Claim Missing Document
Check
Articles

Found 14 Documents
Search

WORKSHOP TEKNOLOGI INFORMASI DALAM RANGKA PROMOSI SENI MANGKUNEGARAN Alfonsa Maria Sofia Hapsari; Tigus Juni Betri; Della Arinta Putri
SELAPARANG: Jurnal Pengabdian Masyarakat Berkemajuan Vol 6, No 3 (2022): September
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jpmb.v6i3.8197

Abstract

ABSTRAKAkademi Seni Mangkunegaran Surakarta atau disebut ASGA adalah kampus vokasi seni yang berada di Istana Mangkunegaran Surakarta. Keberadaan mereka tidak banyak diakui di masyarakat sekitar karena salah satunya adalah ketiadaan teknologi informasi baik dari segi infrastruktur maupun sumber daya manusianya. Para tenaga pengajar di lingkungan ASGA canggung dan kesulitan untuk beradaptasi dengan perkembangan teknologi informasi dikarenakan latar belakang mereka sebagai praktisi seni murni yang sudah bertahun tahun mempertahankan prinsip originalitas seni Mangkunegaran. Hal tersebut membuat ASGA makin sulit dikenal di masyarakat sehingga bisa berakibat buruk yaitu tergerusnya seni asli Mangkunegaran Surakarta. Metode yang digunakan adalah dengan memperkenalkan media teknologi informasi dan bagaimana mengembangkannya. Hasil dari kegiatan ini adalah civitas akademika memahami dan memiliki media teknologi informasi untuk kepentingan promosi Mangkunegaran. Kata kunci: mangkunegaran; seni; teknologi informasi ABSTRACTThe Mangkunegaran Art Academy of Surakarta (ASGA) is an arts vocational campus located at the Mangkunegaran Palace of Surakarta. Their existence is not widely recognized in the surrounding community because one of them is the absence of information technology both in terms of infrastructure and human resources. The teaching staff in the ASGA environment are awkward and have difficulty adapting to the development of information technology due to their background as pure arts practitioners who have for years maintained the principle of originality of Mangkunegaran art. This makes ASGA increasingly difficult to recognize in the community so that it can have a bad effect, namely the erosion of the art of Mangkunegaran Surakarta. The method used is to introduce the media and how to develop it. The result of this activity is that the academic community understands and has information technology media for the promotion of Mangkunegaran.                                                                                                 Keywords: mangkunegara; art; information technology
System design single vendor marketplace Betri, Tigus Juni
Research in Education and Technology (REGY) Vol. 2 No. 1 (2023): Research in Education and Technology (REGY)
Publisher : PT The Collaboration UVW

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62590/regy.v2i1.99

Abstract

Single Vendor Marketplace is a web-based application or mobile-based application where there is only one seller who provides products. Seller sales transactions only involve sellers and buyers directly without any third parties or intermediaries. The advantage of this system is that you can manage your profits directly yourself. Some also call this application a stand-alone website. The revised Borg and Gall research and development method allows the system design of this information system to be completed well. This design process has several stages. The Borg and Gall development model has a series of steps or stages consisting of information gathering, planning stage, initial product design development stage, field trial stage, main product revision stage, field test stage, operational product revision, field testing stage, product revision stage final, and also the socialization and implementation stages. A structured system design is needed at this stage where in general the design consists of system design, database design, interface design, and prototype product design. It is hoped that this marketplace application with a single vendor system can improve the quality of management thereby increasing business profits.
Design of a Food Detection System for Environmental Care Education: Perancangan Sistem Deteksi Makanan untuk Pendidikan Peduli Lingkungan Betri, Tigus Juni; Ibrahim, Ramdan
Journal of Vocational Education and Information Technology (JVEIT) Vol. 5 No. 2 (2024): Vol. 5 No. 2 (2024)
Publisher : Lembaga Pengembangan dan Inovasi Universitas Dharmas Indonesia

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

Abstract

The food waste phenomenon in Indonesia now reaches 300 kg of food waste per person every year. This shows the urgency of environmental awareness in our society. Technology is increasingly developing but is not balanced with maximum use to preserve the earth. One of the latest technological trends, namely Artificial Intelligence, is an option that can be developed to educate the public about waste awareness. This research aims to create a design using the concept of Artificial Intelligence, namely pattern recognition for food detection to anticipate too much food waste in the food industry, namely restaurants. The design was carried out using the waterfall method which allows the design process to run coherently and precisely. Based on literature studies and expert analysis, the results of this research show that design in the form of system design and database design can be used as a basis for developing food detection applications
Applying Secure Programming Techniques to Protect C hildren from Cyber Threats Betri, Tigus Juni
Innovative: Journal Of Social Science Research Vol. 5 No. 3 (2025): Innovative: Journal Of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/innovative.v5i3.19891

Abstract

Salah satu bahaya internet adalah kontennya yang melimpah, yang sangat rentan disalahgunakan oleh anak-anak tanpa pengawasan. Salah satu pendekatan untuk melindungi anak-anak dari ancaman ini adalah dengan memanfaatkan teknik peretasan yang sederhana namun efektif yang dikenal sebagai keylogger. Penelitian ini bertujuan untuk mengeksplorasi penerapan teknik keylogging sebagai alat untuk melindungi anak-anak dari risiko yang terkait dengan penggunaan internet. Metode yang digunakan dalam penelitian ini adalah Penelitian dan Pengembangan (R&D), dengan fokus pada pengembangan keylogger menggunakan bahasa pemrograman Python. Temuan penelitian menunjukkan bahwa pengembangan keylogger berbasis Python sangat layak untuk diimplementasikan dalam melindungi anak-anak dari bahaya online. Teknik ini menawarkan keuntungan dalam kesederhanaan penerapannya dan kemampuannya untuk menghindari deteksi oleh sistem operasi dan perangkat lunak antivirus. Dengan demikian, keylogger dapat berfungsi sebagai alat yang efektif untuk memantau.