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BAHAN AJAR FLIPBOOK ONLINE MATAKULIAH PTI MENGGUNAKAN PENDEKATAN AUGMENTED REALITY Arifitama, Budi
Jurnal TEKNODIK Jurnal Teknodik Vol. 22 No. 1, Juni 2018
Publisher : Pusat Teknologi Informasi dan Komunikasi Pendidikan dan Kebudayaan Kementerian Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (566.313 KB) | DOI: 10.32550/teknodik.v21i3.336

Abstract

Pendidikan merupakan salah satu fondasi dari berdirinya sebuah bangsa, bangsa yang maju selalu diiringi dengan tingkat pelaksanaan pendidikan yang baik. Sayangnya, di Indonesia penerapan teknologi dalam pelaksanaan proses belajar mengajar di dalam kelas, masih tergolong minim dan konvensional, dengan menggunakan cara tatap muka dan presentasi, sehingga membatasi peserta didik kerap bosan dan tidak tercapinya transfer knowledge yang baik. Melihat permasalahan tersebut maka dibutuhkan inovasi di bidang teknologi agar dapat meningatkan proses transfer knowledge dan rasa ingin tahu oleh peserta didik. Penelitian ini membahas mengenai pengembangan materi ajar pada flipbook dengan pendekatan teknologi augmented reality. Teknologi augmented reality digunakan sebagai inovasi dalam proses pembelajaran dengan cara menampilkan objek pada materi matakuliah seolah-olah nyata sehingga peserta didik mampu melakukan interaksi dan meningkatkan rasa keingintahuan dari peserta didik.
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

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 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.
Sistem Pendukung Keputusan untuk Merekomendasikan Pilihan Laptop Menggunakan Metode Weighted Product Putri, Fitra Fatimah; Mulia, Aldi; Arifitama, Budi
Jurnal Teknologi dan Riset Terapan (JATRA) Vol 2 No 2 (2020): Jurnal Teknologi dan Riset Terapan (JATRA) - December 2020
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jurnal teknologi dan riset terapan (jatra).v2i2.2762

Abstract

In this modern and technological age, laptops have become a primary need or a primary need for everyone. Because laptops can help get some work done faster. The increased production of the laptop market with an assortment of specifications and brands may be confusing for users who just want to buy a laptop. This research proposes a decision support system to determine which laptop option is best according to the user's needs. Weighted Product method produces decisions by comparing between alternatives based on the function of preferences and weights that vary from each criterion where the result of the decision is determined from the rating results. The criteria used as an assessment to recommend laptop options are processor (C1), RAM (C2), storage (C3), and price (C4). From this developed system will produce a list of top 10 rankings based on the weight given or inputted by the user. With this system can help new people or users in determining the choice of the best laptop to use as needed.