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Rancang Bangun Sistem Arsip Surat Kerja Sama Daerah berbasis Web dan Android di Pemkot Singkawang Teofilus Figo Ananda Nicolas; Rr. Hajar Puji Sejati
G-Tech: Jurnal Teknologi Terapan Vol 8 No 1 (2024): G-Tech, Vol. 8 No. 1 Januari 2024
Publisher : Universitas Islam Raden Rahmat, Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33379/gtech.v8i1.3502

Abstract

The government sector is expected to utilize technology to support and optimize their respective performances, enabling them to provide better services to the public. The ‘Regional Cooperation Letter Archive System’ is developed to support the performance of the Singkawang City government in terms of archiving cooperation letters, which are currently conducted using paper-based and traditional methods. The development of this system utilizes the Rapid Application Development (RAD) method, going through several phases of data collection. This research includes interviews with the Secretariat of Singkawang City to gather information about archiving incoming and outgoing letters using the old methods. Because of the existence of this application that utilizes an online database, administrators do not need to spend time storing or accessing old incoming and outgoing letters. Administrators will also be evident when offering collaborations with other institutions or organizations.
Sistem Informasi Beasiswa Mahasiswa Berprestasi Wonogiri Berbasis Mobile Albertus Novvidi Setyo Setyo; RR. Hajar Puji Sejati
G-Tech: Jurnal Teknologi Terapan Vol 8 No 1 (2024): G-Tech, Vol. 8 No. 1 Januari 2024
Publisher : Universitas Islam Raden Rahmat, Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33379/gtech.v8i1.3791

Abstract

Scholarships are financial assistance to support education that is often given to students, both for outstanding students and students who are economically disadvantaged. The distribution of tuition assistance generally aims to support underprivileged students so that they can attend education despite their lack of financial conditions. The Wonogiri Regency Government itself has prepared a scholarship program for outstanding students to boost human resource in the Wonogiri Regency. In Wonogiri Regency itself, many outstanding students need scholarship assistence, but they still have difficulty getting information about the program due to the lack of information media that has not been supported. The research method used is teh rapid application development (RAD) method. This research aims to design an Android-based scholarship information system application that is expected to help make it easier for students to get information and register for scholarships online without having to come to the registration location.
Penerapan Augmented Reality pada Pengenalan Hewan Purbakala berdasarkan Jenis Makanan berbasis Android Shabrina Ziha Fidela; Rr. Hajar Puji Sejati
Jurnal Pendidikan Informatika (EDUMATIC) Vol 7 No 2 (2023): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v7i2.22123

Abstract

Ancient animals are animals that lived in the past and are now extinct. After the extinction of ancient animals, various information about these animals can only be seen through books and museums, where they show only fossils of ancient animals. Most people know the ancient animals as T-Rex, but in fact they have a variety of species up to their food type. The purpose of this research is to create an application to introduce ancient animals that have been divided by food type, namely carnivores, herbivores, and omnivores by utilizing augmented reality to replace books and museums. This research used quantitative research in the form of questionnaires to 7D class SMP Negeri 3 Mlati. The questionnaire was processed using the likert scale and the Interval Level Value (NJI) to obtain the application eligibility interval scale. The method used to build applications using the Multimedia Development Life Cycle consists of six stages: concept, design, collecting material, assembly, testing, and distribution. The test on this research used black box, angle and distance testing, and questionnaire results. The result of this research showed that functionally the features and benefits of the application in introducing ancient animals using augmented reality to people earned a merit of 4.19. Based on the NJI interval scale, the value of 4.19 is a good category so that applications are worth distributed to the public in place of books and museums. 
Penerapan Teknologi Augmented Reality sebagai Media Pembelajaran Interaktif Tata Surya Meisye Putri Azizah; Rr. Hajar Puji Sejati
Jurnal Pendidikan Informatika (EDUMATIC) Vol 7 No 2 (2023): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v7i2.22531

Abstract

Learning the solar system through books has been a major choice over time. This learning is considered monotonous because of the limited interaction of students with the delivery of material. The book only presents text and static images of the solar system planets that limit their safety. The research is aimed at building an application as an interactive learning medium in the solar system that utilizes augmented reality technology to overcome restrictions on books. Using the Multimedia Development Life Cycle (MDLC) method as a systematic framework that has six stages, namely concept, design, material collection, assembly, testing, and distribution, The research has successfully built an augmented reality solar system application using Unity 3D on Android devices. The application uses a marker-based tracking method, where there is an image card that will be identified by the camera and then processed to display 3D Solar System planet objects, matter, and voice elements on the smartphone screen. Tested applications using black box testing techniques on application features and image markers show that all systems are running well, so applications can be distributed to Tlacap State SD. Through this built-in Solar System Augmented Reality application, learning becomes more interactive, and students' understanding of the planets of the Solar System can be enhanced.
Aplikasi augmented reality pengenalan olahraga bola berbasis android Yusi Erlita; Hajar Puji Sejati
INFOTECH : Jurnal Informatika & Teknologi Vol 4 No 2 (2023): INFOTECH: Jurnal Informatika & Teknologi
Publisher : LPPMPK - Sekolah Tinggi Teknologi Muhammadiyah Cileungsi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37373/infotech.v4i2.912

Abstract

Olahraga adalah aktivitas fisik yang dilakukan oleh manusia dengan sengaja maupun direncanakan dengan tujuan menyehatkan tubuh, memberikan energi positif, dan ada yang dijadikan sebagai hobi. Salah satu olahraga yang cukup diminati banyak orang yaitu olahraga bola. Biasanya beberapa masyarakat saat bermain sepak bola mengalami luka cidera yang disebabkan karena kurangnya pemahaman dasar mengenai teknik cara bermain yang benar. Oleh sebab itu, masyarakat diperlukan pemahaman dasar mengenai teknik cara bermain yang baik, dan bisa dilakukan secara teori atau membaca buku terlebih dahulu. Namun menurut keterangan dari UNESCO hanya 0,001% ketertarikan membaca buku masyarakat Indonesia. Berdasarkan permasalahan diatas, diperlukan inovasi media pembelajaran yang berbeda dari biasanya, yaitu media pembelajaran menggunakan augmented reality atau AR. Metode yang digunakan yaitu metode Multimedia Development Life Cycle (MDLC), dan marker-based tracking. Perancangan aplikasi ini menggunakan Vuforia SDK sebagai database atau library untuk menyimpan marker, Unity 3D untuk merancang aplikasi, dan Visual Studio Code untuk pemrograman C#. Pengujian blackbox pada aplikasi ini dijalankan di smartphone android, dan tiap menu berhasil ditampilkan. Pengujian pengguna atau user didapatkan hasil dengan persentase 73% setuju, yang artinya aplikasi augmented reality pengenalan olahraga bola berbasis android layak untuk digunakan
Implementation of the Smart Car Controller System in Cars Based on the Internet of Things Adhitama, Firnawa; Sejati, Rr Hajar Puji
International Journal of Multi Discipline Science (IJ-MDS) Vol 7, No 1 (2024): Volume 7 Number 1 February 2024
Publisher : STKIP Singkawang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26737/ij-mds.v7i1.4870

Abstract

This research aimed to create innovations in the development of the Internet of Things in car accessories to add system accessories to cars. The type of research used was experimental research. The subjects studied in this research were car users whose hobbies were various types of cars. The use of Internet of Things media in car accessories is very unique and has not been widely used to create innovations in the development of Internet of Things technology. This research aimed to help car users control their cars through the voice control feature, as well as to make car users a second choice to upgrade their car systems compared to buying a sophisticated car at an expensive price. The research results showed that there were still very few car users equipped with control systems compared to luxury car users who had sophisticated systems. Thus, it can be concluded that the idea of a voice control system using the Internet of Things for car accessories could help car users increase the sophistication of the car system and is a good choice.
Rancang Bangun Aplikasi Augmented Reality Sebagai Pembelajaran Metamorfosis Kupu-Kupu Arwa, Briliana Wijdani; Sejati, RR Hajar Puji
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 5 No. 2 (2024): Mei
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jimik.v5i2.723

Abstract

Observing the butterfly transformation process directly, apart from books, can enrich the learning experience and make it more interesting. However, due to the challenges of direct observation, technological innovation is needed to support learning. The aim of this research is to use Augmented Reality (AR) technology as a learning tool for butterfly metamorphosis. In the context of learning, the changes in butterfly shape will be presented through three-dimensional media using an AR-based Android application. Information related to butterfly development will also appear when the 3D object is detected on the marker. The method used in developing this AR application is through marker-based tracking, which uses markers to identify objects. It is hoped that with this application, learning about butterfly metamorphosis can become more engaging and interactive for students.
PERANCANGAN APLIKASI RESERVASI SALON KECANTIKAN KULIT DAN RAMBUT BERBASIS ANDROID Putri Maharani Sulistyo; RR. Hajar Puji Sejati
Journal of Economic, Bussines and Accounting (COSTING) Vol 7 No 6 (2024): COSTING : Journal of Economic, Bussines and Accounting
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/costing.v7i6.12676

Abstract

Penelitian ini bertujuan untuk merancang aplikasi reservasi salon kecantikan berbasis Android untuk Salon Mey Mey Sugandha yang berlokasi di Kabupaten Gunungkidul. Aplikasi ini dirancang untuk mempermudah proses reservasi layanan salon secara online, sehingga memudahkan pelanggan dalam mengatur jadwal perawatan mereka. Penelitian ini menggunakan metode pengembangan perangkat lunak waterfall yang terdiri dari beberapa tahapan, yaitu analisis kebutuhan, perancangan aplikasi, implementasi, serta pengujian. Hasil dari penelitian ini adalah sebuah aplikasi reservasi salon kecantikan berbasis Android yang memiliki beberapa fitur utama, di antaranya penjadwalan layanan secara online, pemilihan jenis layanan, pemberian ulasan, dan rating terhadap pelayanan. Aplikasi ini tidak hanya meningkatkan efisiensi operasional salon, tetapi juga memberikan pengalaman yang lebih baik bagi pelanggan. Bagi pemilik salon, aplikasi ini membantu dalam mengelola reservasi secara lebih terstruktur, mengurangi kesalahan, dan meningkatkan kepuasan pelanggan secara keseluruhan. Kata Kunci: Aplikasi, Reservasi, Android, Salon Kecantikan, Efisiensi Operasional.
Aplikasi Pemesanan Tiket Speedboat Berbasis Android Azizah, Nur; Sejati, RR Hajar Puji
INTECOMS: Journal of Information Technology and Computer Science Vol 7 No 6 (2024): INTECOMS: Journal of Information Technology and Computer Science
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/intecoms.v7i6.12694

Abstract

Speedboat adalah moda transportasi air yang banyak digunakan untuk perjalanan antar pulau atau wilayah yang dipisahkan oleh perairan, khususnya di Kutai Barat. Saat ini, masyarakat Kabupaten Kutai Barat sering menggunakan speedboat dengan rute Melak – Samarinda dan sebaliknya. Namun, proses pemesanan tiket sering mengalami kendala, seperti antrian panjang, keterlambatan keberangkatan, dan kesalahan informasi. Berdasarkan masalah tersebut, penelitian ini bertujuan untuk merancang sebuah aplikasi berbasis Android yang dapat menyelesaikan permasalahan tersebut. Perkembangan teknologi yang pesat memungkinkan solusi ini diterapkan dengan lebih efektif. Tujuan dari penelitian ini adalah untuk membuat sebuah aplikasi dengan menerapkan sistem pemesanan tiket yang memudahkan pelanggan dalam melakukan pemesanan tiket speedboat secara cepat dan akurat melalui perangkat Android. Dengan adanya aplikasi yang telah dibuat, diharapkan mampu mengatasi permasalahan dalam proses pemesanan tiket pada CV. Berkah Kubar Jaya dan mempermudah penumpang dalam mendapatkan tiket sesuai dengan kebutuhan mereka.
ANDROID-BASED RICE SEED PROCUREMENT APPLICATION DESIGN AND DEVELOPMENT Sekhan, Fahreza Ghalbi; Sejati, Hajar Puji
Djtechno: Jurnal Teknologi Informasi Vol 5, No 3 (2024): Desember
Publisher : Universitas Dharmawangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46576/djtechno.v5i3.5215

Abstract

Agriculture is the backbone of Indonesia's economy, yet many traditional processes hinder efficiency, particularly in seed distribution. This research aims to develop an online seed ordering application to simplify the process for farmers, enabling them to acquire seeds more quickly and efficiently. The case study was conducted at Berkah Tani Seedling in Temanggung, where the need for a digital solution is urgent. The developed application provides real-time information on seed availability, prices, and delivery, allowing farmers to place orders and make payments online. The implementation results demonstrate that the application reduces the time and costs farmers spend on obtaining seeds, allowing them to focus more on farming activities, and improves inventory management for seed providers. The adoption of this technology not only streamlines the seed distribution process but also significantly enhances the quality of agricultural output. This application is expected to be implemented in other regions to support sustainable agricultural development across Indonesia.