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Pembuatan Aplikasi Pengenalan Makanan Tradisional Sumatera Utara dengan Menggunakan Teknologi Augmented Reality Abel Gaudenzi; Harya Bima Dirgantara
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 1 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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Abstract

The purpose of this research is to develop an application that can display information about traditional food from North Sumatra in 3 dimensions using Augmented Reality Technology. This built-in application is expected to increase knowledge and educate the public about what are the traditional foods originating from North Sumatra. This research built this application using the Interactive Multimedia System of Design and Development (IMSDD) method. In application creation, this research use the Unity3D and the Vuforia SDK. The result of this research is an application of information introduction of traditional food from North Sumatra. Application output is generated in APK format for Android devices. From the UX result, it shows of 100% percentage that stated this application helps people to gain their knowledge about traditional foods from North Sumatra.
Pembuatan Aplikasi Permainan Edukasi Tentang Hewan Berdasarkan Jenis Makanannya Berbasis Android Jeremia Borichlev; Harya Bima Dirgantara
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 1 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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Abstract

The purpose of this research is to create an alternative learning in which ordinary people (all ages) can learn about animal classification based on food.The game was developed so that users can use alternative media such as smart phones to understand the classification of animals based on their food. The method used in game development is Game Development Life Cycle (GDLC). There are 6 stages of the GDLC method the initiation stage that discusses the concept of the game, the pre-production stage that discusses the design of the game, the production stage of the game development using the Unity game engine, the testing phase to test the game's functionality with the blackbox method, the beta testing stage for the user and the release stage the game to the public. The final result of this study is an Android-based "Animal-Based Food Quiz" educational game that is played offline on smart phones. One of the results of the beta testing was 88% (22 respondents) out of 25 respondents had a better understanding of animal classification based on food after playing this game.
Pembangunan Aplikasi Berbasis Android sebagai Penyedia Informasi Klub Futsal di Bekasi Ivan Setyanto; Harya Bima Dirgantara
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 2 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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Abstract

The purpose of this research is to build an application as an information provider for amateur futsal clubs for ages 12-17 years old in Bekasi, West Java. The method used in application development is the Prototyping Method which consists of five stages, namely Communication, Quick Plan, Modeling Design, Constructions and Deployment delivery. The software analysis modeling uses the Unified Modeling Language (UML). The Android-based application running with minimum system required Android 5.0 or above. The result of this study is an Android-based application as a provider of information for amateur futsal clubs aged 12- 17 years in Bekasi named "GoTeam".
Pengembangan Aplikasi Penjualan Berbasis Web Studi Kasus: Rajakom Rizal Abidin; Harya Bima Dirgantara
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 2 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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Abstract

The purpose of the research conducted is to develop a website-based sales system created for Rajakom Stores so that Rajakom Stores can promote products, store branding to expand market share, increase sales in the marketplace and assist customers in ordering products. The software development method used in this research is the Rational Unified Process (RUP) and the software modeling uses the Unified Modeling Language (UML). The result of this research is a website-based sales application system. Based on the results of black box testing, the features contained in the sales system were successfully created because they functioned and were used properly.
Pengembangan Sistem Aplikasi Antrian Pelayanan Daring Berbasis Website Studi Kasus: Kelurahan Pejuang Bekasi Najib Hamala Sidri; Harya Bima Dirgantara
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 2 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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Abstract

This study aims to build an online service queuing system application in Kelurahan Pejuang Bekasi that can run on the Website. This queuing system application can be used by residents of Kelurahan Pejuang Bekasi who want to provide services without the need to visit the location by simply uploading the selected service requirements document. The system development method used is the Rational Unified Process (RUP) and the modeling used is the Unified Modeling Language (UML). Develop this application using Sublime Text as a code editor with the php programming language, javascript for modeling application creation and codeigniter as a framework. The results obtained in this study are the application runs on a website-based system to perform services without the need to visit the location by simply uploading the selected service requirements document.
Pengembangan Aplikasi Media Pembelajaran Pengenalan Binatang untuk Usia Dini dengan Realitas Tertambah Berbasis Android Abdul Habib Hadil; Harya Bima Dirgantara
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 3 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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Abstract

The purpose of this research is to develop Learning Media for Animal Recognition by utilizing Augmented Reality technology that runs on smartphones. Augmented reality is a technology in smartphones that can visualize virtual objects such as 2D and 3D models in the real world. This research uses the Multimedia Development Life Cycle method to develop applications. Application development is equipped with an explanation information feature. This research uses Unity software as a tool for application development and Vuforia Software Development qwerty regarding the use of augmented reality technology. The results of the application development in the form of a file with the extension. Apk in order to see real animals and test results, 80% (4 people) of respondents stated that this application is easy to use to recognize animal names for an early age with augmented reality.
Pengembangan Gim Edukasi 2D Pemilahan Sampah Daur Ulang Berbasis Android Adjie Wahyudinata; Harya Bima Dirgantara
MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer Vol. 20 No. 1 (2020)
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/matrik.v20i1.860

Abstract

Setiap orang wajib membuang sampah pada tempatnya menurut jenis pewadahannya. Namun berdasarkan hasil survei yang dilakukan oleh Katadata Insight Center (KIC) sebanyak 50,8% dari 354 responden tidak memilah sampah. Kurang maksimalnya sosialisasi dan edukasi pemilahan sampah menjadi salah satu penyebab masyarakat tidak memilah sampah. Tujuan dari penelitian ini adalah mengembangkan game edukasi aksi 2D tentang pemilahan sampah daur ulang berbasis android yang dapat dijalankan di perangkat tanpa internet. Dengan memainkan gim ini diharapkan dapat menjadi media alternatif untuk sosialisasi dan edukasi pemilahan sampah. Gim ini dibangun menggunakan perangkat lunak mesin gim Unity 2D berbasis Android menggunakan bahasa pemrograman C#. Metode yang digunakan untuk mengembangkan gim ini adalah metode Game Development Life Cycle (GDLC). Tahapan GDLC terdiri dari 6 tahapan yaitu Inisiasi, Pre-Produksi, Produksi, Testing, Beta, dan Rilis. Hasil akhir dari penelitian ini adalah gim edukasi aksi pemilahan sampah daur ulang berjudul “Kita Pilah Sampah Anda” dengan spesifikasi minimal gawai Android 6.0 marshmallow. Dari total 21 responden masyarakat umum, 76,2% responden termotivasi untuk memilah sampah daur ulangnya sendiri setelah bermain gim ini.