Journal of Computer Science Research and Technological Innovation
Journal of Computer Science Research and Technological Innovation (OursLogic) is a peer-reviewed journal that publishes original research in the fields of computer science and technological innovation. Its main focus includes artificial intelligence, data science, digital computing, cybersecurity, software engineering, and interactive multimedia. OursLogic encourages cross-disciplinary collaboration to support the development of cutting-edge technologies and sustainable innovation.
Design of a Website-Based Student Registration Number Information System Using the Waterfall Method
Batik is an Indonesian cultural heritage with high historical, philosophical, and aesthetic value and has been recognized as a world cultural heritage. However, the process of learning and disseminating information about batik motifs is still dominated by conventional methods such as printed books and direct visits to galleries, which are considered less flexible and less attractive to the digital generation. This study aims to design and implement an Android-based application for recognizing Indonesian batik motifs as a digital educational medium that is easily accessible and systematic. The software development method used is the Waterfall model, which includes the stages of needs analysis, system design, implementation, and testing. The interface design was carried out using Adobe XD to produce a prototype that takes into account aspects of usability and design consistency. The system implementation was carried out using Android Studio with the Java programming language based on a modular Activity architecture and Intent navigation. Testing was carried out using the Black-Box Testing method to ensure all functions run according to specifications. The results of the study show that the application is able to display a list and details of batik motifs in a structured, responsive, and stable manner on standard Android devices. Thus, this application has the potential to become an alternative medium for mobile learning-based cultural learning that supports the digitalization and preservation of Indonesian batik more broadly and is adaptive to technological developments.
batik Indonesia, android application, Waterfall method, mobile learning, cultural preservation
Copyright (c) 2026 Muh Arfah Wahlil, Asriyani Ismail (Author) https://creativecommons.org/licenses/by-sa/4.0
Application for Licensing of the Pare-Pare City Job Training Institute in Increasing the Efficiency of Administration and Training Data Management
The licensing application for job training institutions in Parepare City aims to improve efficiency in managing training data, registration, and permits. This web-based system integrates various features to facilitate access for users, both Admins and MSME Managers. This project uses a Black-Box Testing approach to test the system's functionality based on the user interface without considering its internal structure. The test results show that the application functions as expected, with every key feature, such as login, training registration, and user account management, running smoothly without significant issues. Database management is carried out well through tables that store user data, training types, training registrations, and training history. The efficient table structure ensures high data integrity. The application has also been designed responsively, allowing users to easily access the application on various devices, both desktop and mobile. Although this application has successfully met the needs of licensing management, several additional features such as digital signatures and automatic notifications can still be implemented to improve functionality
Copyright (c) 2025 Hamra, Muh Yasin (Author) https://creativecommons.org/licenses/by-sa/4.0
The use of information technology in education is an important factor in increasing the effectiveness of administrative services, including in student data management. One important data is the Student Registration Number (NIRM) issued by the Tomakaka Group Foundation as an official student identity. Currently, the process of issuing and checking NIRM is still done manually in the form of physical documents or photo files, thus causing various obstacles such as the risk of data loss, difficulty checking, and the potential for forgery. This study aims to design and implement a website-based information system that can facilitate the management and verification of NIRM. The development method used is the waterfall model, including the stages of system engineering, needs analysis, design, coding, testing, and maintenance. Data were obtained through observation, interviews with administrators, and literature studies. The resulting information system allows administrators to manage student, faculty, study program, and campus data, while students can check NIRM independently through the website. The results of the study indicate that the designed system is able to overcome the limitations of the previous manual system, improve data accuracy, accelerate the verification process, and minimize the risk of loss or forgery of NIRM. Thus, this research contributes to the development of a more effective, efficient, and reliable academic information system for the Tomakaka Group Foundation.
Copyright (c) 2025 Wiwik Jayanti, Muslihati, Najmawati, Sumarlina (Author) https://creativecommons.org/licenses/by-sa/4.0
Web-Based Community Sanitation Information System for Bussu Village, Tapango District
This research is motivated by the limited community sanitation data management system in Bussu Village, Tapango District, which has been carried out manually and inefficiently. This condition hampers the process of data collection, reporting, and coordination between the community and the village government. This study aims to design and implement a Web-Based Community Sanitation Information System that can present data in an integrated, fast, and accurate manner. The research method used is the Research and Development (R&D) method with a Waterfall development model, which includes the stages of needs analysis, system design, implementation, and testing. Research data were obtained through field observations, interviews with village officials, and documentation related to sanitation management. The results show that the developed information system can simplify the administration and management of sanitation data, increase transparency, and strengthen community participation in maintaining environmental cleanliness. The conclusion of this study indicates that the implementation of a web-based information system is an effective solution in supporting the digitalization of public services at the village level, particularly in the field of community sanitation.
Copyright (c) 2025 Iwan Masdar, Reski Idrus, Tri Wahyuni Pattola (Author) https://creativecommons.org/licenses/by-sa/4.0
Android-Based Monitoring and Evaluation Application for PLN ULP Manakarra Disturbance Service Officers
The State Electricity Company (PLN), as the largest electricity provider in Indonesia, plays a crucial role in ensuring the quality of electricity distribution to the public. One of the units responsible for direct customer service is the Manakarra Customer Service Unit (ULP) in Mamuju Regency. Although PLN has launched the PLN Mobile application to facilitate customer complaints and service, the application still faces limitations, particularly in areas with no communication signals. This situation results in the complaint process and performance monitoring of service personnel not running optimally, as it still relies on manual methods that are slow and prone to delays. This study aims to develop an Android-based PLN ULP Manakarra Service Officer Monitoring application as a solution to these problems. The method used is the Waterfall model, which includes the stages of needs analysis, system design, implementation, testing, and maintenance. Research data was obtained through field observations, interviews with officers, and documentation studies related to the customer disruption handling process. The results show that the developed application is able to support the monitoring process more effectively by providing complaint features, real-time notifications, and tracking the status of disruption handling. This application also makes it easier for supervisors to assess the performance of officers in the field, particularly in areas with limited access to communication networks. In conclusion, this Android-based application can improve the operational efficiency of ULP Manakarra and provide more responsive services to customers, thereby contributing to increasing public satisfaction.
Copyright (c) 2025 M Ikhsan U, Ansar, Zulkifli, Abdurrahman Rustam Hakim (Author) https://creativecommons.org/licenses/by-sa/4.0
Analisis Perbandingan Kualitas Jaringan Internet Indihome dan Iconnet Berdasarkan Metode QoS
Layanan internet telah menjadi kebutuhan utama dalam berbagai aspek kehidupan masyarakat modern, baik dalam bidang pendidikan, bisnis, maupun komunikasi sehari-hari. Kualitas jaringan internet yang andal dan stabil menjadi faktor penting dalam menunjang aktivitas tersebut. Penelitian ini bertujuan untuk menganalisis dan membandingkan kualitas jaringan internet dari dua penyedia layanan internet terkemuka di Indonesia, yaitu Indihome dan Iconnet, dengan menggunakan pendekatan Quality of Service (QoS). Metode yang digunakan dalam penelitian ini melibatkan pengukuran langsung terhadap beberapa parameter QoS, seperti throughput, delay, jitter, dan packet loss. Data diperoleh melalui serangkaian uji coba yang dilakukan pada waktu dan lokasi yang sama guna menjaga objektivitas hasil. Hasil analisis menunjukkan bahwa terdapat perbedaan tingkat kualitas layanan antara kedua penyedia internet, di mana masing-masing memiliki keunggulan dan kelemahan dalam parameter tertentu. Berdasarkan hasil analisis data Quality of Service (QoS) terhadap layanan internet Indihome dan Iconnet pada kecepatan 50 Mbps dan 30 Mbps, keduanya secara umum memiliki kualitas yang baik menurut standar TIPHON. Indihome menunjukkan performa jaringan yang lebih stabil dibandingkan Iconnet, terutama pada aspek jitter yang menjadi kelemahan utama Iconnet. Sementara itu, kedua ISP memiliki hasil yang sangat baik pada parameter throughput, packet loss, dan delay. Secara keseluruhan, Indihome lebih unggul dalam menjaga kestabilan kualitas jaringan
Copyright (c) 2025 Indar Kusmanto, Hidayat, Zaid Al Khair (Author) https://creativecommons.org/licenses/by-sa/4.0
Cocoa Plant Disease Detection Using Expert System in Polewali Mandar
Expert systems are computer-based programs designed to emulate human expertise in solving specific domain problems through the use of a structured knowledge base and logical inference mechanisms. This study aims to develop an expert system capable of diagnosing diseases in cacao plants by applying an inference method based on symptom analysis. The system was developed using a Research and Development (R&D) approach, encompassing several stages including requirement analysis, system design, development, validation, and field testing. The system design utilized the Unified Modeling Language (UML) to visually represent functional processes through use case, activity, and sequence diagrams. The inference process applied the backward chaining method to trace potential disease hypotheses based on the observed symptoms. Data were collected through field observations and expert interviews to build the knowledge base. System implementation was carried out through an interactive web-based interface designed to accommodate different user levels. Functional evaluation using the Black Box testing method demonstrated that all core system components, including data input, knowledge management, and disease diagnosis, operated as expected. The developed expert system effectively assists users in identifying cacao plant diseases accurately and efficiently. Overall, the research contributes to enhancing digital-based agricultural decision support systems and provides a practical model for applying artificial intelligence in tropical agricultural disease management.
Copyright (c) 2025 Yunadi Hajrah, Rezki Idrus, Basri (Author) https://creativecommons.org/licenses/by-sa/4.0
Aplikasi Digital Library Android untuk Manajemen Rencana Pembelajaran Semester di Fakultas Ilmu Komputer ABC
Transformasi digital dalam dunia pendidikan telah mendorong institusi untuk mengintegrasikan teknologi informasi dalam setiap aspek kegiatan akademik, termasuk dalam pengelolaan Rencana Pembelajaran Semester (RPS). RPS merupakan dokumen penting yang berfungsi sebagai panduan bagi dosen dan mahasiswa dalam menjalankan kegiatan perkuliahan. Namun, pada Fakultas Ilmu Komputer XYZ, proses pengelolaan RPS masih dilakukan secara manual atau menggunakan selebaran kertas dengan kita warna yang menyebabkan keterbatasan dalam aksesibilitas, efisiensi, dan standarisasi dokumen. Penelitian ini bertujuan untuk merancang dan mengimplementasikan aplikasi digital library RPS berbasis Android guna mengatasi permasalahan tersebut. Metode yang digunakan meliputi analisis kebutuhan, perancangan antarmuka dan struktur database, implementasi menggunakan Android Studio, serta pengujian sistem berdasarkan fungsionalitas aplikasi. Hasil penelitian menunjukkan bahwa aplikasi yang dibangun dapat berfungsi dengan baik, menyediakan fitur login multi-user, pengunggahan dan pengunduhan dokumen RPS, serta manajemen data dosen dan mata kuliah. Aplikasi ini terbukti meningkatkan efisiensi distribusi RPS, mempermudah proses akreditasi, dan memperkuat sistem pembelajaran digital di lingkungan fakultas.
Copyright (c) 2025 Hamra, St. Khadijah, Hasnawati (Author) https://creativecommons.org/licenses/by-sa/4.0
Perancangan Sistem Informasi Akademik Berbasis Web pada SMK Armidah Abdulladin Rappang untuk Meningkatkan Efisiensi Administrasi
Permasalahan yang terjadi di SMK Armidah Abdulladin Rappang adalah kelemahan dalam penginputan data, pengelolaan, dan penyampaian informasi akademik, seperti data siswa, data guru, nilai, serta penjadwalan mata pelajaran. Ketidakteraturan dalam sistem administrasi menyebabkan terjadinya kerangkapan data dan lambatnya proses pelayanan informasi. Berdasarkan kondisi tersebut, penelitian ini bertujuan untuk merancang dan menguji sistem informasi akademik berbasis web guna meningkatkan efisiensi administrasi di sekolah. Metode penelitian yang digunakan adalah metode kuantitatif dengan pendekatan rekayasa perangkat lunak. Sistem dirancang menggunakan bahasa pemrograman PHP dan diuji melalui pendekatan evaluasi sistem dengan melibatkan tiga responden sebagai pengguna sistem. Hasil penelitian menunjukkan bahwa sistem informasi yang dirancang mampu memfasilitasi pengelolaan data secara terstruktur dan efisien. Berdasarkan penilaian pengguna, sistem mendapatkan nilai rata-rata kelayakan sebesar 95%, yang menunjukkan bahwa sistem dapat diterima dan layak untuk digunakan dalam operasional sekolah. Kesimpulan dari penelitian ini adalah bahwa sistem informasi akademik berbasis web yang dibangun dapat meningkatkan efisiensi administrasi, mengurangi kerangkapan data, serta mempercepat proses pengolahan dan penyampaian informasi di lingkungan SMK Armidah Abdulladin Rappang.
Copyright (c) 2025 Sudirman Shaleh, Noer Ekafitri Sam, Bustamin T (Author) https://creativecommons.org/licenses/by-sa/4.0
Sistem Informasi Absensi Mahasiswa Berbasis Web Pada STMIK Hasan Sulur Wonomulyo
Absensi mahasiswa merupakan salah satu aspek penting dalam proses pembelajaran yang berfungsi untuk mendokumentasikan kehadiran mahasiswa dalam setiap kegiatan perkuliahan. Di STMIK Hasan Sulur Wonomulyo, sistem absensi yang digunakan masih bersifat manual, yaitu melalui pencatatan di kertas dan penggunaan kartu kontrol kehadiran yang harus ditandatangani oleh dosen pengampu. Sistem tersebut dinilai kurang efisien, rentan terhadap kesalahan pencatatan, serta menyulitkan dalam proses rekapitulasi dan pelaporan data kehadiran mahasiswa. Penelitian ini bertujuan untuk mengembangkan sistem absensi mahasiswa berbasis web guna meningkatkan efisiensi, akurasi, dan kemudahan dalam proses administrasi kehadiran. Metode yang digunakan adalah Research and Development (R&D) dengan pendekatan model pengembangan ADDIE, yang terdiri atas lima tahapan, yakni Analyze, Design, Development, Implementation, dan Evaluation. Hasil penelitian menunjukkan bahwa sistem informasi absensi berbasis web yang dikembangkan mampu mempermudah dosen dalam melakukan pencatatan dan rekap absensi mahasiswa secara otomatis. Berdasarkan hasil evaluasi, sistem ini dinilai sangat baik dan layak untuk diimplementasikan dalam mendukung proses administrasi akademik yang lebih modern dan terintegrasi.
Copyright (c) 2025 Sipaami, Noer Eka Fitri Sam, Cita Munthakhabah R, Basri (Author) https://creativecommons.org/licenses/by-sa/4.0
Pemanfaatan Algoritma K-Means dalam Pengelompokan Tren Penyakit Menular di Wilayah Kabupaten Mamuju
Penyakit menular merupakan salah satu masalah kesehatan utama yang sering terjadi di wilayah Sulawesi Barat, khususnya Kabupaten Mamuju, dan memerlukan penanganan strategis oleh Puskesmas, termasuk dalam hal pengelolaan persediaan obat. Sehingga diperlukan metode yang dapat digunakan untuk menentukan wilayah-wilayah yang paling terdampak penyakit menular untuk mengetahui dominasi penyakit per kecamatan. Penelitian ini bertujuan untuk memberikan rekomendasi wilayah yang paling banyak dijangkiti penyalit menular sebagai referensi menentukan persediaan obat berdasarkan tren penyakit menular dengan menggunakan algoritma K-Means clustering. Data yang digunakan berasal dari Profil Kesehatan Kabupaten Mamuju tahun 2015, yang mencakup enam jenis penyakit menular: Diare, TB BTA+, Pneumonia, Kusta, DBD, dan Malaria. Proses analisis dilakukan melalui tahapan data mining yang meliputi pengumpulan data, pengolahan, clustering, dan analisis menggunakan bantuan Excel serta perhitungan jarak euclidean untuk menentukan keanggotaan cluster. Hasil clustering menunjukkan bahwa penyakit Diare dan Malaria merupakan penyakit dominan yang tersebar di hampir semua cluster, dengan Malaria paling banyak terdapat di Kecamatan Bambu (klaster 5) dan Diare dominan di Kecamatan Binanga (klaster 3). Berdasarkan hasil penelitian yang dilakukan, metode K-Means terbukti efektif dalam mengelompokkan wilayah berdasarkan tren penyakit menular dan hasil pengelompokkan tersebut dapat digunakan sebagai acuan dalam menyediakan persediaan obat sesuai tren dan wilayah penyebaran penyakit tertentu.
Copyright (c) 2025 Musliadi KH, Ilwan Syafrinal, Asriyani Ismail, Ulfa Laela Rambega (Author) https://creativecommons.org/licenses/by-sa/4.0
Analisis Literatur Terhadap Penerapan Machine Learning dalam Automasi Manajemen Basis Data
Perkembangan teknologi seperti Internet of Things dan cloud computing, membawa dampak pada pertumbuhan data yang sangat cepat dan menuntut adanya inovasi dalam pengelolaan database. Masalah klasik manual dan tradisional, upaya mengelola beban kerja serta dinamisnya pola data yang shifting, menjadi tantangan utama. Untuk itu, pendekatan cerdas yang dapat mengotomatisasi manajemen database sangat diperlukan. Artikel ini bertujuan untuk mengeksplorasi secara sistematis penggunaan Machine Learning (ML) dalam automasi manajemen database. Pada penelitian ini, penulis menerapkan Systematic Literature Review (SLR) pada beberapa artikel dalam lima tahun terakhir yang relevan. Dengan menjadikan makalah tersebut sebagai fokus utama, hasil review menyatakan bahwa dalam empat domain utama, yakni optimasi query, deteksi anomali, Auto-ML, dan analisis prediktif, ML terbukti sangat mendukung. Implementasi ML terbukti mengoptimalkan efisiensi dan responsif sistem, ancaman di dalam sistem terdeteksi secara real-time, dan pengambilan keputusan yang bergantung pada database dipercepat. Sementara demikian, perlu dicermati, meskipun sangat bermanfaat, sulitnya interpretabilitas serta kebutuhan komputasi tinggi menjadi tantangan untuk implementasi lebih luas ke depan.
Copyright (c) 2025 A. Akhmad Sultan, Kurnia Wahyu Prima, Ayu Hasnining, Nur Azizah (Author) https://creativecommons.org/licenses/by-sa/4.0
Pemetaan Bibliometrik Penelitian Kecerdasan Buatan dalam Sistem Informasi Selama Satu Dekade
Kecerdasan buatan (AI) ialah salah satu jenis inovasi yang paling berdampak terhadap perkembangan sistem informasi di semua bidang atau sektor. Kajian tentang implementasi AI ke dalam sistem informasi dilihat dari jumlah publikasi serta tematik makin meluas, mengalami pertumbuhan yang signifikan. Sebaliknya, tinjauan mendalam dan sistematis secara bibliometrik belum banyak dilakukan. Penelitian ini berupaya menjawab kekosongan tersebut dengan mengembangkan peta perkembangan ilmiah yang ada dalam basis data AI dan sistem informasi dari tahun 2014 hingga 2024. Data diambil melalui database Scopus dan dianalisis menggunakan VOSviewer dan Bibliometrix untuk mendeskripsikan jejaring kolaborasi, kata kunci yang paling banyak muncul, dan perkembangan topik. Berdasarkan analisis 8.553 dokumen terpilih. Di antara negara-negara yang memiliki banyak kontribusi publikasi adalah China, United state dan India, sementara kolaborasi antar institusi dari berbagai negara cenderung meningkat. Temuan tersebut memberikan gambaran pada kelompok penelitian bahwa secara empiris, integrasi AI dengan sistem informasi menawarkan potensi-topik yang belum diteliti di masa yang akan datang
Copyright (c) 2025 Ayu Hasnining, Kurnia Wahyu Prima, Musliadi KH (Author) https://creativecommons.org/licenses/by-sa/4.0
Implementation of 3D Mapping in Virtual Exhibition of Student Digital Artwork Using MDLC Method
The application of video mapping technology as an interactive visual art medium that combines elements of creativity, technology, and visual communication through the rapid development of multimedia technology in the Industrial Revolution 4.0 era that drives the transformation of learning media and digital art expression. The purpose of this study is to examine the application of video mapping in creating immersive visual experiences and understand its role as an educational, cultural, and promotional tool. The methods used are literature study, observation, and a Research and Development approach through the Multimedia Development Life Cycle (MDLC) stages to analyze the design and implementation process of the work. Data were obtained from observations of digital art exhibitions and interviews with artists and technicians involved in video mapping production. The results of the study indicate that video mapping not only functions as a visual entertainment medium, but also has great potential in strengthening cultural narratives, enriching spatial experiences, and increasing educational and tourism appeal. The production process requires multidisciplinary collaboration and visual adjustments to the projection object to create a realistic illusion. In conclusion, video mapping is a modern communication medium capable of presenting an immersive and participatory art experience, with great potential for application in the fields of education, culture, and digital technology-based creative industries.
Copyright (c) 2025 Gres Destina Telaumbanua, Claretta Sastrokusumo (Author) https://creativecommons.org/licenses/by-sa/4.0
Evaluasi Kinerja Jaringan WiFi Berdasarkan Kecepatan dan Kualitas di Lingkungan Rumah
Jaringan komputer berbasis Wi-Fi di lingkungan rumah semakin krusial seiring meningkatnya aktivitas digital yang bergantung pada koneksi stabil dan responsif. Namun, permasalahan seperti delay, jitter, dan packet loss seringkali mengganggu kualitas layanan, terutama saat digunakan untuk aktivitas real-time seperti video conference dan game online. Penelitian ini bertujuan untuk menganalisis kualitas jaringan rumah dengan mengukur parameter teknis seperti Throughput, packet loss, jitter, delay, dan bandwidth. Data dikumpulkan menggunakan alat bantu seperti Wireshark, perintah tracert atau ping, dan Speedtest by Ookla. Hasil pengujian menunjukkan bahwa meskipun bandwidth tergolong tinggi, di mana kecepatan unduh 46,31 Mbps dan unggah 47,79 Mbps. Jaringan mengalami fluktuasi performa, terlihat dari jitter yang mencapai 48 ms, delay hingga 40 ms, serta packet loss saat terjadi lonjakan lalu lintas. Melalui visualisasi grafik I/O dan analisis deskriptif, ditemukan bahwa ketidakstabilan ini dapat memengaruhi layanan yang sensitif terhadap waktu. Oleh karena itu, penggunaan pita 5 GHz, pengurangan jumlah hop, dan pemantauan berkala sebagai langkah strategis untuk meningkatkan kualitas jaringan rumah.
Copyright (c) 2025 Elvan Li, Amelia Glory Octaviani, Gusnawan (Author) https://creativecommons.org/licenses/by-sa/4.0
Visual Art Design and Video Mapping Implementation Using Resolume Arena
This research explores the use of video mapping techniques as a visual art performance medium through Resolume Arena to create interactive and immersive experiences. Video mapping is a projection technology that precisely maps digital images onto three-dimensional surfaces, creating illusions of movement, depth, and transformation without altering physical structures. The study applies the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model to design, develop, and assess digital artworks. The stages include analyzing visual needs, designing artistic content, developing digital assets, implementing projections, and evaluating aesthetic and technical results. Implementation shows that Resolume Arena can accurately map visuals onto cardboard geometric structures. Effects such as glitch, wave distortion, and light burst synchronize with object contours, producing striking illusions of depth and transformation. Projections in a dark room yield sharp colors and high contrast. Audience feedback reflects strong appreciation for the visual innovation. The findings highlight video mapping’s effectiveness for artistic expression and its potential in education, cultural preservation, and digital performances. This study supports the growth of technology-based digital art in Indonesia and opens opportunities for further integration with interactive technologies like motion sensors, computer vision, and augmented reality to enhance immersive experiences.
Copyright (c) 2025 Deni, Angelica Syalom (Author) https://creativecommons.org/licenses/by-sa/4.0
Quality of Service (QoS) Analysis on Home Internet Networks Using Wireshark
The development of information and communication technology has driven an increasing need for fast, stable, and reliable internet connections, especially in supporting online activities in the home environment. However, the high number of connected devices often causes problems such as delay, jitter, and packet loss, which impact the quality of network services. This study aims to analyze the performance of home internet networks based on Quality of Service (QoS) parameters using the Wireshark application as the main tool. The study was conducted through several stages, namely device and network preparation, traffic data collection using Wireshark, processing packet capture results to calculate QoS parameters, and analysis and interpretation of the results against network quality standards. The data obtained included Throughput, delay, packet loss, and jitter values ​​used to assess network stability and reliability. The analysis results showed that the home network performed very well, where all QoS parameters met the high-quality category. These findings confirm that the implementation of Wireshark is effective for real-time network performance monitoring and can be used by home users without the need for expensive devices. The main conclusion of this study is that the use of QoS analysis can help users in identifying potential network disruptions and become the basis for optimizing the quality of internet services.
network; internet stability; QoS; quality of service; wireshark
Copyright (c) 2025 Kelvin Ong, Wilsen, Wellson `Chang (Author) https://creativecommons.org/licenses/by-sa/4.0
Video Mapping Prototype Design as an Educational and Preservation Media for Mak Yong Dance
Mak Yong Dance is a traditional cultural heritage that contains high aesthetic, spiritual, and historical values. However, its existence is starting to fade in the era of increasingly advanced technology and changes in people's cultural consumption patterns. This study aims to design and develop a video mapping prototype as a modern visual medium to showcase the Mak Yong Dance art in the Riau Islands. The methods used include pre-production (concept and storyboard development), production (animation creation and media processing), and post-production (projection integration into a miniature stage model). The results of this study indicate that video mapping media can enhance the way to convey traditional arts culture and has the potential to be used in cultural preservation activities, education, and immersive digital performances. The main conclusion of this study confirms that technology can be a major supporter in expanding the reach and form of conveying cultural values ​​in the digital era. This research not only supports the sustainability of cultural heritage but also opens up the possibility of developing art preservation in a more inclusive and adaptive manner to current developments.
Copyright (c) 2025 Sheren Lim, Endri Yanto (Author) https://creativecommons.org/licenses/by-sa/4.0
Application of Projection Mapping Technology for Surrealist Visual Representation in Stage Design
The development of digital technology has significantly transformed the way humans create and appreciate art, particularly in the context of performing arts, which now demand more interactive, symbolic, and immersive visual forms. One of the key innovations driving this transformation is projection mapping, a technique that maps light or video onto three-dimensional surfaces to create dynamic and contextual visual illusions. Previous studies have shown that video mapping can enrich visual language, enhance symbolic value, and increase audience engagement in performances. However, the application of this technology surreal-style visual representation within stage design remains underexplored, despite surrealism’s vast potential to deliver aesthetic experiences that transcend physical reality. This study aims to examine and implement projection mapping technology as an artistic medium to realize surreal visual representations in stage design. The research employs the Multimedia Development Life Cycle (MDLC) which consists of six stages: concept, design, material collecting, assembly, testing, and distribution. Data were collected through literature studies, observation, and both technical and artistic evaluations of the implementation on a small-scale stage model. The results show that applying projection mapping with a surrealistic aesthetic approach can produce symbolic and contextual visuals that support performance narratives dramaturgically. Technical testing demonstrated a high level of accuracy in visual mapping and strong synchronization between light, music, and stage movement. Overall, this study proves that integrating projection mapping technology into stage design can enrich visual language, strengthen the imaginative power of performances, and open new opportunities for the advancement of digital performing arts in the future.
Copyright (c) 2025 Kelvin Falencio, Fanorotodo Buulolo (Author) https://creativecommons.org/licenses/by-sa/4.0
Integrasi Video Mapping dan Animasi sebagai Media Edukasi Pola Asuh Anak dengan Penerapan Growth Mindset
Pendidikan pola asuh (parenting education) memiliki peran strategis dalam membentuk growth mindset pada anak sejak dini. Namun, metode penyampaian konvensional cenderung kurang menarik dan tidak mampu memenuhi kebutuhan generasi digital yang terbiasa dengan media interaktif. Penelitian ini bertujuan untuk mengembangkan prototipe media edukatif interaktif berbasis video mapping sebagai alternatif inovatif dalam pendidikan pola asuh. Penelitian menggunakan metode Research and Development (R&D) dengan tahapan analisis, desain konsep, pemilihan material, pembuatan prototipe, hingga pengujian teknis. Teknologi animasi 2D dan 3D diintegrasikan dengan perangkat lunak Resolume Arena dan media karton plastik sebagai permukaan proyeksi. Hasil pengembangan menunjukkan bahwa prototipe dapat diimplementasikan secara fungsional dan menampilkan visual interaktif yang mendukung penyampaian pesan edukatif. Meskipun efektivitasnya dalam meningkatkan pemahaman pola asuh belum diuji secara kuantitatif, temuan ini menunjukkan potensi besar video mapping sebagai media pembelajaran yang imersif dan komunikatif. Interpretasi awal menegaskan bahwa pendekatan visual dapat meningkatkan keterlibatan audiens dalam konteks edukasi psikologi perkembangan. Simpulan dari penelitian ini menekankan perlunya studi lanjutan untuk menguji dampak psikososial serta penerapan luas media ini dalam skenario pendidikan keluarga berbasis teknologi.
Copyright (c) 2025 Mickhel Mickhel, Kevin Thionuartha (Author) https://creativecommons.org/licenses/by-sa/4.0
Implementasi Desain Panggung Tiga Dimensi dan Video Mapping sebagai Strategi Visual dalam Produksi Pertunjukan
Studi ini meneliti integrasi desain panggung 3D dengan teknologi pemetaan video sebagai pendekatan inovatif untuk meningkatkan kualitas seni pertunjukan yang mendalam. Melalui proses pengembangan terstruktur yang dimulai dari sketsa manual, pemodelan digital menggunakan Blender, hingga pembuatan konten dengan Resolume Arena, penelitian ini menghasilkan prototipe praktis yang menyelaraskan proyeksi visual dengan kontur fisik panggung. Bahan-bahan seperti styrofoam dan karton putih dipilih untuk mengoptimalkan difusi cahaya dan kejernihan proyeksi. Pengujian dan kalibrasi dilakukan menggunakan proyektor untuk memastikan ketepatan visual yang tinggi. Pertunjukan akhir menunjukkan sinkronisasi yang sukses antara konten visual, musik, pencahayaan, dan gerakan pemain, menciptakan pengalaman sensorik yang kohesif. Meskipun ada tantangan dalam pemilihan bahan dan menerjemahkan elemen digital ke ruang fisik, proyek ini membuktikan bahwa bahkan dengan sumber daya yang terbatas, presentasi panggung yang berdampak tinggi dapat dicapai melalui perencanaan strategis dan pelaksanaan yang tepat. Penelitian ini memberikan kontribusi alur kerja yang komprehensif bagi tim kreatif yang ingin mengadopsi teknik pemetaan video dalam desain panggung dan menyoroti potensi integrasi digital-fisik untuk mengubah keterlibatan penonton dalam pertunjukan langsung.
Copyright (c) 2025 Jeny Angreyani, Cinthia Natali Sofian (Author) https://creativecommons.org/licenses/by-sa/4.0