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Intellivent: A Business Intelligence Platform for Event Management Using Gamified Mobile Application and QR Code Adiputra, Wilbert; Purnama, James; Anthony, Randy
Journal of Applied Information, Communication and Technology Vol. 4 No. 2 (2017)
Publisher : Swiss German University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33555/ejaict.v4i2.83

Abstract

One way for a company to communicate to their customer and promote their products is by participating or holding an event, like an exhibition or a seminar. For the event holder and organizer, it will be their best interest to gat her as much data as they can, however for now some of the company may find it hard to find those data. From the visitor perspective, there may be less incentive on the user to interact and engage more in an event. Intellivent is a platform for event manage ment, which features a gamification using gamified QR code. The gamification can be used as a tool for the event organizer to obtain more data regarding on activity in an event, and the visitor will be rewarded when they engage more in an event. A prototyp e has been created and tested on Islamic Book Fair 2019 where it is downloaded by 2000 users from the Play Store. Another version is created to be used in SGU Open House and Patjar Merah Malang 2019, a book bazaar that is predicted to gross around 5 Billion Rupiah. The implementation of the first prototype receive a very positive result from both the Event Organizer and the visitor of the event.
Analysis of The User Experience of a Mobile Application System : A Case Study of Xyz Firstama, Panjinagara Vandy; Galinium, Maulahikmah; Purnama, James
Journal of Applied Information, Communication and Technology Vol. 4 No. 2 (2017)
Publisher : Swiss German University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33555/ejaict.v4i2.84

Abstract

This research intention is to comparing user experience value of mobile applic ation using User experience(UX) result from new and old sys tem, then doing gap analysis to determine how much improvement of user experience in the new system compared to old system. By using User Experience Questionnaire (UEQ), this research is to evaluat e which aspect of mobile application is looked for by its u ser. Survey is conducted to 60 people to answer what experience they have on old application, new application and user expectation for application and compare them. The result shows that there s mu ch improvement from old application to new application, and for expectation user towards new and old application, the gap between new app to expectation become closer if compare with old app to expectation
Multi Modal Gender Recognition for Gender-Based Marketing Using Depth Camera Setyonugroho, Adityo; Purnama, James; Galinium, Maulahikmah
Journal of Applied Information, Communication and Technology Vol. 2 No. 2 (2015)
Publisher : Swiss German University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33555/ejaict.v2i2.87

Abstract

This research is conducted to prove that gender recognition by computer which can be done in real time by using depth camera. Gender recognition can be used on many industries, such as security, marketing, and other sectors. The purpose of this research is to detect gender by using images of user (RGB image) and voice. Furthermore, gender-based marketing is used for the implementation of this system. By using multi modalities, the result is more accurate than only using one factor. Image processing algorithm is used on processing facial image, which is Linear Discriminant Analysis (LDA) algorithm. Furthermore, gender can also be detected by special frequency of each gender speech. Autocorrelation is one of the methods that is able to detect pitch from detected audio. Kinect for Windows v2 was carried out as visual and audio sensor. This research proved that gender can be detected by using those modalities with right algorithm. Several problems are also found during the experiments, such as input data problem, not matching algorithm, and small percentage of accuracy. In conclusion, detecting gender can be done by computer (real time or not) and several ideal conditions must be made to get proper and high accuracy result, such as person distances from camera, lighting, image size.
Mobile Website User Experience (UX) Evaluation on Indonesia's Online Marketplace Pratama, Khosyi Yoga; Purnama, James; Ipung, Heru Purnomo
Journal of Applied Information, Communication and Technology Vol. 3 No. 2 (2016)
Publisher : Swiss German University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33555/ejaict.v3i2.96

Abstract

Internet economy is growing in Indonesia, and so is the smartphone usage. The popularity of online marketplace is getting bigger by the day yet the market is not utilized as best as it could. A lot of new smartphone user may not be familiar with the concept of mobile application, yet they browse for products to purchase using their mobile web browser. Therefore a mobile website User Experience (UX) evaluation on online marketplace in Indonesia is needed. By using User Experience Questionnaire (UEQ), this research hopes to evaluate which aspect of a marketplace’s mobile website is looked for by its users. An interview is conducted to 30 people to simulate shopping experience on Tokopedia and Bukalapak using a mobile web browser. The result shows that users prefers shopping without having to register, thus making online shopping quick and easy. In addition, user prefers to have all information they need regarding a product in one page rather than having to perform many action to reveal more information.
Bildbox! – Virtual Photo Booth that implements Augmented Reality Leeson, Marchelno; Purnama, James; Galinium, Maulahikmah
Journal of Applied Information, Communication and Technology Vol. 7 No. 1 (2020)
Publisher : Swiss German University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33555/jaict.v7i1.104

Abstract

The purpose of this research is to develop a self-service photo booth that implements augmented reality which is named as BildBox! where it allows the user of this product to try on different costumes virtually. There will be discussion on the Business Analysis that is conducted in this research to know the potential of the product as well as discussing the features that are implemented in the product. The development of the product’s software will be using Unity game engine and the depth image is taken by using Microsoft’s Kinect v2 depth camera. Aside from the discussions mentioned above, there will be also charts shown from the results of the surveys conducted. In the end, there will be a conclusion drawn from the survey results.
Cross-Platform Analysis and Development of Online Catering Platform (Kunyahku) Swarna, Indra; Purnama, James; Anthony, Randy
Journal of Applied Information, Communication and Technology Vol. 7 No. 2 (2020)
Publisher : Swiss German University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33555/jaict.v7i2.106

Abstract

Kunyahku is an online catering platform that provides catalogs of menus from local caterer near the user and become the distributor that will take the order and deliver them. In developing an application, the most important aspect for small start-up companies is to have a development stack that can deliver the app into multiple platform by using a single code base to reduce the cost of developers, improve efficiency and reduce the time to develop the application itself. To provide the necessity of building an application for Kunyahku, this paper is aimed to find the most suitable cross platform framework for developing the Kunyahku application. This research focuses on comparison between existing popular cross-platform and proving the suitable one to be used in development cycle in the case of Kunyahku requirements. Sets of test and comparison were conducted in order to compare the most suitable cross platform between React Native and Flutter such as render test and comparing each advantage coming out from using each of the cross-platform.After all the requirements are gathered and then the most suitable framework will be chosen which is Flutter. Performance analysis and the benefits of using Flutter framework are elaborated and thus proving it is the most suitable development stack to be used in Kunyahku case and the development time can be reduced since it is a cross-platform technology that output the application into three different platform rather than managing separate platform for each different one. Testing shows that flutter also met all the requirements thus proving flutter address the problems of scalability and faster development compared to developing each native platform one by one.
Development of an on-Premise Indonesian Handwriting Recognition Backend System Using Open Source Deep Learning Solution For Mobile User Masasi, Gianino; Purnama, James; Galinium, Maulahikmah
Journal of Applied Information, Communication and Technology Vol. 7 No. 2 (2020)
Publisher : Swiss German University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33555/jaict.v7i2.109

Abstract

Existing handwriting recognition solution on mobile app provides off premise service which means the handwriting is processed in overseas servers. Data sent to abroad servers are not under our control and could be possibly mishandled or misused. As recognizing handwriting is a complex problem, deep learning is needed. This research has the objective of developing an on premise Indonesian handwriting recognition using open source deep learning solution. Comparison of various deep learning solution to be used in the development are done. The deep learning solution will be used to build architectures. Various database format are also compared to decide which format is suitable to gather Indonesian handwriting database. The gathered Indonesian handwriting database and built architectures are used for experiments which consists of number of Convolutional Neural Network (CNN) layers, rotation and noise data augmentation, and Gated Recurrent Unit (GRU) vs Long Short Term Memory (LSTM). Experiment results shows that rotation data augmentation is the parameter to be change to improve word accuracy and Character Error Rate (CER). The improvement is 64.8% and 23.2% to 69.6% and 20.6% respectively.
Business and System Analysis in Batik Online Platform for Plus Size Livani, Livani; Eng, Kho I; Purnama, James
Journal of Applied Information, Communication and Technology Vol. 7 No. 2 (2020)
Publisher : Swiss German University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33555/jaict.v7i2.114

Abstract

Batik industry has mostly been producing apparels only for standard size and none of the online platform that sells batik has been supported body positivity campaign. Another problem is found in the online stores, which do not support multi stores. Most of the existed marketplaces do not provide multi store for the users. There exists platform with multi store capability. However, the users have to pay a substantial amount of fee for the activation [magento]. Therefore, the purpose of this research is to analyze the business process of creating an online platform to sell batik specifically to people with oversize condition with multi stores capability. The multi store capability (done by other research fellows) is part of a project, which includes this research. We have conducted preliminary online research and interview and surveys after the prototype has been launched to get feedback from users. Users believe the idea of the platform and the development is a good start and it has contributed to positive .
Analysis of Open-Source Solution for Point of Sales Inventory Management System Marico, Joxel; Purnama, James; Galinium, Maulahikmah
Conference Series Vol. 3 No. 2 (2021): International Conference on Global Innovation and Trends in Economy 2021
Publisher : ADI Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34306/conferenceseries.v3i2.610

Abstract

Package other popular food distributor businesses. To gain advantage, they used newest Point of Sales (POS) for their business. POS allows user mood to do transaction between buyer and cashier, manage stock, etc. Unfortunately after several months, their business closed down, because the newest POS is not designed for their food distributor. ,The purpose of this research is to understand how POS would affect the business and why POS is valuable and important for business. The goal of this research is to find out which POS is suitable for both small and large business. There are four open-source POS to be analyzed, which are Odoo, E-hopper, Loyverse and Aronium. fOr Comparing Open Source software Evaluation Methods (FOCOSEM) is used to compare their features. In conclusion, only one shop. If the business owner wants to open another shop at different location but he/ she wants to keep track another shop, E-hopper or Loyverse is recommended. If the business owner wants to use mobile devices for easy setup, Loyverse is recommended. If the business owner prefers using PC, then E-hopper is recommended. For business owner who is conducting export and import then Odoo is recommended.
Markerless motion capture for 3D human model animation using depth camera Maulahikmah Galinium; Jason Yapri; James Purnama
TELKOMNIKA (Telecommunication Computing Electronics and Control) Vol 17, No 3: June 2019
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/telkomnika.v17i3.8939

Abstract

3D animation is created using keyframe based system in 3D animation software such as Blender and Maya. Due to the long time interval and the need of high expertise in 3D animation, motion capture devices were used as an alternative and Microsoft Kinect v2 sensor is one of them. This research analyses the capabilities of the Kinect sensor in producing 3D human model animations using motion capture and keyframe based animation system in reference to a live motion performance. The quality, time interval and cost of both animation results were compared. The experimental result shows that motion capture system with Kinect sensor consumed less time (only 2.6%) and cost (30%) in the long run (10 minutes of animation) compare to keyframe-based system, but it produced lower quality animation. This was due to the lack of body detection accuracy when there is obstruction. Moreover, the sensor’s constant assumption that the performer’s body faces forward made it unreliable to be used for a wide variety of movements. Furthermore, standard test defined in this research covers most body parts’ movements to evaluate other motion capture system.