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Peningkatan Pemberdayaan Tenaga Promosi Kesehatan dengan Media Edukasi dan Promosi Kesehatan di Kota Depok Nalawati, Rizki Elisa; Mera Kartika Delimayanti; Dewi Kurniawati; Mahesa Rama Triwijaya
Bhakti Persada Jurnal Aplikasi IPTEKS Vol. 10 No. 2 (2024): Bhakti Persada Jurnal Aplikasi IPTEKS
Publisher : Unit Publikasi Ilmiah, P3M, Politeknik Negeri Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31940/bp.v10i2.71-79

Abstract

Increasing public health awareness is an important strategic issue to be handled by local governments, especially in the Depok City area. This strategic issue is handled directly by the Depok City Health Service. This is a result of the lack of public health awareness, which is a challenge in health promotion efforts in Depok City. Several technical obstacles were encountered in the field related to limited technical capabilities in using software to create educational and promotional media using technology. This technical ability can be overcome by providing counseling and technical assistance using a selection of simple, smartphone-based tools. This training involved 60 health promoters from community health centers and regional hospitals in Depok City. The pretest results, which illustrate the success of the community service process, stated that 47.2% of health promotion workers rarely received multimedia training, and 17.85% felt that there had never been any multimedia training. Positive responses were given by the participants, as shown by the results of the implementation of 2-dimensional and 3-dimensional multimedia
A Specific Marker Approach to Improve Object Recognition in Bullet Launchers with Computer Vision Ahmad, Umar Ali; Tresna, Wildan Panji; Sugiarto, Iyon Titok; Delimayanti, Mera Kartika; Mustofa, Fahmi Charish; Faisal, Mohammad Reza; Septiawan, Reza Rendian
Journal of Electronics, Electromedical Engineering, and Medical Informatics Vol 6 No 4 (2024): October
Publisher : Department of Electromedical Engineering, POLTEKKES KEMENKES SURABAYA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35882/jeeemi.v6i4.460

Abstract

Computer vision’s ability determines the accuracy of object recognition. This study tested the camera's ability to recognize both passive and active markers using LEDs. A specific active marker is analyzed using blinking on the LED. One of the factors to consider when choosing a specific marker is the value of the duty cycle accuracy. The proposed system is confirmed by implementing an integrated control system and the hardware to develop a specific marker. The result shows that the commercial camera can recognize all colors used as the test markers. Here, a specific marker was improved in the bullet launcher system due to tracking, identifying, detecting, marking, locking, and shooting a target precisely. Generally, image processing obtained the comparison of the time to speed the process, the higher the pixel resolution, the longer the time. When the object moves at a certain speed, the camera can detect several marker shapes, such as circles, squares, and triangles. The result shows that a circle marker gives a higher accuracy at every speed level. In the duty cycle variation test, when the duty cycle value is set to 50%, the best accuracy is obtained when the red LED is used, with the accuracy value obtained reaching 96%. In the LED test, it is also found that the effect of light affects the color detection results on the LED. Moreover, using the highest accuracy results from the LEDs at the implementation stage would be very good.
Pelatihan Penggunaan Media Pembelajaran Tentang Budaya Keris Berbasis Virtual Reality di Sekolah Dasar Rizqi Fitri Naryanto; Mera Kartika Delimayanti; Ranu Iskandar; Didik Supriadi; Imam Sukoco; Aldias Bahatmaka; Warsiti Warsiti
TAAWUN Vol. 3 No. 02 (2023): TA'AWUN AUGUST 2023
Publisher : Pusat Penelitian Pengabdian Pada Masyarakat Sekolah Tinggi Ilmu Tarbiyah Al-Fattah Siman Lamongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37850/taawun.v3i02.511

Abstract

The utilization of Virtual Reality (VR) technology for educational purposes, namely in instructing Indonesian culture, particularly the Keris culture, holds significant importance. This is due mainly to the limited dissemination of knowledge on Keris and traditional weaponry inside educational institutions, as they are not currently incorporated into the curriculum. The Universitas Negeri Semarang and Politeknik Negeri Jakarta teams have developed interactive learning media focusing on virtual reality (VR) technology. The primary objective of the virtual reality (VR) application is to provide a comprehensive exploration of Keris culture, intending to foster a deeper understanding and appreciation of Indonesia's rich cultural legacy among the younger generation, mainly elementary school pupils. The approach involves offering instructional sessions to students and educators, focusing on utilizing virtual reality (VR) technology as an educational instrument. Training activities were provided at Barusari 02 Elementary School in South Semarang. Considering technological accessibility is crucial to ensuring that all students can access educational materials without obstacles. The findings derived from administering pre- and post-assessments to primary school children indicate that Virtual Reality Technology has the potential to engender greater interest among pupils in acquainting themselves with Indonesian culture. Most participants, above 80%, expressed a strong positive inclination towards utilizing Virtual Reality (VR) Technology to acquire knowledge about various cultural aspects. By providing appropriate support and adopting a comprehensive approach, virtual reality (VR) has the potential to serve as an efficacious instrument for enhancing students' comprehension and admiration of Indonesian culture.
Studi karakteristik energi surya untuk pemanenan energi: studi awal di Kota Kendari Barata, La Ode Ahmad; Samhuddin; Naryanto, Rizqi Firti; Delimayanti, Mera Kartika; Baride, La
Piston: Jurnal Teknologi Vol 10 No 1 (2025): June 2025
Publisher : Program Pendidikan Vokasi Teknik Mesin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55679/pistonjt.v10i1.85

Abstract

This research aims to evaluate the solar energy characteristics in the Andoonuhu area, Kendari City, Southeast Sulawesi, as a preliminary study for the development of a solar power generation (PLTS). Data collection was conducted using a simulation approach and direct measurements during the period from March to May 2024. The main parameters analyzed include solar radiation intensity, clearness index, zenith, incidence, solar hour angle, and the power output response of the photovoltaic panel SP-50-P36. The study results show that the average daily radiation intensity ranges from 4.5–6.4 kWh/m²/day, with peak energy occurring in May. Analysis of the sun's position on March 23 (equinox) revealed a minimum zenith angle of about 4–5°, indicating near-vertical sunlight conditions relative to the Earth's surface. Solar panels installed at a 15° facing north exhibited relatively small incidence angles during the day, supporting optimal radiation capture performance. Maximum beam radiation was recorded at 12:00 noon, while diffuse radiation contributed more significantly in the morning and evening. The clearness index showed a positive correlation with the solar angle, with optimal values when the elevation angle was above 60°. Panel performance tests revealed a decrease in thermal efficiency due to an increase in module surface temperature up to 49.25°C. This study indicates that the utilization of solar PV energy in Kendari is quite favorable and can be optimized through fixed or tracking system designs. The research provides a technical fundamental data for the development of efficient, sustainable, and adaptive PLTS systems tailored to local radiation characteristics, particularly in the central-eastern region of Indonesia.
Peningkatan Pemberdayaan Tenaga Promosi Kesehatan dengan Media Edukasi dan Promosi Kesehatan di Kota Depok Nalawati, Rizki Elisa; Mera Kartika Delimayanti; Dewi Kurniawati; Mahesa Rama Triwijaya
Bhakti Persada Jurnal Aplikasi IPTEKS Vol. 10 No. 2 (2024): Bhakti Persada Jurnal Aplikasi IPTEKS
Publisher : Unit Publikasi Ilmiah, P3M, Politeknik Negeri Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31940/bp.v10i2.71-79

Abstract

Increasing public health awareness is an important strategic issue to be handled by local governments, especially in the Depok City area. This strategic issue is handled directly by the Depok City Health Service. This is a result of the lack of public health awareness, which is a challenge in health promotion efforts in Depok City. Several technical obstacles were encountered in the field related to limited technical capabilities in using software to create educational and promotional media using technology. This technical ability can be overcome by providing counseling and technical assistance using a selection of simple, smartphone-based tools. This training involved 60 health promoters from community health centers and regional hospitals in Depok City. The pretest results, which illustrate the success of the community service process, stated that 47.2% of health promotion workers rarely received multimedia training, and 17.85% felt that there had never been any multimedia training. Positive responses were given by the participants, as shown by the results of the implementation of 2-dimensional and 3-dimensional multimedia
Perancangan dan Realisasi Aplikasi Berbasis Web untuk Enkripsi dan Dekripsi Data dengan Algoritma 3DES dan Twofish Delimayanti, Mera Kartika; Sudirko, Danu
MULTINETICS Vol. 1 No. 1 (2015): MULTINETICS Mei (2015)
Publisher : POLITEKNIK NEGERI JAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32722/multinetics.v1i1.1041

Abstract

Penelitian ini membahas perancangan dan realisasi sistem berupa aplikasi berbasis web untuk enkripsi dan dekripsi data dengan algoritma 3DES dan Twofish yang berfungsi untuk mengamankan sebuah data. Sistem dapat digunakan untuk mencegah tindakan pencurian informasi data dengan cara menyandikan informasi menggunakan teknik kriptografi berupa enkripsi dan dekripsi dengan menggunakan 2 metode yakni 3DES dan Twofish. Fungsi enkripsi adalah untuk menyandikan data sebenarnya (plaintext) menjadi data sandi (chipertext) dan fungsi dekripsi adalah sebaliknya. 3DES adalah salah satu algoritma enkripsi yang cukup  populer dan perkembangan dari DES dengan menggunakan panjang kunci 168 bit, sedangkan Twofish merupakan algoritma dengan panjang kunci bervariasi 128-bit, 192-bit, dan 256-bit. Sistem dirancang dan dibangun berbasis web untuk mempermudah penggunaan yang dapat multi platform. Implementasi sistem telah dilakukan dengan menggunakan berbagai macam tipe file dengan ukuran tertentu dan aplikasi telah berfungsi dengan baik tanpa mengubah file asli dengan teknik penyandian yang dipilih.
Media Pembelajaran Kendaraan Bermotor Berbasis Permainan Virtual Reality di SD Negeri Barusari 02 Semarang Selatan Naryanto, Rizqi Fitri; Delimayanti, Mera Kartika; Abdurrahman, Abdurrahman; Arifin, Muhammad Faizal Ardhiansyah; Sukoco, Imam; Fahmi, Fiqri Fadillah; Naryapramono, Afrilza Daffa; Kristiana, Indah Maya; Suratmi, Sifera
Jurnal Atma Inovasia Vol. 4 No. 4 (2024)
Publisher : Lembaga Penelitian dan Pengabdian pada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24002/jai.v4i4.9487

Abstract

Penggunaan teknologi Virtual Reality (VR) dalam pendidikan Sekolah Dasar (SD) menjadi solusi inovatif untuk mengatasi keterbatasan metode pembelajaran konvensional yang kurang interaktif. Pengabdian ini bertujuan untuk meningkatkan pemahaman siswa SD Negeri Barusari 02 di Semarang tentang kendaraan bermotor melalui penguatan media pembelajaran dengan teknologi VR. Kegiatan pengabdian masyarakat ini dilakukan dalam 5 tahap, yaitu Design Thinking, Komunikasi Tim Pengabdi dengan Mitra, Finalisasi Media Pembelajaran, Penerapan IPTEKS untuk Mitra, dan Evaluasi Hasil. Pengembangan media pembelajaran menggunakan metode SDLC Waterfall. Hasil kegiatan menunjukkan peningkatan rata-rata sebesar 72.5% dalam pemahaman mengenai Virtual Reality dan kendaraan bermotor. Sebesar 90% peserta merasa sangat senang belajar menggunakan permainan Virtual Reality, dan 95% menyatakan keinginan untuk menggunakannya kembali. Pengabdian ini menyimpulkan bahwa penerapan teknologi VR dalam pembelajaran dapat meningkatkan minat dan pemahaman siswa terhadap bidang permesinan kendaraan bermotor.
SOSIALISASI MEDIA EDUKATIF INTERAKTIF “BIOPORI” BERBASIS VIRTUAL REALITY BAGI PEMUDA KARANG TARUNA Naryanto, Rizqi Fitri; Delimayanti, Mera Kartika; Kriswanto, Kriswanto; Indriawan, Ari Dwi Nur; Sukoco, Imam; Subagyo, Yusuf; Eko Saputro, Wahyu Danang; Athoillah, Ahmad
ADIMAS Jurnal Pengabdian Kepada Masyarakat Vol 6 No 1 (2022): Maret
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/adi.v6i1.4146

Abstract

Karang Taruna adalah salah satu organisasi pemuda yang keberadaanya terstruktur merata di seluruh Indonesia dari tingkat RT/RW, desa/kelurahan, dan kecamatan. Pemuda penerus bangsa sangat terbiasa dengan pemanfaatan teknologi terkini di bidang TIK, salah satunya adalah teknologi Virtual Reality (VR). Pada kegiatan program pengabdian dosen kepada masyarakat ini bertujuan untuk memberikan edukasi dengan media interaktif berbasis VR kepada pemuda karang taruna tentang teknologi Biopori. Teknologi Biopori merupakan salah satu alternatif pencegah banjir yang dapat dilakukan oleh seluruh khalayak masyarakat dengan membuat lubang resapan di sekitar lingkungannya. Bencana banjir yang kerap melanda kota Semarang disebabkan salah satunya oleh resapan air yang sudah jauh berkurang jumlahnya. Oleh sebab itu, apabila terjadi hujan dengan intensitas sedang dalam kurun waktu lama, akan menyebabkan banjir. Pemberian edukasi akan lebih mengena kepada anak muda khususnya pemuda karang taruna dengan memberikan sosialiasi teknologi biopori. Hasil yang telah didapatkan adalah para peserta merasa sangat antusias dengan teknologi Virtual Reality (VR) karena dapat menggambarkan kondisi yang sebenarnya walaupun melalui sebuah film. Selain itu, para pemuda karang taruna menjadi paham dan mengerti tentang teknologi Biopori dapat mencegah banjir. Oleh sebab itu, sosialisasi kepada masyarakat khususnya tentang teknologi biopori sangat tepat diberikan dengan teknologi VR khusunya bagi pemuda karang taruna.
Pengembangan Aplikasi Web dengan YOLOv10 dan Optical Character Recognition untuk Analisis Tabel Informasi Nilai Gizi Ihsan, Muhammad; Delimayanti, Mera Kartika
Panthera : Jurnal Ilmiah Pendidikan Sains dan Terapan Vol. 5 No. 4 (2025): October
Publisher : Lembaga Pendidikan, Penelitian, dan Pengabdian Kamandanu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/panthera.v5i4.646

Abstract

This study aims to develop a web-based application that integrates You Only Look Once version 10 (YOLOv10) and Optical Character Recognition (OCR) to analyze and visualize nutritional value information tables on packaged products. The system extracts text using OCR and presents a visualization of nutritional content in easy-to-understand terms, including comparisons to recommended daily intake as well as foods with equivalent nutritional content. The YOLOv10-M model for nutrient table detection achieved high accuracy with a mean Average Precision value at the 50% threshold (mAP50) of 0.995, while the YOLOv10-S model for nutrient value detection showed moderate performance with a mAP50 of 0.731. EasyOCR is used in the text extraction process with the best results in bright background conditions (90.09%) and lowest in uneven surfaces (26.48%). The results of the system test showed a level of functionality of 100%, with an average System Usability Scale (SUS) score of 73.3 and a Net Promoter Score (NPS) of 31.82%, both of which are included in the "good" category. These findings show that the developed system can help consumers understand product nutrition information more easily, as well as potentially increase public awareness of healthy consumption patterns.
An Intelligent Web-Based Mental Health Management Platform with Rule-Based Music Therapy Recommendation Delimayanti, Mera Kartika; Wibowo, Harits Taqiy
Journal of Applied Informatics and Computing Vol. 9 No. 6 (2025): December 2025
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jaic.v9i6.10799

Abstract

This research developed a web-based application for mental health management with an emotional music therapy recommendation feature using Rule-Based Filtering. The system is designed to help individuals recognize and manage emotional conditions caused by life pressures, work stress, and often overlooked psychological issues. A 2023 survey showed that 43% of respondents were concerned about mental health problems, followed by stress at 40%, while 43.8% of parents of teenagers managed their children’s mental health issues independently, 19.2% did not know where to seek help, and 15.4% believed the problems would improve on their own. The system analyzes daily emotional input and weekly PANAS questionnaires to classify moods (Positive, Negative, Mixed, Neutral) based on Positive Affect (PA) and Negative Affect (NA) scores, then recommends relevant music from the database. The technical implementation uses Laravel for the backend and Tailwind CSS for the frontend. Black Box Testing showed 100% functionality. User Acceptance Test (UAT) with 32 respondents resulted in UAT-J 90.25%, UAT-K 90.41%, UAT-R 89.18%, and UAT-A 91.24%. The System Usability Scale (SUS) reached an average score of 85 (very high), while the Net Promoter Score (NPS) was 59.37% (62.50% Promoters), indicating strong user satisfaction and loyalty. This research is expected to help individuals monitor emotional conditions and increase mental health awareness through an innovative music-based approach.