Eriq Muhammad Adams Jonemaro
Fakultas Ilmu Komputer, Universitas Brawijaya

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Pengembangan Aplikasi Android Presensi Kehadiran Realtime menggunakan Pengenalan Wajah dengan Model Facenet Natanniel Eka Christyanto; Eriq Muhammad Adams Jonemaro; Novanto Yudistira
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 10 (2022): Oktober 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Attendance system is a system that regulates the presence or presence (a person, a group of people) at a place. There are various methods that can be done in recording attendance, namely the signature method, fingerprint method, card method, face recognition method, and so on. These various methods have their respective weaknesses and advantages, and the selection of methods can be adjusted to the prevailing conditions and situations. The Presence System application created has the aim of making it easier to take attendance without making direct contact with the tool quickly and integrated with the web to display attendance status in real time. This application is designed using Android because the use and availability of devices that use Android is very wide and available in various circles of society. Taken from one source of survey of the use of the Android Operating System (OS) states that 70% still use Android worldwide. In this research, the application is made using the Kotlin programming language on Android, web platform development using the Bubble.io tool, and PHP and SQL programming languages as supporting databases that contact Android devices with websites. Based on the results of the tests carried out, testing the Functional Suitability characteristics scored 100%, Compatibility characteristics with a score of 93.75%, Reliability characteristics with a score of 100%, and face recognition accuracy with a score of 100%.
Penerapan MDA Framework dalam Pengembangan Gim Tower Defense Moh. Faiz Hidayatulloh; Eriq Muhammad Adams Jonemaro; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 10 (2022): Oktober 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Tower defense is a subgenre of strategy games that have been popular in the last two decades. In tower defense games, players must achieve their goals by defending territory and property by blocking attackers or stopping opponents from reaching an exit by laying defensive structures along the path of the opponent. One of the obstacles to tower defense games is an imbalance, for example a game that is too easy makes players bored quickly, while a game that is too difficult makes players frustrated. This can result in player disappointment resulting in negative feedback to the developer. To overcome these obstacles, a good development method is needed, one of the most widely used game design methods is the MDA framework. MDA stands for mechanics, dynamics, aesthetics. Each of the three represents the main elements in the game, namely the rules, game system, and player reactions. The purpose of modeling tower defense games into MDA is to make it easier for the development team to understand the elements of tower defense games from the perspective of developers and players according to the MDA function, so that the games created can be easily developed and get good feedback from players. From the test results through the playtesting method, it was found that players were satisfied with the game from the tower defense strategy game developed and gave positive feedback to the game and the developer.
Pengembangan Gim Edukasi Pembelajaran IQRA-1 dan Tajwid menggunakan Augmented Reality Andri Alfian; Eriq Muhammad Adams Jonemaro; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 1 (2023): Januari 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Studying, understanding and practicing Qur'an is an obligatory thing that every Muslim does in his daily life. However, for now, the method of learning Qur'an at the basic level still uses conventional methods, one of which is the IQRA theory method, which is less favored by students in learning hijaiyah letters. This problem can be dealt by utilizing technology which is currently easy to use by various age groups, especially children. Learning media can also includes gamification aspects, such as levels and scores to create more interesting learning ecosystem. In addition, Augmented Reality technology that can display digital information to the real world is also starting to be widely applied to create immersiveness to the use of edutainment media. Therefore, the AR-IQRA-1 and Tajwid game was created, which packages IQRA learning techniques in a more interactive, interesting and modern way, as an option for more modern learning method, to increase interest in learning the pronunciation of Hijaiyah letters. AR-IQRA-1 and Tajweed game is developed with AR technology using markerless method that brings up 3D images of the hijaiyah letters. The development of the AR-IQRA-1 and Tajweed game uses methods including needs analysis, design, implementation, and testing. Functional testing of AR-IQRA-1 and Tajweed game resulted in 4 kinds of functions that were declared fulfilled with an overall valid logic structure. The usability testing of AR-IQRA-1 and Tajweed game being held using the System Usability Scale (SUS) technique with 24 student respondents, obtained a result of 81.04 which means that AR-IQRA-1 and Tajweed Game has acceptable criteria and grade B with an excellent rating.
Perancangan Pengalaman Pengguna Aplikasi Presensi dan Penilaian Akademik Santri menggunakan Metode User-Centered Design (Studi Kasus: Pondok Pesantren Anwarul Huda Malang) Agus Nugroho; Eriq Muhammad Adams Jonemaro; Mahardeka Tri Ananta
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 1 (2023): Januari 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Anwarul Huda Islamic Boarding School is an educational institution located in Malang City, East Java with a total of 269 students. Based on the results of interviews with the management of the education division, Anwarul Huda Islamic Boarding School has problems in managing student data. The management of student data, such as the management of value data and attendance data is still done manually, so it is considered less effective and efficient. In the implementation of learning activities, students are also still often found cheating, namely there are still many students who commit attendance forgery. Based on these problems, the design of the user experience of the attendance application and the academic assessment of students was made. With this design, it is hoped that it can help the education division and the developer in creating a system that can help in managing student data. The method used in this study was to use user-centered design (UCD). The result of this study is a solution design in the form of a high-fidelity prototype which is then evaluated using usability testing. As for the results of the usability test, in the aspect of effectiveness, scores were obtained of 98.07% for admins, 98.33% for teachers, and 100% for students. The efficiency aspect obtained TBE scores of 0.12 goals/sec for admins, 0.103 goals/sec for teachers, and 0.17 goals/sec for students. The user satisfaction aspect obtained a system usability scale (SUS) score of 90 for admins, 77 for teachers, and 86.5 for students..
Pengembangan Aplikasi AR-BIO sebagai Media Pembelajaran Pengenalan Anatomi Sistem Respirasi menggunakan Teknologi Augmented Reality Medeline Agustine; Eriq Muhammad Adams Jonemaro; Lutfi Fanani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 1 (2023): Januari 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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The online learning system is a teaching and learning activity used during the COVID-19 pandemic. The problem caused by online teaching and learning activities is the emergence of the learning boredom in students. One of the factors that causes the learning boredom is the use of media which is believed to be less supportive. The learning media that is being used is more of one way and less interactive for the students. Therefore the AR-BIO application was developed to overcome the problem of learning boredom in students. The AR-BIO application uses markerless augmented reality technology which can project the 3d images of respiratory system organs. The AR-BIO development utilizes the SDLC waterfall method, and is intended for android devices. The AR-BIO application development process includes : Needs analysis, application design, implementation, and application testing. The test results of the AR-BIO application functionality displaying all the application functional system requirements have been achieved. The results of testing the usability of the AR-BIO application using the System Usability Scale (SUS) obtained the result of 79,5 which means the application is in the acceptable category. To find out whether the use of the AR-BIO application helps reduce boredom in students, an assessment has been carried out using the Likert scale method. The results that have been obtained for the AR-BIO application effectiveness in understanding the material is on a scale of 86%. The use of the AR-BIO application supports the learning process to be more intriguing on a scale of 94%. The use of AR-BIO application in terms of higher level of interest than previous media is 90%, and the use of AR-BIO application in terms of help motivate the learning process is on a scale of 88%.
Analisis Perbandingan Pengalaman Pengguna pada Aplikasi Halodoc dan Alodokter menggunakan User Experience Questionnaire (UEQ) Nixon Okabashi Hendrawan; Eriq Muhammad Adams Jonemaro; Mahardeka Tri Ananta
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 3 (2023): Maret 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Covid-19 pandemic affecting all of our life's aspects, health included. Until the founding of technology development called Telemedicine. Telemedicine is online healthcare that helps the user to get medicated or have a health consultation without having to come to the medical center or hospital. There's several online consultation media available nowadays, for example Halodoc and Alodokter. User experience evaluation is being conducted towards Halodoc and Alodokter because both have similarities in its main features. Evaluation being done using User Experience Questionnaire (UEQ) in the form of Google Form for an easier distribution. 20 participants' data collected, and acquired that Halodoc got a positive evaluation and Alodokter got a quite positive evaluation. Although being compared, Halodoc generally got a better result than Alodokter. Both have similarities which are that their highest value is in their Efficiency scale and pragmatic quality's aspect got the lowest value. Therefore can be concluded that the aspect which needs an improvement is the pragmatic quality's aspect so the user can be more engaged and more impressed on using the application.
Perancangan User Experience Aplikasi Platfrom Komunitas Sosial Animal Welfare di Kota Malang menggunakan Metode Human Centered Design Yoga Sadewa; Eriq Muhammad Adams Jonemaro; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 3 (2023): Maret 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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SCD (Stray Cat Defender) is one of the animal welfare communities that cares about the condition of stray cats in Malang City. SCD has several community activity programs, namely Rescuing, Animal Care, Sterilization, Adoption, and Campaign. In the adoption process is that the community can only share adoption offers provided by netizens for 24 hours, so the information provided does not last longer and the adoption status of the offered cats cannot be monitored. In addition, similar problems also occur when netizens provide information about missing cats. The Human Centered Design (HCD) approach was used in this research to identify the right solutions for the problems in the community. The HCD stages include user context analysis, user needs analysis, solution design, and solution design evaluation. The results of the research produced user requirements consisting of 6 user types, namely Catizen, Admin, Merch Seller, Treasurer, Content Manager, and Event Manager, with a total of 109 functional requirements. The result of the Prototype Application Testing using Usability Testing and UEQ Testing method. Usability Testing on the 6 actors resulted in an average of 95.34% in the effectiveness aspect, 0.25 goals/second in the Time Based Efficiency, and Based on the results of UEQ Testing, the Satisfaction aspect overall obtained an average score that falls into the good category, with Attractiveness scoring a Mean value of 1.67, Perpspicuty scoring a Mean value of 1.89, Efficiency scoring a Mean value of 1.53, Dependability scoring a Mean value of 1.53, Stimulation scoring a Mean value of 1.56, and Novelty scoring a Mean value of 1.22.
Perancangan User Experience Aplikasi Mobile e-Lelang menggunakan Metode Human Centered Design Beril Sanda; Eriq Muhammad Adams Jonemaro; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 3 (2023): Maret 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The auction buying and selling process involves bidding goods to bidders and bidders offering higher prices until the goods are sold at the highest agreed price. Recently, internet technology has begun to be used to carry out the auction process. Even so, the online auction process still encounters several problems such as misinformation, differences in product expectations, fraud, and errors in pricing. To overcome these problems, developing auction applications can help minimize these obstacles. It is essential to strike a balance between an attractive interface design and a pleasant user experience. The purpose of this research is to design an interface and user experience for online media auctions using the Human Centered Design method. This method engages potential users and includes creating personas, empathy maps, and information architecture to identify user needs. Next, the implementation process is carried out through the creation of wireframes, wireflows, mockups, and prototypes to carry out usability tests and system usability scale tests. The test results show that the implementation has reached 95% effectiveness, and 92.09% efficiency, and the user satisfaction level reaches 77.19 on the SUS scale which is above the average. It can be concluded that the solution design created can minimize the problems that exist in the online auction process.
Evaluasi Playtesting Gim A Space for the Unbound menggunakan Mechanic Dynamic Aesthetic Framework Muhammad Haikal Fisabilillah; Eriq Muhammad Adams Jonemaro; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 7 No 5 (2023): Mei 2023
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Gim video dengan berbagai macam genre telah tersebar luas di pasaran. Salah satu genre yang banyak digemari adalah genre adventure. Genre adventure berfokus pada cerita yang ingin disampaikan kepada para pemain. A Space for the Unbound karya Mojiken Studio merupakan satu contoh gim adventure. Gim ini mendapatkan banyak ulasan positif terutama pemain dari Indonesia karena gim mengambil latar belakang Indonesia pada tahun 90-an. Walaupun begitu, A Space for the Unbound juga mendapatkan beberapa ulasan negatif yang patut diperhatikan. Salah satu ulasan negatif mengeluhkan gameplay gim yang repetitif serta laju gim yang lambat. Berdasarkan ulasan tersebut, penulis melakukan evaluasi playtesting gim A Space for the Unbound menggunakan MDA framework yang membagi gim menjadi tiga komponen yakni mechanic, dynamic, dan aesthetic. Metode ini dilakukan dengan cara playtesting, yaitu solo testing dan playtesting bersama dengan beberapa narasumber dari dua segmen yang berbeda. Wawancara dengan para narasumber dilakukan setelah playtesting untuk mendapatkan data evaluasi. Data evaluasi diubah menjadi rekomendasi yang dapat digunakan untuk memperbaiki ataupun menyelesaikan permasalahan gim. Berdasarkan hasil evaluasi, gim memiliki beberapa kekurangan seperti tidak terdapat opsi untuk mengulang cerita, kecepatan berlari karakter yang terbilang lambat, dan terdapat visual karakter yang membingungkan. Rekomendasi berupa penambahan opsi mengulang misi pada satu bagian cerita, meningkatkan kecepatan berlari karakter, dan menyesuaikan visual ekspresi karakter dapat digunakan untuk mengembangkan gim kedepannya.
Co-Authors Abdul Hakim Abdurrahman Prawira Purmiaji Abimanyu Prayuda I. H. Alfianto Achmad Arwan Adam Hendra Brata Ade Darmawan Aditya Luthfi Alvari Ramadhan Afina Putri Cahyani Agus Nugroho Ahmad Fadli Naharu Akbar Ramadhan Allen Nazario Istalaksana Alvinanda Rosha Kurniawan Andhi Indra Lestya Wicaksono Andri Alfian Anggtaslih Mutiara Fathony Arda Satata Fitriajie Ari Bayu Prasetyo Arief Alamsyah Aries Satryadhi Aldana Ary Muhammad Prayoga Asa Kartika Indrajati Bariq Najmi Rizqullah Kartiko Putro Beril Sanda Beuty Ayu Fambudi Chairunnisa Yusuf Chayrul Arifin Choirul Ichsan Basuki Chyntia Savrila Putri Darin Nadhifah Darmadani Kyat Madana Dave Putra Radin Denny Sagita Rusdianto Dhany Sakti Priabudi Drajat Khoirul Muslim Erlangga Rizki Pratama Ezar Chrisdinan Diass Fadila Arisha Fajar Pradana Fajrian Muchtar Firadi Surya Pramana Fitraldy Soefana Gerwin Jonathan Henri Hanifah Muslimah Az-Zahra Haris Mahmudi Hilmi Ilyas Rizaldi Ilham Akbar Ahmadi Issa Arwani Iwan Prasetiyo Hakiki Kevin Azwega Kholish Ulil Abshor Lutfi Fanani Luthfi Fawwaz Putranto M. Hamzah Mahardeka Tri Ananta Mas Haq Kresno Danisworo Astroaji C Medeline Agustine Moch Meidhike Wirazitanra Jayadi Moh. Faiz Hidayatulloh Moh. Laksamana Adhitama Muadz Askarul Muslim Muhammad Aminul Akbar Muhammad Dikri Robinsyah Muhammad Faiz Takwa Muhammad Faris Faishal Muhammad Galang Tarigan Muhammad Haikal Fisabilillah Muhammad Hasbi Rahman Muhammad Rifat Ardiyansyah Nadya Dwi Sukmawati Nashrul Azhar Mas'udi Natanniel Eka Christyanto Naufal Rizky Akbar Nixon Okabashi Hendrawan Novanto Yudistira Panji Tiara Kusuma Priyambadha, Bayu Rahadian Fernandika Ratih Kartika Dewi Renaldin Suinto Zai Richard Hans Octavian Rizki Maulana Akbar Rizky Afwan Austin Rosikhan Maulana Yusuf Rosita Budianti Sendi Rachmat Fadillah Tri Afirianto Vicky Anggara Wibisono Sukmo Wardhono Yoga Sadewa Yoshua Aditya Kurnia Yuan Edo Ramadhana Zulfikar Fahmi Falakh