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Rancang Bangun Purwarupa Aplikasi Virtual Reality untuk Pengenalan Obyek Wisata Menggunakan Metode Multimedia Development Life Cycle Julius Bata
Kesatria : Jurnal Penerapan Sistem Informasi (Komputer dan Manajemen) Vol 5, No 1 (2024): Edisi Januari
Publisher : LPPM STIKOM Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/kesatria.v5i1.334

Abstract

In recent years, virtual reality has been widely used in various fields, especially tourism. Virtual reality has the unique feature of modeling a real-world environment into a virtual world and bringing users into a completely immersive virtual environment. These unique features are essential in terms of virtual tourism. This research aims to design and create a virtual reality application prototype that models tourist destinations. To this end, the Multimedia Development Life Cycle (MDLC) method, which consists of six stages: concepts, design, material collectiong, assembly, testing, and distribution, was used to develop the application. The test was conducted using the black-box test, and the results show that all the application's main functions can function correctly. However, this research was only carried out to the evaluation stage. Therefore, the following research is to conduct user testing and focus on application distribution
Pengembangan Media Interaktif Pada Materi Peredaran Darah Menggunakan Metode ADDIE Charmelita, Pauelina; Bata, Julius; W Pandjaitan, MM Lanny
Jurnal Elektro Vol 15 No 2 (2022): Vol.15 No.2 Oktober 2022: Jurnal Elektro
Publisher : Prodi Teknik Elektro, Fakultas Teknik Unika Atma Jaya Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25170/jurnalelektro.v15i2.5114

Abstract

The subject of Natural Sciences plays a crucial role in Elementary School Education. One of the topics covered in elementary school Natural Sciences is the circulatory system. The topic of the circulatory system in Natural Sciences can be studied extensively, particularly focusing on the closed or double circulatory system. The circulatory system is one of the challenging topics for elementary school students to understand and absorb, especially in Grade V. Some elementary school students may also struggle to comprehend the structure of the circulatory system in humans, particularly the cardiovascular system from the top or bottom. There are many tools that assist students in learning a particular subject. One useful tool for learning Natural Sciences is interactive media. This research involves the development of interactive media using the ADDIE method (Analysis, Design, Development, Implementation, and Evaluation). This paper explains the ongoing development process.
Rancang Bangun Gim Edukasi Materi KPK dan FPB Menggunakan Metode Multimedia Development Life Cycle Bata, Julius
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 7, No 2 (2023): EDISI SEPTEMBER
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/j-sakti.v7i2.689

Abstract

Educational games have developed as a promising alternative to traditional learning approaches and are now widely used in various educational settings. Empirical research has demonstrated that adopting educational games as educational tools improves students' learning and motivation, especially in mathematics. This study aims to design and develop an educational game for elementary school mathematics learning, especially the topics of Least Common Multiple (LCM) and Greatest Common Divisor (GCD). For this purpose, we apply the Multimedia Development Life Cycle, which consists of six steps: concept, design, material collecting, assembly, testing, and distribution. The game was developed by using the Unity game engine and tested using black box testing. As a result, all the primary functions in the game were valid. For future studies, we intend to conduct user studies with elementary students.
Rancang Bangun Gim Edukasi Materi KPK dan FPB Menggunakan Metode Multimedia Development Life Cycle Bata, Julius
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 7, No 2 (2023): EDISI SEPTEMBER
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/j-sakti.v7i2.689

Abstract

Educational games have developed as a promising alternative to traditional learning approaches and are now widely used in various educational settings. Empirical research has demonstrated that adopting educational games as educational tools improves students' learning and motivation, especially in mathematics. This study aims to design and develop an educational game for elementary school mathematics learning, especially the topics of Least Common Multiple (LCM) and Greatest Common Divisor (GCD). For this purpose, we apply the Multimedia Development Life Cycle, which consists of six steps: concept, design, material collecting, assembly, testing, and distribution. The game was developed by using the Unity game engine and tested using black box testing. As a result, all the primary functions in the game were valid. For future studies, we intend to conduct user studies with elementary students.
Pengembangan Game Simulasi Proses Pengisian Kartu Rencana Studi Jarvis, Dominikus; Bata, Julius
Journal Cerita: Creative Education of Research in Information Technology and Artificial Informatics Vol 9 No 2 (2023): Journal CERITA : Creative Education of Research in Information Technology and Art
Publisher : UNIVERSITAS RAHARJA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33050/cerita.v9i2.2719

Abstract

Completing the study plan card (KRS) is one of the most important processes in lectures. The problem that is often faced by first year students when doing KRS is that students do not know the steps for doing KRS. This paper proposes a simulation game as a solution to solve this problem. The focus of this paper is to explain the development process and the results that have been achieved. Game development is done using the ADDIE model. Game evaluation is done by using black box testing. Based on the black box test results, all game functionality can run. Therefore the game can be used for user testing
Neural Network Architectures for UAV Path Planning: A Comparative Study with A* Algorithm as Benchmark Airlangga, Gregorius; Bata, Julius; Nugroho, Oskar Ika Adi; Sugianto, Lai Ferry
International Journal of Robotics and Control Systems Vol 5, No 1 (2025)
Publisher : Association for Scientific Computing Electronics and Engineering (ASCEE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31763/ijrcs.v5i1.1757

Abstract

Autonomous path planning for Unmanned Aerial Vehicles (UAVs) plays a critical role in applications ranging from disaster response to urban logistics. Traditional algorithms, such as A*, are widely recognized for their reliability in generating collision-free and efficient trajectories but often struggle with scalability in complex and dynamic environments. This study evaluates the performance of several neural network architectures, including MLP-LSTM, CNN-GRU, CNN-LSTM, CNN BILSTM, and others, as potential alternatives to classical methods. A dataset of trajectories generated by the A* algorithm was used to train and benchmark the models, enabling direct performance comparison across key metrics such as path length, smoothness, clearance, collisions, and waypoint density. The results demonstrate that the MLP-LSTM model outperforms other neural architectures, producing paths that closely resemble A* trajectories with high smoothness and waypoint granularity. While some models, such as CNN-GRU and CNN-BILSTM, show promise in generating feasible paths, their performance is inconsistent across different UAV scenarios. Models like Residual CNN and Hybrid CNN-MHA failed to generate meaningful trajectories, highlighting the critical importance of architectural choices. This study underscores the potential of neural network models for UAV path planning.
Pengembangan Game Kesiapsiagaan Kebakaran di Kampus Menggunakan Metode MDLC untuk Meningkatkan Kesadaran Mahasiswa Bata, Julius; Sutanto, Daniel Denis; Ghozali, Theresia; Wijayanti, Linda; Mulyadi, Melisa; Kartawidjaja, Maria Angela
Jurnal Pendidikan dan Teknologi Indonesia Vol 5 No 2 (2025): JPTI - Februari 2025
Publisher : CV Infinite Corporation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jpti.576

Abstract

Rendahnya kesiapsiagaan mahasiswa terhadap situasi darurat kebakaran di lingkungan kampus merupakan masalah yang signifikan, terutama karena kurangnya pelatihan formal dan pemahaman terkait protokol keselamatan. Penelitian ini bertujuan untuk mengembangkan game simulasi kebakaran berbasis teknologi yang dirancang untuk mempersiapkan mahasiswa dalam menghadapi situasi darurat kebakaran. Pengembangan dilakukan dengan metode Multimedia Development Life Cycle (MDLC), game ini berfokus pada jalur evakuasi, lokasi alat pemadam api ringan (APAR), dan skenario kebakaran yang realistis. Hasil pengujian menunjukkan bahwa fitur game berfungsi optimal, dan 30 mahasiswa yang menjadi responden memberikan tanggapan positif terhadap aspek pembelajaran, interaksi, visualisasi, dan relevansi peristiwa dalam game dengan dunia nyata. Hasil ini menunjukkan bahwa game simulasi yang dikembangkan tidak hanya memberikan pengalaman imersif tetapi juga mampu meningkatkan pemahaman dan kesiapsiagaan mahasiswa terhadap situasi darurat kebakaran. Penelitian ini memberikan kontribusi signifikan dalam pengembangan metode pembelajaran interaktif untuk manajemen resiko bencana di kebakaran di lingkungan pendidikan tinggi.
Enhanced Advanced Multi-Objective Path Planning (EAMOPP) for UAV Navigation in Complex Dynamic 3D Environments Airlangga, Gregorius; Bata, Julius; Nugroho, Oskar Ika Adi; Sugianto, Lai Ferry; Saputro, Pujo Hari; Makin, See Jong; Alamsyah, Alamsyah
International Journal of Robotics and Control Systems Vol 5, No 2 (2025)
Publisher : Association for Scientific Computing Electronics and Engineering (ASCEE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31763/ijrcs.v5i2.1759

Abstract

Unmanned Aerial Vehicles (UAVs) have emerged as vital tools in diverse applications, including disaster response, surveillance, and logistics. However, navigating complex, obstacle-rich 3D environments with dynamic elements remains a significant challenge. This study presents an Enhanced Advanced Multi-Objective Path Planning (EAMOPP) model designed to address these challenges by improving feasibility, collision avoidance, and path smoothness while maintaining computational efficiency. The proposed enhancement introduces a hybrid sampling strategy that combines random sampling with gradient-based adjustments and a refined cost function that prioritizes obstacle avoidance and path smoothness while balancing path length and energy efficiency. The EAMOPP was evaluated in a series of experiments involving dynamic environments with high obstacle density and compared against baseline algorithms, including A*, RRT*, Artificial Potential Field (APF), Particle Swarm Optimization (PSO), and Genetic Algorithm (GA). Results demonstrate that the EAMOPP achieves a feasibility score of 0.9800, eliminates collision violations, and generates highly smooth paths with an average smoothness score of 9.3456. These improvements come with an efficient average execution time of 6.6410 seconds, outperforming both traditional and heuristic-based methods. Visual analyses further illustrate the model's ability to navigate effectively through dynamic obstacle configurations, ensuring reliable UAV operation. Future research will explore optimizations to further enhance the model's applicability in real-world UAV missions.
Penerapan Model ADDIE untuk Pengembangan Game Simulasi Kebencanaan Bata, Julius
The Indonesian Journal of Computer Science Vol. 11 No. 3 (2022): The Indonesian Journal of Computer Science
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v11i3.3124

Abstract

Bencana merupakan kejadian yang dapat mengancam hidup manusia dan menyebabkan kerugian. Bencana dapat terjadi kapan saja dan dimana saja, termasuk di kampus. Kampus merupakan tempat mahasiswa melakukan aktifitas akademik dan non-akademik. Meskipun pihak kampus sudah menyediakan informasi terkait persiapan jika terjadi bencana, namun mahasiswa terkadang tidak mengetahui informasi tersebut. Tujuan makalah ini adalah untuk mengembangkan game simulasi kebencanaan. Metode yang digunakan dalam mengembangkan game simulasi adalah model ADDIE (analysis, design, develop, implement, evaluate). Game dikembangkan dengan menggunakan Unity game engine. Evaluasi dilakukan dengan uji black-box. Hasil uji menunjukan seluruh fungsionalitas utama game sudah berfungsi dengan baik.
Rancang Bangun Aplikasi Augmented Reality untuk Pembelajaran Materi Bangun Ruang Sekolah Dasar Antonio, Marcel; Bata, Julius
Jurnal Informatika Universitas Pamulang Vol 8 No 3 (2023): JURNAL INFORMATIKA UNIVERSITAS PAMULANG
Publisher : Teknik Informatika Universitas Pamulang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32493/informatika.v8i3.33379

Abstract

Geometry has emerged as a challenging topic in elementary mathematics due to its demand for solid cognitive capacities and spatial ability. Students struggle to understand geometry topics, particularly in solid space and three-dimensional objects. The students need help comprehending various three-dimensional shapes and understanding the formulas and definitions related to geometry. This paper aims to design and develop an application for learning solid space topics. The application provides explanations of solid space concepts, interactive exercises, and assessments to enhance students' understanding. The development process follows the ADDIE method, which includes Analysis, Design, Development, Implementation, and Evaluation. The application was evaluated by a mathematics teacher. We also conduct black-box testing. The result shows that all the functionality was valid and the application can be used by students. Future research will focus on implementing the application in actual mathematic classes and evaluating the impact on student learning.