SISKA is an Academic Information System at Ganesha University of Education (UNDIKSHA) used for TESIS process. Starting from proposal submission, proposal seminar, pre thesis exam and thesis exam. So far the running application is still in web form. With so rapid development of Android-based applications, it will be made SISKA Android-based applications that will certainly make it easier for students and lecturers to access this application via Smartphone. In the development of this application will be used Eclipse commonly used for software development. Web-based SISKA application development into Android-based SISKA application provides a new look that is more user friendly, easy to use, and easy to access using smartphone
Sign language is language used by deaf people to exchange information. Indonesia has two sign languages used in its application, namely SIBI and BISINDO. SIBI is an adaptation of the American Sign Language which is currently being applied in a special school (SLB) environment. To provide support in learning SIBI sign language in technological advances, the design of Augmented Reality to introduce the letters SIBI will help in the learning process. The black box test results showed all the features and functions of the application can run well. In observing the response time when scanning markers using the Xiaomi PocoF1 marker on the letters SIBI, it had an average time of 6.05 seconds. Observation of the scan distance of the SIBI letter, the average scan distance of the marker can be scanned at a distance of 5 cm to 50 cm.
Sistem informasi eksekutif merupakan salah satu sistem yang digunakan untuk menganalisa masalah yang ada dalam suatu organisasi, serta memfasilitasi kebutuhan informasi yang berkaitan dengan pemenuhan tujuan organisasi. Namun pada penggunaan SIE belum terdapat analisi kajian yang membahas mengenai tingkat kepuasan user terhadap sistem yang digunakan. Sehingga tujuan dari penelitian ini adalah untuk memberbaiki sistem yang ada serta meningkatkan kepuasan user terhadap sistem informasi. Penelitia ini menggunakan jenis penelitian deskriptif dengan jumlah populasi sebanyak 28 orang. Teknik sampling yang digunakan dalam penelitian ini adalah teknik teknik sampling jenuh, yakni menggunakan seluruh populasi sebagai sampel penelitian. Metode pengumpulan data dalam penelitian ini yang digunakan dalam penelitian ini yakni metode dilakukan dengan menggunakan metode User Experience Questionaire (UEQ), dengan tahapan pengumpulan data yang terdiri dari tahapan merancang konsep dan kajian pustaka, identifikasi masalah, pengumpulan data, analisis data dan menarik kesimpulan. Hasil dalam penelitian ini menunjukkan bahwa analisis hasil pengujian sistem informasi eksekutif dengan menggunakan metode User Experience Questionnaire memperoleh dua parameter yang dengan nilai Above Average yaitu stimulasi dan kebaruan, sehingga perlu dilakukan pengembangan penyegaran user interface terhadap sistem informasi eksekutif tersebut.
Packaging creative media in augmented reality technology has become a new media in the face of the industrial revolution 4.0. The rapid development of the latest technology has caused problems for traditional Balinese culture - the phenomenon of colliding traditional culture towards the industrial revolution 4.0, motivating the development of culture-based technology. Bali has a variety of storytelling cultures, one of which is the traditional story of Cupak and Grantang. Story designation based on traditional fairy tale literacy will collaborate with augmented reality technology to add value to local content. The use of technological developments in traditional stories increases opportunities for cultural preservation in the form of creative and commercial media, while at the same time providing design solutions for Balinese native folk media in the field of augmented reality technology with traditional stories so that they can exist in the industrial era based on the industrial revolution 4.0 with native Balinese elements.
Peranan multimedia dalam pembelajaran sangatlah penting, terutama dalam mata pelajran bahasa Bali. Peserta didik SMK TI Bali Global Jimbaran dalam menyerap pelajran bahasa Bali masih sangat kurang sehingga hasil ulangan harian dan ujian akhir semester hanya masih dalam nilai KKM, yaitu dengan persentase 70% peserta didik hanya mampu mendapat hasil sesuai KKM dengan nilai 70. Media pembelajaran berbasis interaktif yang tepat akan sangat berperan dalam terciptanya tujuan pendidikan itu sendiri. Multimedia dianggap sebagai media pembelajaran yang menarik berdasarkan upaya yang menyentuh berbagai panca indra: penglihatan, pendengaran dan sentuhan. Dengan adanya aplikasi pembelajaran bahasa bali berbasis interaktif multimedia, diharapkan adanya peningkatan pemahaman siswa dan peningkatan nilai terhadapa mata pelajaran bahasa Bali.
SISKA is an Academic Information System at Ganesha University of Education (UNDIKSHA) used for TESIS process. Starting from proposal submission, proposal seminar, pre thesis exam and thesis exam. So far the running application is still in web form. With so rapid development of Android-based applications, it will be made SISKA Android-based applications that will certainly make it easier for students and lecturers to access this application via Smartphone. In the development of this application will be used Eclipse commonly used for software development. Web-based SISKA application development into Android-based SISKA application provides a new look that is more user friendly, easy to use, and easy to access using smartphone
Preservation of cultural heritage is one of the efforts that can be made to maintain and pass it on to the next generation, one of which is Lontar Prasi Bali. Thousands of prasi lontars are recorded in poorly maintained and damaged conditions in terms of form and physical appearance. This article aims to implement Augmented Reality in digitizing the Balinese lontar prasi so that it can preserve, promote, and develop the arts and ancestral heritage so that they have appeal and understanding in the present and even into the future. The application development method uses research and development with the stages of making 3D objects and the process of character animation with Blender, building applications with Unity software and making markers consisting of 3D objects and marker configurations on the Prasi Lontar Sheet. Application testing using a loading response time technique with higher smartphone specification results can provide a faster response time needed to run the application, as well as a User Experience Questionnaire (UEQ) test with 86 respondents who showed pragmatic quality, herdonic quality, and overall results above the average (Excellent), so that it shows that this AR application is good and as expected.
With the industrial revolution 4.0, technology is important to be utilized in various fields. Technology is a medium to support education especially at elementary school level. Technology in the cultural sphere is an important thing in the current era, such as the use of software application for preserving Balinese culture. This application teaches how to sing the Balinese poems correctly for beginners. There are three buttons that go into pupuh Ginada, Ginanti, Pucung and are supported by video. As sustainable development, the role of the AngGita application is relevant to be applied in the field of multimedia learning, because it increases the effectiveness of delivering information to students. Since, this application was published on July 6, 2019, it ranked 4.6 within 5 months and has been downloaded more than 100 downloads with the Android version 8.1. Conceptually, this application is in line with governor regulation number 80 of 2018.
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