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Peran Kerjasama antara Travel An-Nur Maarif Parepare dan Bank Syariah terhadap Peningkatan Jumlah Jama’ah Kartika Sabir; Syahriyah Semaun; Ade Hastuti
BANCO: Jurnal Manajemen dan Perbankan Syariah Vol 2 No 2 (2020): Banco: Jurnal Manajemen dan Perbankan Syariah
Publisher : Institut Agama Islam Negeri Parepare

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (385.208 KB) | DOI: 10.35905/banco.v2i2.1349

Abstract

This research is to find out the system of cooperation between Travel and Islamic Banks in PT. An-Nur Maarif Parepare. And to find out how much an increase in the number of PT. An-Nur Maarif Parepare after cooperation with Islamic Bank.This type of research used in this thesis is a qualitative descriptive method, the data in this study were obtained from primary data and secondary data. Data collection techniques used were observation, interviews, and documentation. The data analysis techniques used are data reduction, data presentation, and drawing conclusions.The results of this study indicate that: 1). Cooperation system between PT. An-Nur Maarif and Sharia Bank in Hajj and Umrah are promotion, trust and service. The system of cooperation carried out in terms of promotion is the public financing. PT. An-Nur Maarif in building the trust of congregants and the community is to bring partners from the Islamic Bank in activities such as rituals. In addition to building and increasing the trust of the congregation, providing the best service to the congregation is also very important because if the congregation has felt the quality of service according to expectations can lead to a positive story from the congregation and it certainly will greatly affect travel and work partners because of the loyalty of the congregation can even attract prospective congregations. 2). Increasing the number of pilgrims depends on the services of the travel. One of the services provided by PT. An-Nur Maarif is collaborating with Islamic banks on funding. With the cooperation carried out by PT. An-Nur Maarif with Sharia Bank can be said to run well with evidence that the congregation has increased every year
Sales Application Using Point of Sales System Method in Coffee Shop Management System Nurlianti; Ade Hastuty; Mughaffir Yunus; Marlina; Andi Wafiah
Jurnal Vokasi Teknik Informatika Vol 6 No 1 (2026)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/javit.v6i1.280

Abstract

The development of information technology requires businesses to shift from manual systems to more efficient digital management. However, Mentuangin Coffee still runs sales processes and reports manually, making them prone to errors, delays in data processing, and difficulties in monitoring stock. This condition indicates the need for an integrated sales system that can support operational activities more accurately and structurally. This study aims to design and develop a sales application based on a Point of Sales (POS) system using the PHP programming language as a solution to automate transaction processes, inventory management, and sales reporting. The research methods used include needs analysis, an object-oriented approach, application implementation, and testing using the Black Box method to ensure all functions run according to specifications. The results show that the developed application is able to process transactions, improve recording accuracy, and generate reports in real time
APLIKASI PENGENALAN TARIAN TRADISIONAL DAYAK KALIMANTAN TIMUR MENGGUNAKAN AUGMENTED REALITY Nisa Aulya Ramadhana; Muh. Basri; Marlina Marlina; Ade Hastuty; Untung Suwardoyo
JRIS : Jurnal Rekayasa Informasi Swadharma Vol 6, No 2 (2026): JURNAL JRIS EDISI JULI 2026
Publisher : Institut Teknologi dan Bisnis (ITB) Swadharma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56486/jris.vol6no2.1100

Abstract

The development of multimedia technology and Augmented reality (AR) offers significant opportunities to preserve and promote local culture. Traditional Dayak dance from East Kalimantan is a cultural heritage of high artistic value that remains under-recognised by the younger generation. This study aims to develop an AR-based animated application for introducing traditional Dayak dance as an interactive learning medium. The research method used was an experimental waterfall model, encompassing analysis, design, implementation, and testing. The application was built using Unity and Blender, with key features including 3D animations of traditional dances, brief information about the dances, and AR camera-based interactions. Black-box testing demonstrated that all functions functioned well. Measurements from 10 to 120 cm ran smoothly, while the application's tilt range from 300 to 900° was affected, with only 900° experiencing control and displaying objects. This application is expected to serve as an engaging educational medium, increase the younger generation's interest in Dayak culture, and support local cultural preservation efforts through digital technology.Perkembangan teknologi multimedia dan Augmented reality (AR) memberikan peluang besar dalam pelestarian dan pengenalan budaya lokal. Tari tradisional Dayak Kalimantan Timur merupakan salah satu warisan budaya yang memiliki nilai seni tinggi, namun masih kurang dikenal oleh generasi muda. Penelitian ini bertujuan mengembangkan aplikasi animasi pengenalan tari tradisional Dayak berbasis AR sebagai media pembelajaran interaktif. Metode penelitian yang digunakan adalah penelitian eksperimental dengan model waterfall, meliputi tahap analisis, desain, implementasi, dan pengujian. Aplikasi dibangun menggunakan Unity dan Blender dengan fitur utama berupa animasi 3D tari tradisional, informasi singkat mengenai tarian, serta interaksi berbasis kamera AR. Pengujian dilakukan menggunakan Black Box Testing yang menunjukkan seluruh fungsi berjalan dengan baik, serta uji coba pengukuran 10 sampai 120 cm berjalan mulus sementara hasil kemeringan aplikasi dari 300 sampai 900 , hanya di angka 900 mengalami kendali selain itu menampilkan objek. Aplikasi ini diharapkan dapat menjadi media edukasi yang menarik, meningkatkan minat generasi muda dalam mengenal budaya Dayak, serta mendukung upaya pelestarian budaya lokal melalui pemanfaatan teknologi digital
Aplikasi Game Balap Sepeda Ontel Berbasis Android Muh. Rifli Aris; Ade Hastuty; Mughaffir Yunus; Muhammad Basri; Ahmad Selao
Jurnal Sains dan Ilmu Terapan Vol. 8 No. 2 (2025): Jurnal Sains dan Ilmu Terapan
Publisher : Politeknik Kampar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59061/jsit.v8i2.1150

Abstract

Traditional games are part of cultural heritage that contain historical and educational values. One example is the ontel bicycle, a classic bicycle still widely known among Javanese people as the "kebo bicycle." However, along with the development of technology and modern lifestyles, the younger generation's interest in traditional games has decreased. This condition encourages the need for an alternative approach to reintroduce the ontel bicycle to the current generation. This study aims to design and develop an Android-based ontel bicycle racing game that is educational and supports cultural preservation. The research method used in the development process uses the Unity platform, while the testing phase was conducted using black box and white box methods. Based on the test results, the application runs according to the designed logic and no logical errors were found, with a cyclomatic complexity of V(G) = 3. This game application is equipped with a main menu, game levels with various difficulty levels, and information about the developer. 
Aplikasi Pengenalan Kue Tradisional Bugis Menggunakan Metode Convolutional Neural Network (CNN) Berbasis Android Rifaldi Rifaldi; Ade Hastuty; Ahmad Selao; Untung Suwardoyo; Masnur Masnur
Jurnal Sains dan Ilmu Terapan Vol. 8 No. 2 (2025): Jurnal Sains dan Ilmu Terapan
Publisher : Politeknik Kampar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59061/jsit.v8i2.1151

Abstract

Traditional Bugis cakes are an important and distinctive part of Indonesian culinary culture, yet their existence is starting to erode due to globalization and a lack of proper digital documentation. The visual similarities between the cakes make manual identification difficult, especially for the younger generation who are more exposed to modern, global food trends. This study aims to develop an Android application for the automatic classification of traditional Bugis cakes using a Convolutional Neural Network (CNN). The experimental method was conducted by collecting a comprehensive dataset of cake images, training a CNN model, and evaluating its performance using a black box testing approach. This method was chosen because it yielded a validation accuracy of 97.00% and a final accuracy of 92.40%. The application can recognize cakes in real-time through a mobile phone camera, with optimal results achieved at a distance of 15–30 cm and under adequate lighting conditions. However, its performance decreases when the distance increases, objects are cut off, or lighting is poor. 
Aplikasi Penggabungan Warna Menggunakan RGB dan CMYK Berbasis Desktop Rezky Fahmi; Irmayani Pawelloi; Wahyuddin Wahyuddin; Ahmad Selao; Ade Hastuty
Jurnal Sains dan Ilmu Terapan Vol. 8 No. 2 (2025): Jurnal Sains dan Ilmu Terapan
Publisher : Politeknik Kampar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59061/jsit.v8i2.1153

Abstract

The use of digital technology for visual and interactive color mixing, particularly on desktop platforms, is still not optimal. This research aims to design and develop a desktop application that can mix colors from the RGB and CMYK systems in real-time. The research method used is experimental and applicative, with a scope that includes literature study (library research) and field data collection (field research). The application design is carried out through the integration of color palettes and sliders as input media, followed by a color conversion process between CMYK and RGB to calculate the average value. The test results show that this application is capable of performing the color mixing process responsively and accurately, according to the visual input provided. This application has the potential to be used as a medium for color education, visual experiments, and as a tool for developing creativity in digital art, which is highly beneficial for students, professionals, and the creative industry in the fields of graphic design and animation,