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IMPLEMENTASI SISTEM PEMESANAN MENU MENGGUNAKAN METODE MULTI CHANNEL PADA ARBAS CAFE Talia Tasalsyabilla; A. Irmayani Pawelloi; Ahmad Selao
PROSISKO: Jurnal Pengembangan Riset dan Observasi Sistem Komputer Vol. 12 No. 2 (2025): Prosisko Vol. 12 No. 2 Juli 2025
Publisher : Pogram Studi Sistem Komputer Universitas Serang Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30656/1g0ea565

Abstract

Arbas Cafe di Enrekang masih menggunakan sistem pemesanan manual yang menyebabkan kurang efisiennya proses pelayanan, seperti waktu tunggu yang lama dan risiko kesalahan pencatatan pesanan. Tujuan penelitian ini untuk membangun sistem pemesanan yang memudahkan pelanggan dalam mengakses menu serta melakukan pemesanan secara mandiri, dan membantu kafe meningkatkan efisiensi pelayanan. Penelitian ini menggunakan ekspremental yang bersifat aplikatif menggunakan studi pustaka dengan mengumpulkan data melalui wawancara, analisis kebutuhan sistem, perancangan sistem, implementasi, serta pengujian menggunakan metode black box. Aplikasi ini dikembangkan menggunakan bahasa pemrograman PHP, HTML, CSS, dan JavaScript, dengan MySQL sebagai basis data, serta dibangun menggunakan Visual Studio Code dan XAMPP sebagai lingkungan pengembangan. Dengan adanya aplikasi sistem pemesanan ini, pengelolaan data dapat meningkatkan efisiensi dan pengalaman pelanggan dalam proses pemesanan di Arbas Cafe. Kesimpulannya, penerapan sistem ini memberikan solusi efektif untuk permasalahan pemesanan manual dan berkontribusi dalam digitalisasi layanan kafe
Improving Road and Sidewalk Accessibility for Persons with Disabilities: Infrastructure Challenges and Legal Compliance in Indonesia Muhammadiah, Muhammad Jabir; Ahmad Selao
Advance Sustainable Science Engineering and Technology Vol. 7 No. 1 (2025): November-January
Publisher : Science and Technology Research Centre Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/asset.v7i1.1465

Abstract

Research to address significant challenges related to public infrastructure accessibility, especially for disabilities, regarding regulations that govern accessibility, the implementation in the field is still far from adequate. The research aims to evaluate the condition of public infrastructure, identify accessibility barriers for disabilities, and provide recommendations for future improvements. A mixed-methods approach, with participatory research methodology, provides significant contributions to disability and urban planning. Probability sampling method, with 150 respondents, physical, intellectual, and sensory disabilities, as well as experiences and challenges of accessibility. Data analysis, qualitative and quantitative methods, thematic analysis to analyze qualitative data about PWD experiences, descriptive and inferential statistical analysis for quantitative data. The findings indicate that road and sidewalk infrastructure is inadequate, with uneven surfaces, a lack of supporting facilities such as ramps, and unclear signage. Persons with disabilities are isolated from participating in public spaces, highlighting the gap between regulations and their implementation on the ground. The findings emphasize the integration of universal design in future infrastructure planning. Involving disabilities in planning results in more inclusive and effective solutions. Improving training and awareness for urban planners, along with regular monitoring of public infrastructure, ensures compliance with accessibility standards, moving towards a Smart Disability City (SDC)
Aplikasi Pembayaran Wahana Menggunakan Radio Frequency Identification di Kawasan Puncak Bila Berbasis Web Sudarman Hamzah; Ade Hastuty; Ahmad Selao; Basri, Muh.; Wafiah , Andi
JEKIN - Jurnal Teknik Informatika Vol. 5 No. 2 (2025)
Publisher : Yayasan Rahmatan Fidunya Wal Akhirah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58794/jekin.v5i2.1617

Abstract

Proses pembayaran wahana di kawasan wisata umumnya masih dilakukan secara manual, sehingga rentan menimbulkan antrean, kesalahan input, dan keterlambatan transaksi. Salah satu inovasi potensial adalah pemanfaatan teknologi RFID (Radio Frequency Identification) dalam sistem pembayaran wahana, yaitu teknologi identifikasi otomatis berbasis gelombang radio. Penelitian ini bertujuan merancang dan mengimplementasikan aplikasi pembayaran wahana berbasis RFID yang diterapkan di kawasan wisata Puncak Bila. Metode yang digunakan adalah deskriptif dengan pendekatan rekayasa perangkat lunak, meliputi analisis kebutuhan, desain sistem menggunakan UML dan flowchart, implementasi berbasis web dengan PHP, JavaScript, dan MySQL, serta pengujian menggunakan metode black box. Hasil implementasi menunjukkan bahwa sistem mampu mendeteksi tag RFID secara akurat, memotong saldo secara otomatis, dan mencatat transaksi secara real-time. Pengujian juga membuktikan bahwa fitur utama, seperti manajemen data pengguna, top-up saldo, dan cetak laporan transaksi, berfungsi sesuai dengan yang diharapkan.
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,