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PERANCANGAN APLIKASI JASA ANTAR JEMPUT LAUNDRY MENGGUNAKAN FRAMEWORK FLUTTER V. 3.3.10 BERBASIS MOBILE Muhammad Fatwa Rizqi Alfarizi; Adam Sekti Aji
Journal of Informatics and Communication Technology (JICT) Vol. 5 No. 2 (2023)
Publisher : PPM Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52661/j_ict.v5i2.231

Abstract

Washing is one of people's daily tasks that involves replacing dirty clothes with clean clothes, but not everyone can do it due to limited time, place to wash, and clothes. In addition, some weather factors can affect it. How quickly clothes dry depends on whether or not a washing machine is used. Pick-up service is a service that has been very helpful to the community because customers do not need to worry about the delivery of their goods. Laundry services are still very rare, which can cause difficulties for customers who do not have time to wash or bring it to the laundry. Overcoming the situation where customers have to deliver laundry themselves and solving the problems of previous research when the application only works on the Android operating system without knowing the location of the customer as well as problems with the Traditional Math payment system.
IMPLEMENTASI REST API PADA APLIKASI DONOR DARAH BERBASIS MOBILE DAN WEB Rizky Ramadhani; Adam Sekti Aji
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 6 No 2 (2023)
Publisher : Politeknik Bisnis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37600/tekinkom.v6i2.1016

Abstract

Blood is one of the most important parts of the human body. Blood is useful for circulating oxygen throughout the human body. If someone experiences anemia due to an accident or suffers from anemia, even the accumulation of dirty blood in the body can cause diseases that endanger life, health and even human life. Blood donation activities are the process of transferring blood from donors to people who lack blood and the process is carried out by parties authorized to carry out blood processing processes such as the Blood Transfusion Unit (UTD) under the auspices of the Indonesian Red Cross (PMI). However, PMI's blood stock is sometimes not enough to meet existing blood needs, so patients who need blood must look for donors who have the appropriate blood type. Therefore, a Web and Mobile-based blood donation application with Rest Api was created so that patients can get donors quickly
PENGGUNAAN TEKNOLOGI AUGMENTED REALITY SEBAGAI MEDIA PENGENALAN JENIS MOBIL PADA SHOWROOM Danida Abas Romadlon; Adam Sekti Aji
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 6 No 2 (2023)
Publisher : Politeknik Bisnis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37600/tekinkom.v6i2.1029

Abstract

The number of complaints about the efficiency of time and distance to see and get information related to the goods you want to buy is a common problem among consumers. Especially when consumers want to buy a car where consumers have to take the time to go to the showroom before making sure to buy the desired product. To overcome the problems that often occur, an Augmented reality (AR) based application was created that serves to promote and introduce various types of cars. Augmented reality (AR) is a 3D-based technology that will create space for consumers to see various types of cars. The method used in this research is Marker Based. The design of this application begins with collecting car model data in the form of 3D assets that will be developed using Unity software. This application is expected to help consumers to reach various car models in detail without having to take the time to visit the showroom. This application has been proven successful in displaying 3D car objects graphically and equipped with voice explanations. Based on mobile device testing, 95% results were obtained for the success of application functionality. This application has been successfully run and functions Augmented reality (AR) technology well.
IMPLEMENTASI REST API PADA APLIKASI PELAYANAN EMERGENCY PUSKESMAS BERBASIS WEB DAN MOBILE Alfandi Yahya Muhaimin; Adam Sekti Aji
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 6 No 2 (2023)
Publisher : Politeknik Bisnis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37600/tekinkom.v6i2.1021

Abstract

Bruno Community Health Center, is a health service facility located in Bruno. The aim is to provide first-class public health measures and individualized care for the local population. However, in the Bruno area there are still many villages that are far from the Community Health Center and there are limited four-wheeled transportation vehicles. This condition makes it difficult during emergency situations that can threaten a person's life, such as accidents or recurrence of serious illnesses such as heart disease that require immediate medical action. So a solution is needed for this problem. Therefore, from the results of this research, this research designs and builds a web and mobile-based emergency service ordering system which aims to make it easier for the public to order emergency services (ambulances) when an emergency occurs and there is also a consultation menu to provide convenience to the people who need it. will consult easily online. The method used in the research is the waterfall method. This system was built using a MySql database, and uses the Java programming language. The next step is to test it using the black box method. The test results show that the application is suitable for use.
IMPLEMENTASI AUGMENTED REALITY PENCARIAN KATEGORI BUKU RAK PERPUSTAKAAN BERBASIS MOBILE Amanda Ghina Nur Rahmayanti; Adam Sekti Aji
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 6 No 2 (2023)
Publisher : Politeknik Bisnis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37600/tekinkom.v6i2.1030

Abstract

This research aims to build an Augmented reality application that can display book category information and short descriptions in the form of 3D objects. When borrowing books at the library, new visitors often have difficulty finding the book they are looking for, which has an impact on the length of the book search process. This research was built with structured stages starting from problem identification to testing. This AR application will later be installed on the smartphone. This system will later be able to help library members find books to borrow or read by directing their smartphones to the book categories on the shelves. The findings from this research show that the LibraryAR application was successfully built and tested to determine the quality of the markers using Vuforia, which shows that the markers have a high rating value. Apart from that, testing was also carried out to determine the optimal distance for the markers to be detected, where all markers were successfully detected up to a distance of 50 cm. Based on these results, it shows that the LibraryAR application can be used to simplify and speed up the book search process.
PEMANFAATAN TEKNOLOGI AUGMENTED REALITY SEBAGAI MEDIA PEMBELAJARAN PENGENALAN SATWA DI SEKOLAH DASAR Kinanti Ika Maharani; Adam Sekti Aji
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 6 No 2 (2023)
Publisher : Politeknik Bisnis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37600/tekinkom.v6i2.1028

Abstract

The unsatisfactory quality of the teaching and learning process in the classroom can be ascribed to the students' limited attention during the animal introduction classes, which is further intensified by the lack of instructional media or resources. The predominant dependence on educators and printed educational materials as the principal means of accessing learning resources exerts a substantial impact on students' levels of motivation and their academic performance. One possible strategy for increasing student engagement entails the integration of educational applications that employ Augmented Reality (AR) technology. Augmented Reality (AR) is a technical advancement that replicates a virtual environment that closely resembles the physical world. This is achieved by employing the marker approach to generate three-dimensional (3D) objects. The current investigation employed a methodology based on marker tracking. This study produces an educational application that includes an introductory section on animals and concise information on several animal species. The primary objective of this application is to engage and captivate students by presenting the material in an engaging manner. The software application is designed to be compatible with the Android operating system. The application we created has proven to have the potential to display three-dimensional representations of animal objects graphically, complemented by voice explanations. The Animal Tracker application has the capacity to demonstrate the capabilities of Augmented Reality proficiently.
Developing Recommendation Website to Enhancing Promotional for Micro Small Medium Enterprises in Yogyakarta Alfin Ahsanul Hakim; Adam Sekti Aji
Journal of Scientific Research, Education, and Technology (JSRET) Vol. 3 No. 4 (2024): Vol. 3 No. 4 2024
Publisher : Kirana Publisher (KNPub)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58526/jsret.v3i4.511

Abstract

The rapid advancement of technology has opened new opportunities for Micro, Small, and Medium Enterprises (MSMEs) to promote their products to a broader audience. This research aims to assist MSME owners in enhancing product promotion through the development of a social media-based website. The platform leverages user activity data to generate personalized product recommendations, helping businesses connect with potential customers more effectively. Key features of the website include viewing, liking, and commenting on user-uploaded content, as well as content upload capabilities. These features foster transparency in public opinion about MSMEs, enabling business owners to use feedback to improve product quality. The website was developed using the System Development Life Cycle (SDLC) with an Agile methodology, ensuring a systematic and iterative development process. This platform aims to provide promotional opportunities for MSME owners while also offering the community food recommendations in the Yogyakarta area.
Enhancing Repository Application UI/UX through Design Thinking Methodology Ramadhan, Ikhwan Farhan; Adam Sekti Aji
Journal of Scientific Research, Education, and Technology (JSRET) Vol. 3 No. 4 (2024): Vol. 3 No. 4 2024
Publisher : Kirana Publisher (KNPub)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58526/jsret.v3i4.531

Abstract

This research discusses the application of Design Thinking methods in redesigning the user interface (UI) and user experience (UX) of an academic repository website. With the growing need for user-centered design, this research focuses on how a Design Thinking approach can be used to improve the usability and visual appeal of a repository website. The method includes five main stages: Empathize, Define, Ideate, Prototype, and Test, which were applied to deeply understand the user experience through interviews and observations. Data was collected using the System Usability Scale (SUS) and the results showed a low score, indicating major problems in the aspects of navigation, accessibility, and monotonous visual design. The results of this study showed significant improvements in website functionality and user satisfaction, achieving an average SUS score of 93.58, classified as “Excellent” (Grade A). The redesign process yielded a modern and minimalist interface that enables users to access features with ease, enhancing information retrieval and overall engagement. This research underscores the critical role of design thinking in creating accessible, aesthetically pleasing, and user-friendly interfaces that align with user needs. By prioritizing empathy and iterative development, the study highlights the potential of design thinking to revolutionize UI/UX design, ensuring impactful and satisfying digital experiences.
Designing an IoT-Based Food Monitoring Application for Chicken Farming Ilham Widayanto; Adam Sekti Aji
Journal of Scientific Research, Education, and Technology (JSRET) Vol. 4 No. 1 (2025): Vol. 4 No. 1 2025
Publisher : Kirana Publisher (KNPub)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58526/jsret.v4i1.607

Abstract

Many broiler farming industries in Indonesia still use traditional methods in feed management, which often cause inefficiencies and human errors. Without modern solutions, these problems can have a negative impact on livestock productivity and health, as well as increase operational costs. This research aims to develop an Internet of Things (IoT)-based feed monitoring application that can monitor feed stocks in real-time, set automatic feeding schedules, and analyze feed consumption data to increase efficiency, accuracy, and overall productivity. Interim results show that the feed monitoring application with IoT technology is able to provide accurate and detailed information in real-time, reduce human error, and increase operational efficiency significantly. It is hoped that the implementation of this innovative application can help farmers optimize feed management, increase livestock productivity, enhance animal welfare, and reduce operational costs in a sustainable manner.
Development of a Multi-Platform Vehicle Rental Service Application using Research and Development (R&D) Methods Erlangga, Erlangga; Adam Sekti Aji
Jurnal Ilmiah Multidisiplin Indonesia (JIM-ID) Vol. 4 No. 12 (2025): Jurnal Ilmiah Multidisplin Indonesia (JIM-ID), December 2025
Publisher : Sean Institute

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

Abstract

Vehicle rental services still face various obstacles such as limited accessibility, manual management, and the absence of an integrated system. This study aims to develop a multi-platform web and mobile-based application model that can improve the efficiency and transparency of vehicle rental services. The research method used is Research and Development (R&D) with stages of needs analysis, system design, implementation, and testing using the System Usability Scale (SUS). Research data was obtained from direct interviews with rental owners and surveys of 21 potential users. The test results showed an average usability score of 79.4 out of 100, which is in the “good” category. This indicates that the developed application model is superior to the previous models (SDLC and RAD), which were only tested through black-box testing without measuring user usability. With these results, the research successfully introduced an R&D-based application development model that is measurable through SUS, thereby contributing scientifically to improving the effectiveness of the digital vehicle rental system.