cover
Contact Name
Dian Anggraini
Contact Email
dian.anggraini@upi.edu
Phone
+6285316735767
Journal Mail Official
seict@upi.edu
Editorial Address
Jl. Raya Cibiru KM 15, Cibiru Wetan, Bandung, Jawa Barat 40625
Location
Kota bandung,
Jawa barat
INDONESIA
Journal of Software Engineering, Information and Communication Technology
ISSN : 27741656     EISSN : 27741699     DOI : https://doi.org/10.17509/seict
The Journal of Software Engineering, Information and Communication Technology promotes research in the broad field of science and technology (including such disciplines as Agriculture, Environmental Science, etc.) with particular respect to Indonesia, but not limited to authorship or topical coverage within the region. Contributions are expected from senior researchers, project managers, research administrators and PhD students at advanced stages of their research, representing both public organizations and private industry. Equally, the journal if intended for scholars and students, reseachers working at research organizations and government agencies, and also for enterprises undertaking applied R&D to lead innovations. The editorial contents and elements that comprise the journal include: Theoretical articles Empirical studies Practice-oriented papers Case studies Review of papers, books, and resources. As far as the criteria for evaluating and accepting submissions is concerned, a rigorous review process will be used. Submitted papers will, prior to the formal review, be screened so as to ensure their suitability and adequacy to the journal. In addition, an initial quality control will be performed, so as to ensure matters such as language, style of references and others, comply with the journals style. Focus And Scope Software engineering Information technology Data Science AI/ML Cloud Computing, Big Data and Social Computing Image Processing Applied Informatics Database Technologies and Applications Digital Information Computation and Retrieval Information Security Human Computer Interaction Multimedia and Game Data Mining Ubiquitous Computing Business Intelligence and Knowledge Management Iot Software Engineering Education
Articles 7 Documents
Search results for , issue "Vol 3, No 2: December 2022" : 7 Documents clear
Mixed Reality Game YU-GI-OH Violla Gunova
Journal of Software Engineering, Information and Communication Technology (SEICT) Vol 3, No 2: December 2022
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1005.514 KB) | DOI: 10.17509/seict.v2i2.34675

Abstract

Mixed Reality is a technology that combines the real world with the virtual world. Merging these two worlds will form a new environment where each object from each world can interact with each other. This technology will offer a different user experience depending on how it is used, including digital games. This paper will discuss how to construct the card along with its mechanism of movement that used in YU-GI-OH game and its implementation on mixed reality technology using the HoloLens platform. The game be integrated to HoloLens until view stage.
Geographic Information System (GIS) Based Android Application for Mapping Geothermal Potential Areas Ramaditya Firdaus
Journal of Software Engineering, Information and Communication Technology (SEICT) Vol 3, No 2: December 2022
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/seict.v3i2.46899

Abstract

Indonesia's dependency on fossil energy to meet domestic energy needs remains relatively high. This dependency is vulnerable to supply shortages as fossil fuels are non-renewable and can be depleted. As a result, fossil energy is depleting, leading to electricity energy crises like the current one. Indonesia's coal reserves are predicted to be depleted within the next 20 years. Optimizing the potential of renewable alternative energy, such as geothermal energy, can fulfill the increasing electricity demand. Indonesia possesses the world's largest geothermal reserves, approximately 40%. Geothermal energy utilization is highly efficient, economical, environmentally friendly, and relatively consistent compared to fossil energy. However, its current utilization is still less than 5%. The limited utilization of geothermal energy is attributed to the management mechanisms of geothermal areas, where construction progress in several locations has been hindered. Therefore, a Geographic Information System (GIS) is needed for mapping the areas with geothermal potential as fuel for geothermal power plants (PLTP). This research generally consists of three phases: (1) data collection, (2) designing a prototype based on an application developed using Android Studio, and (3) conducting application testing using the black box method. The research aims to identify the potential of developed and undeveloped geothermal areas. It is expected to assist and facilitate the government or energy managers in managing geothermal energy resources as fuel for Geothermal Power Plants (PLTP) to meet the electricity needs of the community.
Refuseapp: Waste Transportation Service Application Jodi Setiawan
Journal of Software Engineering, Information and Communication Technology (SEICT) Vol 3, No 2: December 2022
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/seict.v3i2.47090

Abstract

Garbage is still a big problem throughout the world, including Indonesia. This waste problem has not yet found the right solution to deal with the increase in waste that continues to grow from year to year. Included in these problems are waste problems, both household waste and industrial or company waste. There are still wastes that cannot be processed and managed properly. The purpose of this study is to find solutions to minimize the accumulation of waste or waste, especially in the sector of an agency. The solution offered in this research is the design of an application called Refuseapp. This application functions as a waste transportation service devoted to the agency sector. This waste transportation service is provided free of charge in the hope of reducing the pile of waste that exists in the agency. The institutions in question are companies and hospitals. The waste to be transported will later be distributed to a waste processing site or waste bank and also to a final disposal site (TPA) in the area. The result of this research is the design of the Refuseapp application in the form of an application mockup.
Analysis of Quality in Project Quality Management Based on PMBOKĀ® Didik Suwito Pribadi; Cholid Fauzi; Ardhian Ekawijana
Journal of Software Engineering, Information and Communication Technology (SEICT) Vol 3, No 2: December 2022
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/seict.v3i2.52460

Abstract

Quality is a vital part of a successful organization. Quality is important to a process and result. A good process produces a good product, while a good product is produced through a good process. In project management, quality is used to assess project success. Quality is the degree to which the inherent characteristics meet requirements, while project quality is the process of meeting business objectives according to the project charter. The journal entitled 'Analysis of Quality in PMBOK-Based Project Management', discusses the definition, types, and processes of quality management, intending to explain projects and the process of managing them. The benefit is to explain knowledge about quality and its management. The method used is identification, description of the concept of project quality management, analysis of the management planning process, quality control, and conclusions. This research describes the quality management process, including quality control. The main input utilized in the process including Project Charter, PM Plan, Project Documents, EEF, OPA, Approved CR, Deliverables, and Work Performance Data. The Tools and technic utilized in the process include Expert Judgement, Data Gathering, Data Analysis, Decision Making, Data Representation, Test, and Inspection Planning/ audit, Design For X, Problem Solving Quality Improvement Methods, and Meetings. The results obtained from the above process include the main results consisting of QM Plan, Quality Metrics, Quality Reports, Test Documents, CR, QC Measurements, Verified Deliverables, and Work Performance Information.
Survey: IoT in Residential Areas for Energy Saving Mochammad Haldi Widianto
Journal of Software Engineering, Information and Communication Technology (SEICT) Vol 3, No 2: December 2022
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/seict.v3i2.53798

Abstract

Internet of Things for House is an aspect that is desired by all industries or organizations. Making smart buildings is an important part of implementing smart concepts in various ways, now the need for energy savings is very high because the decline in the pandemic has made energy needs increase. Where all employers are applied Back to work in the office, making energy demands increase, especially in large industrial areas that require a lot of energy. One of the houses can take advantage of the Internet of Things (IoT). This technology can save energy by means of automation. In addition, there are several methodologies that can be used for energy efficiency, by utilizing sensors. This study uses a survey literature review to obtain research in the form of 20 papers to support research on smart housing.
Innovation in Science Learning Using Augmented Reality in Animal Metamorphosis Materials Rafika Widiastuti; Hestina Nur Rahmawati; Ayu Nimas Puspaningrum; Aura Suci Adillah Nur Aisyah; Khafidz Akmal Assidqi
Journal of Software Engineering, Information and Communication Technology (SEICT) Vol 3, No 2: December 2022
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/seict.v3i2.59653

Abstract

Currently, there are still many science lessons that use the lecture method and are teacher-centred. There are still many students' natural science scores whose grades are below the KKM; the cause of low grades in this era is monotonous and unpleasant learning. Teacher-centred learning also makes students easily bored and bored, so they are not interested in learning related to the material being presented. Regarding this problem, the authors created a learning media in the form of an augmented reality application that functions to help students get to know and interact in real-time about Natural Sciences subjects, especially on animal metamorphosis material. The author uses the Multimedia Development Life Cycle (MDLC) development model through six stages, namely concept, design, collecting, assembly, testing, and distribution. From the results of making this application, animal metamorphosis learning will be easily recognized through augmented reality media, and students can enthusiastically learn using this application. Therefore, it is essential to make this learning media because students will be interested in learning new things, primarily related to 3D from augmented reality. Moreover, this technology is still rarely encountered and used in learning today.
Development of Augmented Reality Based Learning Media on The Topic of Spatial Geometry for Elementary School Students Lina Anggita Ahsani; Nepsta Ellynlouis Berthania; Anggraita Putri Kumala Dewi; Ulfatun Nisa Asy Syifa
Journal of Software Engineering, Information and Communication Technology (SEICT) Vol 3, No 2: December 2022
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/seict.v3i2.59654

Abstract

Spatial structures are three-dimensional buildings that contain space or volume within them and are bounded by sides. The rapid advancement of technology in the world of information technology and computers has also influenced the field of education, offering various conveniences and innovations. Augmented Reality (AR) is a technology that can combine two-dimensional or three-dimensional virtual objects into a real environment and then project these virtual objects in real-time. With AR technology, it is expected to provide innovation in the creation of learning media and new learning experiences in understanding and studying spatial structures, thereby attracting the interest of elementary school students to learn this subject matter.

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