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Prototype Pengontrolan Titik Fokus Panel Surya Terhadap Energi Matahari Secara Otomatis Pada STMIK Amik Riau Rometdo Muzawi; Ahmad Fauzan; Lusiana Lusiana
Jurnal Inovtek Polbeng Seri Informatika Vol 3, No 1 (2018)
Publisher : P3M Politeknik Negeri Bengkalis

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (591.612 KB) | DOI: 10.35314/isi.v3i1.390

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A solar panel is a device that can convert solar energy into electricity. The use of solar energy sources can be utilized as street lighting and garden lights. Today many use of solar panels mounted in static (silent) positions in one direction at one focal point will not get the maximum power point of the sun and sunlight received by the solar panel slightly so that it is inefficient at the time of charging the battery.The amount of solar energy that can be absorbed depends on the absorption of sunlight. Absorption can be optimized by making solar panels can continue to face the sun. This system uses ATMEGA8535 microcontroller with one temperature sensor to detect high solar thermal temperature received by solar panels and four photodiode sensors as a detection of light reflection received. These sensors can be able to provide a dynamic solar panels that are automatic and optimal in absorbing sunlight. With the absence of the use of solar panels as the lighting of the garden lights in Stmik Amik Riau and still using electrical energy from PLN, the purpose of this study is to build a solar panel control device that is able to follow the movement of the direction of the arrival of sunlight so it will be optimal in absorbing sunlight.Keywords: Solar Panel, microcontroller, Temperature Sensor, Photodiode Sensor
Apikasi Jasa Jahit Pakaian Berbasis mobile dengan Teknologi Location Based Services dan Metode SMART Susandri Susandri; Hidaya Spitri; Lusiana Lusiana; Koko Harianto
Jurnal Inovtek Polbeng Seri Informatika Vol 5, No 1 (2020)
Publisher : P3M Politeknik Negeri Bengkalis

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (961.886 KB) | DOI: 10.35314/isi.v5i1.1362

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Clothing tailor services are available in every region, but so far customers have to come to tailors to sew clothes. There is no application that makes it easy for service users and tailors to interact with each other. In order to help customers and tailors interact, a sewing service order system must be created. This research uses Location Based Service (LBS) technology as a guide for home and tailor locations the Simple Multi-Attribute Rating Techniqui (SMART) method for ranking the quality of tailor services. The steps used in this study consist of system analysis, system design and implementation. This research has produced applications that can facilitate customers and tailors to interact with each other use mobile technology
APLIKASI OBJEK WISATA 3D AUGMENTED REALITY BERBASIS MOBILE: Aplikasi Objek Wisata 3D Augmented Reality Berbasis Mobile Yoyon Efendi; Agung Marinda; Lusiana Lusiana
Jurnal Mantik Vol. 3 No. 1 (2019): May: Manajemen dan Informatika
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (806.479 KB)

Abstract

Riau Province has various natural attractions such as Siak Palace, Sang Nila Utama Museum and Muara Takus Temple. At the Siak Palace, currently the information obtained is only in the form of websites and brochures. But information is not enough, a tourist attraction will be more interesting if the public can see and get the tour object directly. Then technology is needed that can be enjoyed by visitors through cellular media such as Augmented Reality. Making begins with collecting Riau tourism data that will be made as a model using software sketches. Then it is processed again using Unity by using markerless using Vuforia. The features in this application display some detailed information on the Siak 3D Palace. With the existence of mobile-based Augmented Reality technology, it is easier for people who want to travel to see buildings and historical objects at the Siak Palace.
WORKSHOP MOBILE LEARNING MENUJU SEKOLAH BERBASIS DIGITAL PADA SMK NEGERI 1 SIAK KECIL Yoyon Efendi; Lusiana Lusi; Rometdo Muzawi Romet
Dinamisia : Jurnal Pengabdian Kepada Masyarakat Vol. 3 No. 1 (2019): Dinamisia: Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/dinamisia.v3i1.2695

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Sekolah digital merupakan sebuah konsep sekolah yang memanfatkan perkembangan teknologi informasi dalam pengelolaannya. Sekolah digital meliputi berbagai aspek seperti pengajaran, administrasi, nilai, Bimbingan konseling (BK) dan lainnya. Untuk menuju sekolah tersebut dibutuhkan media Learning seperti Mobile Learning. Workshop Mobile Learning yang diikuti 40 orang terdiri dari siswa, guru dan pegawai sekolah. Selama Workshop ini, peserta diberikan materi tentang sekolah digital, Mobile Learning, IOT dan Aplikasi mobile. Pada sesi pratikum peserta mendapatkan pembuatan aplikasi mobile menggunakan app inventor2 berbasis online. Aplikasi mobile yang dibuat seperti aplikasi jadwal kegiatan sekolah. Tujuan Workshop ini dapat menambah pengetahuan dan keahliaan pada bidang mobile Learning yang dapat meningkat mutu belajar mengajar disekolah
Workshop 3D Virtual Reality untuk Mendukung Kreatifitas Pembelajaran bagi Guru dan Siswa di SMK Sulthan Muazzam Syah Pekanbaru Yoyon Efendi; Rometdo Muzawi; Syahrul Imardi; Unang Rio; Zulafwan; Lusiana
J-PEMAS - Jurnal Pengabdian Masyarakat Vol. 4 No. 2 (2023): Jurnal Pengabdian Masyarakat J_PEMAS
Publisher : STMIK Amik Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33372/j-pemas.v3i1.752

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Abstrak Pada saat pandemic covid 19, guru dan siswa mengalami penurunan minat dan konsentrasi dalam mengikuti pembelajaran daring. Pada guru hanya menggunakan media pembelajaran classroom dan whatsapp. Sedangkan pada siswa hanya mendapatkan materi ajar yang diberikan oleh guru yang terkesan itu-itu saja. Diperlukan inovasi menggunakan teknologi dalam pembelajaran agar guru dapat memberikan pembelajaran ke siswa lebih bervariasi. Salah satu teknologi menggunakan Virtual Reality. Dengan menggunakan objek 3 dimensi yang dapat di akses menggunakan perangkat smartphone. Workshop ini diikuti 17 orang guru dan siswa dengan melalui proses pre-test dan posttest sebagai media evaluasi. Diharapkan workshop ini dapat memberikan dampak yang baik bagi sekolah terutama guru dan siswa dalam pembelajaran secara daring ataupun luring. Kata Kunci : Workshop, 3D, Virtual Reality, SMK Sulthan Muazzam Syah Abstract During the COVID-19 pandemic, teachers and students experienced a decrease in interest and concentration in participating in online learning. The teacher only uses classroom and whatsapp learning media. Meanwhile, students only get teaching materials given by teachers who are impressed. Innovation using technology in learning is needed so that teachers can provide more varied learning to students. One technology uses Virtual Reality. By using 3-dimensional objects that can be accessed using smartphone devices. This workshop was attended by 17 teachers and students by going through a pre-test and posttest process as evaluation media. It is hoped that this workshop can have a good impact on schools, especially teachers and students in online and offline learning. Keywords: Workshop, 3D, Virtual Reality, SMK Sulthan Muazzam Syah
WORKSHOP PEMBELAJARAN DARING MENGGUNAKAN GOOGLE CLASSROOM PADA SMK SULTHAN MUAZZAM SYAH PEKANBARU yoyonefendi; lusiana; rometdo muzawi; unang rio; wirta agustin
J-COSCIS : Journal of Computer Science Community Service Vol. 1 No. 2 (2021): J-COSCIS : Journal of Computer Science Community Service
Publisher : Fakultas Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (679.518 KB) | DOI: 10.31849/jcoscis.v1i2.7150

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Masalah pembelajaran sering menjadi alasan guru-guru tidak maksimal memberikan materi di kelas. Seperti Susana COVID 19 pada saat ini selain itu juga dengan berbagai alasan seperti guru lagi rapat, dinas luar kota menjadi halangan guru menyampaikan materi di sekolah bahkan siswa berkeliaran dan rebut dikelas. Diperlukan media pembelajaran yang efektif dan efisien bagi guru untuk tetap menyampaikan materi walau dalam kondisi apapun. Pembelajaran menggunakan Google Classroom, salah satu cara untuk menghadapi tantangan dunia teknologi pada bidang pendidikan melalui media pembelajaran. Workshop ini diikuti oleh 13 orang guru-guru dari kota Pekanbaru seperti SMK Negeri 2 Pekanbaru, SMK Bina profesi dan SMK Sulthan Muazzam Syah. Setelah melalui Pre-test dan Post-test terjadi peningkatan pengetahuan dan keahlian guru dalam mengelola kelas pada Google Classroom. Workshop ini dapat menjadi bekal dalam kegiatan belajar mengajar di sekolah maupun luar sekolah. Kata Kunci: Workshop, Pembelajaran, Daring, Classroom, SMK Sulthan Muazzam Syah Abstract: Learning problems are often the reason teachers are not optimal in providing material in class. Like Susana COVID 19 at the moment, besides that, for various reasons, such as teachers having meetings, out-of-town offices are an obstacle for teachers to deliver material at school, even students wandering around and fighting in class. An effective and efficient learning media is needed for teachers to continue to deliver material even under any conditions. Learning using Google Classroom, one way to face the challenges of the world of technology in the field of education through learning media. This workshop was attended by 13 teachers from the city of Pekanbaru, such as SMK Negeri 2 Pekanbaru, SMK for professional development and SMK Sulthan Muazzam Syah. After going through the Pre-test and Post-test there was an increase in the knowledge and expertise of teachers in managing classes in Google Classroom. This workshop can be a provision in teaching and learning activities at school and outside school. Keywords: Workshop, Learning, Online, Classroom, SMK Sulthan Muazzam Syah
PELATIHAN AFTER EFECTS UNTUK MENINGKATKAN KREATIFITAS SISWA JURUSAN MULTIMEDIA SMK MUHAMMADIYAH 2 PEKANBARU yoyonefendi; lusiana; rometdo muzawi; karpen; wirta agustin
J-COSCIS : Journal of Computer Science Community Service Vol. 2 No. 1 (2022): J-COSCIS : Journal of Computer Science Community Service
Publisher : Fakultas Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (544.681 KB) | DOI: 10.31849/jcoscis.v2i1.8387

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Abstrak: After Effects salah satu software efek digital visual, grafis gerak, dan aplikasi compositing yang dikembangkan oleh Adobe Systems dan digunakan dalam proses pasca produksi pembuatan film dan produksi televisi. After Effects dapat digunakan untuk memasukkan, melacak, rotoscoping, compositing dan animasi. Kegiatan pelatihan ini ditujukan pada siswa –siswi SMK Muhammadiyah 2 Pekanbaru jurusan Multimedia. Siswa diberikan materi dari konsep pengembangan multimedia, pengenalan after effects, pengenalan tool, project opening, animasi teks dan mini kompetisi multimedia. Dengan adanya pelatihan ini akan meningkatkan kreatifitas multimedia untuk menjadi bekal siswa dalam menghadapi magang dan Ujian Keahlian Kompetensi (UKK). Kata Kunci: After Effects, Multimedia, SMK Muhammadiyah 2 Pekanbaru Abstract: After Effects is a digital visual effects software, motion graphics, and compositing application developed by Adobe Systems and used in the post-production process of filmmaking and television production. After Effects can be used for inserting, tracing, rotoscoping, compositing and animation. This training activity is aimed at students of SMK Muhammadiyah 2 Pekanbaru majoring in Multimedia. Students are given material from the concept of multimedia development, introduction to after effects, introduction to tools, project opening, text animation and multimedia mini competition. With this training, it will increase multimedia creativity to equip students to face internships and the Competency Skills Exam (UKK). Keywords: After Effects, Multimedia, SMK Muhammadiyah 2 Pekanbaru
Komparasi Ekstraksi Fitur dalam Klasifikasi Teks Multilabel Menggunakan Algoritma Machine Learning Lusiana Efrizoni; Sarjon Defit; Muhammad Tajuddin; Anthony Anggrawan
MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer Vol 21 No 3 (2022)
Publisher : LPPM Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (939.233 KB) | DOI: 10.30812/matrik.v21i3.1851

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Ektraksi fitur dan algoritma klasifikasi teks merupakan bagian penting dari pekerjaan klasifikasi teks, yang memiliki dampak langsung pada efek klasifikasi teks. Algoritma machine learning tradisional seperti Na¨ıve Bayes, Support Vector Machines, Decision Tree, K-Nearest Neighbors, Random Forest, Logistic Regression telah berhasil dalam melakukan klasifikasi teks dengan ektraksi fitur i.e. Bag ofWord (BoW), Term Frequency-Inverse Document Frequency (TF-IDF), Documents to Vector (Doc2Vec), Word to Vector (word2Vec). Namun, bagaimana menggunakan vektor kata untuk merepresentasikan teks pada klasifikasi teks menggunakan algoritma machine learning dengan lebih baik selalumenjadi poin yang sulit dalam pekerjaan Natural Language Processing saat ini. Makalah ini bertujuan untuk membandingkan kinerja dari ekstraksi fitur seperti BoW, TF-IDF, Doc2Vec dan Word2Vec dalam melakukan klasifikasi teks dengan menggunakan algoritma machine learning. Dataset yang digunakan sebanyak 1000 sample yang berasal dari tribunnews.com dengan split data 50:50, 70:30, 80:20 dan 90:10. Hasil dari percobaan menunjukkan bahwa algoritma Na¨ıve Bayes memiliki akurasi tertinggi dengan menggunakan ekstraksi fitur TF-IDF sebesar 87% dan BoW sebesar 83%. Untuk ekstraksi fitur Doc2Vec, akurasi tertinggi pada algoritma SVM sebesar 81%. Sedangkan ekstraksi fitur Word2Vec dengan algoritma machine learning (i.e. i.e. Na¨ıve Bayes, Support Vector Machines, Decision Tree, K-Nearest Neighbors, Random Forest, Logistic Regression) memiliki akurasi model dibawah 50%. Hal ini menyatakan, bahwa Word2Vec kurang optimal digunakan bersama algoritma machine learning, khususnya pada dataset tribunnews.com.
Sistem Informasi Promosi dan Penjualan Pupuk, Beras dan Benih Berbasis Web ester nababan; Filza Izzati; Rati Rahmadani; Lusiana Efrizoni
Computer Science and Information Technology Vol 3 No 3 (2022): Jurnal Computer Science and Information Technology (CoSciTech)
Publisher : Universitas Muhammadiyah Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37859/coscitech.v3i3.4433

Abstract

Information systems have been widely used by several companies to switch manual systems to computerized systems. Online sales and promotions are currently growing rapidly. By utilizing web-based technology, the sales process can be carried out online and product promotion will have a wider range. PT.Sang Hyang Seri Pekanbaru is a company engaged in the agribusiness sector that collaborates with the Riau provincial agricultural office to distribute agricultural products. The company has its own production sites for rice, fertilizers and seeds. PT.Sang Hyang Seri Pekanbaru has problems in the sales business process which is still conventional (offline) where the company has to come directly to partners, so the process is limited and takes a long time. That way PT. Sang Hyang Seri Pekanbaru will lose competitiveness with companies that already use e-commerce. In this way the researchers propose a promotion and sales information system at PT.Sang Hyang Seri Pekanbaru with a waterfall system development model that the company can use as a forum for sales and promotion of agricultural products.
Pelatihan Desain Grafis Untuk Meningkatkan Kreatifitas Minat Usaha Pemuda Tuah Karya Pekanbaru Yoyon Efendi; Rometdo Muzawi; Lusiana; Tashid; Unang Rio
J-PEMAS - Jurnal Pengabdian Masyarakat Vol. 4 No. 1 (2023): Jurnal Pengabdian Masyarakat J_PEMAS
Publisher : STMIK Amik Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33372/j-pemas.v4i1.914

Abstract

Desain grafis adalah suatu bentuk komunikasi visual yang menggunakan gambar untuk menyampaikan informasi atau pesan seefektif mungkin. Dalam desain grafis, teks juga dianggap gambar karena merupakan hasil abstraksi simbol-simbol yang bisa dibunyikan. Desain grafis diterapkan dalam desain komunikasi dan fine art. Seperti jenis desain lainnya, desain grafis dapat merujuk kepada proses pembuatan, metoda merancang, produk yang dihasilkan (rancangan), atau pun disiplin ilmu yang digunakan (desain). Seni desain grafis mencakup kemampuan kognitif dan keterampilan visual, termasuk di dalamnya tipografi, ilustrasi, fotografi, pengolahan gambar, dan tata letak. Contoh progam aplikasi desain grafis seperti Adobe Photoshop, Adobe Illustrator, Adobe Indesign, Coreldraw, GIMP, Inkscape, Adobe Freehand, Adobe image ready, CorelDraw dan pagemaker. Banyak peluang usaha jika kita bisa menguasai desain grafis seperti percetakan, digital printing, surat kabar (koran), dan buka usaha mandiri contohnya usaha stempel. RW 1 Cipta Karya kelurahan tuah karya tampan pekanbaru merupakan salah daerah yang peduli akan meningkatkan kreatifitas dan minat usaha bagi pemuda-pemudinya.
Co-Authors -, Dwi Haryono Afrinanda, Rizky Agung Marinda Agus Tri Nurhuda Agustin Agustin Agustin Agustin Agustin Agustin, Endy Wulan Ahmad - Fauzan Ahmad Fauzan Ahmad Rizali Anam, M Khairul Andhika, Imam Anthony Anggrawan Anugraha, Yoga Safitra Aprilia, Fanesa Arifin, Muhammad Amirul Armoogum , Sheeba Aulia, Rahma Azhari, Zahra Cikita, Putri Dadynata, Eric Dea Safitri Deni, Rahmad Devi Puspita Sari, Devi Puspita Dhini Septhya Djamalilleil, Said Azka Fauzan Edwar Ali Erlinda, Susi Ermy Pily, Annisa Khoirala ester nababan Fadly Fadly Farhan Pratama Farida Try Puspa Siregar Fatdha, Eiva Febrianda Putra Filza Izzati Finanta Okmayura Firdaus, Muhammad Bambang Firman, Muhammad Aditya Fransiskus Zoromi Fransiskus Zoromi, Fransiskus Habibie, Dedi Rahman Hadi Asnal, Hadi Hafsah Fulaila Tahiyat Handayani, Nadya Satya Haviluddin Haviluddin Helda Yenni, Helda Hidaya Spitri Iftar Ramadhan Ihsan, Raja Muhammad Ike Yunia Pasa Irwanda Syahputra Julianti, Nadea Junadhi Junadhi Junadhi Junadhi Junadhi, Junadhi Karpen Kartina Diah K. W. Kharisma Rahayu Koko Harianto Lathifah, Lathifah Lestari, Fika Ayu Lili Marlia M. Azzuhri Dinata M. Irpan Marhadi, Nanda Maulana, Fitra Melva Suryani Muhammad Bambang Firdaus Muhammad Oase Ansharullah Muhammad Syaifullah MUHAMMAD TAJUDDIN Munawir Munawir Muslim Muslim Nanda, Annisa Nasution , Zikri Hardyan Nurul fadillah, Nurul Oktavianda Oktavianda, Oktavianda Purnama, Muhammad Adji Putra, Febrianda Putri, Adinda Dwi Putri, Siti Faradila R. Guntur Surya Yuwana - Rahmaddeni Rahmaddeni Rahmaddeni, - Rahmiati Rahmiati Rais Amin Raja Muhammad Ihsan Ramadhani, Jilang Rati Rahmadani Ratna Andini Husen Revaldo, Bagus Tri Riadhil Jannah Rini Yanti, Rini Risky Harahap Risman Risman Rizki Astuti Rometdo Muzawi, Rometdo Sahelvi, Elza Salsabila Rabbani Sapina, Nur Sapitri, Riska Mela Sari, Atalya Kurnia Sarjon Defit Sarjon Defit Setiawan , Andri Shahreen Kasim, Shahreen Sholekhah, Fitriana Sularno Supian, Acuan Susandri, Susandri Susanti, Susanti Susi Erlinda Syahrul Imardi Syarifuddin Elmi Tahiyat, Hafsah Fulaila Tashid Tawa Bagus, Wahyu Torkis Nasution Tri Putri Lestari, Tri Putri Tri Revaldo, Bagus Triyani Arita Fitri Ulfa, Arvan Izzatul Unang Rio Uthami, Kurnia Vindi Fitria Wirta Agustin Wirta Wirta Yanti, Rini Yoyon Efendi Yulli Zulianda Zahra Azhari Zakaria , Mohd Zaki Zakaria, Mohd Zaki Zega, Wilman Zikri Hadryan nst Zulafwan Zuriatul Khairi Zuriatul Khairi