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Aplikasi Virtual Reality Untuk Edukasi Musik Fernandito, Durand; Sambul, Alwin M.; Sugiarso, Brave A.
Jurnal Teknik Informatika Vol 14, No 3 (2019): Jurnal Teknik Informatika
Publisher : Universitas Sam Ratulangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35793/jti.14.3.2019.24150

Abstract

Abstract – In this era, most global of music are so developing with most of music with many kinds of rhythm and strains. From most music genre who developed, most of people don’t know about new music, and also don’t know characteristic of music they listen. Purpose of this research are for producting application of Virtual Reality for music education as media introduction to get acknowledge about music information to peoples. Result from this research are producting music application with Virtual  Reality technology with method Multimedia Development Kife Cycle (MDLC) which  they have six phase to make this application. This application give some information about music genre, music instrument, music figures and people can feel touch with this application like music museum .Keywords --; Education; MDLC; Music; Virtual Reality;Abstrak – Di zaman sekarang ini dunia permusikkan sangat berkembang pesat dengan banyaknya jenis musik yang irama dan alunannya yang bermacam-macam. Dari kebanyakkan genre musik yang berkembang sebagian besar masyarakat tidak mengenal ciri khas musik tersebut. Tujuan dari penelitian ini adalah untuk menghasilkan aplikasi Virtual Reality untuk edukasi musik sebagai media pengenalan yang dapat menambah wawasan mengenai jenis musik yang didengar. Hasil dari penelitian ini adalah menghasilkan aplikasi edukasi musik menggunakan teknologi Virtual Reality dengan metode Multimedia Development Life Cycle (MDLC) yang memiliki 6 tahap dalam pembuatannya. Aplikasi ini dapat memberikan informasi tentang genre musik hingga tokoh musik dan merasakan suasana seperti pada museum musik.Katakunci – Edukasi; MDLC; Musik; Virtual Reality;
Penentuan Posisi Mesin Game Menggunakan Metode Aras Dan Algoritma Apriori : Determination of Game Machine Position Using Aras Method And Apriori Algorithm Fernandito Freddy Setlight Durand; Kusrini; Dhani Ariatmanto
Jurnal Teknik Elektro dan Komputer Vol. 12 No. 2 (2023): Jurnal Teknik Elektro dan Komputer
Publisher : Universitas Sam Ratulangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35793/jtek.v12i2.48493

Abstract

Abstract — There are various game rides that can be used by the public like playing a Redemption Tickets game, vending machines, Large Game, and then bumper cars, and there also children's games 4 - 10 years called Kiddie Land/Kiddie Zone. This research will determine the position of game in The Play Zone Balikpapan using transaction data in June 2022 using 2 methods, aras method, association rules using the apriori algorithm and combination of these 2 methods. With aras method, a ranking search will be carried out with normalization and data optimization in order to find out the top 10 top machines that will be positioned near the entrance. With apriori algorithm, an itemset combination will be choosed on the minimum support and confidence parameters, in order to combine a game machine that is often played if a customer plays 1 or more then the customer also plays other machines in close proximity. From the results of this study, it was obtained the increase in game machine revenue for The Play Zone Balikpapan is game ticket redemption at the level method of 66.98%, the a priori algorithm is 173.11%, and a combination of these 2 methods is 489.54%.   Key words — Game Center, Algorithm Apriori, Data Mining, Aras Methods, Decision System Support   Abstrak — Ada berbagai wahana permainan yang dapat dipakai oleh masyarakat, seperti memainkan game yang mengeluarkan tiket yaitu Tiket Redemption, vending machine, juga Large Game seperti shooting game, fighting game, dance game, ada juga bumper car , dan permainan anak-anak 4 - 10 tahun yaitu Kiddie Land/Kiddie Zone dan Kiddy Ride. Pada penelitian ini akan dilakukannya penentuan posisi permainan di The Play Zone Balikpapan menggunakan data transaksi mesin pada bulan Juni 2022 dengan menggunakan 2 metode yaitu metode aras, aturan asosisai menggunakan algoritma apriori dan gabungan 2 metode ini. Dengan metode aras posisi mesin game akan dilakukannya pencarian ranking dengan normalisasi dan optimasi data guna untuk mengetahui 10 mesin top teratas yang nantinya posisi mesin tersebut akan diletakkan di dekat pintu masuk. Dengan menggunakan algoritma apriori akan dilakukannya kombinasi itemset berdasarkan parameter minimum support dan confidence, guna untuk mengkombinasikan suatu mesin game yang sering dimainkan jika suatu pelanggan memainkan 1 atau lebih maka pelanggan juga memainkan mesin yang lain secara berdekatan (aturan asosiasi) Dari hasil penelitian ini, didapat peningkatan pendapatan mesin game untuk perusahaan The Play Zone Balikpapan adalah game tiket redemption pada metode aras 66,98 %, algoritma apriori 173,11 %, dan gabungan antara 2 metode ini 489,54 %.     Kata kunci — Game Center, Algoritma Apriori, Data Mining, Metode Aras, Sistem Pendukung Keputusan, MCDM, Metode Asosiasi
PENGEMBANGAN SISTEM INFORMASI PENGARSIPAN KINERJA DOSEN ABK PRIMANIYARTA DENGAN METODE SDLC Setlight, Durand Fernandito Freddy; Supriyanto, Supriyanto; Canon, Lidya Juwita Pratiwi
Jurnal Teknik Informasi dan Komputer (Tekinkom) Vol 8 No 1 (2025)
Publisher : Politeknik Bisnis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37600/tekinkom.v8i1.2330

Abstract

The management and archiving of lecturer performance data are crucial for accountability, professional development, and meeting higher education accreditation standards. In many universities, like ABK Primaniyarta, the collection and archiving of performance evidence (e.g., teaching, research, and community service reports) are often done manually. One of the key needs for ABK Primaniyarta is an archiving information system or e-repository. Therefore, this research focuses on the design and development of a lecturer performance archiving system based on the Software Development Life Cycle (SDLC) using the Waterfall model, which includes requirements analysis, design, implementation, testing, and maintenance. In this application, document input will be performed by lecturers acting as administrators/users. The main objective of this application is to facilitate lecturers in submitting their performance data to each other and to ensure it can be properly archived. Data collection techniques involved interviews with lecturers and observations of the existing document reporting and archiving system at ABK Primaniyarta. The outcome of this research is an official web-based information system for archiving and reporting lecturer performance at ABK Primaniyarta, eliminating the need for Email & Google Drive.
Innovative Design of an Effective E-Commerce Web Model for Optimizing the Distribution of Agricultural Products in Rural Areas Surya Danang; Durand Fernandito Freddy Setlight; Fricy O. Rumintja
Indonesian Interdisciplinary Journal of Sharia Economics (IIJSE) Vol 8 No 3 (2025): Sharia Economics
Publisher : Universitas KH. Abdul Chalim Mojokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31538/iijse.v8i3.8740

Abstract

Objectives: This study aims to identify the key distribution barriers faced by farmers, develop an appropriate e-commerce model, and analyze the primary factors influencing the adoption of digital platforms in Sinsingon Village, North Sulawesi. Methodology: A survey of 75 farmers was conducted to capture distribution challenges and adoption readiness. The data were analyzed using descriptive statistics, Pearson correlation, and multiple linear regression to examine the relationships between six independent variables perceived ease of use, perceived usefulness, digital literacy, social support, internet infrastructure, and electricity infrastructure and farmers’ intention to adopt digital platforms. Findings: The study identified five major distribution barriers: the absence of a digital marketing platform, dependency on middlemen, inadequate storage facilities, weak bargaining power, and limited access to accurate price information. The majority of respondents (79%) favored a Business-to-Business (B2B) e-commerce model due to its efficiency in handling bulk transactions and institutional buyers. Regression results indicated that all variables significantly influenced adoption intention, with an explanatory power of R² = 0.74. The most influential factor was perceived usefulness (β = 0.38), followed by perceived ease of use (β = 0.29), social support (β = 0.26), internet infrastructure (β = 0.24), digital literacy (β = 0.21), and electricity infrastructure (β = 0.19). Conclusion: The findings confirm the applicability of the Technology Acceptance Model (TAM) and underscore that successful adoption requires not only technical readiness but also socio-economic integration. This study offers a conceptual blueprint for a B2B agricultural e-commerce system tailored to rural contexts, with the potential to improve efficiency, inclusivity, and sustainability in agricultural distribution.
The Impact of Digital Infrastructure Investment on Economic Growth and Social Inclusion in Emerging Economies Durand Fernandito; Amin Sadiqin; Royya Huseynzadeh
Global Economics: International Journal of Economic, Social and Development Sciences Vol. 1 No. 3 (2024): Global Economics - International Journal of Economic, Social and Development Sc
Publisher : International Forum of Researchers and Lecturers

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70062/globaleconomics.v1i3.381

Abstract

This study explores the significant role of digital infrastructure investments in driving both economic growth and social inclusion in emerging economies. With the rapid advancements in digital technologies such as broadband, mobile subscriptions, and ICT infrastructure, these investments are reshaping economies by fostering innovation, improving business efficiency, and reducing poverty. The research employs a quantitative cross-country panel data approach, examining the impact of digital infrastructure across various regions over a ten-year period. The findings reveal a strong positive correlation between digital infrastructure investments and GDP growth, highlighting the substantial effect these investments have on national economic performance. Additionally, the study demonstrates that digital infrastructure plays a pivotal role in enhancing social inclusion, particularly through improved access to financial services, education, and healthcare, which in turn reduces income inequalities and promotes social mobility. The paper also compares the impact of digital infrastructure with that of traditional investments in physical infrastructure, such as transportation, revealing that digital infrastructure offers higher returns in terms of both economic outcomes and social benefits. This research emphasizes the importance of policy interventions, including targeted subsidies and inclusive digital policies, to foster equitable growth. Finally, it proposes several directions for future research, including sector-specific impacts of digital infrastructure, regional disparities, and the long-term effects on social well-being.