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Arthibition: Designing Augmented Reality for Art Exhibition Kusuma Dewangga; Kathryn Widhiyanti; Putri Nastiti; Yustus Eko Oktian
Rekam : Jurnal Fotografi, Televisi, Animasi Vol 19, No 1 (2023): April 2023
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/rekam.v19i1.9296

Abstract

ABSTRACTThe Covid-19 pandemic, which occurred in the past 3 years, has forced art activists to reduce activities that involve many people. Meanwhile, art activities that gather many people are still needed as a means of publishing artworks from art activists. Augmented Reality (AR) technology has been widely applied to art exhibitions. To be able to take advantage of this technology, users must come to the exhibition site and scan an object at the exhibition site, resulting in a buildup of visitors at the exhibition site. For this reason, it is necessary to build an application that can be used to enjoy content from the exhibition without having to go to the exhibition location. This study aims to design an application that can be used by the audience to be able to enjoy the content of the art exhibition without having to go to the exhibition site. The use of AR Technology is applied as a tool to ostensibly bring artwork to the location of the application user, so that it can be enjoyed directly. The design of the ARt Exhibition application is expected to be a solution for art activists and connoisseurs to be able to enjoy art exhibitions anywhere personally so that the spread of the Covid-19 virus can be minimized. ARthibition: Mendesain Pameran Seni Rupa dengan Augmented Reality. Pandemi Covid-19 yang terjadi dalam tiga tahun terakhir memaksa para pegiat seni mengurangi aktivitas yang melibatkan banyak orang. Sementara itu, kegiatan seni yang menghimpun banyak orang masih dibutuhkan sebagai sarana penerbitan karya seni dari para pegiat seni. Teknologi Augmented Reality (AR) telah banyak diterapkan dalam pameran seni rupa. Untuk dapat memanfaatkan teknologi ini, pengguna harus datang ke lokasi pameran dan memindai objek di lokasi pameran sehingga terjadi penumpukan pengunjung di lokasi pameran. Untuk itu, perlu dibangun sebuah aplikasi yang dapat digunakan untuk menikmati konten dari pameran tanpa harus pergi ke lokasi pameran. Penelitian ini bertujuan untuk merancang sebuah aplikasi yang dapat digunakan oleh penonton untuk dapat menikmati isi dari pameran seni rupa tanpa harus mendatangi lokasi pameran. Penggunaan teknologi AR diterapkan sebagai alat untuk membawa karya seni ke lokasi pengguna aplikasi sehingga dapat dinikmati secara langsung. Perancangan aplikasi pameran seni rupa ini diharapkan dapat menjadi solusi bagi para pegiat dan penikmat seni rupa untuk dapat menikmati pameran seni rupa dimanapun secara personal sehingga penyebaran virus Covid-19 dapat diminimalkan
Perancangan dan Pembuatan Sistem Informasi Keuangan Berbasis Desktop Pada PT XYZ Yustus Eko Oktian
Journal of Information System,Graphics, Hospitality and Technology Vol. 5 No. 2 (2023): Journal of Information System, Graphics, Hospitality and Technology
Publisher : Institut Sains dan Teknologi Terpadu Surabaya (d/h Sekolah Tinggi Teknik Surabaya)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37823/insight.v5i2.299

Abstract

Perkembangan dunia usaha di era digital telah mengubah cara berbisnis para pengusaha dalam menjalankan kegiatan usahanya. Pemanfaatan teknologi informasi kian pesat, sehingga hal tersebut menjadi penanda bahwa banyak pengusaha yang bersaing untuk meningkatkan kemajuan usahanya. Peran teknologi informasi khususnya penggunaan sistem informasi di setiap perusahaan saat ini menjadi sangat penting untuk meningkatkan efektivitas dan efisiensi kerja dalam suatu perusahaan. Salah satu perusahaan yang bergerak di bidang pengolahan kayu yaitu PT. XYZ dapat dikatakan belum memiliki manajemen dan sistem informasi sehingga proses kerja dan kegiatan usaha yang dijalankan masih ditemukan banyak kendala dan kesulitan. PT. XYZ masih menggunakan Microsoft Excel sebagai alat untuk mencatat transaksi keuangan yang terjadi sehari-hari. Pencatatan dengan menggunakan cara manual tersebut sering mengakibatkan terjadinya kesalahan dan ketidakseimbangan posisi neraca. Dari permasalahan tersebut, maka akan dirancang sistem sistem informasi keuangan berbasis dekstop untuk dapat membantu dalam proses pencatatan keuangan yang sebelumnya masih dilakukan secara manual. Penelitian ini dibangun dengan menggunakan metode evolutionary prototyping dengan bahasa pemrograman Visual Basic .NET serta basis data yaitu SQL Server. Dari hasil pengujian dengan metode blackbox testing, fitur-fitur yang terdapat pada sistem dapat berjalan dengan baik. Sistem yang dibuat dapat membantu perusahaan untuk dapat melakukan pencatatan keuangan dengan lebih terorganisir dan dapat menghasilkan laporan keuangan yang akurat.
Pengembangan Aplikasi Buku Tamu Berbasis Web pada SD XYZ Rizky Basatha; David Saputra Octadianto Soedargo; Titasari Rahmawati; Yustus Eko Oktian
Jurnal Pendidikan dan Teknologi Indonesia Vol 3 No 7 (2023): JPTI - Juli 2023
Publisher : CV Infinite Corporation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jpti.312

Abstract

Buku tamu penting agar pihak sekolah bisa mengetahui jumlah banyaknya tamu, mengetahui data tamu seperti nama, institusi, dan jam kedatangan serta mengetahui tujuan dari kedatangan tamu di sekolah. SD XYZ masih menggunakan sistem buku tamu manual, dimana buku tamu dilakukan pengisian saat tamu datang ke sekolah ke dalam buku. Penelitian ini bertujuan untuk mengembangkan aplikasi buku tamu berbasis web pada SD XYZ. Berdasarkan hasil wawancara dengan pihak sekolah, penggunaan sistem informasi untuk pengelolaan data tamu sangat dibutuhkan oleh SD XYZ. Penelitian ini menggunakan metode pengembangan perangkat lunak waterfall dan menggunakan bahasa pemrograman PHP (Hypertext Pre-Processor).  Berdasarkan hasil uji coba black box testing dapat disimpulkan bahwa fitur-fitur pada sistem informasi yang dibuat dapat berjalan dengan baik sehingga sistem informasi buku tamu dapat digunakan pihak sekolah untuk melakukan pengelolaan data tamu yang datang ke sekolah dan memudahkan pencarian data tamu tamu. Sistem juga dapat menghasilkan laporan berupa data list tamu sehingga kepala sekolah dapat mengetahui list tamu yang mengunjungi sekolah dan juga dapat melihat informasi keperluan kunjungan tamu.
Design and Implementation of Blockchain-Based Office Attendance System Yustus Eko Oktian
Teknika Vol 13 No 1 (2024): Maret 2024
Publisher : Center for Research and Community Service, Institut Informatika Indonesia (IKADO) Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34148/teknika.v13i1.775

Abstract

The office attendance system has shifted from using physical forms to digital inputs to minimize data errors and data loss when taking attendance. Unfortunately, digital systems generally still use traditional databases where the admin's role is crucial, and there is potential for fraud (e.g., admitting attendance of a non-attending person or manipulating a targeted person’s log due to personal grudges, competition, or other reasons) if the admin is dishonest. In this paper, we propose Absenin, a blockchain-based office attendance system, which replaces the role of traditional databases with blockchain and smart contracts to make it secure from malicious admins and fair for other participants. We create an Attendance Smart Contract that will run on the Ethereum blockchain. Admins and employees will interact with this smart contract to carry out attendance system operations. Absenin is also designed to have real-time attendance data, but the attendance machine does not need to be connected to the Internet, which is a unique feature of our system that no previous works have attempted. Despite using blockchain and smart contracts, our evaluation results show that Absenin is able to produce relatively small processing delays, and gas usage on the blockchain is still far below the gas limit of the Ethereum mainnet. Therefore, we can assure that the system is feasible and can be applied to organizations with a scale of thousands, tens, or hundreds of thousands of employees.
Enhancing Online Batik Shopping Experience through Live Streaming Commerce and the LYFY Application Wiradinata, Trianggoro; Wibowo, Wilbert Bryan; Oktian, Yustus Eko; Maryati, Indra; Soekamto, Yosua Setyawan
Journal of Applied Data Sciences Vol 6, No 1: JANUARY 2025
Publisher : Bright Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47738/jads.v6i1.504

Abstract

Online batik shopping often results in buyer dissatisfaction due to discrepancies between product descriptions and the actual items received. Static images and text on e-marketplace platforms are insufficient to convey the intricate details of batik designs, leading to mismatches in customer expectations. To mitigate this issue, Live Streaming Commerce (LSC) features, such as those on Shopee Live, allow sellers to showcase products in real-time, providing more accurate representations. However, sellers face challenges in managing overwhelming volume of comments during live streams, making it difficult to prioritize important queries. LYFY, a comment management app developed to streamline these interactions, aims to address this problem by improving the quality of interaction between live streamers and prospective buyers through filtering important comments. This study examines the determinants affecting the adoption of LYFY by online batik vendors. The research integrates the Task-Technology Fit (TTF), Technology Acceptance Model (TAM), and Expectation-Confirmation Model (ECM) frameworks to evaluate LYFY's performance in fulfilling user requirements. Data were collected from 243 respondents with LSC experience, and the research model underwent evaluation through Partial Least Squares Structural Equation Modeling (PLS-SEM). The measurement model exhibited high reliability and validity, with values surpassing the suggested thresholds, thereby providing solid support for subsequent analysis. Key factors such as TTF, confirmation, perceived usefulness, ease of use, and satisfaction were examined to determine their impact on user adoption. The analysis revealed that TTF has the strongest influence on confirmation, perceived usefulness, satisfaction, and individual performance. Additionally, perceived ease of use and confirmation substantially influence continuance intentions and satisfaction. These results suggest that enhancing LYFY's task-technology fit and simplifying its user interface are crucial for improving user satisfaction and adoption. By addressing these areas, LYFY can better support live stream sellers, reduce product expectation discrepancies, and improve overall customer experience, particularly in the online batik market.
LyFy: Enhancing Batik E-Commerce Live Streaming Through Real-Time Chat Filtering and Product Recommendation Oktian, Yustus Eko; Setiawan, Eugene Abigail; Wiradinata, Trianggoro; Maryati, Indra; Soekamto, Yosua Setyawan
Teknika Vol. 14 No. 1 (2025): March 2025
Publisher : Center for Research and Community Service, Institut Informatika Indonesia (IKADO) Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34148/teknika.v14i1.1104

Abstract

Live streaming has emerged as an essential tool for e-commerce, allowing sellers to engage with potential customers in real-time. However, the massive influx of comments during these sessions often includes a mix of useful product-related queries and irrelevant or distracting messages, which can overwhelm the presenter and reduce the effectiveness of the stream. In this paper, we propose LyFy, a browser-based extension designed to filter live chat messages and provide personalized product recommendations in real-time, specifically applied in Batik e-commerce to support the preservation and promotion of this unique cultural heritage of Indonesia. Our system uses a combination of natural language processing (NLP) and machine learning models to identify relevant comments, group similar queries, and offer product suggestions based on viewers' interests. We demonstrate the effectiveness of this system through a prototype implementation and evaluate its performance with qualitative feedback from streamers and users. The evaluation results indicate high user satisfaction, with over 51% of respondents rating LyFy as highly effective and 52% as highly efficient, making it a valuable tool for enhancing e-commerce live streaming interactions.
Usability Evaluation on “LYFY” as an e-Marketplace Tool for the National Batik Industry Witanto, Elizabeth Nathania; Permana, Belinda Putri Adi; Wiradinata, Trianggoro; Oktian, Yustus Eko; Maryati, Indra
JATISI Vol 12 No 3 (2025): JATISI (Jurnal Teknik Informatika dan Sistem Informasi)
Publisher : Universitas Multi Data Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35957/jatisi.v12i3.11858

Abstract

In the current digital era, e-commerce has emerged as a primary choice for many business actors, particularly Micro, Small, and Medium Enterprises (MSMEs) specializing in batik products. Live streaming commerce has gained popularity as an effective marketing strategy, enabling direct interaction between sellers and consumers. However, challenges such as audience engagement and the need for prompt responses to questions or comments during live sessions pose significant issues that need to be addressed. To assist MSMEs optimize this strategy, the application of Artificial Intelligence (AI) and Machine Learning (ML) technologies can provide innovative solutions. LYFY, an AI-driven e-marketplace platform, was developed to support batik MSMEs by facilitating product promotion, enhancing consumer interaction, and enabling efficient transactions through features such as live streaming and size prediction tools. To assess the effectiveness of LYFY's user interface and overall experience, a usability evaluation was conducted using two standardized frameworks: ISO 9241-11 and the Usability Metric for User Experience (UMUX-Lite). The finding suggests that LYFY provides a high-quality user experience and is well-positioned to support the digital transformation of Indonesia’s batik SMEs.
SMART CONTRACTS FOR DECENTRALIZED IDENTITY: EMPOWERING CITIZENS IN GOVERNMENTAL ECOSYSTEMS Oktian, Yustus Eko; Hilton, Kei Patrick; Handoyo, Jeffri Lieca
ZONAsi: Jurnal Sistem Informasi Vol. 7 No. 2 (2025): Publikasi artikel ZONAsi: Jurnal Sistem Informasi Periode Mei 2025
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/zn.v7i2.24771

Abstract

The rapid digitization of governmental services has underscored the urgent need for secure and efficient identity management systems, particularly within e-government ecosystems. Traditional centralized systems suffer from vulnerabilities such as data breaches, lack of user autonomy, and dependence on single points of control. This study proposes a decentralized identity system leveraging blockchain technology to address these limitations. Our framework employs factory-based smart contracts, hierarchical authority structures, and robust validation mechanisms to ensure trust, security, and interoperability among government entities. Through detailed implementation and testing, the system demonstrates its capability to enhance privacy, streamline identity verification, and maintain data integrity. This paper provides a practical, scalable solution for modern e-governance, setting a foundation for future research and adoption.