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Analisis Kemanfaatan dan Kemudahan Sistem Informasi Unklab (SIU) menggunakan Technology Acceptance Model (TAM) Joe Yuan Mambu; Gerry Jonathan; Grasela Medelin Rumawouw; Andrew T. Liem
Creative Information Technology Journal Vol 5, No 2 (2018): Februari-April
Publisher : UNIVERSITAS AMIKOM YOGYAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (286.867 KB) | DOI: 10.24076/citec.2018v5i2.175

Abstract

Sistem Informasi Universitas Klabat (SIU) adalah sistem informasi sekolah yang digunakan oleh mahasiswa, dosen dan staff dalam mengatur jadwal, presensi, nilai dan administrasi lainnya. Dengan rata-rata lebih dari 700 hits perhari, SIU menjadi sistem yang sangat krusial dalam menopang kegiatan belajar mengajar sehingga diperlukan sebuah evaluasi sistem yang terukur. Penelitian ini bertujuan untuk mengetahui penerimaan pengguna SIU menggunakan Technology Acceptance Model (TAM). Pengguna di sini adalah 10% dari total mahasiswa tingkat 1. Penelitian ini adalah penelitian kuantitatif dengan metode penelitian studi kasus. Variabel dalam penelitian ini terdiri dari dua variabel bebas yaitu kemanfaatan (perceived usefulness), dan kemudahan (perceived ease of use) serta variabel terkait yaitu penerimaan pengguna (user acceptance). Untuk mengakomodasi variable indepent yang lebih dari satu analisis data yang digunakan adalah regresi berganda dan uji hipotesis. Dari 80 sampel responden yang diambil dari 800 freshmen empat fakultas berbeda, didapat bahwa penggunaan SIU sudah baik karena diterima oleh penggunanya dengan hasil persepsi kemanfaatan sebesar 0,166 dan hasil persepsi kemudahan 0,498. Diketahui juga bahwa penerimaan pengguna dapat dipengaruhi oleh persepsi kegunaan dan persepsi kemudahan. Analisis data pada penelitian ini menggunakan teknik analisi regresi linier berganda menggunakan aplikasi SPSS versi 24.Kata Kunci — Universitas, Sistem informasi Unklab, TAM, persepsi kemanfaatan, persepsi kemudahan, penerimaan penggunaKlabat University Information System (SIU) is the school information system used by students, lecturers and staff of the Klabat University. With an average of 700 hits per day, SIU has become an indispensable tool in supporting the univesity overall activities. Thus, a evaluation of the system is essential. The purpose of this research is to examine the user acceptance of the Unklab Information System (SIU) as a University Information System with the Technology Acceptance Model (TAM). The users are 10% of the current freshmen students. This research is quantitative research with a case study method. The variables consist of two independent variables: perceived usefulness and perceived ease of use against one dependent variable which is the user acceptance. The results of this research indicate that use of SIU has been good enough as the University Information System as it is acceptable for the SIU user with the perceived usefulness at 0.166 while the result of perceived ease of use is at 0.498. Thus this outcome also shows that the user acceptance is very likely influenced by perceived usefulness and perceived ease of use. In processing and data analysis we use multiple linear regression analysis techniques using SPSS 24.Keywords — University, Unklab Information System, TAM, perceived usefulnes, perceived easy or use, user acceptance.
ClausTher VR: Claustrophobia Therapy using Virtual Reality Joe Yuan Mambu; I Gede Purnawinadi; Renaldy Luntungan; Septian Mottoh
SISFOTENIKA Vol 11, No 2 (2021): SISFOTENIKA
Publisher : STMIK PONTIANAK

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30700/jst.v11i2.1126

Abstract

Fear or anxiety about a particular situation or object is called phobia, one of the phobias that exists today is Claustrophobia which is a phobia of a closed or small room. The current Claustrophobia therapy method is still traditional, namely by placing the patient in a place that will trigger the patient’s Claustrophobia. This study aims to produce a therapeutic aid and diagnosis of Claustrophobia with Virtual Reality Exposure Therapy method that uses Android-based Virtual Reality and Photogrammetry technology that can be used by medical experts or therapist when conducting therapy to Claustrophobia patients. The research method used is prototyping model. The way to collect data that will be used is by interview and application testing. Researchers used the Unity3D Engine software to create Virtual Reality application and Agisoft Metashape software to create Photogrammetry objects. The application is expected to facilitate the Claustrophobia patients and help people to predict the level of Claustrophobia suffered. The app produced on this research was able to produce the expected virtual environment and had a limited test to user and had similar reaction to a real room. For future research additional rooms and exploration mode may be added, as well as further evaluation to see how this application can be used for therapy tools.
VELOSX: Projectile Motion Visualization Application with Augmented Reality Joe Yuan Mambu; Andria Kusuma Wahyudi; Brily Latusuay; Devi Elwanda Supit
SISFOTENIKA Vol 10, No 2 (2020): SISFOTENIKA
Publisher : STMIK PONTIANAK

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (628.561 KB) | DOI: 10.30700/jst.v10i2.909

Abstract

In learning projectile motion and its velocity, students tend to look up a plain two-dimensional image in a science book. While there’s some educational props, yet they usually a very tradional ones and can not be used for real calculation. The utilization of Augmented Reality (AR) in educational method may raise curiosity and gives a unique way in learning projectile motion as the motion can be seen in a three dimensional. Augmented Reality itself is a combination of real world and virtual objects. This application uses the Vuforia SDK that able to blend the real world and virtual objects. Through this application, we were able to simulate projectile motion and its velocity in more realistic way, have slightly interaction with the reality, and gets input from user so they can learn and see the result of the parameter that they entered. Thus, with the advantage of AR the application gives a more realistic feel compared to the existing ones available in public as it could receive any input and show the output in AR. 
Aplikasi Pengenalan Cerita Rakyat Sulawesi Utara “Burung Kekekow” Menggunakan Augmented Reality Berbasis Android Joe Y Mambu; Yongxia Manufury
Jurnal Informatika Kaputama (JIK) Vol 5, No 2 (2021): Volume 5, Nomor 2 Juli 2021
Publisher : STMIK KAPUTAMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.1234/jik.v5i2.576

Abstract

Indonesia merupakan negara yang kaya akan nilai-nilai budaya yang diwariskan secara turun-temurun seperti cerita rakyat. Pada saat ini, cerita rakyat menghadapi tantangan untuk tumbuh dan berkembang di masyarakat indonesia. Sampai pada saat ini, cerita rakyat hanya dikemas dalam bentuk buku cerita sederhana dan film animasi sederhana. Hal ini mengakibatkan cerita rakyat tidak lagi diminati oleh masyarakat khususnya kalangan anak-anak. Anak-anak lebih banyak tahu soal game atau apapun dari internet. Tapi tentang cerita rakyat dari daerah mereka tidak banyak tahu. Rasa cinta yang berlebihan pada budaya luar membuat budaya dari negeri sendiri malah dilupakan. Dengan menggabungkan teknologi Augmented Reality dengan cerita rakyat Burung Kekekow pada perangkat Android, cerita rakyat Burung Kekekow dapat dikemas dengan kemasan yang lebih menarik. Augmented Reality merupakan suatu teknologi yang menggabungkan objek maya dengan objek nyata dan memproyeksikan benda maya tersebut dalam waktu nyata. Dengan menggunakan teknologi augmented reality Berdasarkan hal tersebut, maka peneliti membuat sebuah aplikasi Pengenalan Cerita Rakyat Sulawesi Utara Burung Kekekow dengan menggunakan teknologi augmented reality berbasis android yang dapat menampilkan bentuk 3D dari cerita rakyat Burung Kekekow berdasarkan pada hasil deteksi marker yang ada.
Penerapan COBIT 5.0 Domain Deliver, Service And Support (DSS) Untuk Audit Sistem Informasi NOSS-A (Studi Kasus : Telkom Witel Manado) Joe Yuan Mambu; Mirielle Patricia Huwae; Erienika M Lompoliu
Electro Luceat Vol 7 No 1 (2021): Electro Luceat (JEC) - July 2021
Publisher : LPPM Poltek ST Paul

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32531/jelekn.v7i1.358

Abstract

Information systems have become one of the fundamental requirements for organizations or companies. With an information system, business processes can run more effectively. Next Generation Operation Support System Assurance (NOSS-A) is an information system used by PT. Telekomunikasi Indonesia Tbk, to monitor and record internet disruption complaints of Indihome service. The NOSS-A Information System manages a lot of data related to customer and staff data. For this reason, in this study, the research was carried out to audit the NOSS-A information system to see whether there is a need for an improvement in the information system, based on audit results that can show the impact of the effectiveness and capability level achieved. The audit standard used in this study is COBIT 5.0 with the domain Deliver, Service and Support. The results obtained from this study are the NOSS-A Information System is at level 4 which means the activities on the DSS domain has been done and monitored regularly. The NOSS-A Information System needs to have a regular evaluation with target improvement to increase its level in the future.
Information Technology Audit at XYZ Agency, a Government Institution, Using COBIT 5 Framework in Domain Delivery, Service and Support Joe Yuan Mambu; Gideon Fernando Tengker; Erienika M Lompoliu; Axcelino Langi
CESS (Journal of Computer Engineering, System and Science) Vol 6, No 2 (2021): Juli 2021
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (244.7 KB) | DOI: 10.24114/cess.v6i2.25649

Abstract

Technology has become an important component used by humans to facilitate them in finishing work in this digital era. XYZ institution utilizes technology, especially in the field of e-government to help each employee in doing their duties and responsibilities. In carrying out the responsibility as a government agency especially that is involving or related to the field of information technology may sometimes encounter problem. To find out the extent of information technology management in the XYZ institution, an audit is required. An audit, in the form of COBIT 5 framework within the DSS Domain, was carried out to oversee the work as well as infrastructure management within the information technology area in the XYZ institution. The result of the audit conclude that the within the DSS domain the organization reached level 2 which means task are being done but not yet managed by the organization. There are rooms for improvement by establishing the process through standard operation procedures (SOP).
VRSurvival Runner: Aplikasi Exergaming Survival berbasis Virtual Reality Joe Yuan Mambu; Audrey H Siar
Jurnal Sisfokom (Sistem Informasi dan Komputer) Vol 9, No 3 (2020): NOVEMBER
Publisher : ISB Atma Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32736/sisfokom.v9i3.985

Abstract

Exercising is not something that many people enjoy, and often a burden. In Indonesia, the prevalence of overweight and obesity is on a steady rise since 2013. One of the cause of these trend is the sedentary lifestyle. Lack of physical activities in this lifestyle has lead to poor cardiorespiratory fitness which proven to increase mortality rate. The purpose of this research is to create android game based on virtual reality and with the genre of exergaming. This research aims to create a new and variative ways to exercise without going out of your home dan to create a new atmosphere of exercising that is fun because of the survival horror genres. This research is using prototyping models and using Unity 3D as the game-engine that allow the application to run on Android Devices. The result of this research is VRSurvival Runner, an android game that allows the player to run, jump, to avoid zombies that are chasing the player, and also this game has a feature of counting the estimated burned calories while playing the games. A trial test on the app also has been done without any problem.
PhysiCombat: A Projectile Motion Multiplayer Turn-Based Physics Game on Android Joe Yuan Mambu
CogITo Smart Journal Vol 6, No 2 (2020): Cogito Smart Journal
Publisher : Fakultas Ilmu Komputer, Universitas Klabat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31154/cogito.v6i2.276.239-250

Abstract

School lessons can be uninteresting and even dull. Subjects like maths, physics or chemistry are on top of the list, and one topic that often hard to grasp is the projectile motion lesson. Gamification is seen as one of the concepts where learning can be much more engaging. Using Unity 3D, we were able to develop gamification of the projectile motion lesson. By transforming it into an Angry Birds look alike, the learning process is experienced in this turn-based game become much more enjoyable. Instead of pointing where to shoot, students are asked to calculate the velocity by taking the given value such as angle and distance. The game can be played alone, as in practice mode, or two players as in versus mode or even two groups which is very applicable in a class (i.e. Group 1 vs Group 2) and since it uses real physics equation, the application able to show a realistic simulation of the projectile motion path. School lessons can be uninteresting and even dull. Subjects like maths, physics or chemistry are on top of the list, and one topic that often hard to grasp is the projectile motion lesson. Gamification is seen as one of the concepts where learning can be much more engaging. Using Unity 3D, we were able to develop gamification of the projectile motion lesson. By transforming it into an Angry Birds look alike, the learning process is experienced in this turn-based game become much more enjoyable. Instead of pointing where to shoot, students are asked to calculate the velocity by taking the given value such as angle and distance. The game can be played alone, as in practice mode, or two players as in versus mode or even two groups which is very applicable in a class (i.e. Group 1 vs Group 2) and since it uses real physics equation, the application able to show a realistic simulation of the projectile motion path.
Analisa Tingkat Kepuasan Kerja Driver Maxim Terhadap Sistem Layanan Maxim Dengan Pieces Framework Rianti Ruth Florenza Tambunan; Jay Idoan Sihotang; Joe Yuan Mambu
CogITo Smart Journal Vol 7, No 2 (2021): Cogito Smart Journal
Publisher : Fakultas Ilmu Komputer, Universitas Klabat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31154/cogito.v7i2.330.339-348

Abstract

Maxim hadir sebagai inovasi baru dan sebagai pesaing di dunia transportasi online. Karena tarif yang murah membuat aplikasi ini ramai diperbincangkan di sosial media, khususnya dari para pengemudi sebagai penggerak aplikasi ini. Dilihat dari ulasan-ulasan yang dilampirkan para pengemudi pada aplikasi Taxsee Driver di sosial media, aplikasi ini belum sepenuhnya memberikan kepuasan layanan kepada driver. Sehingga penelitian ini bertujuan untuk mengetahui secara spesifik tingkat kepuasan kerja driver terhadap sistem layanan Maxim, menemukan kelemahan dan permasalahan serta memberikan solusi dalam memperbaiki sistem layanan. Untuk mencapai tujuan tersebut, peneliti menggunakan metode PIECES framework. PIECES framework menilai 6 variabel yang terdiri dari performance, information, economic, control, efficiency, dan service. Pembagian kuesioner dilakukan pada tanggal 19-29 Agustus 2021. Dan dibagikan kepada 100 responden dengan menggunakan metode Lemeshow dalam pengambilan jumlah sampel. Hasil dari penelitian ini menunjukkan bahwa total rata-rata tingkat kepuasan driver dari semua variabel yaitu mencapai kategori Puas dengan nilai 3.4 (Puas). Di mana nilai Performance 3.40, Information 3.39, Economic 3.36, Control 3.72, Efficiency 3.38, dan Service 3.68.
GIS-Based Rainfall Estimator Evaluation and Interpolation Analysis Using ArcGIS Joe Yuan Mambu
CogITo Smart Journal Vol 4, No 1 (2018): CogITo Smart Journal
Publisher : Fakultas Ilmu Komputer, Universitas Klabat

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1069.822 KB) | DOI: 10.31154/cogito.v4i1.118.230-242

Abstract

We have been always trying to predict the weather to minimize risk, produce strategy, and other decision making situation. To achieve this, monitoring method need to be used to gather data. Rainfall monitoring is one of the area that widely used and one of the mostly used method is satellite-based rainfall monitoring. However, there are limitation to apply to the Satellite Rainfall (SR) estimation specifically on its accuracy and lack of certainty. Thus, study that directed to measure the inaccuracies of SR measurements is needed by using data of distribution of Actual Rainfall (AR). The SR data is taken from the National Oceanic and Atmospheric Administration (NOAA)’s Hydro—Estimator while the AR data was from the National Institute of Water and Atmospheric Research (NIWA). Through the statistics and interpolation analysis using ArcGIS, the study shows a prominent result of SR estimation accuracy in the sample area and thus may opens up more similar implementation as well as stands as a good benchmark for future improvement of the method. This study also shows how interpolation method through a GIS software could provide a significant result on a geographical related studies. Keywords : GIS, Geospatial Analysis, Interpolation Analysis, Arcgis