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Implementing Augmented Reality on a Multiple Floor Building as a Tool for Sales Product Knowledge Arifitama, Budi; Syahputra, Ade
International Journal of Technology And Business Vol 1 No 1 (2017): IJTB|International Journal of Technology And Business
Publisher : LPPM of STIMIK ESQ

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Abstract

Research into indoor property floor plan associated with the use of augmented reality technologies is very limited. Most sales property developer used conventional ways on how they interact with potential client using brochure which lacks detailed information .This paper propose a solution that is capable of showing the actual size and form of the floor plan by visualizing into a 3d model to aid the salesman in explainig more accurately during meeting with customers. We have applied a simple but effective ways to visualize a 3d floor plan compete with surrounding walls by using augmented reality. Result shown that by using augmented reality, salesman are easier to explain the product knowledge of the housing to the customer as every detailed information are stored in the software.
Promotional Advertising in an Augmented Reality Environment Using Audio Visual Approach for Trilogi University Arifitama, Budi; Syahputra, Ade
IJTB (International Journal of Technology And Business) Vol 2 No 2 (2018): IJTB | INTER1NATIONAL JOURNAL OF TECHNOLOGY AND BUSINESS
Publisher : LPPM of STIMIK ESQ

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Abstract

Technology in the field of multimedia are often used as a promotional media campaign at the university. An element of multimedia is developed using the concept of audio and visual, where the delivery of transfer knowledge material with audio and visual models can provide a good understanding of the learning experience of the user. Nowadays, the ads circulating through various media channels have applied audio-visual techniques in promotional activities such as brochures, websites and promotional videos. Unfortunately, these type of promotional activities lacks value in terms of campus promotional innovation. Augmented reality technology comes as a solution to the stagnancy of promotional activities. The research method used is the audio-visual method as a development framework of augmented reality technology, this method is used by embedding audio and video features on augmented reality objects. Quantitative methods are used as a means of measuring the success of the development of augmented reality technology. The result of this research is to achieve an innovation of augmented reality technology development based on the framework designed to be used as a media for Trilogy University promotional campaign.
Implementing Augmented Reality on a Multiple Floor Building as a Tool for Sales Product Knowledge Arifitama, Budi; Syahputra, Ade
IJTB (International Journal of Technology And Business) Vol 1 No 1 (2017): IJTB (International Journal Of Technology And Business)
Publisher : LPPM of STIMIK ESQ

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Research into indoor property floor plan associated with the use of augmented reality technologies is very limited. Most sales property developer used conventional ways on how they interact with potential client using brochure which lacks detailed information .This paper propose a solution that is capable of showing the actual size and form of the floor plan by visualizing into a 3d model to aid the salesman in explainig more accurately during meetingwith customers. We have applied a simple but effective ways to visualize a 3d floor plan compete with surrounding walls by using augmented reality. Result shown that by using augmented reality, salesman are easier to explain theproduct knowledge of the housing to the customer as every detailed information are stored in the software.
Mobile Augmented Reality Pengenalan Situs Sejarah Kawasan Banten Lama dengan Metode Marker Based Tracking Arifitama, Budi; Syahputra, Ade
JTERA (Jurnal Teknologi Rekayasa) Vol 3, No 2: December 2018
Publisher : Politeknik Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (617.457 KB) | DOI: 10.31544/jtera.v3.i2.2018.255-260

Abstract

Banten merupakan sebuah provinsi yang terletak di bagian ujung barat dari Pulau Jawa yang memiliki serangkaian sejarah dari masa kerajaan hingga saat ini. Bangunan peninggalan yang terdapat dari masa kerajaan hingga bangunan modern di wilayah Banten memiliki potensi yang baik jika diangkat sebagai lokasi landmark tujuan wisata. Namun, lokasi landmark bangunan yang dapat menjadi tujuan wisatawan belum dikelola dengan optimal. Pengenalan objek landmark yang telah ada melalui aplikasi mobile maupun website juga belum mampu memberikan ketertarikan pada para calon wisatawan untuk mengunjungi lokasi landmark. Untuk menjawab permasalahan tersebut, maka dilakukan penelitian pengembangaan aplikasi pengenalan objek pada sebuah titik lokasi landmark di kawasan Banten Lama dengan memanfaatkan teknologi Augmented Reality (AR) sebagai pendukung utama aplikasi mobile. Keunggulan penggunaan teknologi AR dari penelitian ini adalah dapat menjadikan sarana pembelajaran informasi menjadi lebih interaktif serta menarik. Pendekatan metode yang digunakan pada penelitian ini adalah menggunakan metode marker based tracking. Teknik pengambilan data pada penelitian ini adalah menggunakan teknik observasi dan studi lapangan. Dari hasil penelitian ini, dihasilkan sebuah aplikasi mobile berbasis teknologi AR yang berguna bagi para wisatawan untuk mengunjungi kawasan Banten Lama. Hasil uji fungsionalitas aplikasi oleh responden dengan beberapa pertanyaan mengenai aplikasi AR yang dirancang  diperoleh nilai 80 dari skala 100.
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.
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.
Cultural Heritage Digitalization on Traditional Sundanese Music Instrument Using Augmented Reality Markerless Marker Method Budi Arifitama; Ade Syahputra
Jurnal Teknologi dan Sistem Komputer Volume 5, Issue 3, Year 2017 (July 2017)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (464.681 KB) | DOI: 10.14710/jtsiskom.5.3.2017.101-105

Abstract

Research into cultural heritage which implements augmented reality technology is limited. Most recent research on cultural heritage are limited on storing data and information in the form of databases, this creates a disadvantage for people who wants to see and feel at the same moment on actual cultural heritage objects. This paper, proposes a solution which could merge the existing cultural object with people using augmented reality technology. This technology would preserve traditional instrument in the form of 3D object which can be digitally protected. The result showed that the use of augmented reality on preserving cultural heritage would benefit people who try to protect their culture.
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, Maret 202
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.
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.
Aplikasi Mobile Edutainment Pengenalan Hewan Berdasarkan Pengelompokan Jenis Makanan Untuk Anak Usia Dini Budi Arifitama; Ade Syahputra
JURNAL INTEGRASI Vol 8 No 2 (2016): Jurnal Integrasi - Oktober 2016
Publisher : Politeknik Negeri Batam

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Abstract

Penelitian ini membahas mengenai media pembelajaran dengan memanfaatkan teknologi mobile untuk mengenal nama-nama hewan yang menampilkan berbagai macam jenis hewan sesuai dengan klasifikasi pola makan dari setiap hewan. Kemudahan dan pesatnya penetrasi gadget dapat dirasakan oleh seluruh lapisan masyarakat , anak berusia dini sudah dengan mudahnya diberikan gadget oleh kedua orangtuanya, di satu sisi memberikan sebuah peluang bagi pengembang untuk membuat berbagai konten aplikasi berbasis mobile, namun disisi lain tanpa pengawasan yang baik dari kedua orangtua akan memberikan dampak buruk bagi khususnya anak usia dini yang bebas mengakses segala jenis konten aplikasi. Bertitik tolak dari permasalahan tersebut, peneliti merancang aplikasi mobile edutainment pengenalan hewan berdasarkan pengelompokan jenis makanan untuk usia dini. Metode yang digunakan dalam pengembangan aplikasi adalah metode waterfall, serta pendekatan yang diambil adalah pendekatan taksonomi jenis makanan tiap hewan.