Introduction of Omed-Omedan Tradition Through Augmented Reality-Based Card Games To Increase The Love of Local Culture
This research is motivated by the differences in the people's perceptions, mainly youth about the omed-omedan tradition. The difference is that many people think that the omed-omedan tradition violates the norms of decency and is also called the pornography tradition. The purpose of this study is to, 1) describe the mechanism of applying omed-omedan tradition recognition attitudes through augmented reality-based card games, 2) analyz the impact resulting from the application of omed-omedan tradition recognition attitudes through augmented reality-based card games, and 3) analyze about the feasibility of application resulting from the application of omed-omedan tradition recognition attitudes through augmented reality-based card games. This research is a type of R&D research conducted at Bali Mandara State High School from July 1-September 6, 2021. The subjects of this study were the teenagers of Kaja Sesetan Indigenous Village and the object of this study was the omed-omedan tradition through augmented reality-based card games. The data collection method used is the literature studies, questionnaires, interviews, and validation questionnaires. Data is processed based on qualitative descriptive approach and quantitative descriptive approach. The results showed that the mechanism of implementing the omed-omedan tradition originated from the download of assistive devices, namely android studios and applications from AR, the impact of augmented reality-based card games was seen as very helpful in the introduction of the omed-omedan tradition and was seen as able to help increase the love of local culture, besides that the media used was also very popular by players because it was seen as interesting and very helpful. Based on the feasibility tests that have been calculated, this game is considered very feasible to implement and researchers hope that the innovations that have been created can effectively provide understanding to help out the local community about omed-omedan tradition.
A.N.T.s: Algorithm for Navigating Traffic System in Automated Warehouses
According to CNN Indonesia 2020, the demand for e-Commerce in Indonesia has nearly doubled during this pandemic. This surge in demand calls for a time-efficient method for warehouse order-picking. One approach to achieve that goal is by incorporating automation in their warehouse systems. Globally, the market of warehouse robotics is expected to reach 12.6 billion USD by 2027 (Data Bridge Market Research, 2020). In this research, the warehouse system studied would utilize AMR (Autonomous Mobile Robots) to lift and deliver movable shelf units to the packing station where workers are at. This research designed a heuristic algorithm called A.N.T.s (Algorithm for Navigating Traffic System) to conduct task assigning and pathfinding for AMR in the automated warehouse. The warehouse layout was drawn as a two-dimensional map in grids. When an order is placed, A.N.T.s would assign the task to a robot that would require the least amount of time to reach the target shelf. A.N.T.s then conducted pathfinding heuristically using Manhattan Distance. A.N.T.s would help the robot to navigate its way to the target shelf unit, lift the shelf and bring it to the designated packing station. A.N.T.s algorithm was tested in various warehouse layouts and with a varying number of AMRs. Comparison against the commonly used Djikstra’s algorithm was also conducted (Shaikh and Dhale, 2013). Results show that the proposed A.N.T.s algorithm could execute 100 orders in a 27x23 layout with five robots 9.96 times faster than Dijkstra with no collisions. The algorithm is also shown to be able to help assign tasks to robots and help them find short paths to navigate their ways to the shelf units and packing stations. A.N.T.s could navigate traffic to avoid deadlocks and collisions in the warehouse with the aid of lanes and directions.