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Journal : Nuansa Informatika

IMPLEMENTASI ALGORITMA FAST (FEATURES FROM ACCELERATED SEGMENT TEST) CORNER DETECTOR UNTUK PENGENALAN ALAT MUSIK TRADISIONAL KABUPATEN KUNINGAN BERBASIS AUGMENTED REALITY Rio Priantama; Agus Wahyudin; Hendra Wibowo
NUANSA INFORMATIKA Vol 15, No 1 (2021)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (689.768 KB) | DOI: 10.25134/nuansa.v15i1.3906

Abstract

One of the cultures of Kuningan Regency that still exists today is traditional musical instruments whose numbers and types, historical information and how to play are increasingly rare to be introduced in schools and studios. One of the efforts to preserve and introduce traditional musical instruments in Kuningan Regency to the community, is by holding annual traditional musical instrument festivals, but these efforts have not been able to increase public knowledge about information from traditional musical instruments in Kuningan Regency. Technology that is able to provide information on traditional musical instruments and is able to be attractive and interactive is absolutely necessary as an alternative effort. Augmented Reality application by implementing the FAST Corner Detector algorithm can be built as an alternative to the introduction of traditional musical instruments in Kuningan Regency. This application was built using the RUP (Rational Unified Process) system development method. Application of Augmented Reality Introduction to Traditional Musical Instruments in Kuningan Regency can provide information about the types of musical instruments as well as examples of sounds and videos on how to play traditional musical instruments as a means of media in an effort to preserve traditional musical instruments in Kuningan regency in society, especially the younger generation.Keywords : Augmented Reality, FAST Corner Detector, Rational Unified Process,Traditional musical instrumen
Sistem Informasi Akuntansi Pada Proses Pembelian Dan Penjualan Di Minimarket Lestari Berbasis Web Rio Priantama; Neneng Herlina
NUANSA INFORMATIKA Vol 6, No 02 (2011)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/nuansa.v6i02.56

Abstract

Accounting Information Systems of Purchasing and Sales Process functions to manage the company's financial data.This study is aimed to delevop an accounting information system of  purchasing and sales process that can handle the data management of large amounts and uncontrolled goods, especially in Lestari Minimarket. Main concepts in the designing and developing Accounting information systems of purchasing and  sales process uses PHP and MySQL, so that financial accounting data can be managed appropriately and accurately. From the analysis and implementation process accounting information systems in purchasing and Sales process is to know accounting information system of purchase and sales process that can handle the item data management, purchasing, sales and financial report  process.Keywords : Accounting Information Systems, Purchasing and Sales Process
RANCANG BANGUN APLIKASI PENGENALAN ANIMALIA COELENTERATA BERBASIS AUGMANTED REALITY MENGGUNAKAN ALGORITMA SIFT Deden Nurudin; Tito Sugiharto; Rio Priantama
NUANSA INFORMATIKA Vol 15, No 2 (2021)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (733.858 KB) | DOI: 10.25134/nuansa.v15i2.4365

Abstract

AbstrakMata pelajaran Biologi merupakan salah satu mata pelajaran yang diberikan kepada siswa/i di SMA NEGERI 1 Kuningan. Pengenalan animalia coelenterta merupakan salah satu materi mata pelajaran biologi yang dipelajari oleh siswa/i dengan menggunakan media pembelajaran konvensional yang digunakan oleh guru berupa buku yang menampilkan gambaran animalia coelenterata 2D, sehingga  siswa/i terbatas dalam mendapatkan gambaran lengkap Animalia coelenterata. Proses pembelajaran yang berlangsung belum efektif dan belum dapat meningkatkan antusiasme siswa/i pada saat pembelajaran dikelas. Maka dari itu dengan memanfaatkan teknologi Augmented Reality dapat menjadi salah satu langkah penyelesaian dalam mengatasi hal tersebut. Augmented Reality merupakan teknologi yang menggabungkan benda antara dunia nyata dengan dunia maya berupa objek 3D yang dapat dimanfaatkan dalam pembelajaran pengenalan animalia coelenterata oleh siswa/i, agar pembelajaran pengenalan animalia coelenterata lebih menarik dan tidak monoton karena menampilkan gambaran  animasi 3D. Untuk membangun aplikasi pengenalan animalia coelenterata, perancangan menggunakan UML (Unified Modelling Language) serta penerapan algoritma SIFT(Scale Invariant Feature Transform) untuk pendeteksian titik keypoint pada marker. Pendeteksian titik keypoint dilakukan pada marker yang ada didalam program. Aplikasi ini dapat membantu siswa/i dalam mempelajari pengenalan animalia coelenterata karena gambaran animalia coelenterata terlihat lebih nyata dengan Animasi 3D, gerakan animalia coelenterata dan deskripsi animalia coelenterata. Kata Kunci:SIFT, Augmented Reality, Animalia Coelenterata, UML