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Implementation of Finding Shortest Route for Pharmacy Location Using A-star Algorithm Juniawan, Fransiskus Panca; Sylfania, Dwi Yuny; Agrina, Dini
JOIN (Jurnal Online Informatika) Vol 4 No 1 (2019)
Publisher : Department of Informatics, UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/join.v4i1.296

Abstract

The number of pharmacies in the Pangkalpinang City has increased rapidly. This is directly proportional to the needs of the people of Pangkalpinang City to fulfill the health needs, buy medicine or divert doctor's prescriptions. This is a debate for people who do not know the location of pharmacies in this city. Practically, people can just go to a pharmacy with a location that far from user location, even though there is a pharmacy near the user. This is because there is no pharmacy information location in the Pangkalpinang City. To solve this problem, proposed a system that can display the location of all pharmacies in the Pangkalpinang City. In addition, the system can search the shortest path from the user's location to the nearest pharmacy location around using the A * algorithm. This algorithm was chosen because its advantages that are able to produce optimal solutions according to the expected heuristic functions. The results of the testing are that the system can optimize and be able to search the shortest path from the user's location to the nearest pharmacy.
Implementasi Aplikasi Monitoring Nilai dan Kegiatan Siswa Berbasis Android dengan Metode Prototype Juniawan, Fransiskus Panca; Sylfania, Dwi Yuny; Rian Chrisna Putra, Rendy; Sulaiman, Rahmat
Jurnal Komtika (Komputasi dan Informatika) Vol 5 No 1 (2021)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/komtika.v5i1.5119

Abstract

The number of smartphone and internet users in Indonesia is currently very large. This is become the basis for the use and development of mobile-based applications for the advantage of education. However, not all High Schools in Indonesia have a mobile-based system. Another problem is that most of them still use conventional methods in implementing teaching and learning activities, and reporting learning outcomes to parents. This is also still the case at SMA Negeri 1 Pangkalanbaru, Bangka Tengah. This problem is what we want to raise and solve by developing applications that can solve these problems. The research was developed using the Prototype method which consists of stages of Data Collection, Rapid Planning, Prototype Design, and Prototype Testing. By using the UML tool, results are obtained in the form of parents who can monitor grades, school information, and school announcements. In addition, students can take attendance online, register for extracurricular activities, and view announcements. From the testing results it is known that the system performance is running well as it should.
Augmented Reality as Learning Medium for Preservation of Traditional Musical Instruments in Bangka Juniawan, Fransiskus Panca; Sylfania, Dwi Yuny
EMITTER International Journal of Engineering Technology Vol 7 No 2 (2019)
Publisher : Politeknik Elektronika Negeri Surabaya (PENS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24003/emitter.v7i2.416

Abstract

Nowadays the use of technology is something that can be found anywhere. This condition has an impact on the loss of awareness of the Indonesian cultural treasures value in the form of traditional tools. No exception to traditional musical instruments on Bangka Island which began to lose its popularity. At present, most teenagers on Bangka Island cannot play traditional musical instruments. Likewise with the children who do not know and not even know their own regional musical instruments. With the continuation of this condition, it is feared that the existence of traditional Bangka musical instruments will disappear, as well as human resources that can play it. Augmented Reality (AR) is a visual technology that can display objects in 3D. The advantage of this technology is being able to give a display of real-time musical instrument in the form of dynamic 3D visualization of objects and it is in accordance with the movements of the user's smartphone camera. AR has also been applied in various cases as a solution to problem-solving. Therefore, to overcome this problem, an application to preserve the traditional Bangka musical instruments using Augmented Reality (AR) is forming. The 3D objects of musical instruments are made using Maya. Unity is also used as an engine for the application of 3D modeling on the Android system, and Vuforia SDK as it’s augmented reality engine. The results of performance testing obtained 100% running well. From the results of testing the user experience with the HARUS method, it is proven that the system has comprehensibility aspects of 75.98% and manipulability aspects of 80.74% so that the total value HARUS be 78.36%.