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R_Soelistijadi, R_Soelistijadi; Lestariningsih , Endang; Royhans , Agung

JURNAL ILMIAH KOMPUTER GRAFIS 2022 UNIVERSITAS STEKOM

The method of learning the universe at TK Pertiwi Bebengan, Kec. Boja, Kab. Kendal, Central Java is still simple, namely explaining the material by displaying a 2-dimensional still image. This makes students unable to see directly the process of rotation and movement of celestial bodies in the universe. For this reason, it is necessary to create an application that can display the process through 3D animated moving images using Augmented Reality (AR) based technology. The research method used is Prototype, while the architectural design uses UML and software applications using Unity3D, Vuforia, Photoshop CS6 and Blender. The final results of the study are 1) on testing application features made with Unity3D and Vuforia software can run well, 2) on device testing there are 2 out of 4 smartphones that cannot run the application so that a minimum specification of a smartphone is required, 3) on distance testing with a height of 20 cm, it requires the right camera tilt angle, which is between200 to 900. The conclusion of the research is that this application can run well on mobile devices registered in Google's ARCore database and minimum specifications of Android 8.0 Oreo. In addition, it is necessary to pay attention to the right camera tilt angle so that it can display 3D objects.

Prasetio, Fransiscus Bryan; Wellem, Theophilus

IT-Explore: Jurnal Penerapan Teknologi Informasi dan Komunikasi 2022 Fakultas Teknologi Informasi, Universitas Kristen Satya Wacana

Android-based applications have been widely used to do daily activities such as online shopping, playing games, video streaming, and watching sports matches. One of the most commonly used applications is applications that assist people for flight or train ticket reservations, hotel bookings, and other recreation purposes. Some tourism companies in Indonesia also develop Android-based applications to provide information and services for their business. Nevertheless, with many tourism destinations in Indonesia, not all tourist attractions have services through Android-based applications published on the Google Play Store. This study aims to design and implement Android-based applications for tourism information services in two tourist attractions as the case study, namely Tay Kak Sie Temple in Semarang City and Beach tourism in Bangka Island, to help tourists obtaining information about both tourist attractions. Both applications are implemented using Compro Mobile App Builder. The testing results using the black box method demonstrate that the implementation of the two applications can run according to the specified specifications.

-, Agus Prasetyo Utomo; Wahyu Arkhamu Razak

EBISNIS : JURNAL ILMIAH EKONOMI DAN BISNIS 2022 LPPM Universitas Sains dan Teknologi Komputer

The Gojek Mobile application is one application that is widely used by the wider community. In recent years, Gojek has developed very rapidly and is able to beat conventional transportation modes because it is more practical and has many service features offered by the applicator. This study aims to analyze and determine the extent to which the ease of use, information quality, security quality and technical & functional quality of the Gojek application are perceived as useful for users and have implications for user satisfaction and loyalty. The approach used in this study is included in the type of explanatory research, namely research whose explanation uses hypothesis testing in which the causal relationship between variables is explained. The respondents of this study were 100 students from various universities in the city of Semarang. The data collection technique in this study used a questionnaire instrument where the variables were measured using a five-scale Likert scale, where the data was processed using SmartPLS 3.0. From the model test, the test results show that of the 7 hypotheses, five hypotheses are accepted because they have a significant effect and two are rejected because they are not significant, the data is said to be significant if it has t < 0.05. customer satisfaction variable has a significant effect on loyalty variable with P Values ​​= 0.000, information quality variable also has a significant effect on perceived usefullness variable with P values ​​= 0.001, perceived easy of use variable affects customer satisfaction variable with P Values ​​= 0.000 , the perceived easy of use variable has an effect on the perceived usefullness variable with P Values ​​= 0.009, the perceived usefullness variable affects the Customer satisfaction variable with the P Values ​​= 0.023, the security quality variable has no effect on the perceived usefullness variable with the P Values ​​= 0.085, the technical variable & functional quality has no effect on the perceived usefullness variable with P Values ​​= 0.813.

Setyawan, Martin; Perkins, Ravenska

IT-Explore: Jurnal Penerapan Teknologi Informasi dan Komunikasi 2022 Fakultas Teknologi Informasi, Universitas Kristen Satya Wacana

Rown Division adalah sebuah usaha di bidang clothing anak muda yang berada di kota Solo dan berusaha untuk mengembangkan area pemasaran. Pengembangan teknologi informasi yang sangat cepat merubah perilaku konsumen dalam berbelanja secara online dengan menggunakan teknologi ponsel. Hal tersebut membuat dunia usaha juga harus berinovasi di bidang teknologi untuk tetap dapat mengikuti perilaku belanja konsumen, maka dibuatlah penelitian perancangan user interface mobile untuk system ordering Rown Division. Desain meliputi pemetaan kebutuhan pengguna, dan desain user interface yang disesuaikan dengan user experience. Melalui penelitian desain user interface mobile ordering diharapkan dapat memberikan kemudahan kepada konsumen dalam berbelanja di Rown Division dengan menggunakan aplikasi ponsel dan dapat membantu perusahaan dalam pengembangan pemasaran.

Setiyo Prihatmoko; Setiyo Prihatmoko; Sumaryanto; Daniel Novianto

JURNAL ILMIAH KOMPUTER GRAFIS 2021 UNIVERSITAS STEKOM

ABSTRACT The use of mobile devices with the Android operating system which are used as supporting media and supplements in improving learning outcomes combined with demonstration methods and discovery learning or demon-disco learning is needed to help students improve learning outcomes in hydroponic plant cultivation vocational competency subjects at SMK. Kristen Terang Bangsa, because the use of android-based applications can provide new experiences regarding the use of information and communication technology, as well as provide opportunities for students to be able to learn more independently. The concept chosen as a learning medium is to present material about understanding, introduction to parts, types, and quizzes containing questions about hydroponic cultivation of plants. This research uses the Research and Development (RnD) product development method, using 6 out of 10 research stages, namely potentials and problems, data collection, product design, design validation, design improvement, product testing. The result of this research is to produce learning media in the form of android-based applications. The validity value of the media expert is 2.6 which is declared feasible, while the validity value of the material expert is 3.6 which is declared feasible, and is able to increase the average value in the hydroponic plant cultivation vocational competency subject at the Terang Bangsa Christian Vocational School which Initially 67 (with 13 students who had not reached the KKM) to 80 (with 4 students who had not reached the KKM).

Richasanty Septima S; Ira Zulfa

Jurnal Elektronika dan Komputer 2021 STEKOM PRESS

Online rickshaw application is an application that serves to help the performance of the community in traveling.  Pedicabs are widely used by residents, especially in Takengon, pedicabs are one of the means of land transportation that is in great demand by the community, especially the middle to lower classes.  However, pedicabs can not be found all the time, sometimes we have to wait a long time, have to walk to get a pedicab, even pedicabs are only at a crossroads.  Lack of information between rickshaw drivers and passengers and limited public transport lanes.  With this online transportation application, answering the problems of the people, especially in the Takengon area.  How to use it so easily that the target community must have special skil…

Setiyo Prihatmoko; Fajar Kurniawan

JURNAL ILMIAH KOMPUTER GRAFIS 2020 UNIVERSITAS STEKOM

This research produces Artificial Fiber Spinning Learning Media that applies Augmented Reality (AR) for Class XI Students of TPSB SMK Texmaco Semarang as a learning aid. so that it can be used as a modern, effective, and interactive learning medium. This application was made with the aim of completing the limitations of depicting objects in existing learning media, helping students to more easily learn the material, improving student learning outcomes, and increasing the variety of media in learning. This study uses the Research and Development (RnD) method, using 6 out of 10 research stages, namely potentials and problems, data collection, product design, design validation, design improvement and product testing. The final result of making this learning media is an application in the format android application, used on every android-based mobile phone. The validity value of the media expert obtained a value of 3.2 which was declared feasible, the results of the material expert validation test obtained a value of 3.6 which was declared very feasible, and was able to increase the average value of the artificial fiber spinning subject class XI TPSB SMK Texmaco Semarang which Initially 61.5% with 17 students who had not reached the KKM to 80.5% with 4 students who had not reached the KKM.

Yuli Fitrianto; Muhammad Khoiril Anaam

JURNAL ILMIAH KOMPUTER GRAFIS 2020 UNIVERSITAS STEKOM

Augmented Reality (AR) and Virtual Reality (VR) which are one of the top ten strategic technology trends for 2019 and continue to be developed massively in this 2020, have been widely applied in various mobile applications by many companies in this industrial revolution era 4.0. AR can be applied to help the promotion for housing developers where users can see the 3-dimensional shape of the types of houses offered, while VR allows users to explore each part of the house in a virtual 3D. Pre-existing brochures are used as markers for this application to work, so that AR and VR applications can be a complement to promotional media. The design method used in this paper is Research and Development (RnD). Salespeople can offer types of houses to prospective customers without having to print multiple brochures, but with just one brochure and one android smartphone to present, so the promotion costs are more efficient.   Keywords: AR, VR, house.

Adi Riyadi

JURNAL ILMIAH KOMPUTER GRAFIS 2017 UNIVERSITAS STEKOM

In order to increase student interest in learning, increase grades and facilitate the understanding of biology subjects on the material of the human excretion system class XI Science. From a number of smarphone users in Indonesia, it turns out that most of the people are only intended for telephone, short message service (SMS), playing songs / videos, accessing social networks (facebook, twiter, BBM, Line, WhatsApp) and many playing games including students in high school. Negeri 2 Mranggen. The author uses data collection research methods including observation, interviews, questionnaires, R&D product development methods, prototype methods and object-oriented approaches. The equipment used in designing this system uses UML modeling. Use Case Diagrams include, Activity Diagrams, Class Diagrams, and Sequence Diagrams and the software used by the author is Android Development Tools (ADT) and MySQL as a database. Mobile learning media application is expected to help facilitate the needs of students to learn the material of the human excretion system online at any time without any place and time restrictions.

Anwar, Sariyun Naja; Nugroho, Isworo; Lestariningsih, Endang

Dinamik 2015 Universitas Stikubank

Aplikasi Semarang Guidance dibuat untuk memberikan informasi lokasi penting bagi masyarakat yang membutuhkan petunjuk jalan lokasi wisata. Hal ini didasarkan pada masih banyak masyarakat yang belum mengetahui lokasi terdekat tempat-tempat wisata. Penelitian ini menggunakan model pengembangan SDLC. Model analisisnya menggunakan Use Case, Activity, Class Diagram, E-R Diagram dan kamus data. Manfaatnya dapat memberikan kemudahan dalam mengetahui letak dan posisi geografis tempat wisata terdekat disekitar pengguna beserta informasi pendukung dengan melalui ponsel Android. Dalam aplikasi ini menginformasikan dan visualisasi objek dalam bentuk maps. selain itu terdapat rute untuk menuju objek wisata yang dipilih, pencarian objek wisata, dan menu pendukung lainnya. Aplikasi ini berbentuk mobile application dan juga web service dengan bahasa pemrograman untuk mobile application JAVA dan SQLITE sebagai database, web service PHP dan MYSQL sebagai database.