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Augmented Reality-Based Laptop Digital Catalog Application Shiddqy Hidayat, Syahril; Taurusta, Cindy; Eviyanti, Ade; Senja Fitrani, Arif
International Journal on Human-Computing Studies Vol. 7 No. 1 (2025): International Journal of Human Computing Studies (IJHCS)
Publisher : Research Parks Publishers

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31149/ijhcs.v7i1.5455

Abstract

Augmented Reality is a system that supports the real world with virtual (computer-generated) objects that appear together in the same space/place as the real world. One of the uses of Augmented Reality is as a promotional medium. The application of Augmented Reality (AR) in promotional media aims to increase the interest of consumers who are not satisfied with conventional promotional media. With conventional media, the attractiveness of an item is still not maximized. Based on the results of the research and the application made, it can be concluded that the "AR Laptop Catalog" application can help increase consumer interest by knowing the real form of the product and can help determine the desired laptop. The "AR Laptop Catalog" application was created with the aim of introducing Augmented Reality as a new promotional media, with the existence of AR-based promotional media it is hoped that it can be a reference for the development of further promotional media
Implementation of the Linear Regression Method to Determine Predictions of the Influence of Religion on General Election Participation fitria, Saniya Izza; Senja Fitrani, Arif; Eviyanti , Ade
Digital Zone: Jurnal Teknologi Informasi dan Komunikasi Vol. 15 No. 1 (2024): Digital Zone: Jurnal Teknologi Informasi dan Komunikasi
Publisher : Publisher: Fakultas Ilmu Komputer, Institution: Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/digitalzone.v15i1.18105

Abstract

This research aims to predict election participation in places of worship through statistical data analysis methods and predictive algorithms. Election participation, as a complex phenomenon, is influenced by various factors, with religion often being a crucial element that motivates or inhibits voter turnout. This study uses variables from Central Statistics Agency (BPS) data and recapitulation of previous general elections, based on historical patterns. Using a statistical approach, the relationship between religious variables and the level of voter participation in places of worship is identified. The linear regression method is used to predict the influence of religion on election participation. In this research, a series of scenarios were carried out, and the research results showed different variations in R-squared (R-Square) and Mean Squared Error (MSE) results. The best scenario, namely the R-squared scenario with a value of around 0.00012 and an MSE of 0.09934, highlights the potential relationship between religion and voter participation. These findings suggest the need for further considerations in this context, as well as demonstrating the need for model adjustments to improve the accuracy of future election predictions.
Pengembangan Pasar Online UKM Aisyiyah Sidoarjo Berbasis WEB Eviyanti, Ade; Senja Fitrani, Arif; Abror, M.
Prosiding University Research Colloquium Proceeding of The 13th University Research Colloquium 2021: Teknik dan Rekayasa
Publisher : Konsorsium Lembaga Penelitian dan Pengabdian kepada Masyarakat Perguruan Tinggi Muhammadiyah 'Aisyiyah (PTMA) Koordinator Wilayah Jawa Tengah - DIY

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

Abstract

Usaha Kecil Menengah (UKM) adalah usaha ekonomi produktif yangberdiri sendiri yang dilakukan oleh orang perorangan atau badanusaha yang bukan merupakan anak perusahaan atau cabangperusahaan yang dimiliki, dikuasai, atau menjadi bagian baiklangsung maupun tidak langsung dengan usaha kecil atau usahabesar dengan jumlah kekayaan bersih atau hasil penjualan tahunansebagaiamana diatur dalam undang-undang. Tujuan Penelitian iniadalah membuat media promosi online bagi UKM dalammengembangkan UKM sehingga meningkatkan pendapatan melaluipenjualan produk UKM secara online berbasis web. Dalampenelitian ini, metode yang digunakan adalah metode waterfall Langkah pertama rekayasa dan pemodelan sistem informasi yaitumencari dan merancang kebutuhan sistem, langkah keduamelakukan analisa kebutuhan yaitu untuk mengetahui domaininformasi dan fungsi-fungsi yang dibutuhkan oleh sistem, langkahketiga desain yaitu membuat/merancang aplikasi sistem, langkahkeempat koding yaitu menerjemahkan dalam bentuk bahasapemrograman, langkah ke lima pengujian yaitu menguji sistemapakah sudah sesuai dengan rancangan yang sudah ditetapkan danlangkah keenam pemeliharaan terhadap software terkait dengankebutuhan pengembangan sistem. Hasilnya pengujian perangkatlunak Aisyiyah Store berbasis web menggunakan Pengujian metodeBlackbox adalah sistem dapat berjalan dengan normal dan bekerjasesuai rancangan ditandai saat sistem menerima inputan yang salahditandai dengan pesan kesalahan ketika sistem menerima inputanyang tidak sesuai dengan aturan input yang sudah diterapkan padasetiap textbox
Mountain Climbing Safety Induction for Beginners Using Augmented Reality setiawan, aldi; Aldi Setiawan, M; Dijaya, Rohman; Taurusta, Cindy; Senja Fitrani, Arif
SMATIKA JURNAL : STIKI Informatika Jurnal Vol 16 No 01 (2026): SMATIKA Jurnal : STIKI Informatika Jurnal
Publisher : LPPM Universitas Bhinneka Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/smatika.v16i01.2215

Abstract

The growing popularity of mountain climbing among novice participants has been accompanied by an increased risk of accidents, largely attributable to inadequate understanding of safety procedures. Conventional safety induction methods—primarily verbal briefings and printed materials—lack interactivity and fail to adequately simulate real climbing conditions. While prior research has examined general safety education and conventional multimedia learning approaches, the application of markerless augmented reality (AR) as an interactive, mobile-based safety induction tool specifically designed for beginner mountain climbers remains underexplored . Accordingly, this study aims to develop and evaluate an Android-based markerless AR application to enhance pre-climbing safety induction for novice climbers.  The application was developed following the Multimedia Development Life Cycle (MDLC), encompassing the stages of concept development, design, material collection, assembly, testing, and distribution. Functional performance was assessed using black-box testing, while feasibility was evaluated through a Likert-scale questionnaire administered to 20 beginner climbers.  Black-box testing confirmed that all system functionalities operated as intended. The feasibility evaluation yielded a score of 87%, indicating a good to very good level of acceptance among users. By integrating markerless AR technology into mobile-based safety induction, this study addresses a critical gap in outdoor safety training research. The findings demonstrate the feasibility and practical potential of immersive AR applications to enhance safety awareness and improve the effectiveness of preparatory training for beginner mountain climbers.