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MENGUKUR TINGKAT USABILITY APLIKASI E-LEARNING MTSN KOTA TASIKMALAYA MENGGUNAKAN METODE USE QUESTIONNAIRE: MEASURING THE USABILITY LEVEL OF E-LEARNING APPLICATION AT MTSN TASIKMALAYA CITY USING USE QUESTIONNAIRE METHOD Sakina, Hilmi; Hidayat, Eka Wahyu; Anshary, Muhammad Adi Khairul
Bitnet: Jurnal Pendidikan Teknologi Informasi Vol. 9 No. 1 (2024): Bitnet: Jurnal Pendidikan Teknologi Informasi
Publisher : Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33084/bitnet.v9i1.7047

Abstract

E-learning MTsN 2 Kota Tasikmalaya merupakan aplikasi yang membantu proses belajar mengajar, baik di dalam maupun di luar sekolah. Secara umum, fungsinya adalah memberikan kemudahan bagi siswa maupun guru dalam mengakses maupun memberikan materi pelajaran, kuis, pengumuman kepada seluruh pengguna, dan lainnya. Dikarenakan beberapa pengguna, baik dari guru maupun siswa mengalami kesulitan, peneliti akan menguji tingkat usability dengan menggunakan metode USE Questionnaire. USE Questionnaire merupakan kuesioner yang digunakan untuk menilai sistem dari perspektif pengguna. Hasil penelitian ini menunjukkan bahwa aplikasi e-learning di MTsN 2 Kota Tasikmalaya memperoleh skor dengan kategori "layak" baik itu skor rata-rata maupun persentasi. Meskipun demikian, terdapat beberapa rekomendasi perbaikan yang dapat diterapkan pada aplikasi ini, perbaikan pada fitur rekap absen bulanan, pengembangan aplikasi mobile, dan melengkapi petunjuk pada halaman fitur yang belum tercatum. Kata kunci: E-learning, Questionnaire, Usability, USE
Aplikasi Pengenalan Bahasa Arab dan Inggris untuk Anak-Anak Berbasis Android Septian, Hilman; Hidayat, Eka Wahyu; Rahmatulloh, Alam
JOIN (Jurnal Online Informatika) Vol 2 No 2 (2017)
Publisher : Department of Informatics, UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/join.v2i2.100

Abstract

Bahasa adalah alat komunikasi yang paling penting bagi manusia, karena bahasa berfungsi sebagai alat penyampai pesan dari seseorang kepada orang lain. Salah satu bahasa yang popular di kalangan masyarakat Indonesia adalah bahasa Inggris dan bahasa Arab. Pembelajaran bahasa dengan cara konvensional biasanya dilakukan dengan cara tatap muka langsung dengan guru di sekolah atau di majelis ilmu. Adanya teknologi berbasis mobile saat ini yang sedang populer yaitu Android dapat membantu proses pembelajaran bahasa, sehingga pembelajaran bahasa inggris dan arab dapat dituangkan pada bentuk digital. Pada penelitian ini akan membuat aplikasi pengenalan bahasa Inggris dan Arab dengan menuangkan multimedia menurut konsep Luther-Sutopo, sehingga diharapkan pembelajaran bisa lebih praktis dan menarik. Metode Luther-Sutopo digunakan untuk rekayasa multimedia, dengan tahapan concept, design, material collecting, assembly, testing dan distribution. Hasil dari penelitian ini menghasilkan sebuah aplikasi multimedia pengenalan bahasa berbasis Android yang telah diuji, berdasarkan pengujian alpha didapat bahwa secara fungsional sudah sesuai dengan fungsinya dan dari pengujian beta didapat nilai 87%, yang artinya aplikasi di interpretasi sangat baik oleh pengguna.
Android Battle Game Based on Augmented Reality with 2D Object Marker Azim, Muhammad Fauzan; Hidayat, Eka Wahyu; Rachman, Andi Nur
JOIN (Jurnal Online Informatika) Vol 3 No 2 (2018)
Publisher : Department of Informatics, UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/join.v3i2.255

Abstract

This research develops the game by applying the Augmented Reality (AR) system in making games. Similar games that have been observed have a weakness where the Augmented Reality characters that appear do not match the marker, there is no calculation of the distance between the marker card as a battle trigger, and no character has raised the urband legend. For this reason, it is necessary to make a similar game by applying the Based Tracking Marker technique by calculating the distance of action between two markers by raising the theme of urband legend Indonesia and foreign legend legend. This research succeeded in making Multimedia battle fighting game products using the Multimedia Development Life Cycle (MDLC) method approach - Luther. 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 71% declared feasible to use with the interpretation of "Good" which means this game is feasible and can be 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
Implementation of Image Enhancement Algorithm for Image Forensics using Mathlab Suteja, Fauzan Novaldi; Hidayat, Eka Wahyu; Widiyasono, Nur
JOIN (Jurnal Online Informatika) Vol 4 No 2 (2019)
Publisher : Department of Informatics, UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/join.v4i2.314

Abstract

The purpose of this journal is to explain the implementation of the image enhancement algorithm for image forensics. Image Forensic deals with the types of digital evidence in the form of digital image files. One of the most commonly used digital devices in providing digital evidence for forensic analysis is CCTV (Closed-Circuit Television). CCTV images have a low quality such as noise, blur, lack of light intensity, etc., so that the image must be enhanced so that forensic analysis can be done. To enhance image quality, an application is needed by applying the image enhancement algorithm. The algorithm applied to the application is a Low Pass Filter to increase low pixel intensity, High Pass Filter to increase high pixel intensity, Median Filter to replaces the original pixel value with the pixel center value of the image, Mean Filter to replaces the original pixel value with a value the average pixel of the image, the Gaussian Filter for reducing noise in the image, the Wiener Filter to reduce blur in the image, the Histogram Equalization spreads the image histogram value, Contrast Stretching to stretch the contrast intensity in the image and Bicubic Interpolation to increase the image size and resize the image. In this study, the application was built using MATLAB and the testing process for each algorithm was based on Timing-Run, MSE and PSNR parameters. From the test, the average MSE value is 1058.512083 and the PSNR value is 541.61875 dB, which means that the resulting image has a fairly high level of similarity and the average time needed to process the algorithm for the image is 0.114627915 seconds.
Prototype Program Hand Gesture Recognize Using the Convex Hull Method and Convexity Defect on Android Anshary, Muhammad Adi Khairul; Hidayat, Eka Wahyu; Amalia, Tiara
JOIN (Jurnal Online Informatika) Vol. 5 No 2 (2020)
Publisher : Department of Informatics, UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/join.v5i2.594

Abstract

One of the research topics of Human-Computer Interaction is the development of input devices and how users interact with computers. So far, the application of hand gestures is more often applied to desktop computers. Meanwhile, current technological developments have given rise to various forms of computers, one of which is a computer in the form of a smartphone whose users are increasing every year. Therefore, hand gestures need to be applied to smartphones to facilitate interaction between the user and the device. This study implements hand gestures on smartphones using the Android operating system. The algorithm used is convex hull and convexity defect for recognition of the network on the hand which is used as system input. Meanwhile, to ensure this technology runs well, testing was carried out with 3 scenarios involving variable lighting, background color, and indoor or outdoor conditions. The results of this study indicate that Hand gesture recognition using convex hull and convexity defect algorithms has been successfully implemented on smartphones with the Android operating system. Indoor or outdoor testing environment greatly affects the accuracy of hand gesture recognition. For outdoor use, a green background color with a light intensity of 1725 lux produces 76.7% accuracy, while for indoors, a red background color with a light intensity of 300 lux provides the greatest accuracy of 83.3%.
GRAPHICAL COMPUTING FOR BATIK PATTERN DESIGN BASED ON L-SYSTEM Hidayat, Eka Wahyu; Anshary, Muhammad Adi Khairul; Nur Shofa, Rahmi
Jurnal Teknik Informatika (Jutif) Vol. 5 No. 2 (2024): JUTIF Volume 5, Number 2, April 2024
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jutif.2024.5.2.1595

Abstract

The challenge faced by the batik industry in the industrial era 5.0 is the adaptation to technology in the production process. One way to overcome this challenge is to start from the basics in the batik industry, namely the creative process of designing batik patterns. It is important to pay special attention to this process to enhance digital transformation in the batik industry. The purpose of this paper is to present the design and creation of batik patterns using the L-System-based fractal approach. Previous research has shown that the L-System can be used to model plant growth in 2D and 3D contexts. In a similar way, the L-System is used in this study to create batik patterns. Experiments were conducted through three stages, namely Data Acquisition, Data Identification, and Modeling. The experiment results in a dataset of batik motifs that can be used as parameters to replace line segments in the L-System. The design and creation of batik patterns using the L-System only needs to be done once, so that from one pattern, a variety of different motifs can be produced easily by simply changing the parameters. This shows that the design and creation of batik patterns using L-System is more efficient and practical. In addition, the fractal dimension calculation is used to understand and describe the fractal properties of the resulting objects. In this study, it was found that there are four motifs without ornaments that have higher fractal dimension values than motifs with equivalent ornaments.
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.
Analyzing the Usability of University Siliwangi Website using Jakob Nielsen Method: Approach with User Satisfaction Surveys Fajriani, Yuke Nurul; Hidayat, Eka Wahyu; Akbar, R Reza El
Journal of Applied Information System and Informatic (JAISI) Vol 2, No 1 (2024): Mei 2024
Publisher : Deparment Information System, Siliwangi University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37058/jaisi.v2i1.10810

Abstract

The implementation of websites in universities has become crucial in providing a platform that enables quick and easy access to academic, administrative, and institutional information. University websites fall under the category of official websites, serving as platforms created and managed by organizations, companies, or official entities to provide information, services, and interaction with users. Universitas Siliwangi, one of the state universities in West Java, operates an official website at https://unsil.ac.id/. This website serves as a promotional tool and information hub accessible to students, faculty, staff, and external parties interested in Universitas Siliwangi-related information. However, the website's utilization lacks evaluation by users and usability testing. Initial observations reveal that only a few students and high school students use this website as a source of Universitas Siliwangi-related information. Therefore, this research aims to examine the usability and usefulness of the website for users and to promote the university. The findings of this study will serve as the basis for university website development and benefit Universitas Siliwangi. The method used to measure the website's usability is the Jakob Nielsen method with user satisfaction survey techniques. The results of this research indicate that the usability of the Universitas Siliwangi website falls into the high category. With users' information needs met on the website, it is expected that they will feel satisfied and inclined to revisit the site. Descriptive analysis shows that students give high ratings to the usability of the Universitas Siliwangi website, although there are still some shortcomings that need to be addressed in certain aspects.