Angga Cahya Abadi, Reichan Muhammad Maulana, Rizky Septiana Abdul Razak
{"title":"Implementation of the Hybrid Mobile Application in The Street Artist Painting Auction Application “Strauction”","authors":"Angga Cahya Abadi, Reichan Muhammad Maulana, Rizky Septiana Abdul Razak","doi":"10.34010/injuratech.v3i1.10124","DOIUrl":"https://doi.org/10.34010/injuratech.v3i1.10124","url":null,"abstract":"The works of street artists' paintings tend to have minimal interest in Indonesia. This is caused by many factors, one of which is the limited scope of painting marketing. Therefore, the author seeks to provide a means of marketing in the form of an online painting auction application. The purpose of this research is to create an application as a means of connecting painting artists with painting enthusiasts. The research method used is descriptive analysis method with a quantitative approach. While in the development process, this application adopts the Hybrid Mobile Application method which has many advantages over the Native Android and IOS methods. The advantages of this hybrid method are in terms of coding effectiveness and efficiency of time and resources used. By applying this method, the application can be accessed from various circulating smartphone operating systems such as Android and IOS so that it can make it easier for the application to be accessed by potential users. The main concept of this application is to implement an auction system in the sale of paintings. This application also has several core features such as painting auctions, homepage, explore, bidding, payments and other supporting features that are expected to facilitate the painting auction transaction process. In the end, this application is intended for painting artists and painting lovers so that it can be easier to make transactions for buying and selling paintings online.","PeriodicalId":14245,"journal":{"name":"International Journal of Research and Applied Technology","volume":"44 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80265699","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Aufar Aufar, Faris Naufal Adiputra, Ismu Johan Halim
{"title":"LionBarat App: Augmented Reality-Based Fashion Shopping Application","authors":"Aufar Aufar, Faris Naufal Adiputra, Ismu Johan Halim","doi":"10.34010/injuratech.v3i1.9961","DOIUrl":"https://doi.org/10.34010/injuratech.v3i1.9961","url":null,"abstract":"The purpose of this study is to design a mobile-based application that serves to help potential buyers to easily find fashion according to the wishes of potential buyers accurately. The research method used in this study is a descriptive method of analysis with a qualitative approach. Meanwhile, the application development process uses an object-oriented approach with the System Development Life Cycle Prototyping. The results of the research method on the LionBarat application are expected to provide convenience in shopping for fashion without fear that the clothes that will be purchased are not suitable because of the greatness or are different from those in the application user interface. The main concept of this application is a way to make it easier for potential buyers to find the right and accurate fashion according to what the LionBarat application displays. This idea was created from the unrest of online shopping application users who buy clothes such as clothes, pants or shoes due to the lack of accurate images and descriptions of existing products. In addition, this application has features that are integrated with Google Lens and Lidar so that application users can search and buy the desired fashion by inputting/scanning images into the search field. The conclusion of designing this application can be concluded that fashion sales on the application can be even better if it can take advantage of the implementation of Google Lens and Augmented Reality (AR)technology as an online fashion shopping feature. This research is expected to help fashion sellers in getting more potential consumers who can indirectly increase new innovations in online shopping.","PeriodicalId":14245,"journal":{"name":"International Journal of Research and Applied Technology","volume":"9 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84214439","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Yola Septiani, Nurhaliza Sukma Fadila, Sayyidah Nabila Azahra
{"title":"Designing a Web-Based Raw Material Purchase Accounting Information System","authors":"Yola Septiani, Nurhaliza Sukma Fadila, Sayyidah Nabila Azahra","doi":"10.34010/injuratech.v3i1.10128","DOIUrl":"https://doi.org/10.34010/injuratech.v3i1.10128","url":null,"abstract":"Kerupuk Pangsit Adem Ayem is one of the manufacturing companies engaged in snacks. To meet the inventory, the company must make purchases of raw materials. Purchasing is a continuous activity for the company and is the main proposal in production. The design of an accounting information system for purchasing raw materials on Kerupuk Pangsit Adem Ayem can facilitate the process of purchasing raw materials via the web and can produce financial report information easily and quickly. The system design method used in this study used survey methods and descriptive methods. The data collected in conducting this study is in the form of qualitative data. The raw material purchase accounting information system can be used as a means of facilitating the determination of raw material purchases for production and financial reporting in the form of reports on cost of goods produced, so that the information produced is more precise and accurate.","PeriodicalId":14245,"journal":{"name":"International Journal of Research and Applied Technology","volume":"86 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82336457","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Muhamad Adam Andhika, Maulvi Muhammad Faruqi, Nesta Muhammad Akbar M
{"title":"Utilization Augmented Reality Technology on Purchase Products in E-commerce","authors":"Muhamad Adam Andhika, Maulvi Muhammad Faruqi, Nesta Muhammad Akbar M","doi":"10.34010/injuratech.v3i1.10016","DOIUrl":"https://doi.org/10.34010/injuratech.v3i1.10016","url":null,"abstract":"E-commerce or known with e-commerce is trading electronic, easy e-commerce is online catalo from traded products. Survey we are social conducted in April 2021 shows that as many as 88.1% of internet users in Indonesia use service e-commerce for buy product certain, one of is furniture products. Destination from study this is designing an application Android mobile based that works for educate Public about application technology Augmented Reality on purchase furniture products in e-commerce, methods on research this is descriptive analyst with approach qualitative. Whereas The method in Augmented Reality is multimarket, where user can scan markers _ together for showing virtual object to real world by real-time. Development application this could give description new to user e-commerce that will buy furniture products, users could see product in 3d and get more information _ useful compared with information through picture or description from furniture products, applications this aim for educate public that Augmented Reality is a technology that will Becomes solution new for face all challenge on purchasing furniture products in e-commerce.","PeriodicalId":14245,"journal":{"name":"International Journal of Research and Applied Technology","volume":"118 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86802307","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Website-Based Boarding Rental Information System Design","authors":"I. Wahyudi","doi":"10.34010/injuratech.v3i1.9871","DOIUrl":"https://doi.org/10.34010/injuratech.v3i1.9871","url":null,"abstract":"Boarding houses or indekos are services that offer rooms or apartments with a certain amount of payment for a certain period of time (usually monthly or annual payments). The purpose of this research is to create a web-based boarding house information application to develop a boarding house rental service business. To support the research, we use the waterfall method, namely needs analysis, system design, implementation, testing, and testing in making boarding applications. The final result of this research is the creation of a web-based information system that can be used for seekers and providers of boarding rooms. This system will attract the interest of boarding house tenants because this system makes it easy for boarding house seekers to get the boarding house specifications as desired. Likewise, boarding house providers will easily offer their rental services so that they can be rented and occupied by boarding house seekers. It can be concluded that this information system helps in finding suitable boarding houses that can be done online and makes it easy for boarding house owners to promote their place to the fullest.","PeriodicalId":14245,"journal":{"name":"International Journal of Research and Applied Technology","volume":"75 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86299816","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Zain Syakir Naufal, Eka Bagas Purdianto, Indra Laksamana Alam Noer
{"title":"Development of Android-based Augmented Reality Spplications as a Food Promotion Medium","authors":"Zain Syakir Naufal, Eka Bagas Purdianto, Indra Laksamana Alam Noer","doi":"10.34010/injuratech.v3i1.10072","DOIUrl":"https://doi.org/10.34010/injuratech.v3i1.10072","url":null,"abstract":"The development of technology at this time is very rapidly developing in the era of the industrial revolution 4.0, therefore we as the next generation of the nation must make the best use of it. Therefore, one of the uses of this technology is by carrying out food promotion activities using augmented reality technology. Augmented reality itself is the technology that is being widely used for object recognition in the multimedia field. Augmented reality is a technology that combines the virtual world with the real world, with it the virtual world displays objects that will be displayed to the real world. The result of this study is to create an application called scan ar only and make it easier for restaurants to promote their food to be promoted on social media. The application of this technology can increase food sales promotional methods that are different from others, namely, by utilizing the ar scan application only users will be directed to scan the food product, and interesting animations and sounds will appear as a promotional method of the food to be sold. The purpose of this study is to develop an augmented reality mobile application as a promotional medium that aims to introduce food to be promoted to customers. augmented reality in the application which will be built using unity3D software is carried out using a different way of presenting information to other media. The method of using the application is by the way the user sees the image in 2D and or 3D by using the application on a smartphone device. These developed applications can provide an interesting informational and moving animation experience for users of these applications.","PeriodicalId":14245,"journal":{"name":"International Journal of Research and Applied Technology","volume":"21 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87050324","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Alvin Gusti Prabowo, Ardhi Fadli Firdaus, Gian Syahdatal Rizal
{"title":"Mask Detection Using Image Processing","authors":"Alvin Gusti Prabowo, Ardhi Fadli Firdaus, Gian Syahdatal Rizal","doi":"10.34010/injuratech.v3i1.10013","DOIUrl":"https://doi.org/10.34010/injuratech.v3i1.10013","url":null,"abstract":"In early 2020, the epidemic of a new type of pneumonia led by Wuhan, Hubei shocked the world, and then spread rapidly to more than 190 countries and regions. This outbreak is named Coronavirus Disease 2019 (COVID-19) caused by Severe Acute Respiratory Syndrome Coronavirus-2 (SARS-CoV-2). The spread of this disease has widespread social and economic impacts. Therefore, during the current COVID-19 pandemic, regulations are enacted in which everyone is required to wear a mask and perform physical distancing when leaving the house in Indonesia to reduce the spread of COVID-19. The purpose of this study is to be able to create a detect the use of masks using deep learning methods with Alex net network type. The results showed that the development masks can be applied at the entrance of a mall or hospital by installing a detection device in front of the entrance. It can also be seen the results of the detection on a computer that has been integrated with the detection system. This research is useful to make it easier for people to wear masks or not and detect it automatically without having to do it manually by officers.","PeriodicalId":14245,"journal":{"name":"International Journal of Research and Applied Technology","volume":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"75037870","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Android Based Online Computer Technician Application","authors":"Mawa Faqu Rochman, Z. I. Rahmat","doi":"10.34010/injuratech.v3i1.9873","DOIUrl":"https://doi.org/10.34010/injuratech.v3i1.9873","url":null,"abstract":"This study aims to analyze the role of the Android-based Online Computer Technician. This study uses a quantitative description. An online Computer Technician application is to make it easier for customer actors to seek online computer technician services to repair damaged computers and provide convenience for users. The results of the study previously showed that computer users repairing computers by approaching technicians directly to offline stores and transforming into technicians approaching computer users' homes became a good solution. Using an Online Computer Technician Application can make it easier for computer users and not waste time, so they can optimize time properly and correctly.","PeriodicalId":14245,"journal":{"name":"International Journal of Research and Applied Technology","volume":"77 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81117709","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"The Effect of Advertising on social media on Fashion Product Purchase Decision","authors":"Adri Nur Alamsyah, Egi Lank Masken, A. Prasetyo","doi":"10.34010/injuratech.v3i1.9885","DOIUrl":"https://doi.org/10.34010/injuratech.v3i1.9885","url":null,"abstract":"Technology makes the fashion industry grow very rapidly and nowadays fashion has become a lifestyle for people to show social status. The many local and international brands that exist, trigger the desire to use fashion products. As if you don't want to be left behind with existing trends. In this modern era, social media is very helpful in everyday life, especially for producers and consumers. Social media has become a gathering place for various communities. In this modern era, product purchase decisions are strongly influenced by social media such as Facebook, Twitter, YouTube, Pinterest, WhatsApp, Instagram and TikTok. This study aims to determine the effect of advertising on social media on purchasing decisions for fashion products. This research uses a combination of quantitative and qualitative methods. Children's questionnaires were distributed to 100 people. Questionnaires will be distributed to students as case studies. The results showed that advertising in social media had an effect on purchasing decisions for fashion products. Humans are greatly facilitated by the existence of technology. Various media with different and complete features are very helpful for those of us who want to promote a business. The development of the fashion industry is very fast, supported by the development of existing technology, social media has evolved into an efficient and practical platform in marketing. This study concludes that advertising on social media is very influential, especially in the form of visuals in the form of promos and other information about the products being sold. This research is expected to help get more potential consumers by utilizing social media.","PeriodicalId":14245,"journal":{"name":"International Journal of Research and Applied Technology","volume":"9 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81927338","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Arisza Zufar Fathurrahman, Dea Inesia Sri Utami, Kartika Aghni Safitri
{"title":"Utilization of Augmented Reality as a Solution for Vernacular Language Approaches to Recognize an Object Through Speech Recognition","authors":"Arisza Zufar Fathurrahman, Dea Inesia Sri Utami, Kartika Aghni Safitri","doi":"10.34010/injuratech.v3i1.9954","DOIUrl":"https://doi.org/10.34010/injuratech.v3i1.9954","url":null,"abstract":"With the rise of western culture entering Indonesia, vernacular languages seem no longer essential to learn. People are more concerned with learning foreign languages and cultures so that they are relevant to the times and make it easier to adapt the professions needed, whereas preserving culture is no less important to protect the beloved country of Indonesia. Therefore, a solution relevant to the times is required to solve problems related to this vernacular language. This research aims to create a technology that will provide answers to the community to recognize the vernacular language of a particular object using Augmented Reality and Speech Recognition technology. In supporting the research, we use a qualitative descriptive method and the SDLC waterfall concept in its design. The results obtained indicate that this technology has succeeded in helping to make it easier to find out the vernacular language of an object. Augmented Reality technology gives an exciting impression when using this application. In contrast, Speech Recognition technology makes it easier for users to use this application because they can access it through speech only. With this application, people realize that preserving the vernacular language can be done using today's technology","PeriodicalId":14245,"journal":{"name":"International Journal of Research and Applied Technology","volume":"25 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89980524","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}