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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
PENERAPAN POLA HIERACHICAL MODEL-VIEW-CONTROLLER PADA REKAYASA SISTEM BERBASIS WEB FRAMEWORK Hidayat, Eka Wahyu
JURNAL TEKNOLOGI TECHNOSCIENTIA Technoscientia Vol 3 No 2 Februari 2011
Publisher : Lembaga Penelitian & Pengabdian Kepada Masyarakat (LPPM), IST AKPRIND Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34151/technoscientia.v3i2.467

Abstract

Found the problem when doing coding to build a web-based application. To speed up the work, web developer typically uses some code from previous projects, especially for the part related to databases, frame systems, and security systems. If there is weakness of unknown code on the previous project, the weakness will be downgraded to the next project. To overcome these problems, most IT companies now use a web framework for web development because it offers many advantages compared to when writing code from scratch. Web framework has several advantages such as having a pattern MVC or Model-View-Controller. One of the web framework that supports the MVC pattern is CodeIgniter. However, using the MVC pattern alone is not sufficient, to produce a modular program needs to be applied Hierarchical MVC pattern with the addition of Modular Extension in CodeIgniter as did developers BackendPro is a freely licensed applications that provide functionality to perform all the simple tasks usually done over and over re-engineering project in the web such as authentication, permissions, and control panels. In this research will be reviewed as a basis for utilization BackendPro early in the development of web-based applications. The study showed the steps to build a simple application into a web framework using BackendPro and benefits to be gained when developing web applications using a web framework.
Implementasi Deep Learning pada Pengenalan Aksara Sunda Menggunakan Metode Convolutional Neural Network Rahmawati, Shelvi Nur; Hidayat, Eka Wahyu; Mubarok, Husni
INSERT : Information System and Emerging Technology Journal Vol 2, No 1 (2021)
Publisher : Prodi Sistem Informasi, FTK, Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/insert.v2i1.37405

Abstract

Aksara Sunda merupakan salah satu aksara daerah Indonesia khususnya masyarakat Sunda. Seiring dengan perkembangan teknologi seperti sekarang ini, bahasa daerah pun semakin tergerus dari waktu kewaktu. Aksara Sunda pun mulai terlupakan, bahkan jarang digunakan oleh masyarakat Sunda dalam kehidupan sehari-hari serta kurangnya memahami Bahasa daerahnya sendiri. Oleh karena itu, perlu adanya pelestarian Bahasa daerah yang dikembangkan menyesuaikan perkembangan jaman agar bisa terus dikenal dan dilestarikan, salahsatunya dengan identifikasi aksara Sunda menggunakan metode Convolutional Neural Network (CNN). Convolutional Neural Network (CNN) adalah bagian dari deep learning yang biasanya digunakan dalam pengolahan data gambar. Hasil dari penelitian ini  menggunakan optimasi ADAM dengan penggunaan epoch 20, 50, 100 dan 500. Penggunaan epoch 500, learning rate 0.1 merupakan nilai tertinggi dengan akurasi 98.03%. Berdasarkan hasil data training dengan nilai epoch 100, learning rate 0.001 hasil akurasi sebesar 96.71% data training dan 92.02% data testing.
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.
Aplikasi Augmented Reality sebagai Media Edukasi Monumen Bersejarah di Indonesia Nurachman, Dheni Septian; Hidayat, Eka Wahyu; Dewi, Euis Nur Fitriani
JTIM : Jurnal Teknologi Informasi dan Multimedia Vol 6 No 1 (2024): May
Publisher : Puslitbang Sekawan Institute Nusa Tenggara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v6i1.486

Abstract

Indonesia has many monuments spread from Sabang to Merauke, because of the many historical events. So, to be able to explore the historical monuments spread across Indonesia, can only be done by visiting the region, so not all levels of people can easily visit all regions of Indonesia. Based on these problems, an application was created which aims to be an educational medium for introducing historical monuments in Indonesia using Augmented Reality technology. By utilizing Augmented Reality as an interactive educational medium, it is hoped that it can increase interest in learning from many groups by using smartphones to introduce historical monuments in Indonesia and obtain information and visualization with 3D objects. The research method that will be used in this research has four stages including data collection, application design and application creation, evaluation and conclusions. Application design uses Augmented Reality technology with the MDLC (Multi-media Development Life Cycle) approach method. Based on the results of Black Box testing, all functional systems in the application can function properly. The final results of the evaluation using the System Usability Scale (SUS) testing method with 30 respondents received a score of 77.166. So, it can be concluded from this assessment that the Augmented Reality application as an educational medium for historical monuments in Indonesia in the adjective rating category is GOOD with a grade scale of C, which means usability based on the data obtained has received an acceptable level of acceptance. So this application can be said to be suitable for use.
Implementasi Deep Learning pada Pengenalan Aksara Sunda Menggunakan Metode Convolutional Neural Network Rahmawati, Shelvi Nur; Hidayat, Eka Wahyu; Mubarok, Husni
INSERT : Information System and Emerging Technology Journal Vol. 2 No. 1 (2021)
Publisher : Prodi Sistem Informasi, FTK, Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/insert.v2i1.37405

Abstract

Aksara Sunda merupakan salah satu aksara daerah Indonesia khususnya masyarakat Sunda. Seiring dengan perkembangan teknologi seperti sekarang ini, bahasa daerah pun semakin tergerus dari waktu kewaktu. Aksara Sunda pun mulai terlupakan, bahkan jarang digunakan oleh masyarakat Sunda dalam kehidupan sehari-hari serta kurangnya memahami Bahasa daerahnya sendiri. Oleh karena itu, perlu adanya pelestarian Bahasa daerah yang dikembangkan menyesuaikan perkembangan jaman agar bisa terus dikenal dan dilestarikan, salahsatunya dengan identifikasi aksara Sunda menggunakan metode Convolutional Neural Network (CNN). Convolutional Neural Network (CNN) adalah bagian dari deep learning yang biasanya digunakan dalam pengolahan data gambar. Hasil dari penelitian ini  menggunakan optimasi ADAM dengan penggunaan epoch 20, 50, 100 dan 500. Penggunaan epoch 500, learning rate 0.1 merupakan nilai tertinggi dengan akurasi 98.03%. Berdasarkan hasil data training dengan nilai epoch 100, learning rate 0.001 hasil akurasi sebesar 96.71% data training dan 92.02% data testing.
Pemanfaatan Teknologi Grafika Komputer Untuk Mendorong Peningkatan Daya Jual Produk Usaha Empek-Empek Dan Kentang Kering Mustofa Pada Industri Rumah Tangga Dimasa New Normal Hidayat, Eka Wahyu; Shofa, Rahmi Nur; Kurniati, Neng Ika; Sulastri, Heni
Jurnal Pengabdian Siliwangi Vol 8, No 2 (2022)
Publisher : LPPM Univeristas Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37058/jsppm.v8i2.2324

Abstract

Dalam usaha untuk menggerakan perekonomian rakyat, banyak usaha kecil rumahan terdampak karena pandemi Covid 19. Usaha produk Empek-Empek Rafli dan produk Kentang Kering Mustofa Ibu Ifah memiliki kualitas yang baik hanya saja ada kekurangan dari sisi Kemasan. Dengan kondisi tersebut, tujuan dari kegiatan Pengabdian kepada Masyarakat ini dimaksudkan untuk meningkatkan strategi pemasaran dari sisi kualitas produk dan kemasan berbasis Komputer Grafik. Komputer grafik dengan menerapkan aspek Desain Komunikasi Visual pada ranah Multimedia dapat membantu meningkatkan kualitas produk dari sisi kemasan. Langkah-langkah yang akan dilakukan adalah diawali dengan analisa produk dimana perlu ditetapkan Brand Name, Dimensi produk, Desain kemasan. Setelah analisa langkah selanjutnya dilakukan implementasi dengan membuat kemasan produk yang sesuai dan ideal. Dilanjutkan dengan edukasi serta memberikan pemahaman kepada mitra Industri Rumah Tangga yang dibimbing untuk mendapatkan PPIRT. Kegiatan ini diakhiri dengan penyerahan hasil desain kemasan dan bahan baku kemasan produk. Harapan dari kegiatan ini adalah untuk memotivasi mitra Usaha kecil Industri Rumah Tangga agar dapat bersaing ditingkat yang lebih tinggi lagi
Transformasi Cerita Rakyat ke Multimedia Interaktif: Inovasi Digital sebagai Bahan Ajar Setiartin, Titin; Hidayat, Eka Wahyu; Mustofa, Romy Faisal; Putra, Adita Widara
Diksa : Jurnal Pendidikan Bahasa dan Sastra Indonesia Vol. 10 No. 2 (2024): Diksa : Jurnal Pendidikan Bahasa dan Sastra Indonesia
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/diksa.v10i2.37344

Abstract

The objective of this research is to transform folklore texts into interactive digital multimedia as teaching materials within a blended learning framework. The digitization of interactive multimedia aims to facilitate students' appreciation of folklore by providing a more engaging learning experience. This study employs a qualitative descriptive method with a mixed qualitative-quantitative approach, following a sequential exploratory design. The stages of designing the interactive multimedia application include actor identification, use case identification, application scenario development, use case diagram design, sequence diagram creation, storyboarding, and navigation structure planning.The final outcome of this research is the development of Action Scripts in a programming language, which can be incorporated into flash files (frames, movie clips, or buttons), resulting in an interactive multimedia application. The application was evaluated using the System Usability Scale (SUS) method, yielding an average SUS score of 77.84. According to the SUS evaluation, the folklore- based interactive multimedia learning application falls within the "Good" category and is deemed acceptable as digital teaching material. This indicates that the application is effective and suitable for use in educational settings.
Media Pembelajaran Jenis Jamur Berbasis Augmented Reality Menggunakan Metode Marker Based Tracking Wardiana, Tedi; Hidayat, Eka Wahyu; Dewi, Euis Nur Fitriani
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.v7i1.608

Abstract

Mushrooms are a plant-based food source with considerable potential and are often found around us. However, some types of mushrooms have similar characteristics and morphology. Based on these problems, an application is made that aims as a medium for the introduction of mushroom types through the use of Augmented Reality (AR) technology. By utilizing Augmented Reality as an interactive educational media, it is expected to facilitate users in obtaining information about the type of fungus accompanied by visualization in the form of 3D objects. The research method used consists of three stages, namely data collection, multimedia product creation, and evaluation. This mushroom type learning application is made using AR marker based on tracking technology with the MDLC (Multimedia Development Life Cycle) method according to Luther Sutopo. Based on the results of Black Box testing, angle, distance and light intensity testing, the application can function properly. Evaluation using the System Usability Scale (SUS) was conducted on the general public with an age range of 17-45 years in RW 05 Panyingkiran Village, Indihiang District, Tasikmalaya City with a population of 356 people, determining the number of respondents using the slovin formula which is 32 people. The test results show that the application obtained an average score of 74.78, which indicates that the application is in the “Acceptable” category for Acceptability Range, Grade C in Grade Scale, and “Good” in Adjective Rating.
Pendampingan Olahrga Panahan untuk Pengembangan Bakat dan Minat Siswa DTA Al-Huda di Olahraga Sunnah Faridah, Linda; Maulana Sugiartana, Firmansyah; Shofa, Rahmi Nur; Hidayat, Cucu; Hidayat, Eka Wahyu
Reswara: Jurnal Pengabdian Kepada Masyarakat Vol 6, No 1 (2025)
Publisher : Universitas Dharmawangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46576/rjpkm.v6i1.5341

Abstract

Olahraga panahan memiliki nilai penting dalam Islam dan dianjurkan oleh Nabi Muhammad Shallallahu ‘alaihi Wasallam sebagai salah satu olahraga Sunnah. Di Indonesia, olahraga ini memiliki potensi besar untuk mengembangkan bakat dan minat siswa, namun belum banyak diperkenalkan secara mendalam. DTA Al-Huda, sebuah lembaga pendidikan nonformal yang terletak di Kabupaten Ciamis, menghadapi kendala dalam mengenalkan olahraga panahan akibat keterbatasan fasilitas, pemahaman, dan pelatih. Oleh karena itu, kegiatan pengabdian masyarakat ini dilakukan untuk mengenalkan olahraga panahan kepada siswa DTA Al-Huda sebagai upaya pengembangan bakat, minat, dan keterampilan mereka. Kegiatan ini bertujuan untuk mengenalkan siswa pada olahraga Sunnah panahan, mendampingi siswa dalam mempelajari teknik dasarnya, serta mengembangkan bakat mereka dalam olahraga ini. Metode yang digunakan meliputi sosialisasi untuk memberikan wawasan tentang pentingnya olahraga panahan, pelatihan teknik dasar oleh instruktur profesional, penerapan teknologi melalui video tutorial dan aplikasi, serta pendampingan dan evaluasi yang berkesinambungan. Kegiatan ini juga dirancang untuk berkelanjutan melalui latihan rutin dan penyelenggaraan turnamen. Hasil pengabdian menunjukkan adanya peningkatan signifikan pada minat dan keterampilan siswa terhadap olahraga panahan. Nilai rata-rata pre-test meningkat dari 50 menjadi 70 pada post-test, yang mencerminkan peningkatan keterampilan teknis. Selain itu, antusiasme siswa dalam mengikuti pelatihan meningkat, terlihat dari minat mereka untuk melanjutkan latihan dan berkompetisi di masa depan. Kegiatan ini berhasil memberikan kontribusi positif pada pengembangan karakter siswa, seperti disiplin, kesabaran, dan rasa percaya diri, serta mendukung pengembangan olahraga Sunnah di lingkungan pendidikan