Firmansyah, Mochammad Bagasnanda
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Run Length Encoding Compresion on Virtual Tour Campus to Enhance Load Access Performance Bastian, Ade; Mardiana, Ardi; Berliani, Mega; Firmansyah, Mochammad Bagasnanda
JOIN (Jurnal Online Informatika) Vol 8 No 1 (2023)
Publisher : Department of Informatics, UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/join.v8i1.1000

Abstract

Virtual tour is one of the rapidly growing applications of multimedia technology which is used for various purposes, including the dissemination of information in an interesting way. The education sector is also not spared from using virtual tour media for promotional purposes, and campuses are no exception to this rule. Large virtual tour content causes high access speed, ultimately reducing the level of comfort experienced by users. This study aims to compress panoramic images displayed on a campus virtual tour using a lossless compression method and the Run Length Encoding (RLE) algorithm. First, panoramic images are combined into one, then individual images are compressed. When recreating a virtual campus tour, compressed images are used so that the amount of data transferred is smaller. The load access speed index increases from 7,233 seconds to 3,789 seconds when images are compressed from 64 bits to 8 bits, with a compression percentage of 27%. The findings from this research are that the RLE algorithm has not been able to compress large files effectively even though it is quite successful in increasing the load access of the virtual tour website.
Pengembangan Game Augmented Reality Pembelajaran Bahasa Pemrograman Dasar Menggunakan Agile Scrum Bastian, Ade; Sarmidi; Zaliluddin, Dadan; Firmansyah, Mochammad Bagasnanda
JOIN (Jurnal Online Informatika) Vol 8 No 2 (2023)
Publisher : Department of Informatics, UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/join.v8i2.1133

Abstract

The agile scrum methodology for augmented reality development increases project team efficiency. Private campus are frequently confronted with the dilemma of new students with various backgrounds that come not only from vocational high schools but also from high schools. First year students in the informatics study programme come not only from vocational informatics high schools, but also from high schools that specialize in social studies and languages. This is a difficult task in terms of imparting a comprehension of the fundamentals of programming. This study develops augmented reality in order to teach HTML and Javascript. By combining basic principles with gaming, the proposed augmented reality (AR) makes programming interesting. Players must comprehend their programming logic in order to be immersed in a virtual environment by answering coding bug questions. During usability testing, the System Usability Scale (SUS) assesses user happiness and AR knowledge. Participants from various programming backgrounds were tested on their knowledge of programming languages. According to usability research, 59% of people found AR programming languages useful for learning and understanding basic programming languages. AR and Agile Scrum make programming more enjoyable. This study demonstrates how augmented reality can be used to teach programming languages. These findings imply that Agile Scrum and AR methods can improve learning and programming foundations. More research and development could lead to more complete and complicated AR learning environments for programming instruction.