to group data based on the characteristics of network parameters collected from field measurements. This research also compares the performance of models built with all features and those using selected features. The evaluation uses two main metrics, Sum of Squared Errors (SSE) and Silhouette Coefficient, to assess the quality of the clustering results. Testing shows that the use of selected features produces better clusters, with an SSE of 91.75 and a Silhouette Coefficient of 0.5923, compared to using all features, which results in an SSE of 101.98 and a Silhouette Coefficient of 0.4977. These results indicate that selecting the right features can positively impact cluster quality, although it is not the sole determining factor. Overall, K-Means has been proven effective in grouping attenuation quality, making it useful for supporting efficient fiber optic network maintenance and monitoring.
Genetic Algorithm for Optimizing Footwear Logistics Distribution Using the Capacitated Vehicle Routing Problem (CVRP) Marodiyah, Inggit; Kurnianingtyas, Diva; Daud, Nathan; Sari, Indah Apriliana; Taurusta, Cindy
SITEKIN: Jurnal Sains, Teknologi dan Industri Vol 23, No 1 (2025): December 2025
Publisher : Fakultas Sains dan Teknologi Universitas Islam Negeri Sultan Syarif Kasim Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24014/sitekin.v23i1.37620

Abstract

Micro, small, and medium enterprises (MSMEs) are important economic drivers for Indonesia, especially in labor-intensive sectors like footwear manufacturing. MSMEs, though, face acute logistical problems because of heterogeneous customer demand, limited production capacity, and ever-increasing transportation costs. Few existing works have focused on monthly logistics planning for MSMEs in developing countries with realistic costing and demand structures. To develop and analyze a Genetic Algorithm (GA) optimization model to maximize profit within a constrained monthly footwear profit distribution network. To achieve this, we needed to assess how multi-retailer product allocation balance could be achieved with minimum operational constraints such as production caps, cost-efficient logistics, and streamlined processes. This study employed a quantitative experimental design approach and implemented a GA with real-valued chromosome representation, tournament selection, single-point crossover, and Gaussian mutation. The model was built using real data from a footwear MSME operating in the Lamongan and Tulungagung regions of Indonesia. The algorithm was implemented using Python and tested for reliability with 10 executed validations for independence. Within 60 generations, the GA maintained consistent convergence and achieved a final fitness value with a coefficient of variation of 0.24%. The optimized allocation achieved a net profit margin of 15.22% while utilizing the available production capacity (600 units/month). Because of increased profit contribution, greater-distance wholesale customers were served first despite incurring higher transport costs. The model had no constraint violation and reduced transportation costs to 1.45% of total revenue. Using GA to address multi-objective distribution challenges in the context of MSMEs appeared to have positive results, confirming the effectiveness of this approach. The proposed approach helps frame and guide critical allocation and routing decisions, which can be made within the boundaries of operational constraints. Further work is needed to incorporate stochastic demand modelling and multi-objective problem extensions and seek real-time application to bolster support for decision-making in dynamic scenarios.
Design and Build the Game "Mickey Adventure Saves his Friend from Monsters" Using the Finite State Machine Method Arifudin, Muchamat David; Taurusta, Cindy; S Suprianto
SAGA: Journal of Technology and Information System Vol. 3 No. 1 (2025): February 2025
Publisher : CV. Media Digital Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58905/saga.v3i1.510

Abstract

Several years ago during the pandemic, people tended to experience high levels of stress because they thought the corona virus was a dangerous virus, causing psychological impacts in the form of fear, anxiety, and stress .To reduce stress due to the pandemic, people anticipated it by playing games. So with this the author wants to make a game with the Adventure genre is a good solution in relieving stress during a pandemic besides that adventure games are games that are easily understood by all groups from children to adults. Besides relieving stress, Adventure games can train patience and decision making.
Mountain Climbing Safety Induction for Beginners Using Augmented Reality setiawan, aldi; Aldi Setiawan, M; Dijaya, Rohman; Taurusta, Cindy; Senja Fitrani, Arif
SMATIKA JURNAL : STIKI Informatika Jurnal Vol 16 No 01 (2026): SMATIKA Jurnal : STIKI Informatika Jurnal
Publisher : LPPM Universitas Bhinneka Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/smatika.v16i01.2215

Abstract

The growing popularity of mountain climbing among novice participants has been accompanied by an increased risk of accidents, largely attributable to inadequate understanding of safety procedures. Conventional safety induction methods—primarily verbal briefings and printed materials—lack interactivity and fail to adequately simulate real climbing conditions. While prior research has examined general safety education and conventional multimedia learning approaches, the application of markerless augmented reality (AR) as an interactive, mobile-based safety induction tool specifically designed for beginner mountain climbers remains underexplored . Accordingly, this study aims to develop and evaluate an Android-based markerless AR application to enhance pre-climbing safety induction for novice climbers.  The application was developed following the Multimedia Development Life Cycle (MDLC), encompassing the stages of concept development, design, material collection, assembly, testing, and distribution. Functional performance was assessed using black-box testing, while feasibility was evaluated through a Likert-scale questionnaire administered to 20 beginner climbers.  Black-box testing confirmed that all system functionalities operated as intended. The feasibility evaluation yielded a score of 87%, indicating a good to very good level of acceptance among users. By integrating markerless AR technology into mobile-based safety induction, this study addresses a critical gap in outdoor safety training research. The findings demonstrate the feasibility and practical potential of immersive AR applications to enhance safety awareness and improve the effectiveness of preparatory training for beginner mountain climbers.
Co-Authors Abdul Muhid, Abdul Achmad Fauzi Makarim Ade Eviyanti Afnizar Maulana Asiddiq Ahmad Muflih Aidin Fajar Shodiq Agusman Aisha Hanif Al Fayyadh, Muhammad Zaid Aldi Setiawan, Aldi Aldi Setiawan, M Alvito Dian Pratama Putra Amir, Mohammad Faisal Andre Pramanta Widianto Anis Farihah Anjarsari, Desy Arif Senja Fitrani Arifudin, Muchamat David Asiddiq, Afnizar Maulana Asrofi, Maulana Muhamad Astutik, Ika Ratna Indra Atus Solicha, Fira Arma Awad Azizah , Nuril Lutvi Azmuri Wahyu Azinar Azmuri Wahyu Azinar Bachtiar, Ilham Wisnu Bandono, Adi Burhan, Norhapizah Binti Mohd Busono, Suhendro Cholifatur Rohman Dimi Saputra Cindy Cahyaning Astuti Daud, Nathan Dharma, Feri Adhi Dian Amalia Dini Nurul Hidayah Eko Fahmi Rosyada Eni Fariyatul Fahyuni Errindha Brilliana Karuniansyah Fadillah, Lucky Johan Faisyal Rochimul Amri Fajar Muhammad Ferry Adhi Dharma Filsa Okta Ari Putri Fira Arma Atus Solicha Fitria Nur Hasanah Fitriani, Arif Senja Hafizh As Shoqri Handayani, Nana Nur Dwi Helen Rindy Affikasari Hibatullah Putra, Dimas Radito Hindarto Ichsan, Muhammad Nurul Ida Rindaningsih, Ida Ifaldi Danang Septiawan Ihsana El Khuluqo Ika Ratna Indra Astutik Ika Ratna Indra Astutik Ilham Wisnu Bachtiar Illusyia Insyiroh Indarso, Taruna Pratama Indira Sari Indira Sari Irwan Alnarus Kautsar Javier, Gomes Noor Kaleksanan Dwi Ranjis Kartika Puspita Sari Kartika Puspita sari Kurnianingtyas, Diva Lorin, Emelin Yuan Makarim, Achmad Fauzi MARIA BINTANG Marodiyah, Inggit Maulana, Muhammad Fahri Mauliana, Metatia Intan Metatia Intan Mauliana Moch Ifan Fadilah Fadilah Mochamad Alfan Rosid Mochamad Eza Foriansyah Foriansyah Mochammad Iwan Ardiansyah Moh Rizal Ihsanuddin Mohammad Faisal Amir Mohammad Suryawinata Muchammad Bagus Sasmita Muchammad Sofyan Ariefbillah Muhamad Sarwo Edy Muhammad Alfin Fikri Muhammad Alfin Firdiansyah Muhammad Husnul Khuluq Muhammad Ibnu Affan Muhammad Nur Kholis Muhammad Yazid Al Fakhri Muhammad, Utut Muhjudin Insan Karim Naufal Galfan Syah Novia Ariyanti nu Azizah Nur Aieni, Ika Nuril Lutvi Azizah Nurwijayanti Priyo Wahyu Setiyo Aji Puspitasari Putri Pambayun Putra, Dicky Andrey Cholisyah Putra, Zudha Surya Dilaga Rafhani Rosyidah Rahmania Sri Untari Ramadhan, Aldo Reghan Retno Tri Hariastuti, Retno Tri Rian Septiawan Rindiani Rindiani Rizky Eka Febriansah Rohman Dijaya RR. Ella Evrita Hestiandari Rusminudi, Muhammad Rifaldi S Suprianto Sandi Wahyu Maulana Saputra, Cahnur Sari, Indah Apriliana Sari, Novi Nur Malaita Senja Fitrani, Arif Setiawan, Hamzah Shafa Hayu Apsari Shiddqy Hidayat, Syahril Siska Dyah Pertiwi Sugyono, Ramadhani Sumarno Sumarno . Sumarno Sumarno Suprianto Suprianto1, Suprianto Suwarta, Nyoman Tegar Mahendra Nur Hidayat Timur, Dimas Maulana Tri Mulyo Atmojo Vini Rahmawati Widya Intan Amilya Wiwit Ardiansyah Yasinta, Aulia Nur Yodantius, Teddy Yulian Findawati Yunianita Rahmawati, Yunianita Yusuf, Farid Maulana Zainudhin, Achmad Zainudhin