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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.
Comparative Analysis of Pathfinding Algorithms A *, Dijkstra, and BFS on Maze Runner Game Handy Permana, Silvester Dian; Yogha Bintoro, Ketut Bayu; Arifitama, Budi; Syahputra, Ade
IJISTECH (International Journal of Information System & 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.
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.
IDENTIFICATION, DISTRIBUTION, AND TESTING THE LEVEL OF Sternochetus (Sternochetus sp, COLEOPTERA: CURCULIONIDAE) ATTACK AND THE HOST STATUS USING NO-CHOICE TEST Syahputra, Ade; Ahad, Mustopha; .,, Abdurakhman; Hidayat, Joni
JURNAL HAMA DAN PENYAKIT TUMBUHAN TROPIKA Vol. 19 No. 2 (2019): SEPTEMBER, JURNAL HAMA DAN PENYAKIT TUMBUHAN TROPIKA
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (752.96 KB) | DOI: 10.23960/j.hptt.219149-157

Abstract

Mango pulp weevil (MPW) and mango seed weevil (MSW) are found in only three species in the world, namely Sternochetus frigidus (MPW), Sternochetus mangiferae (MSW) and Sternochetus olivieri (MSW). These pests are the main pests for mango in several countries including Indonesia. But there is currently no report on the status of the three insects of Sternochetus in Indonesia, so that the information received by the Center for Agriculture and Biosciences International (CABI) as a worldwide plant pest data center is based on Kalshoven (1981). The purpose of this study was to identify species, to test the attack level and to conduct no-choice test on Sternochetus host in mango. This study was conducted at the Applied Research Institute of Agriculture Quarantine from March to October 2017. Kuweni fruit (Mangifera odorata) that was confirmed to be infested by Sternochetus insect was collected from Pesisir selatan District of West Sumatra, North Lampung District, Lubuk Linggau District of South Sumatera and Bekasi District of West Java Provinces respectively. The species identification was performed on the male genital (aedeagus) of the insect, which was obtained from the Kuweni fruit aged 95-115 days. The fruit collection from the three locations have identified S. frigidus species, with overlapping apical sclerite characteristics. In Bekasi District, S. frigidus insect could not infest the Kuweni fruit. Attack level test of S. frigidus in kuweni fruit in all three locations reached 93%. The result of host status test with no choice test showed that S. frigidus was able to infest harum manis and manalagi mango (Mangifera indica) and did not infest sapodilla fruit.
KARAKTERISTIK KEPALA DAERAH DAN AUDIT DELAY LAPORAN KEUANGAN PEMERINTAH DAERAH DI INDONESIA Frasti, Hesy Erlisa; Dita, Elvanya Purba; Pracinthea, Euodia; Syahputra, Ade; Widyawati, Arini; Hananto, Santoso Tri
Jurnal Akuntansi Vol 21, No 1 (2017): January 2017
Publisher : Fakultas Ekonomi dan Bisnis Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (143.393 KB) | DOI: 10.24912/ja.v21i1.131

Abstract

This study aimed to examine the effects of  regent/ mayor  characteristics on financial statement of local government’s audit delay in Indonesia. Regional head are characterized by age, educational background, executive work experience, and educational level. The population of this study were all of districts/municipalitie in Indonesia. This study uses 142 districts/municipalities as sample using purposive sampling method. The secondary data was obtained from Audit Board of the Republic of Indonesia (BPK-RI) and Ministry of Home Affairs of the Republic of Indonesia (Kemendagri). Data was analyzed using  regression  model.  The analysis showed  that  the  economics  or  accounting educational background has negatively affected on financial statement of local government’s audit delay in Indonesia. However, age, executive work experience, and education level do not affect financial statement of local government’s audit delay in Indonesia.
Analisis Perbandingan Efektifitas Metode Marker dan Markerless Tracking pada Objek Augmented Reality Budi Arifitama; Ade Syahputra; Ketut Bayu Yogha Bintoro
JURNAL INTEGRASI Vol 14 No 1 (2022): Jurnal Integrasi - April 2022
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/ji.v14i1.3985

Abstract

Markers in augmented reality is an important component for the emergence of an augmented reality object. The function of the marker is to mark the location of an augmented reality object. Currently, there are two types of markers used in the development of augmented reality, namely marker-based tracking and markerless-based tracking. Marker-based tracking has a marker with a pattern on a printed media. Meanwhile, Markerless-based tracking has a point distribution pattern based on a flat surface. Unfortunately, several previous studies that developed AR applications did not have information on the effectiveness and accuracy between the two methods. It is very important to measure the accuracy of the appearance of AR objects to determine the appearance of AR objects, failing to choose the marker used will cause instability in the appearance of AR objects. This study tested the two markers which is distance, height and angle as a parameter. The results of the test stated that markerless tracking was superior to distances of 150 cm with an accuracy rate of 93% while marker-based tracking was only 83.3%.