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Journal : journal of artificial intelligence and technology information

Development of a Web-Based Liturgical Presentation System with Quick Switch and QR Code Using R&D Method Juan Sebastian Sijron Lahope; Benny Pinontoan; Wisard Kalengkongan; Mahardika Inra Takaendengan; Eliasta Ketaren; Edwin Tenda
Journal of Artificial Intelligence and Technology Information (JAITI) Vol. 4 No. 2 (2026): Volume 4 Number 2 June 2026
Publisher : PT. Tech Cart Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58602/jaiti.v4i2.243

Abstract

Church worship services require a system that can assist in organizing and presenting worship materials in a structured manner so that congregants can follow the service effectively. However, the conventional presentation of liturgy, Bible verses, and songs creates challenges in material management, slide transition flexibility, and limited access for congregants. This study aims to design and implement a web-based liturgical presentation system to improve efficiency and flexibility in managing and delivering worship materials in a single church, namely GMIM Kanaan Likupang Dua. The research employs the Research and Development (R&D) method, which includes requirement analysis, system design using Unified Modeling Language (UML), development, testing, and evaluation. The system is developed using PHP with the Yii Framework 2 and MySQL database, implementing the Model-View-Controller (MVC) architecture. The main features include liturgy management, web-based presentation, a Quick Switch feature for rapid content changes, and QR Code integration that enables congregants to access presentation content through personal devices. Black Box Testing results indicate that all system functions operate properly. Furthermore, User Acceptance Testing (UAT) shows a high level of user acceptance, with 98.75% from multimedia staff and 88.86% from congregants. Therefore, the developed system is considered feasible and effective in supporting more structured, responsive, and inclusive worship services.
Development of a Web-Based First-Person Game of the Legend of Toar and Lumimuut Using Three.js Delon Daniel Wolayan; Benny Pinontoan; Edwin Tenda; Stephano Caesar Wenston Ngangi; Mahardika Inra Takaendengan; Dodisutarma Lapihu
Journal of Artificial Intelligence and Technology Information (JAITI) Vol. 4 No. 2 (2026): Volume 4 Number 2 June 2026
Publisher : PT. Tech Cart Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58602/jaiti.v4i2.261

Abstract

The legend of Toar and Lumimuut is a foundational Minahasan narrative that is increasingly unfamiliar to younger digital audiences. This research develops Toar & Lumimuut: Legend of Minahasa, a browser-based first-person puzzle adventure game that adapts the legend into an interactive 3D experience using Three.js. The study applied an iterative Game Development Life Cycle consisting of initialization, pre-production, production, alpha testing, beta testing, and release. The game contains two narrative levels: the Coast of Mount Wulur Mahatus and Mount Lolombulan. Each level integrates puzzle mechanics with story progression, including sacred torch activation, stone pillar sequencing, prophecy fragment ordering, sacred seed planting, and eternal flame activation. Technical implementation includes procedural terrain generated with Perlin noise, animated GLB characters and props, an NPC dialogue and quest system, inventory management, bilingual English-Indonesian text support, and browser-based deployment without installation. Functional validation used black box testing with 68 test cases covering movement, interface controls, dialogue, puzzles, timers, game-over states, and level transitions. All test cases passed, producing a 100% functional success rate. User acceptance testing with 15 respondents aged 19 to 21 produced an overall score of 84.44%, categorized as very good. Compatibility testing on Google Chrome, Mozilla Firefox, and Microsoft Edge showed that the game remained playable across three laptops without dedicated GPUs. The results indicate that Three.js can support accessible cultural game development while preserving local folklore through meaningful interactive gameplay.