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Peningkatan Kompetensi Pembuatan Animasi 2D pada Kru Studio Progresif TV untuk Iklan Pendek di PP Bumi Sholawat Sidoarjo Berbasis Project Based Learning Zikky, Moh; Rante, Hestiasari; Santoso, Tri Budi; Fathoni, Kholid; Sukaridhoto, Sritrusta; Zainuddin, Muhammad Agus; Susanto, Dwi; Sarinastiti, Widi; Anggraeni, Martianda Erste; Dianta, Ashafidz Fauzan; Darmawan, Zakha Maisat Eka; Faradisa, Rosiyah; Aji, Rendra Suprobo
Sewagati Vol 8 No 1 (2024)
Publisher : Pusat Publikasi ITS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12962/j26139960.v8i1.809

Abstract

Potensi industri kreatif di indonesia khususnya pada periklanan digital memiliki potensi yang sangat besar. Pada tahun 2023, belanja iklan mencapai $ 2,55 milliar. Saat ini industri periklanan lebih bervariasi, salah satunya dengan mengadopsi konsep animasi. Dengan menggunakan animasi, iklan lebih dinamis dan memiliki daya tarik visual. Namun ketersediaan SDM yang memiliki kompetensi di bidang animasi periklanan saat ini sangat terbatas. Politeknik Elektronika Negeri Surabaya, melalui Departemen Teknologi Multimedia Kreatif, Program Studi Teknologi Rekayasa Multimedia melakukan program pengabdian masyarakat berupa pelatihan pembuatan Iklan berbasis animasi 2D pada Progressive TV PP Bumi Sholawat Sidoarjo. Diharapkan dengan pelatihan ini mampu meningkatkan kompetensi SDM talenta digital di Indonesia Khususnya di Sidoarjo.
Pengembangan Aplikasi Virtual Tour sebagai Media Pengenalan Lingkungan Kampus PENS berbasis Website Fauzan, Ashafidz; Maisat Eka, Zakha; Fairozal Akbar, Zulhaydar; Fathoni, Kholid
Jurnal Teknologi Terpadu Vol 7 No 1: Juli, 2021
Publisher : LPPM STT Terpadu Nurul Fikri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54914/jtt.v7i1.341

Abstract

The introduction of the New Student Campus Life (PKKMB) activity at The Electronics Engineering Polytechnic of Surabaya (EEPIS) is limited in its implementation due to the never-ending Covid-19 pandemic. All activities involving large numbers of people must carry out online to avoid the spread of the Covid-19 virus. With this policy, an application that can describe the campus life environment online is needed, so digital virtual reality media makes, namely Virtual Tour. The user interfaces in this application design using the Balsamiq application so that the resulting display is more attractive and interactive. A virtual tour application created using multi panoramic images, where 360º panoramic images taken using a 360 camera taken at several campus locations—making a virtual tour application using the 3DVista application. The application development method used in this research is Multimedia Development Life Cycle (MDLC). From the test results of the website-based virtual tour application created, this application can display the environment and facilities owned by the EEPIS campus and can run according to its functionality, and can use by students to recognize the campus environment.
Utilizing Virtual Humans as Campus Virtual Receptionists Zikky, Moh.; Suhardiman, Marvel Natanael; Fathoni, Kholid
International Journal of Artificial Intelligence & Robotics (IJAIR) Vol. 5 No. 1 (2023): May 2023
Publisher : Informatics Department-Universitas Dr. Soetomo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25139/ijair.v5i1.6175

Abstract

To imitate human-like behavior is one of the greatest feats a computer software could achieve. Computers can produce close-to-realism avatars with similar looks and behaviors in this modern era. One of the works that computer software could achieve now is conveying information in a place that a receptionist usually does. Therefore a computer software capable of that is called a Virtual Receptionist. This paper aims to explore the use of virtual humans as virtual receptionists and compare it to human receptionists to find both advantages and disadvantages. This research utilizes a virtual human model that imitates the behavior of a human receptionist. Its movements are based on real-life movements recorded with motion capture. It could also communicate with users by processing the voice input using speech-to-text technology recorded by a microphone. The recorded input will then be analyzed to determine whether it contains information stored in a database. The virtual human will then show the user the answer to their question accordingly. Utilizing virtual humans can make the process more interactive and exciting because of its futuristic feel. This way, campuses can have appealing introductory media and support campuses to be more open to the public in the future. However, the agent can only respond with prepared answers and not generate its own when necessary. Transcribed text will be analyzed for words that indicate the user's required information. In this case, the information would be the information of research laboratories in the post-graduate building of the EEPIS campus.
Peningkatan Kesadaran Kebersihan Melalui Game “Habertan” Pada Siswa Siswi Pesantren Muhyiddin Gebang Putih, Sukolilo, Surabaya Sudaryanto, Aris; Fathoni, Kholid; Hakkun, Rizky Yuniar; Revindasari, Fony; Safrodin, Mohamad; Nurindiyani, Artiarini Kusuma; Damastuti, Fardani Annisa; Sa’dyah, Halimatus; Zikky, Mohamad; Akbar, Zulhaydar Fairozal; Darmawan, Zakha Maisat Eka; Dianta, Ashafidz Fauzan; Hapsari, Veronica Lita
JURPIKAT (Jurnal Pengabdian Kepada Masyarakat) Vol. 5 No. 4 (2024)
Publisher : Politeknik Piksi Ganesha Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37339/jurpikat.v5i4.2032

Abstract

Environmental cleanliness is an important aspect of life because if it is dirty it will become a breeding ground for disease and flooding. Gebang Putih and Keputih are areas prone to dengue fever and flooding in Surabaya. Therefore, the community service provides socialization of cleanliness to children with this Habertan Game. The game was chosen because it has been proven to influence human behavior. However, Habertan is designed to have a positive effect in the form of increasing awareness of environmental cleanliness. The participants of the activity were 30 students of Madrasah Pesantren Muhyiddin. This activity is expected to increase the knowledge and awareness of participants in waste management. Impact measurement was carried out by giving participants questions before and after the activity. Based on the data obtained, it was proven that 76.6% of participants experienced an increase in knowledge about waste management after participating in the socialization.
Implementasi Teknologi Interactive Projection Sebagai Media Tampilan Produk UMKM Dianta, Ashafidz Fauzan; Revindasari, Fony; Darmawan, Zakha Maisat Eka; Sudaryanto, Aris; Fathoni, Kholid
JTIM : Jurnal Teknologi Informasi dan Multimedia Vol. 7 No. 1 (2025): February
Publisher : Puslitbang Sekawan Institute Nusa Tenggara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v7i1.645

Abstract

To increase the attractiveness of promotion for small & medium enterprises, the use of exhibition booths is an effective tool to promote a product or service. With a limited booth size, it can limit the number of products or information that can be displayed. The number of participants at an exhibition makes booth owners have to compete hard to attract visitors' attention. The use of immersive technology through interactive booths is an innovative solution that answers marketing challenges in today's digital era. This study develops an interactive booth using Interactive Projection technology to create a new experience for visitors. This interactive booth creates an environment that seems real and allows visitors to interact directly with the product. Creating product information content that is presented in an interesting and interactive way can attract visitors' attention. The Villamil-Molina method is used in development, where this method is one of the popular methods in multimedia software development. The stages of this method consist of: development, pre-production, production, post-production, and delivery. The results show that interactive booths can be used as a realistic and attractive small & medium enterprises product promotion media for visitors, and can increase engagement, and provide an immersive experience. This technology can be used as a promotional media, as well as supporting the introduction of modern technology to the wider community. Thus, interactive booths have the potential to be an efficient alternative solution for small & medium enterprises in strengthening their brands and expanding their market reach.
RANCANG BANGUN SISTEM INFORMASI MANAJEMEN PROYEK INFRASTRUKTUR JARINGAN KOMPUTER DI CV. MULTI SOLUSI INTEGRASI SURABAYA Fathoni, Kholid; Sa'adah, Umi; Pangestuti, Ayu Musayyadah
Computer Based Information System Journal Vol. 8 No. 1 (2020): CBIS Journal
Publisher : Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (531.395 KB) | DOI: 10.33884/cbis.v8i1.1887

Abstract

Manajer proyek memiliki tugas menjalankan aktivitas proyek mulai dari tender sampai dengan hasil proyek diserahterimakan kepada pelanggan. Dan ketika kontrak tercipta, seorang manajer proyek bertanggung jawab untuk mengelola proyek yang sedang berlangsung, kegiatan tersebut diantaranya membuat planning, scheduling, kemudian reporting dan lain-lain. Seorang manajer proyek memiliki keterbatasan waktu untuk mengawasi pelaksanaan aktivitas proyek yang berjalan bersamaan antara proyek yang satu dengan yang lainnya. Untuk memberikan kemudahan dalam mengelola dan manajemen kegiatan proyek yang ada dalam perusahaan, khususnya perusahaan kontraktor yang sedang berkembang, maka penulis membuat sistem informasi untuk manajemen kegiatan proyek, terutama kegiatan dibawah naungan manajer proyek, sehingga pekerjaan akan lebih mudah terselesaikan dan bisa termanajemen dengan baik. Sistem ini terdiri dari fungsi-fungsi: pengelolan keuangan proyek, penjadwalan proyek, laporan kemajuan proyek, manajemen tugas proyek, pengelolan penagihan dan sebagainya. Hasil ujicoba menunjukkan bahwa fitur-fitur sistem ini berjalan dengan baik sehingga memudahkan manajer proyek dalam mengelola proyek infrastruktur jaringan komputer.
Comparison of Machine Learning Classification Methods for Weather Prediction: A Performance Analysis Darmawan, Zakha Maisat Eka; Dianta, Ashafidz Fauzan; Fathoni, Kholid; Rachmawati, Oktavia Citra Resmi; Apriandy, Kevin Ilham
G-Tech: Jurnal Teknologi Terapan Vol 9 No 2 (2025): G-Tech, Vol. 9 No. 2 April 2025
Publisher : Universitas Islam Raden Rahmat, Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70609/gtech.v9i2.6649

Abstract

Weather classification is crucial in various sectors, including agriculture, transportation, and disaster management. Accurate weather prediction can help mitigate risks and improve decision-making in these fields. However, classifying weather conditions remains challenging due to the complex and dynamic nature of meteorological data. This study aims to compare different machine learning classification methods to determine the most effective model for weather classification. The research employs a structured methodology consisting of seven key steps: literature study, data understanding, exploratory data analysis, data preparation, modeling, evaluation, and hyperparameter tuning. The study used Decision Tree, Random Forest, Support Vector Machine, K-Nearest Neighbors, Gradient Boosting, AdaBoost, and Extra Trees to identify the best-performing classifier. Model evaluation was conducted using accuracy, precision, recall, and F1-score. The results indicate that Gradient Boosting achieved the highest performance, surpassing other models with an accuracy of 90.15%. To optimize the model further, hyperparameter tuning was conducted using GridSearchCV, and feature selection was done using SelectKBest. This process resulted in an improved accuracy of 90.22%, demonstrating the effectiveness of model optimization.
EMASJID, APLIKASI CHATBOT ISLAMI DENGAN METODE RAG (RETRIEVAL-AUGMENTED GENERATION) Fathoni, Kholid; Sudaryanto, Aris; Syarif, Iwan; Darmawan, Zakha Maisat Eka; Yunanto, Andhik Ampuh; Prasetyo; Aji , Rendra Suprobo; Fauzy, Aryazaky Iman; Hakkun, Rizky Yuniar
Jurnal Teknik Elektro dan Informatika Vol 5 No 1 (2025): INFOTRON
Publisher : Universitas Islam Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33474/infotron.v5i1.22894

Abstract

The development of a religious chatbot is crucial for fostering good understanding and mitigating potential social conflicts arising from religious misunderstandings. This study introduces the Intelligent Religious Assistant ChatBot, developed using the Retrieval-Augmented Generation (RAG) method within a Large Language Model (LLM). RAG combines information retrieval from authoritative sources integrated into a database with text generation to produce user-specific answers. The application has been fully developed and performance-tested, demonstrating its capability to provide accurate and contextually appropriate answers based on authoritative Islamic references endorsed by major Indonesian Islamic organizations, including Nahdlatul Ulama, Muhammadiyah, and the Indonesian Ulema Council (MUI).
Pengukuran Performa Algoritma Culling untuk Optimasi Grafis pada Game Tiga Dimensi Fathoni, Kholid; Shaliha, Nur Shabrina; Sa'dyah, Halimatus; Basuki, Dwi Kurnia; Basofi, Arif
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 7 No 1: Februari 2020
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Saat ini, teknologi game berkembang pesat. Terdapat banyak pengembang game yang mengembangkan game menggunakan grafis 3D. Meskipun teknologi GPU berkembang dengan pesat, optimasi tetap dibutuhkan seiring dengan perkembangan teknologi visualisasi. Penelitian ini mengulas performa algoritma Occlusion Culling berbasis GPU serta algoritma Occlusion Culling klasik dalam melakukan rendering pada game tiga dimensi. Berdasarkan penelitian ini, kami ingin mengetahui apakah Occlusion Culling berbasis GPU relevan untuk digunakan pada proses rendering game tiga dimensi. AbstractGame technology is getting bigger. There are many games developed using 3D graphics. Although GPU technology is growing rapidly, we still need optimization technique because the complexity of visualization always increases day by day. In this paper, we want to investigate the performance of GPU driven occlusion culling algorithm and classic occlusion culling in 3D Game Rendering. According to this research, we want to find whether GPU driven occlusion culling relevant for 3D Game or not.