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AUGMANTED REALITY PENGENALAN HEWAN PURBAKALA ANIMASI 3 DIMENSI DENGAN PATTERN RECOGNITION BERBASIS ANDROID alvebi hopaliki; yupianti yupianti; juju jumadi
GATOTKACA Journal (Teknik Sipil, Informatika, Mesin dan Arsitektur) Vol 1, No 1 (2020)
Publisher : Perkumpulan Dosen Muda (PDM) Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37638/gatotkaca.v1i1.79

Abstract

Augmented Reality (AR) is a variation of the virtual environment or more often calledasAR technology users that can see the real world, with virtual objects added to the real world. So, users see virtual objects and real objects are in the sum place. Augmented reality requires streaming video with a camera that is used as a sowce of image input, then tracking and detecting markers. After the W is detected 30 model will appear of an item. This 3D model was mated mite software for 3D design, jbr example 3DS Max. Blender and others In this ancient animal Ieaming media using pattern recognition that can be interment! as taking raw data and based on data classification Then it can take the mutation problem how to design 30 objects with the Blender application to introduce d anc‘ient animals. purpose of this m is to build ancient animal leaning media in real time by using augmented reality technology.
PEMBUATAN GAME BE A HACKER MENGGUNAKAN APLIKASI MACROMEDIA FLASH 8 Asnawati Asnawati; Yupianti Yupianti
Jurnal Media Infotama Vol 7 No 1 (2011)
Publisher : UNIVED Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1228.739 KB) | DOI: 10.37676/jmi.v7i1.39

Abstract

Flash is a multimedia graphics and animation program that can be used interactively to create exciting web applications, but Macromedia as the developer of this program continues to enrich the capabilities of this program. Macromedia Flash 8 has a lot of changes in appearance, Filter, Blend Mode and other facilities. This software is increasingly popular as the ability to surf the web in addition to multimedia devices, it is no wonder if the flash to take an important role as one of the world of software support content. While the purpose of writing this thesis is to find out how to be a hacker game creation using Macromedia Flash 8 application. problems in this study is "How to Be A Hacker Game Making Applications Using Macromedia Flash 8". The results of the study is the Game Be A Hacker, who designed using Macromedia Flash 8 application. This application can be used by the manufacturer to perform the addition of characters, editing colors and shapes, while the user can be used as an entertainment to fill the empty time. Keywords: Game Be A Hacker, Macromedia Flash
ANALISA PERBANDINGAN PERFORMANSI RSA (RIVEST SHAMIR ADLEMAN) DAN ECC (ELLIPTIC CURVE) PADA PROTOKOL SECURE SOCKET LAYER (SSL) Niko Adianson; Yupianti Yupianti; Adhadi Kurniawan
Jurnal Media Infotama Vol 11 No 1 (2015)
Publisher : UNIVED Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (369.451 KB) | DOI: 10.37676/jmi.v11i1.254

Abstract

Algoritma RSA (Rivest Shamir Adleman) ditemukan tahun 1978 Len Adleman, Ron Rivest dan Adi Shamir dengan ketentuan C = Me mod n sedangkan Algoritma ECC ditemukan tahun 1985 oleh Victor Miller dengan ketentuan P + O = O + P = P untuk setiap P € ∑ (Fp). Dimana dalam algoritma RSA pemaktoran nilai kunci menjadi tingkat kerumitan dan pemecahannya dari pada algoritma ini sedangkan algoritma ECC tingkat kerumitan menentukan titik-titik kurvanya, dimana semakin banyak titik-titik pada kurvanya maka semakin sulit menentukan titik temunya. Algoritma ECC ini banyak diterapkan pada tanda tangan digital. Dari hasil pengujian dilakukan melakukan analisa perbandingan kerumitan dari pada masing-masing algoritma tersebut dan juga tingkat kesulitan dalam pemecahannya. Dan didapatkan hasil algoritma RSA dalam penerapannya membutuhkan sepesifikasi hardware yang tinggi dari pada ECC karena nilai pembentukan kunci RSA lebih besar.Kata Kunci : RSA, ECC dan SSL
SISTEM PELAYANAN ON-LINE PADA ASOSIASI INKINDO BENGKULU Yesi Susanti; Siswanto Siswanto; Yupianti Yupianti
Jurnal Media Infotama Vol 11 No 2 (2015)
Publisher : UNIVED Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1502.999 KB) | DOI: 10.37676/jmi.v11i2.266

Abstract

The research aims to create a Service System at Bengkulu INKINDO Association. Where the data files on the draft Association Bengkulu INKINDO namely design, Home File, File Gallery, File News, File Propyl, File Member, Guest Files and File Admin. From the discussion can be concluded that in the Making System On-Line Services in INKINDO Bengkulu Association for using weaknesses in the input data can be resolved quickly and precisely and can improve the efficiency and effectiveness of the work in Bengkulu INKINDO Association and the results can be seen on the site www.inkindobengkulu.rumahweb.orgKeyword: Service System, Inkindo
Peran Teknologi Informasi Pada Masa Pandemi Terhadap Kegiatan Belajar Di Sekolah Jusuf Wahyudi; Khairil Khairil; Ila Yati Beti; Yupianti Yupianti; Devina Ninosari
Jurnal Dehasen Untuk Negeri Vol 1 No 2 (2022): Juli
Publisher : Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (526.659 KB) | DOI: 10.37676/jdun.v1i2.2512

Abstract

Information and communication technology is progressing faster and faster, and human activities can complete tasks more quickly and efficiently. Information technology makes it easier for people to communicate, interact and act in various ways. The technology that can use to meet face-to-face needs in large quantities is Zoom Cloud Meeting, Google Meet, and Cisco Webex, and there are several other applications for similar purposes but are less desirable. During a pandemic such as Covid 19 and its various derivatives, since it was known until now, it is a scary thing for the community because the impact arising from contracting this virus can result in death. So from 2020 until early 2022, school learning activities were closed due to the PSBB policy from the government. It will be very detrimental to society, especially for school-age children who still need guidance from teachers in understanding lessons. So we need another policy in its implementation, namely the implementation of online or online learning. The utilization of information technology such as Zoom, Google Meet or Cisco Webex as a face-to-face tool between teachers and students through internet media is essential. This situation also does not escape the State 3 Seluma Senior High School, which also carries out online teaching and learning activities.
SISTEM PAKAR BERBASIS WEB UNTUK MENDIAGNOSA KUCING YANG TERKENA VIRUS MENGGUNAKAN METODE DEMPSTER SHAFER Figita Edia Putri; Yupianti Yupianti; Ricky Zulfiandry
Djtechno: Jurnal Teknologi Informasi Vol 3, No 2 (2022): Desember
Publisher : Universitas Dharmawangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46576/djtechno.v3i2.2734

Abstract

Sistem pakar merupakan salah satu program dari kecerdasan buatan. Kemampuan sisten pakar untuk menyelesaikan berbagai tugas yang bisa dikerjakan oleh para ahli menjadi daya tarik tersendiri bagi sistem tersebut. Sistem pakar telah digunakan sebagai alat bantu dalam berbagai bidang kehidupan. Salah satu contoh program yang dapat dibuat yaitu Sistem Pakar Berbasis Web untuk mendiagnosa Kucing yang terkena Virus menggunakan Metode Dempster Shafer. Dengan adanya sistem pakar ini diharapkan dapat mengatasi permasalahan yang ada di petshop Otama Satwa tersebut. Sistem ini dirancang menggunakan Bahasa Pemrograman PHP dan database MySQL. Sistem pakar yang dihasilkan dapat membantu pemilik kucing untuk mendiagnosa penyakit Virus kucing serta memberikan solusi terhadap penyakit tersebut.
PERBANDINGAN METODE PREFERENCE SELECTION INDEX (PSI) DENGAN METODE SIMPLE ADDITIVE WEIGHT (SAW) PADA PEMILIHAN MANDOR TERBAIK PADA PT AGRO MUKO Nurul Husna; Reno Supardi; Yupianti Yupianti
Teknosia Vol. 15 No. 2 (2021): Desember 2021
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/teknosia.v15i2.18574

Abstract

PT.Agro Muko is a Foreign Investment Company engaged in oil palm and rubber plantations. Administratively, PT. Agro Muko is located in several sub-districts, namely North Mukomuko District, South Mukomuko District, Lubuk Pinang District, Teras Terunjam District, Pondok Suguh District, V Koto District, Penarik District, Selagan Jaya District, Air Dikit District and Teramang Jaya District, Bengkulu Regency. north.For this reason, the author tries to build an application that compares the preference selection index (psi) method with the simple additive weight (saw) method on the selection of the best foreman using the Preference Selection Index (PSI) method using Visual Basic Net, in order to facilitate PT Agro muko in selecting best employee every year