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Journal : Jurnal SPEKTRUM

RANCANG BANGUN APLIKASI SELULER PENYEDIA JASA PERAWATAN DAN KECANTIKAN MENGGUNAKAN FRAMEWORK FLUTTER Jauzaa Maylia Suhendro; Made Sudarma; Duman Care Khrisne
Jurnal SPEKTRUM Vol 8 No 2 (2021): Jurnal SPEKTRUM
Publisher : Program Studi Teknik Elektro UNUD

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (464.138 KB) | DOI: 10.24843/SPEKTRUM.2021.v08.i02.p9

Abstract

The development of technology in this era of globalization has provided many benefitsin human life, one of which is smartphones. In this modern era, looking neat and attractive is adaily necessity for people, especially women. To get beauty care services, people usually haveto look salons and wait their turn. This takes a long time for beauty care service enthusiasts.Based on the existing background, a beauty care service provider application design was builtusing the flutter framework and android operating system with the aim of making it easier forusers to find care and beauty services. In this application there are 3 users, namelyAdministrators who are in charge of controlling Customer and Partner data, Customers as userswho are looking for care and beauty services, and Partners as people who offer care andbeauty services. Based on tests carried out using the Black Box method, the overallfunctionality of the application has been declared successful in accordance with its respectivefunctions and objectives. While the test results using the System Usability Scale (SUS) methodin the application, respondents gave a score with an average value of 73.75 which means thatthe test results have a value above average. It can be concluded that the application can runwell and can be Accepted (Acceptable).
PENERAPAN GAMIFICATION PADA SISTEM INFORMASI MANAJEMEN RUANG BACA Risqa Purma Pratama; Komang Oka Saputra; Duman Care Khrisne
Jurnal SPEKTRUM Vol 6 No 3 (2019): Jurnal SPEKTRUM
Publisher : Program Studi Teknik Elektro UNUD

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (281.581 KB) | DOI: 10.24843/SPEKTRUM.2019.v06.i03.p21

Abstract

The Reading room is a room that is used by visitors to search and study the library materials. The reading room has an important role in the learning and teaching process on campus. The Faculty of Engineering Studies of Udayana University have a reading room that is managed in a conventional way. In addition to these problems, students ' interest in visiting the Reading room is also very low. Using information technology with the Gamification method can be used to resolve the issue. This system can handle reading room management and provides convenience for users to access the reading room. The form of Gamification to be applied is the point given to the user against interactions with the Reading Room management information System. Users will be given problems that have the form and difficulty in each level, correct answers will get points and wrong answers will get a reduction of points. The points gained will be accumulated so that the level of users can be found in the leaderboard, with the mechanisms in the system expected to borrow and read books in the Reading room can increase. The Reading Room Management Information System uses 3 tests: Black Box, System usability scale, and the last of Gamification testing. Based on the test results using the black box method, the system has a function that is declared successful. Based on the test result system usability scale obtained score 70.12 expressed acceptable. In addition to the Gamification testing, a score of 3.98 is categorized by agreeing with the application
Penerapan Algoritma K-Means Clustering dalam Penentuan Nilai Huruf pada Permainan Susun Kata Bahasa Bali I Made Rian Yuliawan; Duman Care Khrisne; Putu Arya Mertasana
Jurnal SPEKTRUM Vol 6 No 3 (2019): Jurnal SPEKTRUM
Publisher : Program Studi Teknik Elektro UNUD

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (167.976 KB) | DOI: 10.24843/SPEKTRUM.2019.v06.i03.p12

Abstract

Word stacking is a very popular game in the world. In general word stacking games are called Scrabble games. Word stacking games are educational games that prioritize vocabulary. There are several important aspects in word stacking games, including the configuration of the reference word and the value of letters. However, until now, there are no word stacking games with game configurations that use Balinese as a language reference. The purpose of this study is to design a word stacking game in Balinese as a language reference and determine the value of each letter used in the word. In its design, the word used is sourced from the Second Edition of the Balinese Dictionary which consists of 10441 words. All the words will be grouped by the value using the K-Means Clustering method. Before all the words grouped with K-Means Clustering the words will be determined the frequency of occurrence of each letter in the word, appearance at the beginning and end of the word, and the frequency of the use of letters as a prefix and suffix. The results obtained from grouping with K-Means Clustering are letters A having the smallest value, namely 1 point and letters C, J, W, and Y have the largest value, 10 points.
AUGMENTED REALITY HYDRANT PEMADAM KEBAKARAN BERBASIS ANDROID Putri Sintya Dewi; Made Sudarma; Duman Care Khrisne
Jurnal SPEKTRUM Vol 7 No 4 (2020): Jurnal SPEKTRUM
Publisher : Program Studi Teknik Elektro UNUD

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (225.544 KB) | DOI: 10.24843/SPEKTRUM.2020.v07.i04.p6

Abstract

Augmented Reality (AR) is a technology used to display a 3-dimensional animatedobject with marker as a medium for displaying 3-dimensional animation in real time. AugmentedReality Hydrant for Fire Extinguishers Based on Android is an application used for learningmedia in the introduction of fire extinguishers with the aim of making it easier for the public orfirefighters to find out their form and function through this application. The Fire ExtinguisherHydrant Augmented Reality application is made in several stages, namely identifying problems,determining goals and objectives, analyzing needs, designing systems, designing designs,making systems and testing systems. This Android-based Augmented Reality Hydrant candisplay several Hydrant objects or Fire Extinguishers and display information about theseobjects.
RANCANG BANGUN GROUND STATION DENGAN TAMPILAN GRAPHICAL USER INTERFACE PADA WAHANA ROKET BERBASIS PROCESSING DAN MENGGUNAKAN ATMEGA 328 I Nyoman Sumitra Tanaya; Ida Bagus Alit Swamardika; Duman Care Khrisne
Jurnal SPEKTRUM Vol 8 No 1 (2021): Jurnal SPEKTRUM
Publisher : Program Studi Teknik Elektro UNUD

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (500.154 KB) | DOI: 10.24843/SPEKTRUM.2021.v08.i01.p6

Abstract

The design of the Ground Station with a Graphical User Interface display on a Processingbasedrocket vehicle and using the ATmega328 is designed to be able to assist in monitoringthe environment of the rocket vehicle on the Ground Station with a Graphical User Interfacedisplay. The monitored environmental conditions include the Altitude parameter (Meter abovesea level) which is detected using an Altimeter, Attitude Indicator (the position of the rocketwhich includes the value of the rotation angle of the Pitch, Roll, and Yaw), the position of thevehicle according to the longitude value and latitude detected by GPS (GeographicalPositioning System), pointer display on each latitude and longitude point value in theGeographic Information System, Heading Indicator and real-time log data. GS can display datausing an IC (Integrated Circuit) which has been integrated with an accelerometer, gyro, GPSsensors, and a communication module on a Microcontroller that can be placed on a rocketvehicle so that the IC can be called a rocket module. The rocket module is then connected tocommunicate with the GS using the 2.4 GHz XBee. The results of this research indicate that theGUI can display the Pitch and Roll value angles of 32.75o and 4.15o which are implemented withthe attitude indicator display movement, get a Yaw angle value of 132.23o, can display anAltimeter with a ride height of 79 meters above sea level, followed by real-time log data displayand GIS as a map display containing points for each change in latitude and longitude.
APLIKASI MOBILE PENJUALAN PRODUK PADA HANAKA CONCEPT STORE DENGAN FITUR GAMIFICATION Putu Agus Indra Purnama; Duman Care Khrisne; I Gusti Komang Diafari Djuni
Jurnal SPEKTRUM Vol 4 No 2 (2017): Jurnal SPEKTRUM
Publisher : Program Studi Teknik Elektro UNUD

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (283.019 KB) | DOI: 10.24843/SPEKTRUM.2017.v04.i02.p01

Abstract

Hanaka concept store is a company engaged in the field of fashion in Bali, which was established since March 19, 2013 which is located at Jalan Tukad Pakerisan No. 54 Denpasar, Bali. Competition in the world of fashion makes Hanaka concept store is required to be different in terms of fashion and product marketing. This study aims to build mobile product-based product sales system at Hanaka Concept Store. The system is built using the method of gamification in order to make the product marketing process becomes more attractive to the customer. Gamification methods contained in this application in the form of providing point to the activities undertaken by the customer either the transaction product order or quest-quest. From the results of system implementation and charging questionnaires to customers, get a score of 4.41 which in this case strongly agree with the existence of mobile applications that feature gamification.
RANCANG BANGUN APLIKASI PENCARIAN SLOT PARKIR KOSONG UNTUK KENDARAAN RODA EMPAT DENGAN PENDEKATAN COMPUTER VISION Agma Tinoe Mauludy; Duman Care Khrisne; Komang Oka Saputra
Jurnal SPEKTRUM Vol 7 No 1 (2020): Jurnal SPEKTRUM
Publisher : Program Studi Teknik Elektro UNUD

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (197.618 KB) | DOI: 10.24843/SPEKTRUM.2020.v07.i01.p5

Abstract

Parking space is a facility that must be available in public places, both in shopping areas, offices, hospitals and other places. In general, parking lots only provide parking slots to occupy cars without a system that provides information to the driver about the availability of parking slots, often the driver must surround the parking area to determine whether there are still parking slots that can be occupied. Design and build this application using the Computer Vision method, with the help of CCTV cameras. In making this application, the reference object for detection is a four-wheeled vehicle and the detection uses the Structural Similarity Index Measurement (SSIM) method by taking photos of full parking slots and empty parking slots with four-wheeled vehicles. Then two sample photos will be compared with the threshold method. After getting information about the availability of parking slots, the data will be sent to the server which will then be forwarded by the android application in real time. The results of designing this application have several things that are very influential on the level of detection, namely the intensity of light and camera position. Resistance to light changes of at least 50% of the template that has been made, while the distance of the camera to the parking slot is very influential. The farther the camera the smaller the precision produced by the system.
SISTEM PENCARIAN LONTAR BERBASIS WEB DENGAN METODE VECTOR SPACE MODEL PADA DINAS KEBUDAYAAN PROVINSI BALI I Kadek Yuda Setiadi; Made Sudarma; Duman Care Khrisne
Jurnal SPEKTRUM Vol 5 No 2 (2018): Jurnal SPEKTRUM
Publisher : Program Studi Teknik Elektro UNUD

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (239.1 KB) | DOI: 10.24843/SPEKTRUM.2018.v05.i02.p30

Abstract

This study aims to assist in the search for lontar images with Information Retrieval System built using the Vector Space Model method. The search system testing resulted in a lontar search system that received recall values: 75.4% and precision: 100% based on the graph of the receiver operating characteristic (ROC) analysis. Testing with System Usability Scale (SUS) tested at the Bali Provincial Culture Office got the highest score on statement point 1, 5 and 7 which reached 42.
AUGMENTED REALITY BERBASIS ANDROID UNTUK PENGENALAN PERALATAN LABORATORIUM I Kadek Arya Wiratama; Duman Care Khrisne; Made Sudarma
Jurnal SPEKTRUM Vol 5 No 1 (2018): Jurnal SPEKTRUM
Publisher : Program Studi Teknik Elektro UNUD

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (393.717 KB) | DOI: 10.24843/SPEKTRUM.2018.v05.i01.p13

Abstract

To gift a chance to students, lab learning is a learning process that supervised practical application with practical tools of a previously studied theory. Lack of lab clerk and time, causing lack of understanding of using tools when practical process. This study aims to assist the introduction phase of practicum tools, with Augmented reality technology, built on unity3D, Vuforia and blender with marker in the form of Augmented reality Book (AR book). From test refound that marker detection at best performance when marker is build at A4 paper size with color information and maximum of 3 closed marker area. Testing with System Usability Scale tested by Electrical Engineering Study Program students got best score at statement point 1,7 and 9
RANCANG BANGUN SISTEM INFORMASI SATUAN KREDIT PARTISIPASI MAHASISWA FAKULTAS TEKNIK UNIVERSITAS UDAYANA I Gede Agus Satya Dharma; Duman Care Khrisne; I Made Arsa Suyadnya
Jurnal SPEKTRUM Vol 4 No 2 (2017): Jurnal SPEKTRUM
Publisher : Program Studi Teknik Elektro UNUD

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (613.222 KB) | DOI: 10.24843/SPEKTRUM.2017.v04.i02.p11

Abstract

Participation Credit Unit (PCU) is a system of appreciation to Udayana University's students for their participation in student activities in both academic and non academic fields. It is one of the requirements that must be met by every student in order to be allowed to follow graduation. At the Faculty of Engineering of Udayana University, there are some data of students’ PCU that are not stored well, so the data get lost and make the process of inputting the PCU of students become problematic. In this study, the information system being built will be used to manage the PCU data of Faculty of Engineering students of Udayana University. This information system is built by using an HTML programming language, PHP with MySQL DBMS and by using the Bootstrap Framework. The results of the System Usability Scale (SUS) test given to (20) users of the system obtained an average value of 80,88 which means that the it has the values of Excellent Adjective Ratings, B Scale Grade and Acceptable Acceptability Ranges.
Co-Authors A.A Ngurah Amrita ADITYA PRATAMA Agma Tinoe Mauludy Agus Wisnu Kusuma Nata Ahmad Sulton Anak Agung Dewi Sintyarianti Ardy Wijaya Arya Mertasana , Putu Arya Ramadhan, Fauzul Boy Aribana Depari Budi Dharma Prabhawa, I Dewa Gede Cokorda Gde Wahyu Pramana Damayanti, Dewi Ayu Sulistyo Darma Putra Dewa Made Wiharta Dwika Prihambodo, Prakoso Fajar Purnama Faridzky, Fadel Ferry Angga Irawan Gede Edy Purna Sastriya Gede Sukadarmika Gusman Saleh, Arya Hartawan, I Gusti Agung Komang Dlafari Djuni Hendrawati, Theresia I Dewa Gede Shunu Kendrawan I G. A. K. Diafari Djuni Hartawan I Gede Agus Satya Dharma I Gusti Made Andi Dipayana I Kadek Agung Bagus Satria Bumi Kelana I Kadek Arya Wiratama I Kadek Yuda Setiadi I Ketut Putra Swastika I Ketut Wijaya I Made Arsa Suyadnya I Made Cakra Pustaka1 I Made Rian Yuliawan I MADE SUDARMA I Made Sukarsa I Made Wismadi I Made Yudi Adnyana Putra I Nyoman Sumitra Tanaya I Putu Gede Mahendra Sanjaya I Putu Prasna Mahardika I Wayan Adi Setyadi I Wayan Shandyasa Ida Ayu Dwi Giriantari Ida Bagus A. Swamardika Jaelani, Maulana Jauzaa Maylia Suhendro Kadek Utari Widiarsini Karda, Putu Adistyanda Timoti Raja Kendrawan, I Dewa Gede Shunu Komang Oka Saputra Krisna Hany Indrani Lie Jasa Made Ngurah Satya Wibawa Putra Made Sudarma Made Sudarma Made Surdarma Made Surdarma Mkwawa, Is-haka Ni Made Ary Esta Dewi Wirastuti Nunut Asihanna, Ester Nur Adl, Waliyin Nyoman Putra Sastra Purna Sastriya, Gede Edy Putra Dharma, Wisnu Wardhana Putra Sentana, Kadek Wibawa Putra, I Made Yudi Adnyana Putri Sintya Dewi Putu Adistyanda Timoti Raja Karda Putu Agus Indra Purnama Putu Arya Mertasana Putu Aryasuta Wicaksana Putu Pande Deva Ryana Putra Risqa Purma Pratama Salsabila, Unik Hanifah Sebayang, Deo Armanta Suartama, Putu Dandy Surya Puja Anggara Tjok Gede Indra Partha Widyadi Setiawan Wijaya Kusuma Yasa, Kadek Yogi Prawira Putra