80 research outputs found

    PENERAPAN GOOGLE MAPS API PADA SISTEM INFORMASI GEOGRAFIS (SIG) TEMPAT WISATA DAN REKREASI KOTA PALANGKARAYA BERBASIS WEB

    No full text
    A new breakthrough on how to disseminate the potential of tourism and recreation is bydoing development of Geographic Information Systems ( GIS ) and recreational attractionsPalangkaraya city by using the web-based Google Maps API is intended for information on traveland recreation in the city of Palangkaraya into more forms and interactive and can be widelyknown to the public so it can be used as a promotional tool Palangkaraya city tourism .Development clump science informatics techniques in the field of software engineering,information systems, multimedia, and web programming can be realized with the development ofthe web-based GI .The study design is made consists of three stages: ( 1 ) data collection and analysis is doneby means of literature study and observation , ( 2 ) applying the waterfall method which has beenmodified with the stages are systems analysis to determine access rights along facilities , UML andERD are made, the design of the system by doing database design, navigation structure, interface,and integration of GIS data, the implementation of the system is done with pemrograma languagePHP, the database used is MySQL, and its GIS with Google Maps API, and testing systems usedblack box testing, and ( 3 ) the results of research in which a web -based GIS that was made into aready-made software .Created a web -based GIS in general have two users are administrators to manageinformation and visitors to view and search for information. The information referred to here is themap, text, and images

    IMPLEMENTASI AUGMENTED REALITY PADA MENU RUMAH MAKAN

    No full text
    The menu provided at restaurant can only be seen from a menu book that is shown by the waiter who shows the menu names in the form of text along with the price. This menu book model is felt to be less effective and less attractive. With a restaurant menu application with technology augmented reality, customers will find detailed information about the menu in restaurant displayed in the form of interesting 3D objects. The research method used for software development is Waterfall Model. Application development in this study uses the Unity3D, Vuporia, game engine and Blender3D. The resulting application can be used on Android Smartphones with a minimum operating system of 5.1 (Lollipop). In this case the method used is marker based tracking which is a tracking method using markers or images. From the results of black-box testing, the functional test results show that the application has run as expected, and the results of this application questionnaire get the very good category because it is at a percentage of 87% of the seven statements with likert method and has no problems when run

    ANALISIS DAN DESAIN PENERAPAN LOCATION BASED SERVICE (LBS) UNTUK LAYANAN PENGIRIMAN KATERING DI KOTA PALANGKA RAYA

    No full text
    The quality of online catering services can be rated qualified or not with timely deliverysystem and provide quality assurance is maintained. Therefore, catering delivery services areconsidered important to be well managed. The catering delivery service applying LBS with theshortest route search using Dijkstra algorithm has several stages: (1) determining the location usedfor catering delivery service, (2) Determining the radius and point of customer's address location, (3)Create graphs and nodes based on existing road junctions and locations of catering customers; (4)Make scheduling of catering delivery services based on the shortest route of search using Dijkstraalgorithm (add the number of vehicles if the time does not meet and recalculate), (5) Conductingcatering delivery to customer's place based on the route formed and a notification will appearindicating that it has reached or approached the customer's address, and (6) Change the deliverystatus to be received. Application of Dijkstra algorithm can use Google Map and utilize Google MapAPI for its functions and on application of LBS recommended by using smartphone. The model usedis a model of modified Waterfall model. Stages performed only at the stage of analysis and design

    PENERAPAN LOCATION BASED SERVICED (LBS) DALAM PROTOTIPE PENGENALAN RUANGAN DENGAN METODE EXTREME PROGRAMMING

    No full text
    Location Based Service (LBS) is a service to provide information that has been created, compiled, selected or filtered by considering the location of users or other people or current mobile devices [1]. It is possible to implement LBS using GPS because mobile devices have GPS services [6]. Based on these services, making an application for room recognition can be done by utilizing the Google Maps API by implementing GIS, LBS, and GPS. Implementation of application with extreme programming methods is carried out in accordance with the stages. In the planning part, an analysis is carried out on the business needs and user stories, in the design, use case diagrams and activity diagrams are made, coding is done by implementing the design using the mobile programming language, and testing is done using black box testing. The application of LBS is carried out when calling the room information page which functions to find the location of the room and displays notifications and room information when the user enters the radius that has been determined in the room data. Determining the radius is very important to do so that the information about the room that is displayed does not overlap with other rooms. This is done to keep the room information displayed to the user only to display information about one room only. Therefore, when determining the radius of the room, it must be determined carefully so that the radius can create a circle that does not intersect with other radius circles. The room information displayed is obtained from data management by the admin through the building management page, rooms, and items. In managing, admins can add, edit, and delete data

    IMPLEMENTASI PENCATATAN AKTIVITAS MAHASISWA MENGGUNAKAN WEB SERVICE PADA FEEDER PDDIKTI DENGAN METODE EXTREME PROGRAMMING

    No full text
    One of the features in the Feeder PDDIKTI application is the student activity feature. The feature is used to record student activities with participants' activities, supervisors and examiners. The problem with the Feeder PDDIKTI application when recording student activities is that the operator must input data one by one to the application. Therefore DIKTI also provides web services that can be used so that the recording process can be better.Implementation of recording student activities using web services on the Feeder PDDIKTI with extreme programming methods is carried out in accordance with the stages. In the planning part, an analysis is carried out on the business needs and user stories, in the design, use case diagrams and activity diagrams are made, coding is done by implementing the design using the PHP programming language, and testing is done using black box testing.In running the application, upload excel files are used for student activity data, activity participants, supervisors and examiners. After the student activity is successfully uploaded an excel file is generated from the system which contains student activities that already have the id_akt_mhs attribute. These attributes will be used to link student activity data with activity participants, supervisors, and examiners when filling in data in an excel file. Applications made are not yet connected to the Academic Information System Application so that for future development it is expected to be able to connect and retrieve data directly from the Academic Information System Application

    Rancangan Aplikasi Bergerak Penjadwalan Distribusi Sembako pada UD. Kuning Mas Palangka Raya

    No full text
    The role of suppliers and customers greatly affect the distribution of basic food that will be realized in distribution scheduling. In addition to suppliers and customers, several factors used in the preparation of scheduling are the location of suppliers and customers, time / period, and the route of the trip that is formed along with the status of the food delivered. The initial step in making an application is needed is to make an analysis and design first. So the model used in this study is a modified Waterfall model. In the analysis section an application needs search is performed to determine the properties of the application to be made, such as management of user access rights and existing facilities and business process modeling using Unfied Modeling Language (UML), namely use case diagrams, activity diagrams, and class diagram. At the design stage it is used to create software blueprints. The things done include database design and application interface. Existing facilities in this application that must be available are login and registration facilities, managing supplier and customer data as well as couriers, ordering groceries, and scheduling the distribution of groceries, as well as the status of food distribution. For further development of this research can implement the design of applications that are made. Moreover, it can determine the method of finding the route with the shortest distance or the route with the fastest tim

    Usability Testing Aplikasi Media Pembelajaran IPA Bagi Siswa Sekolah Dasar

    No full text
    In improving the quality of education, various breakthroughs are needed in curriculum development, learning innovation, fulfillment of educational facilities, and infrastructure to improve learning achievement. One of the innovations in learning, especially in science (Natural Science) subjects at State Elementary School 3 Kalahien Village, is the use of learning media applications with classroom action research methods (Classroom Action Research) to improve student learning. This application uses a smartphone as a learning resource. To find out whether the user can easily use the application so that it can help the user achieve his goals and whether the user is satisfied with the application used, it is necessary to do usability testing. The purpose of this study was to measure the level of usefulness of science learning media applications for SDN 3 Kalahien Village. Measurement of the level of usability is carried out using instruments that are distributed to application users. The system usability scale (SUS) method is used to measure usability. The results showed that 76.25% of this system was well received by users, with an acceptable range falling into the acceptable category and category B for the grade scale with an excellent rating

    PENERAPAN LIBRARY 2.0 PADA PERPUSTAKAAN FAKULTAS TEKNIK UNIVERSITAS PALANGKA RAYA

    No full text
    Advancement technology online information by website can be infrastructure to user of library withcomunication each other member to library with make relationship of sociality, and will provideinformation to user as point of picture about Library. Yet in this modern era is in need of library usersinfomasi about books (catalogs) available to a library and lack of access to public information couldhamper the development of the library. With the increasing number of Internet users, it should be animportant factor for the Library of the Faculty of Engineering, University of Palangkaraya to maximizethe use of Internet media, especially websites to improve the dissemination of information as a form ofpublic service in accelerating the delivery of information.The study design is made consists of three stages: ( 1 ) data collection and analysis is done bymeans of literature study and observation , ( 2 ) applying the waterfall method which has been modifiedwith the stages are systems analysis to determine access rights along facilities , UML and ERD are made,the design of the system by doing database design, navigation structure, the implementation of the systemis done with programming language PHP, the database used is MySQL, Asynchronous Javascript andXML (Ajax), JQuery, HTML5 dan CSS3, and testing systems used black box testing, and ( 3 ) the resultsof research in which a web-based Library 2.0 that was made into a ready-made software .Conclusion of this thesis is to providing website menus to means of information. Users of thewebsite consists of : administrator, head of the library, library members and library members. As ameans of interaction, this website provides facilities for members of the library like facilities forums as amedium to communicate with the chat facility send photos and videos and exchanging information,whereas for non members of the library can only view the website. In future is expected to be added inthe form of multimedia, video learning, E-Paper and E-Book that is more appropriate to view the websitefor the bette

    Mengubah Cara Wisatawan Berintraksi Penerapan ChatGPT & Panorama Virtual Pada Website Wisata Kum-Kum

    No full text
    Abstrak. Transformasi digital dalam sektor pariwisata telah mendorong peningkatan aksesibilitas dan keterlibatan wisatawan melalui teknologi inovatif. Namun, banyak situs web wisata yang masih statis dan kurang interaktif, sehingga menyulitkan calon wisatawan dalam mengeksplorasi destinasi secara digital. Penelitian ini mengembangkan platform wisata berbasis web yang mengintegrasikan Chat GPT sebagai chatbot interaktif dan panorama virtual sebagai sarana eksplorasi digital. Metode pengembangan yang digunakan adalah Waterfall, dengan tahapan analisis kebutuhan, perancangan sistem, implementasi, dan pengujian menggunakan metode Black box Testing. Hasil penelitian menunjukkan bahwa integrasi Chat GPT mampu memberikan informasi real-time dengan tingkat akurasi tinggi, sementara fitur panorama virtual meningkatkan pengalaman eksplorasi pengguna sebelum melakukan kunjungan fisik. Kontribusi utama penelitian ini adalah penggabungan teknologi kecerdasan buatan dan visual interaktif dalam satu platform wisata, yang dapat menjadi model bagi destinasi lain dalam meningkatkan daya tarik digitalnya. Kata Kunci: Chat GPT, Panorama Virtual, Website Wisata, Kecerdasan Buatan, Interaktivitas Wisata.   Abstract. Digital transformation in the tourism sector has driven increased accessibility and engagement for travelers through innovative technology. However, many tourism websites remain static and lack interactivity, making it difficult for potential tourists to explore destinations digitally. This study develops a web-based tourism platform that integrates Chat GPT as an interactive chatbot and virtual panorama as a digital exploration tool. The development method used is the Waterfall model, consisting of Requirement Analysis, system design, implementation, and testing using the Black box Testing method. The results show that integrating Chat GPT provides real-time information with high accuracy, while the virtual panorama feature enhances user exploration experiences before making a physical visit. The primary contribution of this study is the combination of artificial intelligence and interactive visuals into a single tourism platform, which can serve as a model for other destinations to enhance their digital appeal.  Keywords: Chat GPT, Virtual Panorama, Tourism Website, Artificial Intelligence, Tourism Interactivity

    PERBANDINGAN ALGORITMA MACHINE LEARNING UNTUK ANALISIS SENTIMEN PADA ULASAN HOTEL

    No full text
    The paper extensively explores machine learning algorithms for evaluating sentiments in hotel reviews, particularly within the tourism and hospitality industry. It underscores the importance of precise reviews in utilizing artificial intelligence for improved operational efficiency, revenue optimization, and heightened customer satisfaction. Notably, supervised machine learning algorithms like Gradient Boosting, Support Vector Machine, and K-Nearest Neighbor are highlighted for offering recommendations based on reviews to predict user preferences. The research methodology involves data scraping, cleaning, preprocessing, and labeling, followed by training and testing the chosen machine learning algorithms. Results indicate that the Support Vector Machine algorithm demonstrated superior performance with accuracy 0.8553, precision 0.8433, recall 0.8553, dan F1-score 0.8424, suggesting its appropriateness for sentiment analysis in hotel reviews. The paper concludes by recommending the implementation of the Support Vector Machine model for sentiment analysis in hotel reviews in Palangka Raya, Indonesia, and proposes avenues for further industry development and enhancement
    corecore