Claim Missing Document
Check
Articles

Found 14 Documents
Search

PEMAPARAN KRIMINALITAS DAN BUDAYA SIBER MELALUI SEMINAR LITERASI DIGITAL KEPADA MASYARAKAT DESA CIELA Elsen, Rickard; Ramadhan, Muhammad Rizky; Nuraeni, Intan; Nurfitri, Lulu Bintang; Anwari, Aldi Yunan; Hoeriah, Dea Nurul; Melinda, Zihan; Ismail, Ridwan; Ruslam, Alam; Fauziyah, Adinda Jaida; Indrakusumah, Muhammad Rafi; Rodiansyah, Novan; Gumilar, Ari Fajar; Setiaji, Bayu; Fatmawati, Alya; Syafei, Fikri Ramdani Abdullah; Fauzan, Muhammad Alwan; Fajriyanti, Neng Nenti; Banowati, Rika
Jurnal PkM MIFTEK Vol 5 No 1 (2024): Jurnal PkM MIFTEK
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/miftek/v.5-1.1490

Abstract

The development of technology and information has brought various impacts in human life. Especially for the younger generation who were born and grew up in the development of technology. The reading ability of the internet generation (net generation) needs to be directed towards an understanding of digital information and the utilization of various digital media platforms. Digital literacy is a person's ability or skill to understand and use information from various digital sources. The purpose of writing this article is to see the challenges faced and how people should respond to hoax news in digital media with the ease and speed of internet access and the uncontrolled use of social media so that it is difficult for us to find the truth when we have the inability to choose and sort information, so that we can become a true generation that is not only able to face the changes and developments of the times. The method used in writing this article is the literature review method by using literature in the form of books, journals, notes, or reports on previous research results. Training and socialization efforts such as digital literacy seminars and door to door digital literacy are expected to help the younger generation and society as a whole become wiser in dealing with digital information, avoid hoaxes, and make positive use of technology.
Penerapan Payment Gateway pada Aplikasi Wedding Organizer Berbasis Web dengan Metode Agile menggunakan Framework Scrum Setiawan, Ridwan; Elsen, Rickard; Nur Afifah, Via
Jurnal Algoritma Vol 20 No 2 (2023): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.20-2.1413

Abstract

Wedding Organizer (WO) is an event organization service provider that works directly to assist prospective brides and grooms in planning their wedding event at a predetermined time and cost. Problems that often occur include when clients or prospective brides and grooms decide on wedding packages. The package selection process often takes quite a long time because it requires in-depth discussions. Apart from that, the payment process is also a concern because currently clients can only pay via transfer by sending proof of payment, which takes time to be verified by the admin. The aim of this research is to apply payment gateway technology to a web-based wedding organizer application that can provide information about wedding package services and make orders easily and quickly. The methodology used in this research is Agile with the Scrum Framework through the stages Requirements, Product Backlog, Sprint Planning, Sprint, Sprint Review. and Sprint Retrospective. For system modeling in this research, Unified Modeling Language (UML) is used with 2 diagrams, namely Use Case Diagram and Class Diagram. The result of this research is a web-based wedding organizer application that can make payments in real time by implementing one of the payment gateways, namely Midtrans, making it easier for admins to process payment verification and also so that clients can make transactions easily and quickly.
Multi Rule-based and Corpus-based for Sundanese Stemmer Sutedi, Ade; Nasrulloh, Muhammad Rikza; Elsen, Rickard
JOIN (Jurnal Online Informatika) Vol 7 No 2 (2022)
Publisher : Department of Informatics, UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/join.v7i2.846

Abstract

The purpose of this study is to develop a stemming method by involved several methods including morphological (with affix and pro-lexeme removal), syllable (canonical) pattern, and corpus data as a comparison of the final results of stemming. The algorithm checks a number of the string first and removes affixes, then check the syllable pattern according to the stripping result, then compares to the corpus data which determines the final stemming process. In this study, the corpus data was taken from Sundanese dictionary consists of a single word used for the root word and the extracted dataset from the online Sundanese magazine. The results showed that the stripping of affix and pro-lexeme can remove the corresponding affixes and pro-lexeme then compares words that have a syllable pattern then executes the basic words quickly and the use of corpus can improve accuracy and reduce the over-stemming problems that occur in the stemming process.
Pengembangan Sistem Manajemen Stok, Penjualan, Dan Reseller Berbasis Progressive Web Application (Pwa) Dengan Metode EOQ Dan Reorder Point Untuk Meningkatkan Penjualan Umkm Mamono Cake Di Kabupaten Garut Fauzi, Esa; Elsen, Rickard; Iriani, Yani; Irawan, Edbert Wijaya
INTECOMS: Journal of Information Technology and Computer Science Vol 7 No 6 (2024): INTECOMS: Journal of Information Technology and Computer Science
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/intecoms.v7i6.13084

Abstract

Pengembangan Sistem Manajemen Stok, Penjualan, dan Reseller berbasis Progressive Web Application (PWA) diterapkan pada UMKM Mamono Cake di Kabupaten Garut dengan tujuan untuk mengoptimalkan pengelolaan persediaan dan meningkatkan efisiensi penjualan. Aplikasi ini menggunakan metode Economic Order Quantity (EOQ) dan Reorder Point yang memungkinkan pemantauan stok secara real-time, memberikan notifikasi otomatis ketika stok mencapai batas minimum, serta memfasilitasi manajemen pesanan reseller. Dengan teknologi berbasis PWA, aplikasi ini dapat diakses dengan mudah melalui berbagai perangkat, baik desktop maupun mobile, dengan antarmuka yang responsif. Hasil implementasi menunjukkan bahwa aplikasi ini berhasil meningkatkan efisiensi operasional UMKM, khususnya dalam manajemen stok dan penanganan pesanan reseller. Penggunaan metode EOQ dan Reorder Point memberikan kemudahan dalam pengelolaan persediaan, mencegah terjadinya kekurangan stok, dan memungkinkan pemilik usaha mengambil keputusan yang lebih cepat dan tepat. Selain itu, aplikasi ini juga mendukung pengelolaan pesanan reseller secara otomatis, sehingga mempercepat waktu respon terhadap pesanan dan meningkatkan akurasi dalam pengiriman produk. Secara keseluruhan, aplikasi ini telah membantu UMKM Mamono Cake dalam meningkatkan produktivitas usaha dan penjualan melalui penerapan teknologi digital. Aplikasi ini diharapkan dapat menjadi solusi bagi UMKM lainnya yang ingin mengadopsi teknologi serupa untuk meningkatkan efisiensi operasional dan memperluas pasar mereka di era digital.
Rancang Bangun Game Aim Trainer Untuk Pemain Game FPS Menggunakan Game Engine Unity Giandhani, Mochammad Rizky; Elsen, Rickard
Jurnal Algoritma Vol 22 No 1 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-1.1725

Abstract

First Person Shooter (FPS) games are played from a first-person perspective and primarily focus on the use of weapons and combat ammunition. In both regular FPS games and competitive FPS genres, precise aiming skills and good reflexes are required to overcome obstacles or enemies encountered during gameplay. These aiming and reflex skills can be developed through gameplay; however, several issues may hinder this process. One such issue in competitive FPS games is the presence of disruptive players with negative behavior, which can affect a player’s concentration during aiming practice. To address this, aiming practice can be conducted using a third-party application known as an aim trainer game. An aim trainer game is an application focused on enhancing FPS players’ ability to control the mouse and accurately move the crosshair toward targets. The aim trainer game in this study will be developed using the Unity game engine, a software platform used to create and develop games, applications, simulations, and more. This research aims to design and develop an aim trainer game as a training medium for players who wish to improve their aiming skills. The game will feature two training modes: timed target shooting and accurate target shooting. The development of the aim trainer game will use the Game Development Life Cycle (GDLC) methodology, consisting of the following stages: Initiation, Pre-production, Production, Testing, Beta, and Release. This study is expected to assist players in enhancing their aiming precision and reflexes, contributing to better performance in FPS games.
Implementasi Aplikasi Multimedia Interaktif Dalam Pembuatan Game Edukasi Pengenalan Perangkat Keras Komputer Elsen, Rickard; Tazudin, Ridwan
Jurnal Algoritma Vol 22 No 1 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-1.1736

Abstract

The development of information technology has brought significant changes to education, particularly through the use of multimedia technology. Multimedia technology enables the presentation of information in a more engaging and effective way by combining text, sound, and images in an interactive format. Educational games have become one of the most appealing innovations in this context, including games for introducing computer hardware. However, limited facilities in some educational institutions pose challenges in delivering learning materials. Teachers and students often rely solely on textbook images due to the lack of available computer hardware and supporting technology. This study aims to design and implement an interactive mobile-based multimedia application for an educational game introducing computer hardware.The method used in this research is based on the Multimedia Development Life Cycle (MDLC) approach, which involves the stages of Concept, Design, Material Collecting, Assembly, and Distribution. The result of this research is a mobile-based educational game application for learning about computer hardware. This application can make the learning process more dynamic and engaging, and help junior high school students better understand computer hardware concepts.This research aims to contribute to innovation in teaching methods and expand students' knowledge of computer hardware.
LITERASI DIGITAL DAN DIGITALISASI KESENIAN DI DESA MEKARMUKTI Elsen, Rickard; Ramadhan, Iwan; Hamzah, Muhamad; Kaulan, Muhammad Denanda; Nurapipah, Nida; Septiyani, Tiara; Amelia, Melina; Indallah, Aghniya Qolbin; Putri, Salsabilah Triana; Romansah, Ubad; Munawar, Deni Wildan; Mubarok, Zam Zam; Abadi, Manza Restu; Hanif, Muhammad; Jaelani, Iqbal Waliyuddin Sidiq; Assholih, Mukhtar; Apriliansah, Rudi; Nurzaman, Ikbal Saputra; Septiana, Yuga; Saputra, Raihan Rafif Syaefudin; Alamsyah, Reza Bachtiar; Rosandi, Ujang Ahmad
Jurnal PkM MIFTEK Vol 6 No 1 (2025): Jurnal PkM MIFTEK
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/miftek/v.6-1.1945

Abstract

This study explores the role of students in the Mekarmukti village community over a period of one month, specifically through real work lecture activities with digital literacy work programs, education, physical development, and collaboration with the village government and other campuses. These activities involve introducing social media to artists, teaching Bebras and Information and Communication Technology Volunteers, teaching in early childhood education (PAUD), and optimizing Micro, Small, and Medium Enterprises through the introduction of Google Maps, rebranding, and employee needs analysis. In addition, students participated in helping prepare for the 79th Anniversary of the Republic of Indonesia, teaching the Koran, cleaning the mosque environment, painting Posyandu and PAUD, and helping with the physical construction of the sports building. This study uses a qualitative method with a case study approach to analyze the impact and contribution of students in these activities.
Pemrosesan Data Sisi Klien Menggunakan Rakitan Web di Aplikasi Rendering Sisi Server Elsen, Rickard; Wijaya, Tryana Hadi; Setiawan, Ridwan
Multidisciplinary Applications of Quantum Information Science (Al-Mantiq) Vol. 3 No. 2 (2023): Multidisciplinary Applications of Quantum Information Science (Al-Mantiq)
Publisher : Al-Mantiq

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32665/almantiq.v2i2.2007

Abstract

Nowadays, web developers are required to choose between Single-Page Application (SPA) or Server-Side Rendering (SSR). Both types of web applications have their own advantages and disadvantages. Currently, most developers use Javascript to be able to perform computations on the client side even though the web application built is SSR. Scripts in Javascript are compiled by the web browser before the functions in the script can be used by the user. These functions will be executed on the client side so that computation does not need to be done on the server side. Since the use of Javascript is by sending source code to the client to be compiled and executed, WebAssembly (Wasm) allows the server to send those functions in precompiled binary files. The functions contained in the binary can be used by web applications and will be executed on the client side, so the browser doesn't need to compile it first to use existing functions. In this paper, we utilize Wasm to perform data processing on the client side of the SSR web application by performing some queries to preserved data.
Sundanese Stemming using Syllable Pattern Sutedi, Ade; Elsen, Rickard; Nasrulloh, Muhammad Rikza
JOIN (Jurnal Online Informatika) Vol 6 No 2 (2021)
Publisher : Department of Informatics, UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/join.v6i2.812

Abstract

Stemming is a technique to return the word derivation to the root or base word. Stemming is widely used for data processing such as searching word indexes, translating, and information retrieval from a document in the database. In general, stemming uses a morphological pattern from a derived word to produce the original word or root word.  In the previous research, this technique faced over-stemming and under-stemming problems. In this study, the stemming process will be improved by the syllable pattern (canonical) based on the phonological rule in Sundanese. The stemming result for syllable patterns gets an accuracy of 89% and the execution of the test data resulted in 95% from all the basic words. This simple algorithm has the advantage of being able to adjust the position of the syllable pattern with the word to be stemmed. Due to some data shortage constraints (typo, loan-word, non-deterministic word with syllable pattern), we can improve to increase the accuracy such as adjusting words and adding reference dictionaries. In addition, this algorithm has a drawback that causes the execution to be over-stemming.
Penerapan Payment Gateway pada Aplikasi Wedding Organizer Berbasis Web dengan Metode Agile menggunakan Framework Scrum Setiawan, Ridwan; Elsen, Rickard; Nur Afifah, Via
Jurnal Algoritma Vol 20 No 2 (2023): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.20-2.1413

Abstract

Wedding Organizer (WO) is an event organization service provider that works directly to assist prospective brides and grooms in planning their wedding event at a predetermined time and cost. Problems that often occur include when clients or prospective brides and grooms decide on wedding packages. The package selection process often takes quite a long time because it requires in-depth discussions. Apart from that, the payment process is also a concern because currently clients can only pay via transfer by sending proof of payment, which takes time to be verified by the admin. The aim of this research is to apply payment gateway technology to a web-based wedding organizer application that can provide information about wedding package services and make orders easily and quickly. The methodology used in this research is Agile with the Scrum Framework through the stages Requirements, Product Backlog, Sprint Planning, Sprint, Sprint Review. and Sprint Retrospective. For system modeling in this research, Unified Modeling Language (UML) is used with 2 diagrams, namely Use Case Diagram and Class Diagram. The result of this research is a web-based wedding organizer application that can make payments in real time by implementing one of the payment gateways, namely Midtrans, making it easier for admins to process payment verification and also so that clients can make transactions easily and quickly.