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All Journal Teknologi dan Kejuruan: Jurnal teknologi, Kejuruan dan Pengajarannya INOTEKS : Jurnal Inovasi Ilmu Pengetahuan, Teknologi, dan Seni 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) 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
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Implementasi Frida Framework untuk Manipulasi Alur Kerja pada Aplikasi Android Ramadhan, Aldo Reghan; Fitriani, Arif Senja; Rosid, Mochamad Alfan; Taurusta, Cindy
Physical Sciences, Life Science and Engineering Vol. 1 No. 2 (2024): Maret
Publisher : Indonesian Journal Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47134/pslse.v1i2.198

Abstract

Peningkatan keamanan pada perangkat Android telah menjadi tantangan bagi para peneliti keamanan. Bypass root adalah salah satu metode yang sering digunakan untuk menghindari deteksi oleh mekanisme keamanan. Dalam penelitian ini, menjelaskan penggunaan Frida, sebuah framework dynamic instrumentation, untuk melakukan bypass root pada perangkat Android. Dengan memanfaatkan kemampuan Frida untuk melakukan intersepsi dan modifikasi kode pada saat runtime, dapat mengubah perilaku aplikasi yang mencoba mendeteksi keberadaan root. Penulis melakukan serangkaian percobaan menggunakan Frida dan berhasil melewati mekanisme deteksi root yang umum digunakan. Hasil penelitian ini menunjukkan potensi Frida sebagai alat yang efektif dalam melakukan bypass root dan serangkaian pengujian keamanan pada perangkat Android. Penelitian ini memberikan pemahaman lebih lanjut tentang penggunaan Frida dalam konteks keamanan perangkat Android.
Aplikasi Edukasi Jenis Narkoba Berbasis Augmented Reality Sebagai Media Pembelajaran Bagi Generasi Muda Makarim, Achmad Fauzi; Taurusta, Cindy
SMATIKA JURNAL : STIKI Informatika Jurnal Vol 15 No 01 (2025): SMATIKA Jurnal : STIKI Informatika Jurnal
Publisher : LPPM STIKI 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 Bachtiar, Ilham Wisnu; Taurusta, Cindy; Azinar, Azmuri Wahyu
SMATIKA JURNAL : STIKI Informatika Jurnal Vol 15 No 01 (2025): SMATIKA Jurnal : STIKI Informatika Jurnal
Publisher : LPPM STIKI 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.
Augmented Reality-Based Laptop Digital Catalog Application Shiddqy Hidayat, Syahril; Taurusta, Cindy; Eviyanti, Ade; Senja Fitrani, Arif
International Journal on Human-Computing Studies Vol. 7 No. 1 (2025): International Journal of Human Computing Studies (IJHCS)
Publisher : Research Parks Publishers

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31149/ijhcs.v7i1.5455

Abstract

Augmented Reality is a system that supports the real world with virtual (computer-generated) objects that appear together in the same space/place as the real world. One of the uses of Augmented Reality is as a promotional medium. The application of Augmented Reality (AR) in promotional media aims to increase the interest of consumers who are not satisfied with conventional promotional media. With conventional media, the attractiveness of an item is still not maximized. Based on the results of the research and the application made, it can be concluded that the "AR Laptop Catalog" application can help increase consumer interest by knowing the real form of the product and can help determine the desired laptop. The "AR Laptop Catalog" application was created with the aim of introducing Augmented Reality as a new promotional media, with the existence of AR-based promotional media it is hoped that it can be a reference for the development of further promotional media
Design and Build The Game "Mickey Adventure Saves His Friend From Monsters" Using The Finite State Machine Method Arifudin, Muchamat David; Taurusta, Cindy; Suprianto, Suprianto
International Journal on Human-Computing Studies Vol. 7 No. 3 (2025): International Journal of Human Computing Studies (IJHCS)
Publisher : Research Parks Publishers

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31149/ijhcs.v7i3.5485

Abstract

A few years ago, during the pandemic, people tended to experience high levels of stress because they considered the coronavirus to be a dangerous virus, resulting in psychological impacts in the form of fear, anxiety, and stress. To reduce stress due to the pandemic, people work around 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 the pandemic, besides that adventure games are games that are easy to understand by all people, from children to adults. Besides relieving stress, Adventure games can train patience and decision-making.
Application Decision support System for superior and high Achieving using the Analytical Hierarchy Process Method Indarso, Taruna Pratama; Taurusta, Cindy; suprianto, Suprianto
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.v7i2.1655

Abstract

Traditional student selection methods often rely on subjective judgment, resulting in inconsistencies and potential biases. Therefore, a more systematic, objective, and efficient method is needed. The proposed system evaluates students based on four key criteria: religious competence, academic performance, extracurricular activities, and ethics. The Analytical Hierarchy Process (AHP) is used to assign priority weights to each criterion through a series of pairwise comparisons, facilitating a structured evaluation process. The Decision Support System (DSS) was developed using the Waterfall model, which includes stages of requirement analysis, system design, implementation, testing, and maintenance. Real student data from grades 7, 8, and 9 were used during system testing at Junior High School TPI Porong. This study aims to develop a mobile-based DSS to identify high-achieving students at Junior High School Taman Pendidikan Islam (TPI) Porong using the AHP method. The ranking results generated by the system were compared to manual evaluations conducted by teachers and showed over 90% consistency. Furthermore, a feasibility test involving 15 teachers indicated a 98.7% satisfaction rate, highlighting the system’s effectiveness and ease of use. The application presents rankings in a user-friendly interface, enabling teachers and school administrators to make informed decisions about student achievement. By implementing this system, schools can ensure a more transparent and data-driven process for selecting high-achieving students. The DSS not only improves the evaluation process but also supports the development of a fairer and more accountable education system. This research contributes to the advancement of technology-based educational tools that assist in decision-making within school environments.
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.
Co-Authors Abdul Muhid, Abdul Ade Eviyanti Afnizar Maulana Asiddiq Ahmad Muflih Aidin Fajar Shodiq Agusman Aisha Hanif Al Fayyadh, Muhammad Zaid Alvito Dian Pratama Putra Amir, Mohammad Faisal Andre Pramanta Widianto Anis Farihah Anjarsari, Desy Arifudin, Muchamat David Asiddiq, Afnizar Maulana Asrofi, Maulana Muhamad Astutik, Ika Ratna Indra Atus Solicha, Fira Arma Awad Azizah , Nuril Lutvi Azmuri Wahyu Azinar Bachtiar, Ilham Wisnu Bandono, Adi Burhan, Norhapizah Binti Mohd Busono, Suhendro Cholifatur Rohman Dimi Saputra Cindy Cahyaning Astuti 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 Illusyia Insyiroh Indarso, Taruna Pratama Indira Sari Indira Sari Irwan Alnarus Kautsar Javier, Gomes Noor Kaleksanan Dwi Ranjis Kartika Puspita sari Kartika Puspita Sari Lorin, Emelin Yuan Makarim, Achmad Fauzi MARIA BINTANG 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 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 Sandi Wahyu Maulana Saputra, Cahnur 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