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LIGHT RAIL TRANSIT PUBLIC TRANSPORTATION QUEUE SYSTEM BASED ON ANDROID Roy Fransisco; Budi Arifitama
Jurnal Algoritma, Logika dan Komputasi Vol 3, No 1 (2020): Jurnal ALU Volume 3 Nomor 1 Maret 2020
Publisher : Universitas Bunda Mulia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30813/j-alu.v3i1.2047

Abstract

The more advanced and the development of the era tends to create more complex problems that needs to be solved. Queueing in Indonesia is a problem that is difficult to control. LRT (Light Rail Transit) is the most recent public transportation for the people living around Northern Jakarta. Most of the people want to try this new transportation, This creates a problem where usually people tend to not queueing in line when buying tickets. The solution fot this problem is by ordering online tickets or online queues over queueing traditionally. In this study, the Designing and programming methods used C # code on visual studio which is performed as a form of validation such as validation for Login and Registering; PHP code is used to connect the database for data registrants, users, and admin; and UML (Unified Modeling Language) for designing the system and database. With this online queue, it can help overcome the problem of crowded long and congested lines at the LRT station so that it can increase the culture of the queue for mutual order to be realized.
BAHAN AJAR FLIPBOOK ONLINE MATAKULIAH PTI MENGGUNAKAN PENDEKATAN AUGMENTED REALITY Budi Arifitama
Jurnal TEKNODIK Jurnal Teknodik Vol. 22 No. 1, Juni 2018
Publisher : Pusat Data dan Teknologi Informasi Kementerian Pendidikan Kebudayaan, Riset dan Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (566.313 KB) | DOI: 10.32550/teknodik.v21i3.336

Abstract

Pendidikan merupakan salah satu fondasi dari berdirinya sebuah bangsa, bangsa yang maju selalu diiringi dengan tingkat pelaksanaan pendidikan yang baik. Sayangnya, di Indonesia penerapan teknologi dalam pelaksanaan proses belajar mengajar di dalam kelas, masih tergolong minim dan konvensional, dengan menggunakan cara tatap muka dan presentasi, sehingga membatasi peserta didik kerap bosan dan tidak tercapinya transfer knowledge yang baik. Melihat permasalahan tersebut maka dibutuhkan inovasi di bidang teknologi agar dapat meningatkan proses transfer knowledge dan rasa ingin tahu oleh peserta didik. Penelitian ini membahas mengenai pengembangan materi ajar pada flipbook dengan pendekatan teknologi augmented reality. Teknologi augmented reality digunakan sebagai inovasi dalam proses pembelajaran dengan cara menampilkan objek pada materi matakuliah seolah-olah nyata sehingga peserta didik mampu melakukan interaksi dan meningkatkan rasa keingintahuan dari peserta didik.
METAMORPHOSIS VISUALIZATION WITH AUGMENTED REALITY USING MARKER-BASED TRACKING Bayu Bagus Kencana; Muhammad Fathur Prayudha; Budi Arifitama
Jurnal Riset Informatika Vol 3 No 1 (2020): Period of December 2020
Publisher : Kresnamedia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (879.075 KB) | DOI: 10.34288/jri.v3i1.168

Abstract

Metamorphosis is a cycle of biological animal growth. Learning Metamorphosis is a part of learning for students in schools specifically in the area of biology subjects. Unfortunately, the observing activities take time, and finding an animal specimen is limited to study the metamorphosis cycle. This research proposes an innovative solution to overcome these problems which is the implementation of augmented reality technology. The animal metamorphosis cycle process is visualized into 4-dimensional objects to improve interaction for the student on learning metamorphosis during learning sessions. The Marker-Based Tracking method is used as an approach where the location of the tracking pattern on the marker has been determined in advance as the place where the augmented reality object appears. The results of this study indicate that using a marker-based tracking method can improve students' understanding of metamorphosis.
PELATIHAN PEMBUATAN MODEL 3D ALAT PERAGA EDUKASI HIDROLOGI BERBASIS AUGMENTED REALITY UNTUK GURU Budi Arifitama
Jurnal Pengabdian Masyarakat Multidisiplin Vol 3 No 3 (2020): Juni
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (257.074 KB) | DOI: 10.36341/jpm.v3i3.1263

Abstract

Augmented reality in Indonesia has been widely used as a media aids in teaching in the classroom, to enhance a better learning interaction between teachers and students. Students can learn independently by observing augmented reality objects that are developed without the need to be guided. Unfortunately developing an augmented reality application takes a lot of effort especially for teachers, there are not many teachers who can develop an augmented reality application. Based on these problems, through the APSI organization, community service activities were carried out in the form of training on making 3D models based on augmented reality which was attended by representatives of 15 teachers from Jadebotabek. The training activities were divided into 3 sessions, namely the first session through the lecture method, the second session the guided tutorial method and the last session with training. The results of the implementation of this training are the teacher is able to make augmented reality applications independently and is able to make augmented reality based hydrological teaching aids that can be used to enrich learning in the classroom.
Peningkatan Keterampilan Organisasi di Bidang Mixed Reality Komunitas Augmented Reality di Universitas Trilogi Budi Arifitama; Ade Syahputra
ETHOS (Jurnal Penelitian dan Pengabdian) Vol 7 No.1 (Januari, 2019) Ethos: Jurnal Penelitian dan Pengabdian (Sains & Teknologi)
Publisher : Universitas Islam Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29313/ethos.v7i1.4239

Abstract

Abstract. The partners of this community service activity are members of the augmented reality community located in the Pancoran area South of Jakarta. The augmented reality community has been running for almost 3 years, initiated by 2013 by the informatics students at the trilogi university with a total of 12 community members. However, unfortunately the activities that have been carried out is not optimal, the meeting schedule are carried out incidentally and has not been scheduled properly. A good community is measured by how active and disciplined the members and administrators of the community. A solution is needed in terms of good organizational management from the community committee as well as good technical capabilities of each member. The solutions given to overcome these problems are (a) Conducting a good organizational management training in managing an organization starting from planning, scheduling, implementing and organizing (b) Conducting basic augmented reality training for  members of the community  . The results of this training activity resulted in a 100 percent improvement in the abilities and management skills of mixed reality organizations from members of the augmented reality community.Abstrak. Mitra dari kegiatan pegabdian kepada masyarakat ini adalah angggota dari komunitas augmented reality yang berlokasi di daerah Pancoran Jakarta Selatan. Komunitas Augmented reality telah berjalan kurang lebih hampir 3 tahun lamanya diprakarsai oleh mahasiswa teknik informatika angkata 2013 universitas trilogi dengan total sebanyak 12 anggota komunitas. Namun , sayangnya kegiatan yang selama ini dilakukan belum optimal, jadwal pertemuan dilaksanakan secara insidentil dan belum terjadwal dengan baik yang mengakibatkan pengelolaan dari komunitas menjadi vakum. Sebuah komunitas yang baik diukur dari seberapa aktif dan disiplin dari pelaksana dan pengurus dari komunitas tersebut. Dibutuhkan sebuah solusi dalam hal manajemen organisasi yang baik dari panitia komunitas serta kemampuan teknis yang baik dari setiap member agar dapat mempersiapkan diri untuk  ekspansi komunitas ke luar dari universitas. Solusi yang diberikan untuk mengatasi permasalahan tersebut adalah (a)Melakukan pelatihan manajemen organisasi yang baik dalam mengelola sebuah organisasi mulai dari perencanaan, penjadwalan, pelaksanaan dan tata kelola organisasi (b)Melakukan pelatihan dasar augmented reality bagi anggota tetap maupun anggota baru yang belum memiliki keterampilan. Hasil dari kegiatan pelatihan ini menghasilkan 100 persen peningkatan kemampuan dan keterampilan manajemen organisasi mixed reality dari anggota Komunitas Augmented Reality.
Comparative Analysis of Pathfinding Algorithms A *, Dijkstra, and BFS on Maze Runner Game Silvester Dian Handy Permana; Ketut Bayu Yogha Bintoro; Budi Arifitama; Ade Syahputra
IJISTECH (International Journal of Information System and Technology) Vol 1, No 2 (2018): May
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/ijistech.v1i2.7

Abstract

Maze Runner game is a game that requires pathfinding algorithm to get to the destination with the shortest path. This algorithm is used in an NPC that will move from start node to destination node. However, the use of incorrect algorithms can affect the length of the computing process to find the shortest path. The longer the computing process, the longer the players have to wait. This study compared pathfinding algorithms A *, Dijkstra, and Breadth First Search (BFS) in the Maze Runner game. Comparison process of these algorithms was conducted by replacing the algorithm in the game by measuring the process time, the length of the path, and the numbers of block played in the existing computing process. The results of this study recommend which algorithm is suitable to be applied in Maze Runner Game.
Sistem Pendukung Keputusan Pemberian Reward Kepada Kurir di Jakarta Utara Menggunakan Profile Matching Randy Teguh Waluya Nugraha; Budi Arifitama; Yaddarabullah Yaddarabullah
JURNAL INTEGRASI Vol 13 No 1 (2021): Jurnal Integrasi - April 2021
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/ji.v13i1.2535

Abstract

Courier employees in an expedition company are an important asset for the company. Each Courier has a daily productivity performance to aim with a perfect score (100%) to gain a reward. However, an assessment based only on productivity performance cause problems, where it is impossible to achieve a perfect productivity score to get a reward. This research focus to improve the rewarding system using a decision support system by adding other aspects than productivity which is the behavioral aspect. Absentee, successful delivery, cash on delivery, status update, attendance, and lateness are the behavioral aspect criteria used. Profile Matching method is conducted to compare employee profiles with the standard values and calculate its GAP. The smaller the GAP, the greater the weight results for the best alternative solution. The results, from 150 employees, 5 employees were selected as the best employees and granted rewards with the highest position scored 4,733, second scored 4,725, third scored 4,7234, fourth scored 4,722, and fifth scored 4,721. Profile matching has proven to be excellent as a method for a decision support system to reward employees based on ranking.
Comparative Analysis of Pathfinding Algorithms A *, Dijkstra, and BFS on Maze Runner Game Silvester Dian Handy Permana; Ketut Bayu Yogha Bintoro; Budi Arifitama; Ade Syahputra
IJISTECH (International Journal of Information System and Technology) Vol 1, No 2 (2018): May
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (205.803 KB) | DOI: 10.30645/ijistech.v1i2.7

Abstract

Maze Runner game is a game that requires pathfinding algorithm to get to the destination with the shortest path. This algorithm is used in an NPC that will move from start node to destination node. However, the use of incorrect algorithms can affect the length of the computing process to find the shortest path. The longer the computing process, the longer the players have to wait. This study compared pathfinding algorithms A *, Dijkstra, and Breadth First Search (BFS) in the Maze Runner game. Comparison process of these algorithms was conducted by replacing the algorithm in the game by measuring the process time, the length of the path, and the numbers of block played in the existing computing process. The results of this study recommend which algorithm is suitable to be applied in Maze Runner Game.