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Online Internal Quality Assurance System Case Study of the Quality Assurance Agency of Muhammadiyah University of Sidoarjo
Febrian Endi Pranyoto;
Rohman Dijaya
Procedia of Engineering and Life Science Vol 2 No 2 (2022): Proceedings of the 4th Seminar Nasional Sains 2022
Publisher : Universitas Muhammadiyah Sidoarjo
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DOI: 10.21070/pels.v2i2.1196
Internal Quality Assurance System (SPMI) is a system used to control the quality of education implementation. The quality of education is used as the front line in the formation of competent Human Resources (HR), because if the quality of education is low, it will have an impact on the lack of Human Resources. The implementation of SPMI at Muhammadiyah University of Sidoarjo is carried out by the Quality Assurance Agency (BPM). BPM has an obligation to regulate the SPMI cycle from designing, compiling, and setting quality standards for universities. The BPM process for collecting data used for quality assurance is still quite manual and takes a long time. The system was developed to assist the website-based quality assurance process. Researchers use the data in BPM as material to create a website that is used to assist the guarantee process which will then be grouped into each study program and faculty. By using the help of the PHP programming language and MySQL database, and Internal Online Quality Assurance System was obtained. With this system, it is evident that the development of an Internal Online Quality Assurance System is very helpful in the quality assurance process in BPM.
Interactive Digital Catalog for Canopy Workshop Using Augmented Reality
Rohman Dijaya;
Rizky Bayu Wardana;
Suprianto Suprianto
JOIN (Jurnal Online Informatika) Vol 6 No 2 (2021)
Publisher : Department of Informatics, UIN Sunan Gunung Djati Bandung
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DOI: 10.15575/join.v6i2.761
This research study develops a product promotion method for a canopy roofs. The development of this method is to apply a 3-dimensional (3D) catalog using Augmented Reality (AR) technology. By utilizing Augmented Reality technology, sellers do not need to create markets or miniature products that are commonly used to provide examples to consumers to save costs, attract consumer interest, and display objects that appear natural. Based on the tests that have been done, it is concluded that implementing Augmented Reality in the canopy sales promotion media using the Luther development method with the stages of analysis, design, implementation, testing, and maintenance. Implementation of Augmented Reality in canopy sales promotion media uses concept data from the types of canopies included in the Augmented Reality-based application, namely stainless and hollow types made using a 3D blender program. A marker as a sign to bring up 3D objects in the application. Markers are created using Photoshop and entered the database so that they can be stored online. System testing uses the BlackBox testing method where the program's functionality is running as desired.
BROSUR DIGITAL WISATA BUKIT GANDRUNG DI DESA MEDOWO KEDIRI BERBASIS AUGMENTED REALITY
Agung Wijaya;
Rohman Dijaya
JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) Vol 6, No 2 (2021)
Publisher : STKIP PGRI Tulungagung
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DOI: 10.29100/jipi.v6i2.2003
Augmented Reality adalah teknologi mutakhir masa kini yang memungkinkan dunia maya untuk ditampilkan secara nyata pada dunia realita. Teknologi ini diterapkan sebagai salah satu alternatif dalam memberikan pengguna sebuah impresi baru dalam memahami suatu bentuk data kedalam informasi yang mudah dipahami oleh mata manusia. Gandrung Plus merupakan aplikasi berbasis augmented reality yang dibuat dan dikembangkan sebagai media promosi wisata kabupaten kediri yang bernama wisata bukit gandrung. Aplikasi ini diciptakan dengan tujuan untuk meningkatkan wisatawan untuk mengenal wisata alam yang ada di Kabupaten Kediri seperti wisata bukit gandrung melalui promosi yang dikemas secara interaktif dengan memanfaatkan teknologi augmented reality. Konsep yang digunakan Gandrung Plus sebagai aplikasi media promosi ialah menggunakan media brosur sebagai tempat penanda untuk menampilkan model objek tiga dimensi. Pengembangan Gandrung Plus dirancang dan dibangun dengan menggunakan software Unity3D serta bahasa pemrograman C#. Vuforia digunakan sebagai aset dan konfigurasi dalam membuat, menyimpan, dan mengatur kebutuhan data pada pengembangan aplikasi Gandrung Plus.
Optimizing Query Results in the Search Features of the Marketplace Platform Online Book Rental and Sales
Diva Putri Anasya;
Irwan Alnarus Kautsar;
Rohman Dijaya
Procedia of Engineering and Life Science Vol 2 No 2 (2022): Proceedings of the 4th Seminar Nasional Sains 2022
Publisher : Universitas Muhammadiyah Sidoarjo
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DOI: 10.21070/pels.v2i2.1301
Today's technology is becoming more complex. For instance, while making online transactions, buying and selling, and renting books. It will undoubtedly make it easier for the younger generation to study more profoundly today. In this situation, the author desires to deliver accurate and efficient data returns from query optimization from the book list and book information so that all students may search for selected books quickly and accurately based on their preferences. This research is required due to the availability of an Information System in the form of a website appropriate for this situation; the study's goal is to aid students or students in locating references by obtaining rapid results. By submitting the research title "Optimizing Query Results in the Search Features of the Online Books Sales and Rental Marketplace Platform," the author intends to establish a websitebased rental and sales information system in response to the current challenges. Furthermore, the methodologies employed in this study include observation, literature review, analysis, design, and testing (testing).
Hajj Pillars Education Application Using Markerless Augmented Reality Method
Eka Fatra Arif Hidayatullah;
Rohman Dijaya;
Nuril Lutvi Azizah
Procedia of Engineering and Life Science Vol 3 (2022): Proceedings of the 5th Seminar Nasional Sains 2022
Publisher : Universitas Muhammadiyah Sidoarjo
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DOI: 10.21070/pels.v3i0.1310
Hajj is a special worship, which is a dream and obligation for Muslims in the world to perform it, for those who are physically and materially capable. An introduction to the pilgrimage has been obtained since the 3rd grade of Elementary School (SD). The long process of the pilgrimage with various pillars and provisions contained in the procedures for its implementation often raises the disinterest of students in learning to understand and study the pilgrimage more deeply. To achieve the desired competence, many learning media have been developed, one of which is Augmented Reality (AR) technology. Augmented Reality (AR) is a technology that allows you to integrate 3D objects into a real environment. Based on this problem, the author makes an application about the introduction and pillars of the pilgrimage based on Augmented Reality using the Markerless method. Making applications using Blender software as a modeler and Unity 3D as an application maker. It is hoped that this application can introduce Augmented Reality into the world of education, and help students, especially elementary school children, get to know the pillars of Hajj better.
Interactive Augmented Reality Web for Introduction to Plants in the Sukolelo Prigen Herbal Village
Achmad Alfi Fakhresi;
Rohman Dijaya
Procedia of Engineering and Life Science Vol 3 (2022): Proceedings of the 5th Seminar Nasional Sains 2022
Publisher : Universitas Muhammadiyah Sidoarjo
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DOI: 10.21070/pels.v3i0.1314
The use of existing technology in Indonesia is still not widely applied. Even the information on the internet about the tourist attractions of the Kampung Herbal Sukolelo Prigen is still incomplete. Therefore, we need a solution to facilitate the introduction of existing herbal plants, so that tourists are more interested in coming to this tourist spot. Augmented Reality (AR) applications have the ability to display multimedia content from PCs, laptops, smartphones, and other devices. Augmented Reality (AR) is widely used in the fields of entertainment, games, advertising, education, health, commerce, as well as industry. This application will display 3D objects of herbal plants by scanning the camera from the user's device against a predetermined marker. Later the marker will be printed and placed in a special place. Then each marker will display a 3D object of herbal plants and the other supporting attributes. This application is expected to make it easier for tourists to recognize existing herbal plants. This application in the future is able to display 3D objects in the form of herbal plants and other attributes as supporting information.
Historical Application of the Formation of the Three Greatest Islamic Kingdoms of the Middle Ages Based on Augmented Reality
Fatona Kholifatun Nisa';
Rohman Dijaya;
Nuril Lutvi Azizah
Procedia of Engineering and Life Science Vol 3 (2022): Proceedings of the 5th Seminar Nasional Sains 2022
Publisher : Universitas Muhammadiyah Sidoarjo
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DOI: 10.21070/pels.v3i0.1334
The importance of studying Islamic Cultural History (SKI), especially the history of the formation of the three largest medieval Islamic empires, namely that students are able to understand and get many valuable lessons from the events of Islamic revival and struggle, so that they can shape the character of a generation with Islamic values. However, the results of observations made in Private Madrasah Aliyah, Raden Patah, Mojokerto, class X for SKI learning still use the blackboard and in delivering the material it is done by the lecture method. This method resulted in 52% of students being less enthusiastic. Students will be easily sleepy and lazy if only offered learning without innovative media. Then we need a learning method using Augmented Reality (AR) technology, which combines virtual objects and real objects that can be touched and seen so that users can interact directly with these objects. This study aims to create an application as a more effective and interactive learning media in SKI subjects. making this application using Blender 3D as modeling and Unity 3D as application development.
Penerapan Augmented Reality Dalam Replikasi Tata Letak Studio Foto
Sandi Wahyu Maulana;
Rohman Dijaya;
Cindy Taurusta;
Ika Ratna Indra Astutik
JURIKOM (Jurnal Riset Komputer) Vol 10, No 2 (2023): April 2023
Publisher : STMIK Budi Darma
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DOI: 10.30865/jurikom.v10i2.6003
The role of information technology is very influential in a person's life, thanks to technology it is possible to produce various conveniences so that people get what they want. Information technology is used in different fields, one of which is the field of information transmission. In the delivery of information, it is necessary to have a visual device so that the delivery is easily understood by the community. The delivery of information is an important support for all human activities.The delivery of information, one of which is in the field of architecture through information technology, which includes hardware and software to describe various infrastructures such as buildings.However, in terms of photo studios, many photo studios only think about the design of the studio to make it look attractive without thinking about whether or not the space for taking photos taken by photographers is sufficient.So that photographers sometimes have difficulty taking pictures because the studio space is too narrow due to designs that almost fill the space or studio designs that are not suitable in the size of the room.By using this application, it is hoped that a person can determine the design that suits the studio space. The system will be built based on Android, in the application will be made with a markerless method (without marker) which means that the 3d object will come out if it is triggered with a flat field. The camera will identify a flat field and will display a studio design object that the user has chosen before. In this application there is also an import feature that aims to input new object data from the internal storage of the user's device. Produce a digital product catalog application based on Augmented reality named DeStudio, and can also help photographers to design studio designs / themes that are clear and specific by utilizing Augmented reality technology. In the testing process alpha testing was successfully applied and got 84% smooth results. In beta testing, the average results are very satisfying from some responding, meaning that the application can be used and applied without any obstacles. In the new additional features, the results are very good because the user does not bother to rebuild. Each user can add 3D objects.
ALAT PERAGA EDUKATIF DIGITAL SISWA DI MTS UNTUK VISUALISASI MATA PELAJARAN IPA
Tasya Gusti Amalia;
Rohman Dijaya;
Ade Eviyanti
Jurnal Informatika Vol 23, No 1 (2023): Jurnal Informatika
Publisher : IIB Darmajaya
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DOI: 10.30873/ji.v23i1.3574
MTS darul huda is one of the tsanawia madrasah schools that are in jabon county. Like the madrasah tsanawia in general, the learning system at the madrasah tsanawia darul huda still USES the age-old method of using book study medium or images-picture 2d. This makes students saturated with learning especially like natural science subjects that require a realistic picture. According to current curriculum, referring to the 2013 revision of curriculum, the 2017 revision of the 2017 revision of the human body's anatomy materials are taught in eighth grade level, with the theme for human digestive materials that study the structure and function of human digestive systems. The expansion of the applications in augmented reality technology implementation methods in augmented reality as a augmented reality visual tool incorporating a multimedia development life cycle consisting of six stages: concept, design, material collection, manufacture, testing, The distribution of the marker or marker is a picture used to create 3d objects in a augmented reality system to generate a augmented reality app based on the overall result that the end result of the research, which is a digital educational display app for science at MTS darul huda and augmented reality reality can be run on the android device for Alt.
Sistem Pendukung Keputusan Kerusakan Sepeda Motor Dengan Metode Forward Chaining
Muhammad Iqbal Al Mulki;
Nuril Lutvi Azizah;
Rohman Dijaya
METIK JURNAL Vol 7 No 1 (2023): METIK Jurnal
Publisher : LPPM Universitas Mulia
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DOI: 10.47002/metik.v7i1.431
Sepeda motor matic injeksi merupakan salah satu dari beberapa kendaraan yang populer digunakan oleh masyarakat saat ini. Namun kurangnya informasi mengenai kerusakan sepeda motor membuat masyarakat yang awam harus melakukan perawatan atau perbaikan sepeda motor ke bengkel terdekat meskipun terkadang kerusakannya dapat diperbaiki sendiri. Oleh karena itu diperlukan sebuah sistem pendukung keputusan yang dapat membantu pengguna untuk melakukan diagnosa kerusakan sepeda motor secara mandiri, hal tersebut dapat diwujudkan dengan memanfaatkan teknologi yang ada saat ini. Tujuan dari penelitian ini adalah merancang dan mengembangkan sistem pendukung keputusan kerusakan sepeda motor berbasis web sehingga permasalahan yang terjadi dapat teratasi. Penulis menggunakan metode forward chaining dalam pengembangan sistem pendukung keputusan berbasis web ini, dan metode observasi, wawancara serta studi pustaka sebagai metode pengumpulan data. Penulis merancang sistem ini agar dapat diakses melalui perangkat komputer ataupun perangkat mobile yang terhubung dengan internet dan sistem ini dirancang menggunakan bahasa pemrograman PHP dan MySQL. Sedangkan sistem pendukung keputusan kerusakan ini akan diimplementasikan untuk sepeda motor matic injeksi N-MAX dan XMAX. Adapun hasil dari penelitian ini adalah sistem pendukung keputusan kerusakan sepeda motor ini memiliki potensi besar untuk membantu pengguna sepeda motor agar dapat dengan mudah melakukan diagnosa kerusakan pada kendaraanya secara mandiri sehingga dapat menghemat waktu serta biaya yang akan dikeluarkan dan mengurangi resiko kecurangan yang dilakukan oleh oknum mekanik bengkel.