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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.
Sistem Irigasi Drip Otomatis Menggunakan Metode Extreme Programming Berbasis Internet of Things Stephano Caesar Wenston Ngangi; Aditya Lapu Kalua; Jelly Ribka Danaly Lumingkewas; Eric Alfonsius
CHAIN: Journal of Computer Technology, Computer Engineering, and Informatics Vol. 4 No. 3 (2026): Volume 4 Number 3 July 2026
Publisher : PT. Tech Cart Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58602/chain.v4i3.272

Abstract

Pertumbuhan teknologi yang pesat, terutama di bidang Internet of Things (IoT), telah membuka peluang besar untuk mengatasi berbagai masalah dalam sektor pertanian, termasuk irigasi. Salah satu masalah utama yang dihadapi oleh petani adalah inefisiensi dalam penggunaan air, terutama pada sistem irigasi konvensional yang seringkali kurang akurat dalam mendistribusikan air secara tepat sesuai kebutuhan tanaman. Sistem manual juga memerlukan tenaga dan waktu yang signifikan, yang berpotensi menghambat produktivitas.Untuk mengatasi masalah ini, penelitian ini mengusulkan pengembangan sistem irigasi tetes otomatis berbasis IoT menggunakan metode Extreme Programming (XP). Solusi ini melibatkan penggunaan sensor kelembaban tanah dan mikrokontroler yang terhubung ke jaringan internet, memungkinkan pemantauan dan pengendalian irigasi secara real-time. Melalui penerapan metode XP, sistem ini dirancang secara iteratif dengan pendekatan yang fleksibel, memudahkan penyesuaian terhadap kebutuhan pengguna dan kondisi lapangan. Hasil dari pengembangan menunjukkan bahwa sistem irigasi tetes otomatis ini mampu meningkatkan efisiensi penggunaan air hingga 30% dibandingkan sistem manual. Sistem berhasil diimplementasikan dan diuji pada skala hidroponik, dengan hasil pertumbuhan tanaman yang lebih baik dan pengurangan pemborosan air. Antarmuka sistem berbasis web juga memungkinkan pengguna untuk memantau kondisi tanah dan mengatur waktu irigasi secara jarak jauh. Penerapan sistem irigasi tetes otomatis berbasis IoT dengan metode XP memberikan solusi efektif untuk mengatasi inefisiensi irigasi di sektor pertanian. Sistem ini tidak hanya memudahkan pengelolaan air, tetapi juga mendukung keberlanjutan dengan cara yang hemat energi dan sumber daya.
Design and Development of A Web-Based Thesis Administration System to Improve the Efficiency of Academic Services Yoel Cleaver Kalumata; Benny Pinontoan; Mahardika Inra Takaendengan; Wisard Widsli Kalengkongan; Stephano Caesar Wenston Ngangi; Dod Lapihu
Jurnal Informatika dan Rekayasa Perangkat Lunak Vol. 6 No. 3 (2025): Volume 6 Number 3 September 2025
Publisher : Universitas Teknokrat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33365/jatika.v6i3.352

Abstract

This research focuses on developing a web-based thesis administration system using the Rapid Application Development (RAD) method to enhance the efficiency of academic services in the Information Systems Study Program. The system is intended to replace manual procedures that are often slow and error-prone, aiming to streamline administrative tasks and improve service quality.The development follows the RAD stages: needs planning, system design, development, and implementation. Data collection methods include literature studies, observations, and questionnaires to ensure the system meets user needs. Research findings show that the system successfully meets the requirements of users within the study program. Testing results demonstrate a notable improvement in administrative efficiency compared to previous manual processes. In conclusion, the RAD-based web system effectively improves academic service delivery by minimizing delays and simplifying administrative processes.
Design and Usability Evaluation of a Web-Based Car Service Monitoring System at FocusAuto Darlene Syaroon Asalui; Benny Pinontoan; Mahardika Inra Takaendengan; Edwin Tenda; Stephano Caesar Wenston Ngangi; Dodisutarma Lapihu
Jurnal Informatika dan Rekayasa Perangkat Lunak Vol. 7 No. 2 (2026): Volume 7 Number 2 June 2026
Publisher : Universitas Teknokrat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33365/jatika.v7i2.1609

Abstract

FocusAuto Repair Shop currently relies on manual WhatsApp updates for service status, resulting in delayed responses, inconsistent information, and limited transparency for customers. This condition reflects a broader challenge in information system adoption among Indonesian MSMEs. This study aims to design and implement a web-based car service monitoring system using the Rapid Application Development (RAD) method and evaluate its usability using the System Usability Scale (SUS). The system was developed through four RAD stages: Planning, Design, Construction, and Implementation, utilizing Laravel, Bootstrap, and MySQL. Key features include real-time status tracking, customer data management, and PDF invoice generation. System functionality was validated through Black-box testing involving 18 test scenarios for admin and customer modules. Usability was evaluated using the SUS questionnaire distributed to 10 FocusAuto customers. Results indicate that all 18 test scenarios passed successfully, confirming system reliability and functional compliance. The usability evaluation yielded an average SUS score of 85.25, categorizing the system as Excellent. These findings demonstrate that the developed system effectively replaces manual communication methods, significantly improving service transparency and operational efficiency at FocusAuto. The study concludes that web-based monitoring systems enhance customer satisfaction in automotive MSMEs. Future work recommends cloud deployment and WhatsApp API integration to further maximize accessibility and automation.
Penetapan Target Tata Kelola TI Berbasis Konteks untuk Organisasi Keagamaan Menggunakan Faktor Desain COBIT 2019 Yoel Harmel Timothy Kumaat; Yohanes Andreas Robert Langi; Mahardika Inra Takaendengan; Winsy Christo Deilan Weku; Dodisutarma Lapihu; Stephano Caesar Wenston Ngangi
Jurnal Tata Kelola dan Kerangka Kerja Teknologi Informasi Vol. 12 No. 2 (2026): Agustus 2026
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/jtk3ti.v12i2.20742

Abstract

This study evaluates the IT governance capability of the SIT GMIM integrated information system using the COBIT 2019 framework. SIT GMIM supports church data management and administration at synod, regional, and congregation levels but has never undergone a formal IT governance evaluation. Using a mixed-method descriptive case study design, data were collected through questionnaires, semi-structured interviews, direct observation, and document review from SIT GMIM managers at the central synod level. Capability levels were assessed for six DSS processes (DSS01–DSS06) and four MEA processes (MEA01–MEA04) using COBIT 2019 performance management guidelines, with gap analysis comparing current and target capability levels. The DSS domain achieved an average capability level of 1.17 (Level 1 – Performed Process), while the MEA domain achieved 0.75 (Level 1 – Performed Process). DSS02 reached Level 2 (Managed Process), while MEA04 remained at Level 0 (Incomplete Process). Gap analysis revealed DSS05 (Security Services) has the largest gap of 2 levels, while DSS03, DSS04, MEA02, MEA03, and MEA04 have gaps of 1 level. DSS01, DSS02, DSS06, and MEA01 achieved their targets. This study provides the first formal COBIT 2019 assessment of a church information system in Indonesia, establishing a baseline for IT governance improvement in religious organizations. Recommendations focus on documentation, incident logging, backup management, endpoint security, internal control evaluation, compliance monitoring, and assurance mechanisms
PELATIHAN DAN PENDAMPINGAN IMPLEMENTASI E-LEARNING SEBAGAI MEDIA PEMBELAJARAN BERBASIS DIGITAL PADA SMA KATOLIK ST IGNASIUS MALALAYANG MANADO Stephano Caesar Wenston Ngangi; Siska Ayu Widiana; Fitri Elizabrth Br Hasibuan; Filbert Theodorus Tjakra; Lillyan Berthariska Ambrella Bulawan; Gladly Christie Gloria Tampi
ABDI WINA JURNAL PENGABDIAN KEPADA MASYARAKAT Vol. 6 No. 1 (2026): Abdi Wina Edisi Juni 2026
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Kristen Wira Wacana Sumba

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58300/kes8h710

Abstract

Program Kemitraan Masyarakat (PKM) ini bertujuan untuk mengatasi tiga permasalahan utama yang dihadapi SMA Katolik St. Ignasius Malalayang Manado, yaitu: (1) rendahnya kompetensi digital guru dalam mengelola platform pembelajaran daring, (2) keterbatasan infrastruktur dan sumber daya digital, dan (3) kesenjangan dalam integrasi teknologi ke dalam metode pembelajaran konvensional. Solusi yang ditawarkan berupa serangkaian kegiatan pelatihan intensif dan pendampingan praktis dalam implementasi Platform E-learning Metode pelaksanaan mencakup pendekatan partisipatif dan hybrid (daring dan luring), yang terdiri dari tahap persiapan, evaluasi platform e-learning, pendampingan implementasi di kelas, serta monitoring dan evaluasi berkelanjutan. Target luaran dari program ini adalah peningkatan signifikan kompetensi digital guru (minimal 50% berdasarkan pre-test dan post-test), tersedianya modul pelatihan platform E-Learning yang terintegrasi, pelaksanaan workshop, serta publikasi ilmiah di jurnal pengabdian masyarakat. Program selama sembilan bulan ini diharapkan dapat memberdayakan guru dengan keterampilan digital yang memadai, sehingga menciptakan proses pembelajaran yang lebih interaktif, inklusif, dan selaras dengan tuntutan Kurikulum Merdeka serta era digital.. Kata kunci: E-Learning, Pelatihan Guru, Pendampingan, Kompetensi Digital, Kurikulum Merdeka.