Aulia Akhrian Syahidi, M.Kom.

@poliban.ac.id

Smart City Information System, Electrical Engineering Department
Politeknik Negeri Banjarmasin



                          

https://researchid.co/aakhriansyahidi

Akhrian is a researcher and lecturer in the Informatics Engineering Study Program and Smart City Information System Study Program, Department of Electrical Engineering, Politeknik Negeri Banjarmasin. He is also the Chair of Interactive Media, Game, and Mobile Technologies Research Group and Co-Head of Augmented and Virtual Reality Laboratory at the Politeknik Negeri Banjarmasin. He graduated from the Computer Science Masters Program at the Faculty of Computer Science, Universitas Brawijaya in 2019 with a concentration in Media, Game, and Mobile Technologies. He has been a teacher in several vocational high school from 2015-2019, lecturer assistants from 2014-2016, and research assistants from 2017-2019. He already has scientific publications and books. He was also awarded as the best paper on The 5th IEEE ICETAS 2018 at Asian Institute of Technology, Thailand, and The 5th IEEE ICCED 2019 at Nanyang Technological University, Singapore. Akhrian was also included as an editorial team from the Journal of Poros Teknik and an active member of the Indonesian Association of Informatics Experts (IAII).

EDUCATION

Bachelor of Information Technology/Computer Science Education, STKIP PGRI Banjarmasin, Indonesia
Master of Computer Science/Informatics, Universitas Brawijaya, Indonesia

RESEARCH INTERESTS

Augmented Reality (AR), Virtual Reality (VR), Extended Reality (XR), Interactive Media Technology, Game Development, 2D & 3D Modeling, Mobile Applications, Human-Computer Interaction (Include: User Interface, User Experience, Usability Evaluation) , and Artificial Intelligence in Education

FUTURE PROJECTS

Augmented and Virtual Reality in the Internet of Things


Applications Invited
13

Scopus Publications

290

Scholar Citations

11

Scholar h-index

14

Scholar i10-index

Scopus Publications

  • Evaluation of User Interface, User Experience, and Usability in Software Through Electroencephalography (EEG) Signal Detection: A Mapping Review
    Aulia Akhrian Syahidi and Kiyoshi Kiyokawa

    IEEE
    As the digital landscape continues to evolve through the widespread use of software, understanding how users interact with software becomes increasingly important. This article presents the findings of a literature review that explores the use of Electroencephalography (EEG) signals to assess user interfaces, user experience, and/or software usability. We used the mapping review method in this research with the main stages including: 1) Establishing research questions; 2) Source selection; 3) Identifying keywords; 4) Carrying out a screening process; and 5) Extracting and synthesizing data. As a result, we determined 16 relevant papers as primary sources. We highlight the distribution of papers from various databases and their suitability for the period January 2013 to May 2023. In addition, we find that traditional EEG devices, standard five frequency bands, 32 electrodes, signal classification techniques such as Linear Discriminant Analysis (LDA), Frequency Fourier Transform (FFT), and Power Spectrum Density (PSD), gaming software as research subjects, and user experience evaluation questionnaires are most widely used in research practice. The results of this literature review provide comprehensive insight into the latest developments in the use of EEG signals to evaluate software in terms of the field of Human-Computer Interaction, to reduce the factors of subjectivity, bias, efficiency, and accuracy of evaluation results. These insights can serve as a basis for further research and the development of more effective methods and tools for improving software quality.

  • Panting Traditional Musical Instruments Through Virtual Reality Environment with Leap Motion Control: Immersive User Experience, Usage Challenges, and Preservation Efforts
    Aulia Akhrian Syahidi and Kiyoshi Kiyokawa

    IEEE
    This research investigates the use of traditional musical instruments based on Virtual Reality (VR) with leap motion control. This technology enables users to virtually interact with Panting instruments and aims to explore immersive user experiences, challenges, and cultural preservation. We collected data through a questionnaire consisting of both open and closed questions, and analyzed the data using descriptive statistics and textual analysis. We can confirm that the proposed modern technology has the potential to promote and preserve traditional Panting musical instruments, especially for the younger generation, but alignment with cultural values and holistic education needs to be considered. In conclusion, VR technology with leap motion control promises to preserve Panting's music, but overcoming technical and cultural challenges is critical to long-term success.

  • Computer Vision in Smart City Application: A Mapping Review
    Aulia Akhrian Syahidi, Kiyoshi Kiyokawa, and Fumio Okura

    IEEE
    Research interest in the application of Computer Vision (CV) in the context of smart cities has grown significantly in recent years. However, finding relevant studies in databases can be challenging due to the use of non-explicit or varying terms. To address this issue, this research aims to conduct a literature review by collecting papers that discuss the application of CV for smart city needs. The method used is a mapping review, with the following stages: 1) Establishing research questions; 2) Selecting relevant reference sources based on relevant databases; 3) Identifying appropriate keywords; 4) Conducting screening based on criteria; and 5) Extracting and synthesizing relevant data. For this research, we selected a total of 35 papers as the primary review. Our findings show that research trends and interests vary widely, with the most prevalent being in smart mobility components, which on average come from the IEEE Xplore Digital Library database. YOLO and CNN algorithms are also widely used to solve problems. Furthermore, we conclude that there are many benefits to be gained from the application of this technology to support the sustainable development of smart cities, including ensuring the quality of life of their inhabitants.

  • Learner Action Patterns in the Problem-Solving Process Related to Program Code Composition Based on Tracking System Activities
    Aulia Akhrian Syahidi, Ahmad Afif Supianto, Tsukasa Hirashima, and Yutaka Watanobe

    IEEE
    Learning activities are an indicator of the learner's desire to learn during the learning process. The pattern of learner action is related to learning activities. In this case, in extracting the learning process, it is necessary to collect a lot of data through analysis of the learning process. The purpose of this study is to recommend and report the performance of an activity tracking system equipped with visual artifacts as an educational data mining approach to analyze action patterns when learners complete the arrangement of program code lines in each programming problem. In this study, data were taken from activity recordings when learners used interactive learning media for a basic programming subject called TOLSYASUPI-EduMed which had problem-solving learning models embedded in their interactions. Learning Analytics is used as a method of this research and data relationships from learner actions during the learning process using the “if-then” rule. Log data is used for recording and detecting activities carried out by learners. We confirm that the results of the study are based on the findings of the data relationship that if the lines of program code are too long (more than five lines) then almost all learners experience a bottleneck condition. The completion time of each question and the number of iterations in completing the program code lines for each question have also been recorded and have a pattern of connection between the data. The information that has been obtained is then forwarded to teachers or stakeholders as key information to make appropriate feedback to learners based on the results as a means of analyzing and evaluating the programming learning process.

  • Sasirangan Cloth Recognition and Shopping Experience Simulation Based on Virtual Reality Game with Non-Player Character Integration
    Subandi Subandi, Aulia Akhrian Syahidi, Siti Zakiah, Kiyoshi Kiyokawa, Ahmad Riyadi, and M. Helmy Noor

    IEEE
    Sasirangan cloth is one of the traditional cloths owned by Indonesia and is a typical cloth originating from the province of South Kalimantan. This Sasirangan cloth has many motifs and is unique. Sasirangan cloth is also one of the potentials that can attract local and foreign tourists to visit South Kalimantan. However, in recent years, tourist visits to South Kalimantan have decreased due to the impact of the COVID-19 pandemic. Then it also has an impact on the delay in the implementation of the Banjarmasin Sasirangan Festival which is usually held annually. The next impact is a decrease in turnover and interest in shopping for Sasirangan cloth, so that employees who work for Sasirangan cloth craftsmen are dismissed and reduce people's income. So the purpose of this study is to report the results of the development of a Virtual Reality Game application called VR-SasiranganKu by integrating the interaction of Non-Player Character (NPC) behavior with the type of narrative in the simulation genre game. VR-SasiranganKu is recommended to introduce and at the same time promote Sasirangan cloth to users, then justify the reaction to knowledge and shopping experience, and evaluate user experience using the UX Honeycomb method. Respondents involved as many as 100 people who are local and national tourists. The results show that the interaction of NPC behavior can provide good direction to users regarding the introduction of Sasirangan cloth by presenting an appropriate interaction design based on the narrative and the theme of the NPC that has been adopted, the results of justification using VR-SasiranganKu can provide knowledge reaction and very good shopping experience, and based on user experience evaluation that VR-SasiranganKu has adopted a very good UX with an average score of 4.91.

  • Wearable Technology Application for Banjar Language Translator to Support Ease of Communication: Prototyping and Sustainability Opportunities
    Aulia Akhrian Syahidi and Kohei Arai

    IEEE
    Language differences are one of the obstacles to communication. Especially if you use certain regional languages such as Banjar Language. Banjar Language is the mother tongue used by the Banjar tribe in South Kalimantan Province, Indonesia. South Kalimantan is known as an area that has promising tourism potential and is the main gateway of the new nation's capital city. This causes many tourists to visit (overtourism). Tourists will face obstacles when communicating with local residents of Banjar. The purpose of this research is to produce a prototype of a tool in the form of a wearable technology-based translator application, using speech recognition with Python programming, then investigate the usability and sustainability opportunities of the prototype that has been made. A total of 200 respondents have been involved consisting of domestic tourists and local residents of Banjar, these respondents were involved in exploring needs and when evaluating usability. The results show that the prototype that has been made provides usability and is feasible to proceed to the implementation stage, as a means to help tourists from the archipelago and local residents of Banjar to communicate and also transact.

  • The Concept of Using Interactive Educational Media with Problem-Posing Interaction Flow in Basic Programming Learning
    Aulia Akhrian Syahidi, Herman Tolle, Ahmad Afif Supianto, and Tsukasa Hirashima

    IEEE
    In this paper, we introduce the use of interactive educational media technology called TOLSYASUPI-EduMed with desktop-based development. It is recommended to help Vocational High School students with ICT expertise to learn the topic of branching control structures in basic programming classes. The open-posing type of problem-posing learning model has been embedded in the flow of system interaction, which consists of three system frameworks, namely (1) students submit a problem and answer recommendations, (2) the teacher checks recommendations and places them in the question bank, and (3) students solve problems and answers (compile the correct program code in order). A total of 36 students in the real class were involved. The result of the usage evaluation is that they enjoy using it, find it useful, solve useful problems, and prefer desktop-based. Then the justification for the influence that has been felt with an average value of 4.98 is Strongly Agree. Future work will be to develop mobile-based applications, improve application interaction and capabilities, and utilize log data for further analysis.

  • Mobile Augmented Reality Application with Multi-Interaction for Learning Solutions on the Topic of Computer Network Devices (Effectiveness, Interface, and Experience Design)
    Subandi, Joniriadi, Aulia Akhrian Syahidi, and Amran Mohamed

    IEEE
    Application of Mobile Augmented Reality (AR) as a learning solution in innovation facing the education era 5.0. for vocational students on the computer network device topic, we promote in this paper. The purpose of this study is to apply AR technology-based applications by maximizing all of its interactions in the learning process about computer network devices so that students can know and understand their functions, then conduct an assessment of User Interface (UI) and User Experience (UX). The detection approach uses a marker-based tracking method, by bringing up 3D objects, rotating and touching, information and tool functions in the form of text, and producing sounds as information clues. A total of 30 students from one of the vocational high schools have been involved to use this application. After being analyzed for the current situation the students were very enthusiastic in following the learning process, then in the analysis of student understanding results obtained an average value of N-Gain was 67.41 which was proven that AR application could improve learning effectiveness, the results of the UI assessment with a value of 98.70% have a very strongly agree predicate to the application interface has been met, and the results of the assessment of the experience of users with a value of 98.94% have a very strongly agree predicate to the experience of using the application has been fulfilled.

  • AR-Child: Analysis, Evaluation, and Effect of Using Augmented Reality as a Learning Media for Preschool Children
    Aulia Akhrian Syahidi, Herman Tolle, Ahmad Afif Supianto, and Kohei Arai

    IEEE
    The use of technology to improve the experience and teaching and learning process in the classroom has been promoted now. One of these technologies is Augmented Reality (AR). Users are in a virtual space while still having nuances in real life called AR. AR has been proven to offer several solutions in the context of education, namely increasing learning involvement and increasing understanding of some materials. This study proposes AR-assisted learning media with the method of 3D Based Tracking and audio Marker, which is used by preschool children to recognize animals and fruits in English alphabetically, then analyze, evaluate, and know the effects on their use. The Extreme Programming (XP) method is used as an application development method. Application testing is done by black box testing, testing variations between distance, angle, lighting, background, and font size of the marker, and AR-Child response time to the detection of markers by the camera for the appearance of virtual objects. Thirty preschool children aged 4-6 years were involved in using the AR-Child application and analyzing application testing on the attractiveness and fun elements of students with fun testing. The effect of using AR-Child is seen from the learning outcomes at the end of the second meeting.

  • Design and implementation of Bekantan Educational Game (BEG) as a Banjar language learning media
    Aulia Akhrian Syahidi, Ahmad Afif Supianto, and Herman Tolle

    International Association of Online Engineering (IAOE)
    <p class="0abstract">The lack of recognition of the current Banjar language is one of the causes of knowledge and the introduction of children about the reduced Banjar language. In an attempt to recognize, introduce, and improve the re-knowledge of the Banjar language is to recommend the design and implementation of an educational game application called Bekantan Educational Game (BEG) containing material content and quizzes. Before this game application is used, it must be tested first. Test method used is black box testing, to test the functionality of game applications. Other tests are also conducted to obtain information about the material access frequency and reset quizzes by players. The result of black box testing is all the functionality in the BEG application in accordance with what is expected. The result of the frequency testing accessing the menu on BEG of Material Section is Wadai Banjar 2 Menu with 59 times, and the frequency reset on BEG of Quiz Section is a type of Drag and Drop quiz with 21 times and generate feedback from quiz in the form of final value with average 89.17%.</p>

  • Strategic Planning and Implementation of Academic Information System (AIS) Based on Website with D&M Model Approach
    Subandi, A A Syahidi, and A N Asyikin

    IOP Publishing
    The purpose of the study was to strategic planning and implementation of academic information system based on website with D&M model approach. The rapid development and progress of Information and Communication Technology (ICT) today can not be dammed again. Most people follow the rhythm and flow of this development, with increasing public demand for quality of service especially in the education world such as website-based academic information system. Specialized in schools, in this case it is necessary to provide quality education services, so it is necessary to support the quality of information accurately, precisely, and quickly by using the Academic Information System (AIS) based on a good site. This study aims to analyze the implementation of web-based AIS devoted to SMK Muhammadiyah 1 Banjarmasin and its effectiveness. Qualitative methods are used that analyze needs and strategic planning and evaluate the effectiveness of implementation. Data were collected by interview, observation, and documentation study. Data were processed and analyzed using value chain analysis and SWOT analysis methods, analysis of the effectiveness of AIS application was performed using DeLone and McLean (D&M) IS success model. The conclusion of this research is SMK Muhammadiyah 1 Banjarmasin has internal strength and high chance to apply AIS based on website, and analysis result show that AIS effective with level of effectiveness equal to 81.07% from expected criterion.

  • BandoAR: Real-Time Text Based Detection System Using Augmented Reality for Media Translator Banjar Language to Indonesian with Smartphone
    Aulia Akhrian Syahidi, Herman Tolle, Ahmad Afif Supianto, and Kohei Arai

    IEEE
    Language is one of the fundamental factors that distinguish humans from animals. Language allows individuals to live together, help solve problems and position themselves as cultured beings. Language is a communication medium that aims to understand each particular ethnicity and nation. Language comprehension allows increased awareness and value of closeness between individuals in an area. However, a large number of languages seem to be the cause of difficulties and misunderstandings about the meaning of certain words. This research provides alternative solutions for solving these problems. This solution can provide convenience in the process of understanding the meaning of language words, especially Banjar Language, by recommending an application called “BandoAR”. BandoAR is a translator application from Banjar Language to Indonesian. This application can work as a real-time application without requiring input media such as text that must be typed using a good camera quality and has autofocus characteristics on the camera. This study emphasizes the process of detecting and tracer texts that exist in the Banjar community. This research is intended to see how Augmented Reality technology can be applied in the text without markers and has different font sizes, backgrounds, and distances. The results show that software for Android smartphones, as a media translator in real time, can be used in almost every type of smartphone. Based on internal trials and the results of 160 respondents, this application can attract users’ interest, can be applied in real life, and as an effort to preserve Banjar Language culture.

  • Applying Student Team Achievement Divisions (STAD) Model on Material of Basic Programme Branch Control Structure to Increase Activity and Student Result
    Aulia Akhrian Syahidi, Arifin Noor Asyikin, and Asy’ari

    IOP Publishing
    Based on my experience of teaching the material of branch control structure, it is found that the condition of the students is less active causing the low activity of the students on the attitude assessment during the learning process on the material of the branch control structure i.e. 2 students 6.45% percentage of good activity and 29 students percentage 93.55% enough and less activity. Then from the low activity resulted in low student learning outcomes based on a daily re-examination of branch control material, only 8 students 26% percentage reached KKM and 23 students 74% percent did not reach KKM. The purpose of this research is to increase the activity and learning outcomes of students of class X TKJ B SMK Muhammadiyah 1 Banjarmasin after applying STAD type cooperative learning model on the material of branch control structure. The research method used is Classroom Action Research. The study was conducted two cycles with six meetings. The subjects of this study were students of class X TKJ B with a total of 31 students consisting of 23 men and 8 women. The object of this study is the activity and student learning outcomes. Data collection techniques used are test and observation techniques. Data analysis technique used is a percentage and mean. The results of this study indicate that: an increase in activity and learning outcomes of students on the basic programming learning material branch control structure after applying STAD type cooperative learning model.

RECENT SCHOLAR PUBLICATIONS

  • Virtual Exhibition Hall as a Solution for Promoting City Profiles with the Integration of Avatars and Non-Player Characters based on Metaverse Technology
    AA Syahidi, K Kiyokawa
    1st IEEE International Workshop on Artificial Intelligence and Image 2024

  • Evaluation of User Interface, User Experience, and Usability in Software Through Electroencephalography (EEG) Signal Detection: A Mapping Review
    AA Syahidi, K Kiyokawa
    The 1st IEEE International Workshop on Artificial Intelligence and Image 2024

  • Panting Traditional Musical Instruments Through Virtual Reality Environment with Leap Motion Control: Immersive User Experience, Usage Challenges, and Preservation Efforts
    AA Syahidi, K Kiyokawa
    The 1st IEEE International Conference on Information Technology and 2024

  • Early Diagnosis of Damage to Automatic Injection Motorcycles Using a Decision Tree Algorithm Based on Mobile Application
    AA Syahidi, Joniriadi, A Permana, R Hendera
    The 1st International Conference on Informatics, Computer and Information 2024

  • Computer Vision in Smart City Application: A Mapping Review
    AA Syahidi, K Kiyokawa, F Okura
    The 6th IEEE International Conference on Applied Computational Intelligence 2023

  • Pelatihan Pembuatan dan Pemanfaatan Aplikasi Berbasis Mobile untuk Digital Marketing pada PAUD Terpadu Ananda Rantau dalam Mendukung School Branding
    AA Syahidi, S Subandi, MH Noor, H Herlinawati
    KACANEGARA Jurnal Pengabdian pada Masyarakat 6 (4), 507-516 2023

  • Implementation and Evaluation of Interactive Educational Game of Wadai Banjar as an Effort to Preserve Traditional Cakes of Southern Kalimantan
    AA Syahidi, R Pamuji, N Wiranda
    Jurnal Teknologi Informasi Universitas Lambung Mangkurat (JTIULM) (ISSN 2023

  • Smart Crime Prevention in Smart City: Tinjauan Pemetaan dan Rekomendasi Penerapan Sistem untuk Mendukung Smart Living di Banjarmasin Smart City
    S Saberan, S Subandi, AA Syahidi
    Seminar Nasional Sistem Informasi dan Teknologi (SISFOTEK) IAII Ke-7 7 (1 2023

  • Analisis Sentimen Data Twitter terhadap Pelaksanaan Pembelajaran Online di Indonesia pada Masa Pandemi COVID-19 menggunakan Metode Natural Language Processing
    AA Syahidi, MR Alwi, S Subandi, MR Hariyadi
    Jurnal Sistem Informasi dan Teknologi Informasi (JURSISTEKNI) 5 (3), 319-331 2023

  • Wearable Technology Application for Banjar Language Translator to Support Ease of Communication: Prototyping and Sustainability Opportunities
    AA Syahidi, K Arai
    7th IEEE International Conference on Data and Software Engineering (ICoDSE 2022

  • Evaluasi Pengalaman Pengguna menggunakan Metode UX Honeycomb pada Aplikasi Pengenalan Wadai Banjar berbasis Augmented Reality
    S Subandi, AA Syahidi, AZ Redhani, A Sayuti
    SMATIKA JURNAL: STIKI Informatika Jurnal 12 (02), 278-286 2022

  • Learner Action Patterns in the Problem-Solving Process Related to Program Code Composition Based on Tracking System Activities
    AA Syahidi, AA Supianto, T Hirashima, Y Watanobe
    7th IEEE International Conference on Informatics and Computing (ICIC) - 2022 2022

  • Sasirangan Cloth Recognition and Shopping Experience Simulation Based on Virtual Reality Game with Non-Player Character Integration
    S Subandi, AA Syahidi, S Zakiah, K Kiyokawa, A Riyadi, MH Noor
    8th IEEE International HCI and UX Conference in Indonesia (CHIuXiD) - 2022 1 2022

  • Tour Experience with Interactive Map Simulation based on Mobile Augmented Reality for Tourist Attractions in Banjarmasin City
    AA Syahidi, J Riadi, NH Waworuntu, S Subandi, K Kiyokawa
    International Journal of Informatics and Computer Science (IJICS) 6 (1), 22-31 2022

  • An Interactive Learning Environment System on Basic Programming Subjects: Effects of Learning Outcomes and Question Level Patterns
    AA Syahidi, AA Supianto, H Tolle, T Hirashima
    JTEV (Jurnal Teknik Elektro dan Vokasional) 8 (1), 1-14 2022

  • Implementation and Evaluation of User Experience on Mobile Augmented Reality Technology-Based Brochure Applications
    AA Syahidi, AN Asyikin, R Sania, S Subandi
    EDUMATIC: Jurnal Pendidikan Informatika 5 (2), 137-146 2021

  • Augmented Reality in the Internet of Things (AR + IoT): A Review
    AA Syahidi, K Arai, H Tolle, AA Supianto, K Kiyokawa
    International Journal of Informatics and Computer Science (IJICS) 5 (3), 258-265 2021

  • Body Temperature Measurement Tool for Early Detection of COVID-19 Based on Interactive Augmented Reality Technology and Sensor MLX90614: Framework and Prototyping
    S Subandi, ASB Nugroho, N Nurkamilia, AA Syahidi
    JURIKOM: Jurnal Riset Komputer 8 (5), 141-148 2021

  • Pengembangan Game Action-Adaventure Berdasarkan Cerita Rakyat Sultan Suriansyah Bermuatan Kearifan Lokal Banjarmasin Berbasis Perangkat Bergerak
    AA Syahidi, A Riyadi, S Zakiah, M Astuti
    Jurnal Borneo Informatika dan Teknik Komputer 1 (1), 25-37 2021

  • Evaluation of User Experience in Translator Applications (Banjar-Indonesian and Indonesian-Banjar) Based on Mobile Augmented Reality Technology using the UX Honeycomb Method
    AA Syahidi, H Tolle
    Journal of Games, Game Art, and Gamification (JGGAG) 6 (1), 7-13 2021

MOST CITED SCHOLAR PUBLICATIONS

  • Design and Implementation of Bekantan Educational Game (BEG) as a Banjar Language Learning Media
    AA Syahidi, AA Supianto, H Tolle
    International Journal of Interactive Mobile Technologies (iJIM) 13 (03), 108-124 2019
    Citations: 30

  • BandoAR: Real-Time Text Based Detection System Using Augmented Reality for Media Translator Banjar Language to Indonesian with Smartphone
    AA Syahidi, H Tolle, AA Supianto, K Arai
    The 5th IEEE International Conference on Engineering Technologies and 2018
    Citations: 30

  • AR-Child: Analysis, Evaluation, and Effect of Using Augmented Reality as a Learning Media for Preschool Children
    AA Syahidi, H Tolle, AA Supianto, K Arai
    The 5th IEEE International Conference on Computing Engineering and Design 2020
    Citations: 22

  • Applying Student Team Achievement Divisions (STAD) Model on Material of Basic Programme Branch Control Structure to Increase Activity and Student Result
    AA Syahidi, AN Asyikin, A Asy’ari
    Proceedings of the 2nd International Conference on Vocational Education and 2018
    Citations: 21

  • Educational Media Design for Learning Basic Programming in Branching Control Structure Material Using Problem-Posing Learning Model
    AA Syahidi, H Tolle, AA Supianto, T Hirashima
    Kinetik: Game Technology, Information System, Computer Network, Computing 2019
    Citations: 17

  • AUTOC-AR: A Car Design and Specification as a Work Safety Guide Based on Augmented Reality Technology
    AA Syahidi, S Subandi, A Mohamed
    Jurnal Pendidikan Teknologi dan Kejuruan 26 (1), 18-25 2020
    Citations: 16

  • Strategic Planning and Implementation of Academic Information System (AIS) Based on Website with D&M Model Approach
    S Subandi, AA Syahidi, AN Asyikin
    IOP Conference Series: Materials Science and Engineering 407 (1), 012101 2018
    Citations: 15

  • Evaluation of User Experience in Translator Applications (Banjar-Indonesian and Indonesian-Banjar) Based on Mobile Augmented Reality Technology using the UX Honeycomb Method
    AA Syahidi, H Tolle
    Journal of Games, Game Art, and Gamification (JGGAG) 6 (1), 7-13 2021
    Citations: 13

  • Augmented Reality in the Internet of Things (AR + IoT): A Review
    AA Syahidi, K Arai, H Tolle, AA Supianto, K Kiyokawa
    International Journal of Informatics and Computer Science (IJICS) 5 (3), 258-265 2021
    Citations: 12

  • Pengembangan pkn di era generasi millenial berbantuan m-learning (mobile learning) pada gadget pembelajaran berbasis cooperative learning bermuatan karakter
    F Wagiono, S Shaddiq, AA Syahidi
    Edunesia: Jurnal Ilmiah Pendidikan 1 (3), 63-72 2020
    Citations: 12

  • TOLSYASUPI-EduMed: Development of educational media using the problem-posing learning model for basic programming subjects
    AA Syahidi, H Tolle, AA Supianto, T Hirashima
    Journal of Information Technology and Computer Science 4 (2), 137-155 2019
    Citations: 11

  • Measuring User Assessments and Expectations: The Use of WebQual 4.0 Method and Importance-Performance Analysis (IPA) to Evaluate the Quality of School Websites
    S Subandi, AA Syahidi, AN Asyikin
    Journal of Information Technology and Computer Science 4 (1), 76-89 2019
    Citations: 11

  • Perancangan dan Implementasi Fuzzy Inference System (FIS) Metode Tsukamoto pada Penentuan Penghuni Asrama
    AA Syahidi, F Biabdillah, FA Bachtiar
    J. Teknol. Inf. dan Ilmu Komput 6 (1), 55 2019
    Citations: 11

  • Body Temperature Measurement Tool for Early Detection of COVID-19 Based on Interactive Augmented Reality Technology and Sensor MLX90614: Framework and Prototyping
    S Subandi, ASB Nugroho, N Nurkamilia, AA Syahidi
    JURIKOM: Jurnal Riset Komputer 8 (5), 141-148 2021
    Citations: 10

  • Interactive M-Learning Media Technology to Enhance the Learning Process of Basic Logic Gate Topics in Vocational School and Engineering Education
    AA Syahidi, H Tolle, AA Supianto, T Hirashima, K Arai
    International Journal of Engineering Education 2 (2), 50-63 2020
    Citations: 9

  • Mobile Augmented Reality Application with Multi-Interaction for Learning Solutions on the Topic of Computer Network Devices (Effectiveness, Interface, and Experience Design)
    S Subandi, AA Syahidi, J Riadi, A Mohamed
    3rd IEEE International Conference on Vocational Education and Electrical 2020
    Citations: 9

  • Tour Experience with Interactive Map Simulation based on Mobile Augmented Reality for Tourist Attractions in Banjarmasin City
    AA Syahidi, J Riadi, NH Waworuntu, S Subandi, K Kiyokawa
    International Journal of Informatics and Computer Science (IJICS) 6 (1), 22-31 2022
    Citations: 7

  • Design and Implementation of Different Types of Smart Dustbins System in Smart Campus Environments
    AN Asyikin, AA Syahidi, Subandi
    International Joint Conference on Science and Engineering (IJCSE 2020) 196 2020
    Citations: 7

  • Implementation and Evaluation of User Experience on Mobile Augmented Reality Technology-Based Brochure Applications
    AA Syahidi, AN Asyikin, R Sania, S Subandi
    EDUMATIC: Jurnal Pendidikan Informatika 5 (2), 137-146 2021
    Citations: 6

  • Pengembangan Game Action-Adaventure Berdasarkan Cerita Rakyat Sultan Suriansyah Bermuatan Kearifan Lokal Banjarmasin Berbasis Perangkat Bergerak
    AA Syahidi, A Riyadi, S Zakiah, M Astuti
    Jurnal Borneo Informatika dan Teknik Komputer 1 (1), 25-37 2021
    Citations: 5