Claim Missing Document
Check
Articles

Found 25 Documents
Search

AUGMENTED REALITY OBJEK BERSEJARAH MUSEUM SOESILO SOEDARMAN MENGGUNAKAN METODE MARKER BASED DAN MARKERLESS Wiwit Farianto; Novian Adi Prasetyo; Pradana Ananda Raharja
JUTIM (Jurnal Teknik Informatika Musirawas) Vol 6 No 2 (2021): JUTIM (Jurnal Teknik Informatika Musirawas) DESEMBER
Publisher : LPPM UNIVERSITAS BINA INSAN

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32767/jutim.v6i2.1395

Abstract

Negara Indonesia memiliki kekayaan budaya yang merupakan sumber daya yang berharga yang juga harus disimpan masyarakat Indonesia. Museum Soesilo Soedarman adalah yang berusaha melestarikan budaya Indonesia, di dalamnya terdapat koleksi benda-benda bersejarah berupa alutsista militer dan dokumentasi Soesilo Soedarman. Pengelolaan Museum tersebut perlu improvisasi guna meningkatkan kinerja museum. Selama ini Museum Soesilo Soedarman belum menerapkan teknologi terkini dalam proses pengelolaan museum. Berdasarkan hal tersebut pada penelitian ini dilakukan pengembangan aplikasi berteknologi AR yang bertujuan untuk mengenalkan objek-objek museum secara menarik dan untuk digitalisasi benda koleksi museum. Metode yang sering diterapkan pada aplikasi AR ada dua yaitu marked based dan markerless tracking. Kedua metode tersebut memiliki hasil pengujian yang berbeda-beda, sesuai studi kasus masing-masing. Penelitian ini bertujuan untuk mengembangkan aplikasi AR pengenalan objek bersejarah Museum Soesilo Soedarman dan untuk melakukan perbandingan terhadap kedua metode AR tersebut dengan studi kasus koleksi objek Museum Soesilo Soedarman. Aplikasi yang dibangun diuji dengan menggunakan metode pengujian black box testing dan beta testing. Kesimpulan yang didapatkan dari hasil pengujian maka, untuk rata-rata hasil pengujian metode marked based memperoleh rata-rata 75% dan untuk rata-rata hasil pengujian metode markerless mendapatkan hasil 88%. Sedangkan pengujian fungsional aplikasi mendapatkan keberhasilan 89,7% dan untuk pengujian non fungsional mendapatkan keberhasilan 87,2%.
Prediksi Harga Ethereum Menggunakan Metode Vector Autoregressive Pradana Ananda Raharja
Journal of INISTA Vol 3 No 2 (2021): Mei 2021
Publisher : LPPM INSTITUT TEKNOLOGI TELKOM PURWOKERTO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/inista.v3i2.285

Abstract

Ethereum sebagai salah satu cryptocurrency yang transaksinya dapat dilakukan tanpa membutuhkan kartu kredit atau melalui bank sentral, akan tetapi cryptocurrency mengalami fluktuasi terhadap harga yang berubah secara periode tertentu. Risiko fluktuasi harga ini dapat diantisipasi dengan melakukan prediksi terhadap nilai tukarnya, penelitian ini menggunakan kurs Dollar Amerika Serikat sebagai acuan nilai tukar setiap satu Ethereum. Prediksi yang dilakukan menggunakan pendekatan Vector Autoregressive untuk melakukan analisis data dalam bentuk time series. Berdasarkan hasil penelitian yang telah dilakukan diketahui bahwa hasil perhitungan nilai error menggunakan Root Mean Square Error yaitu nilai error pada harga pembukaan 890,29, nilai error pada harga tertinggi 930,50, nilai error pada harga terendah 1.164,12 dan nilai error pada harga penutupan 978,37.
Pengenalan Huruf Hijaiah (ARENYA) Menggunakan Augmented Reality Adam Ikbal Perdana; Trihastuti Yuniarti; Pradana Ananda Raharja
Journal of INISTA Vol 4 No 1 (2021): November 2021
Publisher : LPPM INSTITUT TEKNOLOGI TELKOM PURWOKERTO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/inista.v4i1.401

Abstract

Pengenalan huruf hijaiah yang dilakukan dengan media cetak biasanya menggunakan media berupa buku iqra yang terdapat huruf hijaiah. Augmented Reality (AR) adalah sebuah teknologi yang mengombinasikan benda dua dimensi ataupun tiga dimensi ke dalam lingkungan dunia nyata, kemudian membuat obyek maya tersebut seolah terdapat di dunia nyata. Tujuan dari penelitian ini untuk memberikan sebuah pengenalan huruf hijaiah dan membaca makhorijul huruf. Media pengenalan ini dibuat dengan metode marked based tracking. Metode ini memanfaatkan fungsi sebuah marker sebagai media yang menampilkan objek tiga dimensi. Dalam pengembangan aplikasi menggunakan metode Waterfall sebagai panduan terhadap tahap perancangan sistem. Pengujian fungsionalitas dilakukan untuk menguji pada masing-masing kebutuhan fungsionalitas dan pengujian usability menggunakan mdetode System Usability Scale (SUS). Hasil dari pengujian usability dengan metode SUS kepada responden aplikasi ARENYA memperoleh hasil rata-rata skor yaitu 77,2 yang dapat disimpulkan bahwa aplikasi dapat diterima oleh pengguna dengan tingkat kategori ‘Good’.
Comparative Analysis of Multinomial Naïve Bayes and Logistic Regression Models for Prediction of SMS Spam Pradana Ananda Raharja; Muhammad Fajar Sidiq; Diandra Chika Fransisca
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 6, No 3 (2022): Juli 2022
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/mib.v6i3.4019

Abstract

This research was conducted based on a report from the United States Federal Trade Commission regarding fraud through electronic text messages via SMS that fraudsters use to manipulate potential victims. Usually, scammers spread SMS spam as an intermediary for the crime. The development of a supervised learning algorithm is applied to predict SMS spam into three categories, such as SMS spam, SMS fraud, and promotional SMS. The prediction system is dividing into several stages in the development process, including data labelling, data preprocessing, modelling, and model validation. The known accuracy based on modelling using Logistic Regression using a test size of 15% is 99%, using a test size of 20% is 99%, and using a test size of 25% is 98%. The Multinomial Naïve Bayes algorithm's accuracy with a test size of 15%, 20%, 25% is 97%. So, the SMS spam prediction approach uses the logistic regression method, which has the highest accuracy.
Analisis Application Programming Interface Pada Mobile E-Voting Menggunakan Metode Test-Driven Development Sunardi Sunardi; Imam Riadi; Pradana Ananda Raharja
Techno (Jurnal Fakultas Teknik, Universitas Muhammadiyah Purwokerto) Vol 20, No 2 (2019): Techno Volume 20 No.2 Oktober 2019
Publisher : Universitas Muhammadiyah Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30595/techno.v20i2.4266

Abstract

Pengujian pada perangkat lunak dibutuhkan sebagai jaminan mutu terhadap kemampuan perangkat lunak. Perangkat lunak diterapkan pada pekerjaan yang nyata tanpa memiliki kendala terhadap kinerja dalam memberikan perintah, memproses perintah hingga memperoleh hasil dari pemrosesan sesuai dengan tujuan pengembangan. Pengujian unit Application Programming Interface (API) pada web service fokus sebagai upaya untuk menguji kemampuan pada tiap unit. Unit yang diuji secara spesifik akan digabungkan dengan unit lain hingga menjadi suatu sistem terintegrasi. Aplikasi mobile membutuhkan dukungan API sebagai penghubung dengan basis data, dimana aplikasi mobile dengan basis data tersebut tidak saling berhubungan secara langsung. Tampilan antarmuka pada aplikasi mobile hanya difokuskan sebagai interaksi visual antara pengguna dengan sistem. Sistem yang diberi perintah akan merespon dengan umpan balik yang dihubungkan melalui perantara dan merespon kembali melalui perantara dan dikembalikan dalam bentuk visual melalui antaramuka. Pengujian pada tiap unit sistem menggunakan proses Test-Driven Development (TDD) untuk menguji tiap fungsi. Perancangan dan pembangunan web service pada aplikasi e-voting memerlukan pengujian sehingga dalam penerapanya dapat digunakan sesuai dengan spesifikasi yang telah dirancanakan tanpa menimbulkan bug atau error yang dapat menganggu kinerja sistem. API yang telah diuji dan berinteraksi dengan antarmuka dapat melakukan proses data pemilih, validasi data pemilih dan pemilihan. Sistem ini juga telah diuji dengan metode System Usability Scale dengan skor total 69,02. Testing on the software is needed to guarantee its capabilities. So software in real condition wouldn’t have any deflect with the performance to providing wich in line with the goal of development. Testing the Application Programming Interface (API) unit on the web service is an effort to testing the performance of each unit. Specifically tested unit will be combined with other units to become an integrated system. A Mobile application requires API support as the connector to a database, which not directly related to mobile application. The user-interface in mobile application only act as a visual interaction between the user and the system. The commanded system will respond through feedback which connected into a connector and gives the response back through the connector and returns in visual form through an interface. Test-Driven Development (TTD) was used in testing each system unit. Designing and building web service on e-voting application requires testing so that application can be used properly without causing bugs or errors that can interface system performance. Approved APIs are able to process voter data, validate voter data and election. The system also tested with “System Usability Scale” method which gains 69,02 total score.
Development of a Website-Based Application for Aspirations for the Kalibagor Village Community Using the Extreme Programming Method: Pengembangan Aplikasi Wadah Aspirasi Masyarakat Desa Kalibagor Berbasis Website Dengan Metode Extreme Programming Pradana Ananda Raharja; Luqman Fattah Nadin
INTEK : Jurnal Informatika dan Teknologi Informasi Vol. 5 No. 2 (2022)
Publisher : Universitas Muhammadiyah Purworejo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37729/intek.v5i2.2153

Abstract

Community service is a task that the government must carry out. However, community services in Kalibagor Village, especially in responding to aspirations and complaints, are done manually using written media and submitted through the media suggestion box. One factor that influences the delivery of aspirations is the time and distance between the house and the village office as a barrier for the community to express their aspirations. Based on these problems, Kalibagor Village accommodates to make it easier for the district to express its aspirations, criticism, and suggestions. The website-based application for the aspirations of the Kalibagor Village community is a solution to overcome the problems described. The extreme Programming method is a method for developing this application. Based on this research, it produces an aspiration container application that can accommodate aspirations, criticisms, and suggestions, users can also like or like aspirations and comment on submitted aspirations, and there is an admin to manage information and user data in the community aspiration container application. Based on the test results using the black-box testing method, the average value of 100% is in a suitable category. So, the application of this community aspiration container is ideal for use by village officials in providing services for aspirations and the community.
Implementasi Augmented Reality Media Pengenalan Hardware Dengan Metode Multimedia Development Life Cycle Dan Prototype Melinia Dini Afrian; Pradana Ananda Raharja
Jurnal Inovtek Polbeng Seri Informatika Vol 7, No 2 (2022)
Publisher : P3M Politeknik Negeri Bengkalis

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35314/isi.v7i2.2633

Abstract

Learning activities at SD Islam Plus Masyithoh that teachers apply tend to be conventional, as in the introduction of computer hardware. The learning requires teaching aids to improve students' understanding, but the limited facilities make it difficult for students to understand computer hardware. Augmented Reality technology can provide a solution by applying markers as targets to visualize computer hardware into 3D objects in the system using the Multimedia Development Life Cycle and Prototype software development methods. This method uses the black box testing method to develop multimedia software systems in testing the application. The results obtained from BlackBox testing show that all application features' functions can run well. Then usability testing with the System Usability Scale method. The data taken are 30 samples of questionnaire data that 4th-grade students have filled out. In the test obtained, the average value of SUS is 83.1. So it can interpretation that the application testing receives a grade of "B" with the predicate "Excellent", and the conclusion in the Acceptability Ranges category is "High", with a high range of user acceptance of the application.
AUGMENTED REALITY BASED IMAGE TRACKING FOR INTRODUCE PUPPET SHADOW TRADITIONAL MUSICAL INSTRUMENT Krisna Subarkah; Muhamad Azrino Gustalika; Pradana Ananda Raharja
Jurnal Teknik Informatika (Jutif) Vol. 4 No. 1 (2023): JUTIF Volume 4, Number 1, February 2023
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jutif.2023.4.1.376

Abstract

With the development of science and technology, traditional musical instruments are starting to be abandoned, one of the factors is the ease of playing modern musical instruments, and traditional musical instruments are also rarely found in everyday life. With the progress of today's era, AR (Augmented Reality) technology was born. The way Augmented Reality works is by scanning a sign or marker. This research aims to build an application with augmented reality technology to introduce traditional shadow puppets musical instruments. This research was designed using the MDLC (Multimedia Development Life Cycle) method. They were testing the application using blackbox testing on two smartphones with different specifications, with the result that both smartphones could run the application properly. Then for testing the use of the application using the heuristic evaluation method carried out by an expert with the highest severity rating value on the visibility of system status with a value of 0.625. The result of this research is the application of traditional shadow puppets musical instruments based on augmented reality, which is expected to be used to introduce traditional shadow puppets musical instruments.
Evaluasi Usability dan Redesign Aplikasi PI-Mobile ITTP Menggunakan Pendekatan UCD (User Centered Design) Ahmad Fauzan Nabawi; Pradana Ananda Raharja
JURIKOM (Jurnal Riset Komputer) Vol 10, No 1 (2023): Februari 2023
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/jurikom.v10i1.5515

Abstract

The PI-Mobile ITTP application is an academic application to make it easier for new ITTP students or old ITTP students to find various kinds of information such as campus profiles, faculties, education administration, campus ethics, student information, campus facilities, and others. According to the results of the questionnaire distributed to ITTP students using the System Usability Scale (SUS), the usability value was 51.10 which was included in the interval >= 51 and <68 in the adjective rating poor category with grade D. So that improvements to the application design need to be made. The method in this study uses User Centered Design (UCD) because the UCD method involves the application users themselves so they can provide input regarding the usability or convenience of using the PI-Mobile ITTP application. The final result of this study is that after redesigning the appearance of the PI-Mobile ITTP application based on input from users obtained from 34 ITTP student respondents, the usability results tested with SUS obtained a usability value of 79.78 which was included in the interval >=74 and < 80.3 is in the adjective rating good category with grade B. Based on the results of the usability test with SUS and using the UCD method, an increase in usability of 28.68 was obtained, the initial value being 51.10 in the adjective rating poor and the grade D category to 79.78 in the adjective good rating and grade B category.
RANCANG BANGUN LEARNING MANAGEMENT SYSTEM BERBASIS CODE IGNITER MENGGUNAKAN METODE PROTOTYPE Pamungkas, Catur Adi; Raharja, Pradana Ananda
Jurnal Sistem Informasi Vol 9 No 2 (2022)
Publisher : Universitas Serang Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30656/jsii.v9i2.5276

Abstract

Terdapat sebuah permasalahan bagaimana cara siswa siswi dapat belajar darimana saja dan kapan saja, maka dibutuhkan suatu wadah yang digunakan untuk belajar secara daring. Metode yang digunakan dalam membangun wadah belajar yaitu menggunakan metode prototype untuk merancang wadah belajar atau bisa disebut Learning Management system(LMS). Metode blackbox testing digunakan dalam penelitian ini untuk menguji setiap fungsi yang ada disetiap akses user. Hasil pengujian blackbox testing yang sudah didapatkan lalu dihitung menggunakan metode akurasi, hasil dari perhitungan akurasi menunjukan website yang sudah dibuat dapet berjalan baik dengan hasil skor tiap akses user rata-rata didapat sebesar 95% berhasil untuk admin, untuk guru 97% berhasil, dan siswa 98% berhasil. Hasil akurasi menunjukan bahwa website LMS yang sudah dibuat dapat berjalan cukup baik dengan tingkat keberhasilan yang tinggi. Kata kunci: Blackbox, Lms, Pembelajaran, Prototype.