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Dive into the research topics where Violitta Yesmaya is active.

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Featured researches published by Violitta Yesmaya.


2016 1st International Conference on Game, Game Art, and Gamification (ICGGAG) | 2016

Augmented reality using Vuforia for marketing residence

Dennise Adrianto; Monica Hidajat; Violitta Yesmaya

The concept of Augmented Reality is a technology in which the interaction between the human-computer that can generate two-dimensional or three dimensional object in real time. Augmented reality can provide the necessary functions and information in its application. In this case the augmented reality (AR) just need a tool like a camera that can capture images by detecting the object without the marker coordinates from the surrounding environment to make real 3D objects. Augmented Reality application development is simple and easy to develop, so it can serve as a promotional tool or the provision of information. Therefore, the notion obtained separately develop AR applications that help the residence marketing department in the home market to show a 3D object of marketed house. So that prospective buyers get the information more interactive with real look 3D objects. This study use a software named Vuforia (QCAR) to implement augmented reality in mobile applications for marketing residence. Vuforia provides convenience to the Android mobile platform in the shooting in 3D objects.


Journal of Computer Science | 2015

Increasing Learning Frequency through Education Based Game

Dennise Adrianto; Violitta Yesmaya; Alvin Chandra

In the era of globalization, the development of the gaming world is evident very quickly, evidenced by the launch of various types of games every year, even every month. Game development that grows rapidly makes the desire to incorporate educational elements into the game application. It is also supported by the development of game engine to facilitate game development. The purpose of this research is to build an education based game on PC platform using Unity3D Game Engine (the newest game engine) to increase the learning frequency. The result achieved in this result is the creation of an educational based game app as a medium of study by combining the concept of the game and learning in it. Conclusion obtained after doing this research is that education based game can be made to increase the learning frequency.


Teknik & Ilmu Komputer | 2013

Implementasi NFC sebagai media untuk transaksi pembayaran berbasis mobile

Violitta Yesmaya; Dion Darmawan


TELKOMNIKA : Indonesian Journal of Electrical Engineering | 2018

Personal Security Tracking based on Android and Web Application

Angry Ronald; Violitta Yesmaya; Muhammad Danaparamita


TELKOMNIKA : Indonesian Journal of Electrical Engineering | 2018

Property Exhibition Decision Support System Based on Web Application

Violitta Yesmaya; Angry Ronald; Monica Hidajat


Teknik dan Ilmu Komputer | 2016

Web Based Biology Instructional Software on Biotic and Abiotic Natural Symptoms for Grade 7

Andre Christianto Wibowo; Daniel Alexandra; Violitta Yesmaya


Jurnal Teknik & Ilmu Komputer | 2016

Perancangan Aplikasi Game "Fix Our Environment" Berbasis Android

Faizal Ridho Tijan; Achmad Trinoto Rianto; Nur Afina; Violitta Yesmaya; Ferdinand Ariandy Luwinda


Teknik & Ilmu Komputer | 2015

Perangkat Ajar Biologi Mengenai Gejala Alam Biotik dan Abiotik untuk SMP Kelas 7 Berbasis Web

Andre Christianto Wibowo; Daniel Alexandra; Violitta Yesmaya


ComTech | 2015

QR Code Reader pada Smartphone Android untuk Aplikasi Layanan Restoran

Dennise Adrianto; Violitta Yesmaya; Albertus Agung; Davin Timothy Ivander; Elysia Elysia; Nico Natalie


Teknik dan Ilmu Komputer | 2014

Aplikasi Pengenalan Kosakata Bahasa Inggris "My Picture Dictionary" untuk Anak Sekolah Dasar Berbasis Android

Violitta Yesmaya; Rini Wongso; Imam Swandyka; Muhammad Niko Zeavani; Noverdi Safrizal

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