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Perancangan Sistem Informasi Laboratorium Komputer PEC (Practical Education Center) Aldi Wibi Kusumah; Sendi Hidayat; Perani Rosyani
Journal of Artificial Intelligence and Innovative Applications (JOAIIA) Vol 2, No 2 (2021): MAY
Publisher : Journal of Artificial Intelligence and Innovative Applications (JOAIIA)

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Abstract

Laboratorium Komputer merupakan tempat praktikum yang dilengkapi dengan segala jenis perangkat hardware atau software sesuai jenis praktikum. Perangkat yang ada dilaboratorium komputer membutuhkan pengelolaan data dan dokumentasi yang baik dan teratur. Dalam pengelolaan data praktikum komputer yang berjalan khususnya penanganan praktikum komputer masih kurang tersistem dengan baik sehingga terjadi masalah contohnya waktu serta jadwal sering sekali berubah-ubah serta pelaksanaan praktikum mundur akibatnya banyak waktu terbuang. Dalam memberikan informasi praktikum masih menggunakan secara manual belum adanya program Aplikasi. Dengan itu dibuatlah sebuah sistem, sistem dibangun dengan metode analis pengumpulan data , Wawancara, studi pustaka selanjutnya untuk metode pengembangan menggunakan metode waterfall. Dalam pengembangan sistem informasi laboratorium komputer ini berisi menu yang fokus pada pengelolaan mahasiswa, pendaftaran, mata kuliah praktikum, jadwal, nilai. Hasil penelitian ini berupa  program Aplikasi  yang nantinya dapat mempermudah dalam penanganan laboratorium khususnya kegiatan praktikum .
Implementasi Augmented Reality Sebagai Media Pengenalan Perangkat Jaringan Komputer Menggunakan Metode Marker Based Traking Berbasis Android Studi Kasus SMK Prudent School Aldi Wibi Kusumah; Maulana Ardhiansyah
OKTAL : Jurnal Ilmu Komputer dan Sains Vol 2 No 08 (2023): OKTAL : Jurnal Ilmu Komputer Dan Sains
Publisher : CV. Multi Kreasi Media

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Abstract

Technological developments have an effect on aspects of education that have an impact on learning activities. In computer network learning, there is still at least the use of media that has an impact on students' understanding of the material for computer network devices. Augmented Reality is the incorporation of two-dimensional or three-dimensional virtual objects into a real three-dimensional environment, then projecting these virtual objects in real time. By utilizing the computer or smartphone, many technology-based products can be made. Augmented Reality-based applications with marker-based tracking techniques become a solution in practicing computer network devices at Prudential School Vocational Schools, especially for class 10 computer network engineering at Prudential School Vocational Schools for users, both for teachers and students. The concept of this application is the introduction of computer network devices at Prudential School Vocational Schools through the camera installed on the user's smartphone. by pointing the smartphone camera at the marker the user will get information about the desired computer network device.