cover
Contact Name
Brave A. Sugiarso
Contact Email
brave@unsrat.ac.id
Phone
+6282195447295
Journal Mail Official
ejournal.informatika@gmail.com
Editorial Address
Program Studi Teknik Informatika Fakultas Teknik Unsrat, Jl. Kampus Unsrat Bahu, Kec. Malalayang, Manado 95115
Location
Kota manado,
Sulawesi utara
INDONESIA
Jurnal Teknik Informatika
ISSN : 23018364     EISSN : 26856131     DOI : https://doi.org/10.35793/jti
Rekayasa Perangkat Lunak, IoT, Big Data, Cyber Security, Cloud Computing, Multimedia, Grafika Komputer
Articles 5 Documents
Search results for , issue "Vol. 18 No. 3 (2023): Jurnal Teknik Informatika" : 5 Documents clear
Pembuatan Aplikasi Augmented Reality Sebagai Media Pembelajaran Penggolongan Obat Berdasarkan Bentuk Sediaannya: Making Augmented Reality Applications As Learning Media Classifying Drugs Based on Their Dosage Forms Syalom deide Walangitan; Arthur M. Rumagit; Rizal Sengkey
Jurnal Teknik Informatika Vol. 18 No. 3 (2023): Jurnal Teknik Informatika
Publisher : Universitas Sam Ratulangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35793/jti.v18i3.50637

Abstract

Abstract - One of its uses is augmented reality technology, which uses a smartphone camera to combine virtual objects in a real environment, so that it can be used in various fields, including as a learning tool. In the field of education, introductory material on the classification of dosage forms can be obtained in college pharmacy courses which discuss each dosage form to broaden the knowledge of each student. In this case the material taught to students still uses traditional books on traditional boards, so that the use of augmented reality technology can be a tool that makes it easier to understand existing forms of medicine in a more modern and interesting way. Therefore, researchers want to research the topic, namely augmented reality as a learning medium for classifying drugs based on their dosage forms by designing drug forms with Unity, Blender 3D and Vuforia developers to display drug forms in 3D object forms with target images, with the smartphone camera pointed at the marker. This application uses the MDLC (Multimedia Development Life Cycle) methodology which includes several stages, namely concept, design, material collecting, assembly, testing and distribution. This application runs on the Android platform. Based on the results of questions and answers with 31 respondents, 100% stated that this application can help understand information about drug classification based on its dosage form in a more interesting way. Keywords: Augmented Reality, Multimedia Development Life Cycle, Drug dosage forms, Applications, image targets, 3D objects, Android.   Abstrak - Salah satu penggunaannya adalah teknologi augmented reality, yang menggunakan kamera smartphone untuk menggabungkan objek virtual dalam lingkungan nyata, sehingga dapat digunakan di berbagai bidang, termasuk sebagai alat pembelajaran. Dalam bidang pendidikan, materi penggolongan bentuk sediaan obat dapat diperoleh pada pembelajran di SMK jurusan farmasi yang membahas masing-masing bentuk sediaan obat untuk memperluas pengetahuan setiap siswa. Dalam hal ini materi yang diajarkan kepada siswa menggunakan buku dan papan tulis yang sifatnya konvensional, sehingga penggunaan teknologi augmented reality dapat menjadi alat yang mempermudah proses belajar dalam memahami bentuk sediaan obat yang ada dengan cara yang lebih menarik dan modern.  Oleh karena itu peneliti ingin melakukan penelitian dengan topik yaitu augmented reality sebagai media pembelajaran penggolongan obat berdasarkan bentuk sediaannya dengan perancangannya menggunakan developer Unity, Blender 3D dan Vuforia untuk menampilkan bentuk obat dalam bentuk objek 3D dengan gambar target, dengan kamera smartphone diarahkan ke penanda. Aplikasi ini menggunakan metodologi MDLC (Multimedia Development Life Cycle) yang meliputi beberapa tahapan yaitu concept, design, material collecting, assembly, testing dan distribution. Aplikasi ini berjalan pada platform Android. Berdasarkan hasil tanya jawab dengan 31 responden, 100% menyatakan bahwa aplikasi ini dapat membantu memahami tentang informasi penggolongan obat berdasarkan bentuk sediaannya dengan cara yang lebih menarik. Kata Kunci: Augmented Reality, Multimedia Development Life Cycle, Bentuk sediaan obat, Aplikasi, image target, objek 3D, Android.
Animasi 3 Dimensi Pembuatan Gula Aren : 3D Animation of Making Palm Sugar Tesalonika Kondoy; Arthur M. Rumagit; Sumenge T.G. Kaunang
Jurnal Teknik Informatika Vol. 18 No. 3 (2023): Jurnal Teknik Informatika
Publisher : Universitas Sam Ratulangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35793/jti.v18i3.50658

Abstract

Abstract - One way to maintain and develop traditional cultural heritage is to take advantage of available technological advances. Currently, there is no production of three-dimensional animation depicting the process of making palm sugar. The use of this technology allows us to create and design three-dimensional animations which are not only used as a means of entertainment in the film industry, but can also be applied in various contexts. For example, three-dimensional animation can be used as a visual socialization medium that can create new ways of conveying information. With the aim of making a 3-dimensional animation application for making palm sugar to introduce the process of making palm sugar, because currently there are still many people who do not know about how to make palm sugar. By taking advantage of current technological advances, it is hoped that three-dimensional animation can become an attractive and easier-to-understand medium in conveying information. Thus, the public's curiosity about the process of making palm sugar is expected to increase. In this study using the MDLC (Multimedia Development Life Cycle) method. The MDLC method has six stages and these six stages help during the process of making a 3-dimensional animation application for making palm sugar. The making of this application uses Blender, Wondershare Filmora and Unity tools. Keywords: Application, Animation, Multimedia Development Life Cycle, Blender, Wondershare filmora, Unity   Abstrak - Salah satu cara untuk mempertahankan dan mengembangkan warisan budaya tradisional adalah dengan memanfaatkan kemajuan teknologi yang tersedia. Saat ini, belum ada produksi animasi tiga dimensi yang menggambarkan proses pembuatan gula aren. Penggunaan teknologi ini memungkinkan kita untuk membuat dan merancang animasi tiga dimensi yang tidak hanya digunakan sebagai sarana hiburan dalam industri perfilman, tetapi juga dapat diterapkan dalam berbagai konteks. Sebagai contoh, animasi tiga dimensi dapat digunakan sebagai media sosialisasi visual yang dapat menciptakan cara baru dalam menyampaikan informasi. Dengan tujuan pembuatan aplikasi animasi 3 dimensi pembuatan gula aren untuk memperkenalkan proses pembuatan dari gula aren, karena saat ini masih banyak masyarakat yang belum mengetahui tentang cara pembuatan dari gula aren. Dengan memanfaatkan kemajuan teknologi saat ini, diharapkan animasi tiga dimensi dapat menjadi media yang menarik dan lebih mudah dipahami dalam menyampaikan informasi. Dengan demikian, rasa keingintahuan masyarakat terhadap proses pembuatan gula aren diharapkan dapat meningkat. Pada penelitian ini menggunakan metode MDLC (Multimedia Development Life Cycle). Metode MDLC memiliki enam tahap dan keenam tahapan tersebut membantu selama proses pembuatan aplikasi animasi 3 dimensi pembuatan gula aren. Pembuatan aplikasi ini menggunakan tools Blender, Wondershare Filmora dan Unity. Kata kunci : Aplikasi, Animasi, Multimedia Development Life Cycle , Blender, Wondershare filmora, Unity
Quick Response Code Attendance System for Congregational Activity on Android-based Platform: Aplikasi Presensi Kehadiran Kegiatan Jemaat Menggunakan Sistem Quick Response Code berbasis Android Christian Cleavy Sunkudon; Xaverius B. N. Najoan; Sherwin R. U. A. Sompie
Jurnal Teknik Informatika Vol. 18 No. 3 (2023): Jurnal Teknik Informatika
Publisher : Universitas Sam Ratulangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35793/jti.v18i3.50687

Abstract

Abstract — Evolution and life in modern times are developing rapidly, marked by the presence of technology such as smart mobile devices or smartphones and information technology today. Developments in modern times also have an impact on church life, one of which is the development of information technology. The management of information technology for the church is of particular concern in the life of the church ministry. One of the problems that occurs is the limited information resources of the congregation because the platform for this is not yet available. It was also found that the administration of attendance data collection for congregational activities still uses traditional methods that are less effective. In connection with the problems described above, it is necessary to breakthrough the management of data information from the old ways to a more systematic and modern process that can be used by the church, especially for the congregation iteself. This research aims to make changes in data management systems for the church, in the form of platforms that can be accessed by the congregation. Where this platform can accommodate congregation information, and can be accessed using existing mobile devices. The presence of information technology innovation by utilizing quick response system technology, helps various fields related to data, one of which is attendance recording. Congregations can use this platform to get access to information from the church. By using the Rapid Application Development method approach, this platform was successfully created as an innovation in church ministry. The result is a platform that is able to manage congregation data, as well as a place to record church attendance, without worrying about data inconsistencies. This platform is expected to be a new forum for church services and increase efficiency and ease of data access for church community layers. Key words—Android; Church; QR; Platform
The Augmented Reality Application for Waruga Cultural Heritage Recognition: Aplikasi Augmented Reality Pengenalan Cagar Budaya Waruga Meilani Rosinta Emma Angouw; Oktavian Lantang; Virginia Tulenan
Jurnal Teknik Informatika Vol. 18 No. 3 (2023): Jurnal Teknik Informatika
Publisher : Universitas Sam Ratulangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35793/jti.v18i3.51096

Abstract

Abstract  —  Waruga is one of the cultural heritages which is the ancestral tomb of the Minahasa tribe which is made of sedimentary rock called tufa, the local language is called apela/domato. The lack of easily accessible information and the lack of interest in the information presented has resulted in a decrease in interest in getting to know the waruga cultural heritage. Augmented reality technology offers great potential in enriching the user experience and facilitating understanding of waruga. This study uses the image target tracking method so that target detection is based on images. For the development method using the multimedia development life cycle which has 6 stages and produces an application augmented reality introduction to the waruga cultural heritage which includes 13 markers and 12 3D objects. Based on the test results involving 31 respondents in a questionnaire with 10 questions regarding understanding of waruga cultural heritage, the average answer was 94.19 out of 100 points with a range of 70-100 points. By employing augmented reality technology, we can develop an application for recognizing the cultural heritage of Waruga. Key words— Augmented reality, Cultural Heritage, Image target, Waruga   Abstrak — Waruga adalah salah satu cagar budaya yang merupakan makam leluhur suku Minahasa yang terbuat dari batuan sedimen yang bernama tufa, bahasa daerahnya disebut apela/domato. Kurangnya informasi yang mudah diakses serta kurang menariknya informasi yang disajikan menyebabkan menurunnya minat untuk mengenal cagar budaya waruga. Teknologi augmented reality menawarkan potensi yang besar dalam memperkaya pengalaman pengguna dan memfasilitasi pemahaman tentang waruga. Penelitian ini menggunakan metode pelacakan image target sehingga pendeteksian target berdasarkan gambar. Untuk metode pengembangan menggunakan multimedia development life cycle yang memiliki 6 tahap dan menghasilkan aplikasi augmented reality pengenalan cagar budaya waruga yang meliputi 13 marker dan 12 objek 3D. Berdasarkan hasil pengujian yang melibatkan 31 responden pada kusioner dengan 10 pertanyaan mengenai pemahaman tentang cagar budaya waruga, didapatkan rata-rata jawaban 94,19 dari 100 poin dengan rentang 70-100 poin. Sehingga dengan menerapkan teknologi augmented reality didapatkan suatu aplikasi pengenalan cagar budaya waruga. Kata kunci — Augmented reality, Cagar Budaya, Image target, Waruga
Aplikasi Pembelajaran Interaktif Buku Tematik Subtema Manusia dan Lingkungan untuk Siswa Kelas V : Interactive Learning Application for Thematic Book Subtheme Human and Environtment for Fifth Grade Students Fieny Eunike Rorong; Virginia Tulenan; Meita Rumbayan
Jurnal Teknik Informatika Vol. 18 No. 3 (2023): Jurnal Teknik Informatika
Publisher : Universitas Sam Ratulangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35793/jti.v18i3.51107

Abstract

In facing the demands of the modern world. The use of technology in education has become a way for students to quicly adapt to the changes of the times. If students are solely focused on reading books, often this can pose challenges in therms of engagement and understanding in the leaning process. Therefore, an interactive learning application is created to enhance the understanding of fifth-grade students at SD GMIM Sea regarding the Thematik Subtheme of “Human and Environment” within the Thematic Book. This application is Android-based and constructed using the Multimedia Development Life Cycle (MDLC) software development method. The results of the research conducted among 30 fifth-grade students at SD GMIM Sea show that there is a 38% increase in correct answers from an average pre-test score of 31% before using the application, and there is a 69% increase in post-test scores after using the application. The questionnaire results indicate that 90% of students responded that this application can enhance their understanding of human and environmental subjects. Thus, this study produces an interactive learning application that can enhance the understanding of fifth-grade students at SD GMIM Sea regarding the Thematic Subtheme of “Human and Environment” within the Thematic Book.

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