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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 Indonesian Journal of Cultural and Community Development Journal of Informatics, Information System, Software Engineering and Applications (INISTA) JURPIKAT (Jurnal Pengabdian Kepada Masyarakat) Jurnal Pengabdian Kepada Masyarakat Patikala 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 Smatika Jurnal : STIKI Informatika Jurnal Academia Open Jurnal Komunikasi Bisnis dan Teknologi Digital
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House Sales Promotion Application Using Android-Based Augmented Reality Technology Saputra, Cahnur; Taurusta, Cindy; Azinar, Azmuri Wahyu
Journal of INISTA Vol 7 No 2 (2025): May 2025
Publisher : LPPM Institut Teknologi Telkom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/inista.v7i2.1657

Abstract

Augmented Reality (AR) is a technology in the field of multimedia that integrates 3D objects into real-world environments using a camera as the medium and can also be applied to mobile Android devices to enhance interactivity and visualization. This research was conducted due to shortcomings or issues in house marketing, namely the lack of detailed information about the rooms in the houses being promoted. This occurs because brochures only display the exterior of the house and are still in a 2D format. Additionally, prospective buyers who live far from the promoted housing area are unable to visit in person and cannot view the interior details of the houses being promoted or sold. Therefore, an application will be developed to visualize both the exterior and interior designs in 3D by implementing Augmented Reality technology. This is expected to make the house sales promotion for the housing area more realistic and interactive. Additionally, prospective buyers can view the exterior and interior designs of the house realistically, even without visiting the housing location directly. The house sales promotion application using Augmented Reality technology requires a camera as an input device. The application tracks and detects flat objects as markers, and after pressing the "Start" button, a 3D object that appears realistic will be automatically displayed. When the "stop" menu is pressed, the 3D image will automatically disappear. The home sales promotion application, which utilizes Augmented Reality (AR) technology, has received positive responses from respondents, achieving a high success rate. Based on the Likert scale, the application obtained an average score of 94.5%, demonstrating its effectiveness in enhancing housing promotion for potential buyers. Testing was conducted to assess the impact of AR technology in enhancing the marketing appeal and facilitating potential buyers' understanding of both the exterior and interior designs of the house more interactively and realistically.
Visualisasi Rumah Adat Jawa Berbasis Augmented Reality Menggunakan Marker Based Tracking Zainudhin, Achmad Zainudhin; Rahmawati, Yunianita; Taurusta, Cindy
Jurnal Informatika Universitas Pamulang Vol 8 No 2 (2023): JURNAL INFORMATIKA UNIVERSITAS PAMULANG
Publisher : Teknik Informatika Universitas Pamulang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32493/informatika.v8i2.29744

Abstract

AbstrakRumah adat merupakan rumah tradisional yang sudah lama ada dan digunakan sebagai tempat tinggal. Dalam kurikulum 2013, pembelajaran tentang Rumah Adat Jawa sangat diperlukan untuk kalangan Sekolah Dasar (SD) khususnya di SD Negeri Ganting. Namun dalam pembelajaran tentang Rumah Adat Jawa masih menggunakan sistem pembelajaran secara konvensional. Augmented Reality merupakan kombinasi antara dunia maya (virtual) dengan dunia dunia nyata (real) yang dibuat oleh komputer. Dalam mendukung pembelajaran tentang Rumah Adat Jawa, maka diperlukannya “Aplikasi Visualisasi Rumah Adat Jawa Berbasis Augmented Reality (RumahAdat-AR)”. Dengan aplikasi tersebut, objek Rumah Adat Jawa akan di visualisasikan dari bentuk 2-dimensi menjadi 3-dimensi hanya dengan menggunakan smartphone. Pengujian aplikasi ini menggunakan teknik blackbox berupa pengujian fungsionalitas dan fitur, pengujian respon time, pengujian jarak jangkauan kamera, dan pengunjian intensitas cahaya. Tingkat responden siswa terhadap aplikasi ini dapat di tunjukkan dari aspek pengujian responden meliputi aspek fungsional, aspek kemudahan, dan aspek kepuasan mendapatkan nilai rata-rata mencapai 82%. Ini menunjukkan bahwa Aplikasi RumahAdat-AR mampu untuk dijadikan sistem pembelajaran baru. Tujuan dari pembuatan aplikasi ini adalah sebagai sistem dan media pembelajaran baru dalam mempelajari sejarah tentang Rumah Adat Jawa. Pembuatan aplikasi ini menggunakan metode Waterfall dengan model SDLC (System Development Life Cycle).
Katalog Digital Bangunan Komersial Sebagai Media Promosi Berbasis Augmented Reality Dijaya, Rohman; Hibatullah Putra, Dimas Radito; Eviyanti, Ade; Taurusta, Cindy
Journal of Technology and System Information Vol. 1 No. 1 (2024): January
Publisher : Indonesian Journal Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47134/jtsi.v1i1.2143

Abstract

Many building promotion techniques use building miniatures, but this media is less interactive. Augmented reality is a technology that allows interaction between the real and virtual worlds. To assist promotional activities, it is necessary to develop commercial building promotional media using the application " Digital Catalog of Commercial Buildings Based on Augmented Reality as Promotional Media". Building objects are made in three dimensions and visualized through augmented reality technology. The purpose of developing this application is as a medium or tool to facilitate the communication process with customers. Application development uses the Multimedia Development Life Cycle method and has been successfully operated on several devices with the Android operating system. From the results of black-box and feasibility testing, the application gets good results and has a score of 913 out of 1000 or 91.3% percentage of eligibility.
Visualisasi Gedung Kampus 1 Universitas Muhammadiyah Sidoarjo MenggunakanAugmented Reality Sebagai Media Informasi Taurusta, Cindy; Asiddiq, Afnizar Maulana; Suprianto1, Suprianto; Setiawan, Hamzah
Journal of Technology and System Information Vol. 1 No. 1 (2024): January
Publisher : Indonesian Journal Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47134/jtsi.v1i1.2146

Abstract

The making of this application is as a promotional medium to increase the number of new students and introduce the campus when PMB conducts campus tours. Visualization of augmented reality (AR) campus 1 buildings at Muhammadiyah University of Sidoarjo as an information medium that can combine real and virtual objects in 3D buildings in real time. This study uses the Marker Based Tracking Method to produce applications that can display building visuals in 3D and can scan markers by pointing the smartphone camera at brochures from various angles including: top, left and right sides and back.
Upaya Pencegahan Stunting Melalui Program Pengukuran Antropometri pada Balita dan Penyuluhan Ibu Hamil di Desa Jatijejer Trawas Cindy Taurusta; Atus Solicha, Fira Arma; Indira Sari; Kartika Puspita Sari; Widya Intan Amilya
JURPIKAT (Jurnal Pengabdian Kepada Masyarakat) Vol. 5 No. 2 (2024)
Publisher : Politeknik Piksi Ganesha Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37339/jurpikat.v5i2.1679

Abstract

Abstrak: Pengabdian masyarakat ini berfokus pada peningkatan kesehatan masyarakat terutama terkait angka stunting dan pencegahannya di Desa Jatijejer. Mitra adalah bidan desa, perawat desa serta para kader posyandu desa Jatijejer yang masih terdapat sejumlah tantangan. Hal ini mencakup kurangnya partisipasi ibu balita dalam kegiatan posyandu. Untuk mengatasi permasalahan mitra, kami melakukan kegiatan program pengukuran antropometri dan program penyuluhan pencegahan stunting pada ibu hamil. Hasil dari kegiatan intervensi ini adalah dengan adanya pemantauan status gizi anak yang terukur secara berkala, deteksi dini masalah gizi pada balita dan batita dapat dilakukan. Selain itu, adanya peningkatan pengetahuan ibu hamil tentang pentingnya asupan nutrisi yang gizi seimbang selama kehamilan, diharapkan dapat mencegah stunting pada anak. Identifikasi ibu hamil yang memiliki kondisi LILA yang kurang dan gula darah yang rendah juga penting agar dapat segera mendapatkan penanganan yang tepat.
Aplikasi Buku Pintar Ruang Angkasa sebagai Media Pembelajaran berbasis Augmented Reality Yusuf, Farid Maulana; Dijaya, Rohman; Rosid, Mochamad Alfan; Taurusta, Cindy
Jurnal Pendidikan Informatika (EDUMATIC) Vol 9 No 1 (2025): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v9i1.29491

Abstract

Space learning is still dominated by traditional books, but is often considered monotonous because it only presents static text and images. This study aims to develop a Smart Space Book based on Augmented Reality (AR) as an interactive learning media to present space concepts more visually and attractively. The method used is the Multimedia Development Life Cycle (MDLC), which consists of six stages: conceptualization, application design, material collection, application development, application testing, and application distribution. This application was developed using Unity 3D on Android devices with the marker-based tracking method, which displays 3D objects such as the Solar System, Galaxy, Stars, and Space equipped with interactive explanatory materials. Testing was carried out through black box testing to assess system functionality as well as usability tests and field studies at Aisyiyah Bustanul Athfal Kindergarten. The results of our findings are in the form of a Smart Space Book application based on Augmented Reality (AR), which can function well according to the design that has been determined and is applied as an interactive AR-based learning media. The test results of this application provide an alternative in presenting space material more visually and interactively and have the potential to be applied at various levels of education.
Revolutionizing Motorcycle Spare Part Sales at Bengkel Stel Velg Budyo with an Android-Based App: Revolusi Penjualan Spare Part Motor di Bengkel Stel Velg Budyo dengan Aplikasi Berbasis Android Yodantius, Teddy; Taurusta, Cindy
Indonesian Journal of Innovation Studies Vol. 22 (2023): April
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/ijins.v22i.866

Abstract

The sales transactions of motorcycle spare parts in the service process are a very important part, especially in recording transaction data and available spare parts stock. Transactions at Bengkel Stel Velg Budyo are still manually recorded on paper. To improve the performance of Bengkel Stel Velg Budyo, a motorcycle spare parts sales application system is needed to help the workshop simplify sales transactions based on Android. The end result of the design and development of the motorcycle spare parts sales application is to design an application used to manage the transaction process as well as manage the stock of motorcycle spare parts at Bengkel Stel Velg Budyo so that transactions can be done effectively and efficiently. Highlights: 1. Manual recording of transactions on paper is a current issue at Bengkel Stel Velg Budyo 2. An Android-based application system is needed to improve the workshop's performance 3. The designed application aims to simplify sales transactions and manage motorcycle spare parts stock for effective and efficient transactions.
Revolutionary Scholarship Award Accuracy in Vocational High Schools with Decision Support Systems: Akurasi Penghargaan Beasiswa Revolusioner di Sekolah Menengah Kejuruan dengan Sistem Pendukung Keputusan Sari, Novi Nur Malaita; Taurusta, Cindy
Indonesian Journal of Innovation Studies Vol. 22 (2023): April
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/ijins.v22i.867

Abstract

The aim of this research is to investigate the determination of scholarships at SMK Nasional Mojosari and to facilitate teachers in providing scholarships to deserving and high-achieving students, while also testing the quality of the system. The author uses the Waterfall method to build the system, which is a systematic and sequential approach that begins with analyzing, designing, coding, and testing the system. To analyze the system, several stages of data collection, problem formulation, user requirements, and concept analysis are required. The application design stage uses the CRISP_DM data mining model, and the testing stage uses the PIECES method. The accuracy of the Decision Tree classification for scholarships was determined using a confusion matrix, and the testing results showed an accuracy rate of 72.77% using RapidMiner. From these results, it can be concluded that the Decision Support System developed and tested is effective for processing and calculating data. Highlights: 1. The current process of determining scholarship recipients at SMK Nasional Mojosari is manual and time-consuming, which highlights the need for a more efficient and accurate system. 2. The author uses the Waterfall method, a systematic and sequential approach, to build a Decision Support System that facilitates the process of providing scholarships to deserving and high-achieving students while also testing the quality of the system. 3. The testing results showed an accuracy rate of 72.77% using RapidMiner, indicating that the Decision Support System is effective for processing and calculating data, and can help teachers make informed decisions about scholarship recipients.
Development of a Website-Based Online Queue Information System for Health Services: Pengembangan Sistem Informasi Antrian Berbasis Website untuk Layanan Kesehatan Yasinta, Aulia Nur; Sumarno, Sumarno; Taurusta, Cindy; Findawati, Yulian
Indonesian Journal of Innovation Studies Vol. 23 (2023): July
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/ijins.v22i.928

Abstract

This research focuses on developing an information system to address the issue of long queues and patient discomfort in health services at hospitals or clinics. The study utilizes the waterfall method, applying sequential and systematic stages in software development. The result is an online queue information system accessed through a website, enabling patients to register online and view real-time doctor appointments from the comfort of their homes. The system aims to reduce waiting times and improve patient satisfaction in obtaining healthcare services. Highlights: Development of a website-based online queue information system to address queueing issues in health services. Utilization of the waterfall method in the sequential and systematic software development process. The system's positive impact on reducing waiting times and improving patient satisfaction in accessing healthcare services.
Design of a Mathematics Learning Platformer Game Using Unity 2D: Desain Permainan Platformer Pembelajaran Matematika Menggunakan Unity 2D Handayani, Nana Nur Dwi; Taurusta, Cindy; Astutik, Ika Ratna Indra; Azizah , Nuril Lutvi
Indonesian Journal of Education Methods Development Vol. 20 No. 1 (2025): February
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/ijemd.v20i1.983

Abstract

General Background: Mathematics learning in early grades often faces low student interest, requiring innovative media. Specific Background: Game-based learning is widely used to increase engagement, yet platformer-based mathematics games for young learners remain limited. Knowledge Gap: Existing studies rarely integrate structured level progression and question-based scoring within elementary-level math games. Aim: This study aims to develop a 2D platformer game, “Math With Elysia,” using Unity to support basic mathematical understanding. Results: The game was developed using the Multimedia Development Life Cycle, equipped with level-based challenges, scoring systems, and interactive question checkpoints. Blackbox testing showed all features function properly, and questionnaire data from 20 students indicated positive responses, with an overall satisfaction rate of 87 percent. Novelty: The game integrates platformer mechanics with structured math tasks aligned with early-grade needs. Implications: The product can serve as an alternative digital learning medium that supports engagement and foundational numeracy skills for elementary learners. Highlights: • Platformer-based math learning• Usability proven through blackbox testing• Positive student perception Keyword: Mathematics Game, Unity 2D, Platformer, Educational Media, Elementary Students
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 Atmaranti, Julia Atus Solicha, Fira Arma Awad 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 Faizah A, Nadtasya 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 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 Lailil S, Masyitah 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 Yazid Al Fakhri Muhammad, Utut Muhjudin Insan Karim Muhjudin Insan Karim Naufal Galfan Syah Norhapizah Binti Mohd Burhan 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