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Queue System Implementation at PT. Mulia Persada Indonesia Call Center Services Haryani Haryani; Choirunisa Iqbar Qurotaaini; Cucu Ika Agustyaningrum; Artika Surniandari; Dedi Saputra
Paradigma - Jurnal Komputer dan Informatika Vol. 25 No. 2 (2023): September 2023 Period
Publisher : LPPM Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/p.v25i2.2310

Abstract

In this modern era, call centers have become an important element in providing efficient and responsive customer service. One of the main challenges faced by call centers is how to efficiently manage customer call queues. This study aims to implement a queuing system at PT Mulia Persada Indonesia's call center service by utilizing a computer network, with the aim of increasing the efficiency and effectiveness of customer service. This research also includes an analysis of network security using a Virtual Private Network (VPN) and point-to-Point Tunneling Protocol (PPTP) as a security method for call center network connections. The results of the study show that the use of PPTP in PT Mulia Persada Indonesia's network security provides significant benefits. Call center employees can connect to the corporate network through a secure connection, even from an external location such as home. This access allows them to access the queuing system and perform call center tasks effectively without having to be in a physical office. Meanwhile, the implementation of a queue system at PT Mulia Persada Indonesia's call center service has had a positive impact, namely increasing customer satisfaction. With an effective queuing system, customer waiting time can be minimized and calls can be handled quickly.
PENGEMBANGAN MEDIA INTERAKTIF AUGMENTED REALITY UNTUK PELATIHAN TEKNIK BERLARI MENGGUNAKAN FLUTTER surniandari, Artika; Haryani; Maulana, Ilham; Ruhyana, Nanang; Cucu Ika Agustyaningrum
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 02 (2026): Volume 11 Nomor 02, Juni 2026 Published
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i02.48107

Abstract

The rapid development of Augmented Reality (AR) technology provides new opportunities for creating interactive learning media, particularly in the field of sports. Proper running technique is essential for improving performance and preventing injuries; however, many individuals still face difficulties in understanding correct body posture and movement. This study aims to develop an interactive AR-based learning media for running technique training using Flutter as the application development platform. The research employs the Multimedia Development Life Cycle (MDLC) method, which consists of six stages: concept, design, material collecting, assembly, testing, and distribution. The application is designed to display 3D visualizations of proper running posture through mobile devices in an interactive manner. System testing is conducted using black box testing to ensure functional correctness, while usability testing is carried out using a Likert-scale questionnaire to evaluate user satisfaction and ease of use. The results indicate that the developed AR-based interactive media provides clear visualization, enhances users’ understanding of running techniques, and offers a more engaging and effective learning experience. Therefore, this application can serve as an innovative alternative for technology-based running training.