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Perancangan dan Pembuatan Visual Novel Sejarah L.M.U. Nurtanio Berbasis Android Sri Sutjiningtyas; Utomo, Suharjanto; Hernawati, Hernawati; Kurniawan, Rendi
NUANSA INFORMATIKA Vol. 18 No. 2 (2024): Nuansa Informatika 18.2 Juli 2024
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/ilkom.v18i2.210

Abstract

Air Vice Marshal (Anm.) Nurtanio Pringgoadisuryo is an Indonesian aviation hero who remains largely unknown to the younger generation. To raise awareness about him, an engaging and interactive application is required. A Visual Novel can serve as an ideal medium to introduce or preserve the legacy of Air Vice Marshal (Anm.) Nurtanio. The historical Visual Novel about L.M.U Nurtanio was developed using Ren’Py software, a tool for creating visual novels with a simplified version of the Python programming language. The application development followed the Multimedia Development Life Cycle (MDLC), which includes the stages of Concept, Design, Material Collection, Assembly, Testing, and Distribution. This application is accessible on Android-based devices. The design and development of this Android-based historical Visual Novel about L.M.U Nurtanio provide a more engaging and interactive learning medium for Android users.
Implementasi Augmented Reality Pada Pembelajaran IPA Siswa SMP Utomo, Suharjanto; Budiarto, Samsul; Iswanto, Iswanto; Ibnu Abdillah, Sofyan; Ilhamdi, Wilson
Bulletin of Information Technology (BIT) Vol 4 No 4: Desember 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bit.v4i4.957

Abstract

In the learning process at the inclusive junior high school SMP Muhammadiyah 5 in the city of Cimahi, conventional methods are still employed, utilizing limited book resources, and students remain passive, merely listening to what the teacher imparts. Augmented Reality is a technology that combines the real world with digital or virtual elements, creating an engaging and interactive user experience. The purpose of this research is to develop a learning media using Augmented Reality technology that is engaging and interactive in the field of Science, thus facilitating both teachers and students in comprehending the material. The stages in this research employ the Multimedia Life Cycle method, which includes concept, design, data collection, creation, testing, and distribution. The research has successfully developed an Android-based application that has undergone black box testing. Survey results also indicate a 90% satisfaction rate, demonstrating that the application is easy to use, interactive, and engaging.
Implementasi Pengenalan Ekspresi Wajah dengan Menggunakan Metode Convolutional Neural Network dan OpenCV Berbasis Webcam Melatisudra, Raifvaldhy Jounias Luppus; Utomo, Suharjanto; Sutjiningtyas, Sri; Hernawati, Hernawati
Journal of Computer System and Informatics (JoSYC) Vol 6 No 1 (2024): November 2024
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josyc.v6i1.6114

Abstract

Facial expressions play an important role as a non-verbal language rich in emotional information, especially in psychological contexts. The main challenge in this research is to understand and analyse complex facial expressions, which are often difficult for psychologists to interpret. The implementation of webcam-based facial expression recognition leverages the computer's ability to visually recognise human emotions, supported by artificial intelligence and machine learning. Convolutional Neural Network (CNN) and OpenCV methods are used to detect and classify facial expressions directly. The CNN model is trained using a dataset with six expression classes (happy, sad, angry, surprised, neutral, afraid), with four convolution layers for multi-class classification. The implementation of facial expression recognition is successful, the system captures facial images from a webcam, detects faces in the frame, and classifies facial expressions directly on the screen window. The performance of training data against the trained model measured using Classification Accuracy shows an accuracy of 72.34% in training accuracy and 60.54% in validation accuracy. While the performance of the facial expression recognition system calculated using Confusion Matrix resulted in an accuracy of 70.55%. The calculation results show that the model is at the Fair Classification parameter level or able to classify facial expressions in humans with a fairly good level of accuracy, this research has great potential for application development in the field of psychology. However, further optimisation is needed by involving experts to ensure its effectiveness.
Implementasi Augmented Reality Stunting untuk Kader Aisyiyah Kota Cimahi Utomo, Suharjanto; Budiarto, Samsul; Iswanto, Iswanto; Ramdhani, Indiraki
Bulletin of Information Technology (BIT) Vol 5 No 4: Desember 2024
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bit.v5i4.1683

Abstract

The Regional Leadership of Aisyiyah Cimahi City has a new and excellent programme called “Cimahi City Zero Stunting to Welcome the Golden Generation” to assist the Cimahi government programme in reducing stunting rates. Aisyiyah stunting cadres in Cimahi city need to increase their capacity in understanding stunting, an approach with information technology is expected to be easier and more interesting. Augmented reality (AR) is a technology that combines the real world with digital or virtual elements generated, thus creating an interesting and interactive user experience. By implementing Augmented Reality in the form of Stunting education media, it is hoped that it will increase the understanding of Aisyiyah cadres in Cimahi city. The application developed can be run on an android phone so that it can be easily used by stunting cadres and the community.
Interactive Learning Daily Muslim Prayer Application for Children on Android at DTA Ghoniyyul Hikmah Iezam Kamalul Basyar; Hernawati; Supriyadi, Sugeng; Utomo, Suharjanto
NUANSA INFORMATIKA Vol. 19 No. 1 (2025): Nuansa Informatika 19.1 Januari 2025
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/ilkom.v19i1.291

Abstract

Learning daily prayers is important for Muslim children. The learning process in DTA Ghonniyul Hikmah generally uses the talqin method. To make memorizing prayers easier and more engaging, interactive learning media is needed. This research developed a daily prayer application for Muslim children based on Android. The application was designed using UML and implemented with Canva, PowerPoint, Audacity, and Android Studio. The features in the daily prayer application include images, Arabic and Latin script, translations, and prayer audio. The size of the application after being built is 48 MB. The questionnaire results show a positive response from users. As many as 86.9% of users agreed that the application is easy to use, and 78.2% felt helped in memorizing prayers. Overall satisfaction reached 78.3%. The majority of respondents were satisfied with the appearance and features of the application, and felt helped in memorizing prayers. Researchers suggest for future development that this daily prayer application have additional features such as animated videos and add even more daily prayers