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Augmented Reality on Android for Identifying and Learning about Orchids Heningtyas, Yunda; Hadad, Azizal; Wulansari, Ossy Dwi Endah
KLIK- KUMPULAN JURNAL ILMU KOMPUTER Vol 11, No 1 (2024)
Publisher : Lambung Mangkurat University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/klik.v11i1.670

Abstract

Indonesia, as an agricultural country, has a wealth of various plants which are often used as ornamental plants because of their beauty, including the popular orchids. The diversity of orchids offers various opportunities for development, both for cut flowers and decoration. However, orchids are sensitive plants, requiring special care depending on the type, including growing media, water requirements, and proper temperature. Therefore, accurate information is very important for orchid fans. To answer this need, an Android-based application that utilizes Augmented Reality technology has been developed to make the delivery of information about orchid plants more interactive. Augmented Reality is a technology that combines 2D or 3D virtual objects with the real three-dimensional world, which then displays these virtual objects in real-time. With this technology, users can see 3D representations of orchids and get information through integrated video. The Multimedia Development Life Cycle method was used in developing this application, which aims to make it easier for users to understand various types of orchids and how to care for them. The Information Orchid Type Application (IJA) allows users to zoom and rotate 3D virtual objects of five types of orchid plants.
Rancang Bangun Game Edukasi Bencana Alam Menggunakan Metode MDLC Nisya, Intan Sofiatun; Wulansari, Ossy Dwi Endah; Wartariyus, Wartariyus
Jurnal Ilmu Siber dan Teknologi Digital Vol. 2 No. 1 (2023): November
Publisher : Penerbit Goodwood

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35912/jisted.v2i1.2374

Abstract

Purpose: Educational games about natural disasters in Indonesia, as a provision of learning tools to foster children's interest in learning knowledge and emergency response efforts to natural disasters, through digital games that make children happy and easy to understand material. Research Methodology: In making this Natural Disaster Educational Game, the Multimedia Development Life Cycle (MDLC) system development method is implemented which consists of six stages, namely concept, design, material collecting, assembly, testing. and distribution (distribution). This research involved elementary school students and teachers as well as employees of the national disaster management agency in the city of Bandar Lampung. Result: A multimedia-based "Natural Disaster Educational Game" (Case Study for Elementary School Students) has been successfully created as a natural disaster education medium which is a complement to material related to natural disasters in Indonesia, a digital game that makes children happy and easy to understand the material. Limitation: Educational games about natural disasters in Indonesia, including floods, landslides, earthquakes, tsunamis, volcanic eruptions, tornadoes including an introduction to natural disasters in Indonesia, the pre-disaster phase, the emergency response phase. Contribution: Educational games are interactive learning media in terms of knowledge fun, useful for improving language and thinking skills, increasing concentration and solving problems.
PELATIHAN PEMANFAATAN MEDIA SOSIAL DAN E-COMMERCE UNTUK PROMOSI DAN PEMASARAN HASIL PRODUK HANDCRAFT LAMPUNG Wulansari, Ossy Dwi Endah; Junaidi, Akmal; Hermanto, Bambang; Zaini, TM
BUGUH: JURNAL PENGABDIAN KEPADA MASYARAKAT Vol. 5 No. 1 (2025): Maret 2025
Publisher : Badan Pelaksana Kuliah Kerja Nyata Universitas Lampung

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

Abstract

Dalam era globalisasi, pengembangan sektor ekonomi kreatif dan dukungan kepada Usaha Mikro Kecil Menengah (UMKM) memiliki peran penting dalam meningkatkan pertumbuhan ekonomi suatu negara. Galeri Kalianda, sebuah UMKM yang memfokuskan pada kain Tapis khas Lampung, menghadapi tantangan dalam mempertahankan tradisi budaya sambil bersaing di pasar yang semakin kompetitif. Dua permasalahan utama yang dihadapi oleh Galeri Kalianda adalah ketiadaan situs web resmi dan katalog produk online. Tujuan dari kegiatan ini adalah membantu Galeri Kalianda mengembangkan situs web resmi yang efektif dan menciptakan katalog produk online yang dapat diakses sepanjang waktu. Program ini diharapkan dapat meningkatkan pemasaran produk kain Tapis Lampung secara online, mendukung pertumbuhan Galeri Kalianda, serta memperkuat identitas kultural melalui platform digital.
Augmented Reality for 3D Geometric Shapes and Nets Combination for Android Wulansari, Ossy Dwi Endah; Zaini, Teuku Muhammad; Bachry, Bobby; Nursiyanto, Nursiyanto
International Journal of Electronics and Communications Systems Vol. 5 No. 1 (2025): International Journal of Electronics and Communications System
Publisher : Universitas Islam Negeri Raden Intan Lampung, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/ijecs.v5i1.27574

Abstract

Nets of 3D geometric shapes are flat patterns that can be folded into 3D objects when their edges are joined. Comprehending these nets is essential, but it can be challenging because they are generally presented only as 2D images in textbooks, making them difficult to visualize without physical models. Augmented reality (AR) provides an interactive approach to visualizing 3D shapes more effectively. This study aims to develop an Android app named AR 3DNETS, which utilizes a paper cone as a 3D object marker, allowing students to interact with 3D models using their smartphones. The research follows the Multimedia Development Life Cycle (MDLC) approach, encompassing concept development, design, material collection, assembly, testing, and distribution stages. Testing results indicate that AR 3DNETS functions properly, with all buttons working correctly and compatibility across Android versions 9.0 to 13.0. The results of the data obtained from the survey indicate that the AR 3DNETS application got 17 markers with a really great category, and 3 pointers with a great category. The results of the survey suggest that learning with the AR 3DNETS application is doable to be utilized as a learning media for nets of 3D shapes. Separated from that, the evaluation criteria which talk about fun, curiosity, and simple to utilize focuses, received a rate of 82.58%, 84.52%, and 85.81%, these rates are included within the "Exceptionally Great" category. Feedback from users indicates that AR 3DNETS is highly interactive, engaging, and helps students better visualize 3D shapes. This study contributes to providing learning media for the geometry of 3D shapes.
Implementasi Cash Management System Menggunakan Real-Time Payment untuk Optimalisasi Layanan Sistem Koperasi Simpan Pinjam Sekolah Bayumi, Firman Ahmad; Parabi, M. Iqbal; Wulansari, Ossy Dwi Endah; Sholehurrohman, Ridho
Jurnal Manajemen Informatika JAMIKA Vol 15 No 2 (2025): Jurnal Manajemen Informatika (JAMIKA)
Publisher : Program Studi Manajemen Informatika, Fakultas Teknik dan Ilmu Komputer, Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/jamika.v15i2.16912

Abstract

School savings and loan cooperatives that are still run conventionally cause various problems such as delays in recording, the risk of human error, and the potential for data loss. This research aims to develop a savings and loan cooperative system that implements a Cash Management System to improve the cooperatives financial recording and management processes and use of the Real-Time Payment feature to accelerate the cooperatives savings and loan transaction processes. This research uses the Extreme Programming method. This method includes planning, design, coding, and testing. System testing includes functional testing using Selenium IDE showing results in accordance with the required scenarios, non-functional testing using Apache JMeter which indicated the need for further evaluation of performance under concurrent user requests, and User Acceptance Testing obtained a percentage of 68.2% for administrators and 84.4% for members, with an overall satisfaction index of “Very Good."