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PERANCANGAN IDENTITAS VISUAL PADA PRODUK UMKM KACANG MANIS OOPA UNTUK MENDUKUNG BRAND REFRESHMENT Kelvin Falencio; Yonky Pernando; Musliadi KH
Journal of Digital Ecosystem for Natural Sustainability Vol 6 No 1 (2026): Juli 2026
Publisher : Fakultas Komputer - Universitas Universal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63643/jodens.v6i1.373

Abstract

OOPA Sweet Nuts, a Batam MSME, faces obstacles entering modern retail due to packaging and visual identity limitations, specifically lacking essential product information and an optimized logo. This research aims to rebrand the product through a visual identity and packaging refresh, creating a more structured and attractive communication medium. Utilizing the ADDIE model and a Human-Centered Design (HCD) approach, the design process involved digitizing the logo into a vector format, developing a circular badge system, and redesigning the stand-up pouch layout using a grid system with a transparent window. The design was evaluated through media expert validation for feasibility, alongside User Acceptance Testing (UAT) with 30 respondents to measure acceptance. The research yielded a standardized, functional packaging and visual identity ready for printing. This redesign strengthens the packaging's communicative function, increasing brand competitiveness and awareness. Future research should test the design's market effectiveness regarding consumer purchase intention and explore applications in digital promotional media.
SIMULASI TOPOLOGI JARINGAN BERBASIS IOT UNTUK PERANGKAT RUMAH TANGGA MENGGUNAKAN CISCO PACKET TRACER Meidianto Meidianto; Cynthia Anggeliani; Jeny Angreyani; Yonky Pernando
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol. 8 No. 2 (2025): May 2025
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v8i2.2994

Abstract

Abstract: This study aims to simulate the implementation of the Internet of Things (IoT) in household devices using Cisco Packet Tracer. In this simulation, various devices such as smart lights, fans, air conditioners, automatic doors, automated windows, and smoke detectors were successfully controlled via smartphone with the assistance of a Home Gateway. The research was conducted using a structured simulation method, starting from planning to network topology evaluation. The simulation results show that the integration of IoT devices can function efficiently and stably. Each testing scenario from unlocking doors and adjusting fan speed to smoke detection was executed successfully and demonstrated real-time responses. This success highlights that Cisco Packet Tracer is an effective and cost-efficient tool for designing and testing smart home systems before real-world implementation. Moreover, the ease of controlling devices through mobile gadgets adds an extra layer of convenience for users. This study provides practical and applicable insights into the benefits of IoT technology in household settings and opens further opportunities for future smart home development. Keyword: Internet of Things (IoT); Cisco Packet Tracer; Smart Home; Home Gateway; Network Simulation Abstrak: Penelitian ini bertujuan untuk mensimulasikan penerapan Internet of Things (IoT) dalam perangkat rumah tangga dengan menggunakan Cisco Packet Tracer. Dalam simulasi ini, berbagai perangkat seperti lampu pintar, kipas angin, AC, pintu otomatis, jendela otomatis, dan detektor asap berhasil dikendalikan melalui smartphone dengan bantuan Home Gateway. Proses penelitian ini dilakukan dengan metode simulasi yang terstruktur, mulai dari perencanaan hingga evaluasi topologi jaringan. Hasil simulasi menunjukkan bahwa integrasi perangkat IoT dapat berfungsi dengan efisien dan stabil. Setiap skenario pengujian, mulai dari membuka pintu, mengatur kecepatan kipas, hingga mendeteksi asap, berhasil dilaksanakan dengan baik dan menunjukkan respons secara real-time. Keberhasilan ini menggarisbawahi bahwa Cisco Packet Tracer adalah alat yang efektif dan ekonomis untuk merancang serta menguji sistem rumah pintar sebelum diterapkan dalam kenyataan. Selain itu, kemudahan dalam mengontrol perangkat melalui gadget mobile memberikan kenyamanan tambahan bagi pengguna. Penelitian ini memberikan wawasan praktis dan aplikatif tentang manfaat teknologi IoT dalam rumah tangga serta membuka peluang lebih lanjut untuk pengembangan smart home di masa mendatang. Kata kunci: Internet of Things (IoT); Cisco Packet Tracer; Smart Home; Home Gateway; Simulasi Jaringan
IMPLEMENTATION AUGMENTED REALITY INLA GYMNASTICS BASE ON MOBILE Axel Arya Maitri Cundana; Yonky Pernando
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol. 5 No. 1 (2022): February 2022
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v5i1.727

Abstract

Augmented Reality INLA ((International Nature Loving Association ) ) gymnastics is an application to help people watch performances and performances without having to attend directly to the place of activity. This application is made based on mobile, because it is the most widely used by the general public. This application will display the song gymnastics World One Family with a duration of 3 minutes 28 seconds and the actor as an instructor for the gymnastics movement World One Family. The focus of this research is on the INLA team at the Maitreyawira Elementary School in Batam. So that the process of introducing culture through INLA at Maitreyawira Elementary School Batam becomes more practical and interesting. INLA Gymnastics activities at Maitreyawira Elementary School Batam can be carried out again during the Covid-19 pandemic. Increase interest in INLA culture at Maitreyawira Elementary goe in using the Augmented Reality application.
PERANCANGAN MOTION GRAPHIC SEBAGAI MEDIA KOMUNIKASI KESEHATAN DAN KESELAMATAN KERJA BAGI PEKERJA OPERASIONAL DI PELABUHAN TELUK BAYUR DI PT SEA ASIH LINES PADANG Yonky Pernando; Kaharuddin Kaharuddin
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol. 5 No. 2 (2022): June 2022
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v5i2.921

Abstract

Kesehatan dan keselamatan kerja dalam suatu perusahaan sangat penting untuk mencegah kecelakaan kerja yang terjadi, Oleh karena itu, sosialisasi tempat kerja dan keselamatan kerja sangat penting untuk terus berlanjut, namun setiap perusahaan memiliki situasi sendiri, tanpa sarana komunikasi yang tidak efektif. Maka dari itu penelitian ini merancang motion graphic sebagai media untuk media komunikasi.` Motion graphic memiliki keunikan tersendiri karena dibuat dengan menggabungkan ilustrasi dan teks untuk menciptakan sebuah informasi yang mudah dipahami. Hal ini karena informasi lebih mudah disampaikan melalui sarana pendengaran dan visual. Oleh karena itu motion graphic ini agar menjadi media komunikasi yang tepat sasaran dan jelas dari sebelumnya. `Motion -graphic yang -dibuat dalam video bentuk -2D agar media komunikasi di PT. Sea Asih Lines Padang bisa bermanfaat dengan baik. `Motion graphic ini dibuat dengan aplikasi Adobe After Effect serta membuat efek suara dengan menggunakan aplikasi Adobe Premier.
PEMBUATAN GAME PAMERAN VIRTUAL MENGGUNAKAN METODE GAME DEVELOPMENT LIFE CYCLE (GDLC) BERBASIS ANDROID Kaharuddin Kaharuddin; Yonky Pernando; Raymond Erz Saragih; Ihsan Verdian
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol. 6 No. 2 (2023): June 2023
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v6i2.1309

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Abstract: The COVID-19 pandemic has more or less changed the process of socializing people in the world, one of which is the increasingly widespread use of technology to be able to communicate remotely, the same thing is felt in the Universal University environment when it is about to hold an exhibition of student works, because this research aims to make a game virtual exhibition so that these activities can be carried out. The creation of this virtual exhibition game uses the Game Development Life Cycle (GDLC) method and this research can help Universal University carry out exhibitions of existing digital works. The use of virtual exhibition games can accommodate exhibitions of student works and the use of the Game Development Life Cycle (GDLC) method for developing virtual exhibition games is quite appropriate because these games can be completed properly and can meet functionality requirements. Keywords: Game; Virtual; Exhibition; GDLC; Android. Abstrak: Pandemi COVID-19 sedikit banyaknya mengubah proses bersosialisasi masyarakat didunia, salah satunya adalah semakin maraknya pemanfaatan teknologi untuk dapat berkomunikasi jarak jauh, hal yang sama dirasakan dilingkungan Universitas Universal ketika akan melakukan pameran karya-karya mahasiswa, oleh karena penelitian ini bertujuan untuk membuat sebuah game pameran virtual agar kegiatan tersebut dapat tetap terlaksanakan. Pembuatan game pameran virtual ini menggunakan metode Game Development Life Cycle (GDLC) dan penelitian ini dapat membantu Universitas Universal melaksanakan pameran karya-karya digital yang ada. Penggunaan game pameran virtual dapat mengakomodir penyelenggaraan pameran karya-karya mahasiswa dan penggunaan metode  Game Development Life Cycle (GDLC) untuk pengembangan game pameran virtual ini cukup tepat dikarenakan game ini dapat terselesaikan dengan baik dan dapat memenuhi kebutuhan-kebutuhan fungsionalitas. Kata kunci: Game; Virtual; Pameran; GDLC; Android.
Detection of Online Gambling Promotional Comments on YouTube Using IndoBERT Yonky Pernando; Raymond Erz Saragih; Agus Suwandi; Ilwan Syafrinal; Eka Lia; Marfuah Marfuah
Al'adzkiya International of Computer Science and Information Technology (AIoCSIT) Journal Vol 7, No 2 (2026)
Publisher : Al'Adzkiya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55311/aiocsit.v7i2.437

Abstract

Online gambling promotional comments on YouTube have become increasingly widespread and are difficult to detect with conventional moderation systems because they use informal language, varied spellings, and disguised keywords. This study applied the IndoBERT Transformer model to detect such comments using a cross-category video dataset in order to improve the generalization capability of the model. The research followed the Cross-Industry Standard Process for Machine Learning framework, which covers business and data understanding, data preparation, modelling, evaluation, deployment, and monitoring and maintenance. A total of 210,461 comments were collected through the YouTube Data API from 14 video categories. Preprocessing included emoji-to-text conversion, character normalization, text cleaning with regular expressions, and stopword removal using PySastrawi, NLTK, and a custom stopword list. The learning rate, batch size, and number of epochs were optimized using Optuna. On the test data, the model achieved an accuracy of 0.99591, a precision of 0.96396, a recall of 0.93265, and an F1-score of 0.94805. These results indicated that IndoBERT was effective in detecting online gambling promotional comments on YouTube and generalized well across various comment patterns.