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APLIKASI PENGENALAN BAHASA SUNDA BERBASIS MULTIMEDIA DENGAN KONSEP V.I.S.U.A.L.S Komalasari, Nur; Hidayat, Eka Wahyu; Aldya, Aldy Putra
Jurnal Nasional Pendidikan Teknik Informatika : JANAPATI Vol 9, No 1 (2020)
Publisher : Prodi Pendidikan Teknik Informatika Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/janapati.v9i1.21654

Abstract

AbstrakBahasa Sunda merupakan bahasa yang unik dengan tingkatan-tingkatan berbahasa atau lebih dikenal dengan istilah undak usuk basa Sunda. Banyaknya generasi muda zaman sekarang, khususnya anak-anak yang tidak mengetahui bahasa Sunda meski tinggal dan tumbuh ditanah Sunda. Perlu adanya inovasi yang dapat memperkenalkan bahasa Sunda dengan memanfaatkan kemajuan teknologi yang terus berkembang saat ini. Tujuan dari penelitian ini adalah  untuk membangun sebuah aplikasi pengenalan bahasa Sunda berbasis multimedia dengan konsep V.I.S.U.A.L.S yang dapat digunakan untuk media belajar. Metode dalam pengembangan aplikasi ini menggunakan metode pengembangan multimedia versi Luther-Sutopo. Berdasarkan pengujian yang telah dilakukan, dari hasil pengujian alpha dan beta semua fungsionalitas aplikasi media pembelajaran sudah berjalan dengan baik dengan nilai persentase sebesar 90,03% dari pengguna. Hasil ini menunjukan bahwa aplikasi pengenalan bahasa Sunda yang dihasilkan sangat baik dan layak untuk digunakan sebagai media bantu untuk belajar. Kata kunci: Bahasa Sunda, Luther-Sutopo, Multimedia, VISUALS AbstractSundanese is a unique language with a level of language or better known as the Sundanese undak usuk. many young people today, especially children who do not know Sundanese even though they live and grow in Sundanese soil. There needs to be innovations that can introduce Sundanese language by utilizing technological advances that continue to develop at this time. The purpose of this study is to build a multimedia-based Sundanese language introduction application with the concept of V.I.S.U.A.L.S which can be used for learning media. The method in developing this application uses the Luther-Sutopo version of the multimedia development method. Based on testing that has been done, from the results of alpha and beta testing all learning media application functionality has run well with a percentage value of 90.03% of users. These results indicate that the Sundanese language recognition application produced is very good and feasible to be used as a media aids for learning. Keywords : Multimedia, Luther-Sutopo, Sundanese, VISUALS
Aplikasi Virtual Reality untuk Media Terapi Phobia Ketinggian Fadillah, Muhamad Akbar Triadi; Aldya, Aldy Putra; Hidayat, Eka Wahyu
JTIM : Jurnal Teknologi Informasi dan Multimedia Vol 5 No 4 (2024): February
Publisher : Puslitbang Sekawan Institute Nusa Tenggara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v5i4.438

Abstract

This research aims to develop a therapy application using Virtual Reality technology and a smartwatch to view heart rate data as an assessment in dealing with and assessing how bad Arcophobia (phobia of heights) is in users. The application built is a Virtual Reality (VR) application on the Android platform and applies the Exposure-Based Therapy (EBT) method, the Exposure-Based Theraphy (EBT) method is a method that applies an introduction to phobias suffered gradually according to the ability of the sufferer, in this case the EBT method is proven effective in reducing phobias including Arcophobia. The use of multimedia elements is given gradually to individuals who have phobia. The results show that the development of Android-based Virtual Reality applications is able to help individuals efficiently and effectively overcome Arcophobia by using simulated altitude situations. This application has 3 stages of desensitization (exposure) in a Virtual Reality environment that is made in such a way that individuals can slowly get used to their phobia. In addition, this application collects heart rate data to assess how severe the phobia experienced by the individual there are 3 objective assessments to determine how bad the phobia suffered by the user is if the user's heart rate ranges from 60bpm - 100bpm (normal) while 105bpm - 115bpm is included in the category (quite normal) and 120bpm-200bpm is categorized (bad), from these 3 assessment categories provide additional information that is useful for objectively evaluating the progress of therapy.
Data Integrity Testing of Digital Evidence Data Capture Results on Private Cloud Computing Services Komarudin, Arif Maulana; Widiyasono, Nur; Aldya, Aldy Putra; Rizal, Randi
Innovation in Research of Informatics (Innovatics) Vol 5, No 2 (2023): September 2023
Publisher : Department of Informatics, Siliwangi University, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37058/innovatics.v5i2.8420

Abstract

Private Cloud has better advantages than other cloud services because private cloud is managed and run by the company itself so that cloud needs can be tailored to the company's needs, but allows abuse from within the company itself, as in the case study simulation of a Gojek startup company. This case occurred because of a security weakness in the system so that internal people took advantage of these weaknesses for their own benefit by leaking confidential data, acquisitions were carried out to prove and find evidence of crime, acquisitions used live acquisition techniques, namely acquisitions on an ongoing system, namely monitoring network traffic using Wireshark tools , the method in this case uses the Digital Forensics Investigating Framework (DFIF), data integrity must be properly maintained when acquiring digital evidence because to maintain the authenticity of the digital evidence obtained, then data integrity is tested on the digital evidence obtained, testing is carried out on digital evidence before and after the acquisition to see if there is a change in data integrity, the research results show that there is no change in data integrity.
HAVERSINE FORMULA UNTUK MEMBATASI JARAK PADA APLIKASI PRESENSI ONLINE ALDYA, ALDY PUTRA
Jurnal INSTEK (Informatika Sains dan Teknologi) Vol 4 No 2 (2019): OCTOBER
Publisher : Department of Informatics Engineering, Faculty of Science and Technology, Universitas Islam Negeri Alauddin, Makassar, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (728.164 KB) | DOI: 10.24252/instek.v4i2.10042

Abstract

Sistem presensi yang ada di suatu perguruan tinggi umumnya dilakukan secara konvensional dengan membubuhkan tandatangan pada lembar presensi, atau menggunakan id card, namun banyak permasalahan yang terjadi seperti pemalsuan tandatangan maupun id cardnya hilang. Penelitian ini bertujuan untuk mengatasi permasalahan presensi tersebut dengan membuat aplikasi presensi online menggunakan smartphone dan menggunakan fitur GPS, untuk membatasi area lokasi proses presensi digunakan rumus harvesine. Dengan penerapan harversine formula, hasil penelitian ini sistem mampu mendeteksi lokasi dan menghitung jarak sebagai pembatas toleransi presensi. Dengan menghitung nilai garis bujur dan lintang, sehingga presensi hanya dapat dilakukan pada jarak tertentu saja.     Kata kunci : GPS, Haversine formula, Online, Presensi 
Penerapan Artificial Intelligence pada Non Player Character Menggunakan Algoritma Collision Avoidance System dan Random Number Generator pada Game 2D "Balap Egrang" Milak, Asep Saeful; Hidayat, Eka Wahyu; Aldya, Aldy Putra
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 7 No 5: Oktober 2020
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jtiik.2020711816

Abstract

Game adalah salah satu media teknologi yang populer di kalangan masyarakat baik dari anak kecil maupun orang dewasa sebagai media hiburan. game itu sendiri memiliki banyak sekali genre atau jenisnya. Penelitian ini mengembangkan game dengan menerapkan Artificial Intelligence pada game racing. Game sejenis yang telah diobservasi memiliki kelemahan bersifat endless run dan juga tidak memiliki NPC (Non-Player Character) didalamnya. Selain itu, alasan penelitian ini dibuat karena untuk mengangkat permainan tradisional yang hampir dilupakan, untuk itu perlu dibuat game sejenis yang berbeda dari sebelumnya dengan menambahkan NPC didalam game dengan menerapkan beberapa Algoritma. Di dalam penelitian ini menerapkan Algoritma Collision Avoidance System untuk membuat NPC dapat menghindari Obstacle dan Algoritma Random Number Generator untuk membuat Obstacle muncul secara acak. Dalam penelitian ini berhasil membuat “Balap Egrang” dengan Metode Game Development Life Cycle (GDLC). Berdasarkan pengujian yang telah dilakukan, hasil pengujian alpha sudah sesuai secara fungsional dan dari pengujian beta hasil uji fungsionalitas User Acceptence Test (UAT) didapat nilai sebesar 82,58% dinyatakan layak untuk digunakan dengan interpretasi “Baik” yang berarti game ini layak digunakan dan dapat dikembangkan. AbstractEgrang game is one of the traditional games in Indonesia that uses two meters of bamboo material and is given a footing below. This game can be played by all ages by stepping on the footing and maintaining balance when walking at a certain distance and time. This game has begun to erode the era and needs to be preserved. This study tries to revive traditional games into digital-based games by implementing Artificial Intelligence. Similar games that have been observed, such as the Balap Karungs Game from Playstore which is in the racing genre, have endless run weaknesses and also have no Non-Player Character NPCs. The results of this study are Android-based games by applying the Collision Avoidance System Algorithm to make NPCs avoid the Obstacle and Random Number Generator Algorithms to make the Obstacle appear randomly. The development of the Balap Egrang Game uses the Game Development Life Cycle (GDLC) method. Based on the tests that have been carried out, the alpha test results are functionally appropriate and from the beta testing the results of the User Acceptence Test (UAT) functionalities obtained a value of 82.58% which is declared feasible to use with the interpretation of "Good" which means that the game is feasible developed..
Application of the Finite State Machine Algorithm on 2D Platformer Rabbit Games vs Zombies Solihin, Ade; Hidayat, Eka Wahyu; Aldya, Aldy Putra
JOIN (Jurnal Online Informatika) Vol 4 No 1 (2019)
Publisher : Department of Informatics, UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/join.v4i1.293

Abstract

This research develops Android games by applying the FSM Algorithm (Finite State Machine) for the movement of NPC (Non-Player Character) to produce dynamic movements. The popular and legendary game with the appearance of side scroller is Super Mario Bross and Shovel Knight, the game is the most preferred game of its time to the present, but the game does not apply AI (Artificial Intelligence) so the game seems less challenging. The game is a concept game that is currently rarely used. Based on this, a side scroller-based survival game was created by implementing AI on NPCs on the Android platform. The AI used is the FSM Algorithm which functions to regulate enemy movements. The method used in developing multimedia products of this game uses MDLC (Multimedia Development Life Cycle). Based on the tests that have been carried out, the alpha test results are functionally appropriate and the results of beta testing using UserAcceptence Test (UAT) obtained a value of 86.40% which is declared feasible to use and can be developed. The advantages of this game are the presence of shock elements in the form of landslides, bursts of water, rock rain, and attacks by eagles
AUGMENTED REALITY PADA GAMBAR PAKAIAN SEBAGAI MEDIA PROMOSI Putra, Rachmat Mahardika; Aldya, Aldy Putra; Hidayat, Eka Wahyu
Jurnal Informatika dan Teknik Elektro Terapan Vol. 12 No. 2 (2024)
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jitet.v12i2.4181

Abstract

Abstrak. Menghadapi persaingan yang semakin ketat. Perusahaan pakaian (PT. Ke-percayaan Bersama) semakin memperhatikan potensi Augmented Reality (AR) sebagai bagian dari strategi promosi untuk menginvestigasi dampak penerapan aplikasi dalam promosi merek pa-kaian. Hasil penelitian menunjukkan bahwa penerapan aplikasi AR dalam promosi merek pa-kaian secara signifikan menunjukkan keterlibatan konsumen lebih tinggi, dan berinteraksi secara lebih menarik dengan produk merek. Pengguna aplikasi AR ini menegaskan bahwa AR dapat dianggap sebagai alat bantu dalam meningkatkan keterlibatan konsumen. Evaluasi usabilitas aplikasi AR menggunakan Kuesioner System Usability Scale (SUS) menunjukkan hasil yang positif. Aplikasi AR memperoleh skor rata-rata sebesar 71, yang berada dalam kategori "Acceptable" (diterima). Ini menunjukkan bahwa aplikasi AR dianggap baik untuk digunakan oleh pengguna, dengan per-ingkat "Good" (baik) dalam segi usabilitas. Penelitian ini memberikan pandangan yang berharga tentang potensi teknologi AR dalam industri pakaian, serta memberikan dukungan empiris terhadap penggunaan aplikasi AR dalam upaya memperkuat merek dan memperbaiki pen-galaman konsumen. Hasil ini memberikan kontribusi yang signifikan bagi pemahaman tentang manfaat AR dalam konteks pemasaran merek pakaian, membuka peluang untuk pengembangan strategi promosi yang lebih interaktif. Abstract. Facing increasingly fierce competition, a clothing company (PT. Kepercayaan Bersama) is increasingly paying attention to the potential of Augmented Reality (AR) as part of its promotion strategy to investigate the impact of application in clothing brand promotion. The results showed that the application of AR applications in clothing brand promotion significantly showed higher consumer engagement, and interacted more interestingly with brand products, even improving brand perception among consumers. Users of this AR application confirmed that AR can be considered as a tool in increasing consumer engagement. The usability evaluation of the AR application using the System Usability Scale (SUS) questionnaire showed positive results. The AR app obtained an average score of 71, which is in the "Acceptable" category. This indicates that the AR application is considered good to use by users, with a rating of "Good" in terms of usability. This research provides valuable insights into the potential of AR technology in the apparel industry, as well as providing empirical support for the use of AR applications in efforts to strengthen brands and improve consumer experiences. These results make a significant contribution to the under-standing of the benefits of AR in the context of apparel brand marketing, opening up opportunities for the development of more interactive promotional strategies.
Designing UI/UX For SDN 1 Sukamulya Ciamis Website Using the Five Planes and WEBUSE Methodologies Gumilah, Dena Surya; Rachman, Andi Nur; Aldya, Aldy Putra
Journal of Applied Information System and Informatic (JAISI) Vol 1, No 1 (2023): November 2023
Publisher : Deparment Information System, Siliwangi University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37058/jaisi.v1i1.8994

Abstract

The web-based information world is currently experiencing rapid growth, encompassing interactive, dynamic, and static elements, with educational institutions being one of its prominent users. It provides swift and precise information services, contributing significantly to the fundamental development of the education sector. The school profile website from the Ministry of Education and Culture (KEMENDIKBUD) currently only provides basic profile features. Due to the lack of information and features on the website, a redesign and further development are necessary. Therefore, this research, based on interviews with relevant parties such as SDN 1 Sukamulya, calls for a redesign and development of the website. The approach taken in this redesign and development utilizes the Five Plans method. The creation of a website that aligns with user preferences, combines an attractive design, and offers an experience that meets user needs. The design and development of this website will be evaluated using the WEBUSE method. WEBUSE (Web Usability Evaluation) is a method for assessing the extent of usability based on a comprehensive usability criteria questionnaire. In the UI/UX design phase, the Five Planes method was applied, and after the design phase, the website's feasibility was assessed using the WEBUSE method. This research successfully designed a website for SDN 1 Sukamulya by applying the Five Planes method in the design process. Based on the comparison of evaluations using the WEBUSE method, the usability score of the website improved from a usability score of 0.657, falling into the "good" range (0.6 - 0.8), to a usability score of 0.829, falling into the "excellent" range (0.8 - 1). This score indicates that the website's usability level is excellent, demonstrating that the design and development efforts have successfully provided an outstanding user experience.