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Pengembangan Virtual Tour untuk Perpustakaan Universitas Mulawarman Muhammad Bambang Firdaus; Anjas, Andi; Tejawati, Andi; Taruk, Medi; Wardhana, Reza; Alameka, Faza
METIK JURNAL Vol 8 No 1 (2024): METIK Jurnal
Publisher : LPPM Universitas Mulia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47002/metik.v8i1.765

Abstract

Advances in technology have now spread to all aspects of life and profession. When archiving, it is appropriate to use a computerized system to make archiving and processing letters easier. but there are still few who take advantage of current technological advances. One of them is the TEXMACO PURWASARI Vocational High School which still archives letters in paper form (hard copy). Manual archiving has weaknesses that pose many risks. By designing the UI/UX of an archival information system, it is hoped that it can solve existing problems. In designing the UI/UX, apply the user center design (UCD) method, which is a method for analyzing the UI/UX design of an electronic archival information system. seen from the system user's perspective, so that the system design is designed according to the user's needs. This research aims, apart from producing a UI/UX design design for an electronic archival information system using the User Centered Design (UCD) method, to also evaluate usability using the system usability scale method (SUS) to measure the feasibility of the Letter Archiving Information System that has been designed. The result of this research is an archival information system design that is equipped with a database design that is tailored to user needs.
Penerapan Metode Finite State Machine Pada Mobile Game Side Scrolling “Utan Adventure” Firdaus, Muhammad Bambang; Arba, Muhammad Hendra; Tejawati, Andi; Taruk, Medi; Irsyad, Akhmad; Anam, M Khairul
SemanTIK : Teknik Informasi Vol 10, No 1 (2024):
Publisher : Informatics Engineering Department of Halu Oleo University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55679/semantik.v10i1.47474

Abstract

Game ialah satu dari sekian sarana untuk menghilangkan kebosanan, dengan kemajuan teknologi smartphone saat ini, banyak game dengan platform mobile berkembang cepat. Android didukung oleh terjangkaunya smartphone android dipasaran sehingga lebih mudah diakses oleh anak-anak, remaja dan orang tua. Pengembangan game side-scrolling “Utan Adventure” ini untuk membangun game yang dapat mengasah otak dan kreativitas pemain serta untuk mempromosikan budaya lokal di Kalimantan. Game side-scrolling “Utan Adventure” ini adalah game dengan genre action adventure lebih tepatnya dengan subgenre side-scrolling dirancang menggunakan unity game engine dan menggunakan metode Finite State Machine yang diterapkan pada Player, Enemy dan mekanisme level. Finite State Machine ialah suatu metode untuk perancangan sistem kontrol yang memperlihatkan prinsip kerja sistem dengan fokus pada tiga hal penting : state (keadaan), event (kejadian), dan action (aksi). Berdasarkan hasil pengujian penelitian ini terdapat pengujian gameplay, pengujian artificial intelligence, pengujian kontrol pemain, dan pengujian mekanisme level. Hasil akhir dari game ini adalah game side-scrolling berbasis platform android, dengan fitur tambahan berupa toko, upgrade, leaderboard, dan Non-Playable Character (NPC) yang dapat patroli, mencari, dan menyerang pemain di setiap level. Kata kunci; Mobile Game, Finite State Machine, Non-Playable Character
Classification of tea leaf disease using convolutional neural network approach Hairah, Ummul; Septiarini, Anindita; Puspitasari, Novianti; Tejawati, Andi; Hamdani, Hamdani; Eka Priyatna, Surya
International Journal of Electrical and Computer Engineering (IJECE) Vol 14, No 3: June 2024
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijece.v14i3.pp3287-3294

Abstract

Leaf diseases on tea plants affect the quality of tea. This issue must be overcome since preparing tea drinks requires high-quality tea leaves. Various automatic models for identifying disease in tea leaves have been developed; however, their performance is typically low since the extracted features are not selective enough. This work presents a classification model for tea leaf disease that distinguishes six leaf classes: algal spot, brown, blight, grey blight, helopeltis, red spot, and healthy. Deep learning using a convolutional neural network (CNN) builds an effective model for detecting tea leaf illness. The Kaggle public dataset contains 5,980 tea leaf images on a white background. Pre-processing was performed to reduce computing time, which involved shrinking and normalizing the image prior to augmentation. Augmentation techniques included rotation, shear, flip horizontal, and flip vertical. The CNN model was used to classify tea leaf disease using the MobileNetV2 backbone, Adam optimizer, and rectified linear unit (ReLU) activation function with 224×224 input data. The proposed model attained the highest performance, as evidenced by the accuracy value 0.9455.
The color features and k-nearest neighbor algorithm for classifying betel leaf image Hamdani, Hamdani; Septiarini, Anindita; Puspitasari, Novianti; Tejawati, Andi; Alameka, Faza
IAES International Journal of Robotics and Automation (IJRA) Vol 13, No 3: September 2024
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijra.v13i3.pp330-337

Abstract

Piper betle L. (betel) is a species that belongs to the genus Piper and is a type of medicinal plant that is quite well known to the general population. The varieties of the leaf color may distinguish are red, green, and black betel. However, consumers still need assistance determining the differences between the many types of betel leaf. Therefore, using image processing techniques, this research contributes to building a classification method for distinguishing betel leaves based on color attributes. This approach anoints for the region of interest detection, feature extraction, and classification. In addition, three different classifiers, naïve Bayes, support vector machine, and k-nearest neighbors (k-NN), were used during the classification process. The evaluation for this study used a percentage split to divide a total of 180 images between the training and testing phases. The method’s performance provided the highest accuracy value possible, 100%, by utilizing the color characteristics with the k-NN classifier.
VIRTUAL REALITY MUSEUM MULAWARMAN BERBASIS VIDEO 360° Firdaus, Muhammad Bambang; Tejawati, Andi; Budiman, Edy; Wahyudianto, Mochamad Rizky; Anam, M Khairul
Jurnal Saintekom : Sains, Teknologi, Komputer dan Manajemen Vol 11 No 2 (2021): September 2021
Publisher : STMIK Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (374.85 KB) | DOI: 10.33020/saintekom.v11i2.222

Abstract

Recent years, visitors have decreased in the Mulawarman Museum, located in Tenggarong Kutai Kartanegara. A small number of visitors to the Mulawarmen Museum could have been due to a lack of promotions. The purpose of this study is to develop and present the Mulawarman Museum as a promotional medium a Visual Video Application for the Mulawarman Tenggarong Kutai Kartanegara. A combination of VR and Android mobile technology, which is owned by most levels of society, enables application users to view the videos in 360 degrees, can serve this research purpose. The aim of the research is This research. The test results from Android devices show that the application is smooth to run and suitable for use in versions of Android 5.1 and later with a screen-like aspect ratio of 16:9 and 18:9. All of the questions in the questionnaire received agree and strongly agree between 85% and 100%.
Pemanfaatan E-Dictionary untuk Literasi Digital Pengenalan Bahasa Tidung Hairah, Ummul; Achmad, Rayhan Zidane; Tejawati, Andi; Kamila, Vina Zahratun
Inovasi Teknologi Masyarakat (INTEKMAS) Vol. 1 No. 1 (2023): June 2023
Publisher : Wadah Inovasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53622/intekmas.v1i1.195

Abstract

Mempelajarari Bahasa daerah adalah salah satu bentuk upaya melestarikan kebudayaan nasional. Kegiatan pengabdian ini bertujuan untuk memperkenalkan sebuah media E-Dictionary Bahasa Tidung bagi masyarakat, khususnya bagi siswa sekolah yang ada di Kota Tarakan. Bahasa Tidung merupakan Bahasa daerah penduduk asli suku tidung yang mendiami daerah Kalimantan Utara hingga Sabah Malaysia. Pemanfaatan teknologi digital yang diimplementasikan ke dalam E-Dictionary ini menjadi solusi atas permasalahan kebahasaan yang disebabkan oleh berkurangnya penutur asli. Selain itu, digitalisasi kamus bahasa Tidung memudahkan pembaca untuk mengakses tanpa harus membeli kamus yang dijual di toko buku ataupun mengunjungi perpustakaan. Kegiatan literasi digital ini memberikan pengetahuan kepada siswa untuk terampil memanfaatkan perangkat teknologi informasi yang tersedia. Pengenalan aplikasi E-Dictionary Bahasa Tidung dan praktik langsung yang diberikan kepada siswa cukup efektif untuk meningkatkan minat dan keterampilan literasi digital siswa SMPN 9 Tarakan dalam mempelajari dan melestarikan bahasa daerah yang ada di wilayahnya.
Finite state machine for retro arcade fighting game development Firdaus, Muhammad Bambang; Waksito, Alan Zulfikar; Tejawati, Andi; Taruk, Medi; Anam, M. Khairul; Irsyad, Akhmad
International Journal of Informatics and Communication Technology (IJ-ICT) Vol 14, No 1: April 2025
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijict.v14i1.pp102-110

Abstract

Traditional fighting games are a competitive genre where players engage in one-on-one combat, aiming to reduce their opponent's health points to zero. These games often utilize two-dimensional (2D) graphics, enabling players to execute various character movements such as punching, jumping, and crouching. This research investigates the effectiveness of the finite state machine (FSM) method in developing a combo system for a retro fighting game, focusing on its implementation within the Godot Engine. The FSM method, which structures game behavior through states, events, and actions, is central to the game's control system. By employing the game development life cycle (GDLC) methodology, this study ensures a systematic and structured approach to game design. Special attention is given to the regulation of the combo hit system for the game's protagonist in Brawl Tale. The research culminates in the successful development of the retro fighting game Brawl Tale, demonstrating that the FSM method significantly enhances the fluidity and responsiveness of character movements. The findings suggest that the FSM method is an effective tool for simplifying and improving gameplay mechanics in retro-style fighting games.
Penerapan Motion Graphic Pada Video Promosi Wisata Pantai Panrita Lopi Tejawati, Andi; Indrajit, Indrajit; Taruk, Medi; Arifin, Zainal; Riyayatsyah, Riyayatsyah; Alameka, Faza; Pakpahan, Herman Santoso
Jurnal Rekayasa Teknologi Informasi (JURTI) Vol 8, No 2 (2024): Jurnal Rekayasa Teknologi Informasi (JURTI)
Publisher : Universitas Mulawarman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30872/jurti.v8i2.14615

Abstract

Berbagai pendekatan, efek, framing, panorama, dan vintage kini dihasilkan dari aspek-aspek tersebut dalam kemajuan teknis kontemporer, yang mampu menimbulkan kesan tersendiri saat pengguna melihatnya. Grafik gerak adalah bentuk media yang menggunakan teknologi animasi untuk menciptakan tampilan gerakan dan biasanya dipasangkan dengan audio dan teks untuk digunakan dalam output multimedia. Tujuan penelitian ini adalah membuat aplikasi video sinematografi untuk meningkatkan kualitas media promosi Pantai Panrita Lopi, memperluas pemasaran Pantai Panrita Lopi, dan menarik perhatian calon pengunjung sehingga memilih Pantai Panrita Lopi sebagai destinasi. Teknik dalam penelitian ini adalah penggunaan proses produksi video untuk membuat video yang sukses. Kamera Sony A6100, Canon 600D, drone DJI Mavic Air, dan alat pengeditan video Adobe Premiere Pro dan Adobe After Effects digunakan untuk membuat promosi. Dari 51 responden yang telah menonton video sinematografi dan menggunakan aplikasi, ditemukan banyaknya responden yang setuju di setiap pertanyaan kuesioner diantaranya pertanyaan pertama sebesar 64,70%, pertanyaan kedua sebesar 60,80%, pertanyaan ketiga sebesar 58,80% dan pertanyaan keempat sebesar 52,9%. Disarankan kedepannya untuk memperhatikan keseimbangan antara informasi yang disampaikan dengan estetika visual yang menarik, sehingga dapat menciptakan pengalaman yang memikat bagi penonton dan mendorong mereka untuk mengunjungi Pantai Panrita Lopi.
Virtual Screening Tarian Dayak Kenyah Hairah, Ummul; Ramadhan, Khefyn; Tejawati, Andi
Jurnal Rekayasa Teknologi Informasi (JURTI) Vol 9, No 1 (2025): Jurnal Rekayasa Teknologi Informasi (JURTI)
Publisher : Universitas Mulawarman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30872/jurti.v9i1.14752

Abstract

Suku Dayak Kenyah, yang mendiami daerah sungai Apokayan, memiliki beragam kebudayaan dan kesenian yang berasal dari nenek moyang mereka. Salah satunya adalah tarian-tarian adat yang memiliki arti tersendiri. Penerapan teknologi Augmented Reality (AR) menjadi salah satu solusi dalam pelestarian budaya untuk memperkenalkan tarian khas Dayak Kenyah ke masyarakat yang selama ini sulit diketahui masyarakat Indonesia karena tarian tersebut hanya dapat disaksikan saat ada acara tertentu seperti pada saat upacara adat, panen atau menyambut tamu kehormatan. Penelitian ini bertujuan untuk membangun aplikasi AR yang menampilkan video dan informasi tentang makna, sejarah, dan contoh tarian adat diantaranya Datun Julud, Leleng, dan Hudoq Kita. Aplikasi dibangun menggunakan Unity dan Vuforia menggunakan metode prototype. Pengujian aplikasi menggunakan tiga metode yaitu; pengujian marker, pengujian kompabilitas dan penerimaan pengguna. Pengujian marker menunjukkan bahwa marker memiliki kualitas yang baik karena masih dapat digunakan meskipun marker sudah terlipat, basah, dan tertutup sebagian. Aplikasi telah diuji dan berjalan dengan baik pada perangkat Android versi 6.0 hingga 11.0. Perangkat yang memiliki rasio aspek layar 16:9 memiliki kompatibilitas tata letak terbaik. Pengujian menggunakan User Acceptance Test menunjukkan persentase 87,73% untuk manfaat aplikasi dan 83,46% dari segi tampilan aplikasi. Sehingga dapat disimpulkan bahwa penerimaan pengguna terhadap Aplikasi yang dikembangkan sangat baik.
Pengembangan Virtual Tour untuk Perpustakaan Universitas Mulawarman Muhammad Bambang Firdaus; Anjas, Andi; Tejawati, Andi; Taruk, Medi; Wardhana, Reza; Alameka, Faza
METIK JURNAL (AKREDITASI SINTA 3) Vol. 8 No. 1 (2024): METIK Jurnal
Publisher : LPPM Universitas Mulia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47002/metik.v8i1.765

Abstract

Advances in technology have now spread to all aspects of life and profession. When archiving, it is appropriate to use a computerized system to make archiving and processing letters easier. but there are still few who take advantage of current technological advances. One of them is the TEXMACO PURWASARI Vocational High School which still archives letters in paper form (hard copy). Manual archiving has weaknesses that pose many risks. By designing the UI/UX of an archival information system, it is hoped that it can solve existing problems. In designing the UI/UX, apply the user center design (UCD) method, which is a method for analyzing the UI/UX design of an electronic archival information system. seen from the system user's perspective, so that the system design is designed according to the user's needs. This research aims, apart from producing a UI/UX design design for an electronic archival information system using the User Centered Design (UCD) method, to also evaluate usability using the system usability scale method (SUS) to measure the feasibility of the Letter Archiving Information System that has been designed. The result of this research is an archival information system design that is equipped with a database design that is tailored to user needs.
Co-Authors Achmad, Rayhan Zidane Ade Chrisvitandy Ahmad Wahbi Fadillah Alameka, Faza Anam, M Khairul Andi Azza Az-Zahra Andi Muhammad Redha Putra Hanafiah Anindita Septiarini, Anindita Anjas, Andi Anton Prafanto Arba, Muhammad Hendra Arief Hidayat Bambang Cahyono Budiman, Edy Budiman, Edy Damayanti, Elok Didit Suprihanto, Didit Eddy Kurniawan Pradana Eka Priyatna, Surya Ery Burhandenny, Aji Fadli Suandi Fahrul Yamani Fairil Anwar Fajar Fatimah Faza Alameka Fernando Elda Pati Ferry Miechel Lubis Firdaus, Muhammad Bambang Friendy Prakoso Hairah, Ummul Hairah, Ummul Hamdani Hamdani Hanif Aulia Hasman, Firnawan Azhari Heni Sulastri indrajit, Indrajit Irfan Putra Pratama Irsyad, Akhmad Joan Angelina Widians, Joan Angelina Kamila, Vina Zahratun Lathifah Lathifah Lathifah Lathifah Lubis, Ferry Miechel M Syauqi Hafizh Masa, Amin Padmo Azam Masna Wati Medi Taruk Muhammad Bambang Firdaus Muhammad Budi Saputra Muhammad Nopri Fauzi Muhammad Nur Ihwan Nariza Wanti Wulan Sari Novianti Puspitasari Pakpahan, Herman Santoso Pasorong, Hillary Bella Pohny Pohny Puspita Octafiani Puspitasari, Novianti Ramadhan, Khefyn Rantetana, Stevie Falentino Renol Sulle Richard Giovanni Ardie Wong Riyayatsyah, Riyayatsyah Rizqi Saputra Rondongalo Rismawati Rosmasari Rosmasari, Rosmasari Saipul, Saipul Setyadi, Hario Jati Sofiansyah Fadli Sukma Dewi Hardi Yanti Syahbana, Syarif Nur Taruk, Medi Wahyudianto, Mochamad Rizky Wahyudin Wahyudin Waksito, Alan Zulfikar Wardhana, Reza Wati, Masna Wenty Dwi Yuniarti, Wenty Dwi Widians, Joan Angelina Zainal Arifin Zainal Arifin