ISSN / EISSN : 2252-3839 / 2549-2403
Current Publisher: SENATIK (10.28989)
Total articles ≅ 54
Latest articles in this journal
Compiler, Volume 10; doi:10.28989/compiler.v10i1.864
Wasaka Museum is one of the museums in Banjarmasin City. However, the information obtained by visitors at this time is only from short writings near the object of the image, and museum guards cannot accompany visitors to get around. Furthermore, the interest of museum visitors has also decreased due to the unavailability of adequate information, minimal services, and the impact of the COVID-19 pandemic. The purpose of this research is to develop applications using Mobile Augmented Reality Technology as a means of promotion, trying to attract visitors with AR interaction treats, and the form of virtual museum tours. The methodology used is the Agile Development Method with the type of Extreme Programming (XP). Then the A/B Testing Method is used to select the user interface design. Marker-Based Tracking is a method of detecting markers so that 3D objects can appear. The conclusion is that the selected interface design is design B with a percentage of 76.9%, all the features in the application have functioned very well, and the results of the usability evaluation with a percentage of 83.33% have an excellent predicate which means that they can be recommended for further use at the Wasaka Museum Banjarmasin. in the New Normal Era. Keywords Extreme Programming; Mobile Augmented Reality; Tourism Application; Virtual Museum Tour References Vinoto, H., Nasution, H., & Anra, H. (2016). Implementasi Markerless Augmented Reality Sebagai Media Informasi Koleksi Museum Berbasis Android (Studi Kasus : Museum Kalimantan Barat). Jurnal Sistem dan Teknologi Informasi, 4(2), 239-245. Nugraha, I. G. A., Putra, I. K. G. D., & Sukarsa, I. M. (2016). Rancang Bangun Aplikasi Augmented Reality Museum Bali Berbasis Android Studi Kasus Gedung Karangasem dan Gedung Tabanan. Lontar Komputer – Jurnal Ilmiah Teknologi Informasi, 7(2), 93-103. Laswi, A. S., & Aman, A. (2018). Implementasi Augmented Reality pada Museum Batara Guru Kompleks Istana Langkanae Luwu. ILKOM – Jurnal Ilmiah, 10(2), 144-151. Kato, H., Billinghurst, M., Poupyrev, I., Tetsutani, N., & Tachibana, K. (2002). Tangible Augmented Reality for Human Computer Interaction. Journal of the Society for Art and Science, 1(2), 97-104. Kato, H., & Billinghurst, M. (1999). Marker Tracking and HMD Calibration for a Video-based Augmented Reality Conferencing System. In proceeding of the 2nd IEEE and ACM International Workshop on Augmented Reality (IWAR’99), 1-10. Syahidi, A. A., Tolle, H., Supianto, A. A., & Arai, K. (2018). BandoAR: Real-Time Text Based Detection System Using Augmented Reality for Media Translator Banjar Language to Indonesian with Smartphone. In proceeding of the 5th IEEE International Conference on Engineering Technologies and Applied Sciences (ICETAS’18), 1-6. Syahidi, A. A., Tolle, H., Supianto, A. A., & Arai, K. (2020). AR-Child: Analysis, Evaluation, and Effect of Using Augmented Reality as a Learning Media for Preschool Children. In proceeding of the 5th IEEE International Conference on Computing Engineering and Design (ICCED’19), 1-6. Syahidi, A. A., Subandi, & Mohamed, A. (2020). AUTOC-AR: A Car Design and Specification as a Work Safety Guide Based on Augmented Reality Technology. Journal of Technological and Vocational Education, 26(1), 18-25. Subandi, Syahidi, A. A., Joniriadi, & Mohamed, A. (2020). Mobile Augmented Reality Application with Multi-Interaction for Learning Solutions on the Topic of Computer Network Devices (Effectiveness, Interface, and Experience Design). In proceeding of the 3rd IEEE International Conference on Vocational Education and Electrical Engineering (ICVEE’20), 1-6. Pressman, R. S. (2010). Software Engineering A Practitoner’s Approach (Seventh Edition). New York: The McGraw-Hill Companies Inc. Syahidi, A. A., Tolle, H., Supianto, A. A., & Hirashima, T. (2019). Educational Media Design for Learning Basic Programming in Branching Control Structure Material Using Problem-Posing Learning Model. KINETIK: Game Technology, Information System, Computer Network, Computing, Electronics, and Control, 4(4), 325-336. Syahidi, A. A., Supianto, A. A., & Tolle, H. (2019). Design and Implementation of Bekantan Educational Game (BEG) as a Banjar Language Learning Media. International Journal of Interactive Mobile Technologies, 13(03), 108-124. Syahidi, A. A., Tolle, H., Supianto, A. A., & Hirashima, T. (2019). TOLSYASUPI-EduMed: Development of Educational Media Using the Problem-Posing Learning Model for Basic Programming Subjects. Journal of Information Technology and Computer Science, 4(2), 137-155. Lewis, J. R., & Sauro, J. (2017). Revisiting the Factor Structure of the System Usability Scale. Journal of Usability Studies, 12(4), 183-192. http://dx.doi.org/10.28989/compiler.v10i1.864 Refbacks There are currently no refbacks.
Compiler, Volume 9; doi:10.28989/compiler.v9i2.779
Compiler, Volume 9; doi:10.28989/compiler.v9i2.817
Compiler, Volume 9; doi:10.28989/compiler.v9i2.787
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Compiler, Volume 9, pp 1-8; doi:10.28989/compiler.v9i2.780
Perceptions about the quality of education are the ability to provide an assessment of the superiority of an educational service that can produce academic and non-academic excellence for students by reffering to input, the process of outcomes and the impact it causes. One of the non-academic service on institutions to users, especially students is a website. One of the vision of educational institutions is to provide service to students electronically through website and be expected that the college website can provide the best possible information to students. This study discusses how to measure the website quality of Adisutjipto College of Tehcnology (STTA) using 3 (three) dimensions; Usability, Information Quality and Service Interaction. This research is a descriptive study with a survey method. The research instrument used a questionnaire. The research subjects were 50 STTA students. The results of the measurement survey which are affected by those three dimensions shows that the quality of the STTA’s website is in the “Medium” category. Keywords Website Quality, Usability, Information Quality, Service Interaction. Full Text: PDF (Bahasa Indonesia) References Sallis, E. (2014). Total quality management in education. Routledge. Rosandich, T. J. (2011). Information technology and sports: looking toward Web 3.0. The Sport Journal, 14(1), 1-13. Dix, A., Dix, A. J., Finlay, J., Abowd, G. D., & Beale, R. (2003). Human-computer interaction. Pearson Education.Arifin, S. R. (2018). Pengukuran kualitas layanan website Universitas Tadulako menggunakan metode WebQual. Register: Jurnal Ilmiah Teknologi Sistem Informasi, 4(2), 125-136.Pearson, M. (2008). Sistem Informasi Manajemen. Salemba. Jakarta, 9. Kothainayaki, S., Sivakumaren, K. S., & Gopalakrishnan, S. (2012). User preferences on university websites: a study. Library Philosophy and Practice, 1. Puspitasari, D., & Widyobroto, B. P. (2013). Kajian Kepuasan Terhadap Website Universitas Airlangga: Studi Komparasi antara Pengguna Internal dan Pengguna Eksternal/Potensial. Under Graduates Thesis. Universitas Gadjah Mada. Taddeo, C., & Barnes, A. (2016). The school website: Facilitating communication engagement and learning. British Journal of Educational Technology, 47(2), 421-436. Abdullah, D., Jayaraman, K., Kamal, S. B. M., & Md Nor, N. (2016). A conceptual model of interactive hotel website: The role of perceived website interactivity and customer perceived value toward website revisit intention. Procedia Economics and Finance, 37(16), 170-175. Nugraheny, D. (2016, November). Analisis User Interface dan User Experience pada Website Sekolah Tinggi Teknologi Adisutjipto Yogyakarta. In Conference SENATIK STT Adisutjipto Yogyakarta (Vol. 2, pp. 183-187). Wijaya, T. (2011). Manajemen kualitas jasa. Jakarta: PT. Indeks, 143. Zeithaml, V. A., Berry, L. L., & Parasuraman, A. (1996). The behavioral consequences of service quality. Journal of marketing, 60(2), 31-46. Muhsin, A., & Zuliestiana, D. A. (2017). Analisis Pengaruh Kualitas Website (Webqual) 4.0 Terhadap Kepuasan Pengguna Bukalapak Di Kota Bandung. eProceedings of Management, 4(3). Barnes, S. J., & Vidgen, R. (2003). Measuring web site quality improvements: a case study of the forum on strategic management knowledge exchange. Industrial management & Data systems. Akbar, P. S., & Usman, H. (2006). Pengantar Statistika Edisi Kedua. Jakarta: PT Bumi Aksara. Suharsimi, A. (2006). Prosedur penelitian suatu pendekatan praktik. Jakarta: Rineka Cipta. Sugiyono, M. P. P. P. K. (2007). Kualitataif dan R&D, Bandung: Alfabeta, 2010. Sugiyono, Metode Penelitian Kuantitatif kualitatif dan R&D Bandung: Alfabeta. BPS. 2017. Jumlah Perguruan Tinggi, mahasiswa dan tenaga edukatif (Negeri dan Swasta ) di Bawah Kementriaan Pendidikan dan Kebudayaan Menurut Provinsi tahun ajaran 2014/2015. https://www.bps.go.id/statictable/2015/09/14/1839/jumlah-perguruan-tinggi-mahasiswa-dan-tenaga-edukatif-negeri-dan-swasta-di-bawah-kementrian-pendidikan-dan-kebudayaan-menurut-provinsi-2013-2014-2014-2015.html Dafid, D., & Novita, D. (2018). Metode WebQual 4.0 Untuk Analisis Kualitas Web Pembelajaran. JTKSI (Jurnal Teknologi Komputer dan Sistem Informasi), 1(2), 17-21.Yodi, Y. (2018). Analisis Kualitas Situs Web Batampos Menggunakan Metode WebQual 4.0. Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi), 2(2), 591-596. http://dx.doi.org/10.28989/compiler.v9i2.780 Refbacks There are currently no refbacks.
Compiler, Volume 9, pp 109-120; doi:10.28989/compiler.v9i2.824
At an event, the event organizer usually requires guest stars as performers. Event organizers often find it difficult to find a guest star that suits their needs for their event. The purpose of this research is to build an e-marketplace application as a web-based decision support system that can be used to find alternative decisions to choose guest stars according to the criteria using product weighting methods. The weighted product method is one of the methods that can be applied to web-based decision support system applications for determining guest stars in e-marketplaces. There are three criteria used to determine guest stars in this e-marketplace, these criteria are the type of show, price and location. As for the alternatives that were tested, there were nine alternatives consisting of guest stars in Yogyakarta. Functionality testing is carried out using the black box method and the result is that all functions and validation buttons on the e-marketplace can function properly. The result of calculation using the weighted product method is the guest star with the highest yield is Frengki Sermadi with a value of 0.135234, while the guest star with the lowest result is Sanggar Titik Dua with a value of 0.083222.Keyword: Decision Support System, Weighted Product, E-marketplace, Guest star, Website. Keywords Decision Support System, Weighted Product, E-marketplace, Guest star, Website. Full Text: PDF (Bahasa Indonesia) References Nugroho, A. S.2016. E-Commerce Teori Dan Implementasi.Ekuilibria.Yogyakarta.  Kardianawati, A., Haryanto, H., & Rosyidah, U. 2016. Implementasi Konsep Appreciative Inquiry Dalam Model Gamifikasi Pada E-Marketplace. In Seminar Riset Teknologi Informasi (SRITI) (pp. 122-127)  Turban, E., Aronson, J. E., & Liang, T. P. (2005). Sistem Pendukung Keputusan dan Sistem Cerdas. Yogyakarta: Andi.  Kusrini, M. K., & Kom, M. 2007. Konsep dan Aplikasi Sistem Pendukung Keputusan. Andi Offset. Yogyakarta  Pujiastuti, A., & Ardiansyah, F. (2019). Decision Support System for The Weaning of Rex Rabbit Using Simple Additive Weighting (SAW) Method. Compiler, 8(1), 71-80.  Honggowibowo, A. S., Pujiastuti, A., & Suryanto, S. (2017). Sistem Pendukung Keputusan Pemilihan Destinasi Wisata Favorit di Propinsi YOGYAKARTA dengan Metode Weighted Product (Wp) Berbasis Android. Compiler, 6(2).  Yoon, K. P., & Hwang, C. L. 1995. Multiple Attribute Decision Making: An Introduction (Vol. 104). Sage publications.  Nofriansyah, D., Kom, S., & Kom, M. 2015. Konsep Data Mining Vs Sistem Pendukung Keputusan. Deepublish.  Kusumadewi, S., Hartati, S., Harjoko, A., & Wardoyo, R. 2006. Fuzzy Multi-Attribute Decision Making (Fuzzy MADM). Graha Ilmu. Yogyakarta  Hartono, J. 2005. Analisis dan Desain Sistem Informasi: Pendekatan Terstruktur Teori Dan Praktek Aplikasi Bisnis. Andi. Yogyakarta http://dx.doi.org/10.28989/compiler.v9i2.824 Refbacks There are currently no refbacks.
Compiler, Volume 9; doi:10.28989/compiler.v9i2.835
The multiphase modeling of a droplet in a multiphase system is considered becoming a fundamental problem in fluid dynamics. A complex understanding of droplet behavior is critical to reveal a deeper insight into a more complex multiphase system. Droplet behavior studies are necessary to obtain a better understanding of solving multiphase problems in both the science and industrial aspect. The droplet behavior is characterized by a non-dimensional number such as the Eötvös number. In this study, numerical simulation was performed using the Lattice Boltzmann method. Parametric studies of Eötvös number was done. The parametric study of the Eo number is obtained using LBM. Based on the results obtained, it is concluded that the gravitational force influences the downwards rate of the droplet. Furthermore, the shape of the droplet during falling was depended on the Eo number as well. The higher Eo number means higher gravitational force, hence the velocity of the droplet is increasing as well as the reaction force of surface tension. This study is beneficial to give a deeper explanation of multiphase phenomena as well as contribute to the modeling of multiphase phenomena using an alternative numerical method of LBM.
Compiler, Volume 9, pp 101-108; doi:10.28989/compiler.v9i2.834
Sentiment analysis is a process for identifying or analyzing people's opinions on a topic. Sentiment analysis analyzes each word in a sentence to find out the opinions or sentiments expressed in the sentence. The opinions expressed can be in the form of positive or negative opinions. Twitter is one of the most popular social media in Indonesia. Twitter users always discuss various kinds of topics every day. One of the things discussed on Twitter and which has become a trending topic several times is about public figures. This study discusses the analysis of positive or negative sentiments towards public figures based on tweet data carried out by text processing. The results of text processing are classified using a backpropagation neural network. Tests were carried out using 69 test data, resulting in an accuracy of 62.3%, with 43 correct classification results.
Compiler, Volume 9; doi:10.28989/compiler.v9i1.650
The development of animation technology is currently very rapid, but to animate a three-dimensional object beforehand must be done by preparing the framework manually. Also in the real world, when two objects collide, they do not penetrate each other. When a collision occurs, the interaction force will change the original state of two objects, such as position, trajectory, and direction. The purpose of this study focuses on the rigid body in a three dimensional rigging model arrangement for car animation scenarios on a bumpy road. This approach focuses on reducing manual movement by animators when animating three-dimensional car models. The result is to make a car animation on a bumpy road well, then the arrangement of the framework on the car has a mass = 1946 kg and gravity = -981.001 cm / s2. As well as knowing the results of the animated motion of the car on a bumpy road with a tolerance of distance between the car's wheels and the trajectory of 4.44 cm without applying a rigid body to the arrangement of the car's frame. While the motion animation of the car on a bumpy road with good results where the tolerance of the distance between the car wheels and the track is 0.045 cm after applying a rigid body to the arrangement of the car's frame. Keywords rigid body, arrangement, rigging, animation, vehicle References  Yu, Y., Yang, J., Zan, X., Huang, J., & Zhang, X. (2017). Research of Simulation in Character Animation Based on Physics Engine [Research article]. https://doi.org/10.1155/2017/4815932  Zulnaidi. 2007. Metode Penelitian. Universitas Sumatera Utara. Medan.  Fazeli, N., Tedrake, R., & Rodriguez, A. (2018). Identifiability Analysis of Planar RigidBody Frictional Contact. In Robotics Research (pp. 665–682). Springer, Cham. https://doi.org/10.1007/978-3-319-60916-4_38  Chatterjee, A., & Ruina, A. (1998). Two Interpretations of Rigidity in Rigid-Body Collisions. Journal of Applied Mechanics, 65(4), 894–900. https://doi.org/ 10.1115/1.2791929  McHenry, R. R. (2014). The Role of Vehicle Dynamics Simulation in Highway Safety Research. ASME 16th International Conference on Advanced Vehicle Technologies, 1-16.  Aryanto, S. (2018). Implementasi rigid body pada rigging terhadap animasi dinamis model kendaraan tiga dimensi. Angkasa: Jurnal Ilmiah Bidang Teknologi, 10(1), 77-88.  Kurniadi, Y., Liliana, L., & Purba, K. R. (2016). Pembuatan Aplikasi Simulasi Ujian Praktik Pengambilan Surat Izin Mengemudi Kendaraan Roda Empat. Jurnal Infra, 4(2), 110-115.  Hidayat, D., Istiyanto, J., Sumarsono, D. A., & Marta, A. (2017). Investigasi Gaya Kontak/Impak Pada Main Landing Gear Pesawat Komuter Dengan Pendekatan Multi-Body Simulation (MBS) Rigid Models. Jurnal Teknologi Dirgantara, 15(1), 1-10.  Djuliandri, F. R., Triwiyatno, A., & Setiyono, B. (2016). Desain Sistem Kontrol Fuzzy Untuk Kendali Sudut Pitch Pada Model Pesawat Konvensional Dengan Tipe Fixed Wing. Transient, 5(2), 343-348.  Syamsuar, S. (2017). Metoda Short Takeoff Landing (Studi Kasus Prestasi Terbang Takeoff-Landing Pesawat Udara Turbo Prop CN235). Warta Ardhia, 41(2), 49-58. http://dx.doi.org/10.28989/compiler.v9i1.650 Refbacks There are currently no refbacks.
Compiler, Volume 9, pp 9-18; doi:10.28989/compiler.v9i1.633