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Contact Name
Ignatius Ario Sumbogo
Contact Email
ignatius.sumbogo@kalbis.ac.id
Phone
+6281289680994
Journal Mail Official
lpp@kalbis.ac.id
Editorial Address
Jalan Pulomas Selatan Kav 22, Kayu Putih, Jakarta Timur 13210
Location
Kota adm. jakarta timur,
Dki jakarta
INDONESIA
KALBISIANA Jurnal Sains, Bisnis dan Teknologi
Published by UNIVERSITAS KALBIS
ISSN : 23386088     EISSN : 29881676     DOI : https://doi.org/10.53008
KALBISIANA Jurnal Sains, Bisnis dan Teknologi adalah jurnal akses terbuka akademik yang bertujuan untuk mempromosikan integrasi sains, bisnis dan teknologi. Fokusnya adalah menerbitkan makalah tentang sains, bisnis dan teknologi. Makalah yang dikirimkan akan ditinjau oleh komite teknis jurnal. Semua artikel yang dikirimkan harus merupakan artikel asli, hasil penelitian yang sebelumnya tidak pernah dipublikasikan, eksperimental atau teoritis, dan akan ditinjau oleh reviewer. Artikel yang dikirimkan ke jurnal harus memenuhi kriteria ini dan tidak boleh sedang dipertimbangkan untuk publikasi di tempat lain. Naskah harus mengikuti gaya jurnal dan dapat ditelaah dan diedit.
Articles 523 Documents
Pengembangan Aplikasi Pengenalan Senjata Tradisional Betawi Menggunakan Teknologi Realitas Tertambah Berbasis Android Asril Kurniawan; Paramaresthi Windriyani
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 1 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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Abstract

The purpose of this research is to produce an application for the introduction of traditional Betawi weapons using Augmented Reality technology. Augmented Reality to provide information to the general public, especially the people of DKI Jakarta. Augmented Reality Technology, which is a technology where users can see objects in three dimensions (3D). This application can help people who want to find information about some traditional Betawi weapons easily by using only a smart device. The method used in software development uses the Multimedia Development Life Cycle (MDLC). To develop this recognition application, the Unity application is combined with vuforia. The results of this study are the application of traditional Betawi weapon recognition with an android operating system that can detect markers and display five types of traditional Betawi weapons in the form of three-dimensional (3D) objects and contain information from each of these weapons.
Pembuatan Aplikasi Pengenalan Makanan Tradisional Sumatera Utara dengan Menggunakan Teknologi Augmented Reality Abel Gaudenzi; Harya Bima Dirgantara
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 1 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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Abstract

The purpose of this research is to develop an application that can display information about traditional food from North Sumatra in 3 dimensions using Augmented Reality Technology. This built-in application is expected to increase knowledge and educate the public about what are the traditional foods originating from North Sumatra. This research built this application using the Interactive Multimedia System of Design and Development (IMSDD) method. In application creation, this research use the Unity3D and the Vuforia SDK. The result of this research is an application of information introduction of traditional food from North Sumatra. Application output is generated in APK format for Android devices. From the UX result, it shows of 100% percentage that stated this application helps people to gain their knowledge about traditional foods from North Sumatra.
Pembuatan Aplikasi Permainan Edukasi Tentang Hewan Berdasarkan Jenis Makanannya Berbasis Android Jeremia Borichlev; Harya Bima Dirgantara
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 1 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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Abstract

The purpose of this research is to create an alternative learning in which ordinary people (all ages) can learn about animal classification based on food.The game was developed so that users can use alternative media such as smart phones to understand the classification of animals based on their food. The method used in game development is Game Development Life Cycle (GDLC). There are 6 stages of the GDLC method the initiation stage that discusses the concept of the game, the pre-production stage that discusses the design of the game, the production stage of the game development using the Unity game engine, the testing phase to test the game's functionality with the blackbox method, the beta testing stage for the user and the release stage the game to the public. The final result of this study is an Android-based "Animal-Based Food Quiz" educational game that is played offline on smart phones. One of the results of the beta testing was 88% (22 respondents) out of 25 respondents had a better understanding of animal classification based on food after playing this game.
Sistem Inventory pada Toko Garuda Jaya Jakarta Berbasis Website Juli Lidia Mariani; Harfebi Fryonanda
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 1 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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Abstract

Inventory system is a system used to enter data items into a database. Based on interviews and results of research conducted with the owner of Toko Garuda Jaya Jakarta, the information contained that the system that runs on the Store's warehouse is still done manually and causes data to accumulate and data loss. Researcher aim to build an inventory system that can simplify the process of recording incoming and outgoing goods in order to make it easier for the store to get reports of incoming and outgoing goods. The final result of this research is a website-based inventory system application. The system development used is the System Development Life Cycle and Prototype Technique with the Unified Modeling Language modeling language. From the results of trials and research evaluations, the system that has been built can help stores to get data information and data reports of goods quickly and accurately.
Pengembangan Aplikasi Visualisasi E-Catalog Furniture Menggunakan Teknologi Realitas Tertambah Berbasis Android Tegar Setiawan; Alexander Waworuntu
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 1 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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Abstract

This research aims to make it easier for people who want to purchase furniture without visiting a store to see the product in person. The solution is an investment in Markerless Augmented Reality technology that will provide them with convenience. The Multimedia Development Life Cycle method is the answer to many successful methods that can simplify the application development process. This study employs Unity software and Vuforia devices.. Smartphone devices themselves must use Android because the use of Android-based smartphones is still high around us and easily found so that the target of this application becomes easier to implement on the platform. The results of creating an application are files that are converted into .Apk extensions. In this application there are also features that bring up an information text related to the details of one of the furniture objects that appear in the real world.
Analisis Resepsi Anggota Karang Taruna Resonda Tebet Mengenai Edukasi Seks dalam Film Dua Garis Biru Aditya Darwanto; Syaifuddin
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 1 (2022): Kalbisiana
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Abstract

The rise of cases of adolescents in Indonesia who are pragment out of wedlock, it can happen of lack of education about sex. The purpose of this research is to discover audience reception (member of karang taruna RESONDA in Tebet) in interpreting the massage regarding promiscuity in Dua Garis Biru movie. The research uses encoding-decoding theory by Stuart Hall. Paradigm of this research is constructivisme with qualitative apporoach. Prominent Technique used in acquiring the data is by intimate interview. The researcher uses Stuart Hall, three categories of audience reception; Dominant Hegemony, Negotiation, and Opposition. The result off the research shows informant which is categorized in Dominant Hegemony acquired the massage of this movie such as information and new experience in accord to relationship of opposite gender. All informant admitted that they received a brand new information related to the effect of promiscuity. Informant which is categorized as Negotiation received positive aspect of this movie regarding sex education and informant, however not all of them like the movie, some of them are not fond of exaggerating style in dating. Informant which is categorized as Opposition refused all sorts of promiscuity, like any couple who surpass the norm in term of dating which does result pregnancy in teenager age.
Analisis Resepsi Anggota Komunitas Cisc Mengenai Kanker Serviks dalam Program Hi,Doc! di O Channel Kodrat Adi Randar; Heppy New Year Haloho
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 1 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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Abstract

The "Hi,Doc!" program on the O Channel station is one of the health-related television programs. The episode "Early Detection of Cervical Cancer" of "Hi,Doc!" informs viewers about cervical cancer, its causes, and its treatment. The purpose of this study was to determine how CISC members responded to the "Hi,Doc!" program's information about cervical cancer. Utilizing three categories of audience positions, namely the dominant hegemony position, the negotiation position, and the opposition position. This study employs a qualitative methodology, descriptive research, and the encoding-decoding theory of Stuart Hall. Researchers employ techniques for analyzing audience response. According to the results, acceptance of each piece of information described in the "Hi,Doc!" program, Early Detection of Cervical Cancer, varied. The position of dominant hegemony dominates the information regarding the IVA test and HPV test, pap smear, the relationship between adolescent promiscuity and cervical cancer, and the need for early detection of cervical cancer for disease diagnosis. Next, the negotiation will concentrate on information about cervical cancer, risk factors for women with cervical cancer, and healthy prevention tips.
Pemanfaatan Teknologi Realitas Tertambah sebagai Media Pembelajaran Jenis Ikan Air Tawar pada Anak Usia Dini Berbasis Android Yudistira Anugrah Saputra; Henri Septanto
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 1 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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Abstract

Using Augmented Reality technology, this study aims to create an alternative medium for teaching young children about bream species. Augmented Reality is a technology that permits users to perceive three-dimensional objects (3D). Multimedia Development Life Cycle is used as the software development methodology (MDLC). This method is comprised of the stages of conception, design, material collection, assembly, testing, and distribution. To develop the learning application utilizing Unity and C#. This study yields learning applications of bream species for the Android operating system that can detect markers and display nine species of fish as three-dimensional objects (3D) along with information about each species.
Sistem Informasi Penjualan Berbasis Dekstop Pada Toko Baker Old Alfian Amirullah; Nuraini Purwandari
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 1 (2022): Kalbisiana
Publisher : UNIVERSITAS KALBIS

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Abstract

Baker Old shop is one of the business locations for MSMEs engaged in the sale of a variety of breads that still uses traditional systems for processing sales data, stock data, and sales reports, making data processing time-consuming. The objective of this research is to develop a desktop-based sales information system that includes sales transactions, stock data input, and sales transaction reports. The employed method of system development is a prototype comprising system analysis using a cross-functional flowchart and a fishbone diagram, as well as system design using Unifed Modeling Language (UML) modeling. This research led to the development of a system that can be used to process sales transaction data, inventory data, and sales reports. The test results use black boxes in accordance with the Old Bakery's requirements.
Pengaruh Kompensasi dan Disiplin Kerja Terhadap Kinerja Tenaga Kontrak Kerja (TKK) di Sekolah Menengah Pertama Negeri 21 Kota Bekasi Luciana Cecilia Situmorang; Ignatius Ario Sumbogo
KALBISIANA Jurnal Sains, Bisnis dan Teknologi Vol. 8 No. 1 (2022): Kalbisiana
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The purpose of this study is to examine how remuneration and work discipline impact the performance of contract workers (TKK) at Junior High School 21 in Bekasi City. There were sixty participants in this study. This study adopts a quantitative methodology and uses a questionnaire to collect data. Multiple linear regression analysis is performed as the method of data analysis. The findings of this study indicate that compensation has no significant effect on performance. Discipline in the workplace influences productivity. Pay and work discipline have a substantial impact on the performance of contract employees at Junior High School 21 in Bekasi City.

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