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An Analysis of Concentration Region on Powerpoint Slides using Eye Tracking Fergyanto E. Gunawana; Oky Wijaya; Benfano Soewito; Sevenpri Candra; Diana Diana; Cosmas E. Suharyanto
Proceeding of the Electrical Engineering Computer Science and Informatics Vol 4: EECSI 2017
Publisher : IAES Indonesia Section

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1347.402 KB) | DOI: 10.11591/eecsi.v4.996

Abstract

Powerpoint slides have become one of the essential teaching  tools in academic  for both  offline and  online modes. It may  play  a  useful  role to facilitate  discussion  and  information exchange.  However,  in  our  teaching  experience,  we find  many students utilizing Powerpoint slides beyond their traditional functions.  Many  students   fully  rely on  the  slides  as  the  main learning   materials   and,  in  some  cases,  substituting  textbooks. This  study  intends  to  understand how  students   interact   with the   learning   materials   presented  on  Powerpoint   slides.  The interaction is measured using  an  eye tracker device called  the Eye  Tribe  Tracker. Thirty  sophomore  and  junior  students  are asked  to participate. They are  instructed to learn  a topic in the subject  of Introduction to Algorithm  and  Programming, a basic course  in the  computer science field. During  the  process,  their fixation points  are  monitored  and  are  related to the contents  on the slides. The results are rather surprising. Many students  read the  slides  in  unexpected  manners that  may  compromise   their understanding and  may lead to inaccurate interpretations.
Classic-Simulation Android Based Game of Fly and Learn in Elementary School Level Diana Diana; Dion Darmawan
ComTech: Computer, Mathematics and Engineering Applications Vol. 6 No. 3 (2015): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v6i3.2258

Abstract

The purpose of this research is to design classic simulation game application of Fly and Learn which is a mobile gaming application based on android smartphone that aims to provide children in elementary school level to learn with ease through a game. Fly and Learn is a classic simulation game which has a specific purpose to introduce the game of the plane where the children play as a pilot by a plane ride and also to train them in answering questions quickly and accurately on the way. The method used in this research is the waterfall model. The results achieved in the form of an application that can make a learning media for elementary school level students through the medium of game based on android. The conclusion of this research is that the created application successfully attracts students’ interest thus helping their learning process.
Analisis dan Perancangan Basis Data dan Aplikasi Pegadaian pada PT Langitan Segi Putera Diana Diana
ComTech: Computer, Mathematics and Engineering Applications Vol. 3 No. 2 (2012): ComTech
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/comtech.v3i2.2355

Abstract

This article contains analysis and design of pawnshop database systems and its application design that can be used by PT Langitan Segi Putera for acquiring information about pawn goods, decision making in pawnshop system, how to increase the effectiveness and efficiency of employee performance as well as how to reduce error in data input. The methodology used in this research consists of literature study, survey, and analysis and design. The result obtained is a conceptual, logical and physical database design for pawn process in PT Langitan Segi Putera and its application that is suitable with the design. The design of database and its application meets the company requirement and improves company performance due to the availability of accurate and timely information, improvement in data security, and reduction of data redundancy.
Implementation of Augmented Reality Shopping in E-Commerce to Increase Customer's Purchase Intention  Diana Diana; Grasiela Angelina; Inigo Hersanta Sutandyo; Jeremy Michael Yuwono; Ivan Sebastian Edbert; Alvina Aulia
Engineering, MAthematics and Computer Science (EMACS) Journal Vol. 5 No. 2 (2023): EMACS
Publisher : Bina Nusantara University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21512/emacsjournal.v5i2.9954

Abstract

E-commerce has grown immensely in the past few years, especially during the Covid-19 pandemic. This condition brings severe conditions. Most traditional business owners must shift and implement e-commerce into their business models. Although e-commerce has many advantages, it also has limitations. The limitation of e-commerce is that it is difficult for customers to visualize the products they will buy in the real world. Most E-commerce applications only allow customers to see images and reviews of the products they want to buy through the screen of their devices. This situation can decrease customer satisfaction if the products they believe do not match the images. This research aims to help solve the limitations of e-commerce applications by implementing Augmented Reality to help customers visualize the products they buy. The researcher developed an Android-based mobile AR application using Unity and the Vuforia engine. After creating our AR application, we surveyed 46 participants to test our AR application. The researcher used Likert Scale with a scale of 4. The result is that almost all participants agreed that AR makes it easier to visualize the product purchased from e-commerce. An average score of 3.6 shows that most participants strongly agree that AR positively influences their decision-making to buy products.