Mina Ismu Rahayu
Sekolah Tinggi Manajemen Informatika dan Komputer Bandung

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Visualisasi Gedung STMIK Bandung Untuk Pengenalan Mahasiswa Baru Berbasis Augmented Reality (AR) Control dan Virtual Reality (VR) Mina Ismu Rahayu; Faiqunnisa Faiqunnisa; Robby Herdiansyah
Jurnal Penelitian dan Pengembangan Teknologi Informasi dan Komunikasi Vol 10 No 2 (2021): Jurnal Penelitian dan Pengembangan Teknologi Informasi dan Komunikasi
Publisher : LPPM STMIK Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58761/jurtikstmikbandung.v10.i2.154

Abstract

The STMIK Bandung campus has various rooms, both classrooms, lecturer rooms, computer laboratory rooms, campus environment and other rooms. The process of searching for a room currently still relies on the information or information printed on the campus walls or asking the officers, campus employees and other students. An application has been built to visualize the STMIK BANDUNG building in the form of three-dimensional (3D) objects as a medium for delivering information on the campus environment from a building plan using AR (Augmented Reality) FPS (Control) and VR (Augmented Reality) technology. This application can make it easier for prospective students to obtain information about campus buildings or buildings owned by STMIK Bandung.  The software development methodology uses the waterfall method for problems that arise in the process of making FPS (Control) and VR (Augmented Reality) AR (Augmented Reality) applications. To design the system using UML (Unified Modeling Language). The application process is built using markerless, joystick, and virtual button techniques. The tools used are Unity3D as an editor and Blender is used for designing three-dimensional (3D) models.
Perancangan Deteksi Pengenalan Wajah Menggunakan Metode Local Binary Pattern (LBP) Mina Ismu Rahayu; Anwar Nasihin
Jurnal Penelitian dan Pengembangan Teknologi Informasi dan Komunikasi Vol 9 No 1 (2020): Jurnal Penelitian dan Pengembangan Teknologi Informasi dan Komunikasi
Publisher : LPPM STMIK Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58761/jurtikstmikbandung.v9.i1.173

Abstract

Face recognition on an Android smartphone is a personal identification system that uses the physical characteristics of a person to automatically detect their identity through faces. In this face recognition detection technology will identify human faces through a digital image by matching or comparing with faces that have previously been stored and trained in data storage. The main problem faced in designing face recognition detection is how android devices can detect and recognize face objects. The proposed design method for Android-based face recognition detection is the local binary pattern (LBP) method, which in principle uses this method to get the characteristics of each face image by representing a gray image into binary numbers. The method developed is by modifying the heuristic function of the Ant-Miner algorithm. From the test results obtained that the performance of facial recognition detection using the LBP method on a person's face image has a good level of accuracy with an average of 96.7%, with 5 trials and 30 trials. In addition, this face recognition detection can also be used as a test framework for Android-based face recognition detection.
Perancangan Aplikasi dengan Sistem Animasi Sebagai Sarana Bantu Belajar dan Hiburan Literasi Numerasi Berbasis Android (Studi Kasus : SD Negeri Girisari) Dayanni Vera Versanika; Lusy Rahmawati; Mina Ismu Rahayu; Linda Apriyanti
Jurnal Bangkit Indonesia Vol 15 No 1 (2026): Bulan Juni 2026
Publisher : LPPM Sekolah Tinggi Teknologi Indonesia Tanjung Pinang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52771/bangkitindonesia.v15i1.485

Abstract

SDN Girisari is one of the schools that has not yet implemented Android-based numeracy literacy. The learning process at SDN Girisari still uses conventional media such as whiteboards and textbooks. This makes SDN Girisari students feel unfocused and bored with such a learning system. The students' unpreparedness when receiving lessons in the classroom often causes them to not understand the material that has been delivered by the teacher in the classroom. In addition, the media used when explaining the material and the long duration of the teaching and learning process also become obstacles in the learning process. Therefore, a technology-based learning medium is needed that is relevant to the needs of students, easily accessible, and can support the learning process both inside and outside classroom learning activities. With Android-based technology, learning will not be monotonous with just text, but can create audio or visual elements, even animations to make it easier for students to understand the material. Learning using smartphones becomes a unique way because it can be done anywhere and anytime. The design of an animated system application that can help students increase their enthusiasm for learning. Because besides learning, students can also play so that later students will not be bored with the material given by the teacher. This application can later be developed by teachers for their students while introducing applications that can educate students so that students can use them at school.