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Sistem Informasi Lembaga Pembinaan Khusus Anak Kelas II Tomohon Berbasis Web Tirsa Kaunang; Jonathan Wijaya; Sondy Kumajas
JOINTER : Journal of Informatics Engineering Vol 1 No 02 (2020): JOINTER : Journal of Informatics Engineering
Publisher : Program Studi Teknik Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53682/jointer.v1i02.13

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Abstract—Correctional Information is public information that is produced and managed by the Directorate General of Prisons, region offices, and correctional technical units related to the administration of prisns in accordance with the provisions of the invitation and other information relating to the public interest. It is obligatory to present correctional information, expecially in LPKA Class II Tomohon, which is still manual, where people who want to see correctional information must come to LPKA Class II Tomohon. Therefore, a web-based information system was created which makes it easy to convey correctional information and also helps in submitting complaints. The research method used in this system is the waterfall which consists od analysis, design, code, and testing. The system modeling tool used is UML and testing uses the blackbox testing method.
Aplikasi Augmented Reality Penuntun Shalat Untuk Anak Usia Dini Ramdan Adjis; Vivi Pegie Rantung; Sondy Kumajas; Gladly Caren Rorimpandey
JOINTER : Journal of Informatics Engineering Vol 2 No 01 (2021): JOINTER : Journal of Informatics Engineering
Publisher : Program Studi Teknik Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53682/jointer.v2i01.21

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Abstract— This prayer guide Augmented Reality application is designed for early childhood with parental supervision. The purpose of developing this application is to give new experiences for early childhood in learning prayer with technology of Augmented Reality Application. The method used is Multimedia Development Life Cycle (MDLC) wich consists of six stages, namely Concept, Design, Material Collection, Assembly, Testing, and Distribution. After the application development process, the result of this research is anAugmented Reality Application that is used by early childhood in learning prayer using a Smartphone.
Aplikasi Penjualan di Toko Emas Surya Kencana Kota Bitung Menggunakan Framework Codeigniter Baharuddin Mustahir; Olivia Kembuan; Sondy Kumajas
JOINTER : Journal of Informatics Engineering Vol 2 No 02 (2021): JOINTER : Journal of Informatics Engineering
Publisher : Program Studi Teknik Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53682/jointer.v2i02.42

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Abstract— This Surya Kencana Gold Shop is a shop that is engaged in buying and selling gold jewelry that has a specific business character. This study aims to design and implement a WEB-based sales application at the Surya Kencana Gold store. The method used in developing this application is Waterfall where there are six stages, namely Analysis, Design, Coding, Testing, and Implementation of Maintenance Programs, used with the framework are codeigniter. The results of the research are a WEB-based Gold Shop sales application and have service functions, namely the function of purchasing, storing, selling and selling reports so that they can improve the sales system for the better. The method that used of testing this system is Blackbox texting method.
Augmented Reality for Geospatial in E-Tourism: Current Status, Research Trends, and Future Directions Hiskia Kamang Manggopa; Trudi Komansilan; Sondy Kumajas; Johan Reimon Batmetan
International Journal of Information Technology and Education Vol. 1 No. 3 (2022): June 2022
Publisher : JR Education

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Abstract

This study discusses the implementation of augmented reality in e-tourism and examines the current state of research on the topic and presents various inventions or innovations of augmented reality in tourism. These findings will provide insight for further research and experimentation opportunities that are aligned with the development of augmented reality for e-tourism in the future. There are a lot of data, models, and innovations about augmented reality that have been published in different and complex ways. It has explained the overall picture of augmented reality. The purpose of this research is to analyze and identify data sets, research trends, and methods that have been used since 2017. We use a systematic literature review method. We carry out the process of identifying, assessing, and interpreting research evidence and reviewing the literature to answer specific research questions. We conducted the analysis by selecting the main study in the field of augmented reality on e-tourism. We have mapped trends, data sets, and methods on augmented reality implemented in e-tourism. This study concludes that we have successfully identified and analyzed research trends in augmented reality in a measurable and systematic way in the last 5 years.
Storyboard Development for Geospatial e-Tourism Based Augmented Reality Hiskia Kamang Manggopa; Sondy Kumajas; Trudi Komansilan; Johan Reimon Batmetan
International Journal of Information Technology and Education Vol. 1 No. 3 (2022): June 2022
Publisher : JR Education

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Abstract

One of the important factors in designing an e-tourism based on the mobile application is the ease of use. Some of the problems often encountered by e-tourism users include the complex nature of the application, making it difficult for users to navigate. To answer user needs related to the ease of display on the application, it is necessary to design a good interface using tools and methods that are fast but effective and efficient. In the initial cycle of user interface design, a storyboard is needed as an initial description of the display that will be made. The storyboard is used as a visualization of ideas so that it can provide an overview of the appearance of the application that will be made. The storyboard makes production performance easier and eliminates trial and error. In developing this geospatial augmented reality, mobile application storyboard, we use the design sprint method. This method is widely used in start-up environments to develop software interfaces and product innovation in the consumer area. This method consists of the stages of understand, define, sketch, decide, prototype and evaluate. The use of the design method has a fast process but still provides optimal results. The results of this study indicate that the development of mobile applications using the design sprint method is able to reduce the time and energy which is relatively longer when using other methods. We conclude that storyboards can make it easier for developers to realize initial sketches into application prototypes that are high fidelity or close to the final appearance.
Model Architecture Software for Geospatial based Augmented Reality Hiskia Kamang Manggopa; Trudi Komansilan; Sondy Kumajas; Johan Reimon Batmetan
International Journal of Information Technology and Education Vol. 1 No. 3 (2022): June 2022
Publisher : JR Education

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Software architecture is the basis of every software system and is very important used in software development. Augmented reality (AR) can make it easier for users to interact with virtual objects in a real environment through a camera display that displays 3D objects. In the tourism industry, augmented reality can be used to display the geographical location of tourist attractions, routes to locations, and 3D shapes of buildings that make it easier for users when looking for the nearest tourist destination. Designing an application in this case G-STAR requires several things, namely: Description of needs: Product perspective, product function, user characteristics, both developers and tourists. Specific needs: External interface requirements, namely user interfaces, hardware interfaces, software interfaces, communication interfaces. Software functionality requirements: Application flowchart. Functional requirements specification: Menu feature, function, camera AR function, tourist attraction function, Map function, info function, and guide function. Sequence diagrams. User interface/application prototyping.
PENGARUH MEDIA PEMBELAJARAN SIMULASI JARINGAN TERHADAP HASIL BELAJAR INSTALASI PERANGKAT JARINGAN LOKAL SISWA SMK Hajral Aswad Danta; Sondy Kumajas; Peggy Veronica Togas
Edutik : Jurnal Pendidikan Teknologi Informasi dan Komunikasi Vol. 1 No. 6 (2021): EduTIK : Desember 2021
Publisher : Jurusan PTIK Universitas Negeri Manado

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (408.233 KB) | DOI: 10.53682/edutik.v1i6.3294

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Penelitian ini bertujuan untuk menganalisis pengaruh aplikasi simulasi jaringan terhadap hasil belajar siswa pada mata pelajaran instalasi perangkat jaringan lokal. Penelitian ini menggunakan metode eksperimen di kelas X TKJ SMK Muhammadiyah Kotamobagu. Metode dalam penelitian ini yaitu Pretest-Posttest Kelas Eksperimen. Jumlah responden dalam penelitian ini 27 siswa yang dipilih menggunakan teknik total sampling. hasil dari pengamatan data menggunakan uji statistik Normalitas data Test dengan taraf kepercayaan (α=0,05) di dapatkan Nilai probabilitasnya = thitung= 9.233 dan dari tabel uji t, dengan n= 27 dan df=0,05 di dapat ttabel=2.056 jadi thitung= 9.233 > ttabel=2.056. Dengan demikian dapat disimpulkan bahwa penggunaan media simulasi jaringan dengan aplikasi cisco packet tracer berpengaruh terhadap hasil belajar instalasi perangkat jaringan lokal siswa TKJ SMK Muhammadiyah Kotamobagu.
Pengembangan Media Pembelajaran Tutorial Pada Mata Kuliah Animasi 3 Dimensi Rivildy Joevinglie Gregorbermy Tanus; Herry Sumual; Sondy Kumajas
Edutik : Jurnal Pendidikan Teknologi Informasi dan Komunikasi Vol. 2 No. 3 (2022): EduTIK : Juni 2022
Publisher : Jurusan PTIK Universitas Negeri Manado

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53682/edutik.v2i3.5307

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Tujuan penelitian ini adalah untuk membuat Media Pembelajaran Tutorial Animasi 3 Dimensi untuk Perguruan Tinggi. Media pembelajaran yang dikembangkan berbasis multimedia dengan bentuk media pembelajaran pada mata kuliah animasi 3 dimensi (3D). Hasil dari penelitian ini berupa media pembelajaran dalam bentuk video tutorial yang memperhatikan pewarnaan sebagai faktor utama pengembangan media pembelajaran. Adapun metode pengembangan sistem yang digunakan dalam penelitian ini adalah multimedia development life cycle (MDLC) yang terdiri dari 6 tahap: concept, design, material collection, assembly, testing dan distribution. Setelah dilakukan survey, uji ahli materi, dan uji ahli media terhadap penggunaan media pembelajaran yang dikembangkan maka didapatkan hasil bahwa media pembelajaran yang dikembangkan sudah layak digunakan dan diharapkan dapat membantu proses pembelajaran.
E-Commerce Produk UMKM Kecamatan Ranoyapo Menggunakan Metode Extreme Programming Angelina Sumigar; Sondy Kumajas; Quido Kainde
JOINTER : Journal of Informatics Engineering Vol 3 No 02 (2022): JOINTER : Journal of Informatics Engineering
Publisher : Program Studi Teknik Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53682/jointer.v3i02.98

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Micro, small and medium enterprises (UMKM) are productive enterprises owned by individuals and business units that meet the criteria of micro enterprises. UMKM itself aims to grow and develop the ability of SMEs to become strong and independent enterprises, strengthen the role of UMKM in regional development, and create jobs and economic growth. The problem that the UMKM officials in Ranoyapo sub-discrits is facing is that there is no dedicated medium for buying and selling, making it difficult for business people to market their products widely. Based on these issues, a solution is needed to help people carry out buy and sell transactions more easily. So the author is trying to design an e-commerce website for UMKM products in Ranoyapo discrit.
ANALISIS RANTAI PASOK BERAS DI TEBING TINGGI Stralen Pratasik; Sri Maulida; Sondy Kumajas; Quido Conferti Kainde
Edutik : Jurnal Pendidikan Teknologi Informasi dan Komunikasi Vol. 1 No. 5 (2021): EduTIK : Oktober 2021
Publisher : Jurusan PTIK Universitas Negeri Manado

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (170.657 KB) | DOI: 10.53682/edutik.v1i5.2759

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Penelitian ini dilakukan untuk mengethui aliran rantai pasok beras di Kota Tebing Tinggi. Metode yang diterapkan pada penelitian ini yaitu metode analisis deskriptif. Objek dari penelitian ini yaitu salah satu penggilingan padi yang akan diteliti tentang rantai pasok dari tempat tersebut. Dalam penelitian ini responden yang diambil adalah responden yang secara aktif melakukan kegiatan rantai pasok, yaitu supplier yang merupakan penyedia bahan baku gabah, distributor adalah penggilingan padi, retail merupakan pedagang pengecer, customers yaitu konsumen, sehingga diharapkan agar dapat memperoleh hasil yang cukup akurat dan representative sesuai dengan tujuan dari penelitian ini, dimana setiap mata rantai tersebut mempunyai perannya masing-masing. Penggilingan beras Hasil Djaya telah menerapkan sistem rantai pasok beras. Terdapat 3 aliran dalam rantai pasok, ketiga aliran tersebut yaitu aliran produk, aliran keuangan dan aliran informasi beras.