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Journal : KALBISIANA Jurnal Sains, Bisnis dan Teknologi

Pembangunan Aplikasi Penjualan Ikan Cupang pada Toko Chufunk Berbasis Website Predy Daniel Halomoan; Paramaresthi Windriyani
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 2 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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Abstract

During this covid pandemic, manual sales are not recommended to reduce direct interaction. So the sale is recommended to be done online. This research aims to help Chufunk Stores in selling online by creating a website-based e-commerce application. The development method used in this research is RUP (Rational Unified Process) with software analysis modeling using UML (Unified Modeling Language). Making this e-commerce application using the PHP programming language and using MySQL as the database. The result of this research is an e-commerce application for selling betta fish based on a website.
Pengembangan Gim Edukasi Pengenalan Patung di DKI Jakarta Berbasis Desktop Erick Richardo; Paramaresthi Windriyani
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 2 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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Abstract

The purpose of this research is to develop a game to give players insight into the statues in DKI Jakarta, so that players can understand the history of these statues. The statues include: Diponegoro Statue, General Sudirman Statue, Moh. Husni Thamrin, Ismail Marzuki Statue, Chairil Anwar Statue, Small Gus Dur Statue, General Ahmad Yani Statue, DR. GSSJ Ratulangi, Hero Statue, Archer Statue, Statue of the Great General A.H. Nasution, Statue of Bung Karno. The method used in making this game is Game Development Life Cycle (GDLC). In the GDLC method, there are several stages, including: Initiation, Pre-production, Production, Testing, Beta, and Release. The result of this research is an educational game "Belajar mengenal Patung di DKI Jakarta". The game development uses a game engine called Construct 2. In this game, there are four displays that players will see, including: Main Menu, Quiz, Learning Sculpture, and How to play.From the beta test results, 9 out of 16 people understand the statue better after playing the game.
Pembangunan Aplikasi Alat Musik Tradisional Kendang Berbasis Android Farhan Muhammad Basir; Paramaresthi Windriyani
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 2 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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Abstract

This research aims to produce an application that introducing a traditional musical instrument called “kendang” that can be run on smart device that has Android operating system. This application could be used for everyone who interested in learning more about traditional musical instrument “Kendang”. The development method that used in this research is Multimedia Development Life Cycle (MDLC) and a software that used in the development of application is Android Studio with Java programming language. The result of this research is an application that could be run on Android operation system to get information about the traditional musical instrument “kendang” such as the shape, sound, history, and more.
Pengenalan Kain Ulos di Daerah Kabupaten Toba Samosir Menggunakan Realitas Tertambah Berbasis Android Hara Goliat; Paramaresthi Windriyani
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 2 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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Abstract

The purpose of this study is to provide information in the form of an introduction to the general public, especially people in Medan who have a scope of students or young people today, with a very attractive appearance and design in the form of 3d and the application can be used without having to turn on internet (offline ). Ulos fabric AR application can be used for learning media and introduction to tourists looks rather interesting. The method in developing this application uses Multimedia Development Life Cycle (MDLC) and Unified Modeling Language (UML) to create an application model design. Research using these methods will produce an Android-based AR recognition application. The development of this application was designed using the C # programming language and based on Vuforia data.
Pengembangan Aplikasi “Telesphone” untuk Pengenalan Tata Surya Menggunakan Realitas Tertambah Addi Ammar Roofiif; Paramaresthi Windriyani
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 3 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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Abstract

This study aims to develop a "Telesphone" application for the introduction of the Solar System using augmented reality. The development method used is the Multimedia Development Life Cycle (MDLC) which consists of six stages, namely, concept, design, material collection, manufacture, testing, and distribution. The result of this research is to produce an application for the introduction of the Solar System called "Telesphone". This application has ten Solar System planet objects that are equipped with Solar System animations, rotation features, zoom in on objects features, and information on each Solar System planetary object. Based on the results of the Black Box test, the "Telesphone" application can be used and runs well. Based on the results of testing on users, 87.5% stated strongly agree that the "Telesphone" application can help the learning process. The results of testing for the next user, 87.5% stated that they strongly agreed that the "Telesphone" application could be used as a learning medium for the Solar System
Pengembangan Teknologi Realitas Tertambah Sebagai Media Pembelajaran Pengenalan Jenis Gigi Makhluk Hidup Berbasis Android Geovanta Riswan Siswanto; Paramaresthi Windriyani
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 3 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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Abstract

The purpose of this study is to develop an alternative medium of learning the introduction of types of animal teeth in elementary school students using Augmented Reality technology. Augmented Reality is a technology where users can see objects in three dimensions (3D). The method used in the introduction of animal teeth type applications uses the Multimedia Development Life Cycle (MDLC). This method has six stages: concept, design, material collecting, assembly, testing, and distribution. For the development of animal tooth recognition applications using Unity with C # programming language. The result of this study is animal teeth type recognition application with the Android platform that can detect markers and display three types of animal teeth in three-dimensional (3D) objects, and there are rotational features, enlarge and reduce and information of each creatures teeth.
Pengembangan Aplikasi Alat Kesehatan Menggunakan Teknologi Realitas Tertambah Berbasis Android(Studi Kasus: Farouk Farisi Medika) Eko Purnomo; Paramaresthi Windriyani
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 3 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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Abstract

The purpose of this research is to create an application of medical medical devices in which medical device sales can offer its products using Android based Augmented Reality technology. Augmented Reality is a view directly or indirectly of physical objects by adding information then can be displayed in three dimensions (3D). The method used in development uses the Multimedia Development Life Cycle (MDLC). This application development uses the Unity application with the C # programming language. Based on the results of testing on the BlackBox Testing, and testing on smartphones, it can be concluded that this application can run well and all buttons on the application can run according to their function.