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Journal : IJISTECH

Decision Supporting System In Selection of Online Games Players From One Team To One Esports Medan using Naïve Bayes (Case PT. Satu E-Sport) Marina Elsera; Andhika Sulesmana; N Nurjamiyah
IJISTECH (International Journal of Information System and Technology) Vol 6, No 4 (2022): Decembar
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/ijistech.v6i4.265

Abstract

Esports is present in Indonesia as an official sport in Indonesia with the appointment of PB ESI (Indonesian Esports Association) as the main organization  which  is  recognized by the government to manage the esports ecosystem. The selection of players (athletes) is one of the determining factors in sports to achieve the goal of winning. PT. One Esports Indonesia, which is the first legal incorporated esports organization in the city of Medan, has the opportunity to join the Indonesian professional mobile legends league known as the Mobile Legends Development League (MDL). To get and determine the players who will play, so that is determined by the coach using a 7-point Likert scale. This research comes up  from this background to help in the selection of players in an open and systematic way. This study uses the nave Bayes classification method to determine the role of players, i.e : Roam/Jung/Mid, XP, and Gold. In this studying to use of  players from each role through the calculation of the ranking points of capable players which are the final result of a decision supporting system for coaches to be able to determine the athletes who will fight a duel
Application of Augmented Reality Technology in E-Commerce Web Applications N Nurjamiyah; Anisa Putri; Marina Elsera
IJISTECH (International Journal of Information System and Technology) Vol 6, No 6 (2023): April
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/.v6i6.290

Abstract

Augmented Reality (AR), is a technology that uses the concept of combining real reality with virtual reality in real time. Augmented Reality is not the same as virtual reality capable of replacing real-world reality, but it is useful for adding or supplementing. With a 3-dimensional object inserted in the target object marker which is a special image or pattern which has been inserted by 3D image, it can be detected by the application and display a 3-dimensional image in real-time. Android smartphones can allow for AR development that can be accessed by many users and it is very easy to use. AR can be used to display products in 3 dimensions on websites of e-commerce. Augmented Reality can be used to make it easier for buyers to interact directly with products in a real way in the virtual world. The method used to design the CV.Sukses Group website was to use the MDLC (Multimedia Development Life Cycle) method which consisted of concept, design, material collecting, assembly, testing, and distribution. The results of this research were in the form of e-commerce websites, AR applications, and 3-dimensional objects. The purpose of this final project was to develop an Augmented Reality application aimed at buyers who wanted to interact directly with CV.Sukses Group products. This application was created with Unity and Vuforia Engine as AR application development tools. For websites built using a WordPress CMS. The application of Augmented Reality-based technology on the CV.Sukses Group e-commerce website could read markers on product images that would display 3-dimensional models on the screen of android devices in real-time.
Augmented Reality Introduction The Engineering and Computer of Harapan Medan University Using Markerbased Tracking Method Nurjamiyah, N; Elsera, Marina; Ashar, Khairil
IJISTECH (International Journal of Information System and Technology) Vol 7, No 4 (2023): The December edition
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/ijistech.v7i4.327

Abstract

Developing technology provides convenience in almost every field. One of them is the introduction of a campus that will be an option for prospective students. Almost every campus promotes its campus by using banners, brochures, and others. The use of flyer or brochure for introduction the Faculty of Engineering and Computers Harapan Medan University was less efficient because of student candidates were not familiar with the Faculty of Engineering and Computers Harapan Medan University. The use of Augmented Reality will attract the interest of student candidates to become more familiar with the Faculty of Engineering and Computers Harapan Medan University. The method used for Augmented Reality is markerbased tracking, and for system development method is using waterfall. The application is built using Unity3D and uses Vuforia as the software development kit, and also uses C#(Sharp) for its programming language. Based on the results obtained, the system is running well as desired, such as displaying 3D of Faculty of Engineering and Computers Harapan Medan University Building and the location of the FTK Building. Augmented Reality provides a better picture of how access, buildings, locations and administrative centers are in Faculty of Engineering and Computers Harapan Medan University.