Museum Fatahillah dan Museum Wayang merupakan Museum Sejarah yang berada dikawasan kota tua Jakarta. Namun masalah yang terjadi saat ini adalah kurangnya media untuk mengenalkan kembali sejarah dan pengetahuan berdirinya Museum Fatahillah dan Museum Wayang Maka pada penelitian ini, dirancanglah sebuah aplikasi Augmented Reality berbasis Android sebagai media informasi menggunakan metode markerless 3D Object Tracking. Aplikasi Augmented Reality museum ini menyediakan ftur- fitur yang dapat menarik pengguna dalam mencari informasi. Hasil yang didapatkan pada penelitian ini yaitu berupa sebuah 3D object dengan tambahan informasi berupa teks dan video Animasi, yang bertujuan sebagai salah satu pembelajaran alternativ berbasis teknologi.
3) ABSTRAK Perkembangan teknologi semakin maju salah satunya teknologi bidang multimedia yaitu Virtual Reality. Dengan teknologi Virtual Reality dapat dimanfaatkan sebagai media promosi dan juga pengenalan objek dalam bentuk 3D. Penelitian ini memanfaatkan Virtual Reality sebagai media promosi dan juga sebagai media pengenalan lingkungan Universitas Nasional. Dengan Virtual Reality menjadi inovasi dalam promosi dan pengenalan lingukngan kampus Universitas Nasional. Penelitian ini mengunakan metode Multimedia Development Life Cycle (MDLC). Serta aplikasi ini mengunakan algortima Dijkstra. Aplikasi ini akan menampilkan objek 3D linkungan kampus Universitas Nasional dan user dapat merasakan suasana lingkungan secara 360 derajat dan melihat objek seperti di dunia nyata. Aplikasi menampilkan informasi beruba text dan suara, yang memiliki tampilan desain menarik. Aplikasi ini berjalan pada perangkat smartphone degan sistem operasi android dan memiliki fitur gyroscope. Membutuhkan alat tambahan yaitu VR box atau google cardboard dan VR controller untuk merasakan Virtual Reality. Pengujian aplikasi ini dapat berjalan pada perngkat yang memiliki minimal ram 4 dan berjalan pada sistem operasi android 6.01 Marshmallow,
Universitas Nasional merupakan salah satu universitas swasta di kota Jakarta yang memiliki beberapa fakultas, diantaranya Fakultas Teknologi Komunikasi dan Informatika. Pada fakultas tersebut terdapat empat laboratorium yang mendukung berjalan nya kegiatan belajar dan mengajar maupun kegiatan lainnya, tetapi masih banyak mahasiswa ataupun masyarakat umum yang belum mengetahui lokasi laboratorium tersebut. Penelitian ini menggunakan Augmented Reality dengan menerapkan tracking based navigation pada metode Markerless untuk mengarahkan user pada laboratorium. Hasil dari aplikasi ini menampilkan objek 3D dari area lab yang mengarahkan pengguna menuju lab yang ingin dikunjungi. Dengan adanya aplikasi Find Your Laboratory ini, pengguna dapat dengan mudah menemukan lokasi laboratorium yang ingin dituju. Hasil dari pengujian, didapat aplikasi berhasil di operasikan dengan jarak yang diuji minimal 10 cm sampai dengan jarak 1 m dari semua Android yang diujikan.
Indonesia is famous for its various kinds of culinary tourism and spread in various areas of the city of Jakarta. Various types and locations of culinary make it difficult for local and foreign tourists to find and choose culinary dishes and the routes to culinary locations in Jakarta are very numerous and varied, especially foreign tourists. Therefore, the author tries to make an android-based culinary tourism location search application in the hope that it can provide a lot of culinary location information with the fastest and closest tracks, and is equipped with a map of culinary tourism locations. The algorithm used to find the shortest track uses the Dijkstra algorithm. The Dijkstra algorithm is a search algorithm for the shortest track based on the smallest track (edge) from the implementation location to the destination culinary tourism location. Culinary tourism area data and road data obtained from Google Earth and Google maps. From the origins of the trial of instances which have been done, it could be visible that the application has succeeded in implementing the Dijkstra solving procedure in finding the shortest route to culinary locations. This study produces the following distance node values BCDEJIF, ABCDFGHINM, MNIFDCBAE, BAEJNMLKHG, ABCDFGHIJE ABCDFGHILM, ABCGHKLMNIJE.
Mobile technologies have become a key potential learning tool for the public in this digital era, particularly for young people. The Indonesian government, through its National Disaster Management Agency, has developed and launched a mobile application called InaRisk Personal to help citizens become more aware of disasters. This paper aims to assess whether this map-based application is effective and efficient as a disaster learning tool for senior high school students by evaluating its readability (efficiency and accuracy of map interpretation) and overall satisfaction with the application by surveying 361 students in West Java, Indonesia. This study also compared the application with printed disaster maps obtained from local governments to roughly examine its performance. The findings show that both measurements (readability and user satisfaction) were higher for the application. We also found that most students prefer to learn about disasters through cartographic visualization on the mobile application with suggestions for improvements compared to the printed maps.
The perception of many students that mathematics is known to be difficult has made the experience negative, so that it has a general impact when adjusting to meeting material calculations. One of the basic materials of mathematics is geometry. This material has provided experiences for Elementary School (SD) children at grade 2 (two) to grade 4 (four). So, one solution is to play with Geometry Space. One of the android-based educational games that provides a media for self-adjustment in understanding material from Geometry. This study designed the Fisher-Yates algorithm in an educational game based on android which is named "Ruang Geometri". An algorithm that will help in randomizing the questions on the "Ruang Geometri" quiz. The purpose of this game is to change students' perceptions to be positive about mathematics because it is no longer a scary subject but fun. The results of this study are to recognize flat and space shapes in the form of educational games.Keywords:Mathematic; Educational Game; Fisher-Yates Algorithm.
Inventory activities become an important thing for business progress, along with the times, inventory activities become easier due to the large number of facilities and infrastructure to support activities, including the Ap Jaya Store which also competes in the modern era, but currently, inventory activities in stores Ap Jaya still uses the manual method, namely by recording inventory activities using a book then recapitulating one by one so that it takes a lot of time, along with these problems an inventory application is needed that can be used to support these activities, this inventory application is made using the a priori algorithm method as data mining and using the programming language PHP and MySQL as a database besides that the a priori algorithm can also be used for item recommendation systems, on testing with 20 transaction data with a minimum support value = 20% and a minimum confidence = 70% also from the results of the transaction. Tests carried out using the apriori algorithm and using applications that are made get the same results according to the requirements for support and confidence values.Keywords:Inventory, Data Mining, Apriori Algorithm
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