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Sistem Pendeteksi Pola Kebiasaan Merokok menggunakan Sensor Accelerometer dan Sensor Heart Rate dengan aksesibilitas Smartband berbasis Android Prayitno, -; Sulistiyo, Wahyu; Mahardika, Ayu; M Muzzafar, Septian
JTET (Jurnal Teknik Elektro Terapan) Vol 5, No 2: (Agustus 2016)
Publisher : Teknik Elektro - Politeknik Negeri Semarang

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Abstract

Merokok merupakan suatu kegiatan yang yang sangat sulit ditinggal oleh perokok. Sering kali perokok menghiraukan akan dampak negatif dari merokok. Padahal dampak negatif yang ditimbulkan dari kebiasaan merokok sangatlah banyak diantaranya dampak buruk bagi kesehatan dan dalam segi ekonomi bagi perokok. Untuk membantu perokok mengurangi dan berhenti dari aktifitas merokok dikembangkan sebuah aplikasi     S-MODE (Smart Smoke Detection) untuk mendeteksi pola kebiasaan merokok serta membantu perokok dalam melakukan diet rokok dengan menggunakan Smartband yang memiliki sensor heart rate dan sensor accelerometer. Sensor tersebut yang digunakan untuk deteksi merokok yang dipadukan dengan smartphone android. Tujuan penelitian adalah membuat sebuah aplikasi untuk diet rokok melalui deteksi merokok secara real time. Aplikasi ini dibuat dengan menggunakan metode Agile Development System, bahasa pemrogaman Java serta basis data SQLite yang dapat dijalankan pada smartphone Android. Hasil dari kuisoner tingkat kepuasaan menunjukkan bahwa tingkat kepuasan sebesar 89% yang berarti merasa puas akan aplikasi.
PERENCANAAN DAN PEMBUATAN SISTEM INFORMASI WEB NERACA PT POS INDONESIA PROCESSING CENTRE SEMARANG Prayitno, Prayitno; Handoko, Slamet; Nurfana, Alif Abdi Hanif
Orbith Vol 14, No 1 (2018): Maret 2018
Publisher : Orbith

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Abstract

Sistem neraca merupakan salah satu prosedur yang ada di kantor PT POS Indonesia Processing Centre Semarang. Sistem ini mengurus hal yang berkaitan dengan perhitungan surat masuk dan surat keluar yang ada di kantor pos. Tujuan dari aplikasi ini adalah mempermudah dalam penyusunan neraca dan pembuatan laporan neraca yang ada di kantor PT POS Indonesia Processing Centre Semarang. Metode yang digunakan dalam tugas akhir ini adalah metodologi waterfall, dalam metodologi ini setiap langkah pembuatan tugas akhir dilakukan secara berurutan, mulai dari perancangan, analisis, desain, penerapan, hingga perawatan. Metode pengujian dilakukan dengan menggunakan metode percobaan aplikasi dengan cara menguji fitur masing – masing halaman web dan menggunakan kuesioner untuk mengukur kepuasaan pengguna dalam menggunakan Sistem Informasi Web Neraca.Kata Kunci : Sistem Informasi, Aplikasi Web, Surat Masuk Surat Keluar
PELATIHAN PEMBUATAN TUTORIAL BAHAN AJAR MULTIMEDIA DENGAN VIRTUAL REALITY DI SMP ALAM AR-RIDHO KOTA SEMARANG Muhammad Irwan Yanwari; Kurnianingsih Kurnianingsih; Tri Raharjo Yudantoro; Mardiyono Mardiyono; Nurseno Bayu Aji; Kuwat Santoso; Wiktasari Wiktasari; Muttabik Fathul Lathief; Prayitno Prayitno
Community Development Journal : Jurnal Pengabdian Masyarakat Vol. 2 No. 3 (2021): Volume 2 Nomor 3 Tahun 2021
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cdj.v2i3.2632

Abstract

Virtual reality (VR), realitas maya, atau realitas virtual adalah teknologi multimedia yang ditujukan agar pengguna dapat merasakan berada pada lingkungan digital yang seolah-olah nyata. Lingkungan yang disimulasikan oleh komputer disebut pula dengan nama computer-simulated environment, yaitu tiruan dari suatu lingkungan sebenarnya atau benar-benar suatu lingkungan yang hanya ada dalam imajinasi. Sekolah Alam Ar-Ridho merupakan sekolah yang berbasis pada explorasi alam sebagai bahan pendidikan dengan konsep penelitian dasar. Pada sekolah ini, siswa dididik memanfaatkan alam sebagai media penelitian dan penggalian ide. Tujuan dari pengabdian masyarakat ini adalah membuat konten virtual reality yang dapat digunakan oleh sekolah Alam Ar-Ridho untuk membantu dalam pengembangan proses belajar mengajar pada sekolah tersebut. Adapun metode yang dilakukan pada pengabdian ini terdiri dari enam tahapan, yaitu 1) Observasi lapangan, 2) Perancangan konten VR, 3) Pembuatan konten VR, 4) Pengujian, 5) Pelatihan SDM, dan 6) Pemeliharaan peralatan. Diharapkan dengan adanya fasilitas Virtual Reality, siswa dapat bereksplorasi lebih jauh dengan mempelajari tanaman yang tidak tersedia di lingkungan sekolah.
Development Of Logic And Algorithm E-Training Material With Block Programming Prayitno Prayitno; Liliek Triyono
JAICT Vol 2, No 1 (2017)
Publisher : Politeknik Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (987.702 KB) | DOI: 10.32497/jaict.v2i1.1089

Abstract

Integrating logical and analytical thinking activities to support 21st century learning ability, into a learning activity at elementary and junior high school level becomes a challenge. One of them is less interesting learning media. One of the technologies that can be used to support exciting learning is block programming Alice and Scratch. This article aims to develop online training materials Logic and Algorithm utilize block programming scratch for level five elementary school and block programming Alice for level eight junior high school as eLearning content. The development of this research is carried out by Analysis-Design-Development-Implementation-Evaluation (ADDIE) development model. Initial products were reviewed and advised by 2 primary school teachers, 2 junior high school teachers. Product quality assessment is done based on content feasibility aspect, feasibility of presentation, language feasibility using Likert scale. The results data are then analyzed using the ideal scoring criteria to determine product quality. The results of the overall training content quality assessment show an average grade of 89.8 with good.
TEKNOLOGI MULTIMEDIA UNTUK PEMBUATAN BAHAN AJAR PADA GURU SMPIT BINA INSANI 1 SEMARANG Mardiyono Mardiyono; Liliek Triyono; Prayitno Prayitno; Sukamto Sukamto; Tri Raharjo Yudantoro
J-Dinamika : Jurnal Pengabdian Masyarakat Vol 3 No 1 (2018): Juni
Publisher : Politeknik Negeri Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25047/j-dinamika.v3i1.571

Abstract

Perkembangan teknologi pembelajaran berbasis multimedia menuntut para guru untuk menguasai dan menerapkannya dalam kegiatan belajar-mengajar di sekolah. Sayangnya masih banyak guru di SMP Islam Terpadu Bina Insani 1 Semarang yang belum menguasai pengetahuan dan kompetensi pembuatan bahan ajar berbasis multimedia dan ketersediaan pearlatan pendukung pembelajaran multimedia yang terbatas. Maka dari itu perlu dibuat suatu model kegiatan dalam bentuk program pelatihan dan penerapan teknologi multimedia dalam pembuatan bahan ajar para guru di sekolah tersebut. Tujuan dari kegiatan ini adalah membuat program pelatihan dan implementasi pembuatan bahan ajar berteknologi multimedia untuk memperkaya bahan ajar bagi para guru dan membantu penyediaan peralatan dan teknologi hardware dan software multimedia. Target yang diharapkan pada kegiatan ini meliputi: penguasaan teknologi multimedia pada bahan ajar lima orang guru, tersedianya tiga bahan ajar yang menggunakan teknologi multimedia. Metode yang digunakan terdiri dari empat  tahap yaitu (1) observasi kebutuhan lapangan, (2)penyediaan peralatan pendukung multimedia, (3) pelatihan SDM, (4)pembuatan materi ajar multinedia. Berdasarkan hasil kegiatan yang telah dilakukan, luaran yang dihasilkan telah melebihi target yang direncanakan meliputi : 13 guru telah mengikuti pelatihan dan menguasai teknologi pembuatan bahan ajar multimedia, telah dihasilkan 10 materi ajar berbasis multimedia, dan tersedianya peralatan penunjang teknologi multimedia seperti laptop, access point, perangkat audio. Dampak dari kegiatan ini akan memperkaya metode pembelajaran para guru dengan teknologi multimedia sehingga memudahkan siswa dalam memahami materi pelajaran.  Keywords— guru, bahan ajar, multimedia, pelatihan
Smartphone-based Indoor Navigation for Guidance in Finding Location Buildings Using Measured WiFi-RSSI Liliek Triyono; - Prayitno; Mosiur Rahaman; - Sukamto; Amran Yobioktabera
JOIV : International Journal on Informatics Visualization Vol 6, No 4 (2022)
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30630/joiv.6.4.1528

Abstract

This study investigates a Wi-Fi-based indoor navigation system to determine building locations. The system was developed using the fingerprint method from the Received Signal Strength Indication (RSSI) of each Access Point (AP). The main components of a smartphone-based system use data from Wi-Fi and the Global Positioning System (GPS). The system developed for navigation is designed and implemented as an element of a dynamic, seamless mobility planning and building location route guidance application. Building map data is collected from Google Map data and enhanced by coloring the geographic location of buildings displayed on mobile devices. Navigational aids collected from sensors provide trip orientation and position updates. The approach of measuring the distance between known positions is compared to those displayed in the application with the haversine formula to measure the accuracy of the position displayed. A series of experiments were conducted in the Politeknik Negeri Semarang area, Indonesia. The experiment results showed that the Wi-Fi-based indoor positioning system was accurate within 7.050 meters of the error for that location, thus proving the system's usefulness for determining the location of buildings in the campus area. The measurement has not adopted the maximum APs placement for signal coverage and strength, only using the existing APs positions. The temperature nor humidity was neither measured in each area where the AP was installed, which is discussed later. This system can help visitors without asking, even though they have only visited once.
Fake News Detection in Indonesian Popular News Portal Using Machine Learning For Visual Impairment Liliek Triyono; Rahmat Gernowo; Prayitno Prayitno; Mosiur Rahaman; Tri Raharjo Yudantoro
JOIV : International Journal on Informatics Visualization Vol 7, No 3 (2023)
Publisher : Politeknik Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30630/joiv.7.3.1243

Abstract

It has become a necessity for people to communicate with each other to complete their needs. The exchange of information conveyed in communication often cannot be directly assessed, especially online news. They just get news and are unable to filter out inappropriate stuff. The media website conveys a great deal of information. Popular news websites are one source for keeping up with the newest news. It requires a significant amount of work to deliver news on prominent websites and to choose content that is not incorrect. To crawl the web and analyse enormous data, massive computer power is required, and solutions to lower the process's space and temporal complexity must be created.Data mining is seen to be a solution to the aforementioned difficulties since it extracts particular information based on defined attributes. This research investigated a model to determine the content of false news information in Indonesian popular news. Firstly, preprocessing process from dataset that collected from keaggle. Secondly, we try use classification methods to determined which the optimal method to classify fake news. Thirdly, we use another public dataset for testing method. Furthermore, five machine learning classifiers are compared: Support Vector Machine (SVM), Logistic Regression (LR), Decision Tree Classifier (DTC), Gradient Boosting Classifier (GBC), and Random Forest (RF). These classifications are utilized independently before being compared based on receiver operating characteristic curves and accuracy. The experimental result shows that DTC has the lowest accuracy of 75.33% and SVM has the highest accuracy of 83.55%. 
A Systematic Review of Artificial Intelligence in Assistive Technology for People with Visual Impairment Triyono, Liliek; Gernowo, Rahmat; Prayitno; Cholil, Saifur Rohman
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol. 8, No. 4, November 2023
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22219/kinetik.v8i4`.1772

Abstract

Recent advances in artificial intelligence (AI) have led to the development of numerous successful applications that utilize data to significantly enhance the quality of life for people with visual impairment. AI technology has the potential to further improve the lives of visually impaired individuals. However, accurately measuring the development of visual aids continues to be challenging. As an AI model is trained on larger and more diverse datasets, its performance becomes increasingly robust and applicable to a variety of scenarios. In the field of visual impairment, deep learning techniques have emerged as a solution to previous challenges associated with AI models. In this article, we provide a comprehensive and up-to-date review of recent research on the development of AI-powered visual aides tailored to the requirements of individuals with visual impairment. We adopt the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) methodology, meticulously gathering and appraising pertinent literature culled from diverse databases. A rigorous selection process was undertaken, appraising articles against precise inclusion and exclusion criteria. Our meticulous search yielded a trove of 322 articles, and after diligent scrutiny, 12 studies were deemed suitable for inclusion in the ultimate analysis. The study's primary objective is to investigate the application of AI techniques to the creation of intelligent devices that aid visually impaired individuals in their daily lives. We identified a number of potential obstacles that researchers and developers in the field of visual impairment applications might encounter. In addition, opportunities for future research and advancements in AI-driven visual aides are discussed. This review seeks to provide valuable insights into the advancements, possibilities, and challenges in the development and implementation of AI technology for people with visual impairment. By examining the current state of the field and designating areas for future research, we expect to contribute to the ongoing progress of improving the lives of visually impaired individuals through the use of AI-powered visual aids.