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Pemodelan Augmented Reality Edukasi Tata Surya Menggunakan Metode Marker Based Tracking dan Uat Dewi Susanti Hulu; Agusta Pratama Wibawa
Router : Jurnal Teknik Informatika dan Terapan Vol. 2 No. 3 (2024): September : Router : Jurnal Teknik Informatika dan Terapan
Publisher : Asosiasi Profesi Telekomunikasi dan Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/router.v2i3.172

Abstract

The development of interactive education as learning in education generally has several influencing factors, such as teachers who teach experiencing difficulties in keeping up with developments in information technology, learning media support tools for teaching in institutions are still limited in their use, only a few teachers use information technology in learning media because they have the knowledge to apply it to the teaching process, then from the problems that occur, the objectives include this research, designing an application interface display concept as an innovation in the use of learning technology according to needs, then creating an augmented reality learning application about the solar system according to the design created, after knowing the objectives What will be carried out in this research is implementing the use of an augmented reality application for the solar system using the marker based tracking method, where there is 3D object scanning of each planetary object in the solar system, while testing the application on 50 students of SDN Kebon Jeruk 15 Pagi, both classes VI A and B uses the user acceptance model (UAT), from the explanation explained if it is analyzed it produces an augmented reality application that has been created regarding the Android-based solar system so that it can be concluded that the testing process can be categorized as good or not in terms of AR applications and 3D object marker flashcards for students at school.
Pemodelan Augmented Reality Edukasi Tata Surya Menggunakan Metode Marker Based Tracking dan Uat Dewi Susanti Hulu; Agusta Pratama Wibawa
Router : Jurnal Teknik Informatika dan Terapan Vol. 2 No. 3 (2024): September : Router : Jurnal Teknik Informatika dan Terapan
Publisher : Asosiasi Profesi Telekomunikasi dan Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/router.v2i3.172

Abstract

The development of interactive education as learning in education generally has several influencing factors, such as teachers who teach experiencing difficulties in keeping up with developments in information technology, learning media support tools for teaching in institutions are still limited in their use, only a few teachers use information technology in learning media because they have the knowledge to apply it to the teaching process, then from the problems that occur, the objectives include this research, designing an application interface display concept as an innovation in the use of learning technology according to needs, then creating an augmented reality learning application about the solar system according to the design created, after knowing the objectives What will be carried out in this research is implementing the use of an augmented reality application for the solar system using the marker based tracking method, where there is 3D object scanning of each planetary object in the solar system, while testing the application on 50 students of SDN Kebon Jeruk 15 Pagi, both classes VI A and B uses the user acceptance model (UAT), from the explanation explained if it is analyzed it produces an augmented reality application that has been created regarding the Android-based solar system so that it can be concluded that the testing process can be categorized as good or not in terms of AR applications and 3D object marker flashcards for students at school.
Penentuan Rekomendasi Laptop Terbaik Bagi Customer Dalam Sistem Pendukung Keputusan Dengan Metode SAW Di CV. Jeflin Laptop Evaristus Nardo; Asrul Sani; Agusta Pratama Wibawa; Nur Nawaningtyas Pusparini
Jurnal Publikasi Sistem Informasi dan Manajemen Bisnis Vol. 3 No. 1 (2024): Januari : Jurnal Publikasi Sistem Informasi dan Manajemen Bisnis
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jupsim.v3i1.2367

Abstract

A laptop device is a technology in portable form that can be used to process data like a computer, making it easier for every job in its respective field that uses the system. The aim of the research carried out is to analyze customer needs for the desired laptop and determine the choice of the best laptop, the solution used is the SAW method for selecting the best laptop, then the results obtained from the SAW method process have conceptual stages, namely, determining SAW criteria, determining variable benefit and cost criteria, determining the weight of each criterion, determining SAW alternatives, normalizing the matrix, calculating the V value and ranking based on laptop brands such as Acer, Lenovo, Asus, HP, Dell and MSI.