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The Implementation of Augmented Reality Based on Vuforia and Unity for Interactive Learning in Introducing Ragam Randang Objects Zulfadli Zulfadli; Budi Sunaryo; Reihan Hanafi Wiyanatra; Randi Proska Sandra
Andalasian International Journal of Applied Science, Engineering and Technology Vol. 3 No. 2 (2023): July 2023
Publisher : LPPM Universitas Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25077/aijaset.v3i2.84

Abstract

Augmented Reality (AR) is a technology that combines objects from the real world and virtual or virtual objects with real-time or direct conditions. The merging of real and virtual objects occurs because of the right technological support while the interactions that are carried out can occur using certain devices. AR is a variation of Virtual Environments (VE), better known as Virtual Reality (VR). This VR technology allows users to fully immerse themselves in a virtual environment. While Augmented Reality technology is developing very fast, many applications in Indonesia use AR technology. This study uses the waterfall system development method, where the research flow will follow the phases of the waterfall. This application is built using Unity and Vuforia. The purpose of this research is an interactive application to make it easier for students and museum visitors to understand augmented reality through mobile devices. So that museum visitors and students can see objects containing information interactively
INITIAL ANALYSIS OF STUDENT NEEDS FOR DIGITAL PLATFORM DEVELOPMENT Netti, Syukma; Hidayat, Hidayat; Zulfadli, Zulfadli; Khairunnisa, Aulia
Cerdas Proklamator Vol 10 No 2 (2022): JURNAL CERDAS PROKLAMATOR
Publisher : Study program PGSD FKIP Universitas Bung Hatta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37301/cerdas.v10i2.154

Abstract

Until now, students' behavior in handling waste has not had a broad impact on social life. For this reason, more massive efforts are needed to provide education that has a real impact, namely by creating a digital platform. The purpose of this research is to describe the results of an analysis of the initial needs of elementary school students for the development of digital platforms. Students' needs for the form of display of e-modules in digital platforms that students like and students' views on current waste management. The research method used is survey method. The sample in this study were 397 elementary school students in Padang City. The instrument used is a questionnaire. Data is processed using descriptive statistics. Based on data processing, it was found that the e-module model that was relatively preferred by elementary school students was the e-module which was presented with a composition of lots of writing with few pictures as much as 57%, little writing with lots of pictures as much as 39% and in all written form as much as 4%. When compared to videos, comics and books dominant students prefer in the form of ordinary digital books as much as 43%, in the form of comics 22% and in the form of videos as much as 35%. The behavior of elementary school students in the city of Padang is relatively good in handling waste, more than 63% have disposed of waste in its place. However, segregated waste handling is still low, namely
Analisis Kebutuhan Sistem Informasi untuk Smart Irrigation di Kabupaten Agam Zulfadli, Zulfadli; Arnita, Arnita; Mufti, Dessi; Sunaryo, Budi; Illahi, Ridho Pratama
Prosiding SISFOTEK Vol 8 No 1 (2024): SISFOTEK VIII 2024
Publisher : Ikatan Ahli Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Agriculture plays an important role in the economic structure of Agam Regency, where the majority of the population relies on agriculture as their main source of income. A well-functioning irrigation system is essential to support this agricultural sector, and its optimal management is essential. Inadequate irrigation management can have various negative impacts, including the conversion of agricultural land into empty or unproductive land, which then impacts regional income and the welfare of local farmers. This study emphasizes how irrigation assets are managed in Agam Regency and the obstacles encountered. In a region that is predominantly dependent on agriculture, approximately 70% of the land is used for agriculture, including 885 irrigation sites that require efficient management and rehabilitation, often carried out by authorities together with farmer groups. This research focuses on answering the urgent need for an integrated information system for irrigation management in Agam Regency. It is aspiring to develop a roadmap for implementing smart irrigation through information systems. Furthermore, practical investigations will develop information systems to facilitate decision-making processes in better irrigation management. The research methodology uses a qualitative descriptive method, which involves collecting data through questionnaires and interviews with relevant stakeholders, parties from government and farmer groups. Data will be processed using descriptive statistical analysis, focusing on the main problems identified during the research. Result of this study as a basic step towards developing an integrated information system for smart irrigation management in Agam Regency, which aims to improve agricultural sustainability, increase income and resource efficiency.
Kajian Kerentanan Keamanan Website Universitas XYZ Menggunakan Framework Open Web Application Security Project (OWAS) Ramadhan, Teguh Reskya; Amelia, Riska; Sunaryo, Budi; Zulfadli, Zulfadli; Arnita, Arnita
Prosiding SISFOTEK Vol 8 No 1 (2024): SISFOTEK VIII 2024
Publisher : Ikatan Ahli Informatika Indonesia

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Abstract

Website security is a critical priority for educational institutions, including XYZ University, to safeguard their data and services from cyber threats. This study aims to assess the security vulnerabilities of XYZ University's website using the Open Web Application Security Project (OWASP) framework. The analysis revealed that the website has high-security risks with multiple vulnerabilities, such as Injection, Cross-Site Scripting (XSS), and Security Misconfiguration. The study employs an OWASP-based approach, encompassing risk identification, vulnerability analysis, and mitigation recommendations. The findings indicate that the primary weaknesses stem from inadequate input data protection, delayed software updates, and weak access controls. This research provides strategic recommendations to mitigate security risks, including strengthening input validation, updating systems, and implementing robust data encryption mechanisms. The results are expected to enhance the security posture of XYZ University's website and serve as a reference for proactive measures against cyber threats.
AUGMENTED REALITY IMPLEMENTATION FOR PROMOTION MEDIA Zulfadli, Zulfadli; Syahputra, Ronaldo
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol 7, No 4 (2024): November 2024
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v7i4.2333

Abstract

Promosi merupakan suatu kegiatan yang dilakukan untuk menyampaikan, menyebarkan, dan menawarkan produk, supaya calon konsumen tertarik untuk membeli. Dalam pelaksanaann promosi CV. Pentaland Jaya Abadi menggunakan media website dan brosur yang masih yang berisi gambar 2 dimensi dan informasi tentang perumahan sehingga calon konsumen kurang tertarik disebabkan konsumen tidak bisa melihat bentuk eksterior dan interior secara langsung. Calon konsumen biasanya mendapatkan brosur melalui lokasi proyek yang masih dalam proses pembangunan, setelah itu menghubungi kebagian marketing. Salah satu cara mengatasi masalah ini dapat menggunakan teknologi Augmented Reality dengan metode pengembangan yang sesuai adalah Multimedia Development Life Cycle (MDLC) yang meliputi Concept, Design, Material Collecting, Assembly, Testing, dan Distribution sehingga penelitian ini dapat menghasilkan aplikasi Augmented Reality berbasis android yang dapat menampilkan bentuk virtual 3 dimensi dari 3 perumahan diantaranya Calista Haus, Grand Ayahanda Residence dan Tuasan Homey. Dari masing-masing perumahan menghasilkan objek 3 dimensi pada bagian eksterior dan interior sehingga dapat memberikan ketertarikan untuk membeli objek rumah dan selain itu juga membantu pada bagian marketing dalam mempromosikan objek perumahan tanpa perlu memperlihatkan banyak miniatur yang membutuhkan waktu dan juga tempat yang besar.