Articles
Penerapan Augmented reality Berbasis Minimax Algorithm pada Game Papan Cerdas
Latius Hermawan;
Maria Bellaniar Ismiati
Jurnal Buana Informatika Vol. 13 No. 1 (2022): Jurnal Buana Informatika, Volume 13, Nomor 1, April 2022
Publisher : Universitas Atma Jaya Yogyakarta
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Abstract. Application of Augmented reality Based on Minimax-Alpha Beta Pruning Algorithm on Smart Board Games. Augmented reality technology is growing very rapidly making game production more innovative and attractive. The implementation of this technology also has the potential for traditional board games which are starting to be replaced by computer-based digital games. The method used in the digital board is Minimax which is zero-sum based where one point of the opponent's victory will reduce the player's one point. This method underlies the way of thinking to get critical steps in several types of games being played. Minimax will result in a lower probability of defeat and increase the probability of winning. The results obtained are that Minimax which was developed with Alpha Beta Pruning to make opponents think like humans so that artificial intelligence in it is suitable to be applied. The test results also give a 63% win for the AI (Artificial Intelligence) used, so the game becomes challenging.Keywords: Game, augmented reality, Minimax, Board Abstrak. Teknologi Augmented reality yang berkembang sangat pesat membuat produksi game lebih inovatif dan atraktif. Implementasi teknologi tersebut juga berpotensi untuk permainan papan tradisional yang mulai tergantikan oleh permainan digital berbasis komputer. Metode yang digunakan dalam digital board adalah Minimax yang berbasis zero-sum dimana satu poin kemenangan lawan akan mengurangi satu poin pemain. Metode ini mendasari cara berfikir untuk mendapatkan langkah-langkah kritis dalam beberapa jenis game yang dimainkan. Minimax akan menghasilkan kemungkinan kekalahan yang sedikit dan memperbanyak kemungkinan kemenangan. Hasil yang didapatkan yaitu Minimax yang dikembangkan bersama Alpha Beta Pruning mampu membuat lawan berfikir layaknya manusia sehingga kecerdasan buatan didalamnya cocok untuk diterapkan. Hasil pengujian juga memberikan hasil 63% kemenangan bagi AI (Artificial Intelligence) yang digunakan, sehingga permainan menjadi menantang. Kata Kunci: Game, augmented reality, Minimax, papan
Evaluasi Usability Pada Desain E-Learning Menggunakan Metode Cognitive Walkthrough
Febrian Alexander;
Maria Bellaniar Ismiati
JuSiTik : Jurnal Sistem dan Teknologi Informasi Komunikasi Vol. 3 No. 1 (2019): Jurnal Sistem dan Teknologi Informasi Komunikasi
Publisher : Universitas Katolik Musi Charitas
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DOI: 10.32524/jusitik.v3i1.492
This study conducted a study evaluating the usefulness of the UKMC Information System E-Learning design. The measurement uses three usability parameters namely efficiency, effectiveness, and satisfaction, satisfaction measurement uses the System Usability Scale (SUS). The sample in this study tested 28 users of E-Learning Information Systems and testing in this study used OBS (Open Broadcaster Software) software. Data processing is done quantitatively and qualitatively. The conclusion of the results of this study is that the dropbox menu needed improvement, namely validation of the data received and required maintenance from dokeos.
Aplikasi Monitoring Stock Barang dengan Fitur Notifikasi Berbasis Web
Ivana Celesta;
Maria Bellaniar Ismiati
JuSiTik : Jurnal Sistem dan Teknologi Informasi Komunikasi Vol. 4 No. 2 (2021): Jurnal Sistem dan Teknologi Informasi Komunikasi
Publisher : Universitas Katolik Musi Charitas
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DOI: 10.32524/jusitik.v4i2.504
Hotel Santika Radial Palembang merupakan hotel yang terletak di pusat kota Palembang yakni di Jalan Radial. Hotel Santika Radial Palembang sudah beroperasi selama hampir 5 tahun. Pada Hotel Santika Radial Palembang memiliki beberapa bagian unit kerja, salah satunya bagian Accounting. Pada bagian unit kerja Accounting ini memiliki beberapa sub bagian lagi. Dari beberapa sub bagian ini, fokus penelitian yaitu pada sub bagian store (stock control). Pada sub bagian ini ditemukan permasalahan bahwa dalam proses perhitungan stok barang masih dilakukan secara manual. Maka dari itu dibuatlah aplikasi monitoring stock barang dengan fitur notifikasi berbasis web untuk membantu admin dapat lebih cepat dan mudah dalam proses perhitungan stok barang dan pencarian data sebelumnya. Aplikasi ini dibangun dengan menggunakan metode Rapid Application Development (RAD) dan analisis permasalahan menggunakan PIECES. Aplikasi monitoring stock barang dengan fitur notifikasi berbasis web ini diharapakan dapat membantu pihak hotel untuk me-monitor barang dan stok barang.
Pelatihan Media Pembelajaran Online Berbasis Game pada Guru SDK Frater Xaverius 2 Palembang
Maria Bellaniar Ismiati;
Latius Hermawan;
Gunadi Emmanuel;
Sri Andayani
Jurnal Pengabdian kepada Masyarakat Bina Darma Vol 1 No 2 (2021): Jurnal Pengabdian kepada Masyarakat Universitas Bina Darma
Publisher : DRPM-UBD
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DOI: 10.33557/pengabdian.v1i2.1468
Pengabdian kepada masyarakat yang dilaksanakan oleh tim dari Universitas Katolik Musi Charitas berlangsung di tempat mitra pengabdian yaitu SDK Frater Xaverius 2 Palembang. Temanya adalah pelatihan media pembelajaran berbasis game dengan menggunakan wordwall. Tujuan pengabdian untuk membantu para guru dalam memahami teori dan praktik penggunaan Wordwall serta memberikan model pembelajaran baru yang lebih menarik untuk para siswa karena berbasis game pembelajaran. Metode yang digunakan adalah penjelasan materi dari tutor/pemateri. Pemateri menyampaikan konsep secara teori mengenai wordwall dan setelahnya, dilanjutkan di hari berikutnya untuk penjelasan secara praktik. Penjelasan teori dilakukan dengan menggunakan slide ppt dari pemateri sedangkan penjelasan praktik dilakukan dengan langsung mendemokan langkah-langkah penggunaan wordwall secara detail. Hasil yang didapatkan adalah para guru mengetahui model pembelajaran berbasis game yang baru dan para guru juga sudah bisa membuat game sendiri dari aplikasi wordwall tersebut. Hal tersebut terlihat dari hasil pre-test sebelum kegiatan pengabdian dilaksanakan, terdapat 96% guru yang belum mengetahui teori dan praktik penggunaan wordwall. Sedangkan untuk hasil post-test setelah kegiatan pengabdian dilaksanakan, sudah terdapat 100% guru yang sudah mengetahui teori dan praktik penggunaan wordwall. Dampak dilakukannya kegiatan pengabdian ini adalah terjalinnya kerjasama antara tim pengabdian dan mitra pengabdian, selain itu juga tim pengabdian dapat mempromosikan kampus ke sekolah-sekolah.
Pengaruh Pembelajaran Daring pada Mata Kuliah Pemrograman dan Non Pemrograman Menggunakan EDU-IT
Maria Bellaniar Ismiati;
Latius Hermawan;
Sri Andayani
Jurnal Sistem Informasi Vol 13, No 2 (2021)
Publisher : Universitas Sriwijaya
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DOI: 10.36706/jsi.v13i2.15524
Pada awal tahun 2020, dunia dilanda pandemik virus COVID-19 yang menyebabkan semua kegiatan harus dilaksanakan secara daring termasuk di bidang pendidikan. Pembelajaran daring sudah dilakukan oleh Universitas Katolik Musi Charitas (UKMC) sejak tahun lalu. UKMC memberi kebebasan kepada dosen untuk menggunakan e-learning apa saja. Peneliti telah membuat e-learning dari beberapa tahun lalu sehingga fokus penelitian ini adalah menggunakan e-learning yang dibuat oleh peneliti dan diberi nama EDU-IT. Tujuan penelitian ini adalah untuk mendapatkan respon mahasiswa pada Pembelajaran Daring di Mata Kuliah Pemrograman dan Non Pemrograman. Metode yang digunakan adalah analisis deskriptif dan tahapan kualitatif (data collection, data reduction, data display, dan conclusion drawing. Sedangkan data yang digunakan dalam penelitian ini adalah data hasil uji validitas, reliabilitas, dan hasil persentase dari pertanyaan kuisioner mengenai respon para mahasiswa di mata kuliah pemrograman dan non pemrograman. Hasilnya adalah respon mahasiswa di kedua mata kuliah tersebut ada yang sama tetapi juga ada yang berbeda. Respon yang sama adalah bahwa mahasiswa tertarik saat mengetahui ada perkuliahan daring, mahasiswa termotivasi saat mengikuti perkuliahan daring, mahasiswa mengikuti perkuliahan daring di EDU-IT atas instruksi dosen, materi daring dengan tujuan perkuliahan sangat sesuai. Respon yang berbeda adalah mengenai efektifitas pencapaian tujuan e-learning dibanding tatap muka (mata kuliah pemrograman tidak efektif 98% sedangkan mata kuliah non pemrograman efektif 70%) dan mengenai komposisi kebutuhan mahasiswa pada perkuliahan daring dengan perkuliahan tatap muka (mata kuliah pemrograman dengan perkuliahan tatap muka saja 94% sedangkan mata kuliah non pemrograman hanya perkuliahan daring 77%). Kata kunci: daring, e-learning, respon, pemrograman, non pemrograman.
Pemanfaatan teknologi sudah dilakukan di banyak bidang kehidupan seperti sudah banyaknya aplikasi baik berbasis website ataupun android yang menjadi sahabat bagi semua lapisan masyarakat. Sebagian besar masyarakat hanya dapat menggunakan teknologi tersebu
Maria Bellaniar;
Andayani, Sri;
Wijaya, Andri;
Hermawan, Latius
Jurnal Abdimas Musi Charitas Vol. 5 No. 1 (2021): Jurnal Abdimas Musi Charitas Vol. 5 No. 1, Juni 2021
Publisher : Universitas katolik Musi Charitas
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The use of technology has been carried out in many areas of life as has been the number of applications based on both websites or android that are friends to all society. Most of the people can only use this technology and a small part of others not only can use but also can make this technology with the help of a programming tool. Self-programming can made with a native concept or the concept of OOP (Object Oriented Programming). Lots of programmers can program with native concepts but not many programmerswho can create programs with the OOP concept. Apart from programmers, there are many students who do not understand the concept of OOP let alone to make it in form a website. Like it or not, these students have to take part in the workshop training on OOP so that knowledge in the IT field can improve. Based on the problem That is, the lecturer service team held a service on Object Training Oriented Programming in Today's Website Development. OOP is a Object-based programming that implements class and object methods as supporters. The dedication carried out is not only a theoretical explanation but also practically so that students can immediately practice what they have explained by the tutor. The result of this activity is that students can make a websites created using OOP and their knowledge and insights about programming can increase.
Barcode Order Berbasis Website Guna Memulihkan Ekonomi Umkm Di Masa Pandemi Covid 19
Ria Manurung;
Maria Bellaniar Ismiati
JuSiTik : Jurnal Sistem dan Teknologi Informasi Komunikasi Vol. 5 No. 2 (2022): Jurnal Sistem dan Teknologi Informasi Komunikasi
Publisher : Universitas Katolik Musi Charitas
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DOI: 10.32524/jusitik.v5i2.657
The current state of Indonesia, which is still experiencing bad conditions caused by the Covid-19 virus, has made the government issue a policy to stop the spread of this virus with physical distancing to avoid crowds. This also affects the culinary business at Cafe Radio Kopi Gombong, where orders are still done manually, which requires a waiter to come to the consumer's table to choose the menu. Then with the Contactless Order System on the Website-based Coffee Radio, it is able to reduce contact with people, consumers who come to the coffee radio can directly order menus by logging into the ordering web using a barcode through the consumers' own gadgets. The system development method used is the prototype method with the help of the PHP programming language and the CodeIgniter framework. The results of this study concluded that there was an increase in the efficiency of ordering that occurred at the Radio Kopi Gombong cafe.
Matriks Evaluasi Risiko Penerapan IS/IT Menggunakan Standar ISO 31000:2018 (Studi Kasus: PT XYZ)
Celesta, Ivana;
Ismiati, Maria Bellaniar
Jurnal Telematika Vol. 17 No. 2 (2022)
Publisher : Yayasan Petra Harapan Bangsa
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DOI: 10.61769/telematika.v17i2.522
PT XYZ is one of the largest trading companies in Palembang city. PT XYZ utilizes IS/IT to support its business processes. PT XYZ uses computers, LANs, servers, supported applications, and applications made by the IT team. IS/IT implementation at PT XYZ was not always smooth. PT XYZ had experienced problems, such as Wi-Fi problems, applications problems, not updated applications, and other human errors. PT XYZ has concerns that those problems will risk burdening the business processes in the company. The purpose of this research is to analyzee the risk of implementing IS/IT using the ISO 31000:2018 standard. All steps in IS/IT implementation risk management with ISO 31000:2018 standards have been implemented well at PT XYZ. From the results of this study, there are 21 possible risks with the risk management option plan chosen by the company, 10% risk is acceptable, 57% risk can be mitigated, 29% risk must be avoided, and 5% risk will be shared for handling the risk. Handling this risk is expected to assist the company in dealing with IS/IT implementation risks that can occur at any time.
Kesiapan Teknologi dan Penerimaan Pengguna Sistem Informasi Sumber Daya Terintegrasi (SISTER) Menggunakan TRAM
Ismiati, Maria Bellaniar;
Andayani, Sri
SINTECH (Science and Information Technology) Journal Vol. 5 No. 2 (2022): SINTECH Journal Edition Oktober 2022
Publisher : Prahasta Publisher
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DOI: 10.31598/sintechjournal.v5i2.1155
SISTER is an application that is used so that educators, namely lecturers, can manage and manage and integrate all educator data services. This makes it easier because SISTER is integrated with the DIKTI database so that the tridharma activities of higher education carried out by lecturers are well documented. Musi Charitas Catholic University (UKMC) which has urged all its lecturers to use SISTER since 2020. In using this new application (SISTER), it will definitely cause problems for some lecturers. These constraints such as several points in SISTER that are different from the BKD guide, when saving data will appear: something went wrong, if there is a revision by the assessor, the lecturer cannot see it and only the college admin can see it. The constraints above show how users are prepared and behave when facing new technology. This study will use the TRAM method to see Technology Readiness and User Acceptance of SISTER. The result is that all independent variables affect the dependent variable except for the discomfort and insecurity variables. And the respondents agree with all the existing hypotheses based on the evidence in the discussion section because they are in accordance with what they feel while using SISTER. For the level of readiness of information technology, SISTER is included on a scale of 9 because SISTER is no longer a prototype but has also become a complete system
Online Based Thesis Guidance Application For Informatics Students During Pandemic
Hermawan, Latius;
Ismiati, Maria Bellaniar
Jurnal Transformatika Vol. 19 No. 1 (2021): July 2021
Publisher : Jurusan Teknologi Informasi Universitas Semarang
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DOI: 10.26623/transformatika.v19i1.3088
The Ministry of Education and Culture (Kemendikbud) issued Circular Letter Number 15 of 2020 concerning Guidelines for Organizing Learning from Home in an Emergency for the Spread of Covid-19. This causes the learning process that should be done face-to-face, being changed to online. Students must study from home and carry out the online thesis guidance process. Some of the difficulties experienced by students during direct mentoring, namely the difficulty of meeting lecturers who are busy teaching or doing assignments from institutions, besides that students who come from outside the city have to go back and forth just to meet the supervisor.. One of the ways to solve this problem is by applying technology. Currently there is web technology that can be used to easily develop applications, namely the concept of a framework approach. With the existence of an online-based application which is the role of current technological developments, it will make the thesis guidance process carried out by lecturers and students more flexible. Students are able to carry out the guidance process anywhere and anytime.