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Aplikasi Augmented Reality Pengenalan Hewan Berdasarkan Jenis Pangan Berbasis Android Adyan Wahyu Pratama; Sutarman; Saucha Diwandari
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 5 No. 1 (2024): Jurnal Indonesia : Manajemen Informatika dan Komunikasi (JIMIK)
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jimik.v5i1.539

Abstract

Augmented Reality applications have become one of the technologies that has developed rapidly in the last few decades. This technology will later be used to help solve challenges in the education sector. Common problems that occur in the world of education usually lie in learning methods. Teachers usually only use classical teaching aids and do not provide opportunities for students to explore further with existing media. Therefore, an Augmented Reality based application is used. Augmented Reality is a technology that combines digital information such as images, videos or 3D models with the user's environment in real time. Application design as Android-based learning media. This Augmented Reality application will later help students' learning process. The application runs on Android-based smartphones. The contents of this application will be a 3D model, detailed information about the animal. As well as audio that will explain the details of the animal. It is hoped that this application can facilitate students to learn about animals, especially based on types of food. In order to determine the effectiveness of the application being developed, a pretest and posttest were carried out. The results show that at the posttest students had better abilities compared to before
Pengembangan Aplikasi Jasa Cuci Sepatu Menggunakan Teknologi GPS Berbasis Android Martin Setyawan Wibowo; Sutarman; Saucha Diwandari
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 5 No. 1 (2024): Jurnal Indonesia : Manajemen Informatika dan Komunikasi (JIMIK)
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jimik.v5i1.555

Abstract

The shoe cleaning service business provides professional services in shoe care and is a solution for the community. The development of the shoe industry is the cause of this business continuing to grow, making business actors have to create new innovations in promotional media and service processes to be able to compete. This research aims to develop an Android-based shoe washing service application using Android Studio with the Java programming language and Firebase as a database. This application applies Global Positioning System (GPS) technology to support shuttle services. The system development method used is the waterfall method with 5 stages, namely analysis, design, implementation, testing and maintenance. The results of this research are that the Android-based shoe washing service application can be used as expected, making it easier for business actors to manage orders and making it easier for customers to order by getting pick-up and drop-off services.
Pengembangan Aplikasi Augmented Reality sebagai Media Pembelajaran Anatomi Tubuh Manusia Berbasis Android Fariz Yudo Prasetyo; Sutarman; Saucha Diwandari
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 5 No. 1 (2024): Jurnal Indonesia : Manajemen Informatika dan Komunikasi (JIMIK)
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jimik.v5i1.565

Abstract

Augmented reality (AR) provides intriguing opportunities to enhance the learning experience by merging the real world with interactive virtual elements. This research aims to develop an interactive learning application using augmented reality technology to introduce human body anatomy in a more engaging manner. The development method follows the waterfall system with stages of needs analysis, design, implementation, and testing. The researcher employs UML models, flowcharts, and wireframes in the system analysis and design. The application is built on the Unity platform with AR plugins such as Vuforia and ARCore. The AR model utilized in this development involves marker-based tracking and markerless tracking. Testing is conducted to measure the success level of the application, employing black box testing methods to ensure the application's usability without issues. The outcome of this research is an Android-based human body anatomy learning application utilizing augmented reality technology, with the expectation that it will facilitate a better understanding of the human anatomy system.