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Pembangunan Aplikasi Penyambungan Kabel Fiber Optic Menggunakan Metode Fusion Berbasis Simulasi Muhammad Ghaniy Hartanto; Winarno Sugeng; Rio Korio Utoro
Jurnal Teknik Informatika dan Sistem Informasi Vol 2 No 3 (2016): JuTISI
Publisher : Maranatha University Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28932/jutisi.v2i3.631

Abstract

Splicing of optical fibers have two methods i.e fusion splicing and mechanical splicing. Fusion splicing method is chosen because this method is gives permanent fusion. Fusion splicing is the act of combining two optical fiber end-to-end using heat parallel electrodes. The goal is to combine the two fibers together such that light passing through the fiber scattered or reflected back. Merging optical fiber using this method to connect Fusion Splicing can be done using a tool arc fusion splicer. Arc fusion splicer is a tool that is used to connect the optical fiber using parallel electrode rod smelting technology for accurate light reflection perfect. This study is to build simulation about how to splicing optical fibers using fusion splicing.  Simulation program is chosen because of the price arc fusion splicer is very expensive ranging from millions rupiah in 2014, so this simulation media may be one visualization of the original tools of arc fusion splicer. The expected goal is to be able to know how to connect the fiber optic cable is good and right  fiber optic cable by using simulation based on Internatonal standards ITU-T (International Telecommunication Union).Keywords: Fiber Optic, Fusion Splicing, Mechanical Splicing, Arc Fusion Splicer
APLIKASI MEDIA PEMBELAJARAN TULANG MANUSIA MENGGUNAKAN AUGMENTED REALITY (AR) BERBASIS ANDROID Khemal Rizky Ramadhan; Youllia Indrawaty Nurhasanah; Rio Korio Utoro
Jurnal Teknik Informatika dan Sistem Informasi Vol 3 No 3 (2017): JuTISI
Publisher : Maranatha University Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28932/jutisi.v3i3.687

Abstract

Augmented Reality is a technology of combining two-dimensional virtual objects and three-dimensional virtual objects that are interactive in real-world times. Many fields have been using Augmented Reality technology, one of them in the field of education. In the field of technology education Augmented Reality serves as an interactive learning media for teaching and learning process more interesting and innovative. Augmented Reality technology is applied to the learning of human hand bone recognition. The use of Augmented Reality technology is expected to display the human handbag objects virtually in the form of three dimensions in a book that has been equipped with markers as props. Markers detected by the smartphone's camera will display 3-dimensional objects that match the detected markers. The process of making it, 3D objects created using Blender 3D and packaged by using Unity software, after the packaging process is finished then the results will be transferred to the smartphone that can be directly installed by the user. In order to facilitate the user to be able to use the application and can see how the human hand bones. Keywords— 3D, Augmented Reality, Human Bones, Learning, Unity,  Smartphone.
Pendeteksian Markerless Pada Aplikasi Augmented Reality (AR) Tuntunan Shalat Sesuai Mazhab Syafi’i Menggunakan Algoritma FAST Adriadi Karya Anugerah; Youllia Indrawaty Nurhasanah; Rio Korio Utoro
Jurnal Teknik Informatika dan Sistem Informasi Vol 4 No 1 (2018): JuTISI
Publisher : Maranatha University Press

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Abstract

Praying is a pillar of Islam based on the law that is divided into two kinds namely Mandatory and Sunnah. People usually are not aware of how to perform prayers properly and correctly, because prayer education is still given conventional only using the book as a guide. Therefore it is a necessary alternative learning media using augmented reality technology which is applied to mobile android, so users can learn the guidance of prayer anywhere and anytime. The application that was built in this research is based on interactive multimedia using augmented reality technology, where the user not only read and view the picture but they can also see the motion animation along with the sound of the movement prayer. The user also can notice the whole movement of prayers from all sides, both from the front, side or the back. Testing was conducted on 20 respondents with age criteria of 10 until 40 years. The result shows 80% respondents that had tried the application agree that the application has an attractive appearance, for the information presented is clear, and it is easy to use and responsive. The conclusion shows that the application is feasible to use.
Rancang Bangun Aplikasi Virtual Reality Untuk Smart Mannequin dan Smart Weapon Rack rochim, Fathurrohman nur; Utoro, Rio Korio; Rudawan, Rikman Aherliwan
eProceedings of Applied Science Vol. 11 No. 2 (2025): April 2025
Publisher : eProceedings of Applied Science

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Abstract

Abstrak — Proyek penelitian Smart Mannequin dan SmartWeapon Rack merupakan proyek riset dari COE STAS RGyang memanfaatkan teknologi Internet of Things (Iot) untukmeningkatkan kenyamanan pengguna dan keamananinventaris senjata militer. Kendala utama yang dihadapi adalahketidak terserdiaan perangkat fisik saat masa perbaikan,sehingga menghambat penyampaian informasi kepada pihakluar. Penelitian ini bertujuan mengembangkan aplikasi VirtualReality (VR) berbasis Unity versi 6 untuk menyajikan informasitentang Smart Mannequin dan Smart Weapon Rack secarafleksibel dan interaktif. Aplikasi VR ini dirancangmenggunakan metodologi Multimedia Development Life Cycle(MDLC) dengan enam tahapan: concept, design, materialcollecting, assembly, testing dan distribution. Denganmemanfaatkan VR Headset Meta Quest 2, aplikasi inimenciptakan pengalaman imersif yang memungkinkanpengguna untuk mengetahui informasi mengenai kedua proyektersebut dengan representasi digital yang akurat danantarmuka yang informatif. Kata kunci— unity, virtual reality, MDLC, IoT, smartmannequin, smart weapon rack
Pengembangan Aplikasi Backend Berbasis Web Untuk Manajemen Konten Digital Signage Dan Jadwal Laboratorium Podcast Yusuf , Muhammad Habib; Kurniawan , Ady Purna; Utoro, Rio Korio
eProceedings of Applied Science Vol. 11 No. 4 (2025): Agustus 2025
Publisher : eProceedings of Applied Science

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Abstract

Pengembangan aplikasi backend berbasis web untuk manajemen konten digital signage dan jadwal laboratorium podcast dilakukan sebagai solusi atas kebutuhan sistem informasi terintegrasi di lingkungan Fakultas Ilmu Terapan Universitas Telkom. Aplikasi bernama "Podsync" ini menyediakan fitur utama berupa manajemen konten digital signage dengan operasi CRUD untuk link YouTube yang dilengkapi auto-generate QR code, integrasi Google Sheets API untuk sinkronisasi data peminjaman laboratorium secara real-time, sistem broadcast management untuk kontrol status siaran langsung on-air/off-air, serta dashboard analytics untuk visualisasi data penggunaan laboratorium dengan berbagai grafik dan metrik performa. Pengembangan dilakukan menggunakan metodologi Agile-Scrum selama empat sprint pada periode April hingga Juni 2025 dengan teknologi Node.js, Express.js, MySQL, dan React.js. Hasil implementasi menunjukkan aplikasi ini mampu meningkatkan efisiensi pengelolaan jadwal laboratorium hingga 90%, meminimalisir human error dalam input data manual, serta mempercepat distribusi informasi kepada sivitas akademika melalui sistem terintegrasi. Pengujian User Acceptance Testing dengan metode blackbox menunjukkan keberhasilan 100% dari 32 poin pengujian. Dengan sistem terintegrasi ini, pengelolaan fasilitas laboratorium podcast dan penyampaian informasi digital signage menjadi lebih efektif, efisien, dan mudah diakses. Kata kunci — manajemen konten, backend, Google Sheets API.
Pengembangan Aplikasi Front-End Berbasis Unity Sebagai Media Informasi Podcast Fit Rabbani, Muhamad Rajih; Kurniawan, Ady Purna; Utoro, Rio Korio
eProceedings of Applied Science Vol. 11 No. 4 (2025): Agustus 2025
Publisher : eProceedings of Applied Science

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Abstract

Laboratorium Podcast Fakultas Ilmu Terapan memerlukan sistem manajemen informasi yang efisien untuk mendukung operasionalnya sebagai sarana produksi konten audio-visual dan penyelenggaraan kegiatan akademik, namun metode konvensional seperti papan pengumuman statis memiliki keterbatasan dalam fleksibilitas dan pembaruan informasi real-time. Penelitian ini bertujuan merancang dan mengimplementasikan Digital Signage berbasis Unity yang mampu menampilkan informasi secara dinamis, membangun sistem terintegrasi dengan database untuk pembaruan real-time, dan meningkatkan pengalaman pengguna laboratorium melalui tampilan interaktif dan multimedia. Metode pengembangan menggunakan model Waterfall yang mencakup analisis sistem, perancangan UI/UX, implementasi Unity dengan integrasi API, pengujian Black Box Testing dan User Acceptance Testing, serta deployment sistem. Sistem Digital Signage dikembangkan menggunakan Unity sebagai platform utama dengan integrasi database MySQL melalui API untuk menampilkan jadwal peminjaman, status On Air/Off Air otomatis, konten multimedia dari YouTube/Instagram/TikTok, dan QR Code interaktif yang berganti sesuai konten. Hasil pengujian menunjukkan 100% fitur berhasil memenuhi spesifikasi fungsional dengan tingkat kepuasan pengguna 8.7/10, peningkatan awareness jadwal 90%, dan pengurangan inquiry manual 80%. Digital Signage berbasis Unity terbukti efektif meningkatkan efisiensi operasional Laboratorium Podcast dengan menyediakan sistem informasi real-time yang user-friendly dan mendukung modernisasi lingkungan akademik. Kata Kunci: Digital Signage, Unity, Laboratorium Podcast, Sistem Informasi Real-time, User Interface, Multimedia Interaktif
Development Interactive Vending Machine For Supporting The Health Protocol of The New Normal Era at Telkom University Kurniawan, Ady Purna; Utoro, Rio Korio; Siradj, Yahdi; Akhara, Amnaduny
IJAIT (International Journal of Applied Information Technology) Vol 08 No 01 (May 2024)
Publisher : School of Applied Science, Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/ijait.v7i02.5674

Abstract

Telkom University through the Covid19 task force team urges all employees to comply with health protocols while in the campus environment. Facilities such as masks, hand sanitizers, temperature scanners, and gate sterilizers have been provided to protect the campus community. The entire campus community is encouraged to isolate if there are symptoms of a Covid-19 virus attack. This Vending Machine was developed to provide health protocol facilities in the campus environment with the support of interactive multimedia technology. The development of this tool uses the Prototyping method which focuses on the main functions. The result of the Vending Machine development is that transactions can be used through the Android mobile application device directly through the desktop application contained on the screen at the Vending Machine. The results of the Vending Machine test state that 100% of the functions run according to the procedure and the device User Interface gets a value of 76.9 from the System Usability Scale test method.