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Perancangan Spasial Pengembangan Potensi Produk Kerajinan berbasis Pemukiman di Taman Nasional Komodo Ahmat Adil
MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer Vol. 18 No. 1 (2018)
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/matrik.v18i1.353

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Kawasan TNK Sebagai daerah tujuan wisata dan menjadi pintu gerbang wisatawan yang akan berkunjung ke NTT, membutuhkan peemberdayaan potensi masyarakat dalam menghadapi kunjungan wisatawan. Beberapa produk kerajinan yang saat ini diproduksi oleh penduduk di sekitar TNK telah memberikan kontribusi ekonomi bagi masyarakat di wilayah ini. Seperti pembuatan patung ukir Komodo, desain dan produksi kaos bergambar Komodo, telah dipasarkan kepada wisatawan yang berkunjung. Menurut data statistik Kecamatan komodo tahun 2015 ada 4 desa yang terdapat di kawasan TNK yaitu desa Komodo dengan jumlah 1842 jiwa, Pasir panjang sebanyak 1604, Pasir Putih sebanyak 1874 jiwa, dan desa Papagarang sebanyak 1576 jiwa. Jadi pada tahun 2015 total penduduk yang mendiami kawasan TNK sebesar 6896 jiwa. Dari total penduduk tersebut masih sebagain besar penduduk di kawasan ini bekerja sebagai nelayan dengan penghasilan yang minim. Penelitian ini menggunakan metode analisis analisis kuantitatif, dengan memahami gejala terjadinya perubahan spasial disetiap analisa yang dibuat. Dengan menggunkan metode analisis kuantitatif maka prosedur dilakukan secara sistematis dan terukur dan didukung oleh data-data berupa angka. Pemetaan pemukiman dengan potensi produk kerajinan yang dimiliki setiap masyarakat yang ada di masing-masing wilayah adalah salah satu solusi yang membuat zonasi baru, dengan mengelompokkan masyarakat berdasarkan potensi.
Implementasi Rest Api Web Service dalam Membangun Aplikasi Multiplatform untuk Usaha Jasa Romi Choirudin; Ahmat Adil
MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer Vol. 18 No. 2 (2019)
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/matrik.v18i2.407

Abstract

The development of tourism activities on the island of Lombok has caused many types of professions to be occupied or utilized by the community, especially those who are services. With the technological advancements, people need various kinds of facilities in carrying out their businesses and activities. One of them is in looking for artisan services including price or service fees, material prices and so on. Multiplatform applications (more than one platform) can make it easy for users to choose the platform to be used. With web service architecture as a computational entity that can be accessed through the internet and intranet networks and certain protocol standards in the platform and interface of an independent programming language. In conducting research, the system development method used by the author is the waterfall method. Waterfall method is a systematic and sequential method of software development that starts at the level and progress of the system up to the analysis, design, code (implementation), test (testing), and maintenance. The application that was built has been tested to several builders. As well as from the results of testing the artisan respondents have a very agreeable answer of 51.4%, because 51.4% is the highest result in the response to the response of the answer, it can be concluded that the application has met the needs of the mason
Implementasi Google Maps API Pemetaan Jalur Evakuasi Bencana Alam di Kabupatem Lombok Utara Khaerul Yasin; Ahmat Adil
MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer Vol. 19 No. 1 (2019)
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/matrik.v19i1.519

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Basically, Indonesia is traversed by three active tectonic plates namely the Indo-Australian Plate in the south, and the Eurasian Plate in the north and the Pacific Plate in the east. The plates collide with each other because the Indo-Australian Plate movement drops below the Eurasian plate. As a result of this accumulation, it caused earthquakes, volcanoes, and faults or faults in parts of Indonesia. In the Geographic Information System evacuation routes will be used by Google maps Api to implement the spatial map making of evacuation routes. Google Map Api is an application interface that can be accessed via javascript so that Google Map can be displayed on the web page that we are building. The result or output to be achieved is the creation of a geographic information system mapping natural disaster evacuation route in the North Lombok district that can be run on a Web platform. Based on the trials conducted it can be concluded that this application can help the community to find the location of evacuation routes and gathering points in accordance with the districts and villages where they live.
Optimization of The use of Wireless Lan Devices to Minimize Operational Costs Achmad Rian Tarmizi; Ahmat Adil; Lilik Widyawati
MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer Vol. 19 No. 2 (2020)
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/matrik.v19i2.665

Abstract

WLAN technology has been widely developed for the needs of internet access in people's lives. Several generations of WLAN technology include IEEE 802.11b, IEEE 802.11a, IEEE 802.11g and IEEE 802.11n. At the STAHN Rectorate Building, Gde Pudja Mataram, WLAN technology in its application requires financial consideration because excessive use of Internet Service Provider services results in a waste of operational costs. The application of WLAN is still not optimal, because there are not too many users, but the operational costs of implementing the local wireless network are very large, due to less optimal application of network infrastructure. The recommended WLAN technology is IEEE 802.11n, while the technology is the latest technology that has better quality than the previous generation technology. The research methodology uses the Network Development Life Cycle (NDLC). Of the 6 stages available, only 3 stages are used, namely Analysis, Design and Simulation of Prototyping. The results obtained from this study are models that design a WLAN that suits your needs, and complements the entire Building area. Optimization has succeeded in reducing the need for ISP and client services while still being able to enjoy services as needed and cost optimization can be reduced by around 28%.
Sistem Informasi Geografis Pemetaan Jaringan Irigasi dan Embung di Lombok Tengah Ahmat Adil; Bambang Krismono Triwijoyo
MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer Vol. 20 No. 2 (2021)
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/matrik.v20i2.1112

Abstract

Irigasi sebagai alternatif pengairan lahan tadah hujan pada musim kemarau, digunakan untuk meningkatkan produksi hasil pertanian. Pemetaan Jaringan irigasi dan embung pada Kabupaten Lombok Tengah menggunakan sistem data spasial dan non-spasial, yang selama ini masih menggunakan pemetaan secara konvensional. Data Spasial dapat menunjuk posisi geografis dengan setiap karakteristik memiliki satu lokasi yang harus ditentukan dengan cara yang unik. Pemetaan dengan model data spasial, dirancang dengan tahapan seperti analisa kebutuhan perangkat lunak, desain, pembuatan kode program dan pengujian. Metode yang digunakan dalam penelitian ini adalah Analisis spasial, merupakan kumpulan – kumpulan dari teknik yang dapat digunakan untuk melakukan pengolahan data SIG. Hasil dari analisis data spasial sangat bergantung dari lokasi atau tempat di mana objek sedang dianalisis. Manipulasi data, akan menampilkan jendela manipulasi data non-spasial jaringan irigasi, embung, dan kecamatan. Pada jendela manipulasi data, pengguna dapat melakukan penambahan, perubahan dan penghapusan terhadap data tabular yang ada, dan memiliki fasilitas pencarian sesuai dengan data yang sedang diakses.
Convolutional Neural Network With Batch Normalization for Classification of Emotional Expressions Based on Facial Images Bambang Krismono Triwijoyo; Ahmat Adil; Anthony Anggrawan
MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer Vol. 21 No. 1 (2021)
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/matrik.v21i1.1526

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Emotion recognition through facial images is one of the most challenging topics in human psychological interactions with machines. Along with advances in robotics, computer graphics, and computer vision, research on facial expression recognition is an important part of intelligent systems technology for interactive human interfaces where each person may have different emotional expressions, making it difficult to classify facial expressions and requires training data. large, so the deep learning approach is an alternative solution., The purpose of this study is to propose a different Convolutional Neural Network (CNN) model architecture with batch normalization consisting of three layers of multiple convolution layers with a simpler architectural model for the recognition of emotional expressions based on human facial images in the FER2013 dataset from Kaggle. The experimental results show that the training accuracy level reaches 98%, but there is still overfitting where the validation accuracy level is still 62%. The proposed model has better performance than the model without using batch normalization.
Game for Sasak Script Based on Knuth Morris Pratt Algorithm and ADDIE Model Muhammad Tajuddin; Ahmat Adil; Andi Sofyan Anas
MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer Vol. 22 No. 1 (2022)
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/matrik.v22i1.2363

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Knowledge of the Sasak script is very few Sasak people are interested in learning it. The writing system of the Sasak script is in danger of becoming extinct, so the local government must carry out literacy education so that the Sasak script does not become extinct from the face of the Lombok earth and must be applied to elementary and junior high schools, not only in the learning and teaching process. Directing children can be done by introducing them to the game-based Sasak baluk olas script. The Sasak script game based on KMP (Knuth Morris Pratt) Algorithm and ADDIE (Analysis, Design, Development, Implementation, Evaluation) which integrates game thinking and game elements has proven helpful in learning new knowledge. For this reason, the purpose of this study is to discuss how to develop applications for the Sasak Baluk Olas script on smartphones based on the Android system. designed based on the famous visual novel concept that combines multimedia elements including audio, animation, graphics, and images to make it more interesting and lively. All of these elements combine with gamification elements such as quizzes, rewards, badges, and feedback to make it a gamification application. Based on all the abilities of the Sasak Baluq Olas script, it can help potential users, especially elementary and junior high school students in Mataram City to increase the level of understanding and awareness of the Sasak script so that it does not become extinct
Sosialisasi Pengembangan Aksara Sasak Baluk Olas (Delapan Belas) Berbasis Game Kepada Gen Z Tajuddin, Muhammad; Adil, Ahmat; Anas, Andi Sofyan; Printi Ardi, R. Fany
Jurnal Pengabdian kepada Masyarakat Nusantara Vol. 6 No. 4 (2025): Edisi Oktober - Desember
Publisher : Lembaga Dongan Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55338/jpkmn.v6i4.7410

Abstract

Aksara Sasak merupakan bagian dari identitas budaya Sasak. Namun, minat generasi muda dalam mempelajarinya semakin menurun akibat dominasi bahasa Indonesia dan globalisasi. Oleh karena itu, diperlukan inovasi dalam metode pembelajaran agar tetap lestari dan menarik bagi siswa. Inisiatif pelestarian dan pengembangan Aksara Sasak Baluk Olas (Delapan Belas) semakin relevan di era digital, mengingat penggunaan aksara tradisional ini terus menurun di kalangan generasi muda, khususnya Gen Z. Kegiatan sosialisasi dirancang melalui pengembangan game edukatif yang didukung fitur Artificial Intelligence (AI) agar proses belajar menjadi lebih interaktif, menyenangkan, dan adaptif terhadap kebutuhan pengguna. Metode gamifikasi dipilih untuk mempermudah pemahaman bentuk serta penggunaan aksara Baluk Olas, sekaligus mendorong keterlibatan aktif dalam pelestarian budaya Sasak. AI berperan dalam personalisasi konten, deteksi tulisan tangan, serta umpan balik belajar secara otomatis, sehingga efektivitas dan ketertarikan pengguna dapat terukur secara real time. Melalui pendekatan ini, diharapkan tercipta ekosistem pembelajaran digital yang inklusif dan inovatif, guna mempertahankan eksistensi aksara Sasak dalam dinamika budaya global. sosialisasi Baluk Olas berbasis game bukan hanya strategi pelestarian, tetapi juga inovasi pendidikan yang menyatukan nilai budaya, teknologi, dan karakter generasi masa depan Lombok. Di samping itu sosialisasi ini membuka peluang pengembangan media pembelajaran kreatif berbasis teknologi lainnya untuk revitalisasi warisan budaya lokal.
Sosialisasi Pelestarian Aksara Sasak Di Era Digital Adil, Ahmat; Tajuddin, Muhammad; Anas, Andi Sofyan; Ardi, Raden Fany Printi
Bakti Sekawan : Jurnal Pengabdian Masyarakat Vol. 6 No. 1 (2026): Juni
Publisher : Puslitbang Sekawan Institute Nusa Tenggara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/bakwan.v6i1.994

Abstract

As one of the local cultural heritages of the Sasak people, the Sasak script holds high historical, linguistic, and cultural identity value. However, in the current digital era, the existence of the Sasak script is increasingly threatened due to the dominant use of the Latin alphabet and the low interest of the younger generation in learning it. Therefore, strategic efforts are needed to preserve the Sasak script through an approach relevant to technological developments. This study aims to socialize the preservation of the Sasak script by utilizing digital media as a means of education and information dissemination. The methods used include counseling activities, training, and the use of digital platforms such as social media and interactive learning applications. The results of the activity indicate that the use of digital technology can enrich the knowledge and interest of the community, especially the younger generation, in learning the Sasak script. Thus, the integration of cultural preservation and digital technology is a very effective step to ensure that the Sasak script does not disappear amidst the current of modernization. The results of the evaluation involving 30 respondents showed that the majority of participants gave a positive assessment of the educational game used. The aspect with the highest score was System Integration, with a score of 96.67%, indicating that the system is running well and is optimally integrated. Furthermore, the Art and Aesthetics aspect received the second highest score, at 90%. Therefore, it can be concluded that the use of educational game-based digital media is considered effective, engaging, and beneficial in supporting the learning process and preserving the Sasak script.
Pemetaan Spasial Jemaat GPPS Betlehem Lombok Menggunakan Algortima K-Means Clustering dan Leaflet.js Ahmat Adil; Bambang Krimono Triwijoyo; Heroe Santoso; Muhammad Azwar; Raymond Putra Suntana
Jurnal Teknologi Informasi dan Multimedia Vol. 8 No. 2 (2026): May
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v8i2.992

Abstract

The church as a place for people to gather requires accurate information to store congregational data. With the Geographic Information System (GIS) it will be easier for church officials to map congregations that number more than hundreds of people and share locations of scheduled activities. The purpose of this study is to implement the K-Means algorithm to map the distribution of the GPPS Bethlehem congregation so that it can provide informative and easy-to-understand spatial visualization.  The clustering algorithm method groups multiple data sets by explaining how data within a group has similar characteristics and how they differ from other groups.  The data in the form of geographic coordinates (latitude and longitude) of the congregation's location was then processed using the K-Means algorithm with a predetermined number of clusters. The processing results showed that the data was successfully grouped into several clusters based on location proximity, each cluster having a centroid as the center point of the group, the centroid value changing at each iteration until it reached a convergent condition. Based on the research results, it can be concluded that: The clustering process produces several groups (clusters) that represent the distribution pattern of congregations in a particular area with a clear cluster center (centroid) and visualization using Leaflet.js is able to display the clustering results in the form of an interactive map that is informative and easy for users to understand.
Co-Authors Abdul Manan Abdul Muhid, Abdul Achmad Rian Tarmizi Agus Pribadi Ahmad Zuli Amrullah Akbar Juliansyah Andi Sofyan Anas Anggriani, Rini Anthony Anggrawan Apriani Apriani Ardi, R Fanny Printi Ardi, Raden Fany Printi Augustin, Kartarina Azhar, Lalu Zazuli Azhar, Raisul Bambang Krimono Triwijoyo Bambang Krismono Triwijoyo Damar, Lalu Riyandi Darma, I Made Yadi Dian Syafitri Chani Saputri Dicksa Ananda Christian Tue Elga Alfariza Elyakim Nova Supriyedi Patty, Elyakim Nova Supriyedi Fahly, Moh. Rizky Hammad, Rifqi Hariyadi, I Putu Herlina wati Heroe Santoso Husaeri, Muzammil Husain Husain I Made Yadi Darma I Made Yadi Dharma I Made Yadi Dharma I Nengah Mekel Satya Wirata I Putu Hariyadi Iga Wulandari Indrayanto, Georano Irwan Florensal Khaerul Yasin Kiki Rizki Lalu Riyandi Damar Lalu Sofiyandi Prayatna Lalu Wiwin Wadani Lalu Yuda Rahmani Karnaen Lilik Widyawati M Yunus Melati Rosanensi Miftahul Madani Miswaty, Titik Ceriyani Moh.Erwin Indrawan Mudawil Qulub Muhamad Azwar Muhamad Azwar, Muhamad Muhamad Wisnu Alfiansyah Muhammad Azwar MUHAMMAD TAJUDDIN Ni Wayan Yuli Ariyanti Ondi Asroni Printi Ardi, R. Fany R Fanny Priniti Raden Fanny Printi Ardi Raymond Putra Suntana Ria Rismayati Risca Anggraeni Dwiputri Rismayati, Ria Romi Choirudin Santi, Indyah Hartami Santoso, Heroe Suriyati ., Suriyati Suryati Suryati Syahrir, Moch. Syahroni Hidayat Tajuddin, Muhammad Tilani, Dianisa Triwijoyo, Bambang Krismono Zaenal Abidin Zainal Abidin Zein Zein Zulfikri, Muhammad Zulkipli Zulkipli