scholarly journals Perencanaan Sistem Digitalisasi Promosi pada Objek Wisata Colo Muria Kabupaten Kudus

2021 ◽  
Vol 4 (3) ◽  
pp. 95-101
Author(s):  
Ira Siti Mayashofa ◽  
Putri Khoirin Nashiroh

Kepariwisataan merupakan suatu kegiatan bersifat multidimensional yang dapat menunjukan identitas tempat wisata, salah satu nya objek Wisata Colo Muria yang memiliki daya tarik dan kearifan lokal yang dapat dikunjungi oleh para wisatawan. Penelitian ini bertujuan untuk membuat perencanaan sistem digitalisasi pada objek wisata Colo Muria Kabupaten Kudus dengan menggunakan teknologi Augmented Reality. Metode penelitian yang digunakan adalah egile development. Langkah-langkah penelitian ini adalah Planning, Analysis, Design, Implementation, dan testing. Pada pengujian aplikasi, dilakukan dengan pengujian alpha berupa functional testing (uji black box), portablity testing dan pengujian beta berupa usablity testing (uji ahli media dan uji pengamat pengguna aplikasi). Pengujian alpha yang menguji aspek functionality menggunakan uji black box menunjukkan bahwa aplikasi berjalan dengan baik dan sesuai dengan yang direncanakan. Pengujian beta dilakukan oleh ahli media diperoleh hasil persentase 80%. Dari hasil ini dapat diketahui bahwa sistem digitalisasi pada objek wisata colo muria memiliki kemampuan yang baik, sehingga dapat dinyatakan layak digunakan sebagai sarana promosi wisata. Untuk pengujian beta dengan menggunakan uji responden, mendapatkan skor rata-rata akhir sebesar 79%, sehingga masuk dalam kriteria acceptable atau layak untuk digunakan. Saran yang diajukan untuk penelitian selanjutnya yaitu menambahkan video animasi perjalanan wisata dan animasi objek 3D yang lebih baik lagi agar sistem digitalisasi objek wisata colo muria lebih lengkap.

2015 ◽  
Vol 3 (3) ◽  
pp. 412
Author(s):  
Ferry Dwi Setiyawan ◽  
R. Rizal Isnanto ◽  
Rinta Kridalukmana

For male muslim eid on Friday is obligatory. But in practice there are problems such as application of procedures for Friday prayers is not appropriate and make the pilgrims do not pray with good. For that reason, need a method of learning and innovation easier and more attractive to use technology in the field of islamic learning especially for procedures Friday prayers. As many smartphone users with an operating system android, then made learning application procedures for Friday prayers based on android. The application of learning is made using software Eclipse IDE and Android SDK with Java as a programming language. Stages of development software used is SDLC (Software Development Life Cycle) by using the method waterfall, as modeling software used is UML (Unified Modelling Language). Steps in this research is software requirement analysis, design, coding, testing and maintenance. Functional testing using a method of black box. The result of this research is application procedures of friday prayers learning based on Android can be use to learning friday prayers. The application can run well on a device with a minimum of android operating system version sandwitch 4.0 (Ice Cream Sandwitch) with the storage space available mb of 7MB. Function menus and buttons is going according to their respective functions. This application for procedures of friday prayers can be used as a medium for learning friday prayers.


2021 ◽  
Vol 8 (4) ◽  
pp. 693
Author(s):  
Bambang Satrio ◽  
Agus Suryanto ◽  
Anggraini Mulwinda ◽  
Khoirudin Fathoni

<p>Kartu bisnis masih sering digunakan pada saat ini, namun ada beberapa kekurangan yang membuatnya terasa tertinggal dan akhirnya akan tergantikan. Kartu bisnis memiliki keterbatasan dalam menampilkan informasi dan terkesan monoton sehingga tidak menarik. Teknologi Augmented Reality dapat membuat kartu bisnis konvensional menjadi kartu bisnis digital (Virtual Business Card). Virtual Business Card dapat menampilkan banyak informasi yang sebelumnya tidak dapat ditampilkan pada kartu bisnis konvensional, dan lebih interaktif dalam menampilkan informasi sehingga dapat menarik minat pengguna. Metode pengembangan yang digunakan dalam pembuatan aplikasi Virtual Business Card adalah Agile Development. Langkah-langkah penelitian ini adalah Planning, Design, Coding, dan Testing. Pada pengujian aplikasi ini, dilakukan dengan pengujian alpha berupa functional testing (uji black box) dan pengujian beta berupa usability testing (uji ahli media dan uji pengguna aplikasi). Penelitian ini menghasilkan aplikasi Virtual Business Card yang berisi data informasi digital yang dapat digunakan untuk keperluan pribadi. Dari hasil pengujian yang dilakukan, aplikasi dapat dikategorikan “Sangat Baik” sehingga aplikasi dapat dinyatakan layak untuk digunakan sebagai informasi digital pribadi. Berikut ini hasil dari masing-masing pengujian. Hasil pengujian alpha berupa functional testing, yaitu black box mendapatkan persentase 100%. Hasil pengujian beta berupa usability testing, yaitu uji ahli media mendapatkan persentase 89,88% dan uji pengguna mendapatkan persentase 84%.</p><p> </p><p class="Judul2"><strong><em>Abstract</em></strong></p><p class="Judul2"><em>Business cards are still often used today, but some functions can still be optimized to cover the shortcomings of business cards, so they are not left behind and replaced. Business cards have limitations in displaying information and are not interactive, making them less attractive to use. Augmented Reality (AR) technology can make conventional business cards into digital business cards (Virtual Business Cards). Virtual Business Cards can display much information that previously could not be displayed on conventional business cards and is more interactive in displaying information so that it can attract the user's interest. The development method used in making Virtual Business Card applications is the Extreme Programming type of Agile Development. The steps of this research are Planning, Design, Coding, and Testing. In testing this application, alpha testing is done in the form of functional testing (black box test) and beta testing in the form of usability testing (media expert test and application user test). This research resulted in a Virtual Business Card application that contains digital information data that can be used for personal use. From the results of tests conducted, the application can be categorized as "Very Good" so that the application can be declared eligible for use as personal digital information. The following are the results of each test. Alpha test results in the form of functional testing, namely, the black box test get a percentage of 100%. The results of beta testing are in the form of usability testing, i.e., media expert tests get a percentage of 89.88%, and user tests get a percentage of 84%</em><em>.</em></p>


2021 ◽  
Vol 2111 (1) ◽  
pp. 012043
Author(s):  
D Hariyanto ◽  
Zamtinah ◽  
T Triasih ◽  
M S Wati ◽  
G K Kassymova

Abstract This study aimed at determining the design stage of the augmented reality-based learning media for sensors and transducers course. This study employed the Research and Development method with the ADDIE model with the stages of analysis, design, development, implementation, and evaluation. This article focuses on the design stage during the process of media development. The developed learning media can be used among vocational students by visualizing the sensor and transducer components like in the real laboratory setting. The design of the developed learning media contained application storyboards and animation storyboards for practicing the six sensors. This augmented reality learning media is designed to support online learning and students’ autonomous learning in the practical course of sensors and transducers.


Author(s):  
Ni Made Sudiartini ◽  
I Gede Mahendra Darmawiguna ◽  
I Made Gede Sunarya

AbstrakPenelitian ini bertujuan untuk merancang dan mengimplementasikan hasil rancangan aplikasi Markerless Augmented Reality Balinese Story “Calon Arang”. Pengembangan aplikasi ini bertujuan untuk melestarikan salah satu cerita rakyat yang berasal dari Bali, yaitu Calon Arang.Metode yang digunakan adalah penelitian dan pengembangan (research and development), untuk mengembangkan aplikasi Markerless Augmented Reality Balinese Story “Calon Arang”. Model yang digunakan dalam membangun teknologi ini adalah Model ADDIE. Pada model ini memberikan kesempatan untuk melakukan evaluasi dan revisi secara terus menerus dalam setiap fase yang dilalui, sehingga produk yang dihasilkan menjadi produk yang valid. Adapun 5 tahapan dalam model ADDIE ini adalah Analysis (analisis), Design (desain), Development (pengembangan), Implementation (implementasi), dan Evaluation (evaluasi).Hasil akhir dari projek ini adalah berupa aplikasi yang berisikan tentang cerita calon arang berbasis augmented reality yang dapat diinstal pada smartphone android. Aplikasi ini mampu menampilkan animasi dalam bentuk 3 dimensi beserta narasinya dalam bahasa Indonesia dan bahasa Inggris. Hasil pengujian dari respon pengguna setelah menggunakan aplikasi menyatakan, aplikasi Markerless Augmented Reality Balinese Story “Calon Arang” sangat menarik dan dapat digunakan untuk melestarikan budaya Bali dengan presentase penilaian 86.66% yaitu sangat baik. Sehingga aplikasi ini dapat dijadikan sebagai media untuk memperkenalkan sekaligus melestarikan kebudayaan. Kata kunci: Cerita Rakyat, Calon Arang, Markerless Augmented Reality, 3 Dimensi, Android AbstractThis research aimed at designing and implementing the result of Markerless Augmented Reality Balinese Story “Calon Arang” application. The objective of this development was to preserve one of the Balinese story, namely Calon Arang.The method used was research and development, for developing the application of Markerless Augmented Reality Balinese Story “Calon Arang”. ADDIE model was used as the model in this research. This model gives opportunities to do evaluation and revision in each phase. Therefore it will produce valid product. There are 5 steps in ADDIE model, such as: Analysis, Design, Development, Implementation, and Evaluation.The result of this project was in the form of application which contain calon arang story based on augmented reality which can be installed on android smartphone. This application is able to show picturein the format three dimension and it narration in Indonesia and English. Testing result of the user response after using the application said, markerless augmented reality Balinese story “calon arang” application is very interesting and can be used to preserve the Balinese culture with a percentage vote 86.66% said it is very good. Therefore this application can be used for media in introducing and preserving culture. Keywords : Balinese Story, Calon Arang, Markerless Augmented Reality, 3 Dimension, Android


2021 ◽  
Vol 6 (1) ◽  
pp. 40
Author(s):  
Ospa Pea Yuanita Meishanti

Augmented Reality is actually not something foreign to the general public, it's just that they don't know what Augmented Reality itself means, Augmented Reality cards can generally be found in some snacks, which the cards can be scanned through a special application available on the Playstore. However, currently researchers are making Augmented Reality for learning, in this case researchers are using bee metamorphosis, so learning becomes more interesting. This study aims to describe the feasibility of Augmented Reality media for bee metamorphosis and to determine student responses to the attractiveness of Augmented Reality media for bee metamorphosis. The development model used is the ADDIE model which includes: Analysis, Design, Development, Implementation and Evaluation. Products are validated by one media expert and one material expert. The attractiveness test was carried out on 5 students of MTs Al-Ihsan Kalijaring Jombang. Data obtained from media experts, namely 80% with proper qualifications, criteria from material experts, namely 88% with very decent qualifications, while from the data students get a score of 88.75% with qualifications strongly attractiveness. The results of the assessment of media experts, material experts and student responses show that the bee metamorphosis Augmented Reality can be used as a learning media.


2021 ◽  
Vol 328 ◽  
pp. 04015
Author(s):  
Ika Oktavia Suzanti ◽  
Fifin Ayu Mufarroha ◽  
Imamah Jauhari

The Smart Market application is a web application that useful for making easier of traders and consumers to carry out buying and selling activities in the midst of the COVID-19 pandemic. In advances technology, it is very relevant to implement website-based buying and selling which is quite easy to reach. Hence these activities become more practical and efficient by online without leave the house and it can be seen by the wider community. Another advantage is that the public can see product price updates so that they can find out the price and prevent the market price of raw materials which tends to fluctuate and become a big government homework that never ends. With the increasingly competitive market competition, the Smart Market system was built to maintain the existence of traditional markets and retain customers who tend to like to shop online. The system has been built by proposing research methodologies including, analysis, design, implementation, and testing. The system has been tested to see the ability using black box techniques and it is found that all features have been running well in accordance with the expected results.


Author(s):  
Enny Dwi Oktaviyani ◽  
Licantik Licantik ◽  
Loure Florentina

Staffing information system (Simpeg) as an information provider of election Officers Work Medal Awardees Satya Lencana In RRI Palangkaraya aims to be a place of useful information provider for submission of award Satya lencana karya satya so that it could be effective, efficient, and accurate by simplifying the existing system. By having this website is expected to handle the process of logging employees so that it can help in the process of registration of a Nobel Prize Medal work of satya. Methodology in the making of this website using the method waterfall, waterfall method which consists of several parts or stages – stages, namely analysis, design, coding and testing. This methodology was chosen because every step of the development of this website is structured, and clearly documented. The programming language used is PHP and MySQL as a database. At this stage of testing this website using black box testing. Black-Box Testing to focus on the functional specifications of the program. After doing the testing, can be seen the result of this site that this website can perform its function, namely to manage data, time data family history, history of education, employment, lencan setya, data filing SKP, and PKP


JURNAL PETIK ◽  
2020 ◽  
Vol 6 (1) ◽  
pp. 1-6
Author(s):  
Siti Husnul Bariah ◽  
Mochammad Irsad Putera

Abstract  —This study aims to develop an information system of data processing of elementary school student grades by applying the waterfall method. Based on the preliminary analysis, there are several obstacles faced by class teachers in collecting student grades for one semester for the management of the final report card grades because all the assessment process documentation is still manual by handwritten and stored in a ledger so that it inhibits the management of final grades. The system development method used is the waterfall model which consists of several stages including analysis, design, coding, testing, and maintenance. Based on the results of the study it was found that the manual method was burdensome and took a long time. Information system test results conducted by the blackbox method and based on the percentage value of the results of this black box test get a percentage value of 100% valid, and testing directly by the Class Teacher with quite satisfied resultsKeyword — system, information, grade, waterfallAbstrak  — Penelitian ini bertujuan untuk mengembangkan sebuah sistem informasi pengolahan data nilai siswa sekolah dasar dengan menerapkan metode waterfall. Berdasarkan analisis pendahuluan terdapat beberapa kendala yang dihadapi oleh guru kelas dalam mengumpulkan nilai-nilai siswa selama satu semester untuk pengelolaan nilai akhir raport dikarenakan semua proses dokumentasi penilaian masih manual dengan cara ditulis tangan dan disimpan pada buku besar sehingga menghambat pengelolaan nilai akhir. Metode pengembangan sistem yang digunakan yaitu model waterfall yang terdiri dari beberapa tahapan diantaranya analysis, design, coding, testing, dan maintenance. Beradsarkan hasil penelitian ditemukan bahwa dengan cara manual memberatkan dan memakan waktu cukup lama. Hasil pengujian sistem informasi yang dilakukan dengan metode blackbox dan berdasarkan nilai presentase dari hasil pengujian black box ini mendapatkan nilai Presentase sebanyak 100% valid, dan pengujian secara langsung oleh Guru Kelas dengan hasil cukup puasKata Kunci— sistem, informasi, nilai, waterfall


2021 ◽  
Vol 10 (1) ◽  
pp. 40-45
Author(s):  
Adi Sucipto ◽  
Qadli Jafar Adrian ◽  
Muhammad Agie Kencono

Pencak silat is one of the archipelago cultures that must be preserved. Many people want to learn silat. Fighters need a good memory in practicing, to remember every silat movement. This must be done repeatedly to understand. For independent study, the only media available are manual books and no teaching aids. This causes the fighter to experience difficulties. Based on these problems, a medium is needed as a prop that can help fighters remember silat movements. To solve this problem, this research will make a learning media using augmented reality-based silat movement guide book (ARBook). This learning media serves as a guide to basic silat movements in the form of Android-based 3D animation visualization, with the aim of being a martial arts props. This makes this method better than the conventional manual method. Based on the results of alpha testing using a black box. So from these data, it can be seen that the 3D AR pencak silat motion application runs and in accordance with the specified functionality are included in the feasible category. In Beta testing that uses the acceptance method, 86% of respondents agree that the AR 3D Silat Motion Application is very useful, then 87% of respondents agree that it is easy to use, then 84% of respondents agree that the animated content is presented, and 79% of respondents are interested in using the Motion Application AR 3D Silat. Suppose calculated to have an average value of 84%. So it can be concluded that the value of 84% is included in the "Very Appropriate" category. Broadly speaking, Alpha and Beta testing shows that this application is considered very feasible and usable.


2020 ◽  
Vol 6 (1) ◽  
pp. 29
Author(s):  
Muhammad Dimas Septiandi ◽  
Harya Bima Dirgantara

The purpose of this research is to develop an Augmented reality applications that was used to visualize the structure of the bacteria cell and bacteria forms in 3 dimensions. An application developed in this research were dedicated to the Android smartphone users are studying or teaching others about the bacteria cell structure and bacteria forms. Software development methods used in the research and application development is incremental. The incremental amounts required in performing this application development amounted to 4 incremental. At each incremental done the analysis, design, coding, and testing phase. 3Ds Max 2018 is used to doing the design of 3-dimensional form of the bacteria. Unity 3D version 5.6.0 f3 and Vuforia library version 6 is used to doing the development of application. The results of this research is the Android-based Augmented reality application for visualization of bacteria cell structure and bacteria forms.


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