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Web-Based Library Information System Using ReactJS: Case Study at the Faculty of Mathematics and Natural Sciences, Sam Ratulangi University   Freya Emily Theresia Tombokan; Benny Pinontoan; Mahardika Inra Takaendengan; Gifriend Yedija Talumingan
Jurnal Teknoinfo Vol. 20 No. 1 (2026): Period January 2026
Publisher : Universitas Teknokrat Indonesia

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Abstract

Digital transformation has reshaped the library landscape, transitioning from manual to digital systems. This research aims to develop a web-based library information system for the Faculty of Mathematics and Natural Sciences (FMIPA) at Sam Ratulangi University (UNSRAT) using ReactJS, NestJS, and PostgreSQL. The system is designed to address the inefficiencies of manual library management and enhance book information accessibility. The Rapid Application Development (RAD) method was applied, encompassing requirements planning, user design, construction, and cutover. Data were collected through interviews, observations, and surveys. The results demonstrate that the system facilitates online book searching and borrowing, accelerates administrative processes, and improves service efficiency. User satisfaction evaluation through surveys showed high levels of approval. This system is expected to support teaching and learning processes and enhance the quality of library services at FMIPA UNSRAT.
Development of a Web-Based Liturgical Presentation System with Quick Switch and QR Code Using R&D Method Juan Sebastian Sijron Lahope; Benny Pinontoan; Wisard Kalengkongan; Mahardika Inra Takaendengan; Eliasta Ketaren; Edwin Tenda
Journal of Artificial Intelligence and Technology Information (JAITI) Vol. 4 No. 2 (2026): Volume 4 Number 2 June 2026
Publisher : PT. Tech Cart Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58602/jaiti.v4i2.243

Abstract

Church worship services require a system that can assist in organizing and presenting worship materials in a structured manner so that congregants can follow the service effectively. However, the conventional presentation of liturgy, Bible verses, and songs creates challenges in material management, slide transition flexibility, and limited access for congregants. This study aims to design and implement a web-based liturgical presentation system to improve efficiency and flexibility in managing and delivering worship materials in a single church, namely GMIM Kanaan Likupang Dua. The research employs the Research and Development (R&D) method, which includes requirement analysis, system design using Unified Modeling Language (UML), development, testing, and evaluation. The system is developed using PHP with the Yii Framework 2 and MySQL database, implementing the Model-View-Controller (MVC) architecture. The main features include liturgy management, web-based presentation, a Quick Switch feature for rapid content changes, and QR Code integration that enables congregants to access presentation content through personal devices. Black Box Testing results indicate that all system functions operate properly. Furthermore, User Acceptance Testing (UAT) shows a high level of user acceptance, with 98.75% from multimedia staff and 88.86% from congregants. Therefore, the developed system is considered feasible and effective in supporting more structured, responsive, and inclusive worship services.
Development of a Web-Based First-Person Game of the Legend of Toar and Lumimuut Using Three.js Delon Daniel Wolayan; Benny Pinontoan; Edwin Tenda; Stephano Caesar Wenston Ngangi; Mahardika Inra Takaendengan; Dodisutarma Lapihu
Journal of Artificial Intelligence and Technology Information (JAITI) Vol. 4 No. 2 (2026): Volume 4 Number 2 June 2026
Publisher : PT. Tech Cart Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58602/jaiti.v4i2.261

Abstract

The legend of Toar and Lumimuut is a foundational Minahasan narrative that is increasingly unfamiliar to younger digital audiences. This research develops Toar & Lumimuut: Legend of Minahasa, a browser-based first-person puzzle adventure game that adapts the legend into an interactive 3D experience using Three.js. The study applied an iterative Game Development Life Cycle consisting of initialization, pre-production, production, alpha testing, beta testing, and release. The game contains two narrative levels: the Coast of Mount Wulur Mahatus and Mount Lolombulan. Each level integrates puzzle mechanics with story progression, including sacred torch activation, stone pillar sequencing, prophecy fragment ordering, sacred seed planting, and eternal flame activation. Technical implementation includes procedural terrain generated with Perlin noise, animated GLB characters and props, an NPC dialogue and quest system, inventory management, bilingual English-Indonesian text support, and browser-based deployment without installation. Functional validation used black box testing with 68 test cases covering movement, interface controls, dialogue, puzzles, timers, game-over states, and level transitions. All test cases passed, producing a 100% functional success rate. User acceptance testing with 15 respondents aged 19 to 21 produced an overall score of 84.44%, categorized as very good. Compatibility testing on Google Chrome, Mozilla Firefox, and Microsoft Edge showed that the game remained playable across three laptops without dedicated GPUs. The results indicate that Three.js can support accessible cultural game development while preserving local folklore through meaningful interactive gameplay.
Web-based E-Commerce Application for MSME in Manado Gabriell Cristiano Agung Taroreh; Benny Pinontoan; Edwin Tenda; Christian Soewoeh; Wisard Kalengkongan; Dodisutarma Lapihu
Journal of Artificial Intelligence and Technology Information (JAITI) Vol. 4 No. 2 (2026): Volume 4 Number 2 June 2026
Publisher : PT. Tech Cart Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58602/jaiti.v4i2.263

Abstract

Digital transformation has opened new opportunities for Micro, Small, and Medium Enterprises (MSMEs) in Manado City to increase market reach and strengthen business competitiveness through online transactions. However, many local MSMEs still have limited access to independent digital platforms, while existing e-commerce systems do not always provide the flexibility needed to handle both physical products and service-based offerings in a localized context. This study aims to design and implement a web-based MSME marketplace for Manado City using the Waterfall software development method. The system was developed with a decoupled architecture consisting of Next.js as the frontend framework, Strapi Headless CMS for backend management, and PostgreSQL as the database. The main features include seller store registration, product and service catalog management, dynamic product variants, map-based location pinning, Live Commerce, Midtrans payment gateway integration, order tracking, and accessibility support. System evaluation was conducted using Black-Box Testing and User Acceptance Testing (UAT) with a five-point Likert scale involving buyer and seller respondents. The Black-Box Testing results show that all tested features functioned as expected. The UAT results produced an average acceptance rate of 89.88% from buyers and 91.38% from sellers. These results indicate that the proposed marketplace is functional, practical, and well accepted by users, making it a suitable digitalization solution for supporting MSMEs in Manado City.
Performance Analysis of ECS Architecture in 2D Mobile Game Development: Ocean Hero Raynaldi Irfansya Regar; Benny Pinontoan; Christian A. J. Soewoeh
Journal of Artificial Intelligence and Technology Information (JAITI) Vol. 4 No. 2 (2026): Volume 4 Number 2 June 2026
Publisher : PT. Tech Cart Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58602/jaiti.v4i2.267

Abstract

Mobile game development frequently encounters computational performance bottlenecks when a system must render and update the logic of many objects simultaneously in each frame. Conventional Object-Oriented Programming (OOP) architecture produces high memory overhead and elevated cache miss rates because game objects are allocated in scattered, non-contiguous memory locations. This research aims to design, implement, and analyze the performance of an Entity Component System (ECS) architecture in a 2D Android educational arcade game titled Ocean Hero. The development process followed the Game Development Life Cycle (GDLC). ECS separates identity, data, and behavior into entities, components, and systems, allowing game logic to process homogeneous component data sequentially through Unity DOTS. Evaluation was conducted on a Samsung Galaxy A15 4G by comparing ECS and OOP implementations through white-box functional verification and stress testing across six entity workloads from 500 to 3,000 entities, each observed over a 20-second tracking period. The ECS implementation maintained a stable 30 FPS and 33.3 ms frame time across all tested entity levels. In contrast, the OOP implementation degraded to 11 FPS and 90.73 ms frame time at 3,000 entities. Based on the relative performance improvement formula, ECS achieved approximately 172.7% higher runtime performance than OOP at the highest workload. These results confirm that ECS is an effective architectural solution for improving scalability and computational efficiency in real-time 2D mobile games with large entity counts.