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TRACKME - Aplikasi Presensi Online Berbasis GPS dan Android Wiki Lofandri; Agariadne Dwinggo Samala; Aqil Afif
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 12, No 2 (2024): Vol. 12, No 2, Juni 2024
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v12i2.128692

Abstract

TRACKME adalah sebuah aplikasi presensi online yang dirancang berbasis Global Positioning System (GPS) dan platform Android dengan tujuan meningkatkan efisiensi dan akurasi dalam pencatatan kehadiran karyawan. Model perancangan dalam penelitian menggunakan pendekatan ADDIE (Analysis, Design, Development, Implementation, dan Evaluation). aplikasi ini memanfaatkan teknologi GPS untuk melacak lokasi secara real-time, mengurangi kesalahan manusia, dan mempercepat proses pencatatan. Melalui pengujian BlackBox, seluruh fungsionalitas aplikasi telah terverifikasi sesuai dengan skenario pengujian, menunjukkan hasil yang baik. Hasil penelitian menunjukkan bahwa aplikasi mampu meningkatkan efisiensi dalam pencatatan kehadiran dengan memanfaatkan teknologi GPS dan foto selfie untuk verifikasi kehadiran. Potensi pengembangan lebih lanjut mencakup penggunaan teknologi pelacakan alternatif, penambahan fitur manajemen waktu, dan ekspansi ke platform lain. Dengan demikian, penggunaan teknologi GPS dan platform Android membuktikan bahwa aplikasi TRACKME dapat menjadi solusi efektif dalam memecahkan masalah pengelolaan kehadiran karyawan. Diharapkan, aplikasi ini dapat memberikan kontribusi signifikan dalam memperbaiki sistem presensi di berbagai sektor, sambil terus mengembangkan fitur-fitur tambahan untuk meningkatkan efisiensi dan efektivitasnya.Kata kunci : TRACKME; Sistem Presensi Online; Android; GPS; ADDIE. TRACKME is an online attendance application designed based on GPS and Android platform with the aim of enhancing efficiency and accuracy in employee attendance recording. Developed using the ADDIE design model, this application utilizes GPS technology to track locations in real-time, reducing human errors, and expediting the recording process. Through BlackBox testing, all functionalities of the application have been verified according to the test scenarios, demonstrating promising results. The research findings indicate that application can improve efficiency in attendance recording by leveraging GPS technology and selfie photos for attendance verification. Further development potential includes exploring alternative tracking technologies, adding time management features, and expanding to other platforms. Thus, the utilization of GPS technology and the Android platform validates TRACKME application as an effective solution for addressing employee attendance management challenges. It is anticipated that this application will significantly contribute to enhancing attendance systems across various sectors, while continuously evolving with additional features to improve efficiency and effectiveness.Keywords: TRACKME; Online Attendance System; Android, GPS, ADDIE.
Optimization of Timing and Follow-Through Principles in Animal Motion Design: A 3D Approach for the Educational Game 'Suaka Satwa' Juyendra, Atifa Syalsabilla; Geovanne Farell; Sheanny Ocmi Sakti; Wiki Lofandri
The Future of Education Journal Vol 4 No 5 (2025)
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v4i5.586

Abstract

This study optimizes the principles of timing and follow-through in 3D animation for the educational game "Suaka Satwa", which aims to introduce seven rare Indonesian animals to children aged 5–10. Using a Design Thinking approach, the study employs digital observation and literature review to identify the natural movement characteristics of each animal. The implementation of Inverse Kinematics (IK) and Forward Kinematics (FK) techniques was carried out to create realistic animations for idle, walking, and feeding movements. The results show a significant correlation between the animal's body size and the application of timing, as well as the effectiveness of follow-through in flexible body parts such as tails, trunks, and fins. The evaluation indicates that natural animation significantly contributes to the game's educational value by creating realistic and engaging visual representations. This research enhances animation standards in educational game development and offers an innovative approach to wildlife education.
Design and Development of the Moving Score Virtual Reality Game as a Game Programmer Maghribi, Muhammad Ridho; Geovanne Farell; Sheanny Ocmi Sakti; Wiki Lofandri
The Future of Education Journal Vol 4 No 6 (2025)
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v4i6.602

Abstract

The development of Virtual Reality (VR) technology opens up new opportunities to create exciting gameplay experiences while encouraging players to be more physically active. This study aims to design a VR-based game called Moving Score, focusing on the development of motion-based interaction systems and the implementation of responsive game mechanics. The game was developed using Unity and the XR Interaction Toolkit, featuring various elements such as a dynamic scoring system, visual and audio feedback, and real-time motion detection. The method used is prototyping, starting from needs identification, prototype development, to testing and iteration. The final results show that the game successfully delivers intuitive interaction, provides effective feedback, and enhances user engagement in a virtual environment. Moving Score not only offers entertainment but also holds potential as an educational medium that supports users' physical activity and movement coordination.
Designing a Moving Score Game Based on Virtual Reality from a UI/UX Designer Perspective Fernandes, Roy; Geovanne Farell; Sheanny Ocmi Sakti; Wiki Lofandri
The Future of Education Journal Vol 4 No 6 (2025)
Publisher : Lembaga Penerbitan dan Publikasi Ilmiah Yayasan Pendidikan Tumpuan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61445/tofedu.v4i6.605

Abstract

This final project discusses the design process of the Moving Score game based on Virtual Reality (VR), with a focus on developing a User Interface (UI) and User Experience (UX) that are easy to understand for users who are new to virtual reality. The game is designed to train users’ experiences in playing virtual reality through active interaction in an immersive virtual environment. The method used is a prototyping approach that includes observation, prototype development, testing, and revisions based on user feedback. The UI is designed to be simple, intuitive, and responsive to the user's body movements. Evaluation is conducted through SWOT analysis to identify the strengths, weaknesses, opportunities, and challenges of the UI/UX design. The results of the study show that proper implementation of UI/UX in VR games can enhance user engagement and provide an enjoyable and educational gameplay experience.