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Sita Shabrina Rahmatina; Maya Utami Dewi; Iman Saufik

Jurnal Elektronika dan Komputer 2025 STEKOM PRESS

Drug abuse (Narcotics, Psychotropics, and other Addictive Substances) is a serious problem that can threaten the younger generation, especially in the Panggung Kidul Village area. The lack of public understanding, especially teenagers, regarding the dangers and negative impacts of drug abuse is one of the factors that influence the high risk of substance abuse. Therefore, innovative and interactive educational media are needed to increase public awareness and understanding regarding the prevention of drug abuse. This study offers a solution by designing and developing educational media based on Augmented Reality (AR) technology as a visual and interactive tool that conveys information in an interesting and easy-to-understand manner. The use of smartphones as the main device in AR applications makes this media more easily accessible to various groups of people. The test results using the System Usability Scale (SUS) method showed a user satisfaction level of 96% which is included in the Acceptable category. Thus, this AR-based educational media is expected to be an effective means of increasing public understanding of the dangers of drug abuse and encouraging early preventive efforts.

Okviandre Yoga Putra; Eka Ardhianto

Jurnal Elektronika dan Komputer 2025 STEKOM PRESS

The digital revolution has transformed retail industry into a new era full of opportunities through e-commerce but also presenting challenges in online furniture sales. Due to their inability to precisely measure and see furniture in their spaces, many customers are hesitant to make purchases. Augmented Reality (AR) offers solutions through realistic visualizations, but it’s costly and has a lot of accessibility problems. WebAR solves these issues by delivering AR features directly on mobile browsers without requiring additional apps. This study investigates the impact of WebAR innovation on e-commerce furniture by examining the roles of interactivity (IN), vividness (VI), augmentation (AU), customization (CT), and ease of access (EA) on purchase intention (PI), mediated by spatial presence (SP), decision comfort (DC), and satisfaction (SF). Using the Stimulus-Organism-Response (SOR) model, data from 100 respondents were analyzed with the PLS-SEM algorithm using SmartPLS 4.0. The findings tell us that WebAR significantly enhances consumers’s shopping experience and ultimately boosts purchase intention.

Ni Putu Ria Anggreni; Feoh, Gerson; Prastyadi Wibawa Rahayu; I Nyoman Bernadus

Jurnal Elektronika dan Komputer 2024 STEKOM PRESS

The background of this research is the lack of interest of Dhyana Pura University Informatics Engineering Study Program students in visiting the library. This shows the need for a new innovation in the library that can increase the attractiveness of students to visit the library more often. The purpose of this study was to implement augmented reality with the Android-based marker-based tracking method in the search system for reference books for IT courses in the UNDHIRA library, to find out the results of the analysis of the level of user convenience and satisfaction in using the application, as well as to find out the results of a comparison of the level of interest in student visits to the library before and after system implementation. This research is a quantitative study; the data was collected using a questionnaire technique on 54 application users. The results showed that the usability of the application was 87.41% or could be classified as "very good." The results of the Kano model test show that the attributes of the application are very satisfying to users, with the majority of the attributes in the application being included in the attractive category. The results of a comparative analysis of the interest level of student visits to the library before and after system implementation showed that 49 out of 54 students stated that the application could increase their interest in visiting the library. So based on these results, this application can increase the interest of IT students in visiting the library.

Suhartini; iwan setiawan; Riza Prasetio; iwan setiawan

Jurnal Elektronika dan Komputer 2023 STEKOM PRESS

Rossama Pratama Clinic is one of the health service providers for the community, which is located on Street Taman RT/RW 01/03 Sukajadi Village, East Prabumulih District, Prabumulih City, South Sumatra Province. The lack of information conveyed to the public has resulted in a lack of public knowledge about the Rossama Prabumulih Clinic Pratama Prabumulih because the information administration system carried out at this clinic is still manual, namely people who want to know about the latest information about the clinic must come directly so that it is more effective and efficient, because take a lot of time to arrive at the clinic. Therefore, the researcher will create a web informationsystem for the Rossama Pratama Clinic which will be accessed via a browser using the PHP programming language with the help of UML design to help design the system that will be created. The method of developing the system is using the Waterfall method. With this website, hopefully it will help people save time when they want to go to the clinic or seek treatment from home.

Desi Oktariya; Suhartini; Nur Aini Hutagalung

Jurnal Elektronika dan Komputer 2023 STEKOM PRESS

Pada saat ini banyak individu yang menggunakan website bukan hanya sekedar mencari infomasi saja, melainkan sebagai media promosi, pemesanan dan aktivitas lainnya yang dapat membuka peluang untuk bisnis. Salah satu pengaruh yang dapat dirasakan dari perkembangan teknologi adalah di bidang bisnis, media yang dapat diakses melalui internet adalah website. Metode penelitian yang digunakan adalah deskriptif kualitatif dan UML sebagai alat bantu perancangan dengan implementasi Augmented Reality sebagai metode pengembangan sistem. Augmented Reality merupakan sebuah konsep menggabungkan dunia maya dengan dunia nyata untuk menghasilkan informasi dari data yang diambil dari sebuah sistem pada objek nyata yang ditunjuk sehingga batas antara keduanya menjadi semakin tipis. Kata Kunci : Website, Promosi, Augmented Reality.