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Journal : Jurnal Media Infotama

A PENERAPAN ALGORITMA SQUENTIAL SEARCH WITH SENTINEL PADA APLIKASI KATALOG BUKU PERPUSTAKAAN Abdillah, Muhammad Harits; Muntahanah, Muntahanah; Wibowo, Sastya Hendri
Jurnal Media Infotama Vol 17 No 2 (2021)
Publisher : UNIVED Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jmi.v17i2.1640

Abstract

A library is one of the facilities provided by an institution or agency such as a school, college or region. The library functions as a place to store various book collections, educational, research, cultural, informative and also a place for recreation. The process of searching for books in the library takes a lot of time depending on the size of the library and the number of books available. Sometimes the book you are looking for is not owned by the library so visitors will spend a lot of time just looking for the book. For this reason, technological assistance is needed that can help in the process of searching for books in the library. Current technological developments are increasingly rapid because they adapt to human needs. Technology can help people solve problems quickly and easily, thereby saving time and energy. One way is to record all book catalogs in the library. The process of searching for books becomes easier because it can be done through the system by matching strings on the book title, author and publisher. One method that is suitable for searching book catalogs is sequential search with sentinel. Sequential search with sentinel is the process of comparing each array element one by one in a row starting from the first element until the element you are looking for is found or until the last element of the array. Sequential search can be performed on unsorted array elements or ordered array elements.
Unveiling Internet Network Quality: A Wireshark Analysis at SMKN 2 Rejang Lebong Joshi, Jericko Vivaldo; Wibowo, Sastya Hendri; Toyib, Rozali
Jurnal Media Infotama Vol 19 No 2 (2023): Oktober
Publisher : UNIVED Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jmi.v19i2.4930

Abstract

Quality of Service (QoS) analysis is crucial for ensuring high-quality network performance. This study, conducted at SMKN 2 Rejang Lebong, utilizes Wireshark version 2.0.4 to analyze QoS parameters such as throughput, delay, jitter, and packet loss. The research employs a quantitative methodology, collecting data through questionnaires and employing descriptive statistics using SPSS version 20. The findings reveal that the QoS index for the Office Building and Teachers' Room falls within the 'Satisfactory' category with values of 3.06 and 3.26, respectively. However, the LAB Room scores a lower QoS index of 2.45, categorized as 'Unsatisfactory.' Overall, the internet network quality at SMKN 2 Rejang Lebong aligns with TIPHON standards, classifying as 'Less Satisfactory' with an average score of 2.92.
3D Model Bahan Ajar Pengenalan Hewan Berbasis Augmented Reality Apridiansyah, Yovi; Wibowo, Sastya Hendri; Muntahanah, Muntahanah; Apriansyah, Nugraha
Jurnal Media Infotama Vol 21 No 2 (2025): Oktober
Publisher : UNIVED Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jmi.v21i2.9307

Abstract

his study aims to develop an interactive learning media based on Augmented Reality (AR) technology to support the introduction of animals to elementary school students. The learning media is designed in the form of 3D animal models that visually represent the name, habitat, and characteristics of each animal. The 3D models were developed using Blender software and implemented into the AR Web Studio platform, allowing users to scan markers using a mobile device camera and display animal objects in real-time. The research method used is Research and Development (R&D), consisting of several stages: problem formulation, data collection, media development, implementation, and system evaluation. Testing was conducted using two approaches: technical testing with the black-box method and user testing through questionnaires distributed to several elementary school teachers. The technical testing results showed that all system features, such as marker detection, 3D model display, and user interaction, functioned properly. Meanwhile, user testing revealed an average satisfaction score of 76.9%, which falls into the “Good” category. Based on these results, it can be concluded that the AR-based animal learning media is feasible to use and provides a positive contribution to increasing students’ interest and understanding of the learning material in an interactive manner.