cover
Contact Name
Ari Zulsafar
Contact Email
zulsapar@telkomuniversity.ac.id
Phone
+6285280983983
Journal Mail Official
jaess@telkomuniversity.ac.id
Editorial Address
Gedung Bangkit Lt. 2 Telkom University Jl. Telekomunikasi Terusan Buah Batu 40257, Bandung, Indonesia.
Location
Kota bandung,
Jawa barat
INDONESIA
Journal of Applied Engineering and Social Science
Published by Universitas Telkom
ISSN : -     EISSN : 30630002     DOI : https://doi.org/10.25124/jaess.v3i1.9237
The Journal of Applied Engineering and Social Sciences (JAESS) is committed to being a primary reference source for relevant applied research, making active contributions to understanding and practical development in various fields of applied science. This journal specifically publishes findings of applied science research, mainly in accounting information systems and information systems, covering the development and implementation of accounting information systems to support financial and accounting activities.
Articles 50 Documents
SHAMAN: Edukasi Tentang Salahnya Pesugihan Melalui Game Horor PC Muhammad Faris Nazhirah Rozi; Amir Hasanudin Fauzi
Journal of Applied Engineering and Social Science (JAESS) Vol. 2 No. 2 (2024): November 2024
Publisher : Universitas Telkom

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/jaess.v2i2.8382

Abstract

Due to the rampant cases of black magic in Indonesia, coupled with the fame of the “Pesulap Merah” (Red Magician) a fewyears ago, who exposed many fraudulent practices on his Youtube channel, it was revealed that all those practices werenothing more than mere tricks and psychological manipulation. This became the inspiration for this final project, a horrorgame that incorporates educational on the dangers of engaging in black magic. “Shaman” is a survival horror game withsome puzzle elements, presented in 3D on the PC platform. The game is designed using the Unity 3D game engine with C#as the programming language. The storyline revolves around a young food merchant who turns to black magic to boost hisbusiness successes. However, the shaman who assists him in the ritual demands more from him, manipulating the youngman into searching for ritual offerings or his own life itself became a substitute if he fails to obtain the required items. Thegame is driven by a story that serves as the main motivational foundation for the game.
Pembangunan Sistem Pendeteksi Kebocoran Gas LPG Berbasis IOT Dimas Ario Tri Kusumo; Muhammad Imam Fernandi; Mia Rosmiati
Journal of Applied Engineering and Social Science (JAESS) Vol. 2 No. 2 (2024): November 2024
Publisher : Universitas Telkom

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/jaess.v2i2.8383

Abstract

Proyek akhir ini bertujuan untuk mengembangkan sebuah perangkat pendeteksi kebocoran gas LPG berbasis IoT (Internetof Things). Perangkat ini menggunakan Sensor Gas MQ-2 untuk mendeteksi keberadaan gas, dilengkapi dengan alarmbuzzer sebagai notifikasi, dan NodeMCU sebagai mikrokontroler yang terhubung dengan jaringan Wi-Fi rumah. Selainitu, perangkat juga terhubung dengan aplikasi Android melalui API data dari server Blynk yang juga terhubung denganNodeMCU. Pengujian dilakukan dengan menyemprotkan gas LPG dari tabung portabel pada jarak tertentu. Hasil pengujianmenunjukkan jarak efektif maksimum sensor dalam mendeteksi kebocoran gas adalah 100 cm , dengan waktu responsperangkat antara 1 hingga 3 detik. Nilai tingkat gas dalam satuan ppm (part per million) yang diukur pada jarak 10 cmhingga 100 cm berkisar antara 400 hingga 1024 (jumlah maksimum sensor). Dari hasil ini, dapat disimpulkan bahwa tingkatbahaya kebocoran gas berada pada 400 ppm. Aplikasi memberikan respons waktu sekitar 1 detik untuk setiap perubahantingkat gas yang diterima. Proyek akhir ini diharapkan dapat memberikan rasa aman bagi pengguna gas LPG dengan aksesnotifikasi dan pemantauan terhadap potensi kebocoran gas di rumah.
Pengembangan Konten Transmedia Program Innovation Day PT Telekomunikasi Indonesia Tbk. Mella Rahensa; Agus Pratondo; Rikman Roedavan
Journal of Applied Engineering and Social Science (JAESS) Vol. 2 No. 2 (2024): November 2024
Publisher : Universitas Telkom

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/jaess.v2i2.8384

Abstract

Limitations of face-to-face activities during the COVID-19 pandemic have led many companies to shift their events online,broadcasting them on specific platforms such as YouTube and Instagram to ensure that operations continue effectivelydespite the restrictions. In this regard, PT Telekomunikasi Indonesia Tbk. has provided a platform for sharing knowledgethrough the online program called Innovation Day, which is live-streamed on the Microsite Innovation Day and also onYouTube. Since the event is conducted online, it requires a set of asets such as animations, videos, designs, and onlinemedia collectively referred to as the multimedia set called ’Transmedia.’ The ultimate goal is to create interactive videoproductions that will be showcased on the website and YouTube channel of Innovation Day, providing valuable knowledgeto both the internal Telkom Grup audiens and the general publik through the development of transmedia content for theInnovation Day program. The total production of Innovation Day content has reached 23 videos, consisting of 19 publicbroadcasts and 4 internal Telkom Group broadcasts
Aplikasi Berbasis Web untuk Penjualan, Pembelian dan Manajemen Persedian Menggunakan Metode FIFO (Studi Kasus: Toko Pompi Songket, Medan) Nikita Oktavia Yolanda Sihombing; Anak Agung Gde Agung; Eti Suprihatin
Journal of Applied Engineering and Social Science (JAESS) Vol. 2 No. 2 (2024): November 2024
Publisher : Universitas Telkom

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/jaess.v2i2.8385

Abstract

Pompi Songket Shop is a Micro, Small and Medium Enterprise (MSME) which operates in the field of selling songket, ulosand kebaya woven cloth. Sales are still done manually. This recording can cause errors in the recording system, therebyaffecting the preparation of financial reports. With the development of technology, an application was built that can help thesales process. This application can help owners and employees who work there to create valid data. This application wascreated using the CodeIgniter Framework programming language and MySQL database. F unctionality tested using theBlackbox Testing method
Aplikasi Berbasis Web untuk Sistem Informasi Manajemen Aset: Modul Inventarisasi dan Penghapusan Aset (Studi Kasus: Yayasan Pendidikan Telkom, Kota Bandung) Risma Nur Istiqomah; Tora Fahrudin; Raswyshnoe Boing Katjoprayudi
Journal of Applied Engineering and Social Science (JAESS) Vol. 2 No. 2 (2024): November 2024
Publisher : Universitas Telkom

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/jaess.v2i2.8386

Abstract

Yayasan Pendidikan Telkom is one of the Education Foundations in Indonesia which carries the concept of One PipeEducation System (OPES) and is spread throughout Indonesia. Companies have many assets to support their activitiesand these assets need to be managed in a structured and systematic manner. The condition of existing assets in thecompany needs to be periodically checked through an inventory to avoid assets that may be damaged but are not recordedwhich should be written off. In addition, asset write-offs at Yayasan Pendidikan Telkom are still handled manually whichresults in difficulties in managing them because the stages of write-off are quite complex. This research produces a solution,namely the development of a new application with its functionality, including asset inventory and deletion. The method usedin building this application uses the design of Use Case Diagrams, Entity Relationship Diagrams (ERD), Class Diagrams,Sequence Diagrams, Activity Diagrams, My Structured Query Language (MySQL) database, Hypertext Preprocessor (PHP)programming language, using the System Development Life Cycle (SDLC) method, namely prototyping and testing iscarried out using the Black Box Testing method, and based on application testing that has been done, the application canbe implemented
AKIBAT: Game Horor Perdukunan Berbasis Mobile Muhammad Ichsan Nurfauzi; Amir Hasanudin Fauzi; Rivaldo Eduard Renyaan
Journal of Applied Engineering and Social Science (JAESS) Vol. 2 No. 2 (2024): November 2024
Publisher : Universitas Telkom

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/jaess.v2i2.8387

Abstract

The author aims to create a horror game in Indonesian language called ”Akibat” that intends to raise awareness amongsociety about the consequences of seeking instant gratification through mysticism, either for personal gain or hurting others.In ”Akibat,” players will encounter different stories and mechanics that require unique solutions to complete each narrative.”Akibat” is an Android game targeted at the teenage market with a minimum age rating of 12 years and above. The gamehas been rated T for Teen by ESRB and PEGI 12 by PEGI, with minimal violence and blood. Its purpose is to serve as abridge for teenagers to gradually explore more mature content involving violence and battles. Moreover, ”Akibat” is expectedto serve as an engaging medium to introduce Indonesian culture, particularly to teenagers, helping them better understandthe horror and mysticism elements embedded in Indonesian life. User testing with 20 respondents revealed that 83.7% ofthem acknowledged the game’s success in introducing Indonesia’s rich culture, encompassing urban legends and horrortales involving agreements with mystical figures. Users agreed that ”Akibat” serves as an excellent means to introduceculture to individuals aged 12 and above
Pengembangan Virtual Expo Interaktif Berbasis UI/UX Dengan Figma Di PT. Indocement Tunggal Prakarsa Syamil Shofiyyur Rahhman; Rickman Roedavan; Agus Pratondo
Journal of Applied Engineering and Social Science (JAESS) Vol. 2 No. 2 (2024): November 2024
Publisher : Universitas Telkom

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/jaess.v2i2.8388

Abstract

This project discusses the development of an interactive Virtual Expo based on UI/UX using the Figma application atPT. Indocement Tunggal Prakarsa. The interactive Virtual Expo is a virtual platform designed to replace physical exhibition events within the company. Users can explore various exhibition areas, access product information, and interact withexhibition materials virtually. The development utilizes the Figma application, which is a collaborative and intuitive UI/UXdesign tool. The project follows the Multimedia Development Life Cycle (MDLC) method, consisting of initialization, blueprintdesign, asset preparation, product development, testing, and validation. The Black Box Testing and System Usability Scale(SUS) testing results showed that this project achieved an average score of 68, indicating that the Adjective Rating for theinteractive Virtual Expo application is ”Okay” and falls into Grade C based on the SUS score interpretation guidelines. Byemploying this method, the project aims to have feature designs that can be optimally used and attract users, ensuring easyaccessibility to the interactive Virtual Expo at PT. Indocement Tunggal Prakarsa.
Penerapan Sistem Precision Aquaculture Berbasis IoT Untuk Sistem Pelaporan Berbasis Web Pada Budidaya Kepiting Muhammad Muflih Muhsinin; Hendrarini, Nina; Duddy Soegiarto
Journal of Applied Engineering and Social Science (JAESS) Vol. 3 No. 1 (2025): September 2025
Publisher : Universitas Telkom

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/jaess.v3i1.9237

Abstract

Kepiting bakau merupakan salah satu spesies yang hidup di ekosistem mangrove, terutama di Indonesia, dan memiliki potensi ekonomi yang tinggi. Untuk mendukung budidaya kepiting bakau, diperlukan teknologi yang dapat memberikan data kualitas air secara real-time, sehingga membantu pengelola mencegah kegagalan panen. Penelitian ini bertujuan mengembangkan sistem Internet of Things (IoT) berbasis web untuk memantau kondisi air secara akurat. Sistem ini menggunakan metodologi prototyping, yang meliputi analisis kebutuhan, perancangan, dan evaluasi. Hasil dari penelitian ini adalah sebuah web yang mampu menampilkan nilai sensor kualitas air serta gambar secara real-time dengan dukungan Firebase. Web ini diharapkan dapat memvisualisasikan data dengan baik, memudahkan pengelola dalam pengambilan keputusan, serta mendukung keberhasilan budidaya kepiting bakau.
Aplikasi Website Sistem Manajemen Pelayanan Kos: Studi Kasus Kos Rumah Daun Muhammad Syafiq Syauqi; Dennis Havinanda; Fauzi, Amir Hasanudin
Journal of Applied Engineering and Social Science (JAESS) Vol. 3 No. 1 (2025): September 2025
Publisher : Universitas Telkom

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/jaess.v3i1.9238

Abstract

Dalam era digital yang semakin maju, pengelolaan kos-kosan yang efisien menjadi sebuah kebutuhan yang krusial. Proyek akhir ini berfokus pada pengembangan sebuah aplikasi berbasis website yang bertujuan untuk meningkatkan efisiensi pengelolaan Kos Rumah Daun, yang sebelumnya mengandalkan sistem manual yang kurang efektif dan memakan waktu. Aplikasi ini dirancang dengan mempertimbangkan dua jenis pengguna utama, yaitu penghuni dan pengurus. Penghuni diberikan akses terbatas untuk melihat informasi pribadi dan tagihan mereka, sementara pengurus memiliki akses penuh untuk mengelola data penghuni, kebersihan kamar, laundry, dan transaksi. Fitur yang tersedia di aplikasi ini membantu untuk mengurangi beban kerja pengurus dalam mengelola layanan secara manual. Evaluasi terhadap aplikasi ini menggunakan skala Likert menunjukkan tingkat penerimaan yang sangat positif dari pengguna, dengan nilai rata-rata mencapai 82.38%. Hasil ini mengindikasikan bahwa mayoritas pengguna merasa aplikasi ini efektif, berguna, dan memberikan kepuasan dalam memenuhi kebutuhan pengelolaan kos sehari-hari. Meskipun terdapat potensi perbaikan pada aspek desain antarmuka untuk meningkatkan kenyamanan pengguna, aplikasi ini telah terbukti berhasil meningkatkan efisiensi pengelolaan Kos Rumah Daun secara signifikan. Dengan pengembangan lebih lanjut, aplikasi ini memiliki potensi yang besar untuk menjadi solusi pengelolaan kos yang komprehensif dan dapat diandalkan.
Perancangan Aplikasi Permainan “Kemuliaan dan Kehormatan : Perang Legenda” Sebagai Media Promosi Kebudayaan Daerah di indonesia Yenna Sopia Situmorang; Bangkit Rizki Aqsad Mananda; Fauzi, Amir Hasanudin
Journal of Applied Engineering and Social Science (JAESS) Vol. 3 No. 1 (2025): September 2025
Publisher : Universitas Telkom

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/jaess.v3i1.9306

Abstract

This project develops a PC-based game to promote cultural diversity in the digital era. The abstract summarizes the game's concept, design, gameplay, and impact on cultural awareness and intercultural interactions. The game celebrates diverse cultural heritage through engaging, immersive gameplay. Characters and environments are inspired by various cultures, with graphics and designs reflecting their visual elements. Gameplay mechanics consider cultural aspects, featuring specialized combat techniques. The sound and music enhance the cultural experience, providing an engaging audiovisual experience. Beyond entertainment, the game educates players about different cultures, raising awareness of global cultural diversity and encouraging appreciation. The PC-based game "War of Legends: Glory and Honor" has significant potential to enhance understanding and appreciation of Indonesian cultures.