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Muhammad Ikhsan Thohir
Nusa Putra University

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Web-Based Employee Attendance System Utilizing Face Recognition And CNN Via Face-API.Js Muhammad Ikhsan Thohir; Ivana Lucia Kharisma; Ika
bit-Tech Vol. 8 No. 2 (2025): bit-Tech
Publisher : Komunitas Dosen Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32877/bt.v8i2.2828

Abstract

There are still significant drawbacks to traditional attendance techniques, like those employed at PT Cloud Hosting Indonesia, including the possibility of fraud, imprecise data capture, and reliance on manual input. The goal of this project is to use Convolutional Neural Network (CNN)-based facial recognition technology, which is implemented using the Face-API.js package, to design and construct an online employee attendance system. To guarantee that attendance can only be completed within a specified office radius, the system is outfitted with geolocation validation. This system's practical advantages include lowering the workload of human resources personnel, increasing the precision of attendance records, and stopping the practice of entrusted attendance. In order to protect user privacy and minimize server load, the facial recognition procedure is carried out directly on the client side (browser). The Agile Scrum system development methodology, which is used iteratively to adapt to user needs, is combined with a quantitative approach in this study. The black-box method is used for testing, and a confusion matrix is used to evaluate performance. According to the test findings, all characteristics function as intended, and the system can identify user faces from 15 registered face samples with an accuracy rate of 86.67%. The efficiency, transparency, and security of this system are better than those of traditional attendance techniques and GPS-based biometrics alone. Face recognition technology and location validation combine to create a digital solution that is suitable, secure, and suitable for use in organizations with flexible or shift-based work schedules.
Interactive Educational Media with Gamification for Introducing Traditional Costumes to Students Taufik Bima Maulana; Muhammad Ikhsan Thohir; Dhita Diana Dewi
bit-Tech Vol. 8 No. 2 (2025): bit-Tech
Publisher : Komunitas Dosen Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32877/bt.v8i2.2974

Abstract

Introducing local culture at an early age is crucial for fostering national identity, yet cultural education in Indonesian elementary schools often relies on conventional, one-way methods that fail to engage digitally native students. Prior studies using TikTok in education have been limited to passive video formats without interactive features, creating a gap for immersive, gamified approaches. This study develops and evaluates an innovative interactive educational medium using TikTok filters with gamification and Augmented Reality (AR) to introduce Indonesian traditional costumes to elementary students. The ADDIE model (Analysis, Design, Development, Implementation, Evaluation) was applied, and the media was tested with fourth-grade students at SDN 2 Parakanlima. Developed via the Effect House platform, the media presents a visual quiz where students answer through head gestures, promoting active participation. Evaluation through observation, interviews, questionnaires, and basic quantitative metrics showed a 35% increase in engagement, a 28% improvement in comprehension scores, and 92% of students reporting higher motivation. Teachers rated usability at 4.7/5 and emphasized its contextual relevance. This study concludes that TikTok filter-based educational media with gamification and AR is an effective, engaging, and accessible solution for cultural learning in the digital era. Its novelty lies in integrating AR, gamification, and a widely used social platform into a single tool for cultural education, offering a replicable model for other subjects and contexts.