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Augmented Reality 3D Heart as Learning Media at Midwifery Lab University of 'Aisyiyah Surakarta Rahmad Ardhani; Sigit Setiyanto; Ita Permatahati
International Journal of Computer and Information System (IJCIS) Vol 3, No 1 (2022): IJCIS : Vol 3 - Issue 1 - 2022
Publisher : Institut Teknologi Bisnis AAS Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29040/ijcis.v3i1.53

Abstract

Abstract— Utilization of Information Technology (IT) in the process of delivering information has been developed rapidly. Currently, the latest technology used in the delivery of information is Augmented Reality (AR) technology.. Pada teknologi Augmented Reality (AR), pengguna dapat menvisualisasikan objek atau benda bersejarah dalam bentuk 3 dimensi. Augmented Reality (AR) has the advantage of being interactive and real time so Augmented Reality (AR) is widely implemented in the field of education as a medium to introduce historical objects which are cultural heritage or objects related to a science. Augmented Reality (AR) has the advantage of being interactive and real time, so Augmented Reality (AR) is widely implemented in various fields. Based on the explanation of the study, researchers are interested in conducting research using information technology in the health sector, by making Augmented Reality (AR) modeling to facilitate the community and midwifery students in providing learning about human organs, especially the heart which can be used digitally without having to dissect human organs and bringing him a modeling of the heart with the presence of a 3D heart organ provides convenience in learning to the public about the function and structure of the heart digitally.Keywords :3D, Augmented Reality, Heart 3D Design.
Rekayasa Kebutuhan Perangkat Lunak E-Marketplace Gerobak Kopi Yohanes Aryo Bismo Raharjo; Fachruddin Edi Nugroho Saputro; Martina Endah Pratiwi; Teguh Ansyor Lorosae; Rahmad Ardhani; Fendi Sumanto; Farid Fitriadi; Ema Utami
E-JURNAL JUSITI : Jurnal Sistem Informasi dan Teknologi Informasi Vol 6 No 1 (2017): e-jurnal JUSITI
Publisher : Universitas Dipa Makassar

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

Abstract

E-marketplace merupakan salah satu pengembangan e-commerce dimana e-marketplace menjadi media perantara yang mempertemukan antara penjual dan pembeli. E-Marketplace memungkinkan pembeli untuk menemukan berbagai jenis barang dan jasa yang ditawarkan dari berbagai penjual yang berbeda. E-marketplace juga menyediakan fasilitas bertransaksi yang aman dan mudah bagi penjual maupun pembeli. Metode dan tahapan penelitian terdiri atas Pengumpulan data dan informasi, Perancangan sistem, dan selanjutnya dikembangkan dengan metode model Waterfall. Hasil dari perancangan e-marketplace ini dapat menampilkan semua informasi mengenai produk-produk kopi dan memberikan kemudahan bagi para pelaku usaha dalam memperluas jangkauan dalam melakukan pemasaran baik produk maupun jasa sehingga lebih tepat sasaran dan akan lebih cepat mendapatkan respon dari khalayak ramai. Selain itu, juga mempermudah pelanggan dalam pencarian produk, dikarenakan dalam e-marketplace terdapat banyak penjual. Sistem E-marketplace memiliki fitur-fitur yang memberikan kemudahan bagi pengunjung, mempunyai kontribusi dalam menyelesaikan masalah untuk memberikan jaminan layanan informasi yang lebih pada konsumen. Menampilkan informasi-informasi yang mengarahkan pengunjung, calon pembeli juga dapat melakukan pemesanan, pembayaran, dan konfirmasi pembayaran. Hal ini dapat memperluas pangsa pasar dan menumbuhkan daya saing karena sistem penjualannya tidak lagi terbatas pada ruang dan waktu
Pelatihan Pembuatan Website Dengan CMS (Content Management System) Di Smk Muhammadiyah Karanganyar Rahmad Ardhani; Ita Permatahati; Faiq Fadhil
Jurnal Pengabdian Masyarakat Sains dan Teknologi Vol. 1 No. 3 (2022): September : Jurnal Pengabdian Masyarakat Sains dan Teknologi
Publisher : Fakultas Teknik Universitas Cenderawasih

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (727.669 KB) | DOI: 10.58169/jpmsaintek.v1i3.21

Abstract

Smk Muhammadiyah 02 Karangayar is one of the schools that follows technological developments by visiting schools through the website. SMK Muhammadiyah 02 Karangayar has a bold business and marketing major so that every student needs expertise in website creation as a form of keeping up with technological developments in the digital marketing era. Smk Muhammadiyah 02 Karangayar requires supporting training that improves students' ability to create websites.
Virtual Reality Sebagai Media Promosi Wisata Kuliner Halal Di Solo Baru Sukoharjo Aisyah Mutia Dawis; Murhadi Murhadi; Rahmad Ardhani
INTEK : Jurnal Informatika dan Teknologi Informasi Vol. 6 No. 1 (2023)
Publisher : Universitas Muhammadiyah Purworejo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37729/intek.v6i1.3161

Abstract

Nowadays technology is increasingly advanced and modern. Virtual Reality (VR) is starting to be used as a medium for promoting halal culinary tourism to be relevant and important. Virtual reality (VR) is a technology that allows users to interact with a digital environment that is created in such a way that it feels real. By using VR, potential travelers can experience eating at a halal restaurant or cafe in a more immersive and realistic way before they actually visit the place. In addition, VR can also be used to introduce the menu and promote the various halal culinary dishes available. With the use of virtual reality technology, tourists or the general public can easily identify which food places are halal clearly, because currently in Solo Baru Sukoharjo there are several places to eat that are not halal because they contain non-halal food ingredients that have begun to spread, besides that tourists can also experience halal culinary experiences directly and learn about the process of making and cleaning food that is explained in de-tail. This experience can be an added value that allows the promotion of halal culinary tourism to be more effective and efficient. Through this research, it is hoped that the promotion of halal culinary tourism in Solobaru Sukoharjo can become wider and reach more tourists.
PENERAPAN METODE WATERFALL DALAM PERANCANGAN SISTEM INFORMASI E-LEARNING BERBASIS WEB PADA MADRASAH TSANAWIYAH (MTS) AL-WUSHO RUMAH SETIA RUMAH SETIA Rahmad Ardhani; Muhammad Misbahul Munir; Aisyah Mutia Dawis
Journal of Innovation And Future Technology (IFTECH) Vol 5 No 2 (2023): Journal of Innovation and Future Technology (IFTECH) Volume 5 Number 1 (August 20
Publisher : LPPM Unbaja

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47080/iftech.v5i2.2754

Abstract

Education is one of the benchmarks for the progress of a nation. One way to advance education is to follow technological developments. And technological developments are currently developing so rapidly, one of the technologies that exist in the world of education today is E-Learning. E-Learning is a form of technological progress that can be utilized effectively and efficiently for the learning process. E-Learning is an education system that uses electronic applications to support the development of teaching and learning activities using internet media. (1) Madrasah Tsanawiyah (MTs) Al-Wusho Rumah Setia is one of the schools in Sukoharjo Regency. At Madrasah Tsanawiyah (MTs) Al-Wusho Rumah Setia the learning process is still traditional, namely the teaching and learning process between teachers and students is only carried out in class meetings and attendance using manual recording. Based on these conditions, an information system is needed that can facilitate the attendance process and can monitor teachers so that they can produce accurate reports. Utilization of information technology today can be used as a solution to overcome these problems. Therefore, as a solution to the problems above, this research provides a solution for making E-learning Information System Design. The National Training and Simulation Association reports that retention of material after learning through e-learning can reach 25-60%, whereas through classical learning it is only around 8-10%.
Rahmad Ardhani Utilization of Augmented Reality Technology as a Kidney Organ Learning Media for Hospital Administration Study Program, 'Aisyiyah University Surakarta Rahmad Ardhani Ardhani; Muhlizardy Muhlizardy
Jurnal Riset Sistem dan Teknologi Informasi Vol. 1 No. 1 (2023): Jurnal Riset Sistem dan Teknologi Informasi (RESTIA) Vol. 1 No. 1
Publisher : Universitas Aisyiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30787/restia.v1i1.1073

Abstract

AR (augmented reality), is a technology that combines two-dimensional and or three-dimensional virtual objects into a real environment and then projects these virtual objects in reality in real time. Augmented reality applies to all senses, including hearing, touch, and smell. Apart from being used in fields such as health, the military, the manufacturing industry and the world of education. This AR technology can insert certain information into the virtual world and display it in the real world with the help of equipment such as webcams, computers, Android cellphones, or special glasses. Learning media is a modern technology that can be used between educators and students in teaching and learning activities. which can connect, convey information and channel messages so as to create effective and efficient teaching and learning activities. Learning media can make communication between educators and students in the learning process. Learning media causes communication between educators and students in the learning process. Technology is currently developing very fast, including in the field of education such as augmented reality. AR learning media can visualize abstract concepts for understanding and the structure of an object model enabling AR as a more effective medium according to the objectives of the learning media. This study aims to: (1) design and build Augmented Reality learning media on the lungs; (2) knowing the performance and feasibility of Augmented Reality as a learning medium. Keywords: augmented reality, Learning Media, Learning Media
Sosialisasi Sistem Informasi Kontrasepsi Rasional (SIKONTRAS) Pada Warga Kelurahan Kerten, Laweyan, Solo Ita Permatahati; Rahmad Ardhani
MENGABDI : Jurnal Hasil Kegiatan Bersama Masyarakat Vol. 1 No. 6 (2023): Desember : MENGABDI : Jurnal Hasil Kegiatan Bersama Masyarakat
Publisher : Asosiasi Riset Ekonomi dan Akuntansi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/mengabdi.v1i6.273

Abstract

The need for education regarding the types of contraceptives will have an impact on increasing knowledge and choice of contraceptives in women. At the same time, adjustments to technological developments also need to be made, so the team designed a mobile web-based of Sistem Informasi Kontrasepsi Rasional (SIKONTRAS) which is intended for the wider community in ease of obtaining information related to contraceptives. This socialization activity resulted in two things, namely an increase in knowledge related to contraception and an increase in skills in using the SIKONTRAS Application resulting from the questionnaire at the point "The application is easy to use", out of 21 participants, 18 participants chose "strongly agree", so it can be said that the application is easy to use. use