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Data Visualization Analysis of Waste Production Volume in Every District of Tangerang Regency in 2021 Using Looker Studio and Big Query Platforms Yanto, Budi; Sudaryanto, Aris; Hasri Ainun Pratiwi
Journal of ICT Applications System Vol 2 No 1 (2023): Journal of ICT Aplications and System
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56313/jictas.v2i1.239

Abstract

The waste problem is a problem that continues to increase every year in Indonesia. Tangerang Regency as one of the regencies in Banten Province has the same problem related to the volume of waste production. Therefore, this study aims to analyze and visualize data on the volume of waste production in each sub-district in Tangerang Regency in 2021 using the Looker Studio and Big Query platforms. The method used in this research is descriptive method with a quantitative approach. The data used is secondary data obtained from the Tangerang Regency Environmental Service. The results showed that there were significant differences in the volume of waste production between one sub-district and another. Data visualization using the Looker Studio and Big Query platforms makes it easy to understand patterns and trends in the volume of waste production in each district. This research is expected to provide input for the Tangerang Regency government in making policies related to waste management in the area. This study employs data processing and analysis methods utilizing two platforms, namely Looker Studio and Big Query. The decision to adopt these platforms is backed by previous research, such as the study conducted by, which demonstrated that utilizing Looker Studio can lead to expedited and more effective business decision-making. Furthermore, the effectiveness of Big Query in processing large and intricate datasets has also been substantiated by various studies. By leveraging these platforms, the study aims to enhance the efficiency and accuracy of data processing and analysis for better-informed business decisions.
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.
Pengujian UI / UX Game Genshin Impact Menggunakan Cognitive Walkthrough Sudaryanto, Aris; Oskash Ivaldy, Amsyar Raftan; Nurindiyani, Artiarini Kusuma; Safrodin, Mohamad
Jurnal Teknologi Dan Sistem Informasi Bisnis Vol 7 No 2 (2025): April 2025
Publisher : Prodi Sistem Informasi Universitas Dharma Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jteksis.v7i2.1925

Abstract

Games as a medium of entertainment have taken root in society, even now games are starting to shift to become an alternative learning medium. One of the games that has many players in Indonesia is Genshin Impact, which is a role-playing game (RPG) genre. Genshin Impact is a combination of action and RPG games that combine open world elements. Genshin Impact has interesting graphics and storylines, but the success factor of a game is not only graphics and storylines, but also good UI/UX design. The design of the user interface (UI) must carefully consider human psychology and physiology factors, considering factors such as color, shape, and gameplay layout that can affect the quality of UI/UX. This study focuses on testing the UI/UX of the Genshin Impact game using the cognitive walkthrough (CW) method. Based on test data from 20 respondents, it was found that in general Genshin Impact has a good UI UX, but has shortcomings related to the use of icons, including icons that do not match player expectations, icons that confuse players, and the absence of information on the icon.
Pengolahan Buah Mangrove menjadi Sirup Mangrove “Bogem” di Kawasan Wisata Hutan Mangrove Surabaya Satoto, Handy Febri; Sudaryanto, Aris
Journal Community Service Consortium Vol 1 No 1 (2020): Journal Community Service Consortium
Publisher : Universitas Ciputra Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37715/consortium.v1i1.3261

Abstract

Hutan mangrove menghasilkan buah yaitu buah pedada yang dapat diolah menjadi produk olahan. Bapak Mohson adalah penemu produk sirup “Bogem”. Sirup mangrove Bogem ini diproduksi oleh Kelompok Tani Mangrove Wonorejo sebagai oleh-oleh khas sehingga meningkatkan kearifan lokal kawasan wisata hutan mangrove Wonorejo Surabaya. Permasalahan pada usaha sirup mangrove Bogem ini adalah Proses produksi pembuatan sirup Bogem terdapat hambatan pada saat proses pemerasan dengan manual yang membutuhkan banyak tenaga dan penyimpanan sirup Bogem dan buah pedada saat musim panen serta agar buah tidak cepat busuk. Pengelolaan usaha yang masih sangat tradisional dan tidak memiliki pembukuan/pengelolaan keuangan usaha. Kurangnya wawasan mengenai penjualan secara online dan offline agar dapat memperluas dan meningkatkan penjualan. Solusi permasalahan adalah membuatkan/pengadaan alat pemeras hasil rebusan buah Bogem sehingga tidak memperlambat proses produksi dan pengadaan mesin pendingin agar buah Bogem dapat disimpan saat musim panen dan tidak mudah busuk serta sirup lebih awet; melakukan pelatihan dan pendampingan pengelolaan usaha, dan pengelolaan keuangan; meningkatkan pemasaran dengan cara pelatihan teknik dan strategi pemasaran secara online dan offline.
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).
Pembuatan alat deteksi suhu tubuh untuk jamaah masjid sebagai pencegahan penyebaran COVID-19 di rumah ibadah Kridoyono, Agung; Sudaryanto, Aris; Sasongko, Dimas; Wali, Muhammad; Yanto, Budi; Ogidia Bella, Novica
Jurnal Inovasi Hasil Pengabdian Masyarakat (JIPEMAS) Vol 5 No 3 (2022)
Publisher : University of Islam Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33474/jipemas.v5i3.15031

Abstract

Pandemi mengakibatkan dampak yang luar biasa terhadap berbagai sektor kehidupan, sektor ekonomi pariwisata, perdagangan dan investasi, bahkan sektor keagamaan juga terdampak. Selama pandemi, kegiatan ibadah menjadi sangat terbatas seperti halnya kegiatan masyarakat yang lain. Hal ini menjadi kondisi yang dilematis, disatu sisi masyarakat ingin kegiatan ibadah kembali semarak, tapi disisi lain juga harus taat terhadap protokol kesehatan. Dalam rangka mengatasi permasalahan tersebut, pengabdi berinisiatif melakukan kegiatan pengabdian yang berfokus pada pembuatan alat pengukur suhu tubuh tanpa sentuh untuk jamaah masjid ini. Pendekatan yang dilakukan pada kegiatan ini adalah Participatory Action Research (PAR) dengan objek utama adalah jamaah Masjid At Thoharoh Desa Tumpang Kabupaten Malang. Diharapkan hal tersebut dapat menjadi solusi agar aktivitas ibadah tetap dijalankan serta mematuhi protokol kesehatan untuk mencegah penyebaran COVID-19. Adapun fungsional alat telah diuji dan dapat bekerja 100%, sedangkan hasil pengukuran suhu pada alat hanya selisih 0.32% dengan pengukuran suhu menggunakan thermogun. Artinya alat yang dibuat telah dapat bekerja sebagaimana mestinya dengan tingkat akurasi yang baik.
Learning number game with interactive projection for students of Sepuluh Nopember Surabaya Kindergarten Sudaryanto, Aris; Basuki, Achmad; Nurindiyani, Artiarini Kusuma; Muhammad, Farhan; Sa’dyah, Halimatus; Akbar, Zulhaydar Fairozal; Revindasari, Fony; Suhardiman, Marvel Natanael; Lazuardy, Ryan Ramadhan; Ash Shidiq, Ahmad Fauzan
KACANEGARA Jurnal Pengabdian pada Masyarakat Vol 6, No 4 (2023): November
Publisher : Institut Teknologi Dirgantara Adisutjipto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28989/kacanegara.v6i4.1681

Abstract

Based on a survey by the Association of Indonesian Internet Service Providers (APJII) in 2017, 143.26 million Indonesians used the internet. This condition is exacerbated by the “online learning” during the pandemic which forces children to be exposed to gadgets more than they should, which is more than 2 hours a day. Even though gadgets can affect children's behavior. It is proven that 66 out of 100 children have a high level of gadget addiction. The negative impact of gadgets on children is caused by the one-way communication between children and gadgets. This means that the instructions only come from the gadget while the child absorbs them without any significant response. Based on these problems, we makes a two-way interactive game that can be an alternative game for children. Game Numberpedia is played with a projector, then children can play interactively by touching the image. The Numberpedia game was then donated and played at Sepuluh Nopember Surabaya kindergarten as part of community service activities. The response from the children after playing the Numberpedia game shows that this game has clear and interesting audio visuals, and arouses the enthusiasm of children to play it.
Sistem Proteksi Manajemen Daya Ruang Simpan Stok Ikan Berbasis IOT di CV. Indonesia Nature Miracle kridoyono, agung; Harton, Elvianto Dwi; Yunanda, Anton Breva; Sidqon, Mochamad; Sudaryanto, Aris
Journal of Science and Social Development Vol. 6 No. 1 (2023): Journal of Science and Social Development
Publisher : Universitas Nahdlatul Ulama Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55732/jossd.v6i1.914

Abstract

This article is a community service journal as a form of activity report in the implementation of higher education tridharma activities. This service is the application of IOT in the placement and classification of fish quality. The circulation model and selection of quality fish are only given a place and a label so that it allows the misuse of fish by related parties, either repacking or selling actions that do not comply with company standards. In solving problems with the company, we provide service in the form of making prototypes of fish placement media and supervision in the form of direct monitoring to superiors through cloud control by obtaining information on recording the date of entry and exit of fish from the container and also the name of the person in charge of Quality control, so that it can be used to support quality fish and also to maintain the availability of these fish. In this system, informants are determined based on an implementation study, namely the company management. Analysis and mitigation of supply chain risk has an impact on sales and inventory, with the existence of this program it is hoped that it can assist companies in implementing product quality determination. Keywords: website, Supply chain, klasifikasi stok ikan