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Journal : Jurnal Teknologi

Analisis Perbedaan Tekanan Suara di Mikrofon Internal dengan Mikrofon Eksternal pada Aplikasi Soundmeter berbasis Ponsel Muhammad Agni Catur Bhakti; Wandy Wandy
Jurnal Teknologi Vol 14 No 2 (2021): Jurnal Teknologi
Publisher : Jurnal Teknologi, Fakultas Teknologi Industri, Institut Sains & Teknologi AKPRIND Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34151/jurtek.v14i2.3532

Abstract

Mobile phones and tablets installed with a soundmeter application can be used as an alternative for recording noise pollution to support Occupational Health and Safety (OHS). Mobile and tablet applications that have been calibrated with a soundmeter has the ability to record sound pressure which could be a solution for data recording. An external microphone can be attached to mobile phones and tablets to improve the quality of recorded data from sound sources. This research aims to analyze and determine the differences between the sound captured by internal and external microphones, and then compared them with results from a soundmeter device. This research was conducted using quantitative methods with primary data being analyzed descriptively. It was concluded from this research that there were significant increments in sound pressure using external microphones compared to internal microphones, with increment average using external microphone of 6.11 dBA on mobile phone, and 8.09 dbA on tablet.
Survey Response Analysis on the Use of Environmental Data for Sports Information Systems Development Dewi Arianti Wulandari; Wandy Wandy
Jurnal Teknologi Vol 16 No 1 (2023): Jurnal Teknologi
Publisher : Jurnal Teknologi, Fakultas Teknologi Industri, Institut Sains & Teknologi AKPRIND Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34151/jurtek.v16i1.4335

Abstract

Sport is primarily a mental and physical activity focused on competition with oneself, others, or the elements of nature—the contribution of sport to the modern world's social development, the nation, and the state. As history has shown, technical advancements have never diminished sports and linked to civilization's advancement in human life. Walking and bicycling are increasingly promoted as active modes of transportation and boosting physical activity levels. The elevated breathing rates in traffic microenvironments have generated worries about increased exposure to ultrafine particles. Amateur half marathoners did detrimental significantly when the temperature, heat index, and ozone levels rise. The athlete or recreational sportsperson can earn environmental information through several channels and devices. There are applications and widgets now embedded or separated from the device operating systems. This research aimed to find appropriate environmental information from recreational sportspeople's understanding and awareness of the environment's effect on sports performance. Walking (77) and running (48) were the most sports activities picked by the respondents. Then 99 (73%) respondents used environmental data before exercising. Weather (118) was the respondents' choice, followed by the temperature (47) and the air quality (30) picked by the respondents. Most respondents (72%) get environmental information from their smartphones, and 27 (18%) get it from the website. Environmental factors may impact sports activity performance, and the respondents used environmental information before the sports activities began. This research will later support the sports information system web application.
Artificial Intelligence Tools in Higher Education Students Usage Analysis – Case Study: Sampoerna University Rahim, Noorfi Azizah; Hanum, Az Zahra Azizah; Bhakti, Muhammad Agni Catur; Wandy, Wandy
Jurnal Teknologi Vol 16 No 2 (2023): Jurnal Teknologi
Publisher : Jurnal Teknologi, Fakultas Teknik, Universitas AKPRIND Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34151/jurtek.v16i2.4544

Abstract

The potential application of AI in education has become an area captivating the younger generation. Among higher education students, AI tools support academic activities by providing students with personalized learning experiences that digitize each student's needs and abilities. This research aims to determine the adoption of AI tools in academic areas, specifically at Sampoerna University. This research contributes to the socialization of the use of AI tools to support academics in a good and correct way. This research used a combination of quantitative and qualitative surveys as primary data. Results show that using AI tools has become common among Sampoerna University students and has gained importance in supporting their academic needs. 50% of respondents used the AI tools in less than six months, and the most used AI tool was for grammar checking. Tablet device was the least used by the students to use the AI tools, with only 6.09%.
A Study on the Usage of Learning Management Systems in Higher Education Wulandari, Dewi Arianti; Soeprobowati, Tri Retnaningsih; Nugraheni, Dinar Mutiara K; Wandy, Wandy
Jurnal Teknologi Vol 16 No 2 (2023): Jurnal Teknologi
Publisher : Jurnal Teknologi, Fakultas Teknik, Universitas AKPRIND Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34151/jurtek.v16i2.4556

Abstract

This research aimed to determine the extent to which the learning management system helps in online teaching and learning activities makes learning administration and management more accessible, and makes learning activities more effective. The research used primary data from a survey from universities in West Jakarta that 69% of most respondents used a learning management system, whether they are using the existing learning management or building their own, and 44% are using Moodle application as their learning management system media. Student readiness was 69%, meaning that most were familiar with using media devices in online learning, and 92% of teaching staff, both lecturers/mentors and instructors, have experience using and evaluating online learning. Universities in West Jakarta have used learning management systems to assist the process of learning activities so that they can be used as a reference for developing online learning models.
Battle Royale Console Game Performance Analysis (Case Study: East Jakarta, Indonesia) Azizah Rahim, Noorfi; Totong, Allister; Ikhsan Effendy, Muhammad; Djajasoepena, Rafie; Maindratama, Abdullah; Eryanto, Ery; Wandy, Wandy
Jurnal Teknologi Vol 17 No 1 (2024): Jurnal Teknologi
Publisher : Jurnal Teknologi, Fakultas Teknik, Universitas AKPRIND Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34151/jurtek.v17i1.4695

Abstract

Battle Royale (BR) genre games are still played and have massive players around the globe. They are characterized by survival and exploration elements, featuring last-man-standing gameplay that motivates players to be the final contestant in the game. This BR can now be played on single platforms and cross-platform. Apex Legends is a free-to-play hero shooter where competitors from across the frontier join forces to battle for glory, fame, and fortune. Apex Legends can be played on PlayStation, Xbox, Steam, and Switch. This research aims to understand the data captured by the game Apex Legends, played on the PlayStation 5 console and displayed on a 4K television. This data was then analyzed to measure the correlation with game performance during gameplay. This research used a quantitative method, primary data, and descriptive measurements. From the findings, it can be concluded that the FPS for this game performed well since it was still near 60 FPS (59.81) with a standard deviation of 1.07. IO could not be analyzed for network performance since no official parameters for this IO were found on the official web during the research. However, Packet Loss and Choke performed well, with an average of 0 and a standard deviation of around 0. The ping value is enormous, with a significant standard deviation gap; this can happen because the server distance is longer to Tokyo from Jakarta than Singapore. Even though the latency was high, gamers still found the matches enjoyable.   
Co-Authors AA Sudharmawan, AA Aditiya Harjon Agustin, Charles Ajeng Nindi Noviarini Anak Agung Ngurah Perwira Redi Andini, Verrani Yusti Ariana Tulus Purnomo Arieq, Nadhief Amadda Arifin, Jauharul Bahagia, Katherine Luckman Belfaqih, Idrus Husin Darmawanto, Gabrielle Orla Dewa, Gilang Raka Rayuda Dewi Arianti Wulandari Effendi, Nicholas Lasca Effendy, Muhammad Ikhsan Eryanto, Ery Faruq, Zaidan Fadlurohman Fernandez, Nikolas Krisma Hadi Francka Sakti Lee Githa, Arum Gunawan, Daisy Christina Gunawan, Samuel Theodore Hadisujoto, Budi Halim, Enrico Hanum, Az Zahra Azizah Harditya, Arya Hartanto, Soni Rudi Honni Honni Honni, Honni Ifat, Ifat Ignatius Budi Sutanto Hadisujoto Ikhsan Effendy, Muhammad Ilham Prasetyo Ilham, Oryzea Sativa islam, sri susilawati Iwan Setiawan Iwan Setiawan Johanes Fernandes Andry Kinantya, Valereyna Jingga Kushendarsyah Saptaji Kusuma, Felicia Lestari, Putri Yuni Lestari, Tika Endah Liman, Surya Danusaputro Maindratama, Abdullah Media Anugerah Ayu, Media Anugerah Mileniawati, Indah Riantantri Muhamad Rausyan Fikri Muhammad Agni Catur Bhakti Muhammad Johan Alibasa Muhammad Lukman Baihaqi Alfakihuddin Murti, Ade Iva Musrah, Andi Tri Supratno Noorfi Azizah Rahim Nugraheni, Dinar Mutiara K Nurfais, Ahmad Nurprihatin, Filscha Putra, Indra Pertama Putra, Jeremy Triutomo Rafie Djajasoepena Ramadhan, Ammar Stephen, Daniel Syamsuri, Ady Tarigan, William Hazkel Teddy Mantoro Tombak Matahari Totong, Allister Tri Retnaningsih Soeprobowati Triawan, Farid Tridanisa, Nyayu Rohaya Unang Solihin Weandri, Aliffa Ratumahesa Yusup, Christian Ronaldo